Fadil Ibn-Kazar

DBH's page

RPG Superstar 7 Season Star Voter. Organized Play Member. 592 posts (18,088 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 57 aliases.


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Never played Age of worms and would be very interested.


Couldn't really pin Cassia down so I'm withdrawing.

Thanks for running such an interesting looking game. Just sad I couldn't come up with someone who join.


Here is the basics for Cassia Bleak, Warpriest of the Inevitable end.

Cassia:

CASSIA BLEAK

Female Human warpriest 1, CN medium humanoid (human)

Init +1; Senses Perception +8,

Aura Aura of Chaos,

Languages Common, Draconic

AC 16, touch 11, flat-footed 15, hp 10 (1HD)

Fort +3, Ref +1, Will +5

Speed 20 ft. (4 squares)

Melee cold iron heavy flail (two handed) +3 ((two handed) 1d10+3/19-20)
Ranged oil +1 (1d6)
Melee cold iron dagger +2 (1d4+2/19-20)
Ranged cold iron dagger (thrown) +1 (1d4+2/19-20)
Ranged light crossbow +1 (1d8/19-20)

Base Atk +0; CMB +2; CMD 13

Special Actions Sacred Weapon,

Prepared Spells Prepared Spell List
Warpriest (CL 1st):
1st - cure light wounds (DC 14) , ray of sickening (DC 14)
0th - detect magic , mending (DC 13) , stabilize (DC 13)

Abilities Str 14, Dex 12, Con 12, Int 13, Wis 16, Cha 13

Special Qualities Airless Touch, Aura, Aura of Chaos, Blessings, Bonus Feat, Bonus Languages, Enshrouding Darkness, Focus Weapon, Orisons, Skilled, Spontaneous Casting, Weapon and Armor Proficiency,

Feats Fast Learner, Psychic Sensitivity, Weapon Focus (Heavy Flail)

Skills:
Acrobatics -3, Acrobatics (When Jumping) -7,
Appraise +1,
Bluff +1,
Climb -2,
Craft (Untrained) +1,
*Diplomacy +5,
Disguise +1,
Escape Artist -3,
Fly -3,
Heal +3,
Intimidate +1,
*Knowledge (Religion) +5,
*Perception +8,
Ride -3,
*Sense Motive +7,
Stealth -3,
*Survival +7,
Swim -2,

Possessions cold iron heavy flail; scale mail; smoked goggles; Backpack, Common [ Waterproof Bag; Survival Kit (Common); Grooming Kit; Gear Maintenance Kit; Mess Kit; Bedroll; Winter Blanket; Hooded Lantern; Oil; ]; Waterproof Bag [ Trail Ration (x10); ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); Flint and Steel; Fortune-Teller's Deck (Common); ]; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ; Light Crossbow ;
.
Airless Touch (Su) DESC:With a successful melee touch attack you can steal the breath from an opponent's lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round. If the target fails at a Fortitude saving throw, it's also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness. Creatures that don't need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Aura of Chaos (Ex) You project a faint chaotic aura.

Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13

Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Darkness Blessing

Enshrouding Darkness (Su) You can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.

Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Focus Weapon (Heavy Flail)

Herald of the Drowning: You believe destruction is inevitable and prepare accordingly. Gain a +1 trait bonus on saving throws against emotion effects. Once per day, when you fail a saving throw against a fear or compulsion effect, you may reroll it and take the second result.

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. Enhance one weapon with divine power as a swift action, granting a +0 enhancement bonus for 1 rounds per day. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. Special abilities replace an amount of bonus equal to the special ability's base cost. The warpriest can enhance a weapon with any of the following weapon special abilities: Defending, Flaming, Frost, Keen, Shock,

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spontaneous Casting A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels

Void Blessing

Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

I've filled in most of her 20 questions, just trying to get her personality, reason for, and her role in adventuring in place.

