GM Ever_Anon's The Midnight Mirror

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Oh, white haired witches... I tried to make this archetype work, and then found out that Tatterdemalion is really fun if the GM approves.

Tatterdemalion:

Step 1: Be a human, take martial tradition and grab proficiency in spiked chains and something else. Since we are in Nidal, and spiked chains are Zun Kuthons favored weapon, its pretty easy to justify.
Step 2: Pick up equipment trick Rope as your level 1 Feat. Using dancing strings, you can use your cloths as a knotted rope, and thus have a 2d4 weapon with some reach, its still your prehensile hair equivalent, so it should be int to hit and int to damage. The GM approval is needed here, because its a weird interaction. Since your thing is now kind a manufactored weapon, it should no longer be a secondary natural attack as per prehensile hair.
Step 3: You probably want combat reflexes at level 3, but the reasonably competent fighter part is kind of complete at this point.
The advnatadge over white haired with is that you dont need STR, need less feats, only trade out some of your hexes and often deal a bit more damage.


Mightypion wrote:

Oh, white haired witches... I tried to make this archetype work, and then found out that Tatterdemalion is really fun if the GM approves.

** spoiler omitted **

Pretty neat use of Equipment Trick.

I've played a Tatter before with a focus on its Net and Bolas proficiency and it was fun! 24 hour hair feels much different than increments of 1 minute, and I think that's the draw overall (and the mystique of just trying to make it "good").


Ah see, I had just made a muscle wizard with a focus on grappling! But if we've already got a white haired witch, we really don't need two of the same type of applicants!

Best of luck everyone!

Sovereign Court

What?! Nonsense! Throw something else out there!

Silver Crusade

I'm in the 'The setting appeals to me but I can't think of a build for the setting' situation. I generally build melee, particularly for a low-level scenario, but a bard would be cool even though I've never built or played one. And since I haven't whatever I build is likely going to suck.


Kazmanaught wrote:

Ah see, I had just made a muscle wizard with a focus on grappling! But if we've already got a white haired witch, we really don't need two of the same type of applicants!

Best of luck everyone!

Nonsense!

A classic Muscle Wizard can still totally apply. Or at the very least someone else. Variety makes things better for everyone.

Shadow Dragon wrote:

I'm in the 'The setting appeals to me but I can't think of a build for the setting' situation. I generally build melee, particularly for a low-level scenario, but a bard would be cool even though I've never built or played one. And since I haven't whatever I build is likely going to suck.

Bard is extremely flexible.

At these low levels you can actually focus on spells or combat and do well in both!

The thing is, you only need to select a HD1 and HD3 feat so there isn't that much choice. Find an archetype you think is interesting and just focus on its gimmick. Bards really do well in almost every situation (though based on the favoured enemy list I would avoid Enchantment based Bards).

I'd be happy to skim through some archetypes for you if you have even a tiny bit of an idea of what you'd like.


Mightypions submission.

He is a) a Kellid b) an Abyssal Bloodrager and c) very obviously a Demonbred thiefling, which led to a degree of unhappyness in life.

He is extremely polite while not Bloodraging, highly fashionable and a consumate professional merc.


@Hubaris: Looks very interesting. I like the unusual choice of familiar.

@Kazmanaught: By all means submit your wizard. There's nothing wrong with having a similar concept to someone else. There's even a chance two similar concepts will both be picked: while I am going to take party balance into consideration it's more "make sure the party has all the skills they need to succeed" than "select one and only one fighter/rogue/cleric/wizard."

@Shadow Dragon: Bard is an excellent choice. Having at least one person with decent charisma will help in the investigation parts, as will having someone with access to obscure knowledges. (If you do look at archetypes I would recommend ones that keep Bardic Knowledge.)

@Mightypion: Looks good. Thanks again for the PM regarding your background.

Silver Crusade

Hubaris wrote:
Kazmanaught wrote:

Ah see, I had just made a muscle wizard with a focus on grappling! But if we've already got a white haired witch, we really don't need two of the same type of applicants!

Best of luck everyone!

Nonsense!

A classic Muscle Wizard can still totally apply. Or at the very least someone else. Variety makes things better for everyone.

Shadow Dragon wrote:

I'm in the 'The setting appeals to me but I can't think of a build for the setting' situation. I generally build melee, particularly for a low-level scenario, but a bard would be cool even though I've never built or played one. And since I haven't whatever I build is likely going to suck.

