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Goblin Squad Member. Organized Play Member. 178 posts (1,212 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 16 aliases.


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Thank you very much for this opportunity.


I believe my submission is now complete. Please let me know if I've missed anything. The name has been updated (I missed that it had been autocorrected).

T'Krell Voril
Male LN contemplative psychic (formless adept) 1 | HP: 42/42 | AC: 15 (T: 15, F: 10) | CMB: +3, CMD: 19 | F: +1, R: +8, W: +9 | Init: +4 | Perc: +11, SM: +11 | Speed 5', fly 30' | telekinesis: 1/1 | Phrenic pool: 7/7 | Formless Body: 10/10 | Third Eye: 1/1 | Spells: 1st 6/6 | Active conditions: None.

Crunch:

T'Krell Voril
Male contemplative psychic (formless adept) 1 (Bestiary 4 41, Occult Adventures 60, 104)
LN Medium monstrous humanoid
Init +4; Senses blindsight 60 ft., darkvision 60 ft.; Perception +11, Sense Motive +11

Defense
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge) (19 with mage armor)
HP 42 (5 HD; 1d6+4d10+1)
Fort +1, Ref +8, Will +9
Immune mind-affecting effects

Offense
Speed 5 ft., fly 30 ft. (perfect)
Melee 2 claws +3 (1d4-1)
Ranged magic missile 2d4+2 or
magic missile 1d4+1 and 1d4+1
Special Attacks phrenic pool (7 points)

Spells
Spell-Like Abilities (CL 4th; concentration +12)
Constant - detect magic, mage hand, read magic, tongues
At will - daze (DC 18), detect thoughts (DC 20), ghost sound (DC 18), magic missile(2 missiles)
1/day - telekinesis
Psychic (Formless Adept) Spells Known (CL 1st; concentration +11)
1st (6/day) - chill touch (formless body only) (DC 21), expeditious retreat (formless body only), mage armor, shield
0 (at will) - arcane mark, know direction, mending, prestidigitation

[/bigger]
[b]Str
8 -1, Dex 19 +4, Con 10 +0, Int 30 +10, Wis 17 +3, Cha 24 +7
BAB +4; CMB +3; CMD 19
Feats Combat Casting, Dodge, Third Eye
Traits beast bond, pragmatic activator
SQ +1 hit point, formless body: blurred body, formless spell

Skills
Acrobatics +4 (-8 to jump); (Ranks:0, +4 Dex, -0 ACP)
Appraise* +10; (Ranks:0, +10 Int)
Bluff +14; (Ranks:4, +3 class, +7 Cha )
Climb -1; (Ranks:0, +0 class, -1 Str, -0 ACP)
Diplomacy +15; (Ranks:5, +3 class, +7 Cha)
Disguise +7; (Ranks:0, +7 Cha)
Escape Artist +4; (Ranks:0, +4 Dex, -0 ACP)
Fly +20 (Ranks:5, +3 class, +4 Dex, +8 racial, -0 ACP)
Handle Animal* +16; (Ranks:5, +3 class, +7 Cha, +1 trait)
Heal +3; (Ranks:0, +3 Wis)
Intimidate +8; (Ranks:0, +0 class, +8 Cha)
Knowledge (arcana) +18; (Ranks:5, +3 class, +10 Int)
Knowledge (dungeoneering) +14; (Ranks:1, +3 class, +10 Int)
Knowledge (history)* +17; (Ranks:4, +3 class, +10 Int)
Knowledge (local) +15; (Ranks:2, +3 class, +10 Int)
Knowledge (nature) +14; (Ranks:1, +3 class, +10 Int)
Knowledge (planes) +17; (Ranks:4, +3 class, +10 Int)
Knowledge (religion) +14; (Ranks:1, +3 class, +10 Int)
Linguistics* +18; (Ranks:5, +3 class, +10 Int)
Perception +11; (Ranks:5, +3 class, +3 Wis)
Profession (driver)* +7; (Ranks:1, +3 class, +3 Wis)
Profession (merchant)* +7; (Ranks:1, +3 class, +3 Wis)
Profession (soldier)* +7; (Ranks:1, +3 class, +3 Wis)
Profession (siege engineer)* +7; (Ranks:1, +3 class, +3 Wis)
Profession (stable master)* +7; (Ranks:1, +3 class, +3 Wis)
Ride +5; (Ranks:0, +4 Dex, +1 trait, -0 ACP)
Sense Motive +11; (Ranks:5, +3 class, +3 Wis)
Spellcraft +18; (Ranks:5, +3 class, +10 Int)
Stealth +4; (Ranks:0, +0 class, +4 Dex, -0 ACP)
Survival +10; (Ranks:4, +3 class, +3 Wis)
Swim -1; (Ranks:0, +0 class, -1 Str, -0 ACP)
Use Magic Device +14; (Ranks:4, +10 Int)
Background Skills *
Languages Aboleth, Aklo, Catfolk, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Sahaugin, Undercommon;
telepathy 100 ft., tongues

Equipment and Encumberence
Weapons and Ammo
Armor and Defense
Combat Gear
Other Gear travelers' outfit
Coins 0 gp, 0 sp, 0 cp
Carrying Capacity
L / M / H - 26 / 53 / 80 lbs.
Encumberence
Light Load - 0 lbs.

Tracked Resources
Detect Magic (Constant) - 0/0
Mage Hand (Constant) - 0/0
Read Magic (Constant) - 0/0
Tongues (Constant) - 0/0

Daze (At will) - 0/0
Detect Thoughts (At will) - 0/0
Ghost Sound (At will) - 0/0
Magic Missile (At will) - 0/0

Formless Body: Blurred Body (10 rounds/day) (Su) - 0/10
Open Third Eye (1/day) - 0/1
Phrenic Pool (7/day) (Su) - 0/7
Telekinesis (1/day) - 0/1
Third Eye (5 minutes/day) - 0/5
Third Eye Read Auras (1/day) - 0/1

Special Abilities
+1 Hit Point (FCB) (1) +1 Hit Point
Beast Bond +1 to Handle Animal and Ride checks. Handle Animal is a class skill.
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dodge +1 AC.
Fly (30 feet, Perfect) You can fly!
Formless Body: Blurred Body (10 rounds/day) (Su) You can act under the effect of a blur spell.
Formless Spell (Su) 1 pool: Cast standard-action spell as part of action to assume formless body.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Phrenic Pool (7/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Pragmatic Activator Use Int bonus for Use Magic Device checks.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Third Eye (5 minutes/day) As std act, open third eye to gain perception bonuses.
Weapon Proficiency (natural) Proficient with natural weapons.
Weapon Proficiency (siege weapons ) Proficient with siege weapons.
Weapon Proficiency (simple) Proficient with all simple weapons.

