* The Dragon's Demand *

Game Master Plastic Dragon

Dragonslayers Wanted!


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Scarab Sages

As for what I'm thinking of doing with that set of rolls. I believe it's going to be an itinerant Cleric of Kurgess. She travels among the festivals and fairs of the region throughout the year where she offers her services as a referee for competitions and games. Hopefully it's paid work, but she will provide the service gratis if not.

When she's not busy overseeing contests, she puts on children's puppet shows with her traveling cabinet that opens up into a small stage. Of course the theme of these performances are sportsmanship, fair play, honesty, and self-confidence.


Well. This thread has certainly found interest. Or at least the invitation to roll up character stats has. lol Who doesn't love rolling a new character?
That all said, I'm encouraged by the enthusiasm.


Rollin' rollin' rollin'...

Stat: 4d6 ⇒ (2, 5, 5, 4) = 16 = 14
Stat: 4d6 ⇒ (3, 6, 3, 1) = 13 = 12
Stat: 4d6 ⇒ (5, 2, 4, 4) = 15 = 13
Stat: 4d6 ⇒ (5, 3, 5, 4) = 17 = 14
Stat: 4d6 ⇒ (1, 1, 5, 5) = 12 = 11
Stat: 4d6 ⇒ (5, 3, 1, 6) = 15 = 14

Yeesh. About the most boring stats imaginable. I'll probably stick with the 20 point-buy.

RPG Superstar 2015 Top 8

DeathQuaker wrote:

Interested.

Due a few kerfuffles, albeit rare, I feel it best to post this:

** spoiler omitted **

If anything within the spoiler appears to be problematic or indicates to you I am not the right applicant for your game, please let me know and I will withdraw my application, no arguments and no questions asked.

Die rolls:

4d6 12
4d6 9
4d6 16
4d6 7
4d6 15
4d6 18

That is a fascinating array. While I could probably do something more well rounded w/ point buy, let's stick with it and see what happens.

My submission is here: Hratha Aleslinger

She is a dwarf barbarian. She has some equipment from Ultimate Equipment and some alt racial abilities from APG and ARG, hope that's okay. I also invented a cost and weight of a bar stool, which is related to a character quirk and can be omitted.

I may change things as I notice errors or rethink something.

Please also know if there are any objections to my disclaimer in my original post.


Veniir wrote:

So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

** spoiler omitted **...

@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?


DeathQuaker wrote:

My submission is here: Hratha Aleslinger

She is a dwarf barbarian. She has some equipment from Ultimate Equipment and some alt racial abilities from APG and ARG, hope that's okay. I also invented a cost and weight of a bar stool, which is related to a character quirk and can be omitted.

I may change things as I notice errors or rethink something.

Please also know if there are any objections to my disclaimer in my original post.

I love the addition of the barstool!

I once had a D&D barbarian who used a discarded table leg as a maul. The idea was that he was a shop owner who finally got tired of it all after his shop was broken into. He would go into a rage shouting things like "I just folded those!" and "No credit!" (inspired by my friends who work retail...)


While the stool is nice, I adore her background. I’d love to see the moment in a campaign where she finds Sturmstriek. Especially if it is in the lair of a certain wounded dragon….


Hulgra the Hillman wrote:

This is Billybrainpan with my submission.

Given the prompt of classic i've gone with ye old greataxe wielding half-orc barbarian. The twist is he has left his clan in shame because he can't access the battle rage that's expected of him. Instead he hangs out with an ape named Tum Tum.

rolling for animal companions 2nd HD
1d8 - taking average

** spoiler omitted **
** spoiler omitted **...

Looks like the idea for half orc barbarian got sniped.

No matter, I'll be making a dwarf cleric (of either Erestil or the Green Faith), with Animal domain and Growth subdomain

Liberty's Edge

KoolKobold wrote:
No matter, I'll be making a dwarf cleric (of either Erestil or the Green Faith), with Animal domain and Growth subdomain

Can't go wrong with a good old dwarf cleric.


How long of a recruitment are you going for @DM? I didn't see that listed, but that could always be my poor eyesight.


Here is KoolKobold with his dwarf cleric of the Green Faith!

Description:
Jer could pass as a druid-or maybe a homeless dwarf. His beard is wild and unkept, like a rose bush that has not been tended to. He has no hair in the center of his head, with long hair on the sides. Underneath his hide armor is a simple, tattered tunic, with clear sewing spots. Dangling around his neck is his wooden holy symbol of the Green Faith

Background:
Jer recalls his childhood as a dwarf living in a city with his family of blacksmiths and metalcrafters. All the smoke and smog, the screaming of civilians arguing and stealing from each other. And his parents and siblings just...accepting it. It was not a comfortable life for Jer-he'd rather be with the nature, communicating with the animals and tending to those who suffered injuries from poisons and traps. He was bullied for this by his siblings, and his parents considered it a quirk that would go away.

Until it didn't.

The day came where Jer was tasked with making his own warhammer, as his father and grandfather did when they came of age. He struggled for the first few days, but then, during a sleep, he dreamed of nature herself teaching him how to craft metal in a way that the most ancient of dwarves have done, long forgotten. With new inspiration, he crafted his warhammer, with symbols of animals and fey along the side.

The family was ashamed. His father shoved Jer out the door and barked to never come back.

