| Velath Tel'quessir |
So far this is what we have applying
Soryan Dirge Elf (??) Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Ouachitian Half-Elf (??) Paladin of Saranrae (Warrior of The Holy Light)
Philo Pharynx ??
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
PAD300 ?? Hunter ??
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Phantom Genius ?? Cleric
RDKnight Elf (??) ??
Talathel Varian Elf(Arctic) Fighter (DragonHeir Scion)
GM ‘Eκάτη
|
I'm watching your characters now, it's amazing! Thank you for your interest .) Let's move on to the questions.
> Need to ask. I chose Arctic elf not even thinking about the PFS legal symbol not being there in front of it. Do I need to change that?
Everything is fine with Arctic elf, except for darkvision. This will have to be removed by returning the low-light vision. I hope this does not introduce fundamental problems into your build or the feeling of the character .)
> To confirm, you have no plans to use elephant in the room or any other fiddles with feats...
I thought about it. Elephant in the room sometimes makes it a little difficult for me to balance encounters, so I decided that level 8 is enough to do without it.
> Are you using PFS rules about animal companion equipment slots (Neck, armor + extra slot feats ) or the standard PF ones (Armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist + extra slot feats)?
Nice question! Let's use standard PF rules - to be honest, I didn't know they are different .)
> In Pathfinder Society I cannot have Scribe Scroll...
Good question! You can keep Scribe Scroll feat or take Spell Focus feat instead, as suggested in PFS. At your choice.
> Exploiter Wizard... Opposition Research and Split Slot... Loremaster...
Yes, all of this can be used. I posted a website where you can check it, but I'm always happy to help .)
> And as for that, here are the Racial Traits for my Elf...
Darkvision - no, I'm sorry. But I will allow Warry instead of Keen Senses.
> A further question: is the plot of Second Darkness (ie the attempt to block out the sun) still running in the background?
I will answer evasively. You were not involved in the events of the first and second books, so you might not have seen the spot in the sky (you had to be in the Riddleport area for this) or not attach importance to it. There are a lot of strange and magical things going on in the world. What you know right now: drow attacked Celwynvian with incredible intensity (there have been clashes with them here before, but not such a large-scale battle for the ruins of the city) and were looking for something here. It seems that your commanders have solved part of the puzzle and they really don't like this part.
By the way, I realized that not everyone understands this, so I'll clarify. You are already all members of Shin’Rakorath (Lantern Bearers), whether you have a prestige class or not. Another thing is that you are not too privy to the secrets of this organization... But you don't know that for sure. No knowledge, no doubt .)
ps. If I missed some question, it's not on purpose. Please repeat it in this case.
pps. Dread, thanks for the list!
| Dorian 'Grey' |
So far this is what we have applying
Soryan Dirge Elf (??) Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Ouachitian Half-Elf (??) Paladin of Saranrae (Warrior of The Holy Light)
Philo Pharynx ??
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
PAD300 ?? Hunter ??
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Phantom Genius ?? Cleric
RDKnight Elf (??) ??
Talathel Varian Elf(Arctic) Fighter (DragonHeir Scion)
I am thinking that we need a Bard that only sings 1 Beatles' song....lol.
| Talathel Varian |
No problem reverting the Darkvision back to standard low-light vision.
Would it be OK to re-work my character and take that Prestige class? I was thinking about dropping the DragonHeir Scion archetype anyway. The loss of the three fighter bonus feats hurt, and the class abilities that I got didn't really make up for it.
| Soryan Dirge |
@ Ekatn,
Should I preemptively purchase 5th and 6th Level spells for my Spellbook? In other words, I'm scared that if Soryan Dirge doesn't prepare now for when he earns 9th, 10th, 11th Level etc., he *thinks* he may not get a chance to expand his spellbook beyond the standard 'two free' spells he gets.
| Mightypion |
Ideas so far for me:
1: NG Elfen Bladebound magus. Very much on board. Professional merc.
His black blade has the personality of a Steiner Scout Lance member and wants to SCOUT ALL THE DROW!
2: CN Thiefling Bloodrager. Was originally from the PMC "Orchestra", got wind that their payment negotiations with the nation of Irrisen were about to go incredibly badly, took his accumulated letters of reccomendation, of marque, ,his verified curriculum vitae as well as proof that the cult of Treerazor is willing to pay 60.000 gold for his head (its a pretty great if somewhat risky way to prove you are less evil then your reputation, he messed up Treerazors plans to open a branch of his franchise in Irrisens forest, so to speak) and joined the Elfs. His PMC fought side by side alongside them in the past, and he was on professionally reasonable terms with one member of their leadership, as his diplomatic conduct as well as his excellent fashion sense made him predestined for "liasion" jobs.
