Monkeygod |
If somebody is stuck on a character build, or is open to advice, an Inquisitor with the Cold Iron Warden archetype would be heckin super badass in this game!
Silver Starlight |
Note all this swop outs are within the Elf race alt features here
Start Elf Race RP10
Race-Advanced Snow Elf RP15
Type Humanoid (elf) {0RP}
Size Medium {0RP}
Base Speed Normal {0RP}
Advanced {4RP} {she is gifted by the wild Sprites}
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type. +4Wis +2Str/Dex/Con -2Cha {Dark vision race means some think she is Drow}
Languages Standard {0RP}
Racial Traits
Defense Racial Traits
Elemental Resistance: {2RP} Resistance 5/Cold
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Feat and Skill Racial Traits
Skill bonus (Perception) {2RP}
Fey-Sighted {3RP}
You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
Offense Racial Traits
Eastern Weapon Mastery: {2RP}
Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. This replaces weapon familiarity.
Senses Racial Traits
Darkvision: {2RP}
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
I tried to make Cleric/Ninja work for my Snow-elf but it felt all wrong.
This look was that of a Ranger
So changed her, to Legendary Ranger/Cleric and now she feel right.
Silver was born under a conjunction of stars, at the hight of the long knight. They say the elder spirits stood round the tribes winter encampment and waited for her 1st scream. Silver was just the little bit more kinder, faster, smarter and more Durable in the white than her siblings and trabe mates. She took to tracking and stealth even as a child spending days alone out in the cold wilds. There she said talking to nature. When she came of Age she was sent to the Evlen Ice City to gain her education in the ways of the greater world. Being educated in a religious institution to took to the clerical ways, while being told of for heading out to the ice fields to much. She is a child of two worlds the wild and civilised.
For her trates and main features.
A Child of Nature {trait} living in the Great White of the north, With in her Snow Elf tribe, she is legendary for spending weeks out hunting in the hardest winter and yet coming back alive. She has an Affinity for cold environments {Resistance 5 cold race and Cold Resilience -regional trait} She has strong ties to her Family/tribe {drewback} But has a natural affinity to colder environments, and living in them. {Cold Resilience Trait} The Dream Spirits showed her the ways of the Great white Ice Fields. {Child of Nature trait} And her, Nature is a Faith, and Freedom within it is a state of mind {Domain} and being.{Snow elf race} She knows the healing ways and uses a Heal Kit and Clerical magics when she or others are hurt. Hunt or battle her Elf bow is her 1st weapon of choice, then hand to hand or Hunting blade close in, {Classes}. Some find the fact her tribe suspicious reeking of the taint of the Drow, with their Darkvision, White hair and pale skins. But she has an especially off look, {Mutient eye trait} which she hides under her hair, and is very selfcouses off. She tires to pays no heed to others who look down at them, She is of a proud Snow Elves tribe and to them the long winter nights need eyes that see, and the great snow needs Hair and skin that lets one hide, how can one hunt otherwise, and evil walks in Dakr places to always be aware.
I have no doubt other PCS will have Kn Skills and Disable device covered. What I wanted to someone able to help the party track and travel. Catch, gut, Butcher, and cook your dinner. I like her now as she has a real feel of who she is and where she comes from.
pad300 |
2 people marked this as a favorite. |
Current Applicants/Ideas
Johnny Panic - Silver Starlight - Ranger + Cleric
Set86 - Anapa son of Anubis - Paladin + (rogue/inquisitor)
Trawets - Kevin Hurley - Paladin + Cleric
Monkeygod - Lady Sabella - Arcanist + Sorcerer
Sir Longears - Amarilis Whitewolf - Barbarian + Samurai
Critzible - ??? - Rogue + Fighter
Ouachitonian - Othniel Laurentius + Magus/Umonk
pad300 - ??? - Medium + ???
Amarilis Whitewolf |
Important to remember that this game was created in response of Monkeygod's game, so his character is already in!
We are competing for the remaining 3 spots.
Also, considering we'll be just 4 players, I personally believe it to be highly unlikely that the GM will pick two full arcane spellcasters and Monkeygod's current character is an arcanist/sorcerer.
This is just a conjecture of mine, of course.
Anapa Scion of Anubis |
This may look better and more geared to what we plan to do
Anapa
Male agathion-blooded aasimar (idyllkin) inquisitor (cold iron warden) of Anubis 1/paladin (oath against fiends) 1/gestalt 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Demon Hunter's Handbook, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+3/19-20)
Ranged javelin +2 (1d6+3)
Special Attacks judgment 1/day, smite evil 1/day (+4 attack and AC, +1 damage)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—bleeding touch (1 round)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect evil
Inquisitor (Cold Iron Warden) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, shield of faith
. . 0 (at will)—acid splash, detect magic, disrupt undead, light
. . Domain Death
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Statistics
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Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 18
Base Atk +1; CMB +4; CMD 15
Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits demon slayer, fiend blood, orphaned, osirionologist (osirion), stolen fury, talk to canids
Skills Acrobatics -7 (-11 to jump), Diplomacy +8, Handle Animal +10, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +4, Perception +5, Sense Motive +2, Survival +8, Swim -1; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Ancient Osiriani, Celestial, Common
SQ finesse weapon attack attribute, monster lore +1, paranoid, stern gaze +1
Other Gear banded mail, heavy steel shield, javelin (5), longsword, backpack, bedroll, canteen[UE], wooden holy symbol of Anubis, 5 gp
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Special Abilities
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Bleeding Touch (1 round, 4/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Inquisitor (Cold Iron Warden) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknesses of creatures.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.