Chapel Ty'El |
It's been a busy few days. But here is my aasimar brawler (string-side boxer) with the Westcrown Firebrand campaign trait.
Zondre Lopuscia
CG Angel-Blooded Aasimar Female Brawler ( Strong-Side Boxer ) 1
Init +3; Senses Perception +6; darkvision
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Defense
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AC 17, Touch 12, Flat-Footed 15 ( +4 Armor, 2 Dex, +1 Natural)
HP 13 (1d10+3)
Fort +4; Ref +4, Will +2
Defensive Abilities acid resistance 5, cold resistance 5, and electricity resistance 5
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Offense
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Speed 30 ft.
Melee Unarmed Strike +5 (1d6+6/x2), cold iron dagger + 5 (1d4+4/19-20 x2)
Ranged javelin +3 (1d6+4/x2)
Special Attacks
Spell-Like Ability (CL 1)
1/day–alter self
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Statistics
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Str 18, Dex 15, Con 14, Int 8, Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Improved Unarmed Strike; Power Attack
Skills Acrobatics [1] +6, Local [1] +3, Perception [1] +6
Background Skills Handle Animal [1] +5, Profession (Boxer) [1] +6
Languages Common, Celestial
Traits Combat: Dirty Fighter ; Campaign: Westcrown Firebrand
SQ Brawler’s Cunning (Ex); Martial Flexibility (Ex); Shield-Hand (Ex) ; Strong-Side Fist (Ex)
Favored Class +1 Hit Point
Combat Gear acid flask (2)
Other Gear lamellar (leather), cold iron dagger, javelin (5), brawler's kit, crowbar, 5 gp
“Get your head in the game, Zondre!”
Taren shoved Zondre to the side as a half-orc brought his foot down in a powerful axe kick.
“Kurgess’ biceps! This guy's calf is as thick as my waist!” Zondre ducked to the side and landed a glancing blow on the half-orc's ribs.
Taren rolled to the large man's other side, narrowly avoiding a backhand strike from the half-orc's right hand. The half-orc grunted and let the momentum from his backhand pull him around, driving his left knee into Taren's gut. Taren folded around the half-orc's leg but managed to stay on his feet. Zondre launched herself into the air. Just as the half-orc turned to face her, Zondre brought her wrapped fist crashing down into her opponent's face. The half-orc wobbled, stumbled backwards, and toppled over Taren.
The crowd broke into a mixture of cheers and curses. Taren coughed and started to leave the dirt-packed arena.
“C'mon, Zondre,” Taren said.
“Hang on a minute,” Zondre replied.
Zondre cracked some smelling salts under the half-orc’s nose. The big man’s eyes opened to the sight of a large grin forming on Zondre’s face.
The half-orc pinched his nose, stifling the blood flow.
“That,” the fighter grumbled, “was a helluva fight!” He returned Zondre’s grin and stumbled out of the ring.
“C'mon, Zondre,” Taren repeated.
Zondre closed her eyes and breathed in the smell of the dirt, the blood, and the sweat.
“One more minute…I need to soak in as much of this as I can.”
Afterwards, Zondre and Taren collected their share of the winnings and hired a carriage to take Zondre back home to Westcrown.
“Sure I can't convince you to come home?” Zondre asked her friend.
“Positive,” Taren said. “I kinda like Magnimar. Besides, if I leave now, Holbik will think that I’m just trying to avoid his parents coming to stay with us.”
The two friends shared a final, somber laugh and Zondre climbed into the carriage.
“Alright,” Zondre told herself, “I think I’ve been away long enough.”
At 6'1” Zondre is on the taller side for an aasimar. With dark eyes, light hair, and a dark skin, Zondre’s grandparents always said she got her height from her mother - a Varisian dancer - and everything else from her father - a traveling musician from the southern continent. Much to her grandparents' chagrin, Zondre ran off and found someone to give her a “traditional Mwangi tattoo.” It wasn’t until later she found out what the symbol actually meant, “mupute.” Zondre laughed about it for the entire week that her grandparents kept her on lock-down as punishment.
Zondre faces every challenge head-on, oftentimes overcoming challenges through sheer blunt force. It is rare for Zondre to be genuinely angry over a loss, she may be upset at her own failing, but, as long as the terms set before her are fair Zondre considers any loss as a chance to grow.
Ever_Anon |
I'm adding to the pile of submissions. (Sorry, still no Pathfinder's Exile.) Formated for Robert Henry's ease, I present:
Ever_Anon: Taila Fierarus Female Tiefling Oracle (Dual-Cursed), Diabolist Raised
Build: I took the Time mystery and the Covetous (advancing)/Legalistic (non-advancing) curses. The build plan is for her to be a controller/debuffer in combat, plus all the usual healing/condition removal you'd expect from a full divine caster. Out of combat she's got an okay number of skills but Diplomacy is her main shtick.
