Kwava

Calinthas Aldimay's page

Organized Play Member. 65 posts (1,919 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.


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Grand Lodge

Ah, how did I miss this one?! Don't think I can get it together by the deadline.

Grand Lodge

Well, I'm interested... let's see what turns up.

1d30 ⇒ 2
1d30 ⇒ 14

I like the first one (probably go with a Tiefling or Aasimar), but I don't want to make a Spellcaster; is it possible to trade with someone or go with a reroll on that?

Grand Lodge

2 people marked this as a favorite.

Just want to say, love the Les Mis reference!

Grand Lodge

I'd love to apply, but I don't think I can make the posting requirements... I really only get the chance to post in the evenings.

Grand Lodge

Sweet, the full recruitment thread is up! I've got two characters I'd like to submit, one which I previewed in the last thread, and a second one.

Lucius Baradain Human sword and board fighter that will switch hit into Paladin (Sacred Shield) early on. Concept is to build a strong tank defender character. Leadership roles of interest are General, Marshal and potentially a ruler.

Náriel Lauric Second on the list is a Wizard controller character. Choosing a thrush familiar and going with a fairly strong charisma score, Náriel will be a trained diplomat out of combat. Leadership rules are Grand Diplomat, Magister or possibly as a ruler. Still needs some crunch details worked on.

Grand Lodge

Definitely interested in this game... I've been dying to get into a Kingmaker game that gets past the first encounter.

Grand Lodge

Unfortunate that people would do this... I suspect in some cases, the GM might initially have good intentions, but gets cold feet about actually running the game and just bails rather than being honest. It takes long-term dedication and patience to be a good PbP GM, I have a lot of respect for those that provide continued interest in long lasting games.

On that vein, shout out to a few of my GM's of past and present - you do great work and we appreciate it!

Grand Lodge

On second thought, with rolls like that, I'm thinking a ranged combat style Ranger.

Just wondering if we get traits? If so, how many?

Grand Lodge

4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (5, 5, 5, 5) = 20 15
4d6 ⇒ (6, 4, 5, 4) = 19 15
4d6 ⇒ (1, 1, 3, 2) = 7 6
4d6 ⇒ (5, 5, 5, 1) = 16 15
4d6 ⇒ (6, 1, 4, 5) = 16 15

Whole lotta 15's there. Well, that screams something arcane; let me see what I can do

Grand Lodge

thunderbeard wrote:
Oops! Yeah, that makes sense. And I never would have thought of making him a Paladin, but that's a great way to capture the innate "annoyingness" that is Scott Summers.

Yeah, that's what I thought too lol

Any word from RR? Lots of interest it seems at this point.

Grand Lodge

Rick Rowles wrote:

Calinthas: I'm on the fence about a few of the characters they banned. A lot of them make sense but I'm not personally keyed into their plans for it. For now I'd say don't, but if I open her up later then feel free.

Occult Adventures playtest is on the table so Kineticist might be worth looking into. Then, depending on if you want to focus more on his unarmed or his leadership abilities. Brawler could work with the former, or an unarmed Paladin for both.

Okay, sounds interesting... maybe a Kineticist/Paladin for Cyclops then? Get the blast power and the leadership/charisma from the Paladin (maybe even a Tactician Paladin)

Grand Lodge

Have fun y'all; give them goodie two shoes a run for their money.

Grand Lodge

Okay, so here is the fluff for my submission... Zoe, a human Cleric of Asmodeus, using the Unholy Barrister Archetype. She was originally designed for a WotW game, so her old stat block is here, but I can re-roll if need be.

Stat Block:
Female Lawful Evil Human Cleric (Unholy Barrister), Level 3, Init +2, HP 27/27, Speed 30
AC 12, Touch 12, Flat-footed 10, CMD 14, Fort +4, Ref +3, Will +7, CMB +2, Base Attack Bonus 2 (+2 Dex)
Abilities Str 10, Dex 15, Con 12, Int 16, Wis 18, Cha 18
Condition None
Traits Sedition, Sacred Conduit
Feats Reach, Extra Channel & Selective Channel

Physical Description:
Reference Image

Zoé is a moderately tall young woman, possessing long raven black hair, pale alabaster skin and dark blue eyes. Though not physically strong, she is nevertheless well conditioned and athletically able.