Fluff:

Background
When word of the Black Horde's siege of Kotelia reached the conclave of the Contemplatives, the thought spread that assistance should be rendered. But concordance was not easily achieved about what that assistance should be. For a decade minds debated, concepts and positions flowing through the conclave like ripples in a pond.

Eventually one plan won. A caravan was assembled and crewed. A dozen souls traveled with non-perishable supplies, alchemical reagents, plans for siege engines, and what warriors the Contemplatives could supply. After years of travel they arrived to find the Black Horde disbanded and repairs already begun.

Their mission, in a way, accomplished they sold their goods and most began the trek home. Part of their deal was for consultants to interpret the weapon plans. The three youngest of their number remained in Kotelia to help with the assembly of the new siege defenses.

T'Krell Voril was one of those three. A mere stablehand when they left, he had been trained on the journey to trade with any they encountered. He had a way with the draft animals and was able to quickly pick up new languages and how to assemble and use the massive weaponry they brought.

Since their stay in the fortress city the three young Contemplatives joined the service to add that experience to their own. During the intervening years there has been some attrition to their number. T'Krell is the only Contemplative remaining in Kotelia.

The deaths of his companions were a series of mighty blows to T'Krell. Having felt their minds fade while in telepathic communication and their souls move on, he has begun to change. Turning his studies away from the engines of war and to the transition away from the corporeal world.

As he has served in the defense of Kotelia, T'Krell has begun to see the material plane as a stepping stone to more evolved state. He seeks the release of the physical body and the limitations of a physical mind. His studies have already born some fruit as he can now shift his corporeal form slightly out of phase making him harder to hit in combat.

Appearance
T'Krell Voril is easy to spot, he's the giant floating brain. A diminutive body hangs below the engorged cerebral matter. Dressed in what amounts to dolls clothing, T'Krell's body is definitely inhuman. His long thin arms end in hands hands armed with pointed chitinous claws. His short dangling legs taper to chitinous tips rather than feet.

Personality
When he first arrived in Kotelia, T'Krell reveled in being smarter than anyone else. As his companions died, his attitude mellowed. Still a master of book learning, he has begun to question how much he actually knows about the world. While not a warm person, he has grown to be less cold and emotionless. When he came to Kotelia he worshipped Kalaban as a merchant does. However, his time since has slowly moved his devotion to Alcinea. As a lone member of a fairly communal species, T'Krell seeks others to share his continuing journey.


Here is the crunch for my submission. I am still writing down the background.

Crunch:

Terrill Vorell
Male contemplative psychic (formless adept) 1 (Bestiary 4 41, Occult Adventures 60, 104)
LN Medium monstrous humanoid
Init +4; Senses blindsight 60 ft., darkvision 60 ft.; Perception +11, Sense Motive +11

Defense
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge) (19 with mage armor)
HP 42 (5 HD; 1d6+4d10+1)
Fort +1, Ref +8, Will +9
Immune mind-affecting effects

Offense
Speed 5 ft., fly 30 ft. (perfect)
Melee 2 claws +3 (1d4-1)
Ranged magic missile 2d4+2 or
magic missile 1d4+1 and 1d4+1
Special Attacks phrenic pool (7 points)

Spells
Spell-Like Abilities (CL 4th; concentration +12)
Constant - detect magic, mage hand, read magic, tongues
At will - daze (DC 18), detect thoughts (DC 20), ghost sound (DC 18), magic missile(2 missiles)
1/day - telekinesis
Psychic (Formless Adept) Spells Known (CL 1st; concentration +11)
1st (6/day) - chill touch (formless body only) (DC 21), expeditious retreat (formless body only), mage armor, recharge innate magic
0 (at will) - arcane mark, know direction, mending, prestidigitation

Statistics
Str 8 -1, Dex 19 +4, Con 10 +0, Int 30 +10, Wis 17 +3, Cha 24 +7
BAB +4; CMB +3; CMD 19
Feats Combat Casting, Dodge, Third Eye
Traits beast bond, pragmatic activator
SQ +1 hit point, formless body: blurred body, formless spell

Skills
Acrobatics +4 (-8 to jump); (Ranks:0, +4 Dex, -0 ACP)
Appraise* +10; (Ranks:0, +10 Int)
Bluff +14; (Ranks:4, +3 class, +7 Cha )
Climb -1; (Ranks:0, +0 class, -1 Str, -0 ACP)
Diplomacy +15; (Ranks:5, +3 class, +7 Cha)
Disguise +7; (Ranks:0, +7 Cha)
Escape Artist +4; (Ranks:0, +4 Dex, -0 ACP)
Fly +20 (Ranks:5, +3 class, +4 Dex, +8 racial, -0 ACP)
Handle Animal* +16; (Ranks:5, +3 class, +7 Cha, +1 trait)
Heal +3; (Ranks:0, +3 Wis)
Intimidate +8; (Ranks:0, +0 class, +8 Cha)
Knowledge (arcana) +18; (Ranks:5, +3 class, +10 Int)
Knowledge (dungeoneering) +14; (Ranks:1, +3 class, +10 Int)
Knowledge (history)* +17; (Ranks:4, +3 class, +10 Int)
Knowledge (local) +15; (Ranks:2, +3 class, +10 Int)
Knowledge (nature) +15; (Ranks:2, +3 class, +10 Int)
Knowledge (planes) +17; (Ranks:4, +3 class, +10 Int)
Knowledge (religion) +14; (Ranks:1, +3 class, +10 Int)
Linguistics* +18; (Ranks:5, +3 class, +10 Int)
Perception +11; (Ranks:5, +3 class, +3 Wis)
Profession (driver)* +7; (Ranks:1, +3 class, +3 Wis)
Profession (merchant)* +8; (Ranks:2, +3 class, +3 Wis)
Profession (stable master)* +7; (Ranks:1, +3 class, +3 Wis)
Ride +5; (Ranks:0, +4 Dex, +1 trait, -0 ACP)
Sense Motive +11; (Ranks:5, +3 class, +3 Wis)
Spellcraft +18; (Ranks:5, +3 class, +10 Int)
Stealth +4; (Ranks:0, +0 class, +4 Dex, -0 ACP)
Survival +10; (Ranks:4, +3 class, +3 Wis)
Swim -1; (Ranks:0, +0 class, -1 Str, -0 ACP)
Use Magic Device +14; (Ranks:4, +10 Int)
Background Skills *
Languages Aboleth, Aklo, Catfolk, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Sahaugin, Undercommon;
telepathy 100 ft., tongues

Equipment and Encumberence
Weapons and Ammo
Armor and Defense
Combat Gear
Other Gear travelers' outfit
Coins 0 gp, 0 sp, 0 cp
Carrying Capacity
L / M / H - 26 / 53 / 80 lbs.
Encumberence
Light Load - 0 lbs.

