| GM West |
@Marius Sounds good, at the moment you are the only candidate with a completed character sheet, so you have priority at present! I'd forgotten that archaeologist bards are pretty different from regular bards, in that most of your abilities pertain to yourself rather than the party. That said, your bard and the other bard could probably work well together. Stay tuned!
| namo |
- Do you allow Retraining?
https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retra ining/
Would that extend to retraining an improved familiar's feat(s)?
- Are crafting feats allowed and potentially usable (including prior to joining the action, for the new PC), or is the campaign too fast-paced for them to be of interest?
- When you say you want PCs "totally complete", would it be OK to wait until after selection to have the full spellbook done? It starts taking quite a bit of time at these levels.
In case order of posting sheets matters, I have a rough draft - still missing fluff and some mechanics.
| GM West |
@namo Why would you need retraining when you're creating a brand new 7th level character? Not sure if I'm understanding the question.
As far as 'finished' character sheets, I've had recruitments where I get 15 players all voicing interest with character sheets in the works, and I'm lucky if I get three in various stages of finalization by the time I'm ready to introduce them into the adventure.
So yes, the character needs to be ready to be dropped into the game when the time is up. Again, I'm thinking another week or possibly two, depending on when the current battle ends and the adventurers rescue the captives. I mentioned next Friday, but honestly that's probably unreasonably optimistic on my part. More likely it'll be somewhere between Christmas and New Years, since posting rates will likely slow down over the next couple of weeks. Might even be right after the new year starts, for that matter.
So you should have plenty of time, if you're truly interested in creating a character for this game. And again, please only jump in if you're interested in the long haul. It's discouraging to have players express interest, post for a couple of months and then disappear.
| Jacob Trier RPG Superstar 2012 Top 16 |
Interested! I was a player in a game that died half-way through Empty Graves and would love the chance to continue this AP as a player. I'd submit a fresh character, since my last PC was a martial class.
Full disclosure: I'm currently GM'ing my own Mummy's Mask campaign, so I'm familiar with the overall plot and some of the major spoilers. We're only on the Half-Dead City though, and I've forgotten most of what I've read of Shifting Sands.
If that's acceptable, I'll cook up a play-ready character ASAP.
| Veniir |
Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.
STR 8, DEX 16, CON 12, INT 24, WIS 10, CHA 10
Male Elf
Medium Size
NG Wizard (transmuter) 1
BaB +4
Init +3; Senses: Perception +2, Sense Motive +0 Low-light vision
CMB +3 (4BaB -1str)
CMD 16 (4BaB -1str +3dex)
Favored Class Wizard
FC bonus: +8 HP
Defense
AC 21, touch 13 flat-footed 18 (+4 Mage Armor +3 Dex +4 Shield)
HP (6 + + 8 (8*1Con) +8 FC)
Fort +6 (+2 base +2 Con +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Ref +7 (+2 base +3 Dex +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Will +8 (+6 base +2 Resistance) (Immune to magic sleep) (Add 2 vs enchantment) (add 2 trait bonus on saving throws against curses and curse effects) (add 2 trait bonus on saving throws against a mummy’s aura of despair)
Offense
Speed 30 ft
Ranged Touch +7
Space 5 ft, Reach 5 ft
Magic
Specialization
+: Transmutation
-: Enchantment, Illution
Arcane Bond: Object (Staff)
Caster level: 8 (add 4 vs Spell resistance)
Concentration (CL + Int): +15
Spell DC: 17+spell level
Spell DC for Transmutation: 19+spell level
Spells prepared:
Cantrips: Detect Magic, Dancing Lights, Mage Hand, Prestidigitation
1: Mage Armor, Long Arm, Shield, Touch of Gracelessness, Magic Missile x2 + Thunderstomp