With a heavy sadness, Jer left, his sadness blinding him until he reached the heart of the Verduran Forest. He settled in, though not without struggle, for at least he was in a more tranquil place. One day, while he was searching for food, he stumbled down the hillside and rolled into a den-not the den of a beast, but the abandoned shrine of the Green Faith, left to rot for who knows how long. He heard the wind and the plants talk to him-how this was the home of a powerful druid who was the guardian of the Verduran Forest, who disappeared under mysterious circumstances.

Realizing his destiny, Jer took on the mantle of the forest's new protector. A druid he may not be, but he will make damn sure no one tarnishes his home.

Crunch:
male dwarf cleric of the Green Faith
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield); +4 dodge vs giants
hp 11 (1d8 (8) + 2 + 1)
Fort +4, Ref +1, Will +5; +2 vs poisons, spells and spell-like abilities
Defensive Abilities hardy
--------------------
Offense
--------------------
Speed 20 ft, slow and steady
Weapon warhammer +3 (1d8 + 2/x3)
Domain Abilities (Animal, Growth subdomain)
-Animal: speak with animals (4/day)
-Growth subdomain: under effects of enlarge person for 1 round (
Cleric Spells Known (CL 1st; concentration +4); D-Domain spell
1st (2/day)—cure light wounds, enlarge person (D), magic weapon
0 (at will)—create water, guidance, resistance, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 15, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 13 (17 vs bull rush and trip)
Feats Weapon Focus (warhammer)
Skills (2 ranks per level)
Knowledge (nature) +5 (1 [rank] + 4 [class skill bonus])
Perception +8 (1 [rank] + 3 [Wis] + 4 [class skill bonus])
Craft (weapons) +2 (2 [racial bonus]) when crafting metal or stone weapons
Languages Common, Dwarven
SQ craftsman, fey thoughts, weapon familiarity
--------------------
Special Abilities
--------------------
Craftsman-Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Defensive Training-Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Fey Thoughts-Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred. (Selected-Knowledge (nature) and Perception)
Hardy-Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability-Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Slow and Steady-Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stonecunning-Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity-Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
GEAR
140 gp
warhammer (12 gp)
hide armor (15 gp)
cleric's kit (16 gp)
light wooden shield (3 gp)
-backpack
-bedroll
-belt pouch
-candles (10)
-cheap holy text of the Green Faith
-flint & steel
-iron pot
-mess kit
-rope
-soap
-spell component pouch
-torches (10)
-trail rations (5 days)
-waterskin
-wooden holy symbol of the Green Faith

TRAITS
Reactionary-Jer lived much of his life within nature, causing him to be sharp on his reactions. (Effect: +2 Initiative)


4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (3, 6, 5, 4) = 18
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (3, 4, 4, 2) = 13
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (3, 2, 3, 2) = 10


4d6 ⇒ (1, 3, 6, 1) = 1110
4d6 ⇒ (3, 6, 1, 6) = 16 15
4d6 ⇒ (5, 4, 3, 3) = 15 12
4d6 ⇒ (1, 6, 1, 4) = 12 11
4d6 ⇒ (1, 3, 5, 2) = 11 10
4d6 ⇒ (3, 5, 5, 4) = 17 14

Looks like a 20 pt build


Stats: 4d6 ⇒ (4, 1, 4, 6) = 15 14
Stats: 4d6 ⇒ (3, 1, 4, 1) = 9 8
Stats: 4d6 ⇒ (2, 6, 6, 6) = 20 18
Stats: 4d6 ⇒ (1, 2, 1, 4) = 8 7
Stats: 4d6 ⇒ (2, 1, 4, 2) = 9 8
Stats: 4d6 ⇒ (5, 5, 6, 1) = 17 16

Yin and Yang it seems


Thennor wrote:

Istevan here -- this is Thennor, Divine Marksman Ranger.

I'll work up a bio and description tomorrow, but basically I'm taking the "dragon hunters wanted" a bit literally.

Let me know if I've missed anything or if you have any recommendations -- as mentioned, it's been a little bit since I've player PF1.

As promised, here is Thennor.

Background:

Driven from their homes in the Verduran Forest during the Dragon Plague, Tennor's family fled with others from the forest villages. As refugees, they eked out a living in the scrub: far enough from the forests to wither from their lack; close enough for rage to seethe below the surface.

Short and plump for an elf -- though not so much that he warranted the nicknames of "Elfling" or "Half-Elf" -- Tennor most often hid from his peers, but when the Elders were telling tales, he listened and molded himself on the old ways. Between hunting with his uncle and dodging his bullies, he grew keen and quick, as well as quiet and brooding.

Rumours of dragons near Belhaim, however faint or false those rumours might be, have stoked the coals of Tennor's inherited anger and tossed kindling on the sparks of adventure in his young heart. And so, with his grandfather's bow and sword at hand, he's hitched a ride north, to ancestral forests and dragon dreams.


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SqueezeMeNow wrote:
How long of a recruitment are you going for @DM? I didn't see that listed, but that could always be my poor eyesight.

Open til Nov. 1st is the plan.

Grand Lodge

This is ironperenti's submission. I think it has been reduced to 1st level everywhere. I'll doublecheck it later.


