Dreadfulness in Dunwich PF1e+

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


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This is the Discussion Thread where characters will be created.

Attribute Test: 3d6 ⇒ (3, 5, 3) = 11

Keeping the 3 and 5 and adding 6 gives a 14

So yes character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.

Hit Points are done a bit differently. At first level full hit points a normal but subsequent levels are rolled as follows based on the Hit Die your class has.

1d6 > 1d4+2
1d8 > 1d4+4
1d10 > 1d4+6
1d12 > 1d4+8

Starting resources is 3000 gp but you can only start the game with 10 gp or less in monetary valuables (coin, gems, etc...). Further you cannot spend more than 1,500 gp on any single item. Perishable standard magic items (potions, scrolls, etc...) are all viable while permanent magic items need pre-approval. However, I have a different spin on Masterwork that allows for ease of consuming lots of coinage. Which will be discussed later.


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Doot. I have to refigure the stats but Dwarf Living Grimoire Inquisitor! With his Book of Grudges,

Silver Crusade RPG Superstar 2014 Top 16

Do I interpret this will be a rather Lovecraftian game, set in Greyhawk?

Stats: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17 15
Stats: 3d6 + 6 ⇒ (4, 2, 5) + 6 = 17 15
Stats: 3d6 + 6 ⇒ (4, 2, 3) + 6 = 15 13
Stats: 3d6 + 6 ⇒ (6, 1, 5) + 6 = 18 17
Stats: 3d6 + 6 ⇒ (3, 1, 5) + 6 = 15 14
Stats: 3d6 + 6 ⇒ (5, 4, 5) + 6 = 20 16

How does a Vigilante sound? Seems a decent campaign to make just such a thing.

I didn't see a starting level? 1?


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Stats: 3d6 ⇒ (2, 4, 5) = 11 +6=15
Stats: 3d6 ⇒ (3, 1, 5) = 9 +6=14
Stats: 3d6 ⇒ (1, 3, 4) = 8 +6=13
Stats: 3d6 ⇒ (2, 1, 2) = 5 +6=10
Stats: 3d6 ⇒ (1, 1, 4) = 6 +6=11
Stats: 3d6 ⇒ (3, 5, 5) = 13 +6=16

I can roll with this


Sorry Dain Bramage your attributes average 13.2 so it is a viable character. Of course you still get to apply your Dwarf bonus and penalties to those Attributes (Con +2, Wis +2, Cha -2) also vertially nothing in my game (except magical creatures or those that get it as a magical aspect of their class) have Dark Vision this includes Goblins and lots of other monsters -- You have Low-Light Vision instead.

Now this might seem like a take away but I have balanced all the races agaisnt one another and basically each race gets the equivalence of 6 Feats. The two most buffed races to begin with are Elves and Dwarves so they gain very little.

Also Note the following description have changed slightly:

Dwarf Weapon Training
Gain proficiency with Crossbows (Light and Heavy), Battle Axes, Heavy Picks, and War Hammers if already proficient with these weapons due to 1st-level class gain Weapon Focus with one of these weapons. Also treat any weapon with the word "Dwarven" in its name as a Martial Weapon.

Defensive Training
Gain +4 Dodge Bonus to AC against monsters of Large size or larger

Non-Bouyant
Due to a Dwarf's density they have a -4 to any Swim Checks in addtion to any armor or encumberance they might be carrying.

Silver Crusade RPG Superstar 2014 Top 16

How about me? A Gnome Vigilante. Book shop owner (or some similar demure craft) by day, and hooded crimefighter by night.

Rolled stats of: 17, 16, 15, 15, 14, 13

Maybe using the Battle Ladder? hahahahaha! Although, that's a tough weapon to haul around discretely.


Zahir ibn Mahmoud ibn Jothan wrote:

...

I didn't see a starting level? 1?

Starting level is 3 according to the opening post in recruitment.


Ok, 1) Stats
Stat A: 3d6 + 6 ⇒ (3, 5, 2) + 6 = 16
14
Stat B: 3d6 + 6 ⇒ (2, 2, 3) + 6 = 13
11
Stat C: 3d6 + 6 ⇒ (2, 3, 1) + 6 = 12
11
Stat D: 3d6 + 6 ⇒ (2, 3, 5) + 6 = 16
14
Stat E: 3d6 + 6 ⇒ (1, 2, 3) + 6 = 12
11
Stat F: 3d6 + 6 ⇒ (1, 2, 5) + 6 = 14
13

2) With the dice out of the way, I have a bunch of questions for Dejoker:
a) Are you using any of the common alternate rules, in particular Background Skills and Elephant in the Room Feats?
b) Do you want races restricted to standard (as you have "balanced all the races agaisnt one another") or are you open to stranger things (eg. Gillmen)
c) Do you have any restrictions on classes? (Eg No gunslinger or no occult classes)
d) Traits (are you using them, number to be chosen, etc.)
e) How do you feel about 3ed party content? (Eg Legendary Mediums )

EDIT: The dice gods, they love me. An average of 12.3; I think I should reroll those stats...

Stat A: 3d6 + 6 ⇒ (2, 3, 6) + 6 = 17
15
Stat B: 3d6 + 6 ⇒ (4, 1, 3) + 6 = 14
13
Stat C: 3d6 + 6 ⇒ (4, 5, 5) + 6 = 20
16
Stat D: 3d6 + 6 ⇒ (5, 1, 5) + 6 = 17
16
Stat E: 3d6 + 6 ⇒ (3, 2, 2) + 6 = 13
11
Stat F: 3d6 + 6 ⇒ (3, 1, 6) + 6 = 16
15

Edit 2: Much better...


M Human Cleric/Bard

Stat 1: 3d6 + 6 ⇒ (5, 3, 2) + 6 = 16 = 15
Stat 2: 3d6 + 6 ⇒ (3, 2, 1) + 6 = 12 = 11
Stat 3: 3d6 + 6 ⇒ (5, 2, 2) + 6 = 15 = 13
Stat 4: 3d6 + 6 ⇒ (2, 6, 3) + 6 = 17 = 15
Stat 5: 3d6 + 6 ⇒ (6, 2, 5) + 6 = 19 = 17
Stat 6: 3d6 + 6 ⇒ (1, 5, 3) + 6 = 15 = 14

Oh man that looks like fun. I see a potential Vigilante, summoner (recruitment page) and Inquisitor. Let me think tonight on the potential class/race. Did you have a date when you were looking to launch the campaign.