Bard is extremely flexible.

At these low levels you can actually focus on spells or combat and do well in both!

The thing is, you only need to select a HD1 and HD3 feat so there isn't that much choice. Find an archetype you think is interesting and just focus on its gimmick. Bards really do well in almost every situation (though based on the favoured enemy list I would avoid Enchantment based Bards).

I'd be happy to skim through some archetypes for you if you have even a tiny bit of an idea of what you'd like.

Would a Bard or an Investigator with the Questioner archetype be a better face/'investigator'? It's also nice to boost others through Inspire Competence and Courage.


Character build mostly complete (will double check later if I can actually afford my gear), added a role play sample, spells are fairly slotted in.

At 8 int, he doesnt investigate a whole lot, with kn arcana being the only thing he has a class skill in. Reasonably perceptive and an OK face though.

I am actually considering doing something different, taking a single level of fractured mind dip and having phantom ally.

Would make him a lot weaker in combat (no bloodrager spell casting, no autoenlarge, no automatic size increase on top of that for his claws) but offer a good class skill list and a stealthy spooky scout.


Shadow Dragon wrote:
Would a Bard or an Investigator with the Questioner archetype be a better face/'investigator'? It's also nice to boost others through Inspire Competence and Courage.

A bard would be a better face, a questioner would have better knowledge skills. If you want to buff the party I'd suggest sticking with bard; there will never be a situation where Inspire Courage/Competence aren't helpful. If you want to be the person that knows all the things go for the questioner. (Being a know-it-all is literally one of their class features!)


Interested. I have a LE Cleric of Asmodeous I would like to submit. He will work well in a group and although evil, he will want to protect the town and see order done.
The only issue might be working with something like a Paladin, not from him but likely the Paladin might not like some of his methods. Will post up his background and stats by tomorrow. Thanks.


Shadow Dragon wrote:
Hubaris wrote:
Kazmanaught wrote:

Ah see, I had just made a muscle wizard with a focus on grappling! But if we've already got a white haired witch, we really don't need two of the same type of applicants!

Best of luck everyone!

Nonsense!

A classic Muscle Wizard can still totally apply. Or at the very least someone else. Variety makes things better for everyone.

Shadow Dragon wrote:

I'm in the 'The setting appeals to me but I can't think of a build for the setting' situation. I generally build melee, particularly for a low-level scenario, but a bard would be cool even though I've never built or played one. And since I haven't whatever I build is likely going to suck.

Bard is extremely flexible.

At these low levels you can actually focus on spells or combat and do well in both!

The thing is, you only need to select a HD1 and HD3 feat so there isn't that much choice. Find an archetype you think is interesting and just focus on its gimmick. Bards really do well in almost every situation (though based on the favoured enemy list I would avoid Enchantment based Bards).

I'd be happy to skim through some archetypes for you if you have even a tiny bit of an idea of what you'd like.

Would a Bard or an Investigator with the Questioner archetype be a better face/'investigator'? It's also nice to boost others through Inspire Competence and Courage.

Bard will give you less skill ranks than an Investigator (due to being Charisma over Intelligence), but would have a wider breadth of knowledge skills. They also innately get all the talky skills. Bard has more synergy with the Bard spells list as a handful of spells care about Performance being active. Bard will provide better overall support via Inspire Courage but less damage itself.

Investigator will be Int based which means at this level it will probably do better with Knowledges and have more ranks overall (especially if you add in Inspire). You'll have less talky skills. A thing that people forget is that the Investigator technically cannot use Spell-Completion and Spell-Trigger items; the Questioner may be exempt from that. The Investigator will definitely have more damage built in due to Studied Target and Studied Strike.

I think at this level they will offer very similar things. If you want a tiny bit more customization, the Investigator does get a Talent at 3rd so you can add a little more that way.

Silver Crusade

Hubaris wrote:

Bard will give you less skill ranks than an Investigator (due to being Charisma over Intelligence), but would have a wider breadth of knowledge skills. They also innately get all the talky skills. Bard has more synergy with the Bard spells list as a handful of spells care about Performance being active. Bard will provide better overall support via Inspire Courage but less damage itself.

Investigator will be Int based which means at this level it will probably do better with Knowledges and have more ranks overall (especially if you add in Inspire). You'll have less...

Sending you and the GM the same PM.


In terms of skills, I think Shuren can cover (at least) Intimidate, Perception, be a stealthy boi, and have Knowledge Arcana and Planes. That's what I bring to the table.


