Aldern Foxglove

Darivan Orlovsky's page

202 posts. Alias of Daedalus the Dungeon Builder.


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Sounds good! Thanks for the consideration, and good luck all!


Wait, does it say Vigilante?
*checks*

Whoops. Guess I left that in there by accident (Darivan was formerly a Gestalt character, and I thought I successfully pulled out all traces of that from his sheet, which I did except for at the class line).

But yeah, I'm just a pure Paladin. Thanks for the list!


Awesome! Good to know, and thank you for addressing my concerns! As you may be able to tell from the number of reused characters, Kingmaker has a lot of dead games.


Hello! Dotting in with my submission, a Human Paladin of Apsu.

While I'm certainly eager to try and play, I have to just ask a few questions as you're so new to the boards (sorry, I hate to have to do this, but this would have been my third attempt at Kingmaker with Darivan, as both previous times the GM vanished).

1- How long have you been GMing? Is this one of your first games, or have you been GMing since the dawn of Pathfinder itself?

2- Have you ever GMed a PBP before? It is a very different beast to real-life games (having run games in both formats).

3- What would you say is your GM style? Are you very RP-heavy? Do you jump from one encounter to the next?

4- What are your posting expectations? 1/day? Multiple times per day? Once every few days?

5- Is there any way that we could be sure that you won't vanish three days into the game? I hate to have to ask, but given the new profile, and the fact I have literally had that happen to me before, I have to check.

Overall, I certainly do hope that all my worrying is for naught. In any case, thank you for your consideration!


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Well, message me if this ever comes back, I guess, GM.

-Daedalus/Darivan


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Yeah. This is, after all, my second game using Darivan. Ah well. It happens. Pity, though, this one looked interesting.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

So... I guess this died? Pity, it seemed fun.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Bump?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Of note, scaled mail and breastplates actually have the same ACP.

Darivan adjusts his collar where the metal of the breastplate touched his neck. Outside of the smithy, and aboveground especially, the day felt especially chilly, and he adjusts his cloak to cover more of him.

He looks around, blinking to adjust to the new light, and turns to identify where the food he's smelling is coming from. Noticing what appears to be a pub down the street a little way, he pauses for a minute to look at the sign- The Golden Bow, the sign declares, with a stylized longbow serving as the "B," and pushes the door open, letting a draft of cold air in as he enters and serving to draw the attention of the half-dozen patrons getting lunch.
As he finds a seat near the hearth, the serving girl finds her way over to his table to get his order.

"Is that venison on the spit?" he asks in return, and when she nods, "I'll have a serving of that, and do you have any spiced teas? Thank you, miss." he hands her a couple of copper, and leans back while waiting for his food, grinning in amusement at the turnspit running in its wheel.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Doritan nods in thanks, moving in his armor to get a feel for it, "I'll take the regular one, thanks. I'm afraid I can't afford much more." he runs his hand over his sword, "You think you can restore it? That would be amazing. My mentor gave it to me about a decade ago, and it's saved my life many times. I've had it taken to my local smiths- I'm from up north- but they said it wasn't feasible without magic. If you could bring it back to new, I would be most appreciative. I was going to hold onto it as a keepsake, but I would love to keep using it." he muses, then pulls out his money pouch, "So, first thing in the morning, then? You can have it ready that fast? How much will the restoration cost?"


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan unbuckles his sword from his belt and hands it to the dwarf while inspecting the armor, "While I would love full Mithral armor, I am unfortunately not made of money, and I believe the regular breastplate is all I can afford, after getting a new sword at least." he laments, and prepares to remove his current armor, "May I try it on?" he asks.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I have a dwarf with an accent. It's tricky, that's for sure.

Darivan nods in greeting, "Good day, sir. I'm looking for both blade and armor, actually. My current sword is a bit worn at this point, do you have any folded steel longswords?" he looks around the room, "Also, I wouldn't mind getting a breastplate, do you buy used armor? It's in pretty good condition, I've only had it for a few years." he asks, indicating his scaled mail shirt. He frowns, and uses a corner of his sleeve to rub a dirt spot from his shoulder, then nods.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I usually try to post really in-depth posts, but the busier I am, the shorter they get, it seems. These days, if I get out a few paragraphs of description, I consider that a victory. Once the semester is over, though, I can probably go back to my overly descriptive posts.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan nods in thanks, and heads off to Lowtown, figuring he may as well get something good, and not minding the walk.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

"Yes, I have a bit of shopping to attend to, my old sword is getting a bit worn-down and I could really use some better armor. I shall meet you back at the inn tonight." he bows a farewell to the half-elf and sets off to find the local blacksmith.

