Seltyiel

Darth Signus's page

39 posts. Organized Play character for Grogimus.


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Scarab Sages

If you still got room wyrm I am in, I just got back into the states

Scarab Sages

Cleric Here, sounding off.

Scarab Sages

I have actually been at tables that have ignored Drendle Drang and asked for another VC thier opinion on whats going on,
Aram simply was murdered at a table next to me one time, the PC's had enough and went nova on him.
The Paracountess was arrested and sent back to House Thruune where she was sent directly to hell. [An Entire Table Of Hellknights, decided they had enough and we all had fun doing it, the GM rolled with it, and gave us the mission anyway though we told him that we were ready to fail the mission no xp no gold and everything.]

Drundle Drang needs to show that hes not senile and or SAVE OUR LIVES, before he will earn any respect, once characters hit Level 12 or higher, the VC's need to start ASKING for our help, they need to start being respectful, and need to know thier place. Which is middle men for what we do, the table can simply murderhobo all over the VC, and get away with it at this level, so something NEEDS to be done about thier attitude.

Scarab Sages

Blood for the Blood Gods, Krunch for the KHORNE flakes:

Kushiel
Male peri-blooded aasimar (emberkin) sorcerer (crossblooded, wildblooded) 4 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 69, 70)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 34 (4d6+16)
Fort +4, Ref +4, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)
Spell-Like Abilities (CL 4th; concentration +4)
1/day—pyrotechnics (DC 12)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 4th; concentration +9)
1st (8/day)—entangle (DC 16), magic missile, mudball[ARG] (DC 16)
0 (at will)—acid splash, jolt[UM], message, ray of frost, read magic
Bloodline Sage, Sylvan
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 16, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Boon Companion, Craft Wondrous Item, Eschew Materials
Traits scholar of the great beyond, style sage, trunau native
Skills Craft (armor) +12, Diplomacy +0 (+1 to gather information about any person with levels in monk), Knowledge (arcana) +14, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (planes) +15, Spellcraft +16; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan
SQ arcane bolt
Other Gear headband of vast intelligence +2,
Backpack: Bedroll, Eating Utensils, Shaving kit.
--------------------
Tracked Resources
--------------------
Arcane Bolt (1d4+2 force damage, 8/day) - 0/8
Pyrotechnics (1/day) - 0/1
--------------------
Special Abilities
--------------------
Arcane Bolt (1d4+2 force damage, 8/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Sometimes the only answer is to send the Ape in:

Izzak
Male ape
N Large animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 23 (+9 armor, +3 Dex, +5 natural, -1 size)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee gauntlet (from armor) +5 (1d4+6) or
unarmed strike +5 (1d4+6 nonlethal) or
bite +5 (1d6+6), 2 claws +5 (1d6+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 16, Int 3, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 23
Feats Light Armor Proficiency, Medium Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Come, Defend, Deliver, Down, Exclusive, Fighting, Stay
Skills Acrobatics +4 (+0 to jump), Climb +15, Linguistics -3, Swim +7
Languages Celestial
SQ attack any target, come, defend, deliver, exclusive, fighting
Other Gear mithral full plate, belt of mighty constitution +2
--------------------
Tracked Resources
--------------------
-none-
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Deliver [Trick] Delivers item to indicated point or person.
Evasion (Ex) No damage on successful reflex save.
Exclusive [Trick] Takes orders only from its trainer.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Fluff it does a body good:

There was a time when I wouldn't have come back home, I scoffed at them, and yet I hold a dagger close to my heart even now. I swore to protect the people and what did I do, I left them. I went out into the world, seeking fortune and Adventure, Izzak being the only companion I ever needed. He looks at me even now as I write these things in the journal I have kept for years. I know he understands Celestial which is why I write in it, and command him in battle using it. He is my bodyguard, and constant source of joy. He eats with abandom and doesn't care whom we fight, or for what reason.

