That sounds fine to me. I have actually not read that table yet (just finished table 1, only took me about 4-5 hours...). Given Algoral's nature she could pretty much be working for anyone or no-one. Finding Lord Perpireen and joining him on his famous adventures (someone has to do a better job of singing about them after all!) sounds like a good way to spend a decade or two.
Algoral
Stats:
Init +3; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 15 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size) hp 59 (7d8+3) Fort +3, Ref +9, Will +7; +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense -------------------- Speed 30 ft., fly 40 ft. (poor) Special Attacks bardic performance 26 rounds/day (move action; countersong, distraction, fascinate [DC 17], inspire competence +3, inspire courage +2, suggestion [DC 17]) Spell-Like Abilities (CL 7th; concentration +11) . . 1/day—entangle (DC 15), feather step[APG] (DC 15) Bard Spells Known (CL 7th; concentration +11) . . 3rd (2/day)—charm monster (DC 17), thundering drums[APG] (DC 17) . . 2nd (4/day)—glitterdust (DC 16), heroism, invisibility, silence (DC 16) . . 1st (5/day)—charm person (DC 15), cure light wounds, grease, hideous laughter (DC 15), remove fear . . 0 (at will)—dancing lights, ghost sound (DC 14), mage hand, mending, prestidigitation, summon instrument -------------------- Statistics -------------------- Str 11, Dex 16, Con 10, Int 16, Wis 12, Cha 19 Base Atk +5; CMB +4; CMD 19 Feats Combat Casting, Dodge, Expanded Arcana[APG], Extra Performance Traits seeker, true name caller Skills Acrobatics +7, Appraise +7, Bluff +14, Diplomacy +19, Fly +8, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (nature) +12, Knowledge (planes) +12 (+16 to discover the true name of an Outsider from plane of choice, halve the time required to learn the outsiders name as well.), Knowledge (religion) +12, Linguistics +13, Perception +13, Perform (percussion instruments) +16, Perform (sing) +14, Sense Motive +14, Spellcraft +11, Stealth +11, Use Magic Device +14 Languages Arabic, Druidic, Elven, English, First Speech, German, Gnome, Italian, Latin, Russian, Spanish, Sylvan SQ bardic knowledge +3, lore master 1/day, masterpieces (hymn of restorative harmonics), versatile performances (percussion, sing) Other Gear bracers of armor +2, cracked dark blue rhomboid ioun stone, cracked mossy disk ioun stone, cracked pink and green sphere ioun stone, headband of mental prowess +2 (Int, Cha), ioun torch ioun stone[APG], living garments[ARG], ring of protection +1, ring of resistance +1, bandolier[UE], bandolier[UE], blanket[APG], masterwork backpack[APG], masterwork Drum, 173 gp, 5 sp -------------------- Special Abilities -------------------- Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects. Combat Casting +4 to Concentration checks to cast while on the defensive. Fly (40 feet, Poor) You can fly! Hymn of Restorative Harmonics Allies in 30 ft resave vs. ongoing debilitating effects. Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Versatile Performance (Percussion Instruments) +16 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Versatile Performance (Singing) +14 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks -------------------- Story: Standing (although he is rarely on the ground) a mighty 21" tall and weighing in at 15lbs, the pale blue skinned and strangly plant-life winged male paints a beautiful picture with his silver hair and green eyes. Algoral is like many of his kind who have left the First World in order to see more of the planes. Curious and flighty yet with the patience of an unaging race. This current trip is just the latest of several in which he has traveled to many of the nations of Europe and Northern Africa and studied their traditions and most especially their people. He has always entered the Second World from a mushroom circle in the highlands of Scotland, and has adopted that nation as his "homeland" in this plane. He spent much of his first trip studying, and carousing with, the Druids and Picts of that land, before crossing the chanel and finding the huge variety that is the continent. During his time on the continent, he has traveled with several groups of adventurers and has come to enjoy the feeling of exitement that comes from a team working together with their lives on the line. He has also come to appreciate the finery of the empires of man and has begun his collection of Jewelery and fashion. He is almost never seen without his four ioun stones making their lazy away around him. He is usually also decked out in rings and bracers and fine robes of many colors. His kind's natural affinity for language is at its extreme in his case. He picks up languages easily and has mastered ten from the Second World as well as his two native tongues. He prefers to flutter about on his viney wings rather than walk, but will if he has too. Fluttering is also a good description of his vocal patterns as well, as he appreciates the sound of his own voice. Even when he stops talking he is often unconsciously keeping up a staccatto rhythm on his drum. He has found a natural place for himself in the adventuring parties he has associated with: the squishy middle. Lightly armored and carrying no weapon, he does his best to stay of reach of enemy combatants. Choosing instead to bolster his allies and toss the occasional trickery at his foes.
