The Savage Tide

Game Master TheNine


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Scarab Sages

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Hey All. Looking to Run the old 3rd edition paizo AP Savage tides here on the boards.
It will be run under the Pathfinder 1E ruleset
Loooking for 4-6 players.
Setting - Greyhawk
Race - Core, Featured, and Standard = Advance by dm approval basis
CLasses - Anything but Occult and maybe on that i havent played with them much would need to check it out and approve
Background skills - 2
Knowledge of the setting is not required if you have questions ask!
Savage tides players guide download

Max HP at all levels
2 traits + one district trait

Stats... Stats will be rolled a little differently
Chose two main stats, two normal stats, and two sub stats.
Main and normal stats start at 10, sub stats start at 14
For your main stats roll and add 2d4.
For your Normal stats +1d6.
for your Sub stats - Subtract 1d6.
So in example Our Heroine Dharkhantia chooses as her main stats DEX and STR Her Normal stats as CON and WIS, and her Sub stats as INT and CHR
so
Str: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Dex: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Con: 10 + 1d6 ⇒ 10 + (6) = 16
Int: 14 - 1d6 ⇒ 14 - (4) = 10
Wis: 10 + 1d6 ⇒ 10 + (3) = 13
Chr: 14 - 1d6 ⇒ 14 - (2) = 12

Starting Wealth is max starting class + 100 gp
I need a short paragraph about why a local noble would be looking for you to hire you.
Im shoot for recruitment to last til approximately the 14th of May


Any race, class, source restrictions?

Scarab Sages

I knew i was forgetting something.... original posting edited


Any restrictions on classes?
Any restrictions on races?
Traits? (yes or no? If yes, how many, and is a drawback allowed for an extra trait?)
Any variant rules in play? (For example, many people use the background skills rules. Another popular option is the Elephant in the Room revised feat set.)


Definitely interested, will submit Nassor the Night Watchman, a Serendipity Shaman with the Heavens spirit.

short intro:

Originally from the kingdom of Zar in Hepmonaland, Nassor traveled to the Flanaess decades ago on a Scarlet Brotherhood merchant ship (he's old enough to remember when the Brotherhood was considered merely a bunch of mysterious cranks). He's sailed for a variety of captains since, and generally has never wanted for work: His gift for star-reading makes him desirable for trading companies looking to save money on trained navigators, and shipmates are convinced he's good luck. (They're right.)

Rolls
Main: Cha, Wis
2d4 + 10 ⇒ (2, 1) + 10 = 13
2d4 + 10 ⇒ (1, 4) + 10 = 15

Normal: Con, Dex
1d6 + 10 ⇒ (6) + 10 = 16
1d6 + 10 ⇒ (1) + 10 = 11

Sub: Int, Str
14 - 1d6 ⇒ 14 - (3) = 11
14 - 1d6 ⇒ 14 - (5) = 9

Scarab Sages

since you are the first poster of rolls you can reroll if you would like infomatic you have a lot of ones


Thanks! I did groan quite a bit there.

Main: Cha, Wis
2d4 + 10 ⇒ (1, 2) + 10 = 13
2d4 + 10 ⇒ (3, 2) + 10 = 15

Normal: Con, Dex
1d6 + 10 ⇒ (6) + 10 = 16
1d6 + 10 ⇒ (3) + 10 = 13

Sub: Str, Int
14 - 1d6 ⇒ 14 - (5) = 9
14 - 1d6 ⇒ 14 - (2) = 12

Hah! super close to the same thing. It's fine, Wisdom is high enough. (Could we include age modifiers and start him at middle age? No problem if not; 9/13/16/17/13 is a perfectly good set)

Scarab Sages

sure thing age modifiers are fine


Main Dex & Init.
Normal Con & Chr.
Sub Wis & Str

Dex: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Init: 10 + 2d4 ⇒ 10 + (4, 1) = 15

Con: 10 + 1d6 ⇒ 10 + (2) = 12
Chr: 10 + 1d6 ⇒ 10 + (4) = 14

Wis: 14 - 1d6 ⇒ 14 - (4) = 10
Str: 14 - 1d6 ⇒ 14 - (5) = 9

Not quite there.