2: Glitterdust, False Life, Scorching Ray x3 + Cat's Grace
3: Communal Resist Energy, Fly, Slow, Empowered Magic Missile, Tongues + Haste
4: Black Tentacles, Dimension Door, Firefall + Telekinetic Maneuver (CL+2)
Spellbook:
Cantrips: (all)
1 (12): Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Liberating Command, Long Arm, Mage Armor, Magic Missile, Magic Weapon, Mount, Ray of Enfeeblement, Reduce Person, Shield, Snowball, Thunderstomp, Touch of Gracelessness, True Strike
2 (4): Cat's Grace, Glitterdust, False Life, Levitate, Scorching Ray, See Invisibility, Spectral Hand
3 (4): Communal Resist Energy, Fly, Halt Undead, Haste, Slow, Tongues
4 (4): Acid Pit, Black Tentacles, Dimension Door, Firefall, Telekinetic Maneuver
Other abilities and SQ
Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp):
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp):
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Traits:
Dangerously Curious
Mummy-Cursed
Feats:
Lvl 1 - Spell Focus (Transmutation)
Wizard 1 - Scribe Scroll
Lvl 3 - Spell Specialization (Telekinetic Maneuver)
Lvl 5 - Greater Spell Focus (Transmutation)
Wizard 5 - Empower Spell
Lvl 7 - Spell Penetration
Skills:
Fly +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +18 (8 Ranks +7 Int +3 CS)
Knowledge (dungeoneering) +18 (8 Ranks +7 Int +3 CS)
Knowledge (local) +18 (8 Ranks +7 Int +3 CS)
Knowledge (nature) +18 (8 Ranks +7 Int +3 CS)
Knowledge (planes) +18 (8 Ranks +7 Int +3 CS)
Knowledge (religion) +18 (8 Ranks +7 Int +3 CS)
Spellcraft +18 (8 Ranks +7 Int +3 CS) (add 2 to identify properties of magic items)
Use Magic Device +12 (8 Ranks +3 CS +1 trait)
Background skills:
Knowledge (history) +18 (8 Ranks +7 Int +3 CS)
Linguistics +18 (8 Ranks +7 Int +3 CS)
Languages: Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Dwarven, Giant, Halfling, Ignan, Kelish, Sphinx, Osiriani
Equipment:
Wealth: 825gp
Common items
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Headband of Intellect +4
Glove of Storing
Cloak of Resistance +2
Although Trisker Bagberg was born in safe Absalom, he has always heard stories of the great Anakel Bagberg, explorer and adventurer. The stories tell that he eventually ventured too far and stopped adventuring when he encountered a cursed tomb and returned home to live off the wealth from his adventures.
Now, although the lineage has grown resistant to curses when young Trisker was born, the stories made his curiosity flared at every opportunity. This came to great dismay to his family since he was always breaking something or another, usually magical and expensive items. He was sent to a wizarding internat to make it someone else's problem.
In the school, he bloomed, becoming top of his class, and great at debates. Once he was knowledgeable enough, he decided to follow in the great Anakel's footsteps and started adventuring. However, as much as he learned much about the world and different cultures and people, his mind kept returning to the subject of curses. Instead of just studying about them, he decided to travel to Osirion, and retrace his forefather's steps. He started to learn about the different tombs and set out to explore them. Yet his plans were disrupted since his good academic standings made him a bit overconfident, and he ended up captured by a group of gnoll slavers. Now their captive, he wonders how he'd ever manage to continue his exploration...
| namo |
@namo Why would you need retraining when you're creating a brand new 7th level character? Not sure if I'm understanding the question.
For a familiar, to retrain their "fixed" feats (except if you rule that I can choose their feats without retraining).
You missed the question about crafting, by the way.
As far as 'finished' character sheets, I've had recruitments where I get 15 players all voicing interest with character sheets in the works, and I'm lucky if I get three in various stages of finalization by the time I'm ready to introduce them into the adventure.