His personality is that of a very cocky Landsknecht, albeit his former comrades in his old PMC deemed him a partial weirdo because he didnt swear with every other word.
GM ‘Eκάτη
|
Soryan, at your discretion! If your wizard is ambitious enough, then of course he can buy spells ahead - he has no doubt that it will come in handy soon .)
Phantom Genius, I would prefer a specific deity or a pantheon of gods, but not just a set of domains. Pantheon is absolutely OK (in general, it seems to me polytheism is even more logical thing for such fantasy worlds), including assembling your own from existing deities in the setting. Just for such classes as a cleric, I would like to see a clear philosophy (like edicts and anathemas of the gods in the second edition), which a priest must adhere to in order to receive power from the chosen higher powers.
Mightypion, both options are pretty fun. I like NG more, although the second one seems to have more soul for you. Just don't forget that I hope* to make this a pretty dark adventure .)
*"I hope" means that it worked out perfectly twice at a real table, but we need to see how it comes out in the PbP.
| Uruelleth |
I'm intrigued.
I'd like to submit Uruelleth, a different take on an elf that I played in a campaign that unfortunately ended a few years back. Of course, if selected, I'll level him down to 8 and make sure his build conforms to your campaign.
The main thing is that he was an orc warlord in Belkzen who was assassinated by the Red Mantis (the previous campaign involved wiping out that organization). He was reincarnated as an elf and had to flee since he couldn't exactly continue his life as a warlord of orcs as an elf.
For motivation, he basically wants to avoid another death by assassination because of his faith in Gorum. So he volunteers to fight the for the elves, and picks the toughest missions so he can die a glorious death. He still hasn't gotten killed yet.
Build: elf bloodrager
See the profile for background vignettes.
| Velath Tel'quessir |
Soryan Dirge Elf (??) Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Ouachitian Half-Elf (??) Paladin of Saranrae (Warrior of The Holy Light)
Philo Pharynx ??
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
PAD300 ?? Hunter ??
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Phantom Genius ?? Cleric
RDKnight Elf (??) ??
Talathel Varian Elf(Arctic) Fighter (Lantern Bearer)
Mightypion one of two options (Elven Magus or Tiefling Bloodrager)
Tilnar Halfling Elementalist
Uruelleth Elf Bloodrager
| Liam the Wanderer |
Ok, here's Ouachitonian's half-elf paladin, ready to light up the dark. His background's admittedly a bit thin, mostly because we're jumping into the middle of an AP and I haven't played book 2 or 3 so I'm not completely sure of the set-up. He starts out as a pretty typical paladin, if not necessarily a typical Sarenrite: greatsword, power attack, full plate, smite the evil. What more do you want? But wait, there's more! He combines the Hospitaler and Warrior of the Holy Light archetypes, gaining a pool of channels that don't use his much-in-demand Lay on Hands, so he's not exactly a cleric, but still has a good bit of healing in a pinch. And what can he do with those Lay on hands, you ask? Well, first off, he can shed a 30 foot radius of light (much to the consternation of the Drow, one hopes) that boosts AC, saves, attack, and damage for all the allies within the radius. Also, I took the Sunblade feat, which I just discovered while making this character, giving him another way to light up some drow. A final point of interest is that I took the energy resistance FCB (from Human, but I'm a half-elf, I can do that), figuring it makes sense for a Sarenrite to be inured to heat and cold.
One question, GM: I took the Fey-Touched alternate race trait, which doesn't seem to be PFS approved. Are you ok with that, or should I delete it?
GM ‘Eκάτη
|
Talathel Varian, great!
ColgrimBarrelhouse, the main question for your character. How did he end up in Shin’Rakorath? Why is he fighting alongside the elves in their war? I think that's what you wrote about .)
Uruelleth, this backstory definitely made me smile! He is already very old for an orc, I understand why he is looking for death in battle - it's time! I even want to create a character with such a background somehow .)
Liam the Wanderer, thank you! Wow, a Sunblade is a cool feat, I've never seen it before! Here it is PF1e in all its glory - no matter how much you play, there will always be something new. About alternate race trait, "Fey-Touched" means "Fey Thoughts"? I didn't understand .)
| pad300 |
Asterius Redhand is ready enough to put a draft on the table. He turned out to be a Sacred Huntmaster Inquisitor.