I probably won't submit; my plate is pretty full right now, but I do like to throw dice...

Main Stats

Stat A: 2d4 + 10 ⇒ (3, 2) + 10 = 15

Stat B: 2d4 + 10 ⇒ (2, 2) + 10 = 14

Normal Stats

Stat C: 1d6 + 10 ⇒ (4) + 10 = 14

Stat D: 1d6 + 10 ⇒ (3) + 10 = 13

Sub Stats

Stat E: 14 - 1d6 ⇒ 14 - (3) = 11

Stat F: 14 - 1d6 ⇒ 14 - (6) = 8

Scarab Sages

DBH wrote:

Main Dex & Init.

Normal Con & Chr.
Sub Wis & Str

[dice=Dex] 10 + 2d4;
[dice=Init] 10 + 2d4;

[dice=Con] 10 + 1d6;
[dice=Chr] 10 + 1d6;

[dice=Wis] 14 - 1d6;
[dice=Str] 14 - 1d6;

Not quite there.

tale a rerroll if you want

Liberty's Edge

Cool, I will give it a roll and see how it goes!

Main: Dex, Wis
2d4 + 10 ⇒ (2, 3) + 10 = 15
2d4 + 10 ⇒ (1, 4) + 10 = 15

Normal: Con, Str
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (3) + 10 = 13

Sub: Cha, Int
14 - 1d6 ⇒ 14 - (4) = 10
14 - 1d6 ⇒ 14 - (4) = 10

That is a pretty weird set of rolls, LOL, but not too bad. I was thinking of a monk, maybe?


Rollin'

Main: Cha, Dex
2d4 + 10 ⇒ (3, 1) + 10 = 14
2d4 + 10 ⇒ (3, 4) + 10 = 17

Normal: Int, Con
1d6 + 10 ⇒ (1) + 10 = 11
1d6 + 10 ⇒ (3) + 10 = 13

Sub: Str, Wis
14 - 1d6 ⇒ 14 - (3) = 11
14 - 1d6 ⇒ 14 - (3) = 11


Thanks for the reroll.

Dex: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Int: 10 + 2d4 ⇒ 10 + (2, 4) = 16

Con: 10 + 1d6 ⇒ 10 + (4) = 14
Chr: 10 + 1d6 ⇒ 10 + (5) = 15

Wis: 14 - 1d6 ⇒ 14 - (3) = 11
Str: 14 - 1d6 ⇒ 14 - (4) = 10

Now that is very workable. Do we still get the racial adjustments? I'm think Half-elf so that's +2 to any stat.

I haven't tried to play one yet so I'm looking into Investigator, dipping into Bard later if selected. Or maybe straight Bard (detective).


Throwing my hat in the ring.

Dex: 10 + 2d4 ⇒ 10 + (1, 4) = 15
Cha: 10 + 2d4 ⇒ 10 + (1, 3) = 14

Con: 10 + 1d6 ⇒ 10 + (6) = 16
Wis: 10 + 1d6 ⇒ 10 + (2) = 12

Str: 14 - 1d6 ⇒ 14 - (1) = 13
Int: 14 - 1d6 ⇒ 14 - (2) = 12

Scarab Sages

Interested and thinking about a Grenadier Alchemist. Weird old bombs and grenades are surprisingly pirate.

Dex: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Int: 10 + 2d4 ⇒ 10 + (3, 3) = 16

Wis: 10 + 1d6 ⇒ 10 + (2) = 12
Con: 10 + 1d6 ⇒ 10 + (3) = 13

Cha: 14 - 1d6 ⇒ 14 - (1) = 13
Str: 14 - 1d6 ⇒ 14 - (2) = 12

Dark Archive

Ok, I would be interested in doing this as kind of a swashbuckling Magus with the Kensai archetype.