So yes, the character needs to be ready to be dropped into the game when the time is up. Again, I'm thinking another week or possibly two, depending on when the current battle ends and the adventurers rescue the captives. I mentioned next Friday, but honestly that's probably unreasonably optimistic on my part. More likely it'll be somewhere between Christmas and New Years, since posting rates will likely slow down over the next couple of weeks. Might even be right after the new year starts, for that matter.
So you should have plenty of time, if you're truly interested in creating a character for this game. And again, please only jump in if you're interested in the long haul. It's discouraging to have players express interest, post for a couple of months and then disappear.
I've been doing PbP since a long, long, long time, so I totally understand what you mean about people (both players and DM) ghosting. I consider myself one of the reliable ones, but of course to you I'm just a stranger over the Internet, so you can't really know. :)
I believe I've shown interest, by asking questions, checking out the existing thread (thanks for the tip about looking for tombs in general rather than Chisisek's - the need for nuance is exactly why I asked you) and posting a work-in-progress sheet. If I commit, I commit.
On the other hand, I'm sure you can understand that building a character down to the last details can take a lot of time, and getting rejected after that doesn't feel great. It's part of the process - I've been accepted AND rejected many times - and some of the process is fun either way, but some stuff can easily be postponed until after selection without impacting the game: this is why I asked about doing the spellbook after selection, not due to lack of motivation but to optimize my time as well as yours. :D
You'll note that I already had the "typical spells prepared" present on the sheet, so the PC could start the adventure with that right away. Cheers!
Added the following (these are 1st versions, they are likely to evolve still):
Khepri-Nef is a scholar at heart, and always was, from a young age. Fascinated by papyrus and the written word, he taught himself how to read, and went on to have a brilliant run at the local mage's academy. After that... precisely nothing became of him: he was listless and did not how to put to use the gifts he had honed.
After falling in with bad sorts, and accumulating debt, he climbed out of the hole he had himself dub by selling his services to various tourists and expeditions into the desert. Over time, his scholarship and practical talents for dealing with the threats of the great desert and its innumerable tombs became known, and he has had a successful run since then.
Until, that is, the gnolls surprised his latest set of employers and him during the night and ignominiously held them captive.
| GM West |
@namo You're right, I missed that question about crafting. I suppose the PCs get downtime now and again, but for the most part it'd go unused, I think. As far as familiar feats, I'm guessing you're speaking of the feats gained as the master levels up? Such as Alertness and Improved Evasion? I probably wouldn't allow retraining of those, I consider them to be specific to familiars in general and would possibly open the door to some game-breaking actions involving the familiar. I do appreciate the interest you've shown and the questions you've asked.
@All Perhaps I just need to establish what I'm looking for as a 'finished' character sheet - both for namo and for everyone else:
Character stats, class(es), race, abilities, feats and at least the magical equipment. This way, if I have any questions or concerns, I can inquire about them. Also, some sort of very brief (a few sentences is just fine) about character background and description - just so I know what they look like and what they're doing here. What namo just posted is perfect for that. Since I'm looking specifically for an arcane-type, the completed spellbook would be nice, but at the very least an idea of the spells you are considering would be needed. Especially those that might come from splatbooks that are exotic and/or uncommon to most campaigns.
The above is enough for me to make a decision on which character fits the campaign best, and also won't overwhelm me as a GM with regard to feats and abilities that I either don't understand (due to never having seem them in action before - a possibility considering the sheer number of splatbooks out there) or perhaps just don't like having been exposed to them before. Core classes I've obviously got no issues with at all, and a good number of splatbook classes, feats, etc fall into this category as well. But there are a number as well that I just don't really like, and would avoid, given the choice.
| namo |
Ah, I need to further clarify: I meant the feats the familiar gains for his base racial HD. For instance, the typical Faerie Dragon has Acrobatics and Dodge as feats, but my PC's familiar, if a faerie dragon (I'm also eyeing a different improved familiar), could hopefully have a different feat set via retraining.