Asterius is a 38 year old half-elf, born in Kyonin, after his mother (Faunra Tarisian, a minor court functionary) had a fling with a visiting Andoran. He is not close to his mother, who out-fostered him to be raised in Erages, as she felt that he needed peers (half-elves) to be raised with, not elven children (who mature far slower). Asterius saw this as a rejection; his resentment shaped his youth. He was not one of the good kids... He did not apply himself in school, instead running in the woods around town and on the streets of Erages. Although he never got to attend the prestigious Blackash training grounds, he learned a few things the hard way (like how to set his own broken nose and his level in brawler) from the students...
He thinks it was divine intervention when as a budding young thug, he was running in the woods outside of town and came across She-ra as a panther cub. Where her mother went he has no idea, but he carried the kit home with him, and they have been inseparable friends ever since. As a companion around the town, she definitely got him noticed, in particular by a priest of Desna, Belardan Star-eyes. Sensing the potential, Belardan put special effort into proselytizing Asterius. In time, Asterius became one of the faithful...His bond with She-ra led him onto the path of a sacred huntmaster inquisitor.
Since then, serving Desna, he has fought the good fight. Initially assigned to hunting bandits, he spent several years on the border with the Five Kings Mountains. Then he was sent on more challenging tasks, raiding into the River Kingdoms to retrieve elven artifacts, and even fighting Treerazer’s minions on the borders of the Tanglebriar. He was recruited to the Shin’Rakorath to take his talents to war in Celwynvian.
5’9”, 167 lbs, green eyes with fierce eyebrows, tanned weathered skin of an outdoorsman, black hair, clean shaven. He has the while line of an old scar running down one cheek. His nose is hooked, having been broken and set poorly...
In a word, aggressive; in love or war, he pushes.
Asterius Redhand
CG Male Half-Elf
Inquisitor (Sacred Huntmaster) 7 Brawler (Wild Child) 1
Init +5 = +3 dex +2 wis (Cunning Init)
Speed 30 ft
Low Light Vision
Defense
AC: 19 = 10 + 6 armor +3 Dex
HP 73 = 10 +(7d8>> 35)+8*3 Con +4 FCB
Fort + 11 =+2 brawler+5 Inquisitor +3 Con +1 resistance
Ref + 9 =+2 Brawler+2 Inquisitor+3 Dex +1 resistance +1 trait
Will + 8 =+0 brawler+5 Inquisitor +2 Wis +1 resistance
+2 vs enchantments, Immune to sleep effects
CMD : 22 = 10 +6 bab+3 dex +3 str
Offense
Melee:
Ranged:
BAB: +6 = +5 Inquisitor +1 brawler
CMB : +6 = +6 BAB
Inquisitor Spells &
L0 (6,*) DC 13: Guidance, Detect Magic, Read Magic, Sift, Create Water, Light
L1 (5+3, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Protection from Evil, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+1, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Defending Bone
L3 (3, 2+1/day) DC 16: Heroism, Dispel Magic
Deity: Desna
Stats
Str 16 = 14 (5 pts) +2 racial
Dex 16 =14 (5 pts) +2 racial
Con 16 =13 (3 pts)+1 lvl 4 +2 enhancement
Int 12 = 12 (2 pts)
Wis 16 = 13 (3 pts) +1 lvl 8+2 enhancement
Cha 10 = 12 (0 pts) -2 racial
Feats: EWP Fauchard (Ancestral Arms), IUS (Brawler 1), Combat Reflexes (1st), Combat Expertise (3ed), Pack Flanking (Inq 3), Paired Opportunists (5th), Planar Focus (7th), Outflank (Inq 6)
Traits: 3+1: Occult Bargain (Drawback), Fates Favored (Faith), Clever Mount (Mount), Deft Dodger (Combat)
Skills (54=4+7*6+8*1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception ( +14= 8 ranks +3 trained +3 wis)
Stealth ( +11= 8 ranks +3 trained +3 dex-3 ACP)
Ride ( +11= 8 ranks +3 trained +3 dex- 3 ACP)
Sense Motive ( +17= 8 ranks +3 trained +3 wis+3 Stern Gaze)
Intimidate ( +14= 8 ranks +3 trained +3 Stern Gaze)
Survival (+9= 4 ranks +3 trained +3 wis) and Tracking +4
K Planes ( +9 = 5 ranks +1 int +3 trained) and Monster Lore +2
Acrobatics ( +9 = 3 ranks + 3 trained + 3 dex)
Climb ( +7=1 rank +3 trained +3 str)
Swim ( +4=1 rank +3 trained +3 str - 3ACP)
Background Skills
Handle Animal (+11 = 8 ranks +3 Trained )
Linguistics ( +5 =4 ranks +1 int)
Sleight of Hand ( +7= 4 ranks +3 dex)
Languages: Common, Elven, Draconic (INT). Undercommon (Linguistics), Fey (Linguistics), Abyssal (Linguistics), Dwarven (Linguistics)
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, (1d6).
Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (starknife). She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: Liberation
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.
At 1st level, a sacred huntsmaster forms a bond with an animal companion. A sacred huntsmaster may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the sacred huntsmaster on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The sacred huntsmaster’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A sacred huntsmaster may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a sacred huntsmaster releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the sacred huntsmaster’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A sacred huntsmaster cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
Animal Focus (Su): At 4th level, a sacred huntsmaster can take on the aspects of an animal as a swift action. This ability works as the hunter’s animal focus class feature, with her inquisitor level serving as her hunter level. This ability replaces later iterations of the judgment ability.
A sacred huntsmaster can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The sacred huntsmaster can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The sacred huntsmaster can emulate only one animal at a time.
The sacred huntsmaster can also apply one of these aspects to her animal companion. Unlike with the sacred huntsmaster herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the sacred huntsmaster’s minutes of duration per day-it remains in effect until the sacred huntsmaster changes it. The companion’s aspect can be the same aspect the sacred huntsmaster has taken on or a different one. The sacred huntsmaster can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
See the Hunter Animal Focuses section for a full list of Focuses from all sources.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze +3 (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track +3 (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Hunter Tactics (Ex): At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats. This ability replaces solo tactics.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su) (7 rounds): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)(7 rounds): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. (Brawler, Inquisitor)
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
FCB : 1-4 +4 HP, 5-8, 3 1st level spells known, 1 2nd level spell known
Weapons (573 gp)
Cold Iron Waveblade (10 gp), 6 Cold Iron Chakrams (12 gp), Composite Long Bow (+3 str) (400 gp), 20 Blunt Arrows (2 gp), 60 Cold Iron durable arrows (120 gp), 2 Daggers (4 gp), Alchemical Silver Cestus (25 gp)
Armor ( 705 gp)
Masterwork Agile Breastplate (550 gp), MW Buckler (155 gp),
Equipment ( 220.91 gp)
Explorers oufit ( Free, class),heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), waterskin (1 gp), Wooden Holy Symbol X2 (2gp), Holy Weapon Balm X2 (60 gp), 3 sunrods (3 gp), training whip (5 gp), Anti-toxin X2 (100 gp), Tracking Powder (30 gp)
She-Ra Equipment (340.1 gp): Large Masterwork Studded Leather Barding (250 gp), Saddlebags (4 gp), 10 days of Feed (5 sp), waterskin (1 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 100 ft of rope (2 gp), 4 sack (4 sp), trail rations 10 days (5gp), Exotic military saddle (60 gp), training harness (10 gp), Dandy brush (2 sp)
Magic Items (25764 gp): Handy Haversack (2000 gp), Belt of Con +2 (4000 gp), Headband of Wis +2 (4000 gp), Wand of Cure Light Wounds (750 gp), +1 Keen Fauchard (8314 gp), Amulet of Mighty Fists +1 (4000 gp), Caparison of Resistance +1 (2700 gp),
5396.99gp
She-Ra
A large black panther, she has a butterfly shaped patch of extra dark and shiny fur on her left shoulder...
Big Cat Animal Companion (Panther)
Size: Large
Low Light Vision, Scent
Speed: 40 ft
HP: 63 = 7d8 => 35+7 (Toughness)+7*3 Con
AC: 23 = 10 +1 NA +2 NA (lvl 7) +4 NA Bonus+ 3 Armor + 3 Dex -1 size
Fort +9 = +5 animal HD+3 Con +1 resistance
Reflex +9 = +5 animal HD +3 Dex +1 resistance
Will +7 = +2 animal HD +2 Wis +2 Iron Will +1 resistance
+4 morale bonus on Will saves against enchantment spells and effects
Attack: +12 Bite 1d8+7 (str), 2X +12 Claws 1d6+7 (str)
Special Attacks: grab, pounce, rake (1d6+7).