Meet Sunol, a young arcanist on the run after the disappearance of her adopted father: Sunal Aerthromas
Crunch:
Init +2; Senses Perception +3 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 8 (1d6+2) Fort +1, Ref +2, Will +3 -------------------- Offense -------------------- Speed 30 ft. Ranged light crossbow +2 (1d8/19-20) Special Attacks arcane reservoir (1/4), arcanist exploits (familiar[ACG], lightning lance[ACG], potent magic[ACG]), consume spells Arcanist Spells Prepared (CL 1st; concentration +4) . . 1st (3/day)—color spray (DC 14), mage armor . . 0 (at will)—light, mage hand, mending, read magic -------------------- Statistics -------------------- Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12 Base Atk +0; CMB +1; CMD 13 Feats Alertness, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG] Traits dangerously curious, nimble fingers, keen mind Skills Craft (alchemy) +7, Disable Device +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +7, Perception +3, Sense Motive +3, Spellcraft +7, Use Magic Device +6 Languages Azlanti, Common, Draconic, Hallit, Thassilonian, Varisian Other Gear light crossbow, ioun torch ioun stone[APG], alchemy crafting kit[APG], arcanist starting spellbook, bandolier[UE], thieves' tools, 34 gp, 5 sp -------------------- Special Abilities -------------------- Arcane Reservoir +2 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach. Lightning Lance (1d6+1 electricity damage, DC 11) (Su) Use 1 reservoir, touch att deals elec dam & all foes are concealed 1 rd vs. foe in 30 ft (Fort part). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Story:
Sunol was rescued from the slave pits at an early age by the man who would become her mentor and Father figure. He was a mage fleeing from the Technic League. They. ran south and settled in a small town where under an assumed name he soon became a important figure for his magical and crafting skills. She became his apprentice and toiled along with him at the Craft and the craft. She couldn’t wrap her head around the way he did magic but managed to find her own way. They lead what seemed to her to be an idylic life. She worked in the lab and helped around the tavern that was attached to it (and truthfully provided much of the income in such a small community). She learned from her “father” and spent time learning how to make friends with the locals in the tavern. She was more charismatic than her father and became the face of the family when it came to the local folk. Somehow while still young and not particularily extraordinary looking with her mousy brown hair and slight build, she still managed to make friends of most everyone who came ito the tavern. Her facility behind the bar kept her from having to roam the tables and debase herself as the barmaids often did. If not for her fathers strange disapearance on a local investigation, Sunol would have likely spent the rest of her life in the tavern and the adjoining manufactory. However with him gone, it soon became apparent, that as much as she was liked, she would have trouble holding on to her father’s businesses. She was just too young to be taken seriously by the people ihn power in the town. She was smart enough to see what was coming down the pike, and gathered those things that were hers and left the town before the elders decided to foster her on to someone she couldn’t stand.
Familiar: Glowman: Glowman CR –
Character submission: Lucian the Red
crunch:
Init +1; Senses Perception +1 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex) hp 13 (1d10+3) Fort +4, Ref +1, Will +4 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee guisarme +5 (2d4+4/×3) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks smite evil 1/day (+2 attack and AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +3) . . At will—detect evil -------------------- Statistics -------------------- Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 14 Base Atk +1; CMB +4; CMD 15 Feats Power Attack, Weapon Focus (guisarme) Traits accidental clone, indomitable faith Skills Acrobatics -5 (-9 to jump), Bluff +3, Craft (blacksmith) +2, Diplomacy +7, Heal +5, Knowledge (religion) +4, Sense Motive +5 Languages Common Other Gear banded mail, guisarme, 41 gp -------------------- Special Abilities -------------------- Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used. -------------------- backstory:
Once a broad strapping lad with a shock of bright red hair, now significantly slimmer, dark haired, and very androgynous. Lucian was bodily changed by the strange accident just last year, but has not given up on the strong faith that propelled him in his youth. His mind is conflicted by the strange dreams, sensual and hedonistic in nature that war so against the discipline he has striven to embody since he was brought up as a foster child to the town's smith and his wife. His mother taught him her faith and impressed on him the importance of offering succor to those in need. Him father worked him hard in the smithy, making him at one with hammers. Up until the recent accident he had wielded a sledge hammer in honor of his father and god, but now finds himself oddly comfortable with a guisarme in hand. Lucian has painted his armor red as an attempt to make his now nonsensical nickname more understandable.
looking ahead:
I don't see Lucian being anything but a Paladin for his entire career unless something in his new body causes him to fall from grace. But we will leave that possibility to the misty looking glass. bargain hunting: 1d20 ⇒ 12
I present for your approval Sunal Aerthromas, Arcanist apprentice of Khonnir Baine. Crunch:
Sunal Aerthromas
Male human (Kellid) arcanist 1 (Pathfinder RPG Advanced Class Guide 8) NG Medium humanoid (human) Init +1; Senses Perception +3 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 9 (1d6+3) Fort +2, Ref +1, Will +3 -------------------- Offense -------------------- Speed 30 ft. Special Attacks arcane reservoir (1/4), arcanist exploits (energy shield[ACG], familiar[ACG], school understanding [transmutation][ACG]), consume spells Arcane School Spell-Like Abilities (CL 1st; concentration +5) . . 4/day—telekinetic fist (1d4 bludgeoning) Arcanist Spells Prepared (CL 1st; concentration +5) . . 1st (3/day)—adhesive spittle[ACG] (DC 15), comprehend languages . . 0 (at will)—arcane mark, mage hand, mending, read magic -------------------- Statistics -------------------- Str 8, Dex 13, Con 14, Int 18, Wis 12, Cha 12 Base Atk +0; CMB -1; CMD 10 Feats Alertness, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG] Traits dangerously curious, local ties Skills Craft (alchemy) +8, Craft (mechanical) +8, Disable Device +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception +3, Sense Motive +3, Spellcraft +8, Use Magic Device +6 Languages Common, Dwarven, Elven, Hallit, Shoanti, Varisian Other Gear alchemy crafting kit[APG], arcanist starting spellbook, bandolier[UE], belt pouch, masterwork mechanic tools, waterproof bag[UE], 28 gp -------------------- Special Abilities -------------------- Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Shield (Resist 10, 1 minute) (Su) Use 1 reservoir, grant self one type of energy resistance for 1 min. Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach. School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Telekinetic Fist (1d4 bludgeoning, 4/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft. Transmutation Transmuters use magic to change the world around them. Familiar:
Glowman Ioun wyrd (Pathfinder Player Companion: Familiar Folio 30) N Tiny construct Init +2; Senses blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +2 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size) hp 4 (1d10) Fort +0, Ref +2, Will +4 Immune construct traits -------------------- Offense -------------------- Speed fly 30 ft. (average) Melee slam +0 (1d4-3) Space 2½ ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5 Base Atk +1; CMB +1; CMD 9 Feats Dodge Skills Disable Device +1, Fly +10, Spellcraft -1, Use Magic Device -2 Languages Common (can't speak) SQ improved evasion, ioun affinity, share iouns -------------------- Special Abilities -------------------- Blindsight (30 feet) (Ex) Sense things and creatures without seeing them. Construct Traits (+0 HP) Constructs have many immunities. Darkvision (60 feet) You can see in the dark (black and white only). Fly (30 feet, Average) You can fly! Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Bleed You are immune to bleed. Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects. Immunity to Disease You are immune to diseases. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Nonlethal Damage You are immune to Nonlethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Ioun Affinity (1 stones) (Su) May integrate a number of stones into its body. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Share Iouns (Su) Master shares benefits of ioun stones while within 30 feet. Background and description: Sunal is a local kid taken in by Khonnir when he started showing signs of Arcane aptitude. He started off working for Khonnir in the foundry, working on crafting before Khonnir had seen enough of his work ethic to start teaching him magic. He has proven a quick learner, but his aptitude proved to be different than Khonnir had hoped and his innate abilities lead him down the path of the Arcanist rather than the Wizard. Still he loves and respects the skill and knowledge of Khonnir and happily did what ever was asked of him. He has grown fond of the foundling, Val, that Khonnir has adopted and treats her as his little sister when Khonnir is not there to see. Bright and surprisingly hardy for his small and thin frame, he makes up for his lack of physical strength with his wits and determination. He is pretty nondescript looking, with the usual coloration of the Kellid folks in town, and if not for the bandolier that he habitually wears that is full of stuff he uses in his spell and other crafting, he would hardly be given a second glance on the street. He does not arm himself, or wear any armor, except for the occasional heavy leather apron when crafting at the forge. The one thing that shows him as more than just a random artisan in town is his proudest creation. His journeyman project with Khonnir: his construct familiar, Glowman (he is not proud of the name, but it is what Val called it when she saw it for the first time, and he can't bring himself to name it something more dignified).
nate lange wrote:
Since I took the Draconic Heritage alternate Human Racial Trait, I couldn't see taking any other than the Draconic Bloodline. I actually get no usage from the claws as a monk...
Markus Jäger wrote: Hello, Jereru here presenting Markus, an Unchained Summoner (Sybthesist). Here is my Eidolon, Tsophiel. Interesting character. I like the concept and the background. I noticed that you took power attack which you don't have the +1 base attack prerequisite for though. Since you only have the higher base attack bonus when melded with your eidolon.
Ok. Here is my submission. I'll create an alias later if I get in, as my aliases are starting to accumulate a bit much. .
Brother Thelonius:
Male human (Varisian) unchained monk 1 (Pathfinder Unchained 14) LN Medium humanoid (human) Bloodline: Draconic (White) Hero Points 1 Init +3; Senses darkvision 10 ft., low-light vision; Perception +7 -------------------- Defense -------------------- AC 18, touch 17, flat-footed 14 (+3 Dex, +1 dodge, +1 shield, +3 Wis) hp 13 (1d10+3) Fort +4, Ref +5, Will +3; +2 trait bonus vs. charm, compulsion, and emotion effects -------------------- Offense -------------------- Speed 30 ft. Melee nine-ring broadsword +4/+4 (1d8+4/×3) or . . unarmed strike +4/+4 (1d6+3) Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13) -------------------- Statistics -------------------- Str 16, Dex 16, Con 14, Int 10, Wis 16, Cha 10 Base Atk +1; CMB +4; CMD 21 Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Snapping Turtle Style[UC], Stunning Fist Traits monk weapon skill, principled Skills Acrobatics +7, Bluff -2, Knowledge (religion) +4, Linguistics +1, Perception +7, Perform (string instruments) +4, Sense Motive +7 Languages Common, Shoanti, Varisian SQ draconic heritage, hero points Other Gear nine-ring broadsword[UC], Lyre, 130 gp -------------------- Special Abilities -------------------- Darkvision (10 feet) You can see in the dark (black and white only). Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats. Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack. Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Claws (Ex) 2 Claw attacks deal 1d6 damage background: As a child, Illian's family and entire troupe was mysteriously slain in their wagons while he was off gathering wood for the evening fire. Bereft and without hope he set off down the road expecting to die before he made it to the next town. Yet fate must have had other plans for him, as he stumbled into Sandpoint after two straight days of walking. Delirious with hunger and fatigue he collapsed in the center of town right in front of the chapel. Father Tobyn took pity on the child and brought him in and fed him enough to nurse him back to his senses and then sent him off to Ilsoari and the Turandok Academy. He became a fixture underfoot at the academy, and until the "incident" was thought to have overcome his tragic history. Two years ago upon his majority, he and Ilsoari agreed that perhaps the best thing to help the boy settle his mind and purge himself of his nightmares and occasional unexplained rages was to try to see if a monastic career would allow him to set his mind straight. The monastery of Irori at Magnimar was well suited to him and his abilities and he soon began to walk along the path of self realization. One of the things that he realized was that the death of his parents and his powerful rages were in fact not related. There was something else at play, something that was determined to be Draconic in origin, but still not understood by Illian or his masters at the temple. Mere days ago, Illian took his new name in the church and decided that he owed it to his savior to be at the consecration of the new cathedral in his adopted hometown. So he set off to Sandpoint, carrying only the robes on his back, his sandals, his lyre, and his temple provided sword. He would henceforth be known as Brother Thelonius.
Given the slew of sorcerors (see what I did there) that have been put forth, I am also playing around with the idea of a straight forward Paladin. I am finding it hard to make one that will be half as effective as the boosted fighter, but I think I have something that might work, but this one pretty much needs the Rich Parents trait to start with enough equipment to even look like a Paladin. I'll work on him more and see if I think he will be a fun character to play. (one skill point per level without using favored class is really limiting for anything other than a one dimensional slayer of evil).
Here is Roldan Abromovic: Roldan Abromovic
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
He did follow the family trade and allowed his family to train him in the craft, but that was never his true avocation. He discovered early that his blood was touched by something other than just the family pride in their artistry. he could make things move with just force of will and make people like him very easily. He would have likely lived a comfortable and easy life if not for a fire that destroyed the family factory and led to the death of his parents. He sold what remained of the family property and sent out to see if his magical blood could lead him to a differrent fate.
Dotting for interest. I have ideas (and crunch) for a Android Cleric of Brigh. I am still working on a background for it though. crunch: Android-Brigh Male android cleric of Brigh 1 (Pathfinder RPG Bestiary 5 19) N Medium humanoid (android) Init +1; Senses darkvision 60 ft., low-light vision; Perception +4 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) hp 10 (1d8+2) Fort +4, Ref +1, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep -------------------- Offense -------------------- Speed 30 ft. Melee heavy mace +2 (1d8+2) or . . light hammer +2 (1d4+2) Special Attacks channel positive energy 6/day (DC 11, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) . . At will—lore keeper (18) . . 5/day—fire bolt (1d6 fire) Cleric Spells Prepared (CL 1st; concentration +3) . . 1st—bless, burning hands[D] (DC 13), magic weapon . . 0 (at will)—create water, detect poison, purify food and drink (DC 12) . . D Domain spell; Domains Fire, Knowledge -------------------- Statistics -------------------- Str 14, Dex 12, Con 14, Int 12, Wis 14, Cha 12 Base Atk +0; CMB +2; CMD 13 Feats Extra Channel Traits beacon of faith, numerian archeaologist Skills Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (religion) +5, Perception +4, Sense Motive -2, Spellcraft +5; Racial Modifiers +2 Perception, -4 Sense Motive Languages Androffan, Common, Hallit SQ emotionless, exceptional senses, nanite surge Other Gear chain shirt, light steel shield, heavy mace, light hammer, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, wooden holy symbol of Brigh, 15 gp, 15 sp -------------------- Special Abilities -------------------- Cleric Channel Positive Energy 1d6 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn. Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Constructed (Ex) Counts as both humanoids and constructs for effects that target type. Darkvision (60 feet) You can see in the dark (black and white only). Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks. Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks. Fire Bolt 1d6 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft. Immunity to Disease You are immune to diseases. Immunity to Emotion (Ex) You are immune to all emotion effects. Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Fear (Ex) You are immune to all fear effects. Immunity to Sleep You are immune to sleep effects. Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
