Ironperenti's Shattered Star AP

Game Master Ironperenti

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I was asking about this, but I'm booked for now, so I'm not going to submit anything.


It is 1 March and the numbers have stopped coming in so I will be closing recruitment. I have asked the current three to look through and pick their compatriots. I hope to have an answer by nlt this time next Wednesday. If they can't decide I will so should have no issue with the timing. Best of luck to you all. The selection looks great.


Thanks! I look forward to seeing who is selected, and good luck to all who submitted a character!


Good luuuuck!


Thanks! Best of luck everyone!


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Thank you to everyone who submitted. The team had a hard time deciding on who to pick with a lot of back and forth but the winners are:

Leylia Lucresh
Aurie de Valois
Yhato

Would you three please hop on the discussion tab? It’s been a long recruitment so if you are no longer available please jus let me know. Thank you again to everyone.


Ah, drat. Well enjoy your game!


Enjoy all! Have a great adventure :D


Congratulations to all those chosen!


Merci Beucoup!


Alas, real life has severely depleted the team we started with. I'd like to get our team of two (botting two others at the moment) back up to five or six so I'm looking for 3 or 4 grand players to step into the gap and help out a bit. Let's run recruitment for 2 weeks so 1700 on 8 Aug. I will start reviewing submissions at that point and see if my players have time to do the same. Our two remaining characters are a Sylph Rogue and an Urban Bloodrager/Swashbuckler.

The build rules are:

Setup: you are all members of the Pathfinder Society and have been gathered into the lodge in Magnimar. In addition to your purchased gear you each get a wayfinder with a dun ioun stone. Backgrounds should not be extensive but should touch on how you were initiated into the society and sent to Magnimar if not from there.

18 point buy
Classes: Core, Base, Hybrid, Alternate (would likely need explanation), Unchained (Paizo only)
Alignment: GOOD
Level: 2nd
Races: Elf, Human, Halfling, Dwarf, Half-elf, Half-dwarf, Oread, Sylph, Dhampir, Fetchling, Aasimar (base ability bonus only), Tiefling (base ability bonus only), Gnome, Vanara, Rat folk, Cat folk, Lizard folk, other tbd
Background skills in play
Feats: Weapon Finesse is free, Improved Critical only improves the Crit threat range by 1 (keen will only increase Crit range by 1 but will stack with the feat), Shapeshifting Hunter only allows 4 levels of crossover, Not used: Unhindering shield, Shikigami style or associated
Modified Automatic Bonus Progression ABP see the game header
HPs: Max class HP at first level; you get racial hit points: base is 8 for a medium creature, -2 for a racial CON penalty, -2 for small size, +2 for a racial CON bonus (examples Human 8, Elf 6, Dwarf 10, Halfling 6); every level thereafter is half HD+1 (examples Fighter 6, Rogue 5, Barbarian 7)
Skills: Classes with only 2 Skill points get +1 skill point per level
Starting money: 500gp
Traits: One campaign or Pathfinder Society trait; one trait of your choice; no drawbacks
Emerging guns


Hello,

the urban bloodrager (mostly, I plan to embark on some funny multiclassing shenanigians) speaking!

Aurie is relatively tanky (AC wise), hits relatively hard and can kind of scout. She has zero clue whatsorever about anything tangentially related to knowledge or lore skills, and is aggressively unwise, but so far it worked out for her.

Both the Rouge and the Bloodrager are dex based melees, and I think we have scouting covered.

We are definitly lacking in magical utility (it will be a while before I even get spells), knowledges, dealing with swarms and healing/condition removal.

Facewise, Aurie is decent but her sense motive is meh.


Hmmm. Off hand, I think I might try to craft a vanaran wizard. Both varara and wizards are out of my comfort zone; it so much easier to get invited into a campaign here on the forums as divine caster or healer.
And I'll need to justify how a vanara got to Maginmar, just from what little I read of the Player's Guide, an incredible amount of variety is possible.
So I'm gonna go for it!!


Alright, well, I will throw Jethryk Devarre, Half-Elf Wizard 2, into the ring for consideration :-)

He definitely has quite a few Int-based skills covered, and a little bit of healing ;-)


Had a character in the original recruitment, so I'll resubmit them.

Dashka - NG Female Sylph Oracle of Wind, with the Deaf curse.