I should say something about my recent past, but I am world weary, and the adventurers that I failed, it would be a curse on thier memory if I were to simply say we failed. We fought Gaints you see, and won some little fame and renown, but the dwarves, they pushed onward, no matter what I said. We fought for days, a retreat we were fighting trying to get back to my home town, for there were no dwarves in the hills for us to seek shelter.
The barbarian Darsanga Maxium, he fell first, I can still see it in my mind. He roared one last time, his spiked armor gleamed in the morning light as we were set upon, and he charged. He swung the falcion that he had taken from a gaint with such ease. And yet he yelled for us to flee, and to my eternal sadness we did.
The wizard, Grombraff the Wizened, he was old, and told us not 3 days from then that he could not continue on, he had prepared spells to slow them down, and perhaps kill a few of them. I heard the howls of gaints on fire, I never looked back.
The Clerik, he never woke up after the Last True Fight, something was broken inside is my best guess, but we never left him behind. That was until on the 5th day, he stopped breathing. Axhammer Stonebeard grunted, riding his Green Drake Slurm. It really wasn't a green drake, just some kind of dinosaur. But he sat with the clerik, and prayed the rest of that day. I was scared but I wasn't leaving anyone behind. Izzak carried me upon his back the entire time.
Never once did either mount ever grunt in disaproval, nor did they ever slow down for such was our need. The two of us picked up another survivor, some merchant and told us about a Group of Adventurers, who had done great things, perhaps they will take you in. He never got to say anything else as a Giants javalin pierced his body and stuck him to the mule, killing them both. Fled we did, and fast as either mount could take us.

It wasn't until we go into thier sphere of influence that the Gaints stopped chaising us.

I still see each of the dead in my eyes, and know i should have done something different, but perhaps there will be a time soon that I can prove to others that I am worthy of being once again taken upon the road of redeption.

So tell me what do you actually look like?:

The young man stands but 5'11, and weight a mere 160 pounds. His hair is fire, and he dresses in clothes that fit his station as an Adventurer.

[shouted in a foriegn language:
GOOOOOAAAAALLLLL]
He wants to be accepted again, and wants to repent for failure by becoming a strong enough member of a party that they never again fail like his failed before.
My goal for him, I think is the Arisen or Apotheosis feat..not sure which

I stillneed to create an alias but this is the character so far

Scarab Sages

Male
Crunchy bits:
Baron Dark Mask 138/138 HP, AC 34, Touch11, Flat Foot 33, Fort 10, Reflex 5, Will 18,Immune to Blindness, Dazzled, Gaze, Posion, DR 5 Chaotic, Perfect Vision 60, Telepathy 100
Levels:
Clerik 7 Hell Knight Signifier 10
Spells:
Spells, Fist Levl 7/7 +1, Second Level 6/6 +1, Third Level 6/6 +1, Fourth Level 6/6 +1, Fifth Level 6/6 +1, Sixth Level 4/4+!, Seventh 3/3 +1, Eight 2/2+1..
GM Evil wrote:
cuatroespada wrote:

well first, thanks for helping make the pbp world go round, guys!

second, keep me in mind when those games finish up, GMEvil. any idea how soon that will be? got a gunslinger with an itchy trigger finger dying to level into mesmerist.

My game of First Steps is about to wrap up in a week or so, but my Trial by Machine has only just started, and my table of Silverhex Chronicles is about halfway through. Depending on party posting, it looks like maybe a month before they are done. I may just go ahead and start it once Shifty's multi table and the First Steps are done.

Is anyone else interested in playing through all the parts back to back?

I would in fact love to play through them back to back

Scarab Sages

So I am currently trying to figure out whats what, whos who, and a whole bunch of other things. But I want everyone to know I am glad to be back and that its been too long

Scarab Sages

Male
Crunchy bits:
Baron Dark Mask 138/138 HP, AC 34, Touch11, Flat Foot 33, Fort 10, Reflex 5, Will 18,Immune to Blindness, Dazzled, Gaze, Posion, DR 5 Chaotic, Perfect Vision 60, Telepathy 100
Levels:
Clerik 7 Hell Knight Signifier 10
Spells:
Spells, Fist Levl 7/7 +1, Second Level 6/6 +1, Third Level 6/6 +1, Fourth Level 6/6 +1, Fifth Level 6/6 +1, Sixth Level 4/4+!, Seventh 3/3 +1, Eight 2/2+1..