Brief Background: Taila was born into a minor noble family that's been in decline ever since the rise of the House of Thrune. Recently her uncle murdered her father, stole his estate, and kicked her out onto the street. She's rather annoyed about this. Her immediate goal is to find work so she doesn't starve. Longer-term she wants to make her uncle pay and take back what's rightfully hers.
Personality: Taila has a very dry, no-nonsense personality. She's pretty, knows it, and is not above using flirtation if it suits her purposes. She hates outright lying, (and mechanically I don't plan to ever put points in Bluff), but has a fiend's ability to twist words into half-truths when she needs to. Having been raised in wealth she's convinced she deserves the finer things in life. She's Lawful Neutral and mostly accepts society the way it is. However there's a lot of pent-up anger underneath the surface at how tieflings are treated, and she'll probably find other problems as she gets exposed to the world outside her manor.
Main Character Strengths: Loyal, Truthful, Reliable
Main Character Flaws: Vain, Greedy, Proud
The full character build and backstory can be found in the profile. Let me know if you have any questions!
Critzible |
Elf level 1st Arcanist( School Specialist:Enchanter) Diety: Calistra
age:20 Hgt:6’5" Wgt:276 Hair: White Dyed Black with Glod and Red Highlights Green Eyes: Black Ethnicity: Tan
Languages: Elven, Common,
Str:8 Dex:14 Con:11 Int:18 Wis:12 Cha:14
Init:+0 HP:8 (1d6+1)
BAB:+0 melee:-1, Ranged:+2]
CMB:-1
CMD:11(10+0(bab)-1`(Str)+2(dex))
AC:12(10+0(Natural)+2(dex)) [Mage Armor AC15, Mage Armor w SHield AC19]
Fort:+0 |+0+0|
Reflex:+2|+0+2|
Will: +3|+2+1|
Traits:
Conspiracy Hunter:
Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on Bluff and Bluff is always considered a class skill for you.
Clever Wordplay:
Your cunning and logic are more than a match for another’s confidence and poise.
Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Weapons:
Melee:-1
Quarterstaff -1| 1d6/1d6-1|x2|Bludgeoning
Dagger -1|1d4-1|19-20/x2|10ft|Piercing
Ranged:+2
Sling +2 |1d4 |Crit x2 |50ft |Bludgeoning
Ammo: 10 bullets 1pds
Feats: Extra Exploit: Force Strike
Level:
Skills:6 (2+3(int)+1) Background:2
Bluff +9 |1+4(int)+3+1(trait)|
Diplomacy +3|1+2(Cha)|
Know(Arcana) +8[1+4(Int)+3]
Know(Local} +8[1+4(int)+3]
Spellcraft +10[1+4(Int)+3+2(race)]
Sleight of Hand +3|1+2(Dex)|
Background:
Profession(Courtesan)+4[1+1(Wis)+3]
Perform(Dance) +3|1+2(Cha)|
Weapon and Armor Proficiency:
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spellcasting:
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbook:
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrip:
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir:4/day
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Exploits:
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
-Force Strike:
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.
Consume Spells:
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
School Focus:Enchantment, Opposition:(Evocation,Necromancy)
At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit.
This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.
Enchantment School, Manipulator
Beguiling Smile:
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Beguiling Touch (Sp): 7/day, Charm effect 1 round, Will DC 15 (10+1(½ level)+4(Int)
You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Shape Emotions (Su): At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.
Racial Abilities:
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Equipment:
Grooming Kit 1gp, 2lbs
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Courtesans’ kit:Price 10 gp; Weight 5 lbs.
This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Pathfinders’ Kit:Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Courtesans’ Outfit 8gp, 4lbs(x2)
This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Stiletto Boots:5gp. 1lb
Boots, Stiletto The most ostentatious and impractical of footwear, the tall heel attached to these boots adds several inches to your height. This type of boot is popular among nobles, though the trend has recently caught on among some members of noble courts. You can use the heel of a stiletto boot as an improvised weapon, dealing damage as a punching dagger.
Eyepatch:1sp
An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above.
Head Scatf:1sp
Often worn for privacy, religious or cultural reasons, or protection from the elements, full scarves designed to be wrapped around the head are common accessories. Headscarves of bright colors or ornate embroidery can fetch a substantially higher price.
Corset:1sp,3lb
Sewn-in boning and laces allow this bodice to adjust your waist size in a way considered alluring by some cultures. The restrictive nature of this garment makes it a poor choice for combat or other athletic exertions, but you can easily conceal a thin knife in the corset’s boning. The price varies greatly depending on the corset’s quality; the cheapest corsets are made of simple cloth and cost mere silver pieces, while the most expensive feature silk brocade and are decorated with pearls or other costly adornments.