Main Dex and Int

Dex: 10 + 2d4 ⇒ 10 + (1, 1) = 12

Int: 10 + 2d4 ⇒ 10 + (1, 1) = 12

Secondary: Str and Con

Str: 10 + 1d6 ⇒ 10 + (3) = 13

Con: 10 + 1d6 ⇒ 10 + (5) = 15

Weak Wis and Cha

Wis: 14 - 1d6 ⇒ 14 - (1) = 13

Cha: 14 - 1d6 ⇒ 14 - (3) = 11

Well, my abilities are now suggesting I consider something else. Is there any chance I qualify for a reroll here?

Liberty's Edge

Im interested.

Thinking to run a Human Rogue to start, but later he'd be multiclassing into a Ranger. So he'd be a Ranger Rogue in the higher levels.

So strong

Dex and Int

Normal

Str and Con

Sub

Wis and cha

Dex: 10 + 2d4 ⇒ 10 + (4, 2) = 16
int: 10 + 2d4 ⇒ 10 + (4, 4) = 18

Str: 10 + 1d6 ⇒ 10 + (5) = 15
Con: 10 + 1d6 ⇒ 10 + (4) = 14

Wis: 14 - 1d6 ⇒ 14 - (4) = 10
cha: 14 - 1d6 ⇒ 14 - (5) = 9

Scarab Sages

Malinor. wrote:

Ok, I would be interested in doing this as kind of a swashbuckling Magus with the Kensai archetype.

Main Dex and Int

[dice=Dex]10+2d4

[dice=Int]10+2d4

Secondary: Str and Con

[dice=Str]10+d6

[dice=Con]10+d6

Weak Wis and Cha

[dice=Wis]14-d6

[dice=Cha]14-d6

Well, my abilities are now suggesting I consider something else. Is there any chance I qualify for a reroll here?

Sure thing!

Liberty's Edge

I feel like a Savage Tide game that didn't get very far was one of my very first PF games. And I do enjoy rolling for stats. I think the abyss plays a prominent roll in this AP, so maybe an abyssal bloodrager?

~~ My mother speaks of a black star that burned over the shipwreck where she found me. I was not born clean, but it was I who chose to break the seal. It wears my face when I kill, but it is no longer me. ~~

Str: 10 + 2d4 ⇒ 10 + (4, 3) = 17
Con: 10 + 2d4 ⇒ 10 + (2, 1) = 13

Cha: 10 + 1d6 ⇒ 10 + (4) = 14
Dex: 10 + 1d6 ⇒ 10 + (2) = 12

Wis: 14 - 1d6 ⇒ 14 - (4) = 10
Int: 14 - 1d6 ⇒ 14 - (2) = 12

Not the most constitutional of barbs, and that 17 strength is way overkill, but not too shabby. Hey TheNine: Bloodragers were made before PF Unchained. Could I use the unchained rage instead of the chained rage for my bloodrager? It's just a lot easier to manage the stat changes.

Dark Archive

Lets try this again!

Dex: 10 + 2d4 ⇒ 10 + (3, 4) = 17

Int: 10 + 2d4 ⇒ 10 + (3, 4) = 17

Secondary: Str and Con

Str: 10 + 1d6 ⇒ 10 + (4) = 14

Con: 10 + 1d6 ⇒ 10 + (1) = 11

Weak Wis and Cha

Wis: 14 - 1d6 ⇒ 14 - (5) = 9

Cha: 14 - 1d6 ⇒ 14 - (4) = 10

This is much niftier. Lets see what we can do.

Scarab Sages

Crisischild wrote:

I feel like a Savage Tide game that didn't get very far was one of my very first PF games. And I do enjoy rolling for stats. I think the abyss plays a prominent roll in this AP, so maybe an abyssal bloodrager?

~~ My mother speaks of a black star that burned over the shipwreck where she found me. I was not born clean, but it was I who chose to break the seal. It wears my face when I kill, but it is no longer me. ~~

[dice=Str]10 + 2d4
[dice=Con]10 + 2d4

[dice=Cha]10 + 1d6
[dice=Dex]10 + 1d6

[dice=Wis]14 - 1d6
[dice=Int]14 - 1d6

Not the most constitutional of barbs, and that 17 strength is way overkill, but not too shabby. Hey TheNine: Bloodragers were made before PF Unchained. Could I use the unchained rage instead of the chained rage for my bloodrager? It's just a lot easier to manage the stat changes.