Last time I played with lovely campaign, my multiclassed orc rogue/cleric heroically passed away during the initial attack on the Dragon's castle.

Let us see what The Dice Gods Long May They Reign have to say!!

4d6, dropping lowest: 4d6 - 3 ⇒ (4, 6, 4, 3) - 3 = 14
4d6, dropping lowest: 4d6 - 2 ⇒ (2, 4, 5, 6) - 2 = 15
4d6, dropping lowest: 4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
4d6, dropping lowest: 4d6 - 1 ⇒ (6, 1, 1, 3) - 1 = 10
4d6, dropping lowest: 4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6, dropping lowest: 4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10

Ehhh.....pass.


Oh shoot, I forgot to add my question, above.

@DM: Similar to Veniir's question, Thennor has chosen the Divine Marksman archetype, which grants the Bullseye Shot feat. Bullseye Shot is not included in the Elephant in the Room feats, so would this be allowed? If not, could you suggest a different feat? Otherwise, I can choose a different archetype.


Definitely a LOT of interest, and a big pool to choose from.
So I will drop off from this one and make room for others.
Wish you a great game!


Decided to go with a 20-point buy over the stats I rolled.

So here is my character submission: Rill Ozeanschild, Human Paladin of Sarenrae.

A humble spearfisher from a port town, Rill is always willing to lend a helping hand. Though she very much enjoys fishing, a combination of her fascination with novels as well as seeing the vastness of land while returning from sea, has given her a sense of wanderlust. Her skill in fishing has translated well to fighting with a trident, which has served her well while on the road, and after a display of valor and skill, she was recruited as a squire for the church of Sarenrae.

Her wanderlust has caused her to separate from her mentor and knight many times, to the frustration of her church, though they're well aware she means well and will likely do more good following her own path. Guarding the caravan to Belhaim is just the latest of many instances of her lending a helping hand for its own sake.

RPG Superstar 2015 Top 8

Thennor wrote:
DeathQuaker wrote:

My submission is here: Hratha Aleslinger

... I also invented a cost and weight of a bar stool, which is related to a character quirk and can be omitted.

I love the addition of the barstool!

I once had a D&D barbarian who used a discarded table leg as a maul. The idea was that he was a shop owner who finally got tired of it all after his shop was broken into. He would go into a rage shouting things like "I just folded those!" and "No credit!" (inspired by my friends who work retail...)
Gazul Ironfist wrote:
While the stool is nice, I adore her background. I’d love to see the moment in a campaign where she finds Sturmstriek. Especially if it is in the lair of a certain wounded dragon….

Thanks for the compliments both! Trying to go for that fantasy feel that threads the needle between some amusing, humanizing (or dwarfizing, as the case may be) traits and some potential for epic drama.

Now I'm done making my character I can read everyone else's backstories!


Looks like a bit of everything so far, though no sorcerers. I will have to fool around with stuff in the morning after work and see what I can come up with. Maybe even one who isn't a draconic bloodline!

Edit: Okay, I peeked before bed. A unicorn bloodline false priest with healing hands could be amusing.


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Gazul Ironfist
Dwarven Two-Handed Fighter

Edric of Many Fathers
Human Paladin

Thennor
Elven Divine Marksman Ranger

Theophania Song
Human Cleric of Shelyn

Hulgra The Hillman
Half-Orc Mad Dog Barbarian

Ukter Quickmug
Halfling Unchained Rogue

Amrial
Elven Bard

Hratha Alesinger
Dwarven Unchained Barbarian

Jer Rockshout
Dwarven Cleric of the Green Faith

Gideon Stormborn
Half-Elf Fighter


Very nice, thanks for gathering all the submissions! It's fun to look through what other people come up with.


Andostre wrote:

4d6 --> 8

4d6 --> 12
4d6 --> 8
4d6 --> 18
4d6 --> 6
4d6 --> 14

Incredible. A 6 isn't even on the point buy chart on d20PFSRD. In point buy terms, this totals 20, minus whatever a 6 ability score would take away. Since a 7 is -4, those stats probably total 16 or 14 point buy points.

I'm going to think a minute about creating an interesting character with such extreme abilities, or if I want to come back and use point buy 20.

I ended up using the 20 point buy when I saw the powerhouses being rolled later in the thread, but I was inspired by the the wildly bifurcated rolls that I got, and I've come up with a concept that I can have fun with.

Meet Gunny, human (unchained) monk.

Background
Gunny, like many monks, believes that achieving perfection in mind and body is the way to reach ultimate enlightenment. Unlike most monks, however, Gunny believes that the best way to achieve this goal is to really focus down. Specifically, he is working on achieving perfection in body, and then he'll achieve perfection in mind after that. "No need to split your focus; specialization is where it's at." And he's even figured out that he can focus down even more; he's focusing on becoming as nimble and quick as the human body can be, and he'll focus on becoming as strong as can be later.

So committed is he to this path that he walks, he rejects all forms of learning. He learned to read at a young age, but there's nothing to be done for that now. He needs to stay focused on not learning so that wisdom and facts don't get in the way of training his body. He's still got a long road ahead of him, however. He finds that whenever he espouses his philosophy for perfection, the follow up questions he receives expand his mind a little. He's working on that.

His monastic order has no idea where he came up with this philosophy. They said that they were sending him out in the world to find the means to focus on his path of ignorance, but the truth is they just got tired of his refusal to open his mind.