Tracked Resources
Detect Magic (Constant) - 0/0
Mage Hand (Constant) - 0/0
Read Magic (Constant) - 0/0
Tongues (Constant) - 0/0

Daze (At will) - 0/0
Detect Thoughts (At will) - 0/0
Ghost Sound (At will) - 0/0
Magic Missile (At will) - 0/0

Formless Body: Blurred Body (10 rounds/day) (Su) - 0/10
Open Third Eye (1/day) - 0/1
Phrenic Pool (7/day) (Su) - 0/7
Telekinesis (1/day) - 0/1
Third Eye (5 minutes/day) - 0/5
Third Eye Read Auras (1/day) - 0/1

Special Abilities
+1 Hit Point (FCB) (1) +1 Hit Point
Beast Bond +1 to Handle Animal and Ride checks. Handle Animal is a class skill.
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dodge +1 AC.
Fly (30 feet, Perfect) You can fly!
Formless Body: Blurred Body (10 rounds/day) (Su) You can act under the effect of a blur spell.
Formless Spell (Su) 1 pool: Cast standard-action spell as part of action to assume formless body.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Phrenic Pool (7/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Pragmatic Activator Use Int bonus for Use Magic Device checks.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Third Eye (5 minutes/day) As std act, open third eye to gain perception bonuses.
Weapon Proficiency (natural) Proficient with natural weapons.
Weapon Proficiency (siege weapons ) Proficient with siege weapons.
Weapon Proficiency (simple) Proficient with all simple weapons.


I'm going to roll for racial hit dice.

HP: 4d10 ⇒ (10, 9, 9, 7) = 35

nice.


I am considering a Contemplative Psychic (formless adept)

Do you have any problems with this race or class?

As this is a CR 2 creature, I know that it would only start as a 1st level Psychic.


Never having played this AP, I am very interested. When will you be ending the recruitment period?


I am super interested. It's a shame I'm not sure of my connectivity for the next week. Hopefully when you announce the formal recruitment I will still have time to apply when I get back.


rungok wrote:
I really enjoyed the 10 minute background. It was good to inspire me to fill in more detail on my character and make her seem more like a person.

I like it for that too. It really makes you think about the character and their motivations and history. I just think it is poorly named. :)


As much as I like my Paladin/Monk concept, I'm not seeing any "skilled" characters. I'm going to see if I can work something up.

I'm thinking either Magus (kensai)/Investigator (empiricist) or Swashbuckler (inspired blade)/Investigator (empiricist).


So, I'm thinking Paladin / unchained Monk. A worshipper of Ilmater, he trains at the Twilight Monastery and worships at the Two Tears.


Dotting


Ok, here's a rough draft of the crunch for my submission.
I'll write up his background ASAP.

Crunch:

Malgrim Habrak
Male hobgoblin barbarian (unchained, superstitious) 1
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7, Sense Motive +3

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 18 (1d12+6)
Fort +7, Ref +3, Will +3; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.

Offense
Speed 40 ft. (30 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
dagger +4 (1d4+3/19-20)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks rage (9 rounds/day)

Statistics
Str 17 +3, Dex 16 +3, Con 20 +5, Int 17 +3, Wis 16 +3, Cha 12 +1
BAB +1; CMB +4; CMD 17
Feats Arcane Vendetta
Traits classically schooled, warded against witchery
SQ +1 hit point, fast movement, magehunter

Skills
Acrobatics -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Appraise +3; (Ranks:0, +3 Int)
Bluff +1; (Ranks:0, +1 Cha )
Climb -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Craft (armor)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (blacksmith)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (weapons)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Diplomacy +1; (Ranks:0, +1 Cha)
Disguise +1; (Ranks:0, +1 Cha)
Escape Artist -1; (Ranks:0, +3 Dex, -4 ACP)
Fly -1; (Ranks:0, +3 Dex, -4 ACP)
Heal +3; (Ranks:0, +3 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana)* +4; (Ranks:1, +3 Int)
Knowledge (nature)* +1; (Ranks:1, +1 class, +3 Int)
Linguistics* +4; (Ranks:1, +3 Int)
Perception +1; (Ranks:1, +3 class, +3 Wis)
Ride -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Sense Motive +3; (Ranks:0, +3 Wis)
Spellcraft +8 (+10 to identify spells) (+11 to identify spells cast by evil arcane spellcasters); (Ranks:1, +3 class, +3 Int, +1 trait) (+2 magehunter) (+1 warded against witchery)
Stealth -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Survival +7; (Ranks:1, +3 class, +3 Wis)
Swim -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Background Skills *
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc

Equipment and Encumberence
Weapons and Ammo bardiche, dagger (12)
Armor and Defense scale mail
Combat Gear
Other Gear backpack, bandolier, bedroll, belt pouch, belt pouch, chalk (10), fishhook (2), flint and steel, grappling hook, hemp rope (50 ft.), twine (50'), waterskin, whetstone
Coins 8 gp, 10 sp, 7 cp
Carrying Capacity
L / M / H - 86 / 173 / 260 lbs.
Encumberence
Light Load - 84 lbs.

Tracked Resources
Dagger - 0/12
Rage (Unchained, 9 rounds/day) (Ex) - 0/9

Special Abilities
+1 Hit Point (FCB) (1) +1 Hit Point
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Classically Schooled You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magehunter +2 to Spellcraft to identify spells and +1 attack against arcane spellcrafters.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Warded Against Witchery You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spell casters.


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11

Re-roll the 11

2d6 + 6 ⇒ (5, 6) + 6 = 17

12, 14, 16, 17, 17, 18

I can work with that.


I've been working on an elven wizard. Will try to post more when I can.

Here's a very rough basic statblock.

Statblock:

Ellyrion Lanethriellyn?
Male elf conjurer (spellbinder) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 5 (1d6-1)
Fort -1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep

Offense
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
quarterstaff +0 (1d6) or
touch attack +0 (As Spell)
Ranged ranged touch attack +3 (As Spell)

Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day - acid dart (1d6 acid)
Conjurer (Spellbinder) Spells Known
1st - adhesive spittle (DC 15), mage armor, magic missile
0 (at will)—acid splash, detect magic, light
Conjurer (Spellbinder) Spells Prepared (CL 1st; concentration +5)
1st - adhesive spittle (DC 15), mage armor, magic missile
0 (at will)—acid splash, detect magic, light
Opposition Schools Enchantment, Illusion

Statistics
Str 11, Dex 16, Con 8, Int 18, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Breadth Of ExperienceAPG, Scribe Scroll
Traits eldritch delver, seeker
SQ +1 skill point, alchemical burn, arcane focus, elven magic, keen senses, spell bond, summoner's charm (1 round)