One week down and one more to go for this recruitment, so I figured it was time for a compilation post. I'm listing submissions as "Completed" if I think there's enough there to appropriately judge how the character would perform in the party, even though the player may not have finalized every detail of the build/background.

Guaranteed Spot:

Wandering Wastrel: Jassminder Shah, LG Human Paladin (Tortured Crusader)

Completed Submissions:

Arrius: Shurin Yeas, TN Human Summoner (Shadow Caller)
Chapel Ty'El: Mite Aldeas, LN Dhampir Slayer (Ankou's Shadow)
Mightypion: Askold Sörenson: LN Tiefling Bloodrager (Rageshaper)
Hubaris: Ussaile Nyoxia, NE Tiefling Witch (White-Haired Witch)

Expressed Interest:

caster4life: NE Elf Illusionist
pinvendor: Hellknight-in-training?
JeminiZero: Life Oracle
Marcus Nocturnus: Fetchling Brawler
Kazmanaught: Muscle Wizard
Shadow Dragon: Either a Bard or Investigator (Questioner)
DM Stephen: LE Cleric of Asmodeus


Ah, I had been thinking of switching up to an Oracle (possibly Life or Solar), but looks like someone already called dibs.

I may just have to watch from the sidelines this time. Good luck!


@pinvendor: No need for that; like I told Kazmanaught earlier there's nothing wrong with building a similar concept to someone else.


I present Xanther Coleson, Life Oracle. Most of the details should be there, but do let me know if the anything can be improved.

I'm sort of undecided on his L3 feat. Currently leaning towards either Selective Channel, or Craft Wondrous Item for more gold to upgrade his shield to +1. Open to recommendations (and any other general suggestions you might have).

I'm thinking he met Jassminder in some prior job. And since he could function without a holy symbol, Jassminder realized his value for infiltration, and asked him along for her Nidal mission.


Here we go, your friendly neighborhood brawler.


@JeminiZero: I’m limiting the extra money granted by crafting feats to items that could actually be crafted with that feat. You could buy wondrous items but you could not upgrade your shield. (I know this isn’t the standard practice, but it’s what makes sense to me.) Selective Channeling would be the better option IMO, but you could also leave that feat spot blank for now and decide once the party has been selected.

@Marcus Nocturnus: Thanks for the submission!


GM Ever_Anon wrote:
@JeminiZero: I’m limiting the extra money granted by crafting feats to items that could actually be crafted with that feat. You could buy wondrous items but you could not upgrade your shield.

Ah right, I should clarify that if I did take Craft Wondrous Item, I would "refund" 1500 gp worth of Wondrous Items, then spend the gold from the feat to "rebuy" the same items. That would leave me with 1500 gp which could then be spent on anything (like a shield).

GM Ever_Anon wrote:
Selective Channeling would be the better option IMO, but you could also leave that feat spot blank for now and decide once the party has been selected.

I'll leave it blank for now then. Thanks.


JeminiZero wrote:
Ah right, I should clarify that if I did take Craft Wondrous Item, I would "refund" 1500 gp worth of Wondrous Items, then spend the gold from the feat to "rebuy" the same items. That would leave me with 1500 gp which could then be spent on anything (like a shield).

Oops, I somehow missed that you’d already purchased some wondrous items. My apologies, and thanks for clarifying. (This is what I get for not paying enough attention to equipment.)


I got this character, created for an AP that didn't go very far.

I think I'll make him a Warpriest/Barbarian, probably 3/1 or 2/2, with a +1 to CON for level 4

He's NE, worship Urgathoa, and ready to feast upon his dying opponents.

If it's TOO dark for the campaign, I can whip something else up (Got a Zon-Kuthon Skald Tiefling I like to play too.)


Khor Feynn wrote:

I got this character, created for an AP that didn't go very far.

I think I'll make him a Warpriest/Barbarian, probably 3/1 or 2/2, with a +1 to CON for level 4

He's NE, worship Urgathoa, and ready to feast upon his dying opponents.

If it's TOO dark for the campaign, I can whip something else up (Got a Zon-Kuthon Skald Tiefling I like to play too.)

Unfortunately I think this character is a bit too dark for the module. While there’s nothing wrong with an evil character who’s just in it for the money, a cannibal would be tough to integrate into the party. The Zon-Kuthite Skald sounds like a better fit.