3d6 - 1 + 6 ⇒ (3, 6, 1) - 1 + 6 = 15
3d6 - 4 + 6 ⇒ (4, 5, 5) - 4 + 6 = 16
3d6 - 1 + 6 ⇒ (1, 6, 5) - 1 + 6 = 17
3d6 - 3 + 6 ⇒ (3, 6, 5) - 3 + 6 = 17
3d6 - 2 + 6 ⇒ (2, 3, 4) - 2 + 6 = 13
3d6 - 4 + 6 ⇒ (6, 4, 4) - 4 + 6 = 16

17/17/16/16/15/13! Great stats!

Don’t know if I can be in or not. But I’ll make a character anyways just incase :)


3d6 - 1 + 6 ⇒ (1, 3, 4) - 1 + 6 = 13
3d6 - 2 + 6 ⇒ (2, 3, 5) - 2 + 6 = 14
3d6 - 2 + 6 ⇒ (2, 4, 3) - 2 + 6 = 13
3d6 - 1 + 6 ⇒ (1, 6, 1) - 1 + 6 = 13
3d6 - 5 + 6 ⇒ (5, 4, 5) - 5 + 6 = 15
3d6 - 1 + 6 ⇒ (4, 6, 1) - 1 + 6 = 16

That's doable.... Possibly a Psychic Detective Investigator maybe...


Male Korean-American Scientist

I'll roll up stats, though it seems that I may be too late.
Stat: 3d6 + 6 - 1 ⇒ (1, 4, 4) + 6 - 1 = 14
Stat: 3d6 + 6 - 2 ⇒ (3, 6, 2) + 6 - 2 = 15
Stat: 3d6 + 6 - 2 ⇒ (6, 4, 2) + 6 - 2 = 16
Stat: 3d6 + 6 - 2 ⇒ (2, 5, 4) + 6 - 2 = 15
Stat: 3d6 + 6 - 2 ⇒ (2, 2, 4) + 6 - 2 = 12
Stat: 3d6 + 6 - 1 ⇒ (4, 6, 1) + 6 - 1 = 16
I actually rolled quite well - I hope to have a half-elf cleric submitted by later tonight. I don't believe I will use an archetype, however. Are there any adjustments I should take into account?


Pad300

Traits 2 or 3 if you take a negative Trait

Source Material: Paizo Pathfinder 1e Content for the most part. If you are wanting something from some other source I am not closed off to it but I would want a good reason for it.

Also keep in mind this is the World of Greyhawk so somethings are not going to be present that might be present elsewhere. Such as Gunpowder and other steampunk oriented things.


Dm Joseph Rauel

I believe I mentioned this somewhere -- as soon as I have at least 3 completed characters I will get things started.

Also keep in mind I stated I do not chase players, as there is but one of me and many of you. That and PbP is notorious for players dropping like flies ;-)

So if you got something ready then I segue you in rather quickly if you did not make the initial cut.

As for Races -- if its within Pathfinder 1e material then I will most likely be okay with it and I will balance that Race per the guidelines I have already outlined. Which may mean it might get better or it might get worse. Depending on how imbalanced it was and whether it was underbalanced -- like Humans -- or overbalanced (not to many of these since I took the Elf as the base score but I am sure there might be some out there that OP compared to an Elf)

Also if you are not taking a Standard Race (aka a standard Elf versus a Elf-subtype) please let me know so I can make sure the alterations remain balanced.


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Made adjustments due to special rules and am still chugging along.


Oh and you all might want to do your homework on the region you are starting in -- I have described where village of Dunwich resides so keep that in mind when creating characters.

I will also be using the expanded encumberance rules so if you overload yourself you slow yourself down. That being said almost everyone will have some attachment within the village where they can sort of call home which we will work out as part of character creation.

I have posted Information under Campaign as well.


oh Dain Bramage what Deity is the Inquisitor following -- and no I do not have ideals -- Greyhawk as deities with being extremely present within the world of the living.

That being said everyone should pick a Patron deity and if you like you can list any you pay homage to or choose to placate. I will of course expect that to be role played. Deities are no small thing in the world of Greyhawk


Oh nvm Dain Bramage I see it on your sheet


Oh and note -- do check the Campaign tab periodically for as things come up I do make updates to it.


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Moradin is a good standard deity to follow :)


Another Question, what is the impact of item creation feats on available equipment. I am planning a unsworn shaman, who will have access to Craft Wonderous Item and Brew Potion through hexes (on a day to day basis).


HP: 2d4 + 8 ⇒ (1, 1) + 8 = 10


HP (40/40) AC (20/13/17) Saves (8/5/6) Initiative (+3) CMD (20) Immune (Electricity) Resist 2 (Cold)

Background:

Sigmundr was born in Rhizia. He never knew his father, for the man was a pirate who went out to sea and never returned. This was a fact of life for many within the small town that he was born in. As such, he grew up on tales of his father's adventurers, told by his often drunk comrades who would raise a toast to the man whenever they saw his son. To his mother's distress, Sigmundr idealized his father, whom in his eyes was the epitome of what an ulfen should be. It came as a surprise to none that when he came of age he took to sea, eager to raid the coasts of the world for glory and plunder.

This life went on for many a year. Sigmundr was tall, even by the standard of his people, and even moreso was large. Ulfen warriors were known throughout the world for their strength, but even among them Sigmundr stood out for the raw power that he exuded. That, and the dark look in his eyes that accompanied his joy for bloodshed. While there were no outward appearances, he had within him giant blood, which only served to heighten his physicality and his desire to cause destruction. Given the predilection of his blood and the culture that he came from, his choice of profession was clear for all to see.

Such a life would have continued until he met his father's fate, if not for his dreams. As the days turned into months and the months into years, the same dream would come to him again and again. In his dream there was a white-bearded dwarf, armor torn and rent, fighting atop the Crown of the World against a horrific Oni. In his dream the two killed each other, with the dwarf lopping off of the Oni's head and burying his axe into it's skull, even as he succumbed to his own wounds. The dream felt *real* beyond imagining, and it came with a burning desire to travel towards the location where both lay. Of course, his crewmates refused to make such a journey, to chase a dream into the icy wilderness without any other profit to shot for it. Thus, he left them and his seafaring days behind and journeyed north. North ever onwards.