Skills
Craft (bookbinding) +6,
Craft (calligraphy) +6,
Knowledge (arcana) +10,
Knowledge (dungeoneering) +11,
Knowledge (engineering) +6,
Knowledge (geography) +6,
Knowledge (history) +11,
Knowledge (local) +6,
Knowledge (nature) +6,
Knowledge (nobility) +6,
Knowledge (other ) +6,
Knowledge (planes) +10,
Knowledge (religion) +6,
Linguistics +8,
Perception +8,
Spellcraft +8 (+10 to identify magic item properties);
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Sylvan

Other Gear dagger, quarterstaff, ranged touch attack, touch attack, backpack, bedroll, belt pouch, belt pouch, candle (5), chalk (10), colored ink, flint and steel, ink, inkpen, journalUE, parchment (10), powderAPG, scroll boxUE, silk rope (50 ft.), soap, spell component pouch, trail rations (5), twine (50')APG, waterproof bagUE, waterskin, wizard starting spellbook, 2 gp, 6 sp, 2 cp

Tracked Resources
Acid Dart (1d6 acid, 7/day) (Sp) - 0/7
Dagger - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point (FCB) (1) +1 Skill Point
Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Breadth of Experience Knowledge and Profession skills can be used untrained and gain +2.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scribe Scroll You can create magic scrolls.
Spell Bond (Summon Monster I) Can spontaneously cast bonded spell by sacrificing a prepared spell.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).


I'm interested in this. How long do you see recruitment going? Will you be closing it as soon as you have 7 complete submissions?


How do you feel about material from the Dwarves of Golarion sourcebook?

Specifically the Dwarven Dorn-dergar (or chain-flail) and the Darting Viper feat.


Dotting with extreme interest.


GM Mort wrote:
Demon lurking - I require your time zone, background and posting frequency before I can add you to the list.

Sorry about that, intended to include it with a more finalized submission. I am in EST / EDT (GMT -5/-4). I regularly post at least once a day on weekdays, at least once during the weekend. Specific times can be erratic, but are usually between 9am - 5pm and 9pm - midnight.


Here's a rough draft of my character, I still have some cash left and need to write up the background.

Crunch:

Female tiefling gestalt 5 (investigator (empiricist) 5/swashbuckler (inspired blade) 5)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12, Sense Motive +9

Defense
AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +2 natural)
HP 34 (5d10)
Fort +3, Ref +8, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities charmed life 3/day, nimble +1, trap sense +1; Resist cold 5, electricity 5, fire 5, unfailing logic

Offense
Speed 30 ft.
Melee +1 silversheen rapier +11 (1d6+6/15-20+5 Precision) or
dagger +6 (1d4+1/19-20+5 Precision) or
bite +1 (1d6)
Ranged shortbow +8 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), studied combat (+2, 4 rounds), studied strike +1d6

Extracts
Investigator (Empiricist) Extracts Known
2nd - aid*, barkskin*, blur*, cure moderate wounds, extreme flexibility*, ironskin*, levitate*, see invisibility*, restoration (lesser), spider climb
1st - comprehend languages, cure light wounds, enlarge person (DC 15), identify, heightened awareness*, keen senses* (DC 15), long arm, polypurpose panacea, reduce person* (DC 15), true strike
* purchased
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
2nd - cure moderate wounds, see invisibility, spider climb
1st - cure light wounds, keen senses (DC 15), long arm, polypurpose panacea, true strike

Statistics
Str 13 +1, Dex 16 +3, Con 10 +0, Int 18 +4, Wis 10 +0, Cha 12 +1
BAB +5; CMB +6; CMD 20
Feats Armor Of The Pit, Fencing Grace, Flanking Foil, Weapon Finesse (rapier), Weapon Focus (rapier)
Traits militia veteran (Survival), pragmatic activator
SQ +1 skill point, alchemical burn, alchemy (alchemy crafting +5), dare (desperate evasion), fiendish resistance, inspiration (6/day), inspired panache, investigator talents (canny observer, underworld inspiration), keen recollection, maw or claw (bite), prehensile tail, skilled, trapfinding +2

Skills
Acrobatics +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Appraise +8; (Ranks:1, +3 class, +4 Int)
Bluff +11; (Ranks:5, +3 class, +1 Cha, +2 racial)
Climb +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Diplomacy +5 (+8 to gather information); (Ranks:1, +3 class, +1 Cha) (+3 ceaseless observation)
Disable Device +16; (Ranks:5, +3 class, +4 Int, -0 ACP, +2 mwk tools, +2 trapfinding)
Disguise +1; (Ranks:0, +0 class, +1 Cha)
Escape Artist +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Fly +3 (Ranks:0, +3 Dex, -0 ACP)
Heal +4; (Ranks:1, +3 class, +0 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana) +9; (Ranks:2, +3 class, +4 Int)
Knowledge (dungeoneering) +9 (+11 to navigate underground); (Ranks:2, +3 class, +4 Int) (+2 compass)
Knowledge (engineering) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (geography) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (history) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (local) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nature) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nobility) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (other) +4; (Ranks:0, +0 class, +4 Int)
Knowledge (planes) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (religion) +8; (Ranks:1, +3 class, +4 Int)
Linguistics +12; (Ranks:5, +3 class, +4 Int)
Perception +12 (+16 to hear the details of a conversation or to find concealed or secret objects) (+18 vs. traps); (Ranks:5, +3 class, +4 Int) (+4 canny observer) (+2 trapfinding)
Ride +3; (Ranks:0, +0 class, +3 Dex, -0 ACP)
Sense Motive +9; (Ranks:2, +3 class, +4 Wis)
Sleight of Hand +8; (Ranks:2, +3 class, +3 Dex, -0 ACP)
Spellcraft +12; (Ranks:5, +3 class, +4 Int)
Stealth +10; (Ranks:2, +3 class, +3 Dex, -0 ACP, +2 racial)
Survival +6 (+8 to avoid becoming lost); (Ranks:2, +3 class, +0 Wis, +1 trait) (+2 tools)
Swim +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Use Magic Device +12; (Ranks:5, +3 class, +4 Int)
Racial Modifiers +2 Bluff, +2 Stealth, ceaseless observation
Languages Abyssal, Ancient Osiriani, Azlanti, Common, Draconic, Dwarven, Elven, Infernal, Shory, Thassilonian, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 silversheen rapier, dagger, shortbow with 60 arrows
Armor and Defense +1 mithral chain shirt, pauldrons of unflinching fortitude +1/+2
Combat Gear potion of cure light wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10), oil (10)
Other Gear handy haversack (alchemy crafting kit, bedroll, canteen, folding shovel, grappling arrow, grappling hook, mapmaker's kit, mess kit, mug, piton (10), pot, silk rope (100'), trail rations (15), waterproof bag (ink, inkpen, formula book, journal)), bandolier (extracts), belt pouch (chalk (5), compass, fishhook, flint and steel, mirror, soap, twine (50')), belt pouch (money), concealable thieves' tools, explorer's outfit, wrist sheath (spring loaded)
Coins 33 pp, 15 gp, 12 sp, 11 cp
Carrying Capacity
L / M / H - 50 / 100 / 150 lbs.
Encumberence
Light Load - 38.38 lbs.

