Wing Clipper

Bowen Fitzcairn's page

Organized Play Member. 48 posts (117 including aliases). No reviews. No lists. No wishlists. 6 aliases.




I have a character here that I would love to play in just about any pathfinder game. He's made with a twenty-five point buy, nothing fancy but I think he's pretty cool. I just thought I'd post this in case there are any pathfinder DM's out there looking for another player to fill out there game. Look him over and if there is any interest either reply here or message me. Thanks to anyone who takes a look.

Oddr Last-Laugh

Spoiler:
Oddr Last-Laugh
Male Human (Ulfen) Barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +6, Ref +2, Will +0; +2 trait bonus vs. fear
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Offense
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Speed 40 ft.
Melee boarding axe +2 (1d6+1/×3) and
dagger +4 (1d4+3/19-20) and
longsword +2 (1d8+3/19-20)
Special Attacks rage (7 rounds/day)
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Statistics
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Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Two-Weapon Fighting
Traits courageous, life of toil, viking blood (lands of the linnorm kings)
Skills Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6, Perception +4, Ride +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +4, Swim +5
Languages Common, Skald
SQ fast movement, pride
Other Gear chain shirt, boarding axe, dagger, longsword, backpack, bedroll, belt pouch, blanket, flint and steel, waterskin, whetstone, 21 gp, 3 sp, 8 cp
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Special Abilities
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Courageous +2 save vs. fear.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Viking Blood (Lands of the Linnorm Kings) +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
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Oddr earned the name "Last-laugh" for two reasons. The first was simply the fact that despite what cruelty and hardship life has presented him with he always maintained a good humor, taking the view that any day he was not dead was a good day, that there was always something worse and dwelling on the hand fate had dealt was as pointless as trying to charge the waves of the incoming tide. This outlook served him in good stead as the ships boy on a longship raiding up and down the northern coasts. His father was a drunk and a gambler and had fallen so deeply into debt he sold his only son into indentured servitude as wergild to a Viking captain.
Oddr spent his boyhood among hard men, performing back breaking labor, subjected to beatings and a world of violence and bloodshed. Despite this environment he managed to keep a sense of honor and what was right. It was this that lead to the second event that led to his epithet. On one particular raid the captain of Oddr's ship was in an especially cruel and bloodthirsty mood and had decided that having slaughtered all of the coast town's menfolk, taken most if the women as slaves and burning the town to the ground was not enough he also decided to butcher the town's children just to add to his already fearsome reputation along the Varisian coast. Despite having participated in the raid, this act of senseless violence was too much for Oddr who stood between his captain and the children huddle on the beach between the longship and the roaring flames of their village behind them. He would not move and the captain took this as a challenge to his authority. A ring was formed around the two men and a brutal combat was fought. It really was one sided as the captain was a seasoned veteran, having survived more raids and duels than he could count and Oddr was repeatedly driven to his knees or laid out on his back, only to return to his feet with a grim, almost suicidal determination. Even the crew and captain began to look on with a certain respect as this boy stood swaying, bloody, barely able to raise his weapons but still willing to fight. Still, the captain could not brook this upstart's challenge, so again and again they clashed until at last Oddr was on his knees, disarmed, barely conscious. Believing the battle won, the captain chose not to slay Oddr, feeling such as he would one day make a valuable warrior, but he also thought one more lesson was in order. Taking his dagger, the captain held Oddr by his hair and sliced his cheeks from the corner of the lip in a horrific grin. "Now you will always know that I have the last laugh little boy" the captain gloated, turning his back on Oddr to complete the slaughter he had set himself upon before he was interrupted by this pup who thought himself a man.
Oddr swayed on his knees, his vision blurred by blood, sweat, and pain watching the tall shadow of his captain walking with sword draw towards the helpless victims, the captain's harsh laughter ringing in his ears. All of the pain, all of his helplessness, shame, anger, and hate drew into the pit of Oddr's stomach, flaring into an intense, bright point of cold fire. New strength lifted Oddr to his feat with a bloody snarl and he charged. Hearing this, the captain turned, sword raised only to be faced not with his battered ships boy but a blood soaked hell wight bearing down on him. The one moment of shock was all Oddr needed, batting aside the advancing blade he crashed into the captain, his fists crashing again and again into ribs, face, the bones snapping like kindling. He drove the captain to the ground, continuing to drive his hands into the hated face until it was no more, just a gory, gaping ruin.
Long after the captain was a cold corpse, Oddr kept pummeling him until the rage passed and overcome with fatigue and loss of blood, he swooned, blacking out onto the cold sand. He awoke several days later in a crude shelter, bringing tended by one if the village women. He was told that after he had so savagely killed the captain, the remaining reavers had taken the spoils of the raid but had left the children and released the women to honor what they believed had been a heroic death. Even though he had been one of the men who had helped slay their husband's and sons the women folk had taken pity on Oddr, still little more than a boy himself, who had struggled so hard to save their children. They stitched up his wounds and tended to his fever as he slowly recovered. The scars on his face did knit together, however his face will forever bear a horrible permanent grin. Once he was well enough, Oddr thanked his saviors, taking his leave to make his way in the world. From the stories of the villagers and his former shipmates that spread he had garnered some small note particularly in his homeland of the Linnorm Kings. Soon he was appended the name "Last-Laugh" as he travelled the lands, earning his way with sword and axe as a mercenary and enforcer, doing his best to live by his
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Just submitting this for general review, I'm not in a regular game or anything, I just make characters for the sake of tinkering. If anyone in the community has any suggestions for improvements on the mechanics, feel free to comment, I am always willing to learn. Thanks in advance.