To say that it was an adventure would be an understatement. For the Oni, slain many centuries ago, had spread it's seed far and wide. When it had fallen, it's very essence had been trapped by the axe of the dwarven hero who slew it. An essence which could not escape so long as the axe remained lodged in it's skull. As such, it used it's abyssal power to call out to any who shared it's blood, willing them to come and accept their birthright. That is, to be possessed and consumed by the Oni, so that it might take their body and walk the world again. Sigmundr was but one in a long line of heroes and villains who had tried and failed to find this resting place. However, unlike those who came before, he succeeded.

Standing at the spot that had plagued his dreams for so long, the warrior trudged over and began to dig through the snow. What he found was the body of the lost and forgotten dwarven hero, lying beside an Oni's skull with a magnificent axe lodged within it. Heeding the call of his blood, he ripped the axe free...

...what occurred was a battle of wills which he would have lost. That is, if not for the axe. For the axe was an ancient relic of a bygone age, which held within it it's own intelligence. Designed specifically for the task of dealing with outsiders as evil as this, the blade lent it's will to that of Sigmundr. His screams echoed along the empty wastes, as he fought a battle within his mind against his Oni progenitor for his very soul.

At long last he fell to his knees, a changed man. The Oni had lost, it's very essence consumed by Sigmundr so that it became part of him. And so too did the axe. Just as the axe had bound the Oni into it's skull, now it bound the Oni within Sugmundr. It was him and he was it, and the axe was likewise bound to him.

This created something of a dichotomy. Sigmundr was a warrior. A raider. A pillager. A murderer. He was a man who took what he wanted because might made right. But the axe? The axe had a mind of it's own, and a will that was greater than his. It was designed to protect the people of the mortal world against the many evils that would plague them. It was a weapon fit only for the hands of a hero. And heroism is what the axe demanded.

Now Sigmundr finds himself continuing to wander the lands. He searches for glory. He revels in spilling blood. Only now, the desire to right wrongs, to slay evils and to protect the innocent wars within him. He has found that the only way to avoid the mental anguish of fighting the great will of the blade is to find ways to meet both of their needs. For it truly is possible to spill blood, earn coin, and to slay evil at the same time. As such, with the humble village of Hame calling for aid, he has answered the call. He hopes that this will lead to both he, and his axe, being satisfied.

Gendwar Argrim‘s Fury
Forged when the dwarves long ago under great need, this axe contains the essence of a lantern archon in the service of Gendwar Argrim. The deity aggressively seeks out threats to eliminate, and this weapon was designed to allow one of his servants to remain indefinitely in the mortal world so that it might do just that. It holds within it an undying thirst for justice, and to violently end any and all threats. Especially those from the outer planes. The archon within is more than happy to be wielded by heroes, though thus far Sigmundr has left something to be desired. Still, the life of a mortal man is short, especially by the reckoning of an immortal spirit. And at the very least the human was proven to be strong of arm and pliable of mind, two qualities which the blade has deemed sufficient in allowing itself to be wielded.

This is Grumbaki. Sigmundr will be an unwilling hero, forced to seek out and challenge evil against his will due to his axe. Still figuring out crunch. But as you can see in profile, likely going with a Gloomblade Fighter. It represents him and his axe being bound together quite well.


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

2nd level hp: 1d4 + 4 ⇒ (3) + 4 = 7+4=+11 Beefy Boy.


This is Vakmu Redhorse. He's incomplete as I have a open question about equipment and access to item creation feats... Also, what are we using for campaign traits?

Description:

Vakmu’s clearly a bit of an outdoorsman, his weathered grey-tinged skin is tanned with a bronze tint. He has many visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a) a large sacred tattoo and b) a tattoo’ed holy symbol ) His black hair is going grey, perhaps prematurely (he is only 27, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 5’11’ and 179 lbs. His gear is well cared for, but plain. You could take him for a mercenary soldier, perhaps one with some experience, a sergeant or such because of his apparent calm.

Demeanour:

He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar and linguist, who has come to love poetry in many languages. He is quick to pull out a good bottle of wine, his pipe, and to lose himself in one of the books of poems he has transcribed from many sources. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic..

Background:

Vakmu’s folk originally come from the Pomarj. They were part of a mixed (1/2 orc and human) tribal group, that was despised as mulattos by both the orcs, nor the humans. They were forced to flee as refugees, as part the violence surrounding Turrosh Mak’s rise to power. Those were dark days for the clan, with many kin lost to who knows what end .
Unable to settle in Ulek, due to demi-human racism (this is the source of his righteous indignation drawback), they ended up in Gran March, on the border of the Dim Forest, in the shadows of the darker fey. The shamans cast the runes when he was born, first of the tribe in the new land, and felt he was destined for great things.
Physically, he was smaller and weaker than most of the tribe. But he found his own path, becoming a shaman through apprenticeship with his uncle. It was his uncle that put on his sacred tattoos.
When he came of age, and undertook his shamanic initiation ceremony – he was ritually stung by a scorpion, to induce visions of possible futures. That particular scorpion became his spirit animal. Then his wander-years began, searching for wisdom to bring back to the tribe. In truth, he may be lost to the tribe; civilization is seducing him with its comfort and scholarship. Not to mention, he has always had a bit of an urge to see what is over the next hill...
His wandering has taken him into Keoland, serving as a mercenary in the giant invasions. Post war he has become a caravan guard to keep bread on the table and beer in the cup. Currently has made his way to Dunwhich. He is passing through working for a travelling tinker who’s route runs from Gradsul to Port Torvin and back.

Gods:

Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his most commonly selected spirit is Life (restoration), which might be Pelor's portfolio. Other commonly selected spirits included Lore which would correspond to Boccob, and Heavens (Celestian), but there are many other choices.
The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so...
Like most mercenaries, he will keep oaths sworn in the name of the Brothers (Hieroneous and Hextor), and the occasional "Kelanen protect me now!" when in the crack...