Tracked Resources
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Arrows - 0/60
Charmed Life +1 (3/day) (Ex) - 0/3
Dagger - 0/1
Holy water - 0/10
Inspiration (+1d6, 6/day) (Ex) - 0/6
Panache Pool (5/day) - 0/5
Potion of cure light wounds - 0/5
Trail rations - 0/15

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor of the Pit Gain +2 natural armor.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Charmed Life +1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
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.
Fencing Grace Use Dexterity on rapier damage rolls
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Flanking Foil Foes you strike lose their flanking bonus against you
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Free usage on trained Bluff, Disable Device, Disguise, Intimidate, Knowledge, Linguistics, Slight of Hand, and Spellcraft checks.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Maw or Claw (Bite) Gain 1d6 bite attack.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.


I know it seems a little weird, but I'm thinking about an Investigator (Empiricist) / Swashbuckler (Inspired Blade). I think I can make it work well.

I'm curious if you would allow an Android. It's not an ARG race, but most sources do put it in the Uncommon race category.


Dotting for interest.


Scraping in right at the end, here is my (hopefully) completed submission:

Fluff:

Background
Twenty seven years ago Syndenomial (Nomi for short) was born in the wilds to an elven druid and raised in the Elven ways of magic and swordplay and archery. While growing up in the wilderness, she befriended a gnomish druid named Nafiz Gloomglow. Nafiz claimed to have learned the ways of the fey and was always accompanied by several sprites and pixies.

In reality, Nafiz was little more than a talented illusionist with deep concerns for the natural world. His companions were simply complex illusions, but Nomi never did figure that out. Nafiz and his fey companions taught Nomi as much about magic and illusions as they did the forests and animals around them. She also excelled at archery and was thrilled when she was allowed to make her own bow from a paueliel limb. That bow is still her prize possession.

However, Nomi was never really cut out for the druidic lifestyle. She yearned for civilization and eventually her mother agreed to find her father. Carl Moore worked with the caravans, always traveling. When she caught up with him, Nomi discovered that her mother had simply been one night of comfort on the road and she did not realize that he had a daughter.

He took her home to Tasuc Cer and introduced her to his family, his human family. Carl had been a simple drover on the caravan at the time of his dalliance, but was now the caravan master. He still spent most of his time away from home.

Hilda, Carl's wife of thirty years was kind enough, however her older half brother Marcus was a lumberjack and was looking to expand. With very different outlooks, Nomi and Marcus fought about the uses of natural resources nearly constantly.

Not quite fitting into either of her parents worlds, Nomi set out to find her place. Her father set her up with a buddy of his to work with the draft animals and help guide a caravan to Endhome.

Appearance
Syndenomial is fairly average in size, her slightly pointed ears peeking through her dark red hair. Her sharp brown eyes are almost always full of laughter. Her skin is well tanned, but not rough. She wears dull browns and greens to blend into the underbrush. She carries a fine bow at her side.

Future Plans
I intend to keep leveling in the primary classes, perhaps picking up the Life and/or Conjuration Spheres. Keeping a similar role to a straight Ranger, but with additional casting abilities.

Crunch:

Syndenomial Moore
Female half-elf gestalt 3 (sphere ranger (guide) 3/fey adept 3)
CG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11

Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 19 (3d10-3)
Fort +5, Ref +8, Will +9; +2 vs. enchantments
DR 10/cold iron; Immune sleep

Offense
Speed 30'
Melee dagger +5 (1d4+1/19-20) or
   rapier +5 (1d6+1/18-20)
Ranged paueliel composite longbow +6 (1d8+1/×3)
Special Attacks combat style (archery), ranger's focus, shadow mark

Magic
MSB +6 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 17 Use when defending against an MSB check
Divination You can predict the future and gain information not available to the usual 5 senses.
Divination Sphere You gain access to the Divination sphere of magic.
Divination: Divine You can divine magical auras
Divination: Divine Elements You can divine for elements whose Nature package you possess
Divination: Divine Illusions You can divine for illusions
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Read Magic (sense) You can read and decipher magical writing
Illusion You may craft images and impressions of things that aren’t there.
Illusion Sphere You gain access to the Illusion sphere of magic.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Enlarged Illusion Increase your illusion’s maximum size by one size category.
Illusion: Illusion Create illusions that may fool observers
Illusion: Illusionary Sound Add sound to your illusions
Nature You can command the very terrain to do your bidding.
Nature Sphere You gain access to the Nature sphere of magic.
Nature: Entangle Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Nature: Thorns 1d6+1 Cause spiny plants to grow rapidly, damaging creatures in an area

Statistics
Str 12 +1Dex 14 +2Con 8 -1Int 14 +2Wis 16 +3Cha 16 +3
BAB +3; CMB +4; CMD 16
Feats Endurance, Extra Magic Talent, Point-Blank Shot, Rapid Shot, Skill Focus (Survival), Sphere Focus (Illusion), 
Bonus Feats Combat Expertise, Deadly Aim, Weapon Finesse
Traits devotee of the green, elven reflexes
SQ +1 skill point, +2 to one ability score, adaptability, alter, casting, divination, divination sphere, divine (divine), divine elements (divine), divine illusions (divine), effects, elf blood, enlarged illusion, entangle (geomancing, plant), favored terrain (forest +2), fey magic, foreshadow (sense), geomancing, growth (geomancing, plant), illusion, illusion, illusion sphere, illusionary sound, keen senses, magic skill bonus, magic skill defense, master illusionist, multitalented, nature, nature sphere, pummel (geomancing, plant), read magic (sense), shadowstuff, thorns (geomancing, plant), track +1, wild empathy

Skills
Acrobatics +2; (Ranks:0, +2 Dex, -0 ACP)
Appraise +2; (Ranks:0, +0 class, +2 Int)
Bluff +8; (Ranks:2, +3 class, +3 Cha )
Climb +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Craft (bows) +8; (Ranks:1, +3 class, +2 Int, +2 mwk tools)
Craft (mapmaking) +6; (Ranks:1, +3 class, +2 Int)
Craft (traps) +6; (Ranks:1, +3 class, +2 Int)
Diplomacy +3; (Ranks:0, +3 Cha)
Disable Device +3 (+1); (Ranks:1, +2 Dex, -0 ACP) (-2 no tools)
Disguise +7; (Ranks:1, +3 class, +3 Cha)
Escape Artist +2; (Ranks:0, +2 Dex, -0 ACP)
Fly +2; (Ranks:0, +2 Dex, -0 ACP)
Handle Animal +8; (Ranks:2, +3 class, +3 Cha)
Heal +3; (Ranks:0, +0 class, +3 Wis)
Intimidate +3; (Ranks:0, +0 class, +3 Cha)
Knowledge (arcana) +8; (Ranks:3, +3 class, +2 Int)
Knowledge (dungeoneering) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (geography) +7; (Ranks:1, +3 class, +2 Int, +1 trait)
Knowledge (local) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (nature) +9; (Ranks:3, +3 class, +2 Int, +1 trait)
Linguistics +6; (Ranks:1, +3 class, +2 Int)
Perception +11; (Ranks:3, +3 class, +3 Wis, +2 racial)
Ride +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Sense Motive +7; (Ranks:1, +3 class, +3 Wis)
Sleight of Hand +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Spellcraft +8; (Ranks:3, +3 class, +2 Int)
Stealth +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Survival +12 (+14); (Ranks:3, +3 class, +3 Wis, +3 Skill Focus)
Swim +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan

Equipment and Encumberence
Weapons and Ammo  dagger, paueliel composite longbow (+1 Str) with 20 arrows, rapier
Armor and Defense mwk studded leather
Combat Gear 
Other Gear handy haversack (arrows (80), artisan's tools (traps, mwk artisan's tools (bows), bedroll, folding shovel, grappling arrow, mapmaker's kit, mess kit, piton (10), pot, rations (10), silk rope (50 ft.), soap, waterproof bag (ink, inkpen, journal), waterskin), belt pouch (chalk (5), fishhook, flint and steel, marlinspike, string/twine (50')), belt pouch (money), explorer’s outfit
Coins 189 gp, 3 sp, 3 cp
Carrying Capacity
L / M / H - 43 / 86/ 130 lbs.
Encumberence
Light Load - 38.4 lbs.

Tracked Resources
Arrows - 0/100
Dagger - 0/1
Ranger's Focus +2 (1/day) (Ex) - 0/1
Rations - 0/10
Shadow Points - 0/4
Spell Points - 0/6

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Casting (CL 3, Charisma, DC 13) You can cast sphere effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Style (Archery) (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Magic Talent You gain an additional magic talent
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Fey Magic Gain Illusion as a bonus sphere
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Illusionist (1 round) Illusions persist for a time after you cease concentrating on them
Multitalented Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowmark (2d6, -1) Hurled shadowstuff deals damage and imposes Will penalty against your sphere abilities
Shadowstuff Spend shadow points to create a variety of effects
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skill Focus (Survival) You get a +3 bonus on all checks involving the chosen skill.
Sphere Focus (Illusion) Gain +1 DC with abilities from chosen sphere
Track +1 Add the listed bonus to survival checks made to track.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Hello again Rednal. I've got a rough draft of the crunch together for your perusal. I'm still working on writing up the background.

I haven't used SoP before, so hopefully I haven't gimped myself with these choices. I don't have access to the player's guide, so hopefully the background um working on will fit. Can you tell me anything about the fey in this setting?

Crunch:

Female half-elf gestalt 3 (sphere ranger (guide) 3/fey adept 3)
CG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11

Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 19 (3d10-3)
Fort +5, Ref +8, Will +9; +2 vs. enchantments
DR 10/cold iron; Immune sleep

Offense
Speed 30'
Melee dagger +5 (1d4+1/19-20) or
   rapier +5 (1d6+1/18-20)
Ranged paueliel composite longbow +6 (1d8+1/×3)
Special Attacks combat style (archery), ranger's focus, shadow mark

Magic
MSB +6 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 17 Use when defending against an MSB check
Divination You can predict the future and gain information not available to the usual 5 senses.
Divination Sphere You gain access to the Divination sphere of magic.
Divination: Divine You can divine magical auras
Divination: Divine Elements You can divine for elements whose Nature package you possess
Divination: Divine Illusions You can divine for illusions
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Read Magic (sense) You can read and decipher magical writing
Illusion You may craft images and impressions of things that aren’t there.
Illusion Sphere You gain access to the Illusion sphere of magic.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Enlarged Illusion Increase your illusion’s maximum size by one size category.
Illusion: Illusion Create illusions that may fool observers
Illusion: Illusionary Sound Add sound to your illusions
Nature You can command the very terrain to do your bidding.
Nature Sphere You gain access to the Nature sphere of magic.
Nature: Entangle Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Nature: Thorns 1d6+1 Cause spiny plants to grow rapidly, damaging creatures in an area

Statistics
Str 12 +1Dex 14 +2Con 8 -1Int 14 +2Wis 16 +3Cha 16 +3
BAB +3; CMB +4; CMD 16
Feats Endurance, Extra Magic Talent, Point-Blank Shot, Rapid Shot, Skill Focus (Survival), Sphere Focus (Illusion), 
Bonus Feats Combat Expertise, Deadly Aim, Weapon Finesse
Traits devotee of the green, elven reflexes
SQ +1 skill point, +2 to one ability score, adaptability, alter, casting, divination, divination sphere, divine (divine), divine elements (divine), divine illusions (divine), effects, elf blood, enlarged illusion, entangle (geomancing, plant), favored terrain (forest +2), fey magic, foreshadow (sense), geomancing, growth (geomancing, plant), illusion, illusion, illusion sphere, illusionary sound, keen senses, magic skill bonus, magic skill defense, master illusionist, multitalented, nature, nature sphere, pummel (geomancing, plant), read magic (sense), shadowstuff, thorns (geomancing, plant), track +1, wild empathy

Skills
Bluff +9, Climb +5, Craft (mapmaking) +7, Craft (traps) +4, Disguise +7, Handle Animal +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (geography) +8, Knowledge (local) +6, Knowledge (nature) +9, Perception +11, Ride +6, Sense Motive +7, Sleight of Hand +6, Spellcraft +8, Survival +12 (+14 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +5
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Goblin

Equipment and Encumberence
Weapons and Ammo  dagger, paueliel composite longbow (+1 Str) with 20 arrows, rapier
Armor and Defense mwk studded leather
Combat Gear 
Other Gear handy haversack (arrows (80), bedroll, folding shovel, grappling arrow, mapmaker's kit, mess kit, piton (10), pot, rations (10), silk rope (50 ft.), soap, waterproof bag (ink, inkpen, journal), waterskin), belt pouch (chalk (5), fishhook, flint and steel, marlinspike, string/twine (50')), belt pouch (money), explorer’s outfit
Coins 189 gp, 3 sp, 3 cp

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Casting (CL 3, Charisma, DC 13) You can cast sphere effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Style (Archery) (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Magic Talent You gain an additional magic talent
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Fey Magic Gain Illusion as a bonus sphere
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Illusionist (1 round) Illusions persist for a time after you cease concentrating on them
Multitalented Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowmark (2d6, -1) Hurled shadowstuff deals damage and imposes Will penalty against your sphere abilities
Shadowstuff Spend shadow points to create a variety of effects
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skill Focus (Survival) You get a +3 bonus on all checks involving the chosen skill.
Sphere Focus (Illusion) Gain +1 DC with abilities from chosen sphere
Track +1 Add the listed bonus to survival checks made to track.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Thanks again.