Based on the current party, she'll be plain oracle, so there will be some minor stat adjustments (and I need to level her up to 2)


How about an Android Unchained Monk?

And, don't mean to be greedy but, with Weapon Finesse being free, could that include Agile Maneuvers as well? Same logic (on the surface).

Maybe you've given it some thought or perhaps it's never come up.


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@Djon, it has never come up. But I like that, it seems to me you would use what you are best at if the situation allows. So, yes, EVERYONE may have Agile Maneuvers as a free feat.

Silver Crusade RPG Superstar 2014 Top 16

Query: in PFS, Wizards lose Scribe Scroll, in favor of Spell Focus. Can I do this?


It goes something like this...

Android uMonk:

Gabriel

Male android unchained monk 2

LG Medium humanoid (android)

Init +3; Senses darkvision 60 ft., low-light vision; Perception +9

--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 12 (+3 Dex, +2 dodge, +2 Wis)

hp 28 (8+2d10+4)

Fort +5, Ref +7, Will +3; +4 vs. mind-affecting, paralysis, poison, and stun

Defensive Abilities constructed, evasion; Immune disease, emotion, exhaustion, fatigue, fear, sleep

--------------------
Offense
--------------------
Speed 30 ft.

Melee unarmed strike +5/+5 (1d6+2)

Special Attacks flurry of blows (unchained), stunning fist (2/day, DC 13)

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 14, Cha 8

Base Atk +2; CMB +5; CMD 21

Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse

Traits exchange agent, nanite revival

Skills
. . Acrobatics +8
. . Climb +6
. . Escape Artist +7
. . Know (history) +6
. . Know (religion) +5
. . Linguistics +6
. . Perception +9
. . Prof (librarian) +6
. . Sense Motive -2
. . Stealth +8
. . Swim +6

Racial Modifiers +2 Perception, -4 Sense Motive

Languages Azlanti, Common, Sylvan, Thassilonian

SQ emotionless, exceptional senses, repairing nanites

Magic Gear

Other Gear masterwork backpack

Money 950 gp

--------------------
Special Abilities
--------------------
ABP Level 2 +1 resistance, +1 dodge bonus to AC
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (4 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Stunning Fist (2/day, DC 13) You can stun an opponent with an unarmed attack.

Gabriel's Story
Found dormant by monks near a tech-tainted ruins site he was in a sarcophagus of sorts.

Once the seal was broken and the lid opened, his skin began to glow with intricate patterns. His chest expanded, as if taking in a long awaited breath.

He spent some months with the monks, voraciously learning until, a visiting Pathfinder recognized him as an android.

The monks agreed to let their newest brother leave and explore the world.


@Zahir: I'm ok with that. Anyone else reading this, the swap is valid for all.


Hello All!

I have had a previous shot at SS once, but unfortunately it evaporated....

I am having an idea for a 1/2 Orc Druid. Not certain if he will be Caster, Melee/Wild shape, or both....

@GM Ironperenti:
I couldn't help notice the Free +4 to Dex granted to your current Players. Would that be applicable for these particular builds?

Need to reread the PG to refresh....

Still early since only 2nd, so a good time to get reacquainted. My initial attempt ended at 2nd, I believe.

Thank you for running!


I also previously submitted here with my Android Gun Chemist, Rex Trulian who will need to be leveled up to 2.

However, if I didn't make the cut last time because you did not like that character, please let me know, so I can consider submitting an alternative. :)


Hmmm...I have accidentally found this interesting twist on a Druid. Ratfolk would be great, although would need to make the numbers fit. He would be a Caster Druid, although the Familiar Swarm Ability would be quite fun.

Swarm Monger

I see him as that Pathetic Pathfinder Recruit that they had to let in because of Public Relations...lol.

Think of the weird kid in school that nobody talked to unless absolutely had to...

Would this be acceptable for me to proceed?

EDIT

Would this Familiar Archetype at Ability at 11th, combined with Swarm Monger would be cool.

Decoy

Would be hilarious seeing a Swarm of himself...lol.


I have my vanara wizard/bard's crunch done. Working on fluff.


@Dorian: we'll discuss potential bonuses to stats after character selection. Build without it in mind. Mechanic wise I am fine with swarm monger, whether the others will see it as a good fit is another story.