Adventurer’ Sash:20gp,3lb
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.
The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Spellcomponent Pouch: 5gp, 2lb
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Waist Pouch:Price 5 SP; Weight 1/2 lb.
This leather pack is supported by two straps that can be loosened or tightened to fit most body types. It can be adjusted to any facing along its wearer’s waist. The pack can store up to 1/2 cubic foot of material.
Magic gear:
PP-
GP-5
SP-
CP-
Spells per day:
1-4 [2+1+e]
2- [+1]
3- [+1]
4-
5-
6-
7-
8-
9-
Spells Memorized:
0- 4(Acid Splash,Mending,Detect Fiendish Prescence,Prestidigitation)
1-2(Mage Armor,Sleep)
2-
3-
4-
5-
6-
7-
8-
9-
Spell Book:
0: Resistance, Acid Splash, Detect Fiendish Presence Detect Magic, Detect Poison,Read Magic, Daze, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message,Open/CLose,Scrviners Chant, Arcane Mark, Prestidigitation
1st:Mage Armor,Sleep, Charm Person,Hypnotism, Identify,
History/Background:
Thinking she is a former slave to a Madame who curried favor with wizards learned some magic on her own and become free and now freelances looking for a way to further her magic and either change this place or get out of this place. though still working on the background.
Robert Henry |
1 person marked this as a favorite. |
It feels like it should be that time again, so here we go :)
Ideas:
Pad300: Alchemist
Nikolaus de'Shade: tortured crusade
Sir Longears: human illusionist
Dorian 'Grey': Signifier Hellknight
The Lobster: a standard bearer cavalier
bigrig107: Human warpriest of Shelyn
Mightypion: Oracle, or Warpriest
Monkeygod: spiked chain wielding straight up fighter.
Solicitor: cleric of Sivanah
Child of Infamy
Mokmurian the Great: Niccolo Fiorelli Male Aasimar Bard, Child of Infamy
rdknight: Sanchia Corvus Female Human Witch, Child of Infamy
Ouachitonian: Liam The Wanderer Male Halfling Hunter, child of infamy
Conspiracy Hunter
Itzi: Luluto Truebrook Female Halfling Unchained Rogue, Conspiracy Hunter
Andrea1: Phillip Gastone Male Human Ranger, Conspiracy Hunter
FangDragon: Everett Radcliff Male Human paladin , conspiracy hunter,
AdamWarnock: Titania Olivia Thrune Female Tiefling Fighter, conspiracy hunter
TheWaskally: Stel Wardstone Male Dwarf Barbarian (Drunken Brue), Conspiracy Hunter
Critzible: Audrennila Moonblossom Female, Elf Arcanist Enchanter, Conspiracy Hunter
Diabolist Raised
DeathQuaker: Whysper Female Tiefling unchained Rogue, Diabolist Raised
MordredofFairy: Alexstraza Defoe Half-Orc, Barbarian (Invulnerable Rager), Diabolist Raised
Ever_Anon: Taila Fierarus Female, Tiefling, Oracle (Dual-Cursed), Diabolist Raised
Infernal Bastard With altered rules
Archpaladin Zousha: Cassynder Male Tiefling Monk, Infernal Bastard
Shadow Child
Colorfoot: Kasem Male Elf Druid, Shadow Child,
Camris: Elros Of Amrothe Male Elf, Swashbuckler (Mysterious Avenger), Shadow Child
Westcronw Firebrand
Hubaris: Davio Cossus Male Human Barbarian, Westcrown Firebrand,
Chapel Ty'El: Zondre Lopuscia Female Aasimar Brawler (Strong-Side Boxer), Westcrown Firebrand
If I've forgotten anything, or got something wrong, please let me know.
Kasem |
Kasem wrote:@GM, is Kasem finished enough for consideration? I can fill in more detail if needed. If you have enough to go on, though, I would just as soon wait to see if I get a spot in the game before spending too much more time on him.I would say yes.
Thanks!
pad300 |
All right, this is pad300's alchemist. He's pretty much set up as a bomber + utility type. If we need a healer for the party, he could fill that with some edits...
pad300: Molos “Scalebutt” Berasiov , Male Tiefling (small) Alchemist (Grenadier), Infernal Bastard
Molos was born to slip slaves of a Chelaxian wizard Demi-baron Iovannis Tressor. Who knows what energies his parents (Jamir and Mara; he doesn’t know them. He remembers very little of this time in his life.) were exposed to in service to the Paracount, but Molos was a tiefling- a slip tiefling at that. The demi-baron being unwilling to support such a thing in his household, Molos was dumped on the street (no orphanage would take one such as him...).