BAB +5
Str 23=13+2(AC Bonus)+8 (lvl 7)
Dex 17=17+2 (AC Bonus)-2 (lvl 7)
Con 17=13+4 (lvl 7)
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 10
Skills (7 pts)
Swim (+6, 1 rank +2 str +3 trained)
Climb (+6, 1 rank +2 str +3 trained)
Perception (+6, 1 rank +3 trained +2 wis)
Stealth (+ 7, 1 rank +3 dex +3 trained)
Linguistics ( 1 rank -4 int) (knows Elven)
Escape Artist (+4, 1 rank +3 dex)
Intimidate (+1, 1 rank)
Special:
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Tricks: 12+3
Attack, attack, defend, guard, down, heel, sneak, Sic’em, Bolster Companion, Vengeance Strike, Tangling Strike, intimidate, exclusive, come, hunt
Feat: Toughness (1 hd), Combat Reflexes (3hd), Iron Will (5 HD), Power Attack (7 HD)
I need to spend another 5000 gp or so...
| ColgrimBarrelhouse |
| 1 person marked this as a favorite. |
Colgrim's kinfolk Chestman keeps butting in.
Colgrim chose the elves since the Worldwound is something he can't really wrap his head around. Treerazor is a demon lord whose armies besiege the elves and to him, cleaving through the Demon's has a purpose of one day ending the threat even he won't be around to see it. The WW is a big hole in the ground that spews Demon's. How does one fight that? So he fights for his end and the goal of ridding Kyonin of Demon's.
Speaking of which. I forgot to get cold iron for proper demon smashing so a little tweaking is in order.
| Velath Tel'quessir |
Soryan Dirge Elf Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Liam The Wanderer Half-Elf Paladin of Saranrae (Warrior of The Holy Light/Hospitaler)[Ouachitian]
Philo Pharynx ??
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
Asterius Redhand Half-Elf Inquisitor/Brawler (Sacred Huntsman/Wildchild) [PAD300]
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Phantom Genius ?? Cleric
RDKnight Elf (??) ??
Talathel Varian Elf(Arctic) Fighter (Lantern Bearer)
Mightypion one of two options (Elven Magus or Tiefling Bloodrager)
Tilnar Halfling Elementalist
Uruelleth Elf Bloodrager
Velath is about 70% done
| Markus "Hot Dog" Lyranus |
Bloodrager is about 50% done. Need to transfer everyhing into legible for GM format, and double check.
Markus is turning up to be incredibly good at both diplomacy and bluffing, while being basically a walking +2 in lore situations because he will typically succeed in aid another checks.
His AC is rather terrifyingly low, but he hopefully has HP and reach to compensate. He "tanks" by hopeing to murder things before they murder him.
He also tanks because he will be focused.
He does hit like the proverbial freight truck, is unusually resistant against compulsion and mind effecting in particular, with some once per day "no GM!" buttons to be pressable. But he can definitly be brought down by throwing enough things at him. His reflex saves isnt the bestest either.
| pad300 |
A final version of Asterius Redhand
Asterius is a 38 year old half-elf, born in Kyonin, after his mother (Faunra Tarisian, a minor court functionary) had a fling with a visiting Andoran. He is not close to his mother, who out-fostered him (to Kyras and Lialda Anhadros) to be raised in Erages, as she felt that he needed peers (half-elves) to be raised with, not elven children (who mature far slower). Through this arrangement, he has several siblings (Iradli, Quinray, Cathran, and Iandoli).
Asterius saw his fostering as a rejection; his resentment shaped his youth. He was not one of the good kids... He did not apply himself in school, instead running in the woods around town and on the streets of Erages. Although he never got to attend the prestigious Blackash training grounds, he learned a few things the hard way (like how to set his own broken nose and his level in brawler) from the students...
He thinks it was divine intervention when as a budding young thug, he was running in the woods outside of town and came across She-ra as a panther cub. Where her mother went he has no idea, but he carried the kit home with him, and they have been inseparable friends ever since. As a companion around the town, she definitely got him noticed, in particular by a priest of Desna, Belardan Star-eyes. Sensing the potential, Belardan put special effort into proselytizing Asterius. In time, Asterius became one of the faithful...His bond with She-ra led him onto the path of a sacred huntmaster inquisitor.
Since then, serving Desna, he has fought the good fight. Initially assigned to hunting bandits, he spent several years on the border with the Five Kings Mountains. Then he was sent on more challenging tasks, raiding into the River Kingdoms to retrieve elven artifacts, and even fighting Treerazer’s minions on the borders of the Tanglebriar. He was recruited to the Shin’Rakorath to take his talents to war in Celwynvian.
5’9”, 167 lbs, green eyes with fierce eyebrows, tanned weathered skin of an outdoorsman, black hair, clean shaven. He has the while line of an old scar running down one cheek. His nose is hooked, having been broken and set poorly...
In a word, aggressive; in love or war, he pushes.