Unchained is fine.

and yes there is an abyss trip that to die for planned

Liberty's Edge

do we add the racial adjustments to these rolls or are they the final stat.

Scarab Sages

you can use racial adjustments

Dark Archive

Here is my submission.

Marcel DuBouis:

-------------------

Male Half Tiefling Magus (Kensai) 1
N Medium Outsider (Native) & Humanoid (Human)
Init +4 ; Senses Perception +3

--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 11 (+0 armor, +4 Dex, +1 Uncanny Dodge+0 Dodge, +1 Natural Armor, +0 Deflection, +0 Shield)

hp: 9 (1d8+0 Con + 1 Favored Class)

Fort +2, Ref +4, Will +2

Defensive Abilities: Resist Fire 5, Corruption Resistance 1/day

--------------------
Offense
--------------------
Speed: 30 Ft

Melee: Estoc +5 (2d4+2; 18-20 x2)

Ranged: Sling +4 (d4+2; x2)

Special Attacks:

Spells (CL1 ; Concentration +5)
Spellbook: All 0 level Magus spells; 1st: Chill Touch, Corrosive Touch, Feather Fall, Shield, Shocking Grasp, Unseen Servant, Vanish

Level 0 (3): Acid Splash, Arcane Mark, Detect Magic

Level 1 (2): Shield x2

--------------------
Statistics
--------------------
Str 14, Dex 19, Con 11, Int 19, Wis 9, Cha 8

Base Atk +0; CMB +2; CMD 16

Racial Abilities:
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.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Light from Darkness: Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait.

Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

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

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages

Class Abilities:
Diminished Spell: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense: At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Arcane Pool [/]: 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.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spells & Cantrips: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.

Spell 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.

Traits
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.

Indomidable Faith: Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves

Academy Graduate: Prerequisite: 1st level only. District: Noble. Benefi t: Pick any three Charisma- or Intelligence-based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.

Feats:
Weapon Focus: +1 to hit with from Estoc

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

Exotic Weapon Proficiency (Kensai): Estoc

Skills: Bluff (AG) +5 [1], Knowledge: Arcana +8 [1], Knowledge: History +5 [1], Knowledge: Planes +8 [1], Knowledge: Religion (AG) +8, Linguistics (AG) +5 [1], Perception +3 [1], Spellcraft +8 [1], Stealth +6 [0]

Languages: Common, Abyssal, Infernal, Draconic, Elven, Dwarven

Combat Gear: Estoc [50 gp, 4lbs], Spiked Gauntlet [5 gp, 1 lb], Ioun Torch [75 gp, 0 lbs], sling [0 gp, -], 20 bullets [.2 gp, 10 lbs]

Gold: 185 Silver: 4 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5 (0 worn)
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried in backpack.

Total Weight 49 lbs total (32 in backpack) 58 lbs or less is Light/ 59-116 medium / 117- 175 heavy

Background and Why a noble would work with me:

Marcel was born to a family that served a minor noble in Sasserine. Marcel grew up around the kids in the area and quickly showed himself to be very intelligent. Because of his friendship with some of the younger nobles who appreciated the aid that Marcel could bring them in school he "won" a scholarship to attend one of the local academies. While he was there he joined the fencing team and learned to use an estoc and blend his fight with his own arcane abilities. He has recently finished his schooling, but became known by several of the noble families as someone who is intelligent and willing to aid them.


DBH here with my Half-elf Investigator. She's very bare bones ATM.