Thanks for the explanation regarding what you're looking for: that is balanced and perfectly understandable.
| GM West |
I'd stick with my ruling of no, I think. Sorry for that. The retraining concept seems geared toward characters whose players have changed their minds about certain decisions made as they develop their character from 1st level to higher levels - a perfectly fair thing to allow in my mind. But a familiar (i.e. creature) probably shouldn't get the same consideration.
| Veniir |
Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.
** spoiler omitted **...
Adding a physical description.
Trisker is a jovial elf with hopeful eyes. He likes wearing light green robes that match his eyes and light orange accessories on his dark brown hair.
@GM: Please let me know if you need anything else from me.
| Urram |
This is Nik's submission of a Self-Perfection Psychic.
The profile is complete (bar the status bar) although if selected I might ask to compare spell-lists with the current players to make sure there isn't too much cross over.
Hopefully the background is sufficient/suitable. I skimmed the adventure background for book three and took a quick read through the gameplay thread to get the key names since it's been a long time since my last game of Mummies Mask died (early in book 3). Happy to make changes if you would like.
Thanks in advance for the consideration.
| DBH |
This looks interesting. I've been in one PBP of Mummy's mask that didn't get past 1st level so I'm keen to try again.
I'm thinking an Investigator (Cartographer), with a level or two of Ranger to aid in surviving the wild areas he wants to map.
HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 1
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 8
HP: 1d10 ⇒ 1
I'll get working and have something up soon.
| Rani Zakia |
DBH here with my character Rani Zakia.
RANI ZAKIA
Male Half-Elf (Garundi) investigator 6 / ranger 1. NG medium humanoid (elf, human)
Init +3; Senses Low-Light Vision, Perception +16,
Languages Ancient Osiriani, Auran, Common, Draconic, Elven, Gnoll, Osiriani, Polyglot
AC 19, touch 13, flat-footed 16. hp 58 (7HD)
Fort +6, Ref +11, Will +7, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +2 Reflex to avoid traps
Defensive Abilities Trap Sense +2,
Immunities Sleep,
Speed 40 ft. (8 squares)
Ranged +1 composite longbow +9 (1d8+1/x3), within 30 ft. +10 (1d8+2)
Melee masterwork silver dagger +7 (1d4/19-20)
Ranged masterwork silver dagger (thrown) +9 (1d4+1/19-20), within 30 ft. +10 (1d4+1)
Melee cold iron/+1 rapier +7 (1d6+2/18-20)
Base Atk +5; CMB +6; CMD 19
Atk Options Humanoid (Human) +2,
Prepared Spells Prepared Spell List
Investigator (CL 6th):
2nd - cure moderate wounds (DC 15) , darkvision (DC 15) , fire breath (DC 15) , see invisibility (DC )
1st - comprehend languages (DC ) , cure light wounds (DC 14) , endure elements (DC 14) , monkey fish (DC ) , urban grace
Ranger (CL 1st):
Abilities Str 12, Dex 16, Con 13, Int 16, Wis 13, Cha 14
Special Qualities Adaptability, Alchemy, Studied Terrain, Studied Terrain (Dungeon Map), Studied Terrain (Overland Map), Studied Terrain (Town Map), Elf Blood, Elven Immunities, Expanded Inspiration, Geographic Lore, Inspiration, Inspired Intelligence, Keen Senses, Low-Light Vision, Multitalented, Rogue Talent, Studied Combat, Studied Strike, Swift Travels, Track +1, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, Wild Empathy +3,
Feats Extra Investigator Talent, Fast Learner, Point-Blank Shot, Precise Shot, Skill Focus (Perception)
Skills
*Acrobatics +9, Acrobatics (When Jumping) +18,
*Appraise +8,
*Bluff +6,
*Climb +6,
*Craft (Alchemy) +13,
*Craft (Calligraphy) +10,
*Craft (Painting) +9,
*Diplomacy +8,
*Disable Device +18,
*Disguise +6,
*Escape Artist +7,
*Heal +6,
*Intimidate +6,
*Knowledge (Arcana) +9,
*Knowledge (Dungeoneering) +8,
*Knowledge (Engineering) +8,
*Knowledge (Geography) +8,
*Knowledge (History) +8,
*Knowledge (Local) +8,
*Knowledge (Nature) +8,
*Knowledge (Nobility) +7,
*Knowledge (Planes) +7,
*Knowledge (Religion) +7,
*Linguistics(Auran, Draconic, Gnoll) +9,
