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![]() EwokBanshee wrote:
Cool, thanks! I just had to search for paizo, not pathfinder. They have a chrome one too.![]()
![]() Must be a bug in PCGen. I started a fresh char to recheck.
I've never created a pathfinder char by hand (LOTS of AD&D 1e/2e), so I don't have time to try this morning. Just rechecking what pcgen gave me.
I wanted to do venerable, but that is -6 to str,dex,const and only +3 to int,wis,cha. => no hitpoints. ![]()
![]() OK, here is Glowen: Glówen (aka Silverbolt) Male Ratfolk rogue 1 / illusionist 2 TN Small humanoid (ratfolk) Init +8, Senses Perception +8 ================================================= DEFENSE ================================================= AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size ) hp 13 ((1d8)+(2d6)-3) Fort -1, Ref +4, Will +3 =================================================
Prepared Spells
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Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day. Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Darkvision Ratfolk can see in the dark up to 60 feet Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite. Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration. Illusion School You have chosen to specialize in illusion spells. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. =================================================
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He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ). =================================================
2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation. 3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding.
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![]() I SO CANNOT DECIDE WHAT TO BUY. I don't technically have enough gold to buy the circlet, but even if you let me have it, I then have nothing else. That seems to defeat your advice to 'buy lots of stuff'. On the other hand, I finally got around to adding a spellbook to my inventory. Duh! Anyway, these are the spells I picked (min selection). I assume I can add 'new' spells to it for the cost of a scroll of that level? Are we playing with a max number of known spells per level and/or do I have to make rolls in this thread to be able to learn the ones I want to add? =================================================
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![]() I'm in no rush, so extending is fine with me. If we have to rework the chars, I might have to wait until the weekend find enough time to do it anyway... I wonder if I can drag my son into this.... Side note:
http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-wondrou s-items/kobold-press/princelings-circlet
The cursed item probably wouldn't cost much, but the circlet would use up most of my spare cash. If I bought a wand of grease or summon monster I, would those break me out of stealth when I used them? ![]()
![]() I was tempted to buy a wand of magic missile, so he'd have at least some offensive ability, but it seemed out of character for him. Maybe I can stock up on more potions and scrolls. Ugh, weight. He is already at med encumbrance. Is there a magic item he can afford that will give him increased carrying capacity or freedom of movemen? Maybe he should buy a mule, dog, or servant? ![]()
![]() OK, here is Glowen with the tweaked stats for being middle-aged, the quite slippers gone, cold weather equipment bought, bio, description, and loyalties all together. I have manually added weapon finesse to his list of feats but have not recomputed anything yet (in an uber hurry right now). I have also not adjusted his saves and such for that progressive bonus thingy. Glowen: Glówen (aka Silverbolt) Male Ratfolk rogue(unchained) 1 / illusionist 2 TN Small humanoid (ratfolk) Init +8, Senses Perception +8 ================================================= DEFENSE ================================================= AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size ) hp 13 ((1d8)+(2d6)-3) Fort -1, Ref +4, Will +3 =================================================
Prepared Spells
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Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day. Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Darkvision Ratfolk can see in the dark up to 60 feet Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite. Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration. Illusion School You have chosen to specialize in illusion spells. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. =================================================
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He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ). =================================================
2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation. 3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding. ![]()
![]() GM wrote: the skills that Glówen takes Pride in exist in direct opposition of the Honesty that Azul values Well... Glowen is not so much a charlatan as an entertainer, never seeking to deceive purely to meet his own selfish gain. And while there may still be conflicts, I think Glowen's Fear would kick in and he'd back off to smooth the confrontation, perhaps agreeing to a more straight-forward approach. He would likely, though, attempt to toss in a suggest or two which might lead Azul to see that slamming his head against a wall might not be the best solution. :) I think they can get along just fine. ![]()
![]() Three Loyalties for Glowen: 1) Mirth: He has become a kid at heart, (unknowingly freed of the burden of his previous sins), and wants everyone around him to feel likewise. Children are the hope of the future and the sound of their laughter is more precious than gold. [I assume a deeply depressed person would detect him as evil, seeking to destroy the happiness in others and further their own sadness]. 2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation. 3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding. ![]()
![]() All of the stats for Glowen came straight out of PCGen. If they are wrong, I'll happily correct them.
I changed his age to middle-age and so had to tweak some stats. Will repost later. I wanted old or venerable, but then he'd have no hit points. :( Mirth and Discovery sound good, I'll see if I can come up with a third. Thanks for the warning, I'll add cold weather gear and more food/water. About the posting rate. I can probably keep up with the 1/day but will sometimes miss it. I do not expect any long absences and will communicate them if something comes up. If I'm slowing down things, I'm perfectly fine letting you bot him (even if it gets him killed or destroys a prized item!) ![]()
![]() I'm a bit fuzzy on loyalties, but here is a stab at them for Glowen 1) Making children laugh
Diety: Loki (By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ). ![]()
![]() Here is some background for Glowen. Description:
The first thing you notice about Glowen, aside from being a ratfok, is the color of his fur. It is a remarkable silver-grey that makes him look older than a typical middle-aged rat. Adding to his elderly appearance is the fact that he is scrawny, even for ratfolk. On the other hand, he is quite friendly, polite, and cheerful. A tiny bow and small dagger (at his belt, not on his tail) are his only weapons. BIO: Glowen's oldest memory starts with him waking up in the rain amidst the smoking ruins of a what appears to have been a wizard's tower, perhaps belonging to a powerful necromancer. His fur is singed, his body hurts all over, and his mind is foggy. He does not know how he got there or what happened. He cannot remember a thing before he woke. Around his neck is a black chain holding a small crystal sphere. In the sphere is the face of a female elf. He does not know her but he feels a strong connection to her (although he cannot decide if it is love, awe, disgust, or hate). Over time, the expression of the face changes as would a normal person's in their daily life, even closing her eyes and resting at times. He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. Eventually he found he had an aptitude for magic, especially illusions.
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![]() Ok, here is a ratfolk rogue1/illusionist2 that I put together via PCGen.
Glowen: Glówen Male Ratfolk rogue 1 / illusionist 2 TN Small humanoid (ratfolk) Init +8, Senses Perception +8 ================================================= DEFENSE ================================================= AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size ) hp 13 ((1d8)+(2d6)-3) Fort -1, Ref +4, Will +4 =================================================
Prepared Spells
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Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 6 times per day. Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Darkvision Ratfolk can see in the dark up to 60 feet Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite. Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration. Illusion School You have chosen to specialize in illusion spells. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. ![]()
![]() Stupid wayfinder, won't let me select Mel to post as. -Posted with Wayfinder ![]()
![]() Mel also had a map makers kit which gives a bonus on one of those checks... Cannot remember right now. -Posted with Wayfinder |