Silver Crusade

Here's my mostly finished submission, Noctifer Umbria:

Base Mechanics:

About Noctifer Umbria, Questioner

Noctifer Umbria
Male Tiefling Investigator (Questioner) 4
N Medium outsider (native)
Init + 6; Senses: Perception +7 (+13 for traps) (60' Darkvision)

====================================================================

Defense

AC 19, touch 14, flat-footed 15 (+ 5 armor, + 4 Dexterity)
HP 35 (4d8+8+4)
Fort + 4, Reflex + 9, Will + 5

====================================================================

Offense

Speed 30 ft.

Melee

Sap (+ 7 to hit, + 1 to damage, 1d6/x2), Deals B damage
Dagger (+ 7 to hit, + 1 to damage, 1d4/19-20x2), Deals P or S damage
MW Cold Iron Rapier (+ 8 to hit, + 1 to damage, 1d6/18-20x2), Deals P damage
Light Mace (+ 7 to hit, + 1 to damage, 1d6/x2), Deals B damage

Ranged

Masterwork Composite Shortbow [Str + 1] (+ 8 to hit, + 1 to damage, 1d6/x3), Deals P damage, 70' range
Arrows, cold iron (20) [2] = 40
Dagger (+ 7 to hit, + 1 to damage, 1d4/19-20x2), Deals P damage

Space: 5 ft.; Reach: 5 ft.

====================================================================

Skills (yes there's that many):

Skills

Note: All Knowledge skills on which he is trained receive a + 1 bonus from the Questioner archetype's Know it all class ability.

Acrobatics: 1 rank + 3 class skill + 4 Dex bonus = + 8
Bluff: 1 rank + 3 class skill – 1 Cha penalty + 2 racial bonus = + 5
Climb: 1 rank + 3 class skill + 1 Str bonus = + 5
Diplomacy: 1 rank + 3 class skill – 1 Cha penalty = + 3
Disable Device: 4 ranks + 3 class skill + 4 Dex bonus + 2 EQ = + 13
Escape Artist: 1 rank + 3 class skill + 4 Dex bonus = + 8
Intimidate: 1 rank + 3 class skill – 1 Cha penalty = + 3
Knowledge (Arcana): 3 ranks +3 class skill +3 Int bonus + 1 SA = + 10
Knowledge (Dungeoneering: 3 ranks + 3 class skill + 3 Int bonus + 1 SA = + 10
Knowledge (Local): 1 rank + 3 class skill + 3 Int bonus + 1 SA = + 8
Knowledge (Nature): 3 ranks + 3 class skill +3 Int bonus + 1 SA = + 10
Knowledge (Planes): 3 ranks + 3 class skill +3 Int bonus + 1 SA = + 10
Knowledge (Religion): 3 ranks + 3 class skill + 3 Int bonus + 1 SA = + 10
Perception: 4 ranks + 3 class skill = + 7
Sense Motive: 1 rank + 3 class skill = + 4
Spellcraft: 1 rank + 3 class skill + 3 Int bonus = + 7
Stealth: 4 ranks + 3 class skill + 4 Dex bonus + 2 racial bonus = + 13

Background Skills
Appraise: 1 rank + 3 class skill + 3 Int bonus = + 7
Linguistics: 1 rank + 3 class skill + 3 Int bonus = + 7
Knowledge (Engineering): 1 rank + 3 class skill + 3 Int bonus + 1 SA = + 8
Knowledge (Geography): 1 rank + 3 class skill + 3 Int bonus + 1 SA = + 8
Knowledge (History): 1 rank + 3 class skill + 3 Int bonus + 1 SA = + 8
Knowledge (Nobility): 1 rank + 3 class skill + 3 Int bonus + 1 SA = + 8
Profession (Barrister): 1 rank + 3 class skill = + 4
Sleight of Hand: 1 rank + 3 class skill + 4 Dex bonus = + 8

Languages: Common, Infernal, Draconic (B), Goblin (B), Abyssal (B), and Sylvan (L)(?)

====================================================================

Racial info, traits, and feats:

[spoiler=Racial Traits]

+ 2 Dexterity, + 2 Intelligence, - 2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Alternate Racial Trait

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Traits:

TBD:

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Weapon Finesse (1st Level Feat): You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Extra Inspiration (3rd Level Feat): You are more able to draw upon inspiration than most.

Prerequisites: Amateur Investigator or inspiration class feature.