Stats:

Vakmu Redhorse
NG Male Half Orc
Shaman 3 (Unsworn)
Init +1 = +1 (Dex) +4 (spirit animal)
Speed 30 ft
Darkvision 120 ft

Defense
AC : 1? = 10+1 (dex) + ? (armor) +? shield
HP: 30 = 8 + [2d4+8=(1,1)+8= 10]+3*3 Con + 3 FCB
Fort +6 = +1 Shaman 1+3(Con)+2 luck (Sacred tattoo + Fates Favored)
Ref +4 = +1 Shaman 1+1(Dex)+2 luck (Sacred tattoo + Fates Favored)
Will +7= +3 Shaman 1+4(Wis)+2 luck (Sacred tattoo + Fates Favored)

CMD : 13 =10 +2 (bab) + 1 (dex)

Offense

BAB : +0
Melee: +3 Longspear (1d8) +3 Spiked Gauntlet (1d4)
Ranged: +4 Sling (1d4)
CMB : +2 = +2 (Bab)+0(str)

Spells Prepared

L0 (DC 14, 4): Guidance, Stabilize, Daze, ???
L1 (DC 15, 2+1(wis)+1(Spirit Magic) ): ???
L2 (DC 15, 1+1(wis)+1 (Spirit Magic) ): ???

Current Hexes (1) : ???

Stats
Str 11 = 11 (Rolled)
Dex 13 = 13 (Rolled)
Con 16 = 16 (Rolled)
Int 15 = 15 (Rolled)
Wis 18 = 16 (rolled) +2 Racial
Cha 15 = 15 (rolled)

Feats: Flagbearer (1st), Alertness (Spirit Animal), Healing Hands (3ed)

Traits: Fate’s Favored (Faith), Armor Expert (Combat), ??? (Campaign), Righteous Indignation (Drawback)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (3 rank +3 trained +2 cha),
Spellcraft (3 rank +3 trained +2 int),
Perception (3 rank +3 trained +4 wis +2 alertness),
K Planes (3 rank +3 trained +2 int),
Heal (3 rank +3 trained +4 wis)

3 unassigned ranks, maybe: K Nature (1 rank +3 trained +2 int), Sense Motive (1 rank +3 trained +4 wis), Ride (1 rank +3 trained +1 dex)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (3 rank +3 trained +2 cha)
Linguistics (3 ranks +2 int)

Languages: Common, Orc, Draconic, Giant, Abyssal, Sueloise (Linguistics), Ancient Balklunish (Linguistics), Old Oeridian (Linguistics)

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Animal: At 2nd level, an unsworn shaman’s spirit animal gains the spirit animal bonus from one of her wandering spirits (see below). This bonus can be changed each day when the shaman prepares spells, but it must correspond to one of the shaman’s wandering spirits. This ability alters spirit animal.
Wandering Spirit (Su): A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 10th level, she gains the abilities listed in the greater version of her wandering spirit. At 18th level, she gains the ability listed in the true version of her wandering spirit.
Additionally, at 6th level, she also gains a second wandering spirit, gaining the abilities listed in the greater version of that spirit at 14th level, and the abilities listed in the true version at 20th level. This ability alters wandering spirit and replaces wandering hex.
Spirit Magic (Sp): The unsworn shaman gains this ability at 2nd level rather than at 1st. A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). This ability alters spirit magic.

Race Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
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-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Equipment (3180 gp):

Weapons :???

Armor : ???

Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),

Guard Dog (Self-Trained, 8.333 gp), Chain mail collar (reflavored Haramaki Barding) (6gp)

Leather Familiar Barding 10 gp

9 gp.

Spirit Animal:

Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.
Clackers
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +10
Defense
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 15(1/2 masters HP, effectively 3 HD)
Fort +2, Ref +5, Will +5

Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse (Bonus), ***
Skills Climb +7, Perception +14, Stealth +15,+ skill ranks from Vakmu ;

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Initiative: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
Spirit Animal: ???
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.

Vakmu’s Dog:

Vakmu has a pet dog, Biter,

N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 natural, +1 size+1 armor)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks: attack, defend, down, guard, track, watch.

Equipment: Chain Mail Collar (reflavored Haramki Barding)


Okay Dain Bramage first I see your 2nd-level HP but what about your 3rd-Level HP?

Next I have gone through your Inquistor choice and consolidated the information as well as tweaked it a smidge to align it to what I have outlined thus far. Here be the details:

Divine Spell Casting

They cast Divine Spells drawn from the Inquisitor Spell List. They must choose and prepare their spells ahead of time by choosing a time each day for 1 hour of quiet meditation while studying their Holy Book. To learn/cast a spell, they must have an Intelligence score equal at least 10 + Spell Level. The Difficulty Class (DC) is 10 + Spell Level + Intelligence Modifier. They can gain additional Spells per Day if their Intelligence score is high enough.

Orisons: They prepare a number of Orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Holy Book (Su)

They form a supernatural bond with a large ironbound tome (reliquary) containing the holy text of their deity and learn to use it as a weapon. When wielding the Holy Book as a weapon, they deal base damage based on their level 1st–4th 1d8, 5th–9th 2d6, 10th–14th 2d8, 15th–19th 3d6, and 20th 3d8. It is also treated as a Cold Iron weapon, they are considered proficient with the Holy Book, and take no improvised weapon penalty. The tome serves as their holy symbol and divine focus, and grants them the Feat: Eschew Materials. Further it can be enchanted as a magic weapon.

At 4th-level, they gain the ability to enhance their Holy Book with divine power as a Swift Action. This power grants a +1 Magic Enhance bonus that only they can use. They gain an additional +1 at levels 8th, 12th, 16th, and 20th for a max of +5. They can use this ability a number of rounds per day equal to their level, and these rounds need not be consecutive. This temporary bonus stacks with any permanent bonuses the Holy Book may have up to a combined enhancement of +10 when factoring in special abilities.

The enhance bonus can be used as a +1 To Hit and Damage (up to a Max +5) or it can be swapped for the following Special Abilities: Axiomatic(+2), Bane (+1), Brilliant Energy(+4), Defending(+1), Disruption(+2), Flaming(+1), Frost(+1), Ghost Touch(+1), Holy(+2), Keen(+1), Merciful(+1), and Shock(+1)

The Holy Book contains all Orisons (0-level Inquisitor spells) plus 3 1st-level Inquisitor spells of their choice at 1st-level. They can also select a number of additional 1st-level Inquisitor spells equal to their Intelligence Modifier to add to their Holy Book. At each new level, they gain two new Inquisitor spells of any spell levels they can cast (based on their new level) for their Holy Book. At any time they can add to their Holy Book any Inquisitor spells they have acquired from Scrolls or other written sources. For time and cost of these copied spells see the guidelines for Wizards copying spells into their spell book.