Luckily, rather than starve, he was taken up by a local fagin, Artmolocs Rayes. As he got older, he graduated from begging and cutpurse work, and ended up apprenticed to a criminal alchemist (Geran Berasiov). The work suited his natural talents and he learned rapidly. He also acquired a bit of a moral code; which was something that had been missing from his life until then... Although Berasiov is a criminal (deals in pharmaceuticals, doctor to criminals, etc.), he is also a Caydenite believer who works with the Bellflower network...
Molos has become a skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. He lives in the back alleys and slums of westcrown, keeping an efficiency apartment on the 3ed floor of a “theatre” in the rego Crua neighborhood.
Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict.
Molos “Scalebutt” Berasiov
CG Male Tiefling (small)
Diety: Cayden Cailen
Alchemist (Grenadier) 1
Init +3 = +3 dex +
Speed 30 ft
Darkvision (60 ft)
Defense
AC: 19 = 10 + 4 armor +3 Dex +1 natural +1 size
HP 10 = 8 +2 Con
Fort + 4 =+2 Alchemist +2 con
Ref + 5 =+2 Alchemist +3 dex
Will + 1 =+0 Alchemist +1 trait
Resist Fire 5
CMD : 14 = 10 +0 bab+3 dex +2 str -1small
Offense
Melee:
Ranged:
BAB: +0 = +0 Inquisitor
CMB: +2 = +0 bab+2 str -1 small
Extracts Prepared
1st (3): Empty SlotX3
Stats
Str 14 = 14 (5 pts)
Dex 16 =14 (5 pts) +2 racial
Con 16 =14 (5 pts)
Int 18 = 16 (10 pts)+2 racial
Wis 10 = 10 (0 pts)
Cha 8 = 10 (0 pts) -2 racial
Feats: Point Blank Shot (1st), Throw Anything (Alc 1), MWP Composite Longbow (Alc 1),
Traits: Pragmatic Activator (Magic), Infernal Bastard (altered, Campaign)
Skills (8=4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception ( +4= 1 ranks +3 trained +0 wis)
UMD ( +8= 1 ranks +3 trained +4 int (Pragmatic Activator))
K Arcana (+8 = 1 ranks +3 Trained+4 int )
K Nature (+8 = 1 ranks +3 Trained+4 int )
Disable Device (+7 = 1 ranks +3 Trained+3 dex )
Spellcraft (+8 = 1 ranks +3 Trained+4 int )
Heal (+4=1 rank +3 trained +0 wis)
Stealth (+8 = 1 rank +3 dex +2 racial+4 small -2 acp)
Background Skills
Craft Alchemy (+8 = 1 ranks +3 Trained+4 int )
Sleight of Hand ( +7 =1 ranks +3 trained +3 dex)
Languages: Common, Infernal, Abyssal (int), Draconic (int), Gnome (int), Halfling (int),
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su, 5/day, 1d6+4): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
+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.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d4 points of damage or two claws that each deal 1d3 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Scaled Skin:The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
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.
FCB : +1/2 to the alchemist’s bomb damage
1st: Shield, Heightened Awareness, Crafter’s Fortune, Monkeyfish, Cure Light Wounds, Disguise Self
Weapons (9.1 gp): Longspear (5 gp), sling, 10 bullets (1 sp), 2 javelins(2 gp), dagger (2 gp)
Armor (60 gp): Leather Lamellar armor (60 gp),
Equipment (34.61 gp): Explorer’s outfit, backpack (2 gp), String 50 ft (1 sp) , trail rations 5 day (2.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), bedroll (1 sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Inkpen (1 sp), Formula Book (free), Alchemy crafting kit (25 gp)
1 gp 2 sp 9 cp
Not purchased yet: Cestus (5gp),Thieves Tools (30 gp), Healer’s kit (50 gp)
John Gs |
2 people marked this as a favorite. |
Hello, every campaign trait needs to be represented, so because of that and my love of making characters, I present Nita Cobbles, pathfinder exile, shopkeeper, mapmaker, bleached gnome, lunar oracle, and pet owner.
Proprietess of Cobbles, Bobbles, and Bows, which is a sliver of a shop ten times deeper than wide in an older building wedged tightly between two other buildings. Bobbles and Bows were Cobbles' best friends nearly a decade ago, when the bleaching took them both.
It had also claimed Ms. Cobbles, but claiming and ending were two different things. So she continues with her old dog, running her shop, and working at her self-appointed task.
Mapping every inch of Westcrown... sounds simple enough, but maps must be exact and the city keeps changing. A fire claimed a bookkeeper's modest house in Spera, a wall crumbled due to 'Out Of Control Oxen' near Taranik, and then the Alter shifted constantly toward ruin every day. How was one to ever finish so she could rest?
The gnome woman was bleached white snow hair long past her waist, usually woven in patterns to occupy herself, and accentuated by her nut-brown skin. She dresses in fine soot blacks and sharp umbers, with a crispy starched white under. And big round glasses. Her eyes are a very milky blue and her eyesight is horrible. A dulling pain in her fingers coupled with an old injury to her right leg makes her slow and a bit clumsy.