The Venture Captain, Baron Darkmask of the the Hellknight Signifiers of the Order of the Godclaw walks in. Blood red cape seemingly always covering his form until he brushes it back behind a chair.

Calling for a dwarven ale, he sit there contemplating his last mission, and how some things should be illegal, and those that created them drawn and quartered.

I say, what does one have to do around here to get his underlings a good job with adventure?

Scarab Sages

Male
Crunchy bits:
Baron Dark Mask 138/138 HP, AC 34, Touch11, Flat Foot 33, Fort 10, Reflex 5, Will 18,Immune to Blindness, Dazzled, Gaze, Posion, DR 5 Chaotic, Perfect Vision 60, Telepathy 100
Levels:
Clerik 7 Hell Knight Signifier 10
Spells:
Spells, Fist Levl 7/7 +1, Second Level 6/6 +1, Third Level 6/6 +1, Fourth Level 6/6 +1, Fifth Level 6/6 +1, Sixth Level 4/4+!, Seventh 3/3 +1, Eight 2/2+1..

Dotting

Yeah of the Shadow was a favorite of mine, if you do a multi table please let me know, I have a few characters of various ranges up and ready.

Scarab Sages

DragoDorn wrote:

I am checking to see if people would be interested in a Gestalt Hell's Vengeance Game on Roll20.net.

This is what I am thinking for the Character Creation Guidlines:
All characters will be Evil with a push for all being LE.Characters will be built using 20 point buy method. All characters will be Gestalt, with one of those classes being a spell caster(Full, 6th, or 4th level casters). 3rd party material is allowed if I have the same material (ask and I will see if I have it.) Everyone will have a trait from the Hell's Vengeance Players' Guide and two other traits. One extra feat at first level. Everyone gets a starting ranged weapon, a melee weapon, armor(shield too if applicable), one class kit from Ultimate Equipment, one wand of Infernal Healing(50 Charges), and 666 gold.

Will be waiting till at least when the Path of the Hellknight campaign setting pdf comes out to start the game.

Path of the Hellknight is out, so heres a question, When are you thinking of starting?

Scarab Sages

Lyrev wrote:
Darth Signus wrote:
Epiphany Bluntridge wrote:
I have to admit that Ace Bolt is hurting my OCD tendencies, it is Bolt Ace - although they both sound like friends of Buzzlight year :)
That hurts mine.... Buzz Lightyear....Had to watch those movies with younger cousins enough to remember it.
Is that bad or good?

Neither just a situation that was fostered upon me for being the eldest young adult, which meant i got baby sitting duty at family gatherings

Scarab Sages

Epiphany Bluntridge wrote:
I have to admit that Ace Bolt is hurting my OCD tendencies, it is Bolt Ace - although they both sound like friends of Buzzlight year :)

That hurts mine.... Buzz Lightyear....Had to watch those movies with younger cousins enough to remember it.

Scarab Sages

GM Frosty wrote:

Here are the final players so far... there is still time for those that have not finished their PCs yet! If I forgot about anyone, please let me know!