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Veniir wrote:
@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?

I'm not the GM obviously, but I see that the class errata appendix for EitR has rules for what an Unchained Rogue does to replace the finesse training. Is that what you're asking about?


1 person marked this as a favorite.
Elinnea wrote:
Veniir wrote:
@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?
I'm not the GM obviously, but I see that the class errata appendix for EitR has rules for what an Unchained Rogue does to replace the finesse training. Is that what you're asking about?

Here is the complete copy/paste text from Elephant in the Room p. 34:

Rogue (Unchained)
The rogue’s finesse training class feature has been
adjusted to account for equipment rule changes -
specifically in regard to finesse and agile weapons.
Additionally, the combat swipe rogue talent is no
longer available.
Finesse Training
At 1st level, a rogue gains Deft Maneuvers as a bonus
feat. In addition, starting at 3rd level, she can select any
one weapon group listed under the fighter’s Weapon
Training class feature. Once this choice is made, it cannot
be changed. Whenever she makes a successful melee
attack with a finesse weapon or an agile weapon from
this group, she adds her Dexterity modifier instead of her
Strength modifier to the damage roll. If any effect would
prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier.
The rogue can select a second weapon group at 11th level
and a third at 19th level.


Yep, that completely clarifies it. Thanks guys!


DBH here with my character. A half-elf druid with the Restoration subdomain. She has Profession Herbalist and Craft Alchemy making her a bit more healing focused than most Druids. I see her as a travelling Herbalist/Healer in the more wilder, backwoods areas.

Bare bones at the moment as I still need to give her some back story.

Aria Tanner:

ARIA TANNER

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

Init +2; Senses Low-Light Vision, Perception +8,

Languages Common, Druidic, Elven, Skald, Sylvan

AC 14, touch 12, flat-footed 12, hp 9 (1HD)

Fort +3, Ref +2, Will +5, +2 racial saving throw bonus against enchantment spells and effects.
Immunities Sleep,

Speed 30 ft. (6 squares)

Melee cold iron spear (two handed) +1 ((two handed) 1d8+1/x3)
Ranged cold iron spear (thrown) +2 (1d8+2/x3), within 30 ft. +3 (1d8+2)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)

Base Atk +0; CMB +1; CMD 13

Special Actions Spontaneous Casting,

Prepared Spells Prepared Spell List
Druid (CL 1st):
1st - cure light wounds (DC 14) , entangle (DC 14) , goodberry
0th - create water , detect magic , mending (DC 13)
*: Domain spell.
Deity Gozreh; Domains Restoration Subdomain,

Abilities Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 12

Special Qualities Adaptability, Restoration Subdomain, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Nature Bond, Nature Sense, Orisons, Restorative Touch, Wild Empathy +2,

Feats Point-Blank Shot, Skill Focus (Perception)

Skills (*Bought)
Acrobatics +2,
Appraise +1,
Bluff +1,
Climb +1,
*Craft (Alchemy) +5,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
Fly +2,
*Heal +7,
Intimidate +1,
*Knowledge (Geography) +5,
*Knowledge (Nature) +7,
*Perception +8,
*Profession (Herbalist) +7,
Ride +2,
Sense Motive +3,
*Spellcraft +5,
*Stealth +7, Stealth (In hilly or rocky areas) +8,
*Survival +9,
Swim +1,

Possessions cold iron spear; leather armor; explorer's outfit; Backpack, Common [ Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Common); Waterproof Bag; Silk Rope (50 ft.); Winter Blanket; Bedroll; Shovel; ]; Waterproof Bag ; Wrist Sheath [ Dagger; ]; Belt Pouch [ String (50 ft.); Soap; Sewing Needle; Flint and Steel; ]; Canteen ; Sling ;

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

Restoration Subdomain

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.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

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

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.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, 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. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.


Im out.

Although, i am going to keep the stats and make a character just to see how itd pan out

Grand Lodge

This is Degnax's Submission Stats and backstory are in my bio but I will also post here:

Nim Telorin

Alignment: Chaotic Good
Race: Gnome
Class: Bard 1
Favored Class: Bard

Init:6 | Senses: Perception +6, Low-light vision

Languages: Common, Draconic, Gnomish, Elven

Stats:

Str 12 | +1
Dex 16 | +3
Con 15 | +2
Int 15 | +2
Wis 11 | 0
Cha 20 | +5

Offense:

BAB:0
Speed:20ft
CMB:0

Rapier: Attack:+4 | Damage:1d4+1 | Crit:18-20/x2 | 1lbs | 20gp | P

Dagger: : Attack:+4 | Damage:1d3+1 | Crit:19-20/x2 | 1lbs | 2gp | P/S

Spells Per Day

Bard: 0: -/day 1st: 3/day

Defense:

AC: 19=10+4armor+3cha
+1shield+1size
Touch:14
Flat: 16
CMD: 13
HP: 10

Armor: Lamellar (Leather) | +3 ac | 20% SF | 3 max dex | 2 Armor check | 12lbs | 60gp

Shield: buckler | +1 ac | 5% SF | 1 Armor check | 2lbs | 5gp

Fortitude: 2
Reflex: 5
Will: 2

Racial Features:

Academician: +2 Knowledge aracan
Faerie Dragon magic: +1 DC illusion magic, 1/day: Ghost sound, Grease, Silent Image
Gift of tongues: +1 bluff and diplomacy, 1 additional language per linguistics rank
Low light vision: see twice as far as human in dim light
Keen senses: +2 perception
Weapon Familiarity: Proficient with gnome weapons
Illusion Resistance: +2 vs illusion spells and effects

Bard Class Features:

1. Bardic Knowledge
1. Bardic performance: 10/day (5cha+4class+1FCB)
1. Fascinate
1. Distraction
1. Inspire Courage: +1

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:3

Feats and traits:

Traits: Bloody minded

1.Scion of War: use cha for initiative, +2 knowledge noble

Skills:

Acrobatics +0 (0 ranks, + Dex) (-3 ACP)
Appraise +2, ( 0rank, , + 2Int)
Bluff +6, ( 0rank, + 5Cha, + 1Race)
Climb -2, ( 0ranks, + 1Str) (-3 ACP)
Craft +2, ( 0ranks, + 2Int)
Diplomacy +10, ( 1rank, + 3CS, + 5Cha + 1Race)
Disable Device +0, ( 0rank, + 3Dex) (-3 ACP)
Disguise +, ( 0rank, + 5Cha)
Escape Artist +0, ( 0rank, + 3Dex) (-3 ACP)
Fly +0, ( 0rank, + 3Dex) (-3 ACP)
Handle Animal +5, ( 0rank, + 5Cha)
Intimidate +5, ( 0rank, + 5Cha)
Knowledge (arcana) +9, ( 1ranks, + 3CS, + 2Int. + 1Class, + 2Race)
Knowledge (dungeoneering) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (engineering) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (geography) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (history) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (local) +7, ( 1ranks, + 3CS, + 2Int. + 1Class)
Knowledge (nature) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (nobility) +5, ( 0ranks, + 2Int, + 1Class, + 2Feat)
Knowledge (planes) +3, ( 0ranks, + 2Int, + 1Class)
Knowledge (religion) +3, ( 0ranks, + 2Int, + 1Class)
Linguistics +2, ( 0ranks,+ 2Int)
Perception +6, ( 1ranks, +3 CS, + 0Wis. + 2Race)
Perform (Oratory) +9, ( 1ranks, +3CS, + 5Cha)
Perform (Dance) +9, ( 1ranks, +3CS, + 5Cha)
Perform (Comedy) 9+, ( 1ranks, +3CS, + 5Cha)
Profession +0, ( 0ranks, + 0Wis)
Ride +0, ( 0ranks, + 3Dex) (-3 ACP)
Sense Motive +4, ( 1ranks, +3 CS, + 0Wis)
Sleight of Hand +3, ( 0ranks, + 3Dex) (-3 ACP)
Spellcraft +6, (1 ranks, + 3CS, +0 Int)
Stealth +0, (0 ranks, + 3Dex) (-3 ACP)
Survival +0, (0 ranks ,+ 0Wis)
Swim -2, (0 ranks, + 1Str) (-3 ACP)
Use Magic Device +9, ( 1ranks, + 3CS + 5Cha)

Bard spells:

0th: Detect Magic, Dancing Lights, Mage Hand, Read Magic

1st: Déjà vu, Saving Finale

Equipment:

Backpack 1/2lbs, flint and steel, 5x waterskin 5lbs, Bedroll 1 1/4lbs, Blanket 3/4lbs, 4x Oil 4lbs, Spell components pouch 2lbs, 5x trail Rations 1 1/4lbs,

30.5lbs total weight
1gp 5sp 0cp

Backstory:

Once, Nim Telorin’s songs echoed through the marble halls of his family’s estate in New Stetven, where his silver tongue and sharper wit made him a favorite among the idle nobility. Born to a minor but ambitious house, Nim was groomed for diplomacy—but his mouth was as quick as his rapier, and one ill-timed jest about a visiting baron’s draconic lineage turned scandalous when the insulted noble’s duel ended with Nim’s blade at his throat. Though the matter was hushed, his family’s reputation suffered, and Nim was quietly disowned, his title stripped and his allowance cut to nothing. “A bard’s charm can polish even a ruined crest,” his mother told him coldly as he was sent away. The words stung worse than any blade, and Nim swore he’d make a new name through his own deeds—not through inherited grace or hollow courtesies.
Now, Nim travels the backroads of Taldor, his laughter carrying a faint bitterness beneath its charm. His keen mind and fearless tongue earn him coin as an entertainer and sometimes as a negotiator among caravans too small to afford real diplomats. When a merchant company bound for the quiet town of Belhaim offered him a seat and a modest wage, he accepted more for the promise of new faces and fresh roads than for any grand purpose. The trip has been dull, the scenery unchanging, and the travelers polite to a fault—but Nim finds comfort in the lull. After all, a gnome who’s fled scandal and bloodied pride can use a little boredom before the next great story begins.


Categories
* Martial: Fighters, Paladins, Rangers, etc.
* Divine: Druids, Clerics, Warpriests, Inquisitors, etc.
* Arcane: Wizard, Sorcerers, Magus, etc.
* Support: Rogues, Bards, Investigators, etc.
- Yes, I know there is overlap (as Bards can handle arcane, and a Magus/Warpriest can melee). But <shrugs> The placement is more-or-less good enough.