Her black dog, Waldorph, is a touch more wolf than a city usually delights in having in its wall, but his tongue is almost always out, pleasantly panting at a simple walk five feet, with a love of all in his eyes. Unless someone tries to hurt his charge of course. Originally he was Bows little puppy, but that was long ago.
Cobbles, Bobbles, and Bows is mostly a map shop, including parchment, tacks, strings, and pencils (for all your crazy ranting map needs). It still has plenty of leftover stock: ribbons, threads, bobbins, combined with generally odd 'treasures' from Bobbles.
'Please come and buy something.' the big dog wills happily at passers-by. 'And Pet Me' he wags his big fluffy tail in hope. Nita ignores him until it is tea time at least, then he plops himself in her lap, smothering her until she gives in.
Bobbles had been a pathfinder in her youth, so when things started to get dark and fearful in her most treasured streets, Nita had sent a letter to Bobble's old friends, at great risk, only to receive a wayfinder and a note suggesting she handle this on her own.
Sigh. If she doesn't, just imagine how much she'll have to remap.
Nita Cobbles
Female gnome oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
LN Small humanoid (gnome)
Init -2; Senses darkvision 30 ft., low-light vision; Perception +7
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Defense
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AC 20, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 shield, +1 size)
hp 8 (1d8)
Fort +0, Ref +5, Will +3; +2 vs. illusions
Defensive Abilities bond to the land[ARG]
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Offense
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Speed 20 ft.
Melee morningstar +1 (1d6)
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—mage hand, open/close (DC 14), prestidigitation, unseen servant
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cure light wounds, ears of the city, shield of faith
. . 0 (at will)—bleed (DC 15), create water, guidance, spark[APG] (DC 15)
. . Mystery Lunar
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Statistics
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Str 10, Dex 7, Con 10, Int 16, Wis 12, Cha 20
Base Atk +0.75; CMB -1; CMD 7
Feats Extra Revelation[APG]
Traits the pathfinder's exile, traditionalist
Skills Acrobatics -4 (-8 to jump), Craft (mapmaking) +7, Diplomacy +9, Handle Animal +6, Knowledge (history) +8, Knowledge (local) +10 (+12 to identify location), Knowledge (religion) +7, Perception +7, Profession (merchant) +5, Stealth +4, Survival +5 (+7 to avoid getting lost); Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ oracle's curse (clouded vision), revelations (primal companion, prophetic armor), utilitarian magic
Other Gear studded leather, buckler, morningstar, wayfinder[ISWG], backpack, cartography tools, charcoal, city map, ink, inkpen (2), iron holy symbol[UE], paper (5), 4 gp, 3 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bond to the Land (Urban) +2 dodge bonus in selected terrain.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Utilitarian Magic +1 DC for transmutation spells.
Archpaladin Zousha |
Now I'm less excited and more scared thanks to the recent announcement, specifically about new forums.
What if the campaign falls apart in migrating from one forum to another?!
The Cat Who Dwells In The Dark |
1 person marked this as a favorite. |
Now I'm less excited and more scared thanks to the recent announcement, specifically about new forums.
What if the campaign falls apart in migrating from one forum to another?!
I do have a Discord.
Worst comes to worst, we can start there instead.
Hrothdane |
Hello, dears!
Sorry to be a late addition, but I just noticed this recruitment yesterday. I’ve got a character in the works who is mostly done aside from her stat block. You can find her profile here. Regarding the mechanics, she is an arcane duelist bard and has the Pathfinder Exile as her trait. I expect to get the rest of her stats finished today.
Robert Henry |
Not to be redundant, but two days left :)
Ideas:
Nikolaus de'Shade: tortured crusade
Sir Longears: human illusionist
The Lobster: a standard bearer cavalier
bigrig107: Human warpriest of Shelyn
Mightypion: Oracle, or Warpriest
Monkeygod: spiked chain wielding straight up fighter.