Combatant
Ammon Knight of Ragathiel: Ashling Frost-Wing - human swashbuckler (daring infiltrator) [complete]
Digger Chandler: Trokar Unnamed - half-orc barbarian (invulnerable rager) [complete]
ElenionAcalima: Evelina Silverblade - human swashbuckler [complete]
Grogimus: Bar LongShanks - human ranger [complete]
Lady Ladile: Soliana of the Rose - half-elf paladin (chosen one) of Shelyn [complete]
Leedwashere: Lars Gustafson - human fighter going Arcane Archer [complete]
Nickadeamous: Alec Furornkiln - half-elf ranger [complete]
Shari: Runa Pendersmith - human ranger (guide) [complete]
TawnyKnight: Epiphany Bluntridge - human gunslinger (ace bolt) [complete]

Divine
Almonihah: Cithembi - catfolk oracle of Desna [complete]
CaptainFord: Charyx - kobold cleric of Serenrae [complete]
Dorian 'Grey': Merlin Brokencrown - half-elf oracle (warsighed) [complete]
GoatToucher: Karst Ironbrow - dwarf cleric of torag [complete]
miteke: Floe - tiefling inquisitor (monster tactician) of Tolc [complete]
Rennaivx: Astrid Gunnarsdotter - werebear-kin warpriest of Gorum [complete]...

@gmfrosty.... Bar Lonshanks is a Witch Guard archtype

Scarab Sages

Cleric/Fighter 5/5 ranks in intimidate 5, and Knowledge Planes 5, Spell Craft 5
Warrior Priest feat....Done....

Cleric of the Godclaw, Domains: Tactics Inquisition, Glory Domain. Pick up

Travel Domain from Hell Knight Commander,
Pentamic Faith (Ex; Order of the God Claw only): This ability allows the Hell knight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel , and War. The Hell knight gains all of the granted powers (but not domain spells) of that domain, treating his Hell knight levels as Cleric levels to determine what domain abilities he has access to.

Fighter would be an Armor master, give him better armor.

He would be tanky, have all the hellknight goodies, and full cleric goods to boot

Scarab Sages

Unnamed Hero
Tiefling necromancer 1 (Pathfinder Player Companion: Cohorts and Companions 31, Pathfinder RPG Bestiary 264)
LE Small outsider (native)
Init +4; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike -1 (1d2-2 nonlethal)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
8/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +6)
1st—mage armor, magic missile, magic missile, ray of enfeeblement (DC 16)
0 (at will)—acid splash, bleed (DC 15), ray of frost
Opposition Schools Divination, Illusion
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Statistics
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Str 7, Dex 18, Con 14, Int 20, Wis 7, Cha 5
Base Atk +0; CMB -3; CMD 11
Feats Scribe Scroll, Turn Undead
Traits bruising intellect, hellknight aspirant (Order of the Godclaw), precise treatment
Skills Bluff -1, Fly +10, Heal +7, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception -1, Spellcraft +9, Stealth +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Elven, Gnome, Goblin, Infernal, Orc
SQ apprentice, cruelty, power over undead
Other Gear wizard starting spellbook, 666 gp
--------------------
Tracked Resources
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Grave Touch (1 round, 8/day) (Sp) - 0/8
Turn Undead (8/day, DC 7) - 0/8
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Special Abilities
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Apprentice (Leadership Score -2) (Ex) Gain the service of an apprentice mage. Use Intelligence to determine Leadership score instead of Charisma.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Grave Touch (1 round, 8/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Turn Undead (DC 7) (Su) Receive Command Undead or Turn Undead as a bonus feat.

Wizard Half now I have to do the investigator

Scarab Sages

I am most likely going hellknight signifier, though I might change to cleric if no one wants to go that route....

Actaully can you Dual class Prestige classes?
Fighter/Cleric could do both if thats the case lol

Darth Signas-aka Baron Dark Mask is a signifier I have in Society and hes amazingly fun

Scarab Sages

kamenhero25 wrote:

Okay, a freed gladiator slave who feels the desire for power is cool. Wanting to join the Hellknights is a reasonable way to go about that. But I have to ask...

Where does being an Empiricist Investigator come from?