HP: 1d4 + 6 ⇒ (4) + 6 = 10
HP: 1d4 + 6 ⇒ (2) + 6 = 8

Somehow missed that we are lvl 3 until I saw the last post. PC should be done.


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Level 3 hp: 1d4 + 4 ⇒ (3) + 4 = 7 +4=+11 BEEFY!


pad300

If per the guidelines you can could personally create an itme yourself, given the time and resourcs -- then reduce the cost of any such item to the cost rather than the market value.


Grumbaki what character are you using as when I click on you I get you rather than a character.


pad300

As for Campaign Traits let me know if their is a trait you are interested in and I will see if I can meld it into the current campaign by changing some of its generics. To speed things up perhaps you could list a series of Campaign Traits you are interested in from most interested to least interested.


Sigmundr


M fFolk (Wood Elf) Cleric 3

Here's Mokmurian's submission - a half-elven cleric of Labelas Enorath, the elven god of time and causality, selected to proselytize in Dunwich to keep his enthusiasm from annoying the temple elders who trained him. I selected Magic and Knowledge as his domains, but if you feel this is inappropriate, I will be happy to change. The character is done for the most part, but I could probably stand to flesh out the backstory a bit more, and I'm waiting to finish the equipment section until the altered rules for masterwork items are revealed.

Level 2 HP: 1d4 + 4 ⇒ (1) + 4 = 5
Level 3 HP: 1d4 + 4 ⇒ (3) + 4 = 7


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Working on my equipment


Sigmundr to address his background I have adjusted things as follows, so please let me know what you think:

Change the Following:
Post war he has become a caravan guard to keep bread on the table and beer in the cup. Currently has made his way to Dunwich. He is passing through working for a travelling tinker who is in route from Gradsul to Port Torvin and back.

To the Following:
Post war he became a caravan guard to keep bread on the table and beer in the cup. However upon arriving in Dunwich, he found other members of his clan and hoping to share with them the experiences he has found has stopped to call this village home.

If you accept please give me some idea of what you feel these clans members might be and what they might be about.


Travoril the Scrivener I have under the Campaign tab outlined the basics of Masterwork items -- if you have any particular questions please do ask.


That sounds great. It gives him a good reason for being there, and I may have some ideas on the NPCs (to give him more reason to care about the town). I’ll give it some thought and write something up. Thanks!


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Equipment is done. I have 486 gold left. Any suggestions?


HP (40/40) AC (20/13/17) Saves (8/5/6) Initiative (+3) CMD (20) Immune (Electricity) Resist 2 (Cold)
Dain Bramage wrote:
Equipment is done. I have 486 gold left. Any suggestions?

Celestial Lamp (This polished lantern contains a continual flame and sheds light as a common lamp. If its font of consecrated crystal and metalwork is filled with holy water, the lamp’s light is sanctified for 24 hours, adding a +1 bonus to the save DC of channeled positive energy or energy channeled to harm evil outsiders within a 30-foot radius) 300 gold

Holy Water: 25 gold

Buy the lamp and 7x vials of holy water. Leaves you with 16 gold. A tent costs 10 gold. This isn’t that useful, but it is flavorful.

———————

Holy Symbol Tattoo 100 gold. Wear your faith proudly! Always have a holy symbol so long as it can be seen.

Sleeves of Many Garments: 200 gold. Have whatever clothes you need for the occasion. Always have your clothes be clean and mended. Very useful.

Dwarven Boulder Helmet 20 gold (Masterwork for 100) While expensive, late game it can have the defending enchantment. One of the few ways to keep layering on AC once a few thousand gold stops being an issue.

Longbeard Lambic 20 gold

Tent 10 gold

Dwarven Trail Rations


DeJoker wrote:

Sigmundr to address his background I have adjusted things as follows, so please let me know what you think:

Change the Following:
Post war he has become a caravan guard to keep bread on the table and beer in the cup. Currently has made his way to Dunwich. He is passing through working for a travelling tinker who is in route from Gradsul to Port Torvin and back.

To the Following:
Post war he became a caravan guard to keep bread on the table and beer in the cup. However upon arriving in Dunwich, he found other members of his clan and hoping to share with them the experiences he has found has stopped to call this village home.

If you accept please give me some idea of what you feel these clans members might be and what they might be about.

First, I'm guessing this was meant for Vakmu not Sigmundr, as I recognize the line...

Are you wanting Vakmu to be a resident of Dunwich for story reasons? Because currently, while he's being seduced by the comfort and scholarship of civilization, I'm not sure he's finding a lot of either in a "backwater fishing village". If you want him to be a resident, I could rewrite his background.

Currently I have Vakmu's clan as refugees coming from the semi-arid Dragenschrab hills in the interior of the Pomarj (near Fenril). They were mostly shepherds, with a little agriculture. So how folks like that ended up in a backwater fishing village is a good Q.

First Draft:

Among those lost to the clan in the flight from the Pomarj, were the brothers Arman and Ordman, young Kellurd, and Parfos. They survived holding the rearguard while the rest of the clan fled into Ulek, at the expense of being captured by Turrosh Mak's forces. These 4 young men where enslaved, and were being shipped to the Hold of the Sea Princes, when fate intervened in the form of a Keoish raider taking the trader they were on. Keolanders don't keep slaves, but have no love for half-orcs either, so the boys were simply dumped ashore in the closest port - Dunwich. The skills they learned in their youth being of little use here, they have survived hand to mouth, doing whatever dirty jobs need doing...

However, this wouldn't be enough to convince Vakmu to become a permanent resident of a town like Dunwich; rather, he'd more likely try to get enough money together to let the boys travel north to join the rest of the clan in Gran March...