Spoiler:
Tybalt
Male Human (Keleshite) Wizard 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +4):
1st—color spray[S] (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
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Statistics
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Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, heart of the slums, heart of the streets, hedonistic, mixed heritage, opposition schools (abjuration, necromancy), specialized schools (illusion)
Other Gear dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
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Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm still getting used to building characters in Pathfinder so I thought I'd ask the community at large how this build stacks up. Just for the record, I like to build to a concept but I also don't want to be dead weight in any group I end up playing with. If anyone has any opinions or suggestions about the playability/survivability of this character, feel free to comment. Any help will be greatly appreciated.

Spoiler:

Drus
Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
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Statistics
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Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
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Special Abilities
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Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
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All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Hi there folks. I'm a long time RPGer, started playing when I was ten with basic dungeons and dragons (red box) and I'm just now trying to get into Pathfinder. I've been looking over the recruitment threads and I've been having a hard time getting involved in any of the games/finding some thing I want to play so I thought I'd just put this out there. I'm looking to get into a PbP game/online game of Pathfinder, preferably starting low level as I'm looking for a chance to build a character from the ground up and really get involved. If you're starting up a game and looking for players just let me know. Thanks in advance for taking the time to read this over. Cheers all.


I just finished a character with the thought if possibly using it in a PbP game and as it is the first character I've made for Pathfinder I thought I would post him up here in the boards and see what more experienced players thought of the over all build. He's a 1st level samurai Ronin order with the sword saint archetype using a 25 point buy. He was built not necessarily to be optimal, but rather to a concept, I just want to see what his survivability might be. The link below should take you to his full sheet containing both his stats and background for the concept. Any feedback would be greatly appreciated.

http://www.myth-weavers.com/sheetview.php?sheetid=680918


In looking over the various threads on the boards I have seen the sword saint archetype mentioned many times but I can't seem to find the details on it. Is there somewhere online that the specifics for this archetype are available?


Alright, so I figure some variant of this question has probably appeared numerous times already on these boards, but I do need some help so I thought I'd ask anyway. I am a long time tabletop rpg'er and have played and GM'd D&D 3.5, but I have yet to actually run a game using the Pathfinder rules yet. I am trying to start up a game at my local store and all of the people who have shown interest are experienced gamers as well but also have yet to play PF. I have been looking through the modules Paizo has and I am stumped which one to choose and I was hoping for some suggestions as to which ones may be a good fit for a group who while they may have a good grasp of the over all mechanic may not be entirely familiar with how PF has changed from 3.5. I was planning to start the characters out at first level and the group looks to be at least 4-5 players. I am more interested in the modules rather than the APs because I am not exactly sure the consistent level of participation I will get so the one off nature of the modules would probably be best. Any suggestions just to point me in the right direction would be greatly appreciated.


So, I have been a long time role player, mostly in AD&D 2nd Ed. and 3.5, so I am relatively new to Pathfinder. I am familiar enough with the rules to get by but in looking over the boards I thought I could use a little advice in building a character. This isn't for a game specifically, just a thought exercise to help get me more familiar with character building in Pathfinder.
The concept I have is to build a character with a Soloman Kane type feel, more along the lines of Robert Howard's character rather than the recent film version. I like the gritty, implacable nature of Howard's lone Puritan and while I don't want to make a carbon copy I wanted to see how it might be built. So far I figure the character would be human, only because I don't think any of the other races fit the feel. As far as class goes, I was thinking either straight fighter, paladin or perhaps inquisitor would all give the necessary flavor, although the casting classes and their reliance on magic, even Devine seems a bit off, but could still work.
I just wanted to put this out there and see what others on the boards think, both to increase my understanding of how all the options and mechanics fit as well as to get more involved in this rather cool gamer community. So if you have any suggestions about feats, stat arrays, alignment etc I would very much like to hear your thoughts. Thanks in advance.


I am a gamer without a regular game looking for a group in the Springfield area. I would prefer to be a player than a GM but I will take what I can get. I have a preference for Pathfinder/D&D but I also own/am familiar with multiple RPG systems and would be open to a variety of games. If there are any folks in the area interested, just drop a line on the thread.


Ok, so I am a long time gamer, but new to Pathfinder, I picked up the core rules and the bestiary, so I have the bare essentials of what I need to either play or run a game. Having been a player of 3.5 D&D and having amassed a fair collection of splat books for that, I was wondering where to go next books/supplements wise. I have thumbed through a number of the books out there for the Pathfinder system and they all seem to be pretty packed with useful options, but I don't have the disposable income I did as a younger player so choosing that next purchase takes on a bit more weight. I just thought I would seek some advice from the boards and see what some of you might recommend. I know there is probably already a thread or threads out there about this very topic, but I also wanted a good entry into the forum, so here I go. Any suggestions will be appreciated, thanks in advance.