Lily Whitehill:

Y WHITEHILL

Female Half-Elf investigator 1, NG medium humanoid (elf, human)

Init +4; Senses Low-Light Vision, Perception +9,

Languages Common, Draconic, Elven, Infernal, Polyglot

AC 16, touch 14, flat-footed 12, hp 11 (1HD)

Fort +2, Ref +6, Will +2, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged light crossbow +4 (1d8/19-20)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4/19-20)
Melee silver dagger +0 (1d4-1/19-20)
Ranged silver dagger (thrown) +4 (1d4-1/19-20)
Melee cold iron sword cane +0 (1d6)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +0; CMD 14

Prepared Spells Prepared Spell List
Investigator (CL 1st):
1st - cure light wounds (DC 14) , monkey fish (DC )

Abilities Str 10, Dex 18, Con 14, Int 16, Wis 11, Cha 15

Special Qualities Adaptability, Alchemy, Elf Blood, Elven Immunities, Inspiration, Keen Senses, Low-Light Vision, Multitalented, Trapfinding, Weapon and Armor Proficiency,
Feats Fast Learner, Skill Focus (Perception)

Skills
*Acrobatics +8,
*Appraise +7,
Bluff +2, Bluff (Potentially Sexually Attracted) +3,
Craft (Untrained) +3,
*Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7,
*Disable Device +9,
Disguise +2,
Escape Artist +4,
Fly +4,
Intimidate +2,
*Knowledge (Arcana) +7,
*Knowledge (Local) +7,
*Perception +9, Perception (Trapfinding) +10,
Ride +4,
*Sense Motive +4,
*Sleight of Hand +8,
*Spellcraft +7,
*Stealth +4,

Possessions leather armor; cold iron bolt; cold iron sword cane; formula book; Light Crossbow ; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ; Backpack, Common [ Winter Blanket; Bedroll; Survival Kit (Common); Mess Kit; Grooming Kit; Alchemy Crafting Kit; ];

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator 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. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

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 saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 3. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

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

As for why a noble would work with her? She's very good at gathering information and solving problems discretely.


medium stats
Con: 10 + 1d6 ⇒ 10 + (5) = 15
Dex: 10 + 1d6 ⇒ 10 + (4) = 14

sub stats
wis: 14 - 1d6 ⇒ 14 - (6) = 8
int: 14 - 1d6 ⇒ 14 - (1) = 13

Good stats
STR: 10 + 2d4 ⇒ 10 + (2, 4) = 16
CHA: 10 + 2d4 ⇒ 10 + (1, 2) = 13

Pretty reasonable bloodrager incoming, even one with brains!

I think I have a funny character concept overall which I will PM to you.


WIP

Nassor, night watchman

background:

Background: Originally from the kingdom of Zar in Hepmonaland, Nassor traveled to the Flanaess decades ago on a Scarlet Brotherhood merchant ship. He's sailed for a variety of captains since, and generally has never wanted for work: His gift for star-reading makes him desirable for trading companies looking to save money on trained navigators, and shipmates are convinced he's good luck. (They're right.)

description:

Lean and weathered and looks older than he is, which is still too old for this job. Dark-skinned as are most Touv, his once-black hair is largely gray now, kept in short, wrapped dreadlocks.

personality:

Friendly, but a bit fatalistic — he and Mango are in pretty much constant conversation with a host of spirits, and *somebody* is always foretelling doom. After years of this, he's pretty resigned tot he idea that bad things will happen, and the best that can be hoped for is to ride them out.

Despite that mindset he's comfortable being a team player, the result of years working as part of a crew.

Superstitious: He's constantly dealing with various spirits clamoring for attention; he's often afraid that accepting an enchantment from another source will mess up the balance he's trying to strike.

intro:

Dolan rose just before midnight and dragged himself up to the deck of the Heron. Nassor was already there. Nassor always picked middle watch and, if the weather was clear, would also spend first watch on deck staring at the skies, earning him the nickname “night watchman” among the crew. Now he stood at the gunwale, gazing over the quiet sea with his pet fruit bat.

“Anything new, Nassor?” Dolan asked. “Hey Mango.” The bat swiveled its head and looked irritated, as it always did when its name was called and no actual mangoes were present.

Nassor looked over his shoulder. “The Eldest Ox is shining differently tonight,” he said.