*Perception +16, Perception (Trapfinding) +19,
*Sense Motive +9,
*Sleight of Hand +8,
*Spellcraft +9,
*Stealth +10,
*Survival +8, Survival (Follow or identify tracks) +9,
*Swim +5,
*Use Magic Device +6,
Possessions +2 mithral shirt; cloak of resistance +1; boots of striding and springing; thieves' tools (masterwork); smoked goggles; cold iron/+1 rapier; formula book; +1 Composite Longbow ; Handy Haversack [ Chronicler's Kit; Desert Kit; Grooming Kit; Gear Maintenance Kit; Map Maker's Kit; Mess Kit; Scrivener's Kit; Survival Kit (Masterwork); Bedroll; Winter Blanket; Waterproof Bag (x2); Grappling Hook, Common; Rope, Spider Silk (50 ft.); Iron Spike (x4); Traveler's Any-Tool; ]; Waterproof Bag [ Coffee Pot; Coffee (Cup) (x10); Honey (Jar); Powdered Milk; Trail Ration (x10); Oldlaw Whiskey (Bottle); Soap; ]; Belt Pouch [ Wire Saw (Adamantine); Compass; Flint and Steel; Sewing Needle; String (50 ft.); ]; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; ]; Canteen ;
Formula Book
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 6 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Studied Terrain (Ex) A cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area. A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded. Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink-a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.
Studied Terrain (Dungeon Map) While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 600 feet, and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.
Studied Terrain (Overland Map) In natural terrain, the radius of the mapped area is equal to 6 miles. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.
Studied Terrain (Town Map) While in an urban area or ruins, the radius is 6000 feet or the entirety of the urban or ruined area, whichever is smaller.
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 saving throw bonus against enchantment spells and effects.
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Geographic Lore (Ex) A cartographer gains a deeper understanding of wilderness terrain. Whenever he is on the Material Plane, he can determine where true north is as a full-round action. Furthermore, he can create and sell maps to earn a number of gold pieces per week of dedicated work equal to half his Knowledge (geography) check result per week.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 6. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Inspired Intelligence (Ex) An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 3 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 2d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Travels (Ex) While in studied terrain, a cartographer intuitively knows the easiest, shortest, and fastest way through the wilderness. For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway. He can extend the benefit to up to 6 creatures traveling with him.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding An investigator adds 3 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
That's his basics and his equipment all worked out. I just need to think a little regarding his history.
Originally from Absalom but he wanders the inner sea thanks to his drive to map places that have never been discovered, or mapped.
Very big on not just exploring and looting tombs but mapping and painting them for history.
| namo |
Rolling HP: 7d6 ⇒ (4, 4, 3, 2, 1, 4, 6) = 24
Also, couple more questions:
- Do you allow Variant Multiclassing? I had the idea of picking up wizard VMC to simulate some kind of double majoring.
"The desert deceives (illusion) and the desert reveals... one's true being (divination)"
- Magic Item Compendium, Spell Compendium and Complete Champion are common 3.5 books that are not listed as sources so, to confirm, we should avoid drawing from them? That wouldn't be a problem; I'm just checking.
| namo |
OK! Please don't say sorry, it's fine. :) FYI, I asked because the recruitment post said the following:
I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer).
all of which are 3.5E books.