Asterius Redhand
CG Male Half-Elf
Inquisitor (Sacred Huntmaster) 7 Brawler (Wild Child) 1
Init +7 = +3 dex +2 wis (Cunning Init) +2 trait (twitchy)
Speed 30 ft
Low Light Vision
Defense
AC: 20 = 10 + 6 armor +3 Dex +1 deflection
HP 73 = 10 +(7d8>> 35)+8*3 Con +4 FCB
Fort + 11 =+2 brawler+5 Inquisitor +3 Con +1 resistance
Ref + 9 =+2 Brawler+2 Inquisitor+3 Dex +1 resistance +1 trait (twitchy)
Will + 8 =+0 brawler+5 Inquisitor +2 Wis +1 resistance
+2 vs enchantments, Immune to sleep effects
CMD : 22 = 10 +6 bab+3 dex +3 str
Offense
Melee:
Ranged:
BAB: +6 = +5 Inquisitor +1 brawler
CMB : +6 = +6 BAB
Inquisitor Spells &
L0 (6,*) DC 13: Guidance, Detect Magic, Read Magic, Sift, Create Water, Light
L1 (5+3, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Protection from Evil, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+1, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Shared Training
L3 (3, 2+1/day) DC 16: Heroism, Clay Skin
Deity: Desna
Stats
Str 16 = 14 (5 pts) +2 racial
Dex 16 =14 (5 pts) +2 racial
Con 16 =13 (3 pts)+1 lvl 4 +2 enhancement
Int 12 = 12 (2 pts)
Wis 16 = 13 (3 pts) +1 lvl 8+2 enhancement
Cha 10 = 12 (0 pts) -2 racial
Feats: EWP Fauchard (Ancestral Arms), IUS (Brawler 1), Combat Reflexes (1st), Combat Expertise (3ed), Pack Flanking (Inq 3), Paired Opportunists (5th), Planar Focus (7th), Outflank (Inq 6)
Traits: 3+1: Occult Bargain (Drawback), Fates Favored (Faith), Twitchy (Campaign), Armor Expert (Combat)
Skills (54=4+7*6+8*1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception ( +14= 8 ranks +3 trained +3 wis)
Stealth ( +12= 8 ranks +3 trained +3 dex-2 ACP)
Ride ( +12= 8 ranks +3 trained +3 dex- 2 ACP)
Sense Motive ( +17= 8 ranks +3 trained +3 wis+3 Stern Gaze)
Intimidate ( +14= 8 ranks +3 trained +3 Stern Gaze)
Survival (+9= 4 ranks +3 trained +3 wis) and Tracking +4
K Planes ( +9 = 5 ranks +1 int +3 trained) and Monster Lore +2
Acrobatics ( +9 = 3 ranks + 3 trained + 3 dex)
Climb ( +7=1 rank +3 trained +3 str)
Swim ( +5=1 rank +3 trained +3 str - 2ACP)
Background Skills
Handle Animal (+11 = 8 ranks +3 Trained )
Linguistics ( +5 =4 ranks +1 int)
Sleight of Hand ( +7= 4 ranks +3 dex)
Languages: Common, Elven, Draconic (INT). Undercommon (Linguistics), Fey (Linguistics), Abyssal (Linguistics), Dwarven (Linguistics)
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, (1d6).
Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (starknife). She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: Liberation
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.
At 1st level, a sacred huntsmaster forms a bond with an animal companion. A sacred huntsmaster may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the sacred huntsmaster on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The sacred huntsmaster’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A sacred huntsmaster may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a sacred huntsmaster releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the sacred huntsmaster’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A sacred huntsmaster cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
Animal Focus (Su): At 4th level, a sacred huntsmaster can take on the aspects of an animal as a swift action. This ability works as the hunter’s animal focus class feature, with her inquisitor level serving as her hunter level. This ability replaces later iterations of the judgment ability.
A sacred huntsmaster can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The sacred huntsmaster can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The sacred huntsmaster can emulate only one animal at a time.