Her look: Cassia

Her role in the party would be Healer/combat/pessimist.


bigrig107 wrote:
bigrig107 wrote:
Slayde77 wrote:
and he is convinced to work for the flame seekers and venture into the ruins outside the walls.

So the main mission of the Flame Seekers is actually to venture down into the ruins under the bastion. There are old crypts and catacombs and other dungeons that the Seekers search for relics and remains to feed the Pyre. They do sometimes form expeditions to head into the outside world, leaving the bastion behind, but these are exceedingly rare and dangerous. Only the Ember Council can approve those.

@Cyrus: the way religion works in this world is interesting (to me, at least). When the Scouring happened and the majority of the gods of the old world died, most of their worshippers and priests lost their magic. Those who tended towards venerating the gods more as 'concepts' rather than specific entities kept their magic.

So, for example, a religious character might worship 'The Flame', thanking it for keeping Cinderwake safe in these awful times. Or a farmer's wife might say a prayer every night to 'The Harvest', in an attempt to make sure the ashroots' next season is a plentiful one. Religion is very fluid and personal, and as long as you truly believe in the cause or concept you pay heed to, you'll get power from that source.

All this to say that if you have a specific weapon that you think fits your characters' preferred 'source' of spells, we can work with it. Same with the traits; if they fit the theme of a worshipped concept, then it's acceptable. Hope this helped explain it a bit!

I did a little bit of explanation here on how religion works in this world, Groteus doesn’t really exist anymore (if he ever did!). There’s definitely a lot of room in the Drowned Choir faction for a doomsayer, and you could pay reverence to something like ‘the End’ or the like.

That's what I was going for. She doesn't actually worship Groetus but it does give me a good framework for a doomsayer. I see her following what she calls the inevitable End.


Smiles-a-lot wrote:
DBH wrote:
bigrig107 wrote:
DBH wrote:

I have an idea for an Oracle.

How would an oracle following the Dark Tapestry mystery fit the campaign?

I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.

And looking at the corruptions either Hive or Possessed fit her theme.

Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!
Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?
I think a couple of the occult classes could work too.

Good point, I'll look though them.

Currently a Warpriest of Groetus with the Void domain. The Darkness & Void blessings. The Shadowbound corruption and the Herald of the drowning trait.

A little ray of sunshine. :)

Also took the Psychic sensitivity feat for the Occult unlocks. Prognostication, she tosses the bones to get readings on the future. Just don't expect good news.


bigrig107 wrote:
DBH wrote:

I have an idea for an Oracle.

How would an oracle following the Dark Tapestry mystery fit the campaign?

I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.

And looking at the corruptions either Hive or Possessed fit her theme.

Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!

Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?


I have an idea for an Oracle.

How would an oracle following the Dark Tapestry mystery fit the campaign?

I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.

And looking at the corruptions either Hive or Possessed fit her theme.


Lapyd wrote:

Updating.

Current Submissions

Alvaro de'Aragon (Ridge) - Human Swashbuckler - Child of Kintargo
Ashen (Seth86) - Human Slayer - Ex-Asmodean
Bate Mael (Violant) - Tengu Witch - Pattern Seeker
Belenis Charanna (Qunnessaa) - Elf Wizard/Arcanist* - ?
Beorn the Divine (Andrea1) - Half-Orc Bard (Chelish Diva) - Diva in Training
Carlissa Solstine (Profession Smith 6 ranks) - Human Urban Ranger - Child of Kintargo
Charlize Kudd (Lapyd) - Human Brawler - Natural Born Leader
Corran (Bombadil) - Half-Elf Rogue - Pattern Seeker
Dargus de'Morcaine (Revolving Door Alternate) - Tiefling Sorcerer/Oracle* - Fed-Up Citizen
Draco Vorens (chuck8) - Human Cleric - Ex-Asmodean
Korva Tauranor (DBH) - Human Sorcerer - Pattern Seeker
Lucretia de Artois/Lucy (Liliyashanina) - Tiefling Skald - Diva in Training
Miriani (Philo Pharynx) - Kitsune Unchained Rogue - Fed-Up Citizen
Nyxia (Delightful) - Half-Elf Cleric (Hidden Priest) of Nocticula - Diva in Training
Polux (Albion, the Eye) - Half-Orc Magus - Pattern Seeker
Primo Sura (Veniir) - Human Swashbuckler - Historian of the Rebellion
Saminarus (Aldizog) - Tiefling Investigator (Empiricist) - Historian of the Rebellion
Seannon Starfall (eriktd) - Halfling Heavens Oracle - Pattern Seeker