Nighttime conversations with Nassor were often difficult. The old man — not really old, but he had a good ten years on the other sailors, and a lifetime at sea was hard on anybody — was usually lucid enough under the sun. By night he’d go long minutes before responding to a question, or whisper something as if in a dream.

Dolan understood this reference, though. “The Ox … you mentioned that before, when Captain asked about that other ship.”

Nassor nodded, eyes still fixed above. “The Ox was cautious, then. It said, ‘Stay.’ Now it says, ‘Go.’

There was silence for a moment, apart from the waves lapping against the hull. Nassor spoke again. “Ox doesn’t change its mind easily.”

This was turning into a more typical nighttime Nassor conversation. Dolan looked up at the constellations where the shaman was staring. “Which one is Eldest Ox?”

Nassor shrugged. "None of them. It's on the other side."

Dolan gave Mango a pet and quickly found something else to do.

crunch:

M Human Shaman (Serendipity), Level 1, Init +1, HP 8/8, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 12,
Fort +4, Ref +2, Will +3, CMB +0, Base Attack Bonus +0
Abilities Str 8, Dex 12, Con 15, Int 13, Wis 18, Cha 14
Conditions None

Boarding Pike -1 (1d8-1)
Light Crossbow +2 (1d8/19-20)

Spells
0: Detect Magic, Guidance, Light
1 (2/day): Burning Hands, Cure Light Wounds
Spirit Magic (1/day): bless, true strike

Spirit Magic Ability:
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Race and Class features:

Racial features:
+2 to Wisdom
Skilled (+1 skill point/level)
Bonus feat
Middle aged (+1 Int/Wis/Cha, -1Str/Dex/Con)

Class features
Simple weapons, light/med armor
Cantrips, spells
Spirit ability: Stardust
Spirit Animal: Flying Fox (+2 Con

Luck domain spells
1. True Strike

Feats/Traits/Skills:

Human: Defiant Luck
1: Improved Initiative

Traits
Religion: Wisdom in the Flesh (Wis to Swim)
Magic: Outcasts Intuition (CL +1 vs. Dispel, +1 to Sense Motive)
River Rat: You gain a +2 bonus on Swim checks. When wear- ing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swim- ming, you gain a +2 bonus on Initiative checks

Skills
4 + 1 Human + 1 FCB + 1 Int
Diplomacy: +6
Know (Nature) + 5
Know (Planes) +5
Know (Nature) +5
Sense Motive +8
Spellcraft +5
Survival +8

Untrained
Perception +6
Swim +6

Background
Knowledge (geography) +2
Profession (sailor) +8


OK, let's see what I get....

Main Stats: DEX & CHA; Normal Stats: CON & INT; Sub Stats: Str & Wis

DEX: 10 + 2d4 ⇒ 10 + (4, 4) = 18
CHA: 10 + 2d4 ⇒ 10 + (4, 3) = 17

CON: 10 + 1d6 ⇒ 10 + (6) = 16
INT: 10 + 1d6 ⇒ 10 + (3) = 13

STR: 14 - 1d6 ⇒ 14 - (6) = 8
WIS: 14 - 1d6 ⇒ 14 - (5) = 9

Plan is 1 level of Swashbuckler (Rondelero) followed by mostly (if not all) levels in Bard.


Here is Dreads entry

Daniel Tracelon (Trace) Human Rogue.

Still have to give you the reason a noble would hire him and equipment


Int: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Dex: 10 + 2d4 ⇒ 10 + (2, 2) = 14

Str: 10 + 1d6 ⇒ 10 + (5) = 15
Con: 10 + 1d6 ⇒ 10 + (3) = 13

Wis: 14 - 1d6 ⇒ 14 - (2) = 12
Cha: 14 - 1d6 ⇒ 14 - (2) = 12

Um, sure. I’ll go with this.

I’m considering a Mixologist Alchemist.

Scarab Sages

dieties

So for more information here is a list of the dieties and demogods of the realm any questions dont hesistate to ask me. on hte boards or vis Pm.