Silver Crusade RPG Superstar 2014 Top 16

Ok, here is my Halfling Vigilante offering, Parsnip Widdleton

Barrister by Day, Enforcer by Night

Social Identity:

Parsnip Widdleton
Halfling vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
NG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 35 (3d8+12)
Fort +5, Ref +8, Will +5; +2 vs. fear
Defensive Abilities unshakable (+3)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 dagger +8 (1d3+4/19-20) or
. . +2 dagger +8 (1d3+3/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 16, Int 15, Wis 13, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits reactionary, wild shadow
Skills Acrobatics +9 (+5 to jump), Bluff +9, Climb +6, Diplomacy +13, Disable Device +9, Disguise +11 (+31 to appear as part of polite society while in your social identity), Intimidate +3 (+7 in your Dunwich while in your vigilante identity), Knowledge (local) +6, Knowledge (nobility) +6, Perception +9, Profession (barrister) +7, Sleight of Hand +7, Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Goblin, Halfling
SQ dual identity, social grace, social talents (renown[UI], social grace[UI]), vigilante specialization (stalker[UI]), vigilante talent (lethal grace[UI])
Other Gear +1 chain shirt, +2 dagger, +2 dagger, belt pouch, concealable thieves' tools[UI], disguise kit, holy text (Pholtus)[UE], inkpen, sack, waterskin, 3,300 gp
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (Dunwich) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vigilante Identity:

Parsnip Widdleton
Halfling vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
LG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 35 (3d8+12)
Fort +5, Ref +8, Will +5; +2 vs. fear
Defensive Abilities unshakable (+3)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 dagger +8 (1d3+4/19-20) or
. . +2 dagger +8 (1d3+3/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 16, Int 15, Wis 13, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits reactionary, wild shadow
Skills Acrobatics +9 (+5 to jump), Bluff +9, Climb +6, Diplomacy +9 (+13 when in your social identity), Disable Device +9, Disguise +11 (+31 to appear as part of polite society while in your social identity), Intimidate +3 (+7 in your Dunwich while in your vigilante identity), Knowledge (local) +6, Knowledge (nobility) +6, Perception +9, Profession (barrister) +7, Sleight of Hand +7, Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Goblin, Halfling
SQ dual identity, social grace, social talents (renown[UI], social grace[UI]), vigilante specialization (stalker[UI]), vigilante talent (lethal grace[UI])
Other Gear +1 chain shirt, +2 dagger, +2 dagger, belt pouch, concealable thieves' tools[UI], disguise kit, holy text (Pholtus)[UE], inkpen, sack, waterskin, 3,300 gp
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (Dunwich) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

HP Rolls:

Lvl 2: 1d4 + 4 ⇒ (4) + 4 = 8
Lvl 2: 1d4 + 4 ⇒ (3) + 4 = 7

Vigilante Ethos:

Born to commoner parents in Dunwich, Parsnip lived a relatively normal life, until he became a barrister and witnessed the corruption inherent in the system.

In his Social guise, he is dedicated to enforcing the laws to the benefit of the people, and in conformity with the teachings of Pholtus. In his Vigilante guise, however, he is more concerned with the good of the people, even if that sometimes requires him to step outside of the legal framework!

Gear Purchases:

3300 Starting GP

MWx4 Dagger (+2/+2) - 2x5x5x5x5 = 1250 gp
MWx4 Dagger (+2/+2) - 2x5x5x5x5 = 1250 gp

MW Chain Shirt (+1AC) - 100x5 = 500 gp

Concealable Thieves Tools = 190 gp

Belt Pouch = 1 gp
Waterskin = 1 gp
Journal = 10 gp
Black ink = 8 gp
Inkpen = 1 sp
5 pieces of paper = 2 gp
Sealing wax = 1 gp
Signet Ring = 5 gp
2x Halfling trail rations - 2x2 = 4 gp
Disguise kit = 50 gp
Holy Text (Pholtus) = 25 gp
Sack = 1 sp

Leftover = 2.8 gp


Alternate universe Vakmu, who is a local to Dunwich:

Vakmu Marshborn (the Mudeater)

Description:

His weathered green-tinged skin is tanned with a bronze tint. He has visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a large sacred tattoo) His black hair is going grey, perhaps prematurely (he is only 25, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, a single small tusk (lost the other one as a child), and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 178 lbs. His gear is well cared for, but plain.

Demeanour:

He is quiet. A devout man, in his tribal terms, he looks to the spirits for guidance. He’s all about the comfortable life, but hasn’t got high standards ( due to his savage, swampy upbringing). Some alcohol (nearly any kind of booze, no gourmet he), his tobacco and a full belly; he counts himself lucky! He’s a functional alcoholic at this point. Still, he has the ability to concentrate on a project, especially those involving healing, scholarship or magic.

Background:

There’s more than lizard men and bullywugs in the Hool Marshes; there are orcs too. Vakmu was born into one of the orc tribes, son of a captured slave woman. Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied (where he got the nickname Mudeater), but he found a path for himself, becoming a shaman’s apprentice.

Life in the swamp though, it was too hard for his tastes. He doesn’t like being damp. He doesn’t like insects eating him. He likes proper roof over his head, and a bed. Sometimes adventurous traders would come to the tribes, with tobacco and civilized alcohol (better than the crude moonshine of the orcs), both of which he greatly enjoyed. His hedonism that led him to leave the tribe … He ended up in the backwater village of Dunwich. His skills in healing and herbalism have made him an acceptable part of society, what with the return of the wheezing cough.
Now he gets by as healer and a herbalist in town, treating the fishermens injuries and sickenesses, whether from on the job, or “recreation” afterwards. He drinks too much, and lives poorly by civilized standards, yet it’s so much better than living in the swamp… He’s even found some companionship, making friends with an abandoned dog (Garm)…

Gods:

Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his most commonly selected spirit is Life (restoration), which might be Pelor's portfolio. Other commonly selected spirits included Lore which would correspond to Boccob, and Heavens (Celestian), but there are many other choices.
The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so...