Boomber Bluch wrote:

William here, this is Bluch (his gun's name is Boomber), currently he has just the gunslinger stats, adjusting as needed starting now.

oops, didn't see the closed recruitment :P

edit:*looks at it a bit more* is this closed? people are applying after the thread says closed... I'm confused.

New posts from the GM from Monday morning:

GM Rednal wrote:
And we are open for re-recruitment! This game needs another player.
GM Rednal wrote:
We currently have a Witch/Shifter (Debuff/Transforming Offense), and an Armorist/Incanter (Tanky Offense/Healing and Buffing, basically, at least for now). Something with good Skills would probably be good for one half. o wo/ They're not very far, so same build rules as the first post.


I'm currently playing with the idea of a half-elven Fey Adept/Sphere Ranger (Guide).

She's probably going to be an archer. Signed on for guard duty and to care for the draft animals. Grew up wandering the wilderness around town.

More as I have time.


I am interested. I'm really missing your Legendary Planet game.

Hopefully I can make something worthy of your choice.


Here is the rough draft of my character.

Ellyrion Lanethriellyn:

Male elf investigator (empiricist) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7, Sense Motive +1
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d8-1)
Fort -1, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
Offense
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Investigator (Empiricist) Extracts Known
1st—comprehend languages, cure light wounds, expeditious retreat, identify, polypurpose panacea, true strike
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
1st—cure light wounds, true strike
Statistics
Str 13, Dex 16, Con 8, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Breadth Of Experience
Traits militia veteran (Survival), scholar of the ancients, tireless logic
Skills Acrobatics +7, Bluff +4, Diplomacy +4, Disable Device +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (other) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +8, Perception +7, Profession (other) +3, Profession (teacher) +7, Spellcraft +8 (+10 to identify magic item properties), Survival +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Celestial, Common, Draconic, Elven, Gnome, Sylvan, Thassilonian
SQ +1 skill point, alchemy (alchemy crafting +1), elven magic, inspiration (4/day), keen senses, trapfinding +1, weapon familiarity
Other Gear leather armor, arrows (20), dagger, longbow, longsword, alchemy crafting kit, backpack, bedroll, belt pouch, belt pouch, flint and steel, grappling arrow, hemp rope (50 ft.), ink, inkpen, investigator starting formula book, mess kit, pot, powder, soap, thieves' tools, torch (10), trail rations (5), twine (50'), waterproof bag, waterskin, 4 gp, 4 sp, 8 cp
Tracked Resources
Arrows - 0/20
Dagger - 0/1
Inspiration (+1d6, 4/day) (Ex) - 0/4
Tireless Logic (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Breadth of Experience Knowledge and Profession skills can be used untrained and gain +2.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background
Ellyrion was born in Crying Leaf in the Mierani Forest about 127 years ago. He was never particularly talented in the arcane, but did have a knack for bowmanship. He joined the militia as they ranged into the Mierani Forest to defend against the drow. Even as he learned to survive in the wilderness and defend his people, he was always reading a book. Constantly interested in knowledge than in the arts, he never quite fit in.

When Aroden failed to appear in Cheliax and the Age of Lost Omens began, he became disillusioned with the battle to reclaim the ancient Elven capital and began wandering in search of himself. He wandered Varisia for many years, doing a bit of this and a bit of that. Learning many trades and reading any books he could come across. He studied many Thassilonian ruins, learning their language.

Eventually Ellyrion began riding with human caravans, teaching those who were interested about the history of their land. As he traveled with the Varisian caravans, he became a worshipper of Desna. Hearing about the dedication of a new Cathedral in Sandpoint, he worked his way there for the ceremony.

Appearance
Tall and thin, Ellyrion is nearly six and a half feet tall and only 126 lbs. His blond hair is short cropped to keep it from getting tangled in ancient stone or metal work. His once fine clothes are dusty and frequently wisps of cobwebs cling to his collar or hair from where he stuck his head into some dark place looking to see what was there. He carries a heavily laden pack, a bow and quiver strapped to the side. At his waist are a sword and dagger.

I'll be reusing an alias name created for a now defunct game. I still need to do some formatting and clean stuff up before I move it into the profile.


Working on an Elven Empiricist Investigator. A real Indiana Jones type.


Dotting with interest. Been wanting to play this AP for a while.


Thanks, I've got some ideas. Need to play with them and work out which I like best.


I'll roll just in case.

5d6 - 4 - 4 ⇒ (5, 4, 6, 4, 4) - 4 - 4 = 15
5d6 - 1 - 2 ⇒ (2, 2, 5, 1, 2) - 1 - 2 = 9
5d6 - 2 - 5 ⇒ (6, 5, 2, 5, 5) - 2 - 5 = 16
5d6 - 1 - 1 ⇒ (6, 2, 2, 1, 1) - 1 - 1 = 10
5d6 - 4 - 5 ⇒ (6, 4, 5, 6, 5) - 4 - 5 = 17
5d6 - 3 - 3 ⇒ (3, 6, 4, 3, 6) - 3 - 3 = 16
5d6 - 3 - 5 ⇒ (5, 6, 6, 6, 3) - 3 - 5 = 18

15 + 16 + 10 + 17 + 16 + 18 = 92 + 10 = 102

Ok. That's pretty good.


As you may be recruiting more players for empty slots at some tables would you allow someone new to create a character on the off chance that you need them? I missed the initial recuitement and this seems like a very cool concept.


Do you allow a Drawback for a third Traits?


I'm currently working on a CG Halfling Inquisitor (infiltrator, preacher) of Milani.
Specifically in Kaer Maga to work against the Chelaxians. Working towards rebuilding the Freemen.

More when I have time.


Thus has piqued my interest. Never done a solo game, but the concept is intriguing.
Off to play with some concepts.


I noticed that the old character was a Mesmerist. I've been thinking about playing a Vexing Daredevil. I'll see what I can put together.


Looks like the campaign started, but they're still first level.


I think some of it is the sense of anonymity that the boards give. You don't have to share your email address with strangers. I also find that the aliases give a sense of immersion that replying to name.name@yahoo.com just can't compare to. You also don't risk losing a post in all the rest of your personal mail.

Also, here there is at least some moderation. If there's a problem with another player or the GM, here there is a reporting process. With pbem they have your email address and there isn't anything you can do about it.

There are lots of reasons.


Dotting for interest. Thinking about an Investigator, probably either Psychic Detective, or the old stand-by Empiricist..


I've got a concept for a Dhampir Life Oracle that I have enjoyed playing. Here is her background. I'll get the crunch up ASAP.