Solicitor: cleric of Sivanah
Simeon: champion cavalier and worshipper of Milani
Child of Infamy
Mokmurian the Great: Niccolo Fiorelli Male Aasimar Bard, Child of Infamy
rdknight: Sanchia Corvus Female Human Witch, Child of Infamy
Ouachitonian: Liam The Wanderer Male Halfling Hunter, child of infamy
Conspiracy Hunter
Itzi: Luluto Truebrook Female Halfling Unchained Rogue, Conspiracy Hunter
Andrea1: Phillip Gastone Male Human Ranger, Conspiracy Hunter
FangDragon: Everett Radcliff Male Human paladin , conspiracy hunter,
AdamWarnock: Titania Olivia Thrune Female Tiefling Fighter, conspiracy hunter
TheWaskally: Stel Wardstone Male Dwarf Barbarian (Drunken Brue), Conspiracy Hunter
Critzible: Audrennila Moonblossom Female, Elf Arcanist Enchanter, Conspiracy Hunter
Diabolist Raised
DeathQuaker: Whysper Female Tiefling unchained Rogue, Diabolist Raised
MordredofFairy: Alexstraza Defoe Half-Orc, Barbarian (Invulnerable Rager), Diabolist Raised
Ever_Anon: Taila Fierarus Female, Tiefling, Oracle (Dual-Cursed), Diabolist Raised
Infernal Bastard With altered rules
Archpaladin Zousha: Cassynder Male Tiefling Monk, Infernal Bastard
Pad300: Molos “Scalebutt” Berasiov Male Tiefling (small) Alchemist (Grenadier), Infernal Bastard
Shadow Child
Colorfoot: Kasem Male Elf Druid, Shadow Child,
Camris: Elros Of Amrothe Male Elf, Swashbuckler (Mysterious Avenger), Shadow Child
The Pathfinder's Exile
John Gs: Nita Cobbles Female gnome oracle, Pathfinder Exile
Hrothdane: Theadora Arnisant Female Human Bard (arcane duelist), Pathfinder Exile
Westcrown Firebrand
Hubaris: Davio Cossus Male Human Barbarian, Westcrown Firebrand,
Chapel Ty'El: Zondre Lopuscia Female Aasimar Brawler (Strong-Side Boxer), Westcrown Firebrand
If I've forgotten anything, or got something wrong, please let me know.
If we have any more applicants, I will post the list one more time when recruitment is done. Or near done, depending on how close it is to bed time :)
Critzible |
Halfling level 1st Magus(Puppet Master) Diety:Cayden Cailen
age:30 Hgt:2’8” Wgt:85 Hair:Black Eyes:Green Ethnicity: Tan
Languages: Halfling, Common,
Str:10 Dex:16 Con:14 Int:16 Wis:12 Cha:13
Init:+3 HP:11 (1d8+2+1)
BAB:+1 melee:-1, Ranged:+2]
CMB:-1
CMD:12(10+0(bab)-1`(Size)+3(dex)+0(str))
AC:16(10+2(armor)+3(dex)+1(size))
Leather|+2|Max Dex+6|Penalty 0| Spell Fail 10%| 10gp|15 lb
Fort:+5 |+2+2+1|
Reflex:+4|+0+3+1|
Will: +4|+2+1+1|
Traits:
Pathfinder Exile:
You have a battered and tarnished, yet still functional wayfinder. You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use.
A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.
Seeker:
You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Weapons:
Melee+3
Halfing Rope Shot +3|1d4|x2|bludgeoning|1lb|1gp
Dagger +3|1d3|19-20/x2|10ft|Piercing| 1lb|2gp|10 daggers, 20lb
Cestus +3|1d3|19-20/x2|Bludgeoning|5gp|1lb
Kukri +3|1d3|18-29/x2|Slashing|8gp|2lb
Halfling Sling Staff +1|1d4|x2|Bludgeoning|20gp|3lb
Ranged:+3
Halfling Slingstaff +3|1d6|x3|80ft|Bludgeoning|20gp|3lb
Ammo: 20 bullets 2pds
Feats:
Weapon Finesse
Level:
Skills:8 (4+3(int)+1) Background:2
Acrobatics+6|1+3(dex)+2(race)|
Knowledge(Local) +7|1+3(int)+3|
Perception +9|1+1(Wis)+3+2(race)+1(Trait)|
Ride+4|1+3(dex)|
Survival+4 |1+1(Wis)+2(trait)|
Stealth+8|1+3(dex)+4(size)
Spellcraft +7[1+3(Int)+3]
Background:2
Profession:Cook +5|1+1(Wis)+3|
Profession:Fisher +5|1+1(wis)+3|
Weapon and Armor Proficiency:
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Class:
A puppetmaster gains 4 skill points per level. He adds Knowledge (history, local, religion) and all Perform skills to his list of class skills. He does not gain Climb, Ride, and Swim as class skills.
This alters the magus’s skills.
Arcane Pool:4
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
A puppetmaster cannot expend points from his arcane pool to grant enhancement bonuses or weapon special abilities to a weapon he is holding. As a swift action whenever the puppetmaster casts a spell of the enchantment or illusion school, he can expend 1 point from his arcane pool to increase the spell’s save DC or caster level by 1. At 7th level, the increase to the spell’s save DC or caster level changes to 2, at 13th level to 3, and at 19th to 4.
This alters the magus’s arcane pool ability.
Puppet Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
A puppetmaster can use spell combat, improved spell combat, and greater spell combat only with spells of the enchantment and illusion schools of magic.
This ability alters spell combat, improved spell combat, and greater spell combat.