Once there, he greets the smith, "Hello. Do you happen to have any breastplates in my size?"


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

That's quite fair- maybe not super common, but it does sound fun. I'll have a gameplay post up shortly with luck.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan greets the ranger with a firm handshake, "Darivan Orlovsky, Herald of Dragons. What sort of man will I be fighting alongside? Are you a mage or swordsman?"


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Fair enough- I hadn't thought of that, but he would keep it, and just buy a new one. As he'd have had the sword for the better part of a decade at this point, he would see it as time for a new one in any case.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Just to clarify, each of us got a pouch, correct?

"Thank you for your support, Lord Mayor. I won't let you down. I suppose we'll leave first thing in the morning."

Following introductions to his co-conscript, Darivan takes the chance to upgrade a bit of his gear before departing.

Okay, so with 500 gold, I'll sell my longsword and scale mail (to gain 32.5 gp) buy a Masterwork Longsword (315 gp) and a breastplate (200 gp), for a net gain of 17.5 gp


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan, a tall, blond-haired human, listens in one of the chairs, twirling a small silver medallion in his left hand. He's not wearing any armor, but his position is easily recognizable as one that would be comfortable in fairly heavy armor, and a sword hangs at his waist.

"I do indeed accept. The Stolen Lands have for too long been the haven for banditry, and I gladly take this chance to purge evil from the lands." he agrees, skimming over the (mercifully short) charter once more.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

That would mean that each level, you can choose whether you get bonuses from Sorcerer or Ranger, instead of being stuck with just one (like I am with Paladin).

GM, might we be able to get Gameplay open, so we can dot in?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Okay, finished. I took Armor Master as my second trait, and am ready to start the game.

Yes, I would definitely say that Sir Waincroft would be his primary inspiration for his motivations- while I didn't make it super explicit, his time away from home would have been his only chance to really come up with his own mindset away from his family's non-combative nature.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Okay, barring figuring out my last trait, Darivan is done. I ended up taking Sword Scion as my trait, as I don't see him really valuing much of his family's values (conflict-avoidance is kind of the opposite of what he wants), but does much more value the art of the sword, even if the duelists are all a bunch of overly confident, arrogant, snobby dancers.


Best of luck, all!


Oh yeah, I totally get the combo. It's quite nice, from both a thematic and mechanic standpoint, and they compliment each other nicely. It is interesting how we took kind of opposite approaches of the dual identity feature, though. You're going for an actual 'hidden class,' hiding your allegiances, whereas Darivan is sick of all that nonsense and wants to be open about what he does.


*sees another paladin/vigilante*
*raises eyebrow*


What's interesting is that I saw a notification for a new post in this thread, but the post itself never seemed to appear itself.

*shrug*


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

GM, I don't suppose you might be able to mark the campaigns as inactive in the next couple of days?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Ah well, it happens. Thanks for letting us know, and I hope your network problems sort themselves out eventually.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan's hand lights up, and blue lightning crackles down his arm, seeming to blur the edges of his form and splitting his image into pieces. He then takes a deep breath and steps forward, engaging the devourer with a pair of supernaturally fast blows.

OOC:

Full round action:
Casting Mirror Image on myself.
Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6
Spell Combat: 1d20 + 11 ⇒ (20) + 11 = 311d10 + 8 ⇒ (4) + 8 = 12
Crit Confirm: 1d20 + 11 ⇒ (16) + 11 = 271d10 + 8 ⇒ (7) + 8 = 15
5-foot step up
Swift action:
Arcane pool to enhance blade +2


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

So are the leaders up in the Devourer fight?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Rolls:

Guess who else didn't roll at all?
Soulbiters:
K (planes): 1d20 + 8 ⇒ (11) + 8 = 19
K (religion): 1d20 + 5 ⇒ (12) + 5 = 17
K (arcana): 1d20 + 14 ⇒ (11) + 14 = 25

Devourers:
K (planes): 1d20 + 8 ⇒ (20) + 8 = 28
K (religion): 1d20 + 5 ⇒ (13) + 5 = 18

Darivan, momentarily distracted by the area they found themselves in, alights gently on the ground by the king.
"I'm not completely familiar with devourers, but I do know a little. All I have to say is... we're in trouble. With all of us working together, preparing an ambush and moving to eliminate it as fast as possible, with teamwork, planning, preparation, proper coordination, and a good helping of luck, we could take down one without unreasonable difficulty. Two, and we would definitely be given a bloody nose. Three, and we'll take casualties. And for every one of us that dies, they get stronger. They're undead, too, which could be either good or bad depending on our individual skills. That said, our best chance is to catch them off-balance and on our terms. We ambush them, we stand a chance. They ambush us, and we're as good as dead and damned or worse."
Darivan sighs, looking down the hall, "Your call, my king."