Other Interested / Concepts

Archpaladin Zousha - Halfling Freedom Fighter
DBH - Arcane Caster (Arcanist, Sorcerer, Wizard)
Critzible - Tiefling Inquisitor Living Grimoire/Preacher of Shelyn
ElbowtotheFace
Hack Anslash - Dwarven Warpriest
LandSwordBear
noral
NotEspi
Ouachitonian - Vigilante
Philip Gastone - Cheliah Diva Bard

Thanks for doing a candidate list.

You have me in there twice. Korva Tauranor in the submissions & DBH in the other interested.


I've been is a couple of HR games, neither got past 1st level sadly. So I'm hoping for a longer run. :)

stats: 1d4 ⇒ 4 Nice!

Haven't seen anyone building an arcane caster yet, so I'll go for one of those. Arcanist, Sorcerer or Wizard?

The number of Bards and other skill types makes me think going Sorcerer for a change could work.

starting gold: 1d6 ⇒ 5 Average it is.

I'll decide on a race and bloodline and have my Sorcerer up soon.


Monkeygod wrote:

A few things:

1) Lantern King is a Golarion specific deity. Unsure what, if any, the FR equivalent is.

2) I would prefer to avoid any sort of sexual relationship with the Witch. Not only might that make others uncomfy, including possibly our GM, but cuz of my neuro-spicy ADHD brain, any time I hear/see 'Daddy' these days, I immediately think of Dominik Mysterio/Liv Morgan/Rhea Ripley, LOL

Oh there is nothing sexual going on between them. What she hints and insinuates about their relationship in public though... :)


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The Witch. "He specifically ordered me to call him Daddy!".

The Inquisitor through clenched teeth. "No!"


This looks interesting. I've been in one PBP of Mummy's mask that didn't get past 1st level so I'm keen to try again.

I'm thinking an Investigator (Cartographer), with a level or two of Ranger to aid in surviving the wild areas he wants to map.

HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 1
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 8
HP: 1d10 ⇒ 1

I'll get working and have something up soon.


Magical education sounds like it could be fun. I'm interested in giving it a try. I'd Prefer Pathfinder 1E myself


Same here. I'll have to drop out.


I've decided on a Half-orc Sanctified Rogue.

Publicly a brutal thug. Secretly reporting to his church on the undercurrents happening in the Kenabres underworld.

He could have been an brutal thug for real but a Priestess of Sarenrae saw the angry child and saved him from that life. Very loyal, but he does believe in redemption if possible.

I need to do some more work on his backstory.


stats 1: 5d6 ⇒ (3, 2, 2, 6, 3) = 16 12 Dropped
stats 1: 5d6 ⇒ (1, 4, 5, 6, 4) = 20 15
stats 1: 5d6 ⇒ (3, 6, 6, 3, 2) = 20 15
stats 1: 5d6 ⇒ (3, 6, 1, 1, 3) = 14 12
stats 1: 5d6 ⇒ (5, 5, 3, 4, 6) = 23 16
stats 1: 5d6 ⇒ (1, 5, 5, 5, 5) = 21 15
stats 1: 5d6 ⇒ (6, 2, 3, 5, 6) = 22 17

15, 15, 12, 16, 15, 17.