Without question, Zoé is woman of unquestionable allure, though it is a sullen, dark and mysterious beauty she possesses. Her expression is generally demure and rueful, but such coyness is merely an affectation that hides an extremely confident, brilliant and strong personality.

In better times, Zoé preferred flowing and luxurious robes of red velvet. The color suited her well, and was also a common color of choice among those of her religious affiliation. She typically adorned herself with tasteful silver jewelry, and only a minimal amount of makeup that compliments her beauty.

Physical Attribute
Height: 5'9
Weight: 118 lbs
Hair: Raven
Eyes: Dark Blue

Personality:
First impressions of Zoé can be somewhat cool, though the reality is that Zoé is merely just cautious with people she has never met. Allies would describe her as affable though somewhat cynical and occasionally cruel with her wit. Zoé is capable of being extremely outgoing and magnetic when it suits her, which is often when she displays her dark, somewhat morose sense of humor.

More likely though, people would simply agree that Zoé is a woman possessing an exceptional mind. Ever since a young age, Zoé showed signs of brilliance, mastering numerous languages and showing an affinity for her studies. Eventually she turned her attention towards the law, a field of study which suits her logical and legalistic mind well.

Background:
Zoé is the younger of two children born to Lord Rémi and Lady Clarisse Harman, an aristocratic family traditionally loyal to House Barca and worshippers of Asmodeus. While the Victor and his descendants now ruled in Talingarde, they had struck a conciliatory note with allies of the Barca in order to ensure peace; this agreement allowed the Harman to retain their wealth and privilege, albeit at the cost of their influence and renunciation of their allegiance to the Dark Prince. While outwardly accepting and supportive of the devout Mitran regime of the Markadian, the Harman family has always harbored sympathies for a return of the Barca, and has even secretly plotted against the Markadian whenever the opportunity has presented itself as it did under during the great purges of Markadian IV.

Being born to the wealthy elite in Glastenhall, Zoé and her older brother Damian were raised with luxury and privilege. As such, Zoé was given many opportunities that many could only dream of, and due to her keen intellect and an affinity for her scholastic studies, she excelled at all of her pursuits. While her brother pursued a martial path and was trained in the art of war, Zoé went to college and trained as a barrister and a diplomat, and joined the court of Markadian V with her father. It was at this time she learned of the dark past of her family, her father revealing the true nature of the Harman allegiance to Asmodeus. Never a fan of the Markadians, both Zoé and Damian took to secretly worshipping the Dark Prince as their forebears had, and joined their father in covertly working against the rule of Markadian V.

Working within the royal court by day, Zoé and her her brother joined secretly with fellow Asmodeans and those simply fed up with the Markadian to bring back the Barca. Their seditious operations grew in scale and ambition, starting out with simple raids on tax collectors but growing eventually to outright attacks on government institutions and the Markadian family itself. It was during a particularly ambitious plan to kill everyone in the royal court with an explosion that Zoé and her fellow conspirators were finally discovered. The trial lasted but a day, and the Zoé was deemed a traitor and heretic, and was sentenced to die along with her brother. In order to save the family fortune, her parents disowned them in public, and re-affirmed their allegiance to Markadian and claimed no knowledge of their children’s treachery. While upset, Zoé understood why her parents did what they had to, though her broœther was less forgiving. Both siblings were sent to different prisons before their sentence would be carried out; presently Zoé is waisting away in Brandescar awaiting her fate.

Grand Lodge

Still interested, just been far from a computer the last day or so. Got an idea in mind for a Cleric actually.

Grand Lodge

Duh, nevermind... I can see you already have a Wizard; let me think about this for a bit.

Grand Lodge

Any roles in particular that need to be filled? I had an Elven Necromancer that made it most of the way through the 2nd module before the game died... would love to run that character again. You can find her here:

Caladwhen Aldimae

Grand Lodge

Ooo, this sounds interesting; would you be banning Jean Grey as the initial thread had; if not, she was always one of my favorite charactesr, and my initial thoughts would be that she would work as an Emberkin Aasimar Psion/Wizard or maybe a Psion/Sorcerer, or perhaps even a Psion/Oracle of Life, taking Energy Body to mimic the whole Phoenix thing... so many possibilities with that one.