Benefit: You gain three extra use per day of inspiration in your inspiration pool.

Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day.

Investigator and Questioner Mechanics:

Class Features

[spoiler=Investigator Class Features]

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spells
A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier.

Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score.

At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast.

A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

This ability replaces alchemy.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspiration for Subterfuge (Ex): A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill.

This ability alters inspiration.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Know-It-All (Ex): At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites.

This ability replaces poison lore.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

See the Investigator Talents section for a full list of Talents from all sources.

Restricted Talents: A questioner selects investigator talents as normal, except he cannot select the alchemist discovery investigator talent.

This ability alters investigator talents.

Investigator Talent (3rd Level) (Ex): Rogue Talent.
Rogue Talent Selected – Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Spells:

[spoiler=Spell List]

Cantrips Known: 6

Scrivener's Chant
Detect Magic
Prestidigitation
Read Magic
5
6

1st Level Spells Known: 4

Cure Light Wounds
Expeditious Retreat
Remove Fear?
4

1st Level spells per day: 4

2nd Level Spells Known: 2
Mirror Image
Cat's Grace or Heroism?

2nd Level spells per day: 2

Equipment so far; decisions to be made:

Explorer's Outfit 0
MW Composite Shortbow [+1 Str] 475
Arrow, cold iron (20) [3] 6
Weapon blanch (silver) [2] 10
Traveler's Any-tool 250
Cloak of Resistance +1 1000
Alchemist's Fire [2] 40
Acid [2] 20
Holy Water [2] 50
Tanglefoot Bag 50
Holy Weapon Balm [2] 60
Backpack, masterwork 50
Mithral Chain Shirt +1 2100
MW Cold Iron Rapier 340
MW Alchemical Silver Rapier 410
Dagger [2] 4
Mace, light 5
Sap 1
Silk rope (50 ft.) 10
Gear maintenance kit 5
Mess kit 0.2
Grooming kit 1
Bandolier [2] 1
Bedroll 0.1
Blanket 0.5
Soap [2] 0.02
Candle [10] 0.1
Oil, lamp [2] 0.2
Torch [4] 0.04
Rations, trail [6] 3
Sack [4] 0.4
Poncho 0.5
Pouch, belt 1
Waterskin 1
Book, journal 10
Ink 8
Inkpen [3] 0.3
Chalk [10] 0.1
Flint & Steel 1
Pouch, spell component 5
Wrist sheath (spring loaded) [2] 5
Whetstone 0.02
Tindertwig [3] 3
Oil of Bless Weapon 50
Air crystals 50
Grappling hook (common) 1
Weapon cord [3] 0.3
Thieves' Tools (masterwork) 100

Silver Crusade

And of course forgot this part:

Background Information:

About Noctifer

Noctifer Umbria was born to the Umbria family in Cheliax. Thanks to his scaly skin, fangs, and black-colored eyes his infernal heritage was apparent. Since tieflings are considered subservient to humans, and as a sign of shame upon a family, his birth family wasted no time in hiding him from the outside world. When he was old enough he was sent to Nidal, as his parents explained to everyone who inquired, as part of the 'exchange program' Cheliax and Nidal have with one another. Nidal sends the Midnight Guard to Cheliax and Cheliax sends diabolists and other 'specialists' to attend to the needs of the Umbral Court.

Having grown up isolated and an object of shame (his name means 'Dark Bringer' in the Chelish tongue – a permanent and constant reminder of the shame he brings his family), Noctifer doesn't make emotional attachments and tends to view all relationships in transactional terms. He swears allegiance to no gods; he feels if there were any gods worth worshipping they would've saved him from the fate he was born into. He realizes he will have to make his own way in the world by his own gifts, determination, and the ability to be useful to those in power. Ambitious yet realizing that those who are too ambitious often 'disappear' Noctifer investigates, acquires information and evidence, and is begrudgingly willing to let someone else take credit for his work. He's also learned to take advantage of his status as an outsider. Need someone to do dirty work? Get the tiefling from Cheliax to do it! There's always someone with more coin than morals who will need an intelligent, dogged investigator to find evidence or a solution to a problem – discretely of course.


I have to ask because it looks like a lot of submissions have the same thought, but how critical is Darkvision actually?


The only confirmed entry so far, Jassminder Shah, does not have Darkvision, and is relying on an Ioun Torch.