stats 2: 5d6 ⇒ (3, 4, 5, 3, 2) = 17 12 Dropped
stats 2: 5d6 ⇒ (3, 4, 2, 6, 6) = 21 16
stats 2: 5d6 ⇒ (6, 3, 6, 5, 1) = 21 17
stats 2: 5d6 ⇒ (2, 4, 3, 5, 5) = 19 14
stats 2: 5d6 ⇒ (1, 3, 6, 4, 3) = 17 13
stats 2: 5d6 ⇒ (6, 1, 6, 6, 5) = 24 18
stats 2: 5d6 ⇒ (5, 3, 6, 2, 5) = 21 16

16, 17, 14, 13, 18, 16. This is very workable.

I'll think about it, I'm currently leaning towards either Slayer or Rogue of some form. Probably Slayer as they work closely with churchs.


EltonJ wrote:
DBH wrote:

I'm working on a Half-elf rogue (Relic raider) from Elventree on the Moonsea.

A professional raider of tombs, ruins and other sites of interest. :)

This is your archetype?

That is the one.

I thought it would fit with going into Undermountain.


I'm working on a Half-elf rogue (Relic raider) from Elventree on the Moonsea.

A professional raider of tombs, ruins and other sites of interest. :)


I'd love to return to Waterdeep, I spent many years adventuring there.

Thinking of a dedicated Rogue of some type. Haven't pinned down a race yet.


stats: 4d6 ⇒ (1, 1, 4, 2) = 8 7
stats: 4d6 ⇒ (2, 2, 3, 4) = 11 9
stats: 4d6 ⇒ (6, 2, 6, 1) = 15 14
stats: 4d6 ⇒ (3, 2, 6, 4) = 15 13
stats: 4d6 ⇒ (2, 1, 5, 1) = 9 13
stats: 4d6 ⇒ (3, 3, 6, 4) = 16 8

Reroll the 7.

stats: 4d6 ⇒ (1, 3, 3, 3) = 10

That's a nope!


I go to sleep and this shows up!

stats: 4d6 ⇒ (1, 3, 2, 6) = 12 11.
stats: 4d6 ⇒ (1, 6, 3, 5) = 15 14.
stats: 4d6 ⇒ (5, 2, 4, 6) = 17 15.
stats: 4d6 ⇒ (3, 6, 2, 4) = 15 13.
stats: 4d6 ⇒ (1, 2, 4, 5) = 12 11.
stats: 4d6 ⇒ (2, 1, 6, 5) = 14 13.

Very boring. I'll go with the 20pb.

Now what to make?


Never played or run it so I'm interested.


Before you get too pleased with your rolls, remember to drop the lowest dice. :)


Nice compromise. Make it clear what you're looking for but give those who want to try something new a chance.


This really takes me back. I played the Keep nearly 40 years ago. I'd love to experience it or a version of it again!

stats: 4d6 ⇒ (6, 6, 6, 4) = 22 18
stats: 4d6 ⇒ (6, 1, 1, 5) = 13 12
stats: 4d6 ⇒ (4, 4, 1, 5) = 14 13
stats: 4d6 ⇒ (5, 5, 4, 5) = 19 15
stats: 4d6 ⇒ (1, 3, 1, 2) = 7 6 Wow!
stats: 4d6 ⇒ (5, 5, 5, 5) = 20 15

That would make an interesting character. Generally good but one major flaw somewhere. :) "I have 6 intelligence. I know what I'm doing."


Interested. I've been in two Ruins campaigns, both of which sadly died on me.

Point buy: 1d4 + 15 ⇒ (3) + 15 = 18

I was really enjoying my Aquatic Elf Arcanist. I'll recreate her and apply.


It would pay to give a link to the actual gameplay thread so people can see the game and the characters.


It's been years since I was last in the realms.

I do miss Waterdeep so I'm interested.


I have a rough character readyish. A male human Arcanist. I just need to equip him and then I'll add him to the list.


Interested. Will think of a character to apply with.