A close second would be Cyclops, but I'm at a bit of a loss as to what classes to mix... probably some kind of blaster class and Paladin since he was always a bit by the books... any thoughts?

Grand Lodge

Well, I'm interested... let's see what the dice turn up:

5d6 ⇒ (6, 6, 4, 3, 1) = 20 16
5d6 ⇒ (5, 1, 5, 1, 4) = 16 14
5d6 ⇒ (2, 6, 4, 5, 3) = 20 15
5d6 ⇒ (5, 2, 1, 3, 3) = 14 11
5d6 ⇒ (2, 1, 2, 5, 3) = 13 10
5d6 ⇒ (5, 6, 2, 1, 3) = 17 14
5d6 ⇒ (2, 5, 5, 5, 2) = 19 15

Thinking an Oracle/Paladin. Moving one point from the 11 to 15, for a final array of: 16, 16, 15, 14, 14, 10.

Grand Lodge

Well seeing how it's called Shogunmaker... would a Sword Saint Samurai fit the bill? I was thinking a nodachi wielding wandering Ronin in the vein of Jubei from Ninja Scroll or Mitsurugi would be fun.

Grand Lodge

Sorry Adam, can you make an adjustment for me? I'm removing the Monk application (Solomon Brox)... I'm just not feeling it.

I'm going with my original concept, an Aasimar Oracle of Life - I really want to make a dedicated healer for this game.

Anyway, I'll be redesigning tonight, but I've got it started here:

Lisandra Elsinore, LG Female Aasimar Oracle of Life.

Grand Lodge

Salsa, are we allowed to take variant abilities for Tielfings?

For your list, my character will be a male tiefling named Solomon Brox, he's going to look something a little like this.

Grand Lodge

There are going to be plenty of Paladins, Clerics and divine applications... so I'm going a different way:

Tiefling (Asura-Spawn) Monk of the Sacred Mountain.

Monk is on my Pathfinder bucket list, and this setup would be a good fit.

Grand Lodge

Alright then, let's see what happens:

5d6 ⇒ (2, 5, 4, 4, 4) = 19
5d6 ⇒ (4, 5, 4, 5, 2) = 20
5d6 ⇒ (5, 3, 4, 4, 5) = 21
5d6 ⇒ (6, 6, 3, 6, 1) = 22
5d6 ⇒ (3, 5, 5, 4, 5) = 22
5d6 ⇒ (3, 6, 1, 3, 1) = 14

17, 18, 18, 21, 19, 13

What can't I make with stats like that...

Grand Lodge

So wait, we just subtract the lowest on 5d6... and not the bottom two lowest?

Grand Lodge

Dotting for later; been dying to get into a WotR game.

I've decided on a Human Paladin/Oracle of Life... go for the ultimate healadin combination with that.

Heirophant prime, Guardian secondary for mythic path.

Grand Lodge

Honestly, I agree with everything you've said DireMerc... fey foundling works well for a fey bloodline sorcerer, but not a celestial healer; it was taken purely for the game mechanic in this instance, and doesn't jell with the character in my opinion. Since Energy Body heals more efficiently anyway, I'm just going to dump the whole fey thing.

Just a heads up, I'm out of town for the next few days, so I'll have something up and running for you by Sunday night/Monday.

Grand Lodge

Sounds good; maybe I'll dump the Celestial heritage then... Energy Body is pretty sweet too, since it can equal to 1d6+1/Lv for up to five rounds per day (though only one target per round). In other words, for the cost of one feat, you get an additional 30 - 55 hp healing.

Edit: Part of the reason I opted to replace fey founding with this is that Energy body can be used to heal oneself as well, so I'm still deciding whether I needing both.

Grand Lodge

DireMerc, are you opposed to a few feat modifications? I was thinking of dropping the fey feat, and picking up an extra revelation feat for energy body.

Energy Body:
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Grand Lodge

Alright then, I'll assemble something tonight... keeping the details you asked the same, but a few changes of my own. I'll post it here.