Hence, unless someone can provide other party members Darkvision via the spell or something similiar, I suspect the party will likely be using Light sources.


Hubaris wrote:
I have to ask because it looks like a lot of submissions have the same thought, but how critical is Darkvision actually?

Darkvision will be useful but not critical. Like JeminiZero mentioned Wandering Wastrel's character doesn't have it so the party as a whole will probably be using light sources.


There are a little over two days left in recruitment, so here's another compilation post. Thank you all for the excellent submissions so far!

Guaranteed Spot:

Wandering Wastrel: Jassminder Shah, LG Human Paladin (Tortured Crusader)

Completed Submissions:

Arrius: Shurin Yeas, TN Human Summoner (Shadow Caller)
Chapel Ty'El: Mite Aldeas, LN Dhampir Slayer (Ankou's Shadow)
Mightypion: Askold Sörenson: LN Tiefling Bloodrager (Rageshaper)
Hubaris: Ussaile Nyoxia, NE Tiefling Witch (White-Haired Witch)
JeminiZero: Xanther Coleson, NG Half-Elf Life Oracle (Divine Numerologist)
Ironperenti: Marcus Nocturnus, NG Fetchling Brawler
Shadow Dragon: Noctifer Umbria, TN Tiefling Investigator (Questioner)

Expressed Interest:

caster4life: NE Elf Illusionist
pinvendor: Oracle?
Kazmanaught: Muscle Wizard?
DM Stephen: LE Cleric of Asmodeus
Escharid Blackrose: Tiefling Skald

Silver Crusade

Hubaris wrote:
I have to ask because it looks like a lot of submissions have the same thought, but how critical is Darkvision actually?

All I know about Nidal is what I read in the 'Inner Sea World Guide' but being a land of literal darkness and shadows it seemed darkvision could be important. Probably more important for builds utilizing Stealth.


Ok, this is a rough crunch for my concept. A Monk (unchained, Hamatulatsu Master) 3 /Fighter (unarmed fighter) 1 .

In this case, I am thinking the Hamatulatsu Master is reskinned with more of a focus on Kytons instead of Barbed Devils.As such, the character uses Spiked Chains as his primary weapon.

I’ve still got to spend the WbL, but this is a good feel I think…

Devrin Thras:
TBD
Male human (Chelaxian) fighter (unarmed fighter) 1/unchained monk (hamatulatsu master) 3 (Pathfinder Campaign Setting: Inner Sea Combat 38, Pathfinder RPG Ultimate Combat 48, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 33 (4d10+7)
Fort +6, Ref +6, Will +4
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee spiked chain +8 (2d4+3) or
spiked chain +8/+8 (2d4+3/2d4+3) (Kyton Style active) or
unarmed strike +7/+7 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Special Attacks flurry of blows (unchained), stunning fist (3/day, DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 13, Wis 16, Cha 11
Base Atk +4; CMB +5; CMD 21
Feats Chain Mastery, Dance Of Chains, Exotic Weapon Proficiency (spiked chain), Improved Unarmed Strike, Kyton Style[HA], Stunning Fist, Weapon Finesse, Weapon Focus (spiked chain)
Traits scholar of the great beyond, shadowsight (nidal)
Skills Acrobatics +10 (+14 to jump), Climb +6, Craft (alchemy) +8, Escape Artist +7, Knowledge (history) +6, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +3, Perception +9, Perform (dance) +4, Stealth +10, Survival +9, Swim +5; Racial Modifiers +2 Stealth, +2 Survival
Languages Common, Draconic
SQ fast movement (unchained), ki pool (4 points, magic)
Other Gear spiked chain, arcanist starting spellbook, 6,000 gp
--------------------
Special Abilities
--------------------
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kyton Style Use a spiked chain as a monk weapon and deliver Stunning Fist through it.
Stunning Fist (3/day, DC 15) You can stun an opponent with an unarmed attack.

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Just under 24 hours left until recruitment ends! If you're interested but haven't completed a character yet, now is the time.

@Laird_Thorne: Thanks for the submission! I've got a good idea of how the build would work but would like a brief background if you can manage it.

Silver Crusade

GM Ever_Anon wrote:
Hubaris wrote:
I have to ask because it looks like a lot of submissions have the same thought, but how critical is Darkvision actually?
Darkvision will be useful but not critical. Like JeminiZero mentioned Wandering Wastrel's character doesn't have it so the party as a whole will probably be using light sources.