Thanks for the reroll.

Dex: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Int: 10 + 2d4 ⇒ 10 + (2, 4) = 16

Con: 10 + 1d6 ⇒ 10 + (4) = 14
Chr: 10 + 1d6 ⇒ 10 + (5) = 15

Wis: 14 - 1d6 ⇒ 14 - (3) = 11
Str: 14 - 1d6 ⇒ 14 - (4) = 10

Now that is very workable. Do we still get the racial adjustments? I'm think Half-elf so that's +2 to any stat.

I haven't tried to play one yet so I'm looking into Investigator, dipping into Bard later if selected. Or maybe straight Bard (detective).


Main Dex & Init.
Normal Con & Chr.
Sub Wis & Str

Dex: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Init: 10 + 2d4 ⇒ 10 + (4, 1) = 15

Con: 10 + 1d6 ⇒ 10 + (2) = 12
Chr: 10 + 1d6 ⇒ 10 + (4) = 14

Wis: 14 - 1d6 ⇒ 14 - (4) = 10
Str: 14 - 1d6 ⇒ 14 - (5) = 9

Not quite there.


I'm interested. A Brawler/Alchemist (Beastmorph).

Drinks his mutagen, grows claws and fangs and goes howling into battle. :)

What would be the points for the build?


Congrats to the chosen.


Very interested. I've been playing for a longtime and loved those boxed sets.

I should look for a reskin of Night below and maybe run it myself. I ran the 2E version.


Interesting, I was in a game of this a few years back which sadly died.

I shall try again with my Rogue 1/Alchemist6 (Eldritch poisoner)


stats: 1d4 + 10 ⇒ (3) + 10 = 13
stats: 1d4 + 10 ⇒ (2) + 10 = 12
stats: 1d4 + 10 ⇒ (4) + 10 = 14
stats: 1d4 + 10 ⇒ (2) + 10 = 12

So 18,14,13,12,12,8. Hmmmm...


stats: 4d6 ⇒ (5, 6, 4, 3) = 18 Goes to 15
stats: 4d6 ⇒ (2, 6, 6, 4) = 18 Goes to 16
stats: 4d6 ⇒ (1, 4, 6, 2) = 13 Goes to 12
stats: 4d6 ⇒ (6, 2, 6, 5) = 19 Goes to 17
stats: 4d6 ⇒ (4, 5, 2, 1) = 12 Goes to 11
stats: 4d6 ⇒ (4, 2, 6, 4) = 16 Goes to 14

I believe I can make something with this.

Not a bad set of rolls, takes me back to 2E days when a player of mine rolled 5 18's and a 17 in front of me. Followed up by rolling 100 for his strength.

The rest of the table voted to kill him if he didn't stop giggling. :)

And the starting gold:

gold: 3d6 ⇒ (6, 6, 2) = 14 140gp.


Interesting, as others have said I've played Book one. Very keen to play the rest.

I've noticed a lack of Arcane so I'll build an Arcanist, they're magically flexible and have all the Knowledge skills.


Male Human Commoner

Also it thankfully it isn't boob or cleavage armor. I can't stand that!


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Male Human Commoner

Then I went on Pinterest and searched Fantasy cleric looking for an image that jumped out at me and found one straight away. Adela


Male Human Commoner

After some waffling I've come to a solution that works for me, and helps the party.

When making a Cleric I generally pick a Deity with that gives the healing domain , looking through them I noticed Pharasma also gives the knowledge domain. Which means all Knowledge skills are class skills.

Immediately the image of a slightly creepy, academic Cleric came to me and I started building him or her.

While I tend to let the character develop as they play and get levels, sometimes you get an image of the character and they start almost fully fleshed out.


1 person marked this as a favorite.
Male Human Commoner

I ran a Slayer through Giantslayer and she was absolute murder at ranged combat.

Took the Rogue trapfinding at 2nd to cover traps, and after that the Ranger combat feats. If she saw you at range you were going to hurt.