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan flies along at lightning speed, holding his rear-guard position. When they enter the tunnels, he lowers his height until he's only just skimming the ground. When they enter the cavern, he looks around in confusion.

What on Golarion... he thinks
I'm not sure we are. Ardafax chimes in
What?
Look around. Vivid life, crazy smells, this is-

"The First World? How did we get here? And why is there an interplanar passage in the castle?" Darivan wonders aloud, keeping his sword at the ready while the others deliberate.

Rolls:

Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Knowledge (Nature): 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (Planes): 1d20 + 8 ⇒ (17) + 8 = 25


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Okay, finally got around to fixing Darivan and Sylvia (curse you midterms).
I swapped Fox's Cunning with anticipate thoughts, bumped up K (religion)
Sylvia' Dex is now 14, with the bonuses that entials, and everyone's gear is now properly sorted. Sorry for all that mess.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

So, I'm slightly confused. Are the people with the King fighting, or is that just the people who stayed behind?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Ah, right. For some reason it slipped my mind that they would be double moving as well. I remembered the Haste (current speed is 90 thanks to Fly), but didn’t include itwo moves when figuring out my speed. Once the Haste wears off, though, it should only take me a single Move to keep up.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan returns to the skies, easily keeping pace with the king, flying alongside him, sword held at the read and prepared to deflect any attacks that might come at him.

Round 4:

Moving (hasted, so a 90 foot speed) from O13 to K5 (50 feet) to keep up with the king. He should be able to keep up with everyone using only a single move action each round, so he'll also take the Total Defense action to improve his AC by +4 (to a total of 17), which also applies to touch AC. Nobody ever died from being too careful, right?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan moves to the front line of interference, sword held at the ready,
Well, you did want to see a bit of action. Is this really what you wanted, though? he thinks to his blade, who only pulses in satisfaction. He gently lands on the ground, ready to intercept any of the soulbiters that get too close, but also ready to take to the air again once the king is out of harm's way.

Round 3:

Moved 25 feet from M17 to O13, and holding on second action- if the king moves out of the way this round, Darivan will make a cautious follow, while still holding the line.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

GM:

Okay.... *dusts off stat blocks*
Let's see what me-from-over-a-year-ago got himself into, yes?
Re: spells- okay, I'll update them once I get a spare minute. Not entirely sure how I did that, but okay.

For Sylvia...
Okay, yes, her class is Wizard (conjurer). I'll bump her Dex up to 14. And I don't think she has an extra 0 level spell- she has four and Create Water- Create Water, per the item description, is added as a new spell prepared. Is that what you saw as a bonus spell?

Items: Sorry about that. I suppose I'll have to redo the list. As I mentioned, I haven't touched these stat blocks in something like a year. In that time... I've gotten a bit better at PF (this was my first campaign, after all). Stuff like item convention is something I've learned since then.
About the potions/talismans- yes, yes. We've been down this road before. You got mad at me, I apologized, and then you said:

GM TWO wrote:
talismans - like I said, allowed for now because they're one-shot defensive auto-trigger items.

*I can't track down the exact post, but I know you said something along the lines of "potions aren't made by paladins, but I'll allow them this once"* I'm pretty sure it was in recruitment, but I can't track it down for some reason.

If you're changing your ruling, okay. I'll remove them, no problem. I'm not trying to 'sneak things past you'- at least, not anymore. Like I keep saying, when I started this campaign, I had no prior experience. Since then, I've gotten a bit more, and should hopefully be a bit better in that regard. Again, I do apologize, and know that I have no intent of trying to sneak stuff past you. I'm completely fine with working with you and crafting a story. I just needed to get over the player v. GM mindset I had starting off.

Finally, yeah. Lessah has the right of it. Sylvia has 10 of the material component needed to cast Full Pouch.

I'll change as requested, even the reversals, as soon as I get a bit of free time. All told... sorry for what 'new player' me put you through. I'm a bit better now (I think).