Inspiration, was what allowed him to fight and win when he wasn't supposed to adding a d6 to a roll can change a fight drasticly at low levels The alchemy is a background skill, and for the most part isn't going to be applicable since creating anything alchemical takes way too long. Logic dictates to him how to go about his rise to power [Investigator]

Scarab Sages

Builds:
Starting at 1st Level.
25 Point Buy.
Max HP at 1st Level.
If you wish to use a supplement just ask. I would like to see at least 1 Ultimate Intrigue submission.
Yes Psionic Characters are welcome.
A brief Background 2 paragraphs max is fine.
Three Traits (from any book including Campaign Traits unless they are tied to the core of that Campaign and would make little sense here) with One Campaign Trait from the Player's Guide.
You may take a single Drawback to gain another Trait.
Max HP first level Roll or 1/2+1 for each level thereafter.
Yes to Background Skills.
Starting Gold max for your Class.

Understood, Starting the character design now, with Hells Vengeance LE being what I am most likely to play

Scarab Sages

Dot me curious

Scarab Sages

Tagging into this, Wizard/Investigator i think

Scarab Sages

stat1: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat3: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat4: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat5: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat6: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Attributes: Roll 2d6+6 six times on this thread, or 20 point buy, whichever is higher! You may assign the results however you wish. Shamelessly stolen from DM Mathpro!

Races: Corr preferred. Featured races from ARG are also fair game. Anything else will be a case-by-case basis. Racial archetypes and alternate traits from Paizo are all kosher.

Classes: Core/APG preferred. I have not yet read through Occult Adventures or Path of War, so those classes will not be available. All other Paizo is available, though Sulmmoners must play the Unchained variant, and Gunslingers are restricted to the Bolt Ace archetype.

Traits: Two traits. One must be a campaign trail from the Rise of the Runelords Player's Guide. A third tree may be taken if you take a drawback. However, the drawback must be explained in your character background. Which leads me to my next subject...

Backgrounds: At the least, I would like a 10-Minute Background. Candidates that have both that and a regular background consisting of a few paragraphs will be considered most strongly. If you're having trouble with your character background send me a PM! We'll work on something.

Skills: We will be using background skills. We will also be using one consolidated skill- Athletics, replacing Acrobatics (jumping), Climb and Swim.

Starting Wealth: Starting wealth is max for your class.
Testing out the dice before I make a decision

Scarab Sages

Probably not my freind, as that is a crap AP to fun for the GM, as most times your just there to ask to players how much damage they did because they always go first [Had a player do on average 1k damage first round and when hes fighting only 1 creature it got boring]

The game may be fun for the players but as a GM i would never want to run that

Scarab Sages

@asmodina When are you looking to close applications and start picking?

Scarab Sages

Finnally managed to convict the paracountess and toss her into hell, I think true retirement starts now for a few of my characters as they have been hunting her since the dark archive started

Scarab Sages

1. Why are you a Pathfinder?
The hellknight order has far less representation, then it ought too. I strive to hold back the wandering, murder enthused among us, so as to point them in a direction that best suits my nation and my Order.

2. Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?
I do not understand your term of 'Earth' is this a celestial realm that I have not heard of?

3. Which nation did you grow up in? How did this nation influence you?
I grew up in the greatest nation to ever exist, Cheliax. It served me by showing me the proper conduct of a Baron, as well as how one should behave in polite society.

4. What do you look like? What are your wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
I stand tall in my Adamantine Hellknight Plate Armor, with a Signifiers mask adorning the helm. My Heavy Shield shines with the symbols of all of the Dieties of the Godclaw. I have served each one faithfully during my time adventuring, the Adamantine symbol currently around my neck is of Abbadar. On my back I carry a Great Sword that was given to me by my brother in arms, It glows ghostly white and serves as a direct connection to hell when the need arises.

5. What do you love? (Treasure and experience doesn’t count)
My Gods, my fellow Hellknights, and my island that was given to me for services rendered to Cheliax.

6. What do you hate? (Unclear and irritating darkness level rules don’t count)
The chaos that comes from fighting beside certain groups of pathfinders. *sideways glance at former taldors*

7. Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?
I would at a guess say the Rager known as Grognak, as he sees reason even if he wishes to live his life free of nobles.

8. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?
*Looks down at his hellknight armor* I don't understand how you could ask me such a stupid question,*few seconds pause* peasant.