Another good option for 1 & 2 would be a Ranger with the Trapper archetype.

The Knowledges are going to need to be filled though, I'm currently building a life Oracle who has History, Nature, Planes & Religion. No Arcana though.


Male Human Commoner

Definitely not looking to be Ruler.

I'll roll up a Cleric/Oracle or Shaman and have them up soon.


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Male Human Commoner

I'm in GM_Ventiine's Ruins of Azlant game.

Looking at the current party I see Fighter, Sorceress, Bard & Druid.

What do the current group feel would be the most helpful to them?

Druid covers survival & nature.

Sorceress & Bard mean Arcane & Knowledge skills are covered.

Fighter covers fighting. :)

If accepted I'm thinking Cleric or Shaman with Life spirit to be the main healer.


Male Human Commoner

Dotting in.


Male Human Commoner
rdknight wrote:
@DBH: Hm! If you'd be bringing in a character like Jaxon that would really take care of the knowledge skill checks problem. I'd probably switch over to playing the Halfling Time Oracle instead, which is just fine with me! A halfling with time and Chaldira hijinks sounds like a hoot to play!

Sounds like fun. I do like Oracles and have tried a few in my live games'. An Oracle of Dark tapestry was a lot of fun in a not-all-there kind of way.

I have a love of characters with all the Knowledge skills. He's also great at Alchemy of course. With some painting to sketch suspects. :)

I took the Professions Barrister & Clerk to show his background of being able to go through the paperwork for a case.

A touch of cooking for those lonely nights in his tiny apartment as he works to become known as the man to call if you have a case that needs solving. :)

Personality wise he's quiet & easygoing. Letting people underestimate him and convict themselves by blabbing away while he listens and watches.


Male Human Commoner
Arani Thorindal wrote:
A high skill gunslinging wizard, nice!

I almost made the Wizard a Spellslinger as well, but School of the gun makes 4 schools of magic opposition schools. That's a bit too much.


Male Human Commoner

For some unknown reason PcGen won't let me make an Arcane Trickster?

I have all the requirements but it just says I don't qualify? Seems to be a bug.

While playing around with PcGen I did make this guy, who got a little strange.

Jaxon Brand:

JAXON BRAND

Male Tiefling (Daemon-Spawn) investigator 4 / universalist 3

NG medium outsider (native)

Init +4; Senses Darkvision (60 ft.), Perception +11,

Languages Abyssal, Common, Draconic, Dwarven, Halfling, Infernal, Shadowtongue, Strix

AC 14, touch 14, flat-footed 11, hp 42 (7HD)

Fort +3, Ref +8, Will +8, +2 vs. poison, +1 Reflex to avoid traps

Defensive Abilities Trap Sense +1,

Resistances Cold 5, Electricity 5, Fire 5,

Speed 40 ft. (8 squares)

Ranged +1 revolver +8 (1d8+2/x4), within 30 ft. +9 (1d8+2)
Melee masterwork silver dagger +6 (1d4/19-20)
Ranged masterwork silver dagger (thrown) +8 (1d4+1/19-20), within 30 ft. +9 (1d4+1)
Ranged masterwork hand crossbow +8 (1d4/19-20), within 30 ft. +9 (1d4+1)
Melee cold iron/+1 sword cane +6 (1d6+2)

Base Atk +4; CMB +5; CMD 19

Special Actions Hand of the Apprentice,

Prepared Spells Prepared Spell List
Investigator (CL 4th):
2nd - cure moderate wounds (2) (DC 16)
1st - comprehend languages (DC ) , cure light wounds (DC 15) , longshot (DC )

Wizard (CL 3rd):
2nd - glitterdust (DC 16) , scorching ray
1st - ears of the city (DC 15) , mage armor (DC 15) , ray of sickening (DC 15)
0th - detect magic , mage hand , message , prestidigitation (DC 14)

Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)