Grand Lodge

I might be interested actually; I like playing healers and have wanted into a WotR game now... but how flexible are you on changes to the character? For instance, can I switch the type of Aasimar Aldalric is, or even say the gender? With that avatar, I actually thought it was a woman until I actually took a gander at it.

Grand Lodge

Brimleydower wrote:
Calinthas Aldimay wrote:
Brimleydower wrote:
Judging from some of the submissions so far, I'm going to have a rough call ahead. Good luck to everyone.
Well in that case, maybe give me some rolls... let lady luck reign here.

** spoiler omitted **

7, 9, 14, 16, 13, 12
or 7, 8, 11, 15, 16, 14

15 pt or 17 pt buy interestingly enough. Guess I go with the second set.

Grand Lodge

Brimleydower wrote:
Judging from some of the submissions so far, I'm going to have a rough call ahead. Good luck to everyone.

Well in that case, maybe give me some rolls... let lady luck reign here.

Grand Lodge

Tends to happen with long recruitment periods, people make there submissions and then wait n' see what happens.

Grand Lodge

Dotting for interest.

Grand Lodge

Well okay then, let's see what the dice turn up for a human Sorcerer.

Strength: 8
Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence: 1d10 + 7 ⇒ (7) + 7 = 14
Wisdom: 1d10 + 7 ⇒ (6) + 7 = 13
Charisma: 20 (including +2 racial bonus)

Well, those are really quite great for a Sorcerer or a Bard... is there any preference between the two?

Grand Lodge

Are you still looking to fill out your arcane spot?

Grand Lodge

Hey guys,

Just checking in. After some discussion with Yuugasa, I'll be revising my character to be Zoe's brother Damien; same function, slightly different stats, but the build will remain the same (i.e. a support character).

I'll have that up sometime in the next day or so.

- Cal

Grand Lodge

No problem Yuugasa; I had time to kill yesterday morning, and I always find that these lists help perspective players new to a particularly long recruitment thread (this one in on four pages now).

Grand Lodge

What an interesting concept for stat generation, I like it. If possible, I'd love to apply with a character I designed specifically for Way of Wicked and grew fond of before the game finally wrapped up.

Other than a few changes to her stats, feats and background, I'd basically like to keep the concept the same - a brilliant elven Necromancer, ice princess persona, but charismatic and charming when it suits her (basically, she was a textbook charming sociopath). Also, I always wanted her to be NE, which I think you can do here?

Her crime would be witchcraft, and stats would be as follows:

Ability Scores:
Strength: 8
Dexterity: 16
Constitution: 10
Intelligence: 20
Wisdom: 14
Charisma: 18

Her original iteration can be found here. Basically, with the exception of her dexterity (which was low and always bothered me), those are pretty close to the abilities I rolled using the dreaded focus/foible method.

Grand Lodge

I'd be down with this; full disclosure though, I was part of a WotW game that recently ended, but would love to get back in the saddle.

Grand Lodge

4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (3, 2, 3, 5) = 13 11
4d6 ⇒ (4, 5, 1, 6) = 16 15
4d6 ⇒ (5, 6, 4, 2) = 17 15
4d6 ⇒ (5, 4, 5, 5) = 19 15
4d6 ⇒ (5, 2, 3, 2) = 12 10

That would be a 35 point buy, I can work with that nicely. Now, what to make?

Grand Lodge

Interested for sure... been wanting to do this AP for awhile now.

Grand Lodge

Well, let's see what happens.

4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (3, 2, 2, 5) = 12 10
4d6 ⇒ (6, 6, 3, 6) = 21 18
4d6 ⇒ (1, 1, 2, 1) = 5 04
4d6 ⇒ (2, 3, 3, 2) = 10 08
4d6 ⇒ (1, 4, 5, 5) = 15 14

Hmmm, kinda meh. Think about it anyway.

Grand Lodge

Leaning towards something martial, probably a human Barbarian. I'll work on it this evening.

Grand Lodge

4d6 ⇒ (6, 6, 3, 6) = 21 18
4d6 ⇒ (6, 5, 2, 5) = 18 16
4d6 ⇒ (6, 3, 4, 5) = 18 15
4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6 ⇒ (2, 5, 1, 4) = 12 11
4d6 ⇒ (3, 1, 6, 1) = 11 10

Not bad at all, that's a 42 point buy right out of the gate.