I'm thinking the rest of the party might be better off if the Paladin can't see what they're up to. ;)


GM Ever_Anon wrote:

Just under 24 hours left until recruitment ends! If you're interested but haven't completed a character yet, now is the time.

@Laird_Thorne: Thanks for the submission! I've got a good idea of how the build would work but would like a brief background if you can manage it.

I switched over to a Human (the build is functionally the same). Felt it matched the picture and theme better to have someone "normal" completely warped by magic. And now I feel a little less shackled to Darkvision...

A question on the Parasite Familiar and how you would handle it. If I were to be hit with some kind of mental effect, would you allow the Parasite to cast its Suggestion spell in hopes of overwriting the mental malady? Trying to find ways to make this creepy thing a little more useful.

Also it looked like the link got axed when I adjusted her name a bit. Ussaile Nyoxa.


Hubaris wrote:
A question on the Parasite Familiar and how you would handle it. If I were to be hit with some kind of mental effect, would you allow the Parasite to cast its Suggestion spell in hopes of overwriting the mental malady? Trying to find ways to make this creepy thing a little more useful.

I'd treat that exactly the same as any other case where two mental control effects meet. If you can't act at all, (i.e. Hold Person), the familiar casting Suggestion wouldn't override that. If you can act and the orders don't conflict you'd attempt to follow both. If you can act and they do conflict there would be an opposed Charisma check to see which took priority.

Sovereign Court

Just a reminder to anyone still wanting to put a submission out there that today is the last day.


GM Ever_Anon wrote:
Hubaris wrote:
A question on the Parasite Familiar and how you would handle it. If I were to be hit with some kind of mental effect, would you allow the Parasite to cast its Suggestion spell in hopes of overwriting the mental malady? Trying to find ways to make this creepy thing a little more useful.
I'd treat that exactly the same as any other case where two mental control effects meet. If you can't act at all, (i.e. Hold Person), the familiar casting Suggestion wouldn't override that. If you can act and the orders don't conflict you'd attempt to follow both. If you can act and they do conflict there would be an opposed Charisma check to see which took priority.

In all my years I have never seen that come up. Cool!

Silver Crusade

Hubaris wrote:
GM Ever_Anon wrote:
Hubaris wrote:
A question on the Parasite Familiar and how you would handle it. If I were to be hit with some kind of mental effect, would you allow the Parasite to cast its Suggestion spell in hopes of overwriting the mental malady? Trying to find ways to make this creepy thing a little more useful.
I'd treat that exactly the same as any other case where two mental control effects meet. If you can't act at all, (i.e. Hold Person), the familiar casting Suggestion wouldn't override that. If you can act and the orders don't conflict you'd attempt to follow both. If you can act and they do conflict there would be an opposed Charisma check to see which took priority.
In all my years I have never seen that come up. Cool!

Back in Living Greyhawk my big dumb fighter was the subject of two conflicting Dominate Persons...


The recruitment window is officially closed! Thank you all for your submissions; you have not made this easy on me.

I expect to have decided on the party by Thursday evening.


Fingers crossed!

Concerning competing suggestions, a surprising number of things have suggestion at will, and can spam "suggestion to defeat foe X" at you should you befriend them.

Sovereign Court

Hey, good luck everyone! Looks like this is going to be a tough one. Lots of really cool characters submitted.


Thank you all again for your submissions. I ended up deciding to accept an extra party member, both to assist with party balance and to ward against player attrition. Even so it was an extremely difficult decision and I’m sorry I couldn’t accept you all.

Would the following please report to the discussion thread:

Wandering Wastrel: Jassminder Shah, LG Human Paladin (Tortured Crusader)
Hubaris: Ussaile Nyoxa, NE Human Witch (White-Haired Witch)
JeminiZero: Xanther Coleson, NG Half-Elf Life Oracle (Divine Numerologist)
Ironperenti: Marcus Nocturnus, NG Fetchling Brawler
Shadow Dragon: Noctifer Umbria, TN Tiefling Investigator (Questioner)

To everyone who was not selected, thank you very much for the time and effort that you put into your submissions! They were fantastic and I will definitely keep you all in mind should any replacement characters be needed.

Sovereign Court

Hey! Congrats to those chosen. I'll probably be keeping an eye on your game for a bit, I'm interested to see how some of these characters develop.

Good gaming!


Good luck to everyone chosen. Shuren will be available via PM if replacements are necessary.

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