Abilities Str 12, Dex 17, Con 12, Int 18, Wis 12, Cha 12

Special Qualities Alchemy, Arcane Bond, Arcane School, Blind Shot, Arcane Bond (Object), Cantrips, Expanded Inspiration, Fiendish Resistance, Fiendish Sorcery, Inspiration, Investigator Talents, Keen Recollection, Packing Heat, Poison Resistance, Shot in the Dark, Skilled, Spell-Like Ability, Spells, Studied Combat, Studied Strike, Trapfinding, Universal School, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Feats Amateur Gunslinger (Deadeye), Gunsmithing, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Revolver), Scribe Scroll

Skills
Acrobatics +8, Acrobatics (When Jumping) +17,
Appraise +8,
Bluff +6,
Climb +5,
Craft (Alchemy) +14,
Craft (Paintings) +9,
Diplomacy +7,
Disable Device +18,
Disguise +5,
Escape Artist +3,
Fly +3,
Heal +5,
Intimidate +5,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +8,
Knowledge (Engineering) +8,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (Local) +12,
Knowledge (Nature) +8,
Knowledge (Nobility) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Linguistics(Shadowtongue, Strix) +9,
Perception +11, Perception (Trapfinding) +13,
Profession (Barrister) +9, (Clerk) + 9, (cook) +8,
Sense Motive +10,
Sleight of Hand +10,
Spellcraft +13,
Stealth +8,

Possessions ring of protection +1; gloves of reconnaissance; boots of striding and springing; thieves' tools (masterwork); cold iron/+1 sword cane; formula book; +1 Revolver ; Beneficial Bandolier ; Handy Haversack [ Gunslinger's Kit; Alchemist's Kit; Disguise Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Traveler's Any-Tool; Coffee Pot; Grappling Hook, Common; Waterproof Bag; Paper; Silk Rope (50 ft.); Shovel, Folding; Wire Saw (Common); Chocolate (Bar); Coffee (Cup); Oldlaw Whiskey (Bottle); Powdered Milk; Trail Ration; ]; Waterproof Bag [ Inkpen; Ink; ]; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; Masterwork Dart; Drow Poison (x2); ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ;
Formula Book

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 4 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.)

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Arcane Bond (Object)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Daemon-Spawn (Grimspawn) Enthralled by death and appearing ill and malnourished even if healthy, these tieflings are tied to the daemons of Abaddon.

Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Firearm Proficiency Choice (Revolver)

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 7 times per day.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 6. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Keen Recollection You can attempt all knowledge checks untrained

Packing Heat (Ex) At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore.

Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Shot in the Dark (Ex) At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks.

Spell-Like Ability Grimspawn gain death knell as a spell-like ability.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 1d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Trapfinding An investigator adds 2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Universal School You have chosen not to specialize in a single school of spells.

Urban Sleuth (Professor Mangvhune: Knowledge (local) or Knowledge (planes).) Much of Kintargo's history is lost or hidden. You know because you've made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you-who knows what amazing truths about Kintargo's past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city's most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil's Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war's resolution? So many mysteries, and who better than you to find the answers? Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell's Rebels, but don't expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil's Bells: Knowledge (arcana) or Knowledge (planes). Local Dragons: Knowledge (arcana) or Knowledge (history). Professor Mangvhune: Knowledge (local) or Knowledge (planes). Silver Ravens: Knowledge (local) or Knowledge (history).

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Weapon and Armor Proficiency Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.

He will be going all Wizard from here on. Very much a skill monkey as well.

Thoughts?


Male Human Commoner

Hi everyone, DBH here. Profession smith 6 ranks has offered me a place in the game.

Looking at who is playing I can see most areas are covered. I was considering either a pure Rogue, or an Arcane Trickster. What does the group feel would work best with them?

Boon?: 1d30 ⇒ 1
Boon?: 1d30 ⇒ 11
Boon?: 1d30 ⇒ 4

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