Stats:

Vakmu Marshborn (the Mudeater)
NG Male Half Orc
Shaman 3 (Unsworn)
Init +1 = +1 (Dex)
Speed 30 ft
Darkvision 120 ft

Defense
AC : 1? = 10+3 (dex) + ? (armor) +? shield
HP: 24 = 8 + [2d4+8=(1,1)+8= 10]+3*1 Con + 3 FCB
Fort +4 = +1 Shaman 1+1(Con)+2 luck (Sacred tattoo + Fates Favored)
Ref +6 = +1 Shaman 1+3(Dex)+2 luck (Sacred tattoo + Fates Favored)
Will +7= +3 Shaman 1+4(Wis)+2 luck (Sacred tattoo + Fates Favored)
+2 trait Fort vs Poison & Drugs (+4 vs Alcohol)

CMD : 15 =10 +2 (bab) + 3 (dex)

Offense

BAB : +2
Melee: +3 Longspear (1d8) +3 Cestus (1d4)
Ranged: +6 Sling (1d4)
CMB : +2 = +2 (Bab)+0(str)

Spells Prepared

L0 (DC 14, 4): Guidance, Stabilize, Daze, ???
L1 (DC 15, 2+1(wis)+1(Spirit Magic) ): ???
L2 (DC 15, 1+1(wis)+1 (Spirit Magic) ): ???

Current Hexes (1) : ???

Stats
Str 11 = 11 (Rolled)
Dex 16 = 16(Rolled)
Con 13 = 13 (Rolled)
Int 15 = 15 (Rolled)
Wis 18 = 16 (rolled) +2 Racial
Cha 15 = 15 (rolled)

Feats: Flagbearer (1st), Alertness (Spirit Animal), Healing Hands (3ed)

Traits: Fate’s Favored (Faith), Armor Expert (Combat), Iron Liver(equipment) , Hedonism (Drawback)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (3 rank +3 trained +2 cha),
Spellcraft (3 rank +3 trained +2 int),
Perception (3 rank +3 trained +4 wis +2 alertness),
K Planes (3 rank +3 trained +2 int),
Heal (3 rank +3 trained +4 wis)

3 unassigned ranks, maybe: K Nature (1 rank +3 trained +2 int), Sense Motive (1 rank +3 trained +4 wis), Ride (1 rank +3 trained +1 dex)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (2 rank +3 trained +2 cha)
Linguistics (1 ranks +2 int)
Profession, Herbalist (3ranks +3 trained +4 wis)

Languages: Common, Orc, Draconic, Giant, Abyssal, Sueloise (Linguistics),

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Animal: At 2nd level, an unsworn shaman’s spirit animal gains the spirit animal bonus from one of her wandering spirits (see below). This bonus can be changed each day when the shaman prepares spells, but it must correspond to one of the shaman’s wandering spirits. This ability alters spirit animal.
Wandering Spirit (Su): A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 10th level, she gains the abilities listed in the greater version of her wandering spirit. At 18th level, she gains the ability listed in the true version of her wandering spirit.
Additionally, at 6th level, she also gains a second wandering spirit, gaining the abilities listed in the greater version of that spirit at 14th level, and the abilities listed in the true version at 20th level. This ability alters wandering spirit and replaces wandering hex.
Spirit Magic (Sp): The unsworn shaman gains this ability at 2nd level rather than at 1st. A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). This ability alters spirit magic.

Race Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
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-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Equipment (3180 gp):

Weapons :???

Armor : ???

Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),

Guard Dog (Self-Trained, 8.333 gp), Chain mail collar (reflavored Haramaki Barding) (6gp)

Leather Familiar Barding 10 gp

9 gp.

Spirit Animal:

Vakmu’s spirit animal is a ???

Vakmu’s Dog:

Vakmu has a pet dog, Garm

N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 natural, +1 size+1 armor)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks: attack, defend, down, guard, track, watch.

Equipment: Chain Mail Collar (reflavored Haramki Barding)


As posted within the Campaign tab -- Yes we will be using Background Skills


EltonJ first moving your post in recruitment here.

Second considering your characters background story I would think you would have some points in Knowledge[Religion] to reflect his fairly devout following as well as knowledge of the churches enemies.

Third there is no Knowledge skill called Strategy that being said here is the expanded and slightly tweaked list of Knowledges -- Note I have changed Dungeoneering to Underdark as that better describes what it is all about.

Arcana (Ancient Mysteries, Arcane Symbols, Constructs, Dragons, Magic Traditions, Magical Beasts, Magical Items, Arcane Spells)
Engineer (Aqueducts, Bridges, Buildings, Fortifications, Mechanical Devices, Siege Engines)
Geography (Astronomy, Climate, Migrations, Lands, Populations, Terrain)
History (Colonies, Founding of Citiess, Historical Events, Kingdoms, Strategy, War)
Local (Craft/Trades, Cultures, Customs, Inhabitants, Humanoids, Laws, Legends, Personalities, Rumors, Traditions)
Nature (Animals, Fae, Monstrous Humanoids, Plants/Herbs, Natural Seasons/Cycles, Vermin, Weather)
Nobility (Court Etticate and Rituals, Heraldry, Lineages, Personalities, Royalty)
Planar (Astral Plane, Ethereal Plane, Inner Planes, Outer Planes, Outsiders, Planar Magic)
Religion (Deities, Clerical Traditions, Cults and Cult Practices, Holy Symbols, Prayers, Mythic History, Religous Hierarchies, Rites, Undead)
Underdark (Aberrations, Caverns, Caves, Molds, Mushrooms, Ooozes, Slimes, Spelunking, Underdark Humanoids)

Profession (specific)

Basically Profession is a knowledge skill about a specific profession which covers all crafts and trades. For while, Craft[Alchemy] lets you make alchemical things you have recipes for Profession[Alchemist] gives you the knowledge about the industry, how make money, and how to create new recipes.