Martials

Gazul Ironfist
Dwarven Two-Handed Fighter

Gideon Stormborn
Half-Elf Fighter

Edric of Many Fathers
Human Paladin

Thennor
Elven Divine Marksman Ranger

Hulgra The Hillman
Half-Orc Mad Dog Barbarian

Hratha Alesinger
Dwarven Unchained Barbarian

Divine

Theophania Song
Human Cleric of Shelyn

Jer Rockshout
Dwarven Cleric of the Green Faith

Aria Tanner
Half-Elf Druid

Support

Ukter Quickmug
Halfling Unchained Rogue

Amrial
Elven Bard

Nim Telorin
Gnome Bard

Arcane

N/A

@Elinna: Thank you. :) I too like seeing what people have submitted. And for those who haven't submitted anything yet? It's nice to know what's out there.


1 person marked this as a favorite.

Thanks for the list!


Jer definitely has overlap-he’s planned to be primarily melee with some cure and support options.


4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
4d6 - 1 ⇒ (6, 5, 1, 3) - 1 = 14
4d6 - 1 ⇒ (2, 2, 5, 1) - 1 = 9
4d6 - 2 ⇒ (5, 2, 4, 4) - 2 = 13
4d6 - 1 ⇒ (1, 6, 4, 3) - 1 = 13
4d6 - 2 ⇒ (2, 3, 5, 2) - 2 = 10


2 people marked this as a favorite.

First, Grumbaki, kudos on listing and assembling the submissions into categories. Much appreciated. I had planned on handling that this morning. Pleasantly surprised to find it handled already.

Second, Elinnea and GM Nowruz thanks for picking up the answer for Veniir's Elephant in the Room question.

Lastly, for Thennor I've looked around and can't really find any specific fixes on the internet that seem reasonable for Bullseye Shot. Without the feat taxes that moderate the feat, +4 to hit at first level is just too much, IMHO. So, here's my offer: I'd allow a character with Bullseye Shot to build up to the +4 with each level increase. +2 at first level, +3 at second, and +4 at 4th level. Otherwise, you could choose a different ranged feat in it's place.

Finally, I"m really enjoying the submissions I'm seeing. Very encouraging.


Plastic Dragon wrote:
Lastly, for Thennor I've looked around and can't really find any specific fixes on the internet that seem reasonable for Bullseye Shot. Without the feat taxes that moderate the feat, +4 to hit at first level is just too much, IMHO. So, here's my offer: I'd allow a character with Bullseye Shot to build up to the +4 with each level increase. +2 at first level, +3 at second, and +4 at 4th level. Otherwise, you could choose a different ranged feat in it's place.

That seems reasonable to me -- thanks very much!


SqueezeMeNow here! This is what I have so far for my sorcerer. Son of one of the oldest mead making families in Andoran. Father was the current owner and mother was a disenfranchised Taldor noble. Grew up on the family's acreage outside Bellis. Was being raised to assist his older sister in taking over the family business, but has a natural affinity for healing due to his bloodline. Skipped out on his duties and is passing himself off as a wandering follower of Sheyln.

Mechanically he takes advantage of some human racial traits and a skill trait to add a multitude of skills to his class proficiencies. Took healing hands, and as a Unicorn bloodline sorcerer will eventually be able to help healing even more. The idea being he can free up whatever divine casting the party has.

Haven't settled on starting spells and gear yet. Need to actually write out the specific backstory and do his shopping as well.


Consider me interested, let's roll some dice...
Stats: 4d6 ⇒ (2, 3, 6, 1) = 12 > 11
Stats: 4d6 ⇒ (5, 5, 6, 4) = 20 > 16
Stats: 4d6 ⇒ (1, 3, 6, 6) = 16 > 15
Stats: 4d6 ⇒ (5, 6, 4, 2) = 17 > 15
Stats: 4d6 ⇒ (4, 2, 5, 3) = 14 > 12
Stats: 4d6 ⇒ (5, 5, 2, 2) = 14 > 12
That'll do nicely!


I submit Katarina Haventide, sylvan-blooded sorceress.

Background:
Katarina grew up in a small cottage at the edge of the woods with her mother. It was a quiet life, just the two of them. Her never much spoke on where she came from, and whenever Kat broached the subject, the answers were half-truths or vague stories that trailed off before they revealed anything about her past. But she was kind, and kat never really pushed on it.

After her mother's death, Kat's life changed. Alone in the forest, she discovered something new within her. A power stirred. Whenever she was stressed, grieved, angered, strange sparks of green light crackled at her finger tips, and she soon realized it wasn't just her imagination. There was magic in her blood. Wild and unpredictable, tied to something beyond this mortal realm. Fey, though she doesn't yet know the full truth of it.

Kat left her home behind. She couldn't stay locked in solitude forever, not with these powers growing stronger every day. Not without someone to guide her. Seh set out into the world, searching for answers. Answers about her mother's past. Her Fey blood. And maybe, just maybe, about where she truly belongs.