I had already added a couple of 3.5E spells on my sheet, but they're tagged with the source (e.g. CArc for Complete Arcane) so they're easily identifiable and can be removed if nixed.
| GM West |
Oh wow, that was a total mistake on my part! I will say I started two games at the same time on this board, one was a 3.5 game, and this one was the Pathfinder game. I must have cut/pasted the 3.5 recruitment and didn't make the change. Too bad I can't go back and fix that...
But yes, Pathfinder books only, please. If there's not an equivalent in PF, tagging the 3.5 is okay. If I have an issue, I'll take it up with you.
| Marius Vorloren |
33,000 gp
Magic Items:
Headband of Mental Prowess +2 (Charisma, Intelligence) [Diplomacy] {Kelish} 10000
+1 Agile Rapier 8320
Ring of Feather Falling 2200
+1 Mithral Chain Shirt 2100
Amulet of Natural Armor +1 2000
Handy Haversack 2000
Ring of Protection +1 2000
Cloak of Resistance +1 1000
Wand of Identify (50 ch) 750
Ioun Stone (dusty red prism, cracked) 500
Potion of Cure Moderate Wounds 300
Potion of Lesser Restoration 300
Potion of Cure Light Wounds x2 (50/each) 100
Potion of Protection from Evil 50
Total: 31,620
Miscellaneous Gear:
Alchemist's Fire x3
Antiplague x2
Antitoxin x3
Belt pouch
Chalk x4
Compass
Explorer's Outfit
Flint & Steel
Hammer
Holy Water
Hot Weather Outfit
Ink, black
Inkpen
Journal
Magnifying Glass
Mirror
Pitons x10
Signal Whistle
Spell Component Pouch
Thieves' Tools, masterwork
Trail Rations x5
Waterskin
Whetstone
Wrist Sheath, spring loaded
-Dagger
Eleanor
-Bedroll
-Bit & Bridle
-Blanket
-Climber's kit
-Crowbar
-Grappling Hook
-Mess kit
-Miner's Pick
-Pack Saddle
-Saw
-Shovel
-Rope, silk 50'
-Tent-medium
Total: 777.8
Weapons:
Shortbow, masterwork 330
-20 arrows
Dagger x3 (2/each) 6
Mace, light
Total: 344
| GM West |
@Urram I'll take a good look at each of the characters in the next week or so. Posting has gone south during the holidays, so I've got some time.
And I'm thinking I mentioned 7th level at some point? But you are correct, these characters should be 8th level. If you created a 7th level character, then level up! :)
| Bombadil |
If it's not too late I'd like to submit a sorcerer with the djinni bloodline. I'll post the stat block this evening and have a background up by tomorrow after reading the gameplay thread. I'll post daily and I've finished several APs in PbP over the last 15 years. I've yet to play the Mummy's Mask AP and have always wanted to.