Grand Lodge

Love Ravenloft... ran it many a time myself, including the classic original module, so here goes.

4d6 ⇒ (2, 1, 4, 2) = 9 8
4d6 ⇒ (4, 4, 3, 4) = 15 12
4d6 ⇒ (5, 2, 5, 2) = 14 12
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (1, 4, 3, 3) = 11 10
4d6 ⇒ (5, 4, 2, 5) = 16 14

Not bad; in the PF point-buy, it's a 20 pt buy. I'll have to ruminate on that.

Grand Lodge

Was thinking a Barbarian 1 / Cleric 3 of Gorum... heavy front-line with Cleric curative ability. Would something like that help?

Some basic crunch here, but gives you an idea of what I'm thinking anyway. If it's way off and not of any interest to the group, let me know.

Grand Lodge

Dotting for interest... will come back at it later this evening.

Grand Lodge

My favorite faction bar none was the Transcendent Order, at least in table top settings. Essentially they got an initiative bonus for having their thoughts and actions as one, but the drawback was unique, in that the player could not take back things they blurted out... in other words, if the player said something offensive to someone the group was trying to persuade, the player was not aloud to say "No, I didn't actually mean to say that, it was out of character." It made for some hilarious situations over the years.

Grand Lodge

I love Planescape, and have run it with my table top group now off-and-on for twenty years now. Currently, I'm running some of the original Planescape modules converted for Pathfinder that we never played when they were originally released.

In any event, I'd be very much interested. The Planescape specific races described in the original boxed set included the Bariaur, Tieflings and Githzerai, but easily adapted to this campaign world are Aasimar and Genasi (Ifrit, Oreads, Sylph and Undine). My current campaign has mostly humans, but we do have a Bariaur using those same stats as posted above.

Would you be incorporating the factions? That was always one of my favorite aspects of Planescape, but was always troublesome to implement in 3rd Edition (house rules like Prestige classes or bonus feats/traits are often what was incorporated, but obviously nothing official).

Race

HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3

Classes/Levels

Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 3/3 | Abj. Impl. MF 7/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

Gender

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 |

About Tabar

---

–– Swashbuckler (Inspired Blade, Noble Fencer) 1, Occultist (Haunt Collector) 5 ––

Male N Ratfolk

• TYPE: Humanoid (Ratfolk)

• SIZE: Small

• Darkvision 60 ft

–– BACKGROUND –– :

_________________________________________________________________

–– STATS ––

Str 5, Dex 20 (18+2*), Con 16, Int 20 (18+2**), Wis 8, Cha 7

* enhancement bonus from Resonant Power of Transmutation Implement
** Headband of Vast Intelligence +2

_________________________________________________________________

–– SAVES ––

Fortitude: +9 (Con +3, Swashbuckler +0, Occultist +4, Abjuration Resonant Power +2) +2 bonus on saving throws against disease, and whenever he exceeds the save DC to recover from a disease effect by 5 or more, he is treated as though he had succeeded at two consecutive saving throws
Reflex: +10 (Dex +5, Swashbuckler +2, Occultist +1, Abjuration Resonant Power +2)
Will: +5 (Wis -1, Swashbuckler +0, Occultist +4, Abjuration Resonant Power +2)

_________________________________________________________________

-- COMBAT --

• Ranged to hit: +10 (BAB +4, Dex +5, Size +1)

• Melee to hit: +0 (BAB +4, Str -3, Size +1)

• Rapier +12 (1d4+8; 18-20/×2) To hit: Size +1, BAB +4, Weapon Focus +1, Finesse +5, Enhancement +1 / Damage: +5 from Dex via ‚Fencing Grace‘, Enhancement +1, + 2 Haunt Collector Champion Seance Boon

• CMD 15 (BAB +4, Dex +5, Str -3, Size -1)

• CMB +0 (BAB +4, Str -3, Size -1) or CMB (Disarm, Trip, Sunder) with Rapier +10 (+12 to hit – 2 size)

• AC 23, Touch 16, FF 18 (Armor +5, Buckler +2, Dex +5, Size +1)