Description:

Kinvara Doone is a tall thin woman. She could be described as youthful and beautiful if it weren’t for the pustulant sores scattered about her skin. Each patch of sores connected to others by enlarged veins, the raised dark lines standing out in stark contrast to her pale skin. In some sections her skin has nearly completely rotted away, showing the discolored bone and muscle below. This is especially true of her hands where most healing energies are focused. She tends to keep her cloak hood up and leans on her spear.

She speaks about how Pharasma has granted her the ability to heal others, but not herself, as punishment for her parent’s failings. Whenever she channels positive energy, to heal another or harm some undead, her hands burn and her muscles cramp. Healing is a painful endeavor, but she still feels that it is what Pharasma demands of her ... why Pharasma forces this “gift” upon her. One day she hopes to be able to heal herself of Pharasma's curse.

Background:

Twenty five years ago a mysterious woman appeared at a Pharasmite temple in Shenmen requesting sanctuary. She claimed to have escaped captivity in Yin-Sichasi. When it was revealed that she was pregnant and that the father may have been a vampire Lord, the clergy smuggled her to the temple in New Oppara in Amanandar. The Pharasmite temple there would be more able to provide the necessary rituals and incantations to limit the undead taint upon the child. After a hard labor, the child was born. The mysterious woman died soon after childbirth her last act was giving a name to her daughter. This was the way Kinvara Doone was brought into the world.

Kinvara was always a very sickly child. Weak and frail she never had much use for physical activities. She was always able to convince some other person to perform any physical labor that was requested of her. Her body continued to weaken and eventually sores started to appear on her skin. At about this time, she also started showing a certain affinity for healing. Some clergy thought that she might have been destined to be a prophetess, but Pharasma’s control of prophecy had become flawed. Some healers think that attempting to force healing energies through her half-undead body may be the source of her disfigurements.

As her skills grew, Kinvara’s training became focused, though she was always in pain when she performed healing. Eventually she decided to travel to Avistan in an attempt to find someone who could provide answers or a way to heal without pain. Her travels have brought her to Oppara where, running short on cash, she signed on to assist the caravan guards.


Thanks for the prompt responses. I'll see what I can work up.


Reading through the OP again, and either I missed it, or there's no mention of available races.


Definitely interested. Just curious, is the mojo ruleset for equipment available for HeroLab?


Kamaloo wrote:
I'm making the support site public here so anyone interested can review things. I also added a house rule for dwarves: they have access to rune magic/feats.

I like it! Although I am uncertain exactly what I would wind up spending 300gp on as a nomad. But that'll probably cover a bunch of the upcharges for being Large.


Dotting for interest.


I have no issue with it. The Paizo dice roller is notorious for being odd.
Besides, it is in the GMs interest to keep the PCs alive but in peril. TPKs are actually not fun for players or GMs.

I personally like the anonymity that the Paizo forums provide. It let's me set up a profile for the character and only use that one in a given game. It makes it easier for me to keep multiple games separate. This will be my first pbem game.


A little demon lurking in shadows
Miner Cotren wrote:
Osric Ferret wrote:
Miner Cotren wrote:

Not explicitly combat yet, but check out this map. You should have editing rights. Feel free to change your character's color or symbol. Roll initiative if you decide to start combat in earnest.

Any chance you could make that a Slide instead of a Drawing? I don't currently have access to a computer, I can edit Google Slides from my tablet, but not Google Drawings.
Just about to update with a new link. Everyone, please let me know if the functionality is alright - I basically copy/pasted the map over to Slides.

Working for me.

Thank you, sorry for the inconvenience.


Seeing JAF0's list I think I'm going to rethink my submission. This game needs a skill monkey.


I was doing some spitballing and ran across an issue with the racial builds. The 7RP version of Large includes a +2 to Strength and a -2 to Dexterity. This makes some of the attribute modifiers somewhat off. Any suggestions?

Best one might be just to ignore it and move on since the same modifiers have been applied to all three Large races.


Braydok Firrith
Male TN Loxo (Warder?)

Background (revised):

The midsummer sun rises over the horizon, bringing forth the heat of a new day. The light slowly reveals the charred remains of a tent, then another, then more. Before the new days warms, the sun has shone upon the glowing embers of what was once a nomad camp.

At the edge of the ruined camp sits a figure. It leans against a stone jutting from the ground. As the morning twilight brightens, details become clear. The figure is massive, large even for his kind. His rough, wrinkled grey skin stained with ash and blood. Salt crusts the runnels on his face where tears flowed during the night. Beside him sits a pile, items saved from the conflagration. A brightly painted shield, tanned leather stretched over wood, a bundle of spears, a heap of hides that might be worn as armor, a pack with all of his worldly possessions.

In his massive hands rests a book, tattered and charred, but still usable. Between two tusks, one of his trunks wields a small piece of cinder, marking the book in small careful motions. He mumbles to himself as he writes, sounding out the words. His deep quiet voice rumbling in the morning silence, disturbed only be the crackling embers and the occasional birdcall. "Last night they came, quietly at first. The first ones slew the guards before anyone knew what had happened. The dogs and serpents, working together. The fires were are first warning. They burned the grasslands, driving us into their nets. We fought, many were slain, more were captured."

He pauses and looks toward a pillar of thick greasy smoke rising from the pile of burning bodies. His shoulders slump and he goes back to his writing. "By what right do I survive? Am I being punished for some unknown deed? Or is this something twisted reward for a life well lived? What God to I blame? What God do I turn to for revenge? Justice? Absolution?"

He stares off into the distance, the horizon already shimmering in the heat. "I am all that remains free of my herd. I think I saw Ansora in the nets, she had our son in her arms. Do I dare hope they yet live? Do I throw my life at Lhesper? In the hope that I can single-handedly fight my way through the Gnolls and save my family from the Yuan-ti? Or do I trek to the Council Hills, or some other center of men, and beg assistance? In the hope that my family will still live by the time I return?"

A wistful look crosses his weathered face. He sets down the book and stares at hosting thick, blunt hands. He watches the rough callouses move as he flexes his fingers to pick up the book once more. "Would Theibor forgive me my failure? The dwarf trained me to defend the herd. Our herd traveled many months with his caravan when I was a child. Perhaps I should search for him or his kin to aid me." He finally speaks out clearly, "Whichever direction I choose, it is time to be on my way. Words will help me no further here."

He carefully folds the diary and places it in the pack before slowly rising. The impressive figure stands nearly 8 feet tall, a towering wall of muscle. His torso is broad and barrel chested. His small pale blue eyes peer sadly from his broad face. His simple hide armor is stitched with swirling lines of bright beads made of stone and bone. His tough wrinkled skin is marked with the scars of battles past. His left ear is notched and his right tusk is shorter where the tip is broken off.

He gathers his meager belongings, taking the time to don his armor. He moves slowