Zayne Iwatani wrote: 22 and counting. Lot of beatsticks. Good skill, ranged, and caster numbers. One cleric though. Odd considering all the undead we are likely to run into. There is a necromancer though. Probably a good indication people are building characters they WANT to play, rather than trying to get an advantage in the AP. Also the CRAZY options available outside the normal pathfinder builds, opened up lots of interesting choices.
stat 1: 4d6 ⇒ (5, 2, 4, 3) = 14
rerolls:
reroll 1: 1d6 ⇒ 1
reroll 2: 1d6 ⇒ 5 16 reroll 3: 3d6 ⇒ (4, 5, 4) = 13 13 reroll 5: 1d6 ⇒ 1 reroll 6: 2d6 ⇒ (4, 1) = 5 re-reroll 1: 1d6 ⇒ 4 13
re-re-reroll 6: 1d6 ⇒ 6 16
Finally. lol after being batted around like a kitten with a ball, the dice god hath decreed: 17, 17, 16, 16, 13, 13 Starting Gold: 3d6 ⇒ (4, 2, 3) = 9 x10 I will be going with the d20pfsrd Warlock Baru Brimmstone
Crunch is on alias, background/story to follow in another post
male Gnome Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1
Gonzo wrote: Whoever fails to reply to this post I will assume is incapable of fulfilling the minimum post expectations and I will be dropping them. Sorry if that sounds harsh but I want to make sure this game stays strong and I want only the most dedicated of players. Still excited to see what lies in store for us!
male Gnome Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1
definitely still up for this. still excited to get started. Now that we are going into memorial weekend, I'll be on family camping trip. Probably wont be able to post until tues or wed.
male Gnome Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1
Thank you for the link. So after overlooking Rogue Unchained, like you stated it gives me weapon finesse. Freeing up my 1st level feat now brings me to ask for a GM discretion. Would you allow me to take extra exploit? Why do I ask? Extra Arcanist Exploit Feat:
Extra Arcanist Exploit
Your repertoire of arcanist exploits expands. Prerequisite: Arcanist exploit class feature. Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. School Savant Archtype:
School Savant (Archetype)
Some arcanists specialize in a school of magic and trade flexibility for focus. School savants are able to prepare more spells per day than typical arcanists, but their selection is more limited. School Focus (Su): At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school. Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels. With School Savant, my character still meets the feat prerequisite. I have the class feature, although I would not actually select my 1st exploit until 5th level. Some people say, "No problem, take it." Although: Other people rule the Extra in the feat title, places an undeclared restriction of "Must already have 1 exploit." Meaning I would not be able to take this feat until at least 5th level.
With my character being a teleport-y focused in concept, I would like to take the Dimensional Slide exploit: Dimensional Slide:
Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. So... what do you think? Thumbs up or Thumbs down?
male Gnome Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1
ditto. I hear the unchained rogue gets a lot of love, but I don't have the book yet. If there are any links yet, I too, would appreciate it. I definitely would be willing to update to unchained rogue.
male Gnome Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1
Ice Breaker: A little about me:
- I live in Wisconsin (Central time zone)
That should be a good start. would love to know about all of you, if you are so inclined.
here is a quick crunch for easy reviewing crunch:
Baru Brimmstone
Male daemon-spawn tiefling arcanist/rogue 3/Archmage 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Advanced Race Guide 168) CN Medium outsider (native) Init +6; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge) hp 30 (3d8+12) Fort +3, Ref +7, Will +4 Defensive Abilities evasion, hard to kill, trap sense +1; Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee mwk shortsword +7 (1d6/19-20) or . . 2 claws +6 (1d4) Special Attacks arcane reservoir (2/6), arcanist exploits (dimensional slide, quick study), consume spells, mythic power (5/day, surge +1d6), sneak attack +2d6 Arcanist Spells Prepared (CL 3rd; concentration +6) . . 1st—mage armor[M], magic missile, thunderstomp[ACG] . . 0 (at will)—detect magic, detect poison, open/close (DC 13), open/close (DC 13), read magic . . M mythic spell -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 17 Feats Dodge, Mythic Spell Lore[M], Toppling Spell[UM], Weapon Finesse Traits magical lineage, reactionary Skills Acrobatics +10, Appraise +7, Bluff +5, Climb +4, Diplomacy +5, Disable Device +11, Escape Artist +8, Intimidate +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +9, Perception +7, Sense Motive +5, Sleight of Hand +10, Spellcraft +9, Stealth +10 Languages Common, Draconic, Elven, Infernal, Orc, Sylvan, Terran, Undercommon SQ prehensile tail Other Gear handy haversack, bandolier, bedroll, belt pouch, blanket, winter, canteen, chalk, charcoal stick, flint and steel, grappling arrow, grappling hook, ink, black, inkpen, iron spike (10), lock, simple, marbles, masterwork artisan's tools, masterwork thieves' tools, mwk manacles, paper (10), roperunner, scroll case, silk rope (50 ft.), spell component pouch, spellbook, sunrod (2), swarmsuit, trail rations (5), waterproof bag, waterproof bag, wrist sheath, spring loaded, 656 gp, 1 sp, 9 cp -------------------- Special Abilities -------------------- Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice. Darkvision (60 feet) You can see in the dark (black and white vision only). Dimensional Slide (30 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it. Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities. Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO). Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms. Toppling Spell Spell with the force descriptor knocks targets prone. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). you are asking for arcane, traps, and skill monkey... could you post about the existing players: race, classes, roles, play style?
Congrats to both of you. @BigP4nda - thank you for committing to justifying your selections. This would be something that I would love to see in every recruitment. Provided acknowledgment to the selected players' hard work when creating the characters, AND helps answer the question everyone has immediately after selections, "Why wasn't I picked?". Anxious to see who will join them!
Here are some suggestions for anyone wanting to develop: Hulk = Barbarian/Alchemist (Alchemist focus on mutagen, enlarge extract) Captain America = Brawler (Shield Champion)/ (maybe magus skirnir) Gambit = Rogue/Magus (staff magus) Iceman = Sorcerer (Elemental, Boreal, Rime-Blooded or Marid)/Wizard (evocation school) Thor = Paladin/Sorcerer (Elemental or Djinni) Doctor Octopus = Summoner (Synthesist w/ extra limbs or tentacles)/Alchemist Human Torch = Ifrit Sorcerer Storm = Witch/Sorceress Wolverine = weapon proficiency: Catfolk claws, Brawler/(Oracle or Hedge Witch) these are just off top of my head to get the ideas flowing for anyone interested
Tirion wrote: Do some people apply who do not want to play? Admittedly there are many who bail after less than a week, which is pretty obnoxious to the DM, the other players, and those not selected. Nonetheless, I would hope that people who take the time to build a quality character actually want to play in the AP. Yeah, seems silly. Although, better to weed out the ones not committed to playing BEFORE it gets started. I must admit, I'm fine with people "bowing out" before final selections. The more the better, as I've never played WotR OR a game with mythic. I'm really hopeful to make the cut. Good luck everyone.
Male Tiefling Arcanist/Rogue
description:
Baru is a dark blue skinned Tiefling. He has been mistaken for a Drow, with the exception of his prehensile tail. In rare occasions where running is required, Baru has been know to forego his bipedal stance, crouch forward and use his arms and hands in an animalistic motion.
Despite his outward appearance, Baru remains light hearted, friendly, and helpful. Often quick to dish out sarcasm, often targeting himself.
backstory:
Baru is a tiefling fugitive from the Worldwound. His personality and ideals did not match those shared by Deskari and his minions. Forcing Baru to hide in the shawdows, and adopt a rogueish lifestyle growing up. These learned skills were often augmented by his innate understanding of magic, particularly with teleportation magic. When not hiding and operating from the shadows, Baru tries to fuel his curiosity for knowledge. Weather magic, spells, languages, acrobatics, combat, ect.; Baru is constantly learning and can surprise anyone with understanding of various subjects and skills.
Around 2 decades ago, Baru witnessed a couple Riftwardens entering the Worldwound. Meeting them with a friendly curiosity, instead of an expected hostility, the Riftwardens "branded" him with an arcane mark explained as the Sign of the Seeker’s Spiral. Finding that Baru's heart was one of good and not evil, the Riftwardens offered him a escape from the Worldwound. They equipment him with some journal pages, citing names of people in the town of Kenabres that would aid and protect him, not only from his evil kin from this plane, but also from persecution of the townsfolk in Kenabres. Armed with this he ventured out of the Worldwound and headed to Kenabres. After contacting a couple of the other members of the Riftwardens marked in the journal pages and proving being "vouged" for with the mysterious mark, he has proved valuable to the crusade, sharing his knowledge of the Worldwound, the magic found there, and nature of creatures that inhabit it. A sort of adviser to the crusade, he is rewarded with opportunities to fuel his curiosity with wonders, magic, and understanding of the world he now calls home (Golarion). If called to action by the crusades, Baru would whole heartedly offer his services, skills, and magic to aid in defense of Golarion. here is the backstory for my original submission. reminder that the stats are not up to date, because this was a character submitted for a different recruitment. Stats can be corrected immediately upon acceptance. Thank you for your consideration, I look forward to (hopefully) contributing to this fun and entertaining game.
with a few tweaks this character's stats, gear, ect. will be up to date for this alias. Male Tiefling Arcanist (School Savant)/Rogue Theme: teleporting rogue (flanker/Secondary melee), and crafting. Post will follow with more details, and backstory, but I wanted to get my name in immidiatly... since I'm dying to play a gestalt/mythic game. Thank you for running this Samnell
Arcanic Drake wrote: What is this homebrew content you speak of, though? Is this the answer you're looking for? BigP4nda wrote:
OP provided a lot of "variation" for the stats and 2 bonus dice. Including 1d6 extra spells/day, BAB bonus, save bonus, ect. in addition, OP alluded to handing out "extras" through RP and gameplay.
I really enjoyed the process of using this system to create a character and, hopefully will be able to see how it works in actual play. are you planning on running any other games, using the same/similar character creation rules? Any chance of convincing you to use Mythic rules in a game (this one or other)?
backstory:
. Baru was a tiefling slave owned by a Celiaxian wizard. As might be expected, having contact with constant magical energies, Baru was able to tap into his own innate magical abilities. This awakening of power afforded Baru the opportunity to escape his life as a slave.
. He managed to make his way to Absolam, but a tiefling refugee doesn't exactly lend itself to honest work. As such, he embarked on a career reserved for rogues with the resourcefullness and moral flexibility to operate outside of society's laws. Continuing his magical ability development, he found he was able to augment his rogue traits with his magic to make a decent living and gain notability in this new profession. . As notibility denotes excelling and proficiency, it also attracts attention. Soon Baru was alerted that his Chelaxian wizard owner, had learned of his location. In an effort to escape and avoid the wrath of the ill-tempered wizard, Baru resorted to a portal spell he had found among his many "aquasitions". To ensure the wizard was not able to track him, Baru made some random adjustment to the spell. These additional components were not calculated and their use was not proven, at least in Baru's research, to ensure any affect. Even Baru himself wouldn't be able to recreate the same mixture of incantations, components, and gestures. Upon completion, magnificent portal materialized with accents of all 4 elements (air, fire, earth, water) dancing around it's outer edge. With a deep breathe Baru clutched on to the few belongings he could carry and stepped throught the portal. . When Baru arrived on the other side, he looked back as the portal slowly phased out of existance. Looking around this new place had a very familiar feel to it. It also had some very distinct differences, enough to confirm this was definately NOT Golarion. As he had done before, Baru must find a purpose in a new world. Thus begins his epic story in the elemental driven land of Archeon! personality:
Baru overall always has the best intentions. "Best" can sometimes get blurry when determining: best for... society, party, self, ect. But what more can you expect from a rogue? He enjoys showing off his skills. He makes friends easily, and strives to be accepted by his peers, despite his outward physical appearance (dark blue, purple skin. Silver hair kept in ponytail. Prehensile tail).
Hope this covers the basics. Please ask, if more info is required. Crunch is in alias.
May the dice gods favor me Rolls:
rolls: 20d6 ⇒ (5, 4, 6, 2, 1, 3, 1, 5, 2, 4, 1, 3, 4, 2, 6, 6, 2, 4, 3, 3) = 67
6,6,6
rerolls: 7d6 ⇒ (6, 4, 2, 2, 1, 2, 5) = 22 6
rerolls2: 4d6 ⇒ (4, 1, 3, 6) = 14 5
rerolls3: 1d6 ⇒ 1
6,6,6,6,6
10, 12, 14, 14, 16, 17 BAB +3
Tiefling Arcanist (School Savant)/Rogue - 1 (Yep! a melee arcanist) Alias has my crunch (equipment not updated). Working on backstory. This game sounds like it's going to be AMAZING! Given the number of submissions already, I do NOT envy the impossible job he will have to decide on the lucky players, by the time the deadline arrives. Perhaps I missed it, but how many characters are you taking?
here are the HP rolls HP 2nd lvl: 1d8 ⇒ 3 reroll 2nd: 1d8 ⇒ 6 HP 3rd lvl: 1d8 ⇒ 7 HP 4th lvl: 1d8 ⇒ 2 reroll 4th: 1d8 ⇒ 7 there we go. 6, 7, 7 Max at 1st = 8+2(con)+1(favored) = 11
total HP = 40 Alias is updated for crunch also.
male tiefling arcanist/rogue combat role: teleporting flanker using claws w/ sneak attack out of combat: utility spells, skill monkey (11 skill points/lvl), crafting? (if crafting is ok) personality, appearance: use X-men, nightcrawler, as a model. witty, playful, friendly. appearance may raise eyebrows. build is in alias. I'll just need to remove the mythic components (unless this will be going mythic for some reason). And level up from 3 to 4. All this can be ready within 24 hours of being selected. @GM - Is there going to be downtime, and is crafting allowed/encouraged? @Party - Any "holes" in roles y'all would like filled?
What level are you at now? Traits? Starting gold? HP after 1st? Once I get these answers I can finish the details. I'm submitting a tiefling Arcanist (School Savant)/Rogue RP Sample: Sitting on a stool at a shady bar in the "questionable" section of the city, a tiefling arcanist nurses his ale. He make light, friendly chatter with the bartending owner. As the night progresses a table of burly half-orcs proceeds to drink MORE than their share of alcohol.
Half-orc 1: "Hey devil! What are YOU doing here?" Hald-orc 2: "The people here come to drink and enjoy themselves. Not to socialize with evil abominations!" Bar owner: "Gentlemen, please. Enjoy your drinks and have a good time, but please, don't antagonize my other patrons." The Bar owner glances back at the tiefling and mutters quietly, "I'm sorry sir Brimmstone. Please don't let them get under your skin. Would you like another drink... on the house?" "No need to apologize Draylan. I'm used to this sort of thing. My profession takes me all over the country and not everyone is accustomed to the sight of... my kind. Thank you for your indifference. I was just about to call it a night anyway. I have the opportunity for a new adventure beginning tomorrow. A very unique group has asked me to accompany them. I am very excited to take my research to a new place and..." "Look out!" Exclaims the Bar owner. A huge set of orc arms wraps around Baru's shoulders and constricts their grip. Forcably being whipped around in a bear hug Baru sees a fist headed for his face. Baru uses 1 arcane reservoir point to activate Dimensional Slide and teleport to the opposite side of the attacking orc. With a purple mist of fog, Baru disappear and immediately reforms behind the attacking orc. The orc's fist connects squarely on the jaw of the orc that had him grappled, and the orc drops unconscious to the floor. Baru takes advantage of the attacking orcs confusion and utters a phrase in draconic followed by a stomp of his foot. Baru casts Thunderstomp on the remaining orc. The remaining orc drops to the ground prone. Baru smiles at the bar owner and bows. "Terribly sorry for the disturbance, good day to you." As soon as he ends his salutation, another puff of purple fog engulfs his body and as soon as it dissipates, Baru is gone.
missing crunch... crunch: Baru Brimmstone
Male Tiefling Arcanist (School Savant)/1 Ability Scores
Offense
Melee
Ranged
Defense
AC(Touch) = 17(17) Fortitude = 5
CMD = 18 Arcanist Features
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. 4/day Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. School Savant - Teleportation
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 7/day Spellbook
Adhesive Spittle
Standard Prep 0-Level Arcane Mark
1-Level Color Spray
Skills
Feats
Special: Natural weapons are considered light weapons. Equipment
Magic Item Backpack
Traits
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws Traits Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
OK. sorry. since I already had it done, here was my submission. Congrats to those selected. If you find room for another or have need of a replacement, feel free to PM me. crunch:
Baru Brimmstone
Male Tiefling (Grimspawn) Arcanist (School Savant)/Rogue Ability Scores
Offense
Melee
Ranged
Defense
AC(Touch) = 14(10) Fortitude = 2
CMD = 14 Arcanist Features
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. 4/day Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. Spellbook
Color Spray
Standard Prep 0-Level Arcane Mark
1-Level Color Spray
Rogue Features
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Skills
Feats
Special: Natural weapons are considered light weapons. Equipment
Magic Item Backpack
Traits
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws Traits Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Reactionary (Combat): 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. Chance Encounter (Campaign): You always tended to get in over your
backstory:
Born and maturing on a different plane. Baru's life shared a lot of similarities to any other society. Somewhat of a nerd when it came to science, or what this plane calls "magic", showered him with a higher intelligence. Of course, being a "good kid" and intellectual, he was garnished with his share of bullying.
One day, while running down the street in his enclaves town, trying to get away from another "alpha male" display from a couple bigger kids, he ducked into a shop to hide. It was a science shop he soon found out. He took a look around and found a muffled glow coming from the back room. While heading to investigate, he was enamored with the various items. Grabbing a different one and looking it over with each step towards the mezmorizing glow. A large elliptical shape like a full length mirror without anything holding it up. As he came closer, his concentration was focused on the 2 dimensional hole standing upright in the middle of the room. He didn't even notice a stool lying on it's side. Baru tripped over one of the 3 legs and stumbled uncontrollably forward. Struggling prevent himself from falling and not to break the items in his arms, he finally lost his footing and plungled forward... through the "portal"! In a split second he dropped to the floor. "I can be suck a clutz sometimes." He thought to himself as he went to stand up. Upon getting to his feet, he noticed the entire room had changed. He also noticed all the items he had in his arms were gone as well. Looking around he found a flyer on a table marked, The Kenabres Herald. Obviously an indication of his new location. Upon cautiously stepping out of the shop, he was bombarded with an influx of new shapes, writing, strange looking people, and smells. Whatever this place was, was definitely not from a world Baru knew of. Baru has been in Kenabres for quite some time now. Ever since his "trip" through the portal he has manifested some interesting new skills and abilities. He has an affinity to produce small portals similar to the one he travelled through and now creates magical effects himself. While useful, these abilities haven't been able to bridge the cultural gap and lack of understanding of the nature of this plane and this has driven him to seek out creative ways to "make a living", resulting in a rogueish lifestyle. Surprisingly his appearance is somewhat accepted among the civilization under the tense of what the people here call a "tiefling". He spends what time he can seeking answers to what happened the night he arrived here, originally to find a way back to his home. Each day seems to strengthen his ties to this world though and he's not sure if given the opportunity, whether he actually would leave this world behind. Of course having the choice to do so would be preferable.
appearance&personality:
Baru has a dark purple hue in his skin. A prehensile tail. White hair, usually held back in a ponytail. Light blue eyes. Growing up with a typical human type upbringing. He is good hearted and social.
Baru brings an increasing understanding of magic, social interaction, and lots of skills (including trapfinding and disarming). He can stand his own in a fight, but prefers teamwork (rogue SA). He will be more likely to pick up utility spells and buffs/debuffs, rather than focusing on damaging. He will be more of a stealthy scout, and make full us of teleportation style magic.
Sample RP: Sitting on a stool at a shady bar in the "questionable" section of the city, a tiefling arcanist nurses his ale. He make light, friendly chatter with the bartending owner. As the night progresses a table of burly half-orcs proceeds to drink MORE than their share of alcohol.
Half-orc 1: "Hey devil! What are YOU doing here?" Half-orc 2: "The people here come to drink and enjoy themselves. Not to socialize with evil abominations!" Bar owner: "Gentlemen, please. Enjoy your drinks and have a good time, but please, don't antagonize my other patrons." The Bar owner glances back at the tiefling and mutters quietly, "I'm sorry sir Brimmstone. Please don't let them get under your skin. Would you like another drink... on the house?" "No need to apologize Draylan. I'm used to this sort of thing. My profession takes me all over the country and not everyone is accustomed to the sight of... my kind. Thank you for your indifference. I was just about to call it a night anyway. I have the opportunity for a new adventure beginning tomorrow. A very unique group has asked me to accompany them. I am very excited to take my research to a new place and..." "Look out!" Exclaims the Bar owner. A huge set of orc arms wraps around Baru's shoulders and constricts their grip. Forcably being whipped around in a bear hug Baru sees a fist headed for his face. Baru uses 1 arcane reservoir point to activate Dimensional Slide and teleport to the opposite side of the attacking orc With a purple mist of fog, Baru disappear and immediately reforms behind the attacking orc. The orc's fist connects squarely on the jaw of the orc that had him grappled, and the orc drops unconscious to the floor. Baru takes advantage of the attacking orcs confusion and utters a phrase in draconic followed by a stomp of his foot. Baru casts Thunderstomp on the remaining orc The remaining orc drops to the ground prone. Baru smiles at the bar owner and bows. "Terribly sorry for the disturbance, good day to you." As soon as he ends his salutation, another puff of purple fog engulfs his body and as soon as it dissipates, Baru is gone.
Mythic Path: Archmage crunch: Baru Brimmstone
Male Tiefling Arcanist (School Savant) Ability Scores
Offense
Melee
Ranged
Defense
AC(Touch) = 17(17) Fortitude = 5
CMD = 18 Arcanist Features
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. 4/day Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. Spellbook
Adhesive Spittle
Standard Prep 0-Level Arcane Mark
1-Level Color Spray
Skills
Feats
Special: Natural weapons are considered light weapons. Equipment
Magic Item Backpack
Traits
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws Traits Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
1 RP sample coming up! Spoiler: Sitting on a stool at a shady bar in the "questionable" section of the city, a tiefling arcanist nurses his ale. He make light, friendly chatter with the bartending owner. As the night progresses a table of burly half-orcs proceeds to drink MORE than their share of alcohol.
Half-orc 1: "Hey devil! What are YOU doing here?" Hald-orc 2: "The people here come to drink and enjoy themselves. Not to socialize with evil abominations!" Bar owner: "Gentlemen, please. Enjoy your drinks and have a good time, but please, don't antagonize my other patrons." The Bar owner glances back at the tiefling and mutters quietly, "I'm sorry sir Brimmstone. Please don't let them get under your skin. Would you like another drink... on the house?" "No need to apologize Draylan. I'm used to this sort of thing. My profession takes me all over the country and not everyone is accustomed to the sight of... my kind. Thank you for your indifference. I was just about to call it a night anyway. I have the opportunity for a new adventure beginning tomorrow. A very unique group has asked me to accompany them. I am very excited to take my research to a new place and..." "Look out!" Exclaims the Bar owner. A huge set of orc arms wraps around Baru's shoulders and constricts their grip. Forcably being whipped around in a bear hug Baru sees a fist headed for his face. Baru uses 1 arcane reservoir point to activate Dimensional Slide and teleport to the opposite side of the attacking orc With a purple mist of fog, Baru disappear and immediately reforms behind the attacking orc. The orc's fist connects squarely on the jaw of the orc that had him grappled, and the orc drops unconscious to the floor. Baru takes advantage of the attacking orcs confusion and utters a phrase in draconic followed by a stomp of his foot. Baru casts Thunderstomp on the remaining orc The remaining orc drops to the ground prone. Baru smiles at the bar owner and bows. "Terribly sorry for the disturbance, good day to you." As soon as he ends his salutation, another puff of purple fog engulfs his body and as soon as it dissipates, Baru is gone.
23, 14, 16, 13, 12, 20 not too shabby. Given the ability scores to work with, and the fact this will be a Mythic/Heroic campaign. I'm going to give a try at one of my favorite heroes. It's a bit odd, but I present: a tiefling melee arcanist as an attempt to recreate a pathfinder version of X-men classic: Nightcrawler. I've never played Mythic, but my guess for path would be: Trickster or Archmage |