_________________________________________________________________

-- SKILLS --

Acrobatics +14 (Rank +6, Class +3, Dex +5)
Bluff – Deceive or Lie +9 (Rank +1, Class +3, Int +5 'Student of philosophy' trait) OR Bluff – Feint +2 (Rank +1, Class +3, Cha -2)
Climb +1 (Rank +1, Class +3, Str –3)
Craft (Alchemy) +10 (Rank +1, Class +3, Int +5, Ratfolk +2)
Diplomacy - Influence +14 (Rank +6, Class +3, Int +5 'Student of philosophy' trait) OR Diplomacy – Gather Information +7 (Rank +6, Class +3, Cha -2)
Disable Device +11 (Rank +1, Class +3, Dex +5, Mwk Tools +2)
Escape Artist +9 (Rank +1, Class +3, Dex +5)
Handle Animal +0 (Rank 0, Cha -2, Training harness + 2)
Knowledge: Arcana +9 (Rank +1, Class +3, Int +5)
Knowledge: Engineering +9 (Rank +1, Class +3, Int +5)
Knowledge: History +9 (Rank +1, Class +3, Int +5)
Knowledge: Local +9 (Rank +1, Class +3, Int +5)
Knowledge: Nobility +9 (Rank +1, Class +3, Int +5)
Knowledge: Planes +13 (Rank +5, Class +3, Int +5)
Knowledge: Religion +9 (Rank +1, Class +3, Int +5)
Linguistics +9 (Rank +1, Class +3, Int +5)
Perception +10 (Rank +6, Class +3, Wis -1, Ratfolk +2)
Ride +9 (Rank +1, Class +3, Dex +5)
Sense Motive +3 (Rank +1, Class +3, Wis -1)
Sleight of Hand +8 (Rank +1, Class +3, Dex +5)
Spellcraft +8 (Rank +1, Class +3, Int +5)
Stealth +13 (Rank +1, Class +3, Dex +5, Size +4)
Swim +1 (Rank +1, Class +3, Str –3)
UMD +18 (Rank +6, Class +3, Int +5 ‘Pragmatic Activator’ trait, Ratfolk +2, ½ Occultist level +2)

Lvl 1 to 6: each 8 skill points: 4 Class + 4 Int

TOTAL: 48 skill points

Languages:

- Racial (Common, Ratfolk)

- Intelligence: Aklo, Undercommon, Draconic, Orc

- Linguistics: Tien

_________________________________________________________________

–– PANACHE ––
• Panache: 6 = Int 5* + Min 1 (Cha -2)

* See Inspired Panache from Inspired Blade archetype
_________________________________________________________________

–– MENTAL FOCUS & IMPLEMENTS ––

• Mental Focus: 12 points = Occultist level 5 + Int 5 + Extra Mental Focus feat +2
• Transmutation Implement (Vest): 3 points -> Resonant Power: +2 enhancement bonus Dexterity;
• Abjuration Implement (Bracers): 7 points -> Resonant Power: +2 resistance bonus
• Illusion Implement (Ring): 2 point -> Haunt Collector replaces the resonant Power with the Medium Seance Boon ‘Champion’: You gain a +2 bonus on all non-spell damage rolls.

_________________________________________________________________

–– SPELLS KNOWN ––
• 0 level: Resistance (Abjuration), Mending (Transmutation), Ghost Sound (Illusion)
• 1st level: Shield (Abjuration), Liberating Command (Transmutation), Vanish (Illusion)
• 2nd level: Resist Energy (Abjuration), Air step (Transmutation), Mirror Image (Illusion)

–– SPELLS PER DAY ––

• 1st level: 5 = 4 + 2 Int
• 2nd level: 2 = 2 + 1 Int

_________________________________________________________________

-- TEMPORARY GEAR --

-

-- GEAR --

Minor bag of holding
MW Cold Iron Rapier
Silver Cold Iron Rapier
Mithral shirt +1, 5 lbs.
Adamantine Rapier +1 (weapon cord attached)
Headband of Vast Intelligence +2
CLW wand (43 charges)
‘Sag’ Riding dog + training harness
Military saddle
Wooden Buckler +1, 2.5 lbs
Oil of grease, 0 lb
MW Thieves’ Tools, 1/2 lbs.
Backpack, Masterwork, 1 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Shield Speech’
Scroll of ‘Hide from Undead’
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
5 x alchemical grease
2 x oil of grease
Whistle signal, 0 lbs.
Smoked Googles
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs.
Potion of 'Touch of Sea', 0 lbs.
Bladeguard, 0 lbs.
1 x Acid flask, 3 lbs
1 x Alchemist Fire, 2 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antitoxin, 0 lbs