The sacred huntsmaster can also apply one of these aspects to her animal companion. Unlike with the sacred huntsmaster herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the sacred huntsmaster’s minutes of duration per day-it remains in effect until the sacred huntsmaster changes it. The companion’s aspect can be the same aspect the sacred huntsmaster has taken on or a different one. The sacred huntsmaster can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
See the Hunter Animal Focuses section for a full list of Focuses from all sources.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze +3 (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track +3 (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Hunter Tactics (Ex): At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats. This ability replaces solo tactics.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su) (7 rounds): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)(7 rounds): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. (Brawler, Inquisitor)
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
FCB : 1-4 +4 HP, 5-8, 3 1st level spells known, 1 2nd level spell known
Weapons (573.1 gp)
Cold Iron Waveblade (10 gp), 6 Cold Iron Chakrams (12 gp), Composite Long Bow (+3 str) (400 gp), 20 Blunt Arrows (2 gp), 60 Cold Iron durable arrows (120 gp), 2 Daggers (4 gp), Alchemical Silver Cestus (25 gp), Dan Bong (1 sp)
Armor ( 705 gp)
Masterwork Agile Breastplate (550 gp), MW Buckler (155 gp),
Equipment ( 220.91 gp)
Explorers oufit ( Free, class),heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), waterskin (1 gp), Wooden Holy Symbol X2 (2gp), Holy Weapon Balm X2 (60 gp), 3 sunrods (3 gp), training whip (5 gp), Anti-toxin X2 (100 gp), Tracking Powder (30 gp)
She-Ra Equipment (340.1 gp): Large Masterwork Studded Leather Barding (250 gp), Saddlebags (4 gp), 10 days of Feed (5 sp), waterskin (1 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 100 ft of rope (2 gp), 4 sack (4 sp), trail rations 10 days (5gp), Exotic military saddle (60 gp), training harness (10 gp), Dandy brush (2 sp)
Magic Items (25764 gp): Handy Haversack (2000 gp), Belt of Con +2 (4000 gp), Headband of Wis +2 (4000 gp), Wand of Cure Light Wounds (750 gp), Cloak of Resistance +1 (1000 gp), +1 Keen Fauchard (8314 gp), Metamagic Rod, Extend, Lesser (3000 gp), Ring of Protection +1 (2000 gp),
Amulet of Mighty Fists +1 (4000 gp), Cloak of Resistance +1 (1000 gp), Bridle of Tricks (3 Tricks – Intimidate, Come, Hunt) (900 gp)
196.99gp
She-Ra
A large black panther, she has a butterfly shaped patch of extra dark and shiny fur on her left shoulder...
Big Cat Animal Companion (Panther)
Size: Large
Low Light Vision, Scent
Speed: 40 ft
HP: 63 = 7d8 => 35+7 (Toughness)+7*3 Con
AC: 23 = 10 +1 NA +2 NA (lvl 7) +4 NA Bonus+ 3 Armor + 3 Dex -1 size
Fort +9 = +5 animal HD+3 Con +1 resistance
Reflex +9 = +5 animal HD +3 Dex +1 resistance
Will +7 = +2 animal HD +2 Wis +2 Iron Will +1 resistance
+4 morale bonus on Will saves against enchantment spells and effects
Attack: +12 Bite 1d8+7 (str), 2X +12 Claws 1d6+7 (str)
Special Attacks: grab, pounce, rake (1d6+7).
BAB +5
Str 23=13+2(AC Bonus)+8 (lvl 7)
Dex 17=17+2 (AC Bonus)-2 (lvl 7)
Con 17=13+4 (lvl 7)
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 10
Skills (7 pts)
Swim (+6, 1 rank +2 str +3 trained)
Climb (+6, 1 rank +2 str +3 trained)
Perception (+6, 1 rank +3 trained +2 wis)
Stealth (+ 7, 1 rank +3 dex +3 trained)
Linguistics ( 1 rank -4 int) (knows Elven)
Escape Artist (+4, 1 rank +3 dex)
Intimidate (+1, 1 rank)
Special:
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Tricks: 9+3 +3 (bridle)
Attack, attack, defend, guard, down, heel, sneak, Sic’em, Bolster Companion, Vengeance Strike, Tangling Strike, exclusive, intimidate, come, hunt
Feat: Toughness (1 hd), Combat Reflexes (3hd), Iron Will (5 HD), Power Attack (7 HD)
GM ‘Eκάτη
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Thank you all for your interest and interesting characters. I check this topic several times a day, watch your characters and how they change. The "stealth paladin" Velath was a half-orc, now a half-elf, will soon grow to a full-fledged elf! )) I'm kidding (you still have a half-elf listed in one place, hah)! I think the deadline for the characters is July 8th. On July 9, I will announce the list of participants (which will be difficult for me to make, of course I want to take everyone) and immediately create a game thread in which during Sunday-Monday it will be possible to introduce your characters, roleplay a little and so on.
| Markus "Hot Dog" Lyranus |
I used to be AngryMcAngryface the thiefling Bloodrager, now I an insanely multilingual half Orc with more diplomacy then the average ambassador and a bit of knowledge of everything.
But hej, I still make extremely questionable life choices and hit like a truck.
The fractured mind dip is basically Siri/Cortana/ChatGPT access.
Still need to pick a bunch of languages, ever since the "installation", learning languages has been incredibly easy for him.