@pinvendor: it was a vote at the time. If you remember I had like five of my real world friends I strong armed into trying pbp. For most of them (read 4) it was not their cup of tea. The original others used to support were voted on by the others to cover what they saw as gaps in their capabilities. I intend to extend the selection to the players again. To that end it looks like our wizard may make it back but two guys who can wing spells is not necessarily a bad thing. We don't have a good ranged support character so Gun Chemist I think fits a niche.

Silver Crusade RPG Superstar 2014 Top 16

Ok, if your wizard is coming back, then I’ll back out.


He's a maybe, can't hurt to leave your hat in the ring.


Hmm... Monks don't have much of a niche and waiting to come online at Level 5 or 6 might not be fair to the others.

I do appreciate some of the house rules!

I'm dropping out. But, I do look forward to your next recruitment, @Ironperenti!


I'm putting together a Heal-focused Caydenite investigator with an initial level in Swashbuckler. I'll make a character profile with stats and description in the next couple of days.

Can I ask, though: If Weapon Finesse is free, does that mean both the current characters have a dead feat? (Unchained rogue gets Weapon Finesse at 1st level, and swashbuckler gets swashbuckler's finesse which basically gives Weapon Finesse.) Would you be willing to grant characters another appropriate feat in place of Weapon Finesse when they get it from a class feature?


I'm interested. I have a bard of sorts in mind, but it'll be a while before I complete him since I'm on vacation at the moment. Will submit closer to deadline.


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@eriktd: instead of having to use fencing grace or slashing grace you can take weapon finesse with a weapon to get dex to dmg. Therefore, the swashbuckler finesse gives dex to dmg and the unchained rogue gets an initial dex to dmg wpn instead of waiting until 3rd level


Ironperenti wrote:
...Therefore, the swashbuckler finesse gives dex to dmg and the unchained rogue gets an initial dex to dmg wpn instead of waiting until 3rd level

That's a sweet deal. That would actually make my build more viable as a martial.


Thats why I hit pretty hard yesyes!


I have the particulars bouncing about in my head for a Ratfolk Druid (Swarm Monger) 2...

....is the Party ok with that plan? If so, I will build him out.

Silver Crusade RPG Superstar 2014 Top 16

Ironperenti wrote:
He's a maybe, can't hurt to leave your hat in the ring.

I was considering a straight up "God Wizard" per Treantmonk, or a "Magic Missile Master" who beyond level 5 functions as a "God Wizard" with the option of hurling powerful magic missiles on demand as well.

I'll keep my eye here and see if your Wizard is sticking around.


So, I done did da thing...

This is Dorian Grey's work in progress...

Any questions, comments, concerns about the concept please ask.

Thank you.


Djon Hallow wrote:

Hmm... Monks don't have much of a niche and waiting to come online at Level 5 or 6 might not be fair to the others.

I do appreciate some of the house rules!

I'm dropping out. But, I do look forward to your next recruitment, @Ironperenti!

With that note about Weapon Finesse (specific weapon) instead of class granted Weapon Finesse... I'll stay in.

Weapon Finesse (Unarmed Strike) OK?

Probably going uMonk/uRogue and giving up +1 BAB for the Dex to damage, +1d6 sneak, Trapfinding and skill points, etc...

Progression will be eventually 4 levels of uRogue for Scout's Charge.

I think the combination makes for a good combat ready rogue and possibly even frontliner.

If it comes down to 2 Androids being too much, I'm happy to change race. Probably Half-Orc or Human, most likely.

@Ironperenti

I also noticed that our House ABP doesn't include +'s to attributes.

Does that mean, those items (Belt of +2 Strength, etc...) do exist in-game or they still don't and you were generous with the other ABP grants to make up for it?

Given that you are using an 18 point buy, I'm gathering you aren't fond of crazy high attribute numbers.


Ironperenti wrote:
@eriktd: instead of having to use fencing grace or slashing grace you can take weapon finesse with a weapon to get dex to dmg. Therefore, the swashbuckler finesse gives dex to dmg and the unchained rogue gets an initial dex to dmg wpn instead of waiting until 3rd level

Thanks, Ironperenti! I'll get my investigator together soon, probably tonight. :)


@Djon: First, weapon finesse unarmed strike is perfectly fine. Second, The idea behind my ABP is that it is the character's skill and experience not some mystical bonding process or some such. Therefore, the magical items that modify stats are still viable purchases though I doubt you can make it happen on a 2nd level paycheck.