EltonJ's First Post of Character

Race: Human, Sex: Male

Name: William the Destroyer
Alignment: Lawful Good
Class: Wizard, Evoker
Deity: Heironeous

Abilities::

Strength: 12 -- Bonus: +1
Dexterity: 16 (+1 human) -- Bonus: +3
Constitution: 12 -- Bonus: +1
Intelligence: 17 -- Bonus: +3
Wisdom: 14 (+2 human): Bonus: +2
Charisma: 13 (+1 Human): Bonus: +1

Traits: Reactionary, Kin Bond (cousin)

Skills:

Craft (Alchemy) +7 (1 rank +3 bonus +int bonus)
Knowledge: Arcana +9 (3 ranks +3 bonus +3 intelligence bonus)
Knowledge: Strategy +9 (3 ranks +3 bonus +3 Int bonus)
Perception +5 (3 ranks +2 Wisdom)
Profession: Battle Mage +8 (3 ranks +3 bonus +2 Wisdom bonus)
Spellcraft +9 (+3 ranks +3 bonus +3 Intelligence Bonus)
Swim +3 (+2 ranks +1 Strength bonus)

Feats:

Spell Focus (Evocation) (1st level feat)
Spell Penetration (Human bonus feat)
Extend Spell (3rd level Feat)

Background:

I am William the Destroyer. I want nothing more than to destroy or impair evil. Evil fears my magic, but I support the good and righteous among the society. I should have been a paladin, my father said -- But no, I had talent in magic. I apprenticed with the Wizard Gamork instead of becoming a soldier for the church. He taught me magic. And I took to it. I wasn't very popular, but I studied spells to destroy my enemies. When my apprenticeship was over, I returned to Dunwich a powerful wizard. May all evil fear my power.

William wanted power. Although a worshipper of Heironeous; William studied magic. He did not want to spend his life in service of the Church, he wanted to destroy evil. He regards the Church of Hextor to be his enemy. However, despite wanting power to destroy -- William has a tender heart, one that would do no one harm.

Rather than convert to Boccob, William stayed with Hieroneous, figuring the small and influential church would have a battle mage praying every worship day. In his childhood, he was bullied though. Bullied because he was smarter than everyone else.

However, he trained as an evoker partly because he wanted power. Also partly because he wanted to defeat the Church's enemies. He was neutral to start out with, but his passions led him down the path of righteousness. Still he has needs. He desires a beautiful partner. Someone who will accept him for being a battle mage.

Silver Crusade RPG Superstar 2014 Top 16

Reposting my Vigilante with Background Skills Added:

Vigilante Identity:

Parsnip Widdleton
Halfling vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
LG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 35 (3d8+12)
Fort +5, Ref +8, Will +5; +2 vs. fear
Defensive Abilities unshakable (+3)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 dagger +8 (1d3+4/19-20) or
. . +2 dagger +8 (1d3+3/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 16, Int 15, Wis 13, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits reactionary, wild shadow
Skills Acrobatics +9 (+5 to jump), Bluff +9, Climb +6, Diplomacy +9 (+13 when in your social identity), Disable Device +11, Disguise +11 (+31 to appear as part of polite society while in your social identity), Escape Artist +7, Intimidate +3 (+7 in your Dunwich while in your vigilante identity), Knowledge (local) +6, Knowledge (nobility) +6, Perception +9, Profession (barrister) +7, Sense Motive +5, Sleight of Hand +9, Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Goblin, Halfling
SQ dual identity, social grace, social talents (renown[UI], social grace[UI]), vigilante specialization (stalker[UI]), vigilante talent (lethal grace[UI])
Other Gear +1 chain shirt, +2 dagger, +2 dagger, belt pouch, concealable thieves' tools[UI], disguise kit, holy text (Pholtus)[UE], inkpen, sack, waterskin, 3,300 gp
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (Dunwich) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Social Identity:

Parsnip Widdleton
Halfling vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
NG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 35 (3d8+12)
Fort +5, Ref +8, Will +5; +2 vs. fear
Defensive Abilities unshakable (+3)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 dagger +8 (1d3+4/19-20) or
. . +2 dagger +8 (1d3+3/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 16, Int 15, Wis 13, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits reactionary, wild shadow
Skills Acrobatics +9 (+5 to jump), Bluff +9, Climb +6, Diplomacy +13, Disable Device +11, Disguise +11 (+31 to appear as part of polite society while in your social identity), Escape Artist +7, Intimidate +3 (+7 in your Dunwich while in your vigilante identity), Knowledge (local) +6, Knowledge (nobility) +6, Perception +9, Profession (barrister) +7, Sense Motive +5, Sleight of Hand +9, Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Goblin, Halfling
SQ dual identity, social grace, social talents (renown[UI], social grace[UI]), vigilante specialization (stalker[UI]), vigilante talent (lethal grace[UI])
Other Gear +1 chain shirt, +2 dagger, +2 dagger, belt pouch, concealable thieves' tools[UI], disguise kit, holy text (Pholtus)[UE], inkpen, sack, waterskin, 3,300 gp
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (Dunwich) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


HP (40/40) AC (20/13/17) Saves (8/5/6) Initiative (+3) CMD (20) Immune (Electricity) Resist 2 (Cold)

Just to confirm, as the question was raised...was the background changers for Sigmundr or for Vakmu?


M Dwarf Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Ok,, equipment is done.

Background:

Dain (Child of Dain, Child of Dain) was raised in the faith of Moradin as a priest who would work with patrols to keep caravans safe and with blessing for his deity.
However, during one stretch the caravan was attacked by a creature from the Abyss and tore through the defenders like they weren't even there and left Dain on the edge od death. Managing to survive, Dain swore he would dedicate his future to sending such monsters back where they came from and began training as an Inquisitor so he could smash evil with the words of his deity(literaly in this case.) Although Dain is quite serious in his efforts and is a spiritual and physical well of resilience, he lacks the proper intellectual depth needed to channel his divine spells to any great effect.


M fFolk (Wood Elf) Cleric 3
DeJoker wrote:
Travoril the Scrivener I have under the Campaign tab outlined the basics of Masterwork items -- if you have any particular questions please do ask.

Apologies, I seem to have missed that. After reviewing the rules presented there, I have finalized my character's crunch and equipment, and I hope to finish the backstory either today or tomorrow.


Sigmundr I looked at both characters backgrounds the what I quoted and tweaked no longer exists -- but to address the question that was posed after my post I quote the Campaign information which I think was part of the Recruitment thread as well.

The most recent development within Dunwich is the return of the Wheezing Cough an ailment that afflicted the village many years ago and took many lives before it mysteriously ceased to be. What has caused it to return and more importantly what stopped it so many years ago. The adventurers are either members of the village or have relatives or associates in the village that have called upon them to help a local herbalist who believes she may have discovered a cure for the malady.

The above pretty much states all the characters are either residents or visiting residents of Dunwich. So the backgrounds should align with this in some manner. Keep in mind you do not have to make that tie yourself but simply present your background and I will make suggestions that will help tie you into the current situation.

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