Stat Roll: 4d6 ⇒ (5, 4, 2, 5) = 16 14
Stat Roll: 4d6 ⇒ (5, 2, 4, 5) = 16 14
Stat Roll: 4d6 ⇒ (1, 1, 1, 2) = 5 4 (!!)
Stat Roll: 4d6 ⇒ (3, 5, 1, 2) = 11 10
Stat Roll: 4d6 ⇒ (3, 6, 5, 4) = 18 15
Stat Roll: 4d6 ⇒ (3, 5, 4, 5) = 17 14

I'll... take it? Never had a character with such a low score, the 20 point buy is probably better but hey!

Here's Hegio Aeminus, a human wizard.

Crunch:

Hegio Aeminus
Male human wizard 1
NG Medium humanoid (human)
Init +7 [+4 from Improved Initiative +1 from Forewarned]; Senses Perception +3
Favored Class Bonuses: +1 Skill Point
------------------------------------------------------------------------
Defense
------------------------------------------------------------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +4
------------------------------------------------------------------------
Offense
------------------------------------------------------------------------
Speed 30 ft.
Melee
Ranged
Wizard Spells Known (CL 1st; concentration +4)
1st (2/day) – Color Spray, Enlarge Person (1 prepared), Grease, Identify, Mage Armor (1 prepared), Magic Missile
0 (at will) – Detect Magic, Read Magic, Light
Arcane School Divination (Opposition Schools: Enchantment, Necromancy)
------------------------------------------------------------------------
Statistics
------------------------------------------------------------------------
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 17 (+3), Wis 14 (+2), Cha 4 (-3)
Base Atk +0; CMB 0; CMD 12
Feats
Combat Casting [Human’s bonus feat]
Scribe Scroll [Wizard Bonus Feat]
Improved Initiative [lvl 1 feat]

Skills 9 Ranks per Wizard Level (2 from class, +1 from Human Skilled Racial Trait, +3 from Int Modifier, +1 from Favored Class Bonus, +2 for Background Skills)

Adventuring Skills:
Knowledge (Arcana) +7 [+3 from Int Mod, +3 from Class, +1 from Rank]
Knowledge (Local) +7 [+3 from Int Mod, +3 from Class, +1 from Rank]
Knowledge (Nature) +7 [+3 from Int Mod, +3 from Class, +1 from Rank]
Perception +3 [+2 from Wis Mod, +1 from Rank]
Sense Motive +3 [+2 from Wis Mod, +1 from Rank]
Spellcraft +6 [+2 from Int Mod, +3 from Class, +1 from Rank]
Stealth +3 [+2 from Dex Mod, +1 from Rank]

Background Skills:
Knowledge (History) +7 [+3 from Int Mod, +3 from Class, +1 from Rank]
Knowledge (Nobility) +7 [+3 from Int Mod, +3 from Class, +1 from Rank]

Languages Common, Draconic, Dwarven, Halfling

-------------------
Racial Traits:
-------------------
Bonus Feat: Took Combat Casting
Skilled: +1 skill point per level
--------------------
Traits
--------------------

--------------------
Class Features:
--------------------
Wizard:
Weapon and Armor Proficiency [Club, dagger, heavy crossbow, light crossbow, quarterstaff]
Bonus Languages
Arcane Bond [Familiar: Hawk]
Arcane School: Divination
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposition Schools: Enchantment, Necromancy
------------------------------------------------------------------------
Equipment
------------------------------------------------------------------------
Light Crossbow (+ 20 bolts), Dagger, Spellbook, Wizard’s Kit (Contains: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one)
31.2 lbs (Light Load, up to 33 lbs)

Familiar:

Feathers
N Tiny animal
Init +3; Senses low-light vision; Perception +14
------------------------------------------------------------------------
Defense
------------------------------------------------------------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural armor)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
------------------------------------------------------------------------
Offense
------------------------------------------------------------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
------------------------------------------------------------------------
Statistics
------------------------------------------------------------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
------------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------------
Familiar: The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex) : When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su) : The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Background:

Hegio Aeminus was born in Cassomir, second son to an artisan family, specialized in making tar derived from the blackwood found in the Verduran Forest, to waterproof ships. His family rose in prominence, even getting to own a small factory in the city. Unfortunately, Hegio was a rude young man, unaware of basic social etiquette required to deal with Taldor’s upper echelon and was generally unpleasant. His parents, unwilling to let him inherit even part of family’s business sent him to the fringes of the empire, to Stavian’s Hold’s Eastern Front Academy.

After a few lonely years, unable to make friends, only accompanied by his loyal familiar, Feathers, Hegio completed his education in the obscure academy with a chip on his shoulders, travelling through Taldor to prove himself. Despite his demeanor, he longs for companionship and has a kind heart, willing to give help to those who need it.

I'll create the profile if accepted!


Whoever Plastic Dragon chooses for the party, I hope there's a face -- I'm seeing a lot of negative CHA modifiers! :D


Gazul might have Cha 6...but he has +4 diplomacy and +2 intimidate. That's...okay, fine. It isn't a face. But at least it isn't as bad as it otherwise could have been. ;)

Silver Crusade

Thennor wrote:
Whoever Plastic Dragon chooses for the party, I hope there's a face -- I'm seeing a lot of negative CHA modifiers! :D

Hey there's 2 bards on the list; don't make me roll up a Diplomancer! ;)


Lots of good martials and divines here. Maybe a supportive witch (there's a phrase you've seldom heard) would be a good addition.