Ironperenti wrote:

@Djon: First, weapon finesse unarmed strike is perfectly fine...

Therefore, the magical items that modify stats are still viable purchases...

Thanks and thanks!

Grand Lodge

Heyo, I've been back and forth trying to decide what character to make and submit to your game.

I finally decided on a Runesage Wizard. He has been dispatched from the Grand Lodge to assist in Magnimar. His specialty is on a type of magic from ancient thassillon. He never intended to be a field agent, was quite happy with his arcane research at the grand lodge.

He focuses in conjuration spells and all the knowledges


Hi there! I put together a character for this recruitment. Meet "Doc" Adams, a swashbuckling investigator and expert healer. He's a follower of Cayden Cailean and fights with tankard and rapier, since like the Drunken Hero he's reluctant to put down his drink once he's poured it. His deity has blessed his service with the ability to lay on hands (the Healer's Hands feat), and he views it as his primary job to see that his companions' injuries are dealt with promptly-- even while he mutters and complains about it to himself. He is also filled to overflowing with lore and trivia (lots of skills), and while he can brew up a nice batch of alchemist's fire he also makes and consumes the other kind of alcohol whenever he can.

Silver Crusade RPG Superstar 2014 Top 16

Alright, I too have put together a PC. Cimrôdel is designed to use Magic Missile for battlefield control by getting a lot of trip attempts on bad guys. He will also have other buffing and battlefield control type spells.


When is recruitment closing up here?


I'd like to submit Saria, a Name-Keeper Shaman made for this campaign. Her previous game didn't get very far, unfortunately.

Backstory:

As the daughter of a renowned pathfinder, Saria grew up fascinated with tales from her mother's or her colleagues adventures, and she hoped to one day join the pathfinders herself and go with her mother in one of her missions.

But shortly after finally joining the Society, her mother's name was added to the Wall of Names - gone missing during a mission in Varisia. It was then that Saria decided to join the Name-keepers, hoping to find out more about her mother's final mission and finish it herself.

When the Lodge issued a call for volunteers to explore the Varisian frontier, she jumped at the opportunity, hoping to find out more about what her mother's final assignment might have been.

Stats:

SARIA FARTUL

Neutral Good Medium Half-Elf Shaman 2;

Init 2; Senses Perception: +12

DEFENSE

AC 19, touch 13, flat-footed 16

hp 17 (8+1 con +1 fcb, 6+1con+1 fcb)

Fort 2, Ref 3, Will 8

OFFENSE

Speed 20 ft.

Melee Elven Branched Spear +3 (1d8+3 /x3),
Cestus+3 (1d4-2, 19-20)
Cold Iron Dagger +3 (1d4-2, 19-20)

RangedLight crossbow +3 (1d8 19-20),

Shaman spells prepared (CL 2; concentration +6)

0th (at will)- Daze; Detect Magic; Guidance; Dancing Lights

1st (3+1) - Cure Light Wounds x2; open; Spirit (1/day): Stone shield
STATISTICS

Str 7, Dex 14, Con 12, Int 13, Wis 18, Cha 12

Base Atk + +1; CMB +-1; CMD 10

FeatsExotic Weapon Proficiency (Elven Branched Spear); Weapon Finesse (Elven Branched Spear);

SQ Inherited Wayfinder; Spirit Ability: Monstrous Insight; Shaman Spirits: Lore;

Hexes: Evil Eye (DC 15)

Languages: Common, Elven, Celestial, Thassilonian

Skills Diplomacy +5; Knowledge (arcana) +2; Knowledge (dungeoneering) +2; Knowledge (geography) +2; Knowledge (history) +5; Knowledge (nature) +2; Knowledge (planes) +2; Knowledge (religion) +5; Linguistics +7; Perception +12; Spellcraft +6;

Armor: Breastplate

Money 87g, 5s
Equipment 10x Paper, rice (1 sheet); 20x Bolt(s), crossbow (10); Backpack, masterwork; Bandolier; Case, scroll; Charcoal; Flint and steel; Holy symbol, wooden; Hook, grappling, common; Outfit, Traveler's; Rope, silk (50 ft.); Waterskin; Alchemist Fire x4

Traits
Seeker
Exchange Agent (Linguistics)

Racial Traits
Half-elf
Low light vision
Elf blood
Ancestral Arms
Flexible Half-Breed
Keen Senses
Elven Immunities

ABP
Resistance +1
Dodge +1


I'll probably draft up a Lore Warden Fighter, seems fairly appropriate for the pathfinder society.