Evil alignments are not disallowed but this is a co-operative game by nature so if you really want to play that super EVIL bad guy i may allow it, but hust dont be shocked if you get too crazy somebig big powerful holy folks might show up to boop your nose with a case of Death. and please please please dont try to kill your party.


Liliyashaninas submission here,

background vignette is done, crunch about to follow.

Buildwise, he will be "online" at level 3 and "strong" at level 6/7.


Rolls
Main:
2d4 + 10 ⇒ (1, 1) + 10 = 12
2d4 + 10 ⇒ (1, 4) + 10 = 15

Normal:
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (5) + 10 = 15

Sub:
14 - 1d6 ⇒ 14 - (6) = 8
14 - 1d6 ⇒ 14 - (3) = 11

Well, those are some interesting numbers. I'll have to think on what to play.


Main Dex: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Main Int: 2d4 + 10 ⇒ (3, 3) + 10 = 16

Normal: Str: 1d6 + 10 ⇒ (5) + 10 = 15
Normal: Wis: 1d6 + 10 ⇒ (2) + 10 = 12

Sub Con: 14 - 1d6 ⇒ 14 - (4) = 10
Sub Chr: 14 - 1d6 ⇒ 14 - (4) = 10

Well now, lets see if thats a cool PC


I was thinking an Undine Wizard. ??

15, 15, 14, 12, 11, 8

Shadow Lodge

Main
Dex: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Str: 10 + 2d4 ⇒ 10 + (4, 4) = 18

Normal
Con: 10 + 1d6 ⇒ 10 + (5) = 15
Wis: 10 + 1d6 ⇒ 10 + (6) = 16

Sub
Int: 14 - 1d6 ⇒ 14 - (4) = 10
Cha: 14 - 1d6 ⇒ 14 - (3) = 11

I'm considering a monk with these stats, but need to build him. I'll try to be quick!


Race/Class wise thinking CG aquatic-elf -> Sea Witch + sea Otter familler

Str: 15
Dex: 15+2race = 17
Con: 10-2race = 08
Int: 16+2race = 18
Wis: 12
Chr: 10

Racial Traits:Aquatic elves:

Ability Score Modifiers: Aquatic elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Aquatic elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Aquatic elves are Humanoids with the elf and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.
Base Speed: Aquatic elves have a base speed of 30 feet and a swim speed of 30 feet.
Languages: Aquatic 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.
Deep Sea Dweller: Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5. This racial trait replaces low-light vision and elven immunities.
Keen Senses: Aquatic elves receive a +2 racial bonus on Perception checks.
Elven Magic: Aquatic 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.
Weapon Familiarity: Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.

trait Natural Born Sailor:

You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.

You came to a tavern in port in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all…

Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Sea Witch:

A sea witch’s affinities are tied to the vast oceans and the rolling waves. Her magic concerns the moon, tides, water, and winds, and she is most at peace when she is upon or near the sea.

Patron: A sea witch cannot choose a patron whose interests or theme opposes that of water (for example, earth or fire).

Spells
A sea witch replaces some of her patron spells with the following: 2nd—touch of the sea, 4th—gust of wind, 6th—water breathing, 8th—control water, 10th—cloudkill, 12th—control winds, 14th—control weather, 16th—vortex, 18th—tsunami.

Know Direction (Sp)
So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.

Sea Creature Empathy (Ex)
A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.

This ability replaces the witch’s 1st-level hex.

Hexes: The following witch hexes complement the sea witch archetype: charm, flight, water lung.

Major Hexes: The following major hexes complement the sea witch archetype: hag eye, hidden home, weather control.

Grand Hexes: The following grand hex complements the sea witch archetype: natural disaster.


Main 1: 2d4 + 10 ⇒ (4, 2) + 10 = 16
Main 2: 2d4 + 10 ⇒ (4, 4) + 10 = 18
Normal 1: 1d6 + 10 ⇒ (4) + 10 = 14
Normal 2: 1d6 + 10 ⇒ (6) + 10 = 16
Sub 1: 14 - 1d6 ⇒ 14 - (2) = 12
Sub 2: 14 - 1d6 ⇒ 14 - (2) = 12

Wow... the dice were with me on this one. I would have to think about what I'd like to do, with these stats I am thinking of going with a druid. If I did animal companion, how aquatic is the campaign? Would it be a waste to pick a 100% water companion? But I might end up going with the domain instead.