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I sort of feel like I should jump in just to say that neither Darivan nor Sylvia are affected by the feat tax rules at all, so I'm ready to go.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Ah, sorry, I guess I didn't quite explain fully what I wanted to switch. I was only hoping to switch it from "monastery that seeks self-perfection through physical discipline and the exploration of self" to "academy that seeks self-perfection through the careful study and practice of magic" basically, it would just change the composition of the organization from mostly martial characters to mostly magical ones, but if you don't want that, no problem.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I’d be willing to help sub-GM (GM THREE?) for you. It’d be good practice for me should I ever GM, and give me something to think about when I’m bored in class.

Ironically, I’m in a bit of an inverse position to some people- I’m way better in terms of playing the game and strategizing, but I no longer have hours and hours of time to do nothing but compose RP posts.

That said, GM, would you mind if I redid the Auram Chain to be a group of arcane spellcasters? It just seems to fit so much better than a monastery (seriously, I have no idea what I was thinking)


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Oh, so yes. I’d be quite happy to jump back in. This was my first PBP, and it’s been intriguing me ever since it ended how it would go. Of course, I made more than a few cringey new player mistakes, but hopefully I can do better going forward.

That said, with the campaign long-since inactive, it was only luck that I even saw this, so there may be people interested in continuing that just don’t get notified.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Well, I suppose that's it. It was nice playing with you all.
Wyrm, if you ever end up reading this, I'm happy to jump pack into the game if you ever want to get it going again.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I thought it only counted for gameplay posts?
In any case, it is sad. I was enjoying this game.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Sigh....
I always get really excited whenever I see a 'new post' for this campaign listed in my tab....


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

(Hi Shadow!)

Really, though. If he were responding, it would be a huge relief, as then we could have a benchmark of some sort, or (if RL has simply gotten too crazy) he could pass on his campaign plans/notes to a new GM.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Really, though. So much of this was changed from the base, I don't think there's anybody that might be able to fill in. All we really "know" is that we'll be facing a devourer soon and going mythic.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

GM! Glad you're... alright? Infections are nasty, just glad you're still around!


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I'm hoping it hasn't died. I'm interested to see how this game will go.

Full Name

Slidinom 'Slid' Kolmo

Race

| HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7

Classes/Levels

| Speed 30ft | Active conditions: none

Gender

M CE Dhampir URogue (Master of Disguise) 3

Size

M

Age

19

Alignment

CE

Location

Vigil

Languages

Common, Orc, Varisian

Occupation

Thief

Strength 8
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Slidinom 'Slid' Kolmo

Appearance
Slid is a beautiful stern-looking man with pale face and black eyes and purplish hair. His features are so gentle that he is sometimes mistaken for a woman, which he doesn't mind. He carries a rapier strapped to his belt and a couple of daggers too, along with a hand crossbow. It always looks as though he is smiling, although it is not always clear why.

Background
Slidinom Kolmo was born in Vigil, Lastwall. Although his father is not known to him, his human mother was a kind woman who died at childbirth. As he grew as an orphan, he did not see any lack of compassion as he begged for money. Over time, however, he realized he felt more at peace in the nights and he started to avoid daylight.

Not only the citizens, but even the other children began to grow afraid of him. He felt no remorse to lie, cheat and manipulate others to get to what he wanted. In his teenage years, he was so shunned that he felt completely isolated, and began to cherish the loniness.

Slid was already aware that he wasn't a human being by the time he committed his first murder. He remembers it very vividly, as the woman who took him to her room recognized him as the person she had scoffed a few nights before. Her lust turned to fear as he unceremoneously slit her throat. He watched her life drain away and the thrill he felt was not over taking a life, but over witnessing the shift in power, as she was completely powerless now.

He knew that what he did was forbidden, but he felt better for it. As far as he knew, the rules only made his life worse. The newly awoken Slid left the woman's room smiling that he didn't even remember her name, and set foot to the streets once more. After that, he started to look for signs that there were others like him, that didn't feel bad over a kill. He became obsessed with finding an organization called the 'assassin's guild', although the evidence of its existence was flimsy at best. His obsession drove him to the point where he invaded a wizard's study to look for evidence, only to be discovered and arrested for it.

Personality
Slid is a very focused and agile man, who prefers to listen much more than to talk. When talking, he chooses his words carefully and always attempts to charm those around him. In truth, he doesn't really care about others' feelings, but likes to keep them unaggressive. He dislikes confrontation, and likes to end fights swiftly. He dreams of someday being able to keep his head up high, with no one to talk down on him.