I realized that my crunch above is slightly off, so reposting. Kricker: Kricker Godridden Male kobold cleric of Gorum 1/gunslinger (musket master) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 9, 50) N Small humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size) hp 15 (2 HD; 1d8+1d10) Fort +4, Ref +4, Will +5 Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. Melee greatsword +3 (1d10+1/19-20) Ranged musket +4 (1d10/×4) Special Attacks channel positive energy 2/day (DC 9, 1d6), deeds (deadeye, quick clear, steady aim), grit (3) Cleric Spells Prepared (CL 1st; concentration +4) . . 1st—divine favor, magic weapon[D], shield of faith . . 0 (at will)—detect magic, guidance, mending . . D Domain spell; Domains Conversion inquisition, War (Tactics subdomain) -------------------- Statistics -------------------- Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 9 Base Atk +1; CMB +1; CMD 13 Feats Gunsmithing[UC], Rapid Reload, Technologist Traits blood of dragons, numerian archeaologist Skills Craft (alchemy) +5, Craft (firearms) +3, Diplomacy +7, Linguistics +5, Perception +10, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Perception Languages Androffan, Common, Draconic, Dwarven SQ gunsmith, seize the initiative Other Gear leather armor, alchemical cartridge (paper)[UC] (5), black powder[UC] (40), firearm bullet[UC] (40), greatsword, musket[UC], backpack, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], silk rope (50 ft.), spell component pouch, wooden holy symbol of Gorum, 3 pp, 2 gp, 9 sp, 8 cp -------------------- Special Abilities -------------------- Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Benefit: You are considered to be trained in any skill used against a technology-based subject.
Wow, after spending the last 3-4 hours reading over the gameplay thread I must say I am impressed with the feel of the game so far. I think it is particularly interesting how every fight seems to end up a giant mosh pit of Kobolds pilling onto their tougher opponents. And then dragging themselves back from deaths door. I feel for Draco, seems to be lots of rather quick turnover. I wouldn't be one of those. I am a frequent poster and plan to play for a long time.
Here is my submission: Kricker Godridden, an unusual cleric of Gorum with a bit of Gunslinger thrown in. Crunch:
Kricker Godridden Male kobold cleric of Gorum 1/gunslinger (musket master) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 9, 50) N Small humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size) hp 15 (2 HD; 1d8+1d10) Fort +4, Ref +4, Will +5 Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. Melee greatsword +3 (1d10+1/19-20) Ranged musket +4 (1d10/×4) Special Attacks channel positive energy 2/day (DC 9, 1d6), deeds (deadeye, quick clear, steady aim), grit (3) Cleric Spells Prepared (CL 1st; concentration +4) . . 1st—divine favor, magic weapon[D], shield of faith . . 0 (at will)—detect magic, guidance, mending . . D Domain spell; Domains Conversion inquisition, War (Tactics subdomain) -------------------- Statistics -------------------- Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 9 Base Atk +1; CMB +1; CMD 13 Feats Gunsmithing[UC], Rapid Reload, Technologist Traits blood of dragons, numerian archeaologist Skills Craft (alchemy) +5, Craft (firearms) +5, Diplomacy +7, Linguistics +5, Perception +10, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Perception Languages Androffan, Common, Draconic, Dwarven SQ gunsmith, seize the initiative Other Gear leather armor, alchemical cartridge (paper)[UC] (5), black powder[UC] (20), firearm bullet[UC] (20), greatsword, musket[UC], alchemy crafting kit[APG], artisan's tools, backpack, belt pouch, candle (10), flint and steel, powder horn[UC], spell component pouch, wooden holy symbol of Ymeri, 4 pp, 7 gp, 13 sp, 8 cp -------------------- Special Abilities -------------------- Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Benefit: You are considered to be trained in any skill used against a technology-based subject.
Story: Kricker comes from an unusual tribe of Kobolds. The tribe values technology as the means with which they will overcome the bigger and more powerful races. They have captured many alchemists and gunslingers over the years and tortured or bribed them into teaching the tribe the tricks of their trades. All of the warriors in his clan learn the art of the gun, rather than the crude weapons that other inferior tribes use. But, Kricker was not content to be a simple warrior of his tribe. He had felt a higher calling ever since his youth. The beauty of conflict tugs at his heart and soul. He obeyed his calling and has begun his service to his god. |