Scarab Sages

The first half is pretty awuatic about level 6 plus water becomes less and less in play. I would probably let you at around that point acquite a new animal companion of the appropriate level....


TheNine wrote:
The first half is pretty awuatic about level 6 plus water becomes less and less in play. I would probably let you at around that point acquite a new animal companion of the appropriate level....

Sounds good, after doing some initial looking something like a crocodile/alligator or a constrictor snake has both a swim and land speed and could be equally great options. I might be weird, but I like to keep an animal companion from start to finish unless something horrific happens in game.


Question on religion traits: Should we just substitute an appropriate Greyhawk deity for requirements? (I may have to chuck Wisdom in the Flesh regardless, as the only Greyhawk gods that seem a suitable match for Irori are like Xan Yae or Zuoken; Nassor will likely either follow Celestian or some Touv deity, I’m still reading up on those.

Scarab Sages

sure substitute whomever feels apropriate


This is Lemming's Undine Wizard. Still need equipment but otherwise mostly done. Let me know if anything is wrong. I'm only human....


Here is Euan's build. I switched up two of the rolls from what I had since I decided to be a dwarf. If that’s not OK, my apologies and I’ll reverse it (which will mean some changes so give me a bit to recreate him).

My background and crunch can be seen in my alias. Let me know if you'd like me to explain anything, change anything, whatever. :)

I’ve DMed and Played on these boards for over ten years now and been in the D&D realm for over forty. I try to be an active and supportive player in every game. Please feel free to peruse my aliases and campaigns for recent examples.

<> Why a local noble would be looking for you to hire you. <>
Skalgour is known to be a team player - he works well in a group, helping to make everyone a little bit better. Though primarily martial, he’s not too bad at reading people, and of course he can cook for the party. Everyone loves a full belly. When in combat, he’s effective, and uses his maneuverability to provide flank for his more powerful allies.

”I’ve been a ship’s cook for going on thirty years it’s true - but that’s not all I can do! I’ve been training, and I have dreams beyond the kitchen. The fact is, I’m desperate to get off my ship. I’ll work hard for you, you know I will! I have a good reputation, and I don’t get into trouble.”

He takes off his crumpled hat, wringing it in his hands, ”M’lord please.”


Dropping out of this one, just not feeling it sorry.
Good luck all


Here is Jetsam, Profession Smith's submission. Complete (I believe) except for one more trait.


Haven't played anything set in Greyhawk and many years. Can roll at the very least as the system seems interesting.

Well, let's see what charming himbo rolls.

STR (Main): 2d4 + 10 ⇒ (3, 3) + 10 = 16
Dex (Sub): 14 - 1d6 ⇒ 14 - (2) = 12
Con (Normal): 1d10 + 1d6 ⇒ (4) + (3) = 7
Int (Normal): 1d10 + 1d6 ⇒ (1) + (2) = 3
Wis (Sub): 14 - 1d6 ⇒ 14 - (5) = 9
Chr (Main: 2d4 + 10 ⇒ (2, 1) + 10 = 13

Okay, so I fumbled that a bit. Looks like 16, 12, 13, 12, 9, 13 huh.

Scarab Sages

you can reroll we were all privates once


str: 2d4 + 10 ⇒ (2, 4) + 10 = 16
dex: 14 - 1d6 ⇒ 14 - (1) = 13
con: 1d6 + 10 ⇒ (6) + 10 = 16
int: 1d6 + 10 ⇒ (4) + 10 = 14
wis: 14 - 1d6 ⇒ 14 - (1) = 13
chr: 2d4 + 10 ⇒ (2, 3) + 10 = 15

Tying this on my phone was a nightmare. Should have brought my laptop.

Wow, worth it!

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