Stats: 4d6 ⇒ (1, 4, 1, 1) = 7 = 6
Stats: 4d6 ⇒ (5, 6, 2, 4) = 17 = 15
Stats: 4d6 ⇒ (5, 1, 1, 5) = 12 = 11
Stats: 4d6 ⇒ (5, 5, 3, 5) = 18 = 15
Stats: 4d6 ⇒ (1, 5, 2, 1) = 9 = 8
Stats: 4d6 ⇒ (4, 5, 3, 2) = 14 = 12

That would be an 11-point point-buy. Technically lower, because it doesn't go as low as 6.

So 20-point build it is.


Gazul Ironfist wrote:
Gazul might have Cha 6...but he has +4 diplomacy and +2 intimidate. That's...okay, fine. It isn't a face. But at least it isn't as bad as it otherwise could have been. ;)

That's actually really impressive!

Though I've always thought that a negative Charisma modifier much actually be an advantage when it comes to Intimidate :P

(though I've also played low CHA as anxiety, rather than surliness, which was a fun change)


Grumbaki wrote:

Categories

* Martial: Fighters, Paladins, Rangers, etc.
* Divine: Druids, Clerics, Warpriests, Inquisitors, etc.
* Arcane: Wizard, Sorcerers, Magus, etc.
* Support: Rogues, Bards, Investigators, etc.
- Yes, I know there is overlap (as Bards can handle arcane, and a Magus/Warpriest

I don't see my submission, Gunny the monk on the list!

*********

Further notes about Gunny now that a day has passed and I've been thinking about what I wrote: His whole schtick is intentional ignorance, but I'm not intending to roleplay him as a surly book burner or anything. He's actually pretty friendly, he's just frustrating to talk to because of the mental gymnastics he performs to be able to follow his personal philosophy. He's supposed to be a light-hearted fun PC, who will probably evolve over time as his personal worldview is challenged. As I said, I was inspired by the weird stats I rolled near the beginning of this thread.


2 people marked this as a favorite.
Thennor wrote:
Gazul Ironfist wrote:
Gazul might have Cha 6...but he has +4 diplomacy and +2 intimidate. That's...okay, fine. It isn't a face. But at least it isn't as bad as it otherwise could have been. ;)

That's actually really impressive!

Though I've always thought that a negative Charisma modifier much actually be an advantage when it comes to Intimidate :P

(though I've also played low CHA as anxiety, rather than surliness, which was a fun change)

Thank you:)

(Also a good idea on the anxiety angle, that's refreshingly unique)

It was a fun design choice. +4 diplomacy from his profession as a smith/merchant. +2 intimidate due to physicality. -2 bluff because he is a horrible liar.

As an aside...dwarves actually make the best diplomats in the game. Regardless of Charisma. :

(1) Emphatic Diplomat or play as an inquisitor/cleric with conversion inquisition.

(2) Play as a Dwarf for the alternative racial traits.

Stoic Negotiator
Source Inner Sea Races pg. 210
Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.

Iron Citizen
Source Heroes from the Fringe pg. 5
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This racial treat replaces stability.

Technically stoic negotiator and iron citizen can be combined, as stoic negotiator gives a racial bonus, while iron citizen an untyped...though that is somewhat cheesy

Conservative Diplomacy
Source Heroes of the High Court pg. 14
A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces stonecunning.

--------

So...as an example. A lvl 1 Dwarven Inquisitor with the Conversion Inquisition, Stoic Negotiator, and Iron Citizen.

Str (16) Dex (14) Con (14) Int (10) Wis (16) Cha (6) 20 pt buy

Skills: Diplomacy, Bluff, Intimidate, Sense Motive, Perception, Religion

Diplomacy: +1 (ranks) + 3 (class skill) + 3 (wisdom) + 2 (stoic negotiator) + 2 (iron citizen) = +11
Bluff: +1 (ranks) + 3 (class skill) + 3 (wisdom) +2 (stoic negotiator) = +9
Intimidate: +1 (ranks) + 3 (class skill) + 3 (wisdom) +1 (stern gaze) = +8
Sense Motive: +1 (ranks) + 3 (class skill) + 3 (wisdom) +2 (stoic negotiator) = +9

And with that? About as good a diplomat as one can possibly be at lvl 1. All the while without sacrificing anything in combat.


Alright, aside from her background, which I'm still working on, Sarma the Cleric of Kurgess is ready to go I believe.

She's a fighting cleric mainly but she will be better than usual for the type in other areas. She'll have lots of channel energy uses per day and decent enough spell DCs to cast offensively some as well.

Travel and Luck domains make her fast (40' movement) and able to hand out bits 'o luck as buffs.

Sarma can be a limited face character. She starts with +8 Diplomacy, but Bluff and Intimidation just aren't her style.

I finally gave in to my simple weapons fatigue and traded the human bonus feat for Military Tradition, picking up proficiencies for Falcata and Amentum (increases range for javelins) so I can make a real go of using javelins as her ranged weapon. Obviously Sarma is very Taldan.

Right now I have Sarma as a vanilla Cleric, but I'm still eying Varisian Pilgrim as an archetype to add. If the "Varisian" part can be ignored, it does fit her traveling lifestyle. I'm not sure I want to give up medium armor and shield proficiencies for it though.

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