| Bombadil |
Jupi Zeph
Half-elf sorcerer 8
CG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 12 (+1 armor, +1 deflection, +4 Dex)
hp 49 (8d6+16)
Fort +7, Ref +8, Will +8; +2 vs. enchantments
Immune sleep; Resist electricity 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +4 (1d4/19-20) or
. . silver light mace +4 (1d6)
Ranged +1 light crossbow +9 (1d8+1/19-20)
Special Attacks electricity ray (1d6+4 electricity)
Sorcerer Spells Known (CL 8th; concentration +14)
. . 4th (4/day)—dragon's breath[APG] (DC 20)
. . 3rd (6/day)—fireball (DC 19), fly, haste
. . 2nd (8/day)—invisibility, mirror image, scorching ray, see invisibility
. . 1st (8/day)—mage armor, magic missile, protection from evil, shocking grasp, true strike, windy escape[ARG]
. . 0 (at will)—dancing lights, detect magic, drench[UM] (DC 16), mage hand, mending, ray of frost, read magic, spark[APG] (DC 16)
. . Bloodline Djinni
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 22
Base Atk +4; CMB +4; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot, Skill Focus (Spellcraft)
Traits friend in every town, reluctant apprentice
Skills Appraise +5, Bluff +10, Diplomacy +12, Disguise +16, Fly +8, Intimidate +10, Knowledge (arcana) +6, Knowledge (local) +3, Perception +2, Spellcraft +20, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ elf blood
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), oil; Other Gear +1 light crossbow, cold iron dagger, crossbow bolts (30), silver light mace, belt of incredible dexterity +2, boots of the cat [UE], bracers of armor +1, cloak of resistance +2, efficient quiver, gloves of elvenkind[ARG], handy haversack, hat of disguise, headband of aerial agility (cha +2)[UE], ring of protection +1, bedroll, bell, blanket[APG], canteen[UE], chalk, flint and steel, fortune-teller's deck[APG], ink, parchment, scroll box[UE], signal horn[APG], signal whistle, silk rope (50 ft.), soap, twine (50')[APG], waterproof bag[UE], waterproof bullseye lantern[UE], wooden holy symbol of Desna, 868 gp, 7 sp, 7 cp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6+4 electricity, 9/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
| Marius Vorloren |
Added a background to Marius
Marius Vorloren was born the seventh son of a seventh son of a Taldan noble family. With little, or nothing, to inherit he decided to strike out on his own to build his fortune.
Intrigued by the stories of the Pathfinder Society his favorite uncle had told him, he headed to Absalom to join up. Several years had passed when he received some devastating news, his uncle had perished on a mission to Nex. Due to the clandestine nature of the mission the Decemvirate disavowed any responsibility for the action and refused to mount a recovery mission for the slain agents.
Marius petitioned his Venture Captain, and even the Decemvirate itself, but was repeatedly denied. Disillusioned, Marius left the Society and, once again, struck out on his own. This time he headed to Osirion to lend the skills he had learned as a Pathfinder to various archaeological expeditions exploring Osirion, Katapesh, and Qadira all the while searching for information about the nature of his uncle’s mission and the whereabouts of his uncle’s remains so he could “bring him home”.
It was, upon returning to Sothis, from one such expedition that he had heard about the Ruby Prince opening the necropolis in Wati to exploration. Far too late to explore the ruins itself, he, along with his trusty mule, Eleanor (named after his grandmother. Actually this one is Eleanor the third, but who’s counting) decided to travel to Wati anyway to offer his services. It was on this journey that he, and the caravan he was travelling with were attacked by a band of gnoll slavers and were soon overwhelmed.
So it is that he sits in the night, his hands bound, when he hears the sounds of battle and sees what appears to be a band of adventurers striking the camp.
| Bombadil |
In the great library of Tephu he discovered the truth of his bloodline. It wasn’t unique at all. Genies of all types had been consorting with mortals for ages unknown. There were thousands and thousands of people throughout Golarion with the bloodlines of the immortal creatures. If anything he was more of a mutt than before. Dejected, but unwilling to give up after the long journey, he decided on one more chance to find which djinni was in his family past. He traveled upriver along the banks of The Crook towards Ipeq, the city that legend said was built by the wishes of genies. Maybe at the Crook Lyceum he could find a professor that knew something of their histories.
Normally a cautious traveler, he let his guard down at the wrong time. The caravan with gnolls should have been avoided, but wisdom never was Zeph’s greater attribute. Heck, they’re just mutts like me, he thought, and how bad could they be if they were heading towards Ipeq. Of course they weren’t, but he didn’t discover that until he was already bound, gagged, and being hauled out into the Parched Dunes.
| GM West |
This was tough, as always. Based on what the party already has covered as far as skills and abilities, I'd like to invite both Khepri-Nef and Urram into the adventure. Thank you all for applying, and if I do get openings again in the next few months, I hope you'll be open to a PM.
To my two new players, I'm sending you PMs shortly. I hope you all have a great New Year and that our paths cross on the board someday!