Spellcasting:
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.
A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
A puppetmaster can cast spells from the bard and magus spell lists, and treats bard spells as magus spells.
Because he does not have a bardic performance ability, some bard spells (which modify or require bardic performance) are poor choices for a puppetmaster. He must add bard spells to his spellbook prior to preparing them as normal.
A puppetmaster can learn bard spells from a formula book or spellbook (if they are also alchemist extracts or wizard spells) or a scroll (as if learning a wizard spell from a scroll), or can select them to be one or more of the two magus spells he adds to his spellbook at each magus level.
This replaces knowledge pool and greater spell access.
Racial Abilities:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Equipment:
Grooming Kit 1gp, 2lbs
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Cooking Kit:Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Fishing Kit:Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Magus Kit:Price 22 gp; Weight 31 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
Riding Kit:16 gp,54 lbs.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.
Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Adventurer’ Sash:20gp,3lb
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.
The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Waterproof Bag:Price 5 sp; Weight 1/2 lb.
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Bandolier: Price 5 sp; Weight —
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Magic gear:
PP-
GP-3
SP- 3
CP-8
Spells per day:
0- 3
1- 2
2-
3-
4-
5-
6-
7-
8-
9-
Spell Book:
0: (DC 13) All Bard and Magus Cantrips
1st:(DC14)Color Spray,Charm Person,Identify,Shield, Magic Missile,Hideous Laughter
“Joon” Donkey HP:13 AC:11 Init:+1 Attack 2 Hooves+1(1d3)|Low Light Vision, Scent, Perception+5
History/Background:
Tyrek Archaos |
Sneaking in near the deadline comes Tyrek Archaos, a thoroughly sad figure of a paladin.
Tormented for his heritage (not just a tiefling, but a Rovagug-spawn tiefling) his entire existence has been one of duty, pain and the constant teaching that the only good thing he can do with his life is to sacrifice it for someone more worthy.
But Tyrek has a secret divine patron, one who has decreed that his life will not end without love. Now he just has to live long enough for it to happen.
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He's currently very generically equipped so he can evolve into whatever combat role the party needs - from tank to two-handed carnage. :)
Hrothdane |
Hot Theadora’s stat block up! I just need to finish purchases and do another pass-through on everything and she’s totally done!
Simeon |
Presenting Avamedes, swashbuckling cavalier, devotee of Milani, and peace-loving warrior!
Avamedes
Human (Chelaxian) cavalier (courtly knight, daring champion) 1 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Intrigue 24)
CG Medium humanoid (human)
Init +5; Senses Perception +1
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +2, Ref +4, Will +0
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Offense
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Speed 30 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit target who refuses to surrender)
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Fencing Grace[UI], Weapon Focus (rapier)
Traits civilized, westcrown firebrand
Skills Bluff +8, Diplomacy +8 (+9 to mediate a dispute between two other parties), Intimidate +8, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (religion) +3, Perception +1, Sense Motive +5
Languages Common, Elven, Infernal
SQ champion's finesse, order of the blue rose[UC], social presence +1
Other Gear studded leather, buckler, rapier, 100 gp
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Special Abilities
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Blue Rose's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to att vs. challenged foe, if take standard action to offer surrender terms.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Fencing Grace Use Dexterity on rapier damage rolls
Social Presence +1 (Ex) Start verbal duels with extra edge for presence tactic unless at significant or extreme disadvantage.
Since he was young, Avamedes has been raised for peace. His parents were ardent, if subtle, devotees of Shelyn, and they taught him from the beginning that though the empire of Cheliax was a harsh and cruel place, they had to endure. They had to stay peaceful, to spread art and love and beauty for as long as it was necessary to outlast the Chelish tyrants. For a time, he did not question this.
It all changed when he was 16. He had joined a group of other Shelynites to protest against heavy-handed Chelish rule. Twins, Gelvas and Sanda, painters without peer. A sculptor, Boram, pulling beauty from stone. Nolek, the one he loved most deeply, was a woodworker. While not much of an artist, he was a skilled orator and persuasive speaker, and his talents found fertile ground with their cause. They had decided then, to showcase their art while Avamedes rallied for liberty and peace. Love and art, they thought, would set them free. When he looks back on that day, it’s with sorrow at his youthful naivety.
The first hour or ao of their protest proceeded uneventfully. A few passers by stopped to watch and listen briefly before hurrying on. Then the enforcers showed up. The guard descended like a crashing wave of shields and truncheons, bashing art and artist alike to the cobbled streets. The once beautiful works of art were left broken on the street as a reminder. The artists were not. Hauled off to some city prison, Avamedes knew he would never see his friends again.
He had escaped, just barely, from an unknown fate. He was lost in the world, adrift and without a cause.