9. What are you afraid of? Do you have any phobias or worries?
Haunts, for they are never the same and sometimes they don't seem to follow rules of engagment that make any kind of sense.

10. What is your most treasured possession?
My signifiers mask of course, why do you ask this of me?

Scarab Sages

Yeah I will throw my hat in the ring, gotta figure out what some of the things your talking about mean

Whats automatic bonus

Scarab Sages

Fluff fo the Fluff Gods:
INC

[spoiler=Character write up as per herolab]
Ik-Ha-Thruune
Male human (Azlanti, Pureblooded) investigator (empiricist) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
None Medium humanoid (human)
Init +6; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 11 (+1 armor, +6 Dex)
hp 45 (7d8+7)
Fort +3, Ref +11, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile adamantine estoc +8 (2d4+7/18-20) or
+1 agile adamantine estoc +8 (2d4+7/18-20)
Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 7th; concentration +13)
3rd—fly, resinous skin[UC]
2nd—communal ant haul[UC], perceive cues[APG], protection from arrows, see invisibility, undetectable alignment (DC 18)
1st—endure elements, long arm[ACG], reduce person (DC 17), shield
--------------------
Statistics
--------------------
Str 9, Dex 23, Con 12, Int 22, Wis 11, Cha 9
Base Atk +5; CMB +4; CMD 20

Feats Double Slice, Exotic Weapon Proficiency (estoc), Extra
Investigator Talent[ACG], Two-weapon Fighting, Weapon Finesse

Traits alchemical intuition, bruising intellect, student of philosophy

Skills
Acrobatics +10,
Appraise +10,
Bluff +3 (+10 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +16 (+23 to create alchemical items),
Diplomacy +9 (+16 to gather information (You can use your Intelligence Modifier instead of Charisma), +7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +16 to persuade others but not to gather information (as a result of using Int instead of Cha)),
Disable Device +19,
Escape Artist +10,
Heal +4,
Intimidate +16,
Knowledge (arcana)
+13, Knowledge (dungeoneering)
+13, Knowledge (engineering) +10,
Knowledge (geography) +10,
Knowledge (history) +16,
Knowledge (local) +13,
Knowledge (nature) +13,
Knowledge (nobility) +10,
Knowledge (planes) +18,
Knowledge (religion) +13,
Linguistics +10,
Perception +21,
Sense Motive +16 (+14 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Sleight of Hand +11,
Spellcraft +16,
Stealth +16,
Use Magic Device +16;
Racial Modifiers ceaseless observation

Languages Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Skald, Thassilonian

SQ
alchemy (alchemy crafting +7), fey magic, inspiration (9/day), investigator talents (expanded inspiration[ACG], intelligence inspiration[ACG], mutagen[UM], perceptive tracking[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 70 minutes), pride, trapfinding +3

Combat Gear azlant pendant;
Other Gear +1 agile adamantine estoc, +1 agile adamantine estoc, belt of incredible dexterity +2, bracers of armor +1, eyes of the eagle, feather step slippers[UE], headband of aerial agility (int +2)[UE], 20 gp
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Special Abilities
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

Scarab Sages

Shuck this drivvle, the world is getting too trigger happy. I don't think that we need to change anything.

Scarab Sages

[The One of the Wizards stopped playing due to illness but we still have him around, and level him accordingly if he gets better]

Scarab Sages

There are several spells that buff others that as a cleric you need to have, The Group,as I call them [As I don't actually know them as we meet online] Has 2 clerics, 2 Wizards, 1 Barbarian, 1 Figher and a Melee Druid...
We have discovered that the fighting types needs to enchant their gear with Fortification. +3 weapons that are Adamantium with the Holy enchant are a must, without them you will be in a very bad day.

Spells that can be extended to 24 hours should be noted on everyones character cards that you give the dm.