Query Mr. Markus, why did you devote as much of your brainpower to linguistics and a smattering of different knowlege skills?
Markus receives an entirely polite question of his "coworker"
Its pretty easy, look, I like trashtalking powerful foes, but well, you know that feeling when you have an absolutely devastating one liner but it doesnt actually work in the lanuage of whoever you are trying to devastate? He mentally answers
The situation is logically understandable, but I cannot say that I experienced it. The voice speaks, as pleseant and polite as always
You see Mrs. Coworker, I want to know in what language I shall trashtalk my foe, and then do just that! Markus thinks
I have to confess that your choice of intellectual distribution is ideal for this, although some doubts remain for me concerning its battlefield suitability The mental voice expresses some doubts
Its great against them dodgy goons, you know, dodgy goons typically pride themselfs more on the "skills" then straight muscled goons like me, so if you hit them with a devastating one liner, they focused on getting a one liner answer in and dont dodge as well! Markus explains with a fair bit of conviction.
My Thanks Mr. Markus, this was... enlightening, another question if I may. Why are you actually better in diplomatic speech pattern then in trashtalking? Although in my assessment the difference isnt particularly big The voices posts another question
Eh, Diplomacy is just like trashtalking, you exchange the hmm, what is the mathematical term, sign? Plus to minus? You just need to know what the other person wants or craves, rather then what he hates or what riles him up. I find that often easier to figure out and well... I am far more diplomatic then I look, this like, generates an opening I can make use of. In terms of trashtalking, like, everyone expects a half orc bloodrager to constantly talk trash, few would expect diplomatic endeavours.Subverting some expectations works pretty well. I have to say you are really helpful too though The Bloodrager gives a mental answers
| Velath Tel'quessir |
Thank you all for your interest and interesting characters. I check this topic several times a day, watch your characters and how they change. The "stealth paladin" Velath was a half-orc, now a half-elf, will soon grow to a full-fledged elf! )) I'm kidding (you still have a half-elf listed in one place, hah)! I think the deadline for the characters is July 8th. On July 9, I will announce the list of participants (which will be difficult for me to make, of course I want to take everyone) and immediately create a game thread in which during Sunday-Monday it will be possible to introduce your characters, roleplay a little and so on.
Haha. Yes. I have an 8th half orc paladin I play at times. Quite a different character. Figured it'd be easier to copy his sheet and change what needed changing.
Remaining- mundane equipment calculate his encumbrance. And do his backstory.
| Velath Tel'quessir |
Soryan Dirge Elf Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Liam The Wanderer Half-Elf Paladin of Saranrae (Warrior of The Holy Light/Hospitaler)[Ouachitian]
Philo Pharynx ??
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
Asterius Redhand Half-Elf Inquisitor/Brawler (Sacred Huntsman/Wildchild) [PAD300]
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Phantom Genius Elf Cleric
RDKnight Elf (??) ??
Talathel Varian Elf(Arctic) Fighter (Lantern Bearer)
Tilnar Halfling Elementalist
Uruelleth Elf Bloodrager
Markus 'Hotdog' Lyannus Half-Orc Bloodrager (Blood Conduit/Fractured Mind) [Mightypion]
| Velath Tel'quessir |
With 1 day left thought I'd split the list up this way
Soryan Dirge Elf Wizard (Enchanter) [W.E.Ray]
Colgrim Barrelhouse Dwarf Barbarian (Troll Slayer) [Phillip Gastone]
Liam The Wanderer Half-Elf Paladin of Saranrae (Warrior of The Holy Light/Hospitaler)[Ouachitian]
Cirok Brokencrown Elf Unchained Rogue [Dorian Gray]
Asterius Redhand Half-Elf Inquisitor/Brawler (Sacred Huntsman/Wildchild) [PAD300]
Velath Tel'Quessir Elf Paladin of Erastil [Dread]
Talathel Varian Elf(Arctic) Fighter (Lantern Bearer)
Uruelleth Elf Bloodrager
Markus 'Hotdog' Lyannus Half-Orc Bloodrager (Blood Conduit/Fractured Mind) [Mightypion]
Cuthalien Elf Warpriest
Unfinished
Philo Pharynx ??
BigRig107 Elf (??) Ranger (Lantern Bearer)
GM DavidC Undine Wizard/Rogue (Arcane Trickster) (Thrown Weapon Specialist)
Phantom Genius Elf Cleric
RDKnight Elf (??)??
Tilnar Halfling Elementalist
Velath is complete just proving the encumbrance level is left to post. That will be completed today . Though the character is complete