Updated Dashka to level 2.

Dashka: NG Sylph Oracle; wind mystery, deaf curse

Appearance:

Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.

Personality:

Dashka is tempestuous and impulsive, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.

Background:

Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 13 = Base: 11; Racial: (+2) Sylph
CON: 10 = Base: 12; Racial: (-2) Sylph
INT: 12 = Base: 10; Racial: (+2) Sylph
WIS: 10 = Base: 10
CHA: 16 = Base: 16

Fort: +1 = Base: +0; CON: +0; Misc: (+1) User Modifier
Ref: +2 = Base: +0; DEX: +1; Misc: (+1) User Modifier
Will: +5 = Base: +3; WIS: +0; Trait: (+1) Indomitable Faith; Misc: (+1) User Modifier

AC: 17 = Base: (+10); Dexterity: (+1); Armor: (+5) Scale Mail; Dodge: (+1) User Modifier
Touch: 12
FF: 15

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 15 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1); Dodge: (+1) User Modifier

Init: -3 = Dexterity: +1; Misc: (-4) Deaf Curse
Speed: 20ft
HP: 15
Languages: Auran, Common, Aquan, Lipreading

Attacks

Melee
Spear +3 (1d8+3, x3)
Club +3 (1d6+3, x2)
Touch +3 (Varies, x2)
Ranged
Sling +2 (1d4+2, x2)
Ranged Touch +2 (Varies, x2)

Skills

Acrobatics: 1 = +1 rank; +1 DEX; Misc: (+3) Class Skill, (-4) ACP
Appraise: 1 = +1 INT
Bluff: 3 = +3 CHA
Climb: -2 = +2 STR; Misc: (-4) ACP
Diplomacy: 8 = +2 ranks; +3 CHA; Misc: (+3) Class Skill
Disguise: 3 = +3 CHA
Escape Artist: -3 = +1 DEX; Misc: (-4) ACP
Fly: -3 = +1 DEX; Misc: (-4) ACP
Heal: 0 = +0 WIS
Intimidate: 3 = +3 CHA
Knowledge (geography): 2 = +1 rank; +1 INT
Knowledge (history): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Knowledge (planes): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Knowledge (religion): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Linguistics: 2 = +1 rank; +1 INT
Perception: 0 = +0 WIS
Ride: -3 = +1 DEX; Misc: (-4) ACP
Sense Motive: 5 = +2 ranks; +0 WIS; Misc: (+3) Class Skill
Stealth: -3 = +1 DEX; Misc: (-4) ACP
Survival: 1 = +1 rank; +0 WIS
Swim: -2 = +2 STR; Misc: (-4) ACP

Race Features
Type (ARG 157): You are an outside with the native subtype.
Darkvision (ARG 157): You have darkvision to a range of 60ft.
Energy Resistance (ARG 157): You have electricity resistance 5.*
Feather Fall (ARG 157): You can use feather fall once per day as a spell-like ability.
Storm in the Blood (ARG 157): You gain fast healing 2 for 1 round anytime you are subject to electricity damage. You can heal up to 4 hit points per day.

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Oracles Curse (Ex) [Deaf] (APG 44): You are deaf and suffer the following penalties: a -4 penalty on initiative checks*, automatic failure on sound-based Perception checks and -4 penalty on opposed Perception checks. You cast all your spells as if modified by the Silent Spell feat without increasing casting level or time.
Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)

  • Touch of Electricity (Su) (APG 54) (6 /day): As a standard action, you can perform a melee touch attack that deals 1d6+1 points of electricity damage. You can use this ability 6 times a day.
  • Lightning Breath (Su) (APG 53) (1 /day): As a standard action, you can breathe a 30-foot line of electricity. This line deals 2d4 points of electricity damage. A Reflex save halves this damage. You can use this ability 1 time per day.