Special spells that I love:Obscuring Mist, it never gets old and can save lives more than you would think by killing line of sigh,
Bestow Curse while a save or suck spell is extremely useful to have prepped if you a necromancer.
Spectral Hand: Must have spell for anyone that isn't going into melee to heal.
Daylight should be prepped by at least 1 person every mod you play, it can affect so many undead and screw over light sensivites that its a must have.
If you can figure out how to share spells with others with a target of personal, Iron Skin is a very very useful spell.

Everyone HAS TO HAVE, a clear spindle ioun stone in a way finder

Every combat should be thought of as life or death every time, if you don't think so, somethings about to go horribly wrong.

Try to extend spells and buff targets instead of going BOOM as a cleric leave that to the others

NOTE: we are not yet 20 but we are getting very close, we have 8 or so more sessions till 20 is what we have come to figure. Though this may not be true if we tpk, though with our prestige it shouldn't be a huge deal.

Scarab Sages

GM how are you sending out invites to the roll20 or google hangouts?

Scarab Sages

I have time and a 9th level cleric of asmodius, let me know if you have have room

Scarab Sages

i would be interested in running this for a test group if you want

Grogwilsnatch@yahoo.com

Scarab Sages

This was brought to the pathfinder boards specifically to find out what is legal and what is not since, I have actually been in this situation before and was bullied into running because it would be reported as breaking the rules of the game if I decided to run the game as a home group.

I have gotten my answer and thank everyone who answered the question to their best knowledge.

On the boards, I can expect to get an answer on legality, as well as get opinions, on facebook, I can't really get credible answers on legality.

The other more important reason, I am running another sessions Thursday at the local college, and if he came back to play I wanted to know my options.

As far as I have been able to gather, he is breaking the rules by having a character that is an example of extreme forms of dysfuntional play, I won't have to move the game or what not because of him. Since my local VO isn't at the campus and is instead at the local game shop, telling him to go up the ladder for answers is also a way to deal with this. One which I hadn't thought to use before.
This is my first player that has caused problems so I really did not know what to do.

Scarab Sages

He won't change his character and yes its level 1, the table is higher than 1 though, and plans on doing the entire role play bit to the hilt.
My question still remains, if the other players ask me to run something for them as a private session, and then report it, is this still legal for me to do by the rules.

He is using the stormwind fallacy, purposely making an unoptimzed character to force Role play

Scarab Sages

He wants to role play, that is the only reason I am given. His character is legal, my only option is to not run the gameday mod and run another which can be a private game session correct?

Scarab Sages

So I have a player come up to the table with a 9int wizard, the rest of the table seeing this, decides it doesn't want to play.

Now that the table has 1 player [and 5 frustrated people] I as a GM can leave the table since it isn't legal to run for 1 person. If the players ask me to run a scenario for them some place else, as a private session and request that I not invite teh 9 int wizard I as a GM can do this yes, as long as its not at a Con or a Gameday for a store yes?

Scarab Sages

[OOC Every spare coin my Hell Knight Signifier has gotten since the betrayal has been used to the goal of finding a way to make himself powerful enough to take her down or pay someone to do it]

The man wearing the Blank Mask,the black mask merely nods, "That being so ladies, I have documents of arrest as well as writs of permission to bring he back to trail dead or alive. It is only a matter of time before the traitoress sits before Asmodius. She signed the contract to make sure Cheliax's interests were looked after, she has failed in upholding that contract. My name I was given upon rising to the rank of Paravicar is Signus Dark Mask of the Godclaw, I am a loyal clerik of Asmodius and will do my best to uphold the contract given me. My fellow "adventurers" have agreed to help me in my quest."
Laying down the paperwork the man moves back into the shadows his flail swaying against his blacked mythral armor, while his mythral tower shield seems to float beside him.

Scarab Sages

Several members of the Red Mantis group will be showing up to do away with the leader of the organization due to her betrayal of Cheliax. Praise Asmodius and pass the wands for we are going to war against her

Scarab Sages

GM baby unknown class or race :P

Clerik 6 Hell Knight 6, cheliax