_________________________________________________________________

–– XP / PRESTIGE POINTS / FAME ––

TOTAL OVERVIEW:

* Currently: 15 XP / 1 PP / 28 Fame

* Spent: 27 PP

_________________________________________________________________

–– RETRAINING ––

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (= 3 days * 2 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (= 3 days * 3 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (= 3 days * 4 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (= 3 days * 5 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.

_________________________________________________________________

–– GOLD ––

TOTAL OVERVIEW:

* Currently: 121gp

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–– HIT POINTS ––

Lvl 1 - 13 Hit Points: 10 Swashbuckler + 3 Con
Lvl 2 - 12 Hit Points: 5 Occultist + 3 Con + 1 Favored Class + 3 Retraining
Lvl 3, 4 & 5 - 11 Hit Points: 5 Occultist + 3 Con + 1 Favored Class + 2 Retraining
Lvl 6 - 9 Hit Points: 5 Occultist + 3 Con + 1 Favored Class

TOTAL - 67 Hit Points

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-- FEATS --

• Free: ARMOR PROFICIENCY (LIGHT, MEDIUM, SHIELDS except tower shields)

• Free: SIMPLE & MARTIAL WEAPON PROFICIENCY

• Free: WEAPON FOCUS (Rapier)

• 1st level: FENCING GRACE: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

• 3rd level: EXTRA MENTAL FOCUS: Prerequisites: Mental focus class feature. Benefit: You gain 2 additional points of mental focus.

• 5th level: ADDITIONAL TRAITS: Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

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-- TRAITS --

• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)

• STUDENT OF PHILOSOPHY (Social): 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). (PFCo: QuCa)

• FATE’S FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

• 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.

Additional Traits feat allows you to choose two additional trades.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Swashbuckler (Inspired Blade, Noble Fencer) 1 *

• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• SWASHBUCKLER CLASS SKILLS: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse. (ACG).

• INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in specific ways (see below). Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. (ACG).

• DEEDS: Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

- Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

- Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.

- Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).

* CLASS ABILITIES - OCCULTIST (Haunt Collector) 5 *

• OCCULTIST WEAPON AND ARMOR PROFICIENCY: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
• OCCULTIST CLASS SKILLS: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
• MENTAL FOCUS (SU): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements on page 47) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.

• IMPLEMENTS (SU): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and nonmagical implements don't take up a magic item slot even if they're worn. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

• LEVEL 1 IMPLEMENT: TRANSMUTATION
- Implements : Belt, boots, sandals, vest, weapon.
- Resonant Power - Physical Enhancement (Su): The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
- Base Focus Power - Legacy Weapon (Su) : As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

• LEVEL 1 IMPLEMENT: ABJURATION
- Implements : Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
- Resonant Power – Warding Talisman (Su) : The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
- Base Focus Power – Mind Barrier (Sp) : As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

- 1st Level Focus power: Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
- 3rd Level Focus power: Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
- 5th Level Focus power: Unraveling (Sp): As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check. You must be at least 5th level to select this focus power.

• LEVEL 2 IMPLEMENT: ILLUSION
- Implements: Crystal, hat, mask, prism, ring.
- Resonant Power: POSSESSED POSSESSION (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
- CHAMPION SPIRIT: A champion spirit is a paragon of skill at arms. Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

- Base Focus Power - Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.

• OBJECT READING (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

• SHIFT FOCUS (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.

• HAUNTIST (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature, with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.
Haunt Channeler (Su): A medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

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-- RATFOLK RACIAL TRAITS --

• Str: -2, Dex: +2, Int: +2

• TYPE: Humanoid (Ratfolk)

• SIZE: Small (Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks)

• SPEED: 20 feet

• SENSES: Darkvision 60 feet

• TINKERER: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

• CLEANLINESS: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

• CHEEK POUCHES: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

• Automatic Languages: Common, Ratfolk