Traits
Nontraditional Native (Shoanti) (APShS 4): You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

Feats
Extra Revelation (APG 160): You gain one additional revelation.

Equipment
Scale Mail, Spear, Club, Sling, 5 x Bullets, Sling, Backpack, Bedroll, 2 x Waterskin, 5 x Rations, trail (per day), Flint and Steel, 5 x Chalk, 1 piece, Chalkboard, Rope, silk (50 ft), Pouch, belt, Holy Symbol, Wooden
Spells

Oracle
0th (DC 13): Guidance, Resistance, Spark, Stabilize, Virtue
1st (5/day) (DC 14): Alter Winds, Bless, Cure Light Wounds, Divine Favor


1700 on 8 Aug recruitment closes.

I will start creating a list of applicants this evening.


I think I've nailed most of it down. Except the name... and mundane gear.

Android uMonk/uRogue:

Gabriel XIII

Male android unchained monk (lifting hand) 1/unchained rogue (scout) 1

LG Medium humanoid (android)

Init +4; Senses darkvision 60 ft., low-light vision; Perception +8

--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 11 (+4 Dex, +2 dodge, +1 Wis)

hp 26 (2 HD; 8 + 10 (1d10) + 5 (1d8) + 3)

Fort +4, Ref +9, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun

Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . unarmed strike +5/+5 (1d6+5)

Ranged
. . underwater light crossbow +5 (1d8)

Special Attacks flurry of blows (unchained), sneak attack (unchained) +1d6

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 8

Base Atk +1; CMB +5; CMD 19

Feats - Agile Maneuvers*, Combat Expertise, Dodge, Improved Unarmed Strike, Savage Slam, Weapon Finesse*, Weapon Finesse (Unarmed Strike)

Traits exchange agent, nanite revival

Skills
. . Acrobatics +9
. . Climb +6
. . Disable Device +11
. . Escape Artist +8
. . Know (history) +6
. . Know (religion) +5
. . Linguistics +6
. . Perception +8
. . Prof (librarian) +5
. . Sense Motive -3
. . Stealth +9
. . Swim +6
. . Use Magic Device +3

Racial Modifiers +2 Perception, -4 Sense Motive

Languages Azlanti, Common, Sylvan, Thassilonian

SQ emotionless, exceptional senses, repairing nanites, savage toss, trapfinding +1

Gear mwk backpack, mwk thieves' tools, underwater lt crossbow, bolts (20)

Money 278 gp

--------------------
Special Abilities
--------------------
ABP Level 2 +1 resistance, +1 dodge bonus to AC
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (4 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Savage Slam If grappling at start of turn, replace maneuver to maintain, check to release, damage, and knock prone.
Savage Toss (Ex) When using Savage Slam, throw creature additional 5 ft. per 5 exceeding the CMD.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Djon's Story

Found dormant by monks near a tech-tainted ruins site he was in a sarcophagus of sorts. Once the seal was broken and the lid opened, his skin began to glow with intricate patterns. His chest expanded, as if taking in a long awaited breath.

He spent some months with the monks, voraciously learning until, a visiting Pathfinder recognized him as an android. The monks agreed to let their newest brother leave and explore the world.

After Pathfinder orientation and training , he was utilized as interpreter and security, accompanying the more scholarly types.

His abilities are from an innate and continually improving understanding (or perhaps access/recalling) of physics, kinetics and thermodynamics... manifesting as self mastery.

Progression: uMonk is the favored class, 4 levels of uRogue eventually... for some Sneak damage and Scout's Charge (sneak damage on charge). I don't believe I'd dip into anything else but not sure.

*** If another trapfinder/disabler is stepping on toes or too redundant in general, I can take the Sniper archetype (with Scout) and lose the trapfinding stuff.


Dashka Sylph Oracle wind mystery, deaf curse
Gabriel XIII uMonk/uRogue
Saria Shaman Name-keeper
Cimrodel Wizard (magic missile specialist)
Elarion Valtor Runesage Wizard
Arkhan Silvinesti Druid (swarmmonger)
Jethryk Devarre, Half-Elf Wizard 2
Rex Trulian Android Gun Chemist

Waskally said he was putting together a Wizard Bard

Have I missed any?

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