That calling came some time later when he met the Order of the Blue Rose. He would learn that they were mostly worshipers of Milani, the Everbloom, goddess of liberty. Like him, they cherished peace and hoped to avoid violence and bloodshed. Staggeringly new to him, though, was the idea that when your words are insufficient, when your protest fails and the guard comes to haul you off, you must be able to defend liberty with force if necessary.
Inspired and incensed, Avamedes knew that his calling was to serve liberty and the Everbloom. He would talk first, try his original methods of art and love and peace. But if peace was not an option, he would take up his rapier and defend Westcrown and liberty at the point of a sword.
Avamedes is a young Chelish man of just below average height. He's attractive in a vague sense, though far from outstandingly so. His brown hair is cut short and his face is clean shaven. A fairly unassuming character, he looks like any other young man of Westcrown. That said, his subtle character melts away when oppression rears its head. While his lean frame makes him an excellent fencer, his rapier isn’t his favored tool for fighting against injustice. Rather, he trusts in his silver tongue and quick wit to defuse conflict or humiliate particularly outrageous firebrands loyal to Cheliax.
Though a bold and confident man, Avamedes harbors deep sorrow for his inability to protect his friends those years ago. He hopes they are alive, though he’s far from optimistic about it. Guilt, remorse, sadness, all those dog him as his head hits the pillow each night. Nonetheless, he doesn’t feel he can let himself fall too deep into despair. It wouldn’t be what they wanted, and it certainly isn’t what he wants. So by day he works for his parent’s scribe shop, and by night he takes to the streets, doing what he can to counter the influence of rabble-rousers who would infringe on the liberty he holds so dear.
Critzible |
Before that death, Benniago loved both his parents. His father Anton was a dabbler in magic. He crafted scrolls, potions, and wands for any who came. He also bought and sold items others brought to him. It was something he was particularly proud of. Though a merchant and magical tinkerer he was well known for often getting a hold of unique spells and selling them to other fledgling magic users. Anton through his procurement of rare magical goods when younger began to study magic eventually the Magic stealing thief became a magic user and crafter.
This led Anton to meet Syndreya, a young halfling adventurer who practiced the art of potions. as well as poisons and oddly enough recipes for food. Syndreya did business often with Anton to the point they eventually fell in love and the two married. The Pair set up Anton’s Magical Mysteries, with basic mage gear of pen, inks, components, blank spell books, locks, etc. As well as a hefty supply of scrolls, potions, and wands. A year into the marriage Benniago was born. Six years later it was Falyndra.
Benniago was taught a variety of things by his parents both early on and later in life. Reading, writing, math, and the like his parents taught him. His mother’s recipes were what stuck and Benniago became quite the skilled chef. From his father, he found a sense of wonder in magic and began to study that. His father was a universalist, his magic more on the utilitarian or social set. More aggressive magics he rarely had, but he sold a lot. When Falyndra came Benniago began to learn to do some more of the other tasks like fishing and hunting small game. He also learned to ride the extra donkey they had.
This made Benny quite skilled with the creative magic of his father and the culinary skills of his mother. Add in his trial and error work with pack animals and fishing it was no wonder that Benniago was destined to become an adventurer like his mother. This didn't sink in until he turned 13 and his mother was pregnant with another child, a girl died after birthing a dead child. His father Anton took it hard and for four years the man sulked in ale at every village and town they went to. Benniago and Falyndra (Now 14 and 8) ran the business. At 18 Benniago took some money and bid his sister and father farewell.
Benni bought some gear and his donkey, Joon. Joon was a spunky steed, but loyal and warm, they traveled like his father, but in service to some Pathfinder expedition as their cook. He also was a camp guardian and equipment manager. This party was led by a pathfinder named Edwena Faust A Chelxian Wizard who sought the secrets of some of the ruins within the Diabolic realm. Edwena would call upon Benniago for the next 7 years. The Halfling is a sort of secretary that learned a lot from Edwina and the adventurers that she coerced into her expeditions. However, after seven years Edwina stopped calling on him. Strangely Benniago felt he should go look for her. Using his new skills he traveled looking for her and instead of her he found a wayfinder and a note.
‘EF. Westcrown, Import’ was all it said. With Joon in tow, Benniago hurried back towards Westcrown. On the way, he ran into his father. Anton was old and remarried to a young woman named Olidara. He had two young half-siblings Antonio and Lynda, his sister Falyndra was a mom to a boy named Bynnick. Falyndra was also the face of his father's traveling store. Benniago rejoiced and let his family sweep him up. However, the charismatic Benniago made it some three years later looking for the woman who taught him, trusted him, and even cared for him in Westcrown.
Where is Edwina, why did she come to Westcrown? These are the questions he needed answers to, with Joon his spirited and faithful steed, some magic, and a Wayfinder the former Pathfinder servant was here to find the woman who gave him so much.