Basic info:

STR 8, DEX 19, CON 10, INT 14, WIS 10, CHA 16
Dhampir
Male
Medium Size
CE Unchained Rogue (Master of Disguise archetype) lvl 3
BaB 3
Init +4; Senses: Perception +9
CMB 2 (3BaB -1strength)
CMD 16 (3BaB -1strength +4dexterity +10)
Favored Class Rogue (+4/2 bonus to stealth and perception made in dim light or darkness)
Darkvision
Low-light vision
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell

Defense
AC 18, touch 14 flat-footed 14 (+4 Armor +4 Dexterity) (add 1 vs traps)
HP 17 (8 (lvl 1) + 3 (level 2) + 2 (level 3) + 4 (level 4))
Fort +2 (+1 base +1 trait) (add 2 vs disease)
Ref +8 (+4 base +4 Dex) (add 1 vs traps)
Will +1 (+1 base + 2 feat) (add 2 vs mind affecting abilities)
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Evasion
Uncanny dodge

Offense
Speed 30 ft
Melee mwrk cold iron Rapier +8 (1d6+4/18-20x2)
Melee Full attack Rapier/Dagger +6/+6 (1d6+4/18-20x2 / 1d4-1/19-20x2)
Ranged mwrk Dagger +8 (1d4-1/19-20x2) - Range increment 10ft
Ranged Hand Crossbow +7 (1d4)/19-20x2) - Range increment 30ft
Sneak attack +2d6
Space 5 ft, Reach 5 ft

Special attacks and abilities:

Sneak attack 2d6

Spell-like ability:
1/day: Ghost sound
3/day: Detect undead

Rogue talent:

2 - Quick Disguise (can make disguise in half the talent's time)
4 - Honeyed Words: Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses.

Traits, Feats, Skills and Languages:

Traits:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Magical talent (Ghost sound): Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained. If you have no caster level, it functions at CL 1st. The spell-
like ability's save DC is Charisma-based.

Feats:
Level 1: Two-Weapon Fighting
Unchained Rogue - Weapon Finesse
Level 3: Iron Will

Skills (8 class + 2 Int = 10 ranks/level):
Acrobatics +11 (4 Rank +4 Dex +3 Class skill)
Bluff +13 (4 Rank +3 Cha +3 Class skill +2 racial +1 trait) (add 1 when to stay in character while using Disguise) (Mind the Honeyed Words talent)
Diplomacy +10 (4 Rank +3 Cha +3 Class skill)
Disable Device +13 (4 Rank +4 Dex +3 Class skill +2 mwk tools)
Disguise +11 (4 Rank +3 Cha +3 Class skill +1 Consummate Actor) (add 2 when using disguise kit)
Knowledge local +9 (4 Rank +2 Int +3 Class skill)
Perception +9 (4 Rank +3 Class skill +2 racial) (add 2 in dim light)
Sense Motive +8 (4 Rank +3 Class skill +1 trait)
Stealth +11 (4 Rank +4 Dex +3 Class skill) (add 2 in dim light)
Use Magic Device +10 (4 Rank +3 Cha +3 Class skill)

Background skills:
Escape Artist +11 (4 Rank +4 Dex +3 Class skill)
Sleight of Hand +11 (4 Rank +4 Dex +3 Class skill)

Languages: Common, Orc, Varisian

Training: "Deception is a tool. Master it"

Equipment:

Magical gear
- Acid x2
- Wand of inflict light wounds (45 charges)
- Deception brooch (Permanent Undetectable alignment + disguise self 3/day CL12)
- +1 studded Leather Armor

Normal gear
- Dagger x2
- Silver dagger
- Masterwork dagger
- Masterwork cold iron Rapier
- Hand crossbow
- Backpack
- Caltrops x2
- Crowbar
- Grappling hook
- Belt pouch
- Hemp rope
- Sewing needle
- Waterskin
- Disguise kit (10 charges)
- Thieve's tools
- Masterwork thieve's tools

Money left: 1135.5

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 994.5
Mwk Studded leather armor - 175
CleverQuill's tribute - 30

Earned
1000gp - Starting money
1000gp - Completed mansion trials

Race abilities:

Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Class abilities:

Finesse Training (ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Level 3 choice: Rapiers

Consummate Actor (Ex): A master of disguise adds half her rogue level (minimum 1) on all Disguise checks and on Bluff checks to stay in character while using Disguise.

At 2nd level, she gains the quick disguise rogue talent, and she can create a disguise twice as quickly as normal even for that rogue talent (she can create a disguise that encompasses only minor details as a standard action).

This ability replaces trapfinding and the rogue talent gained at 2nd level.

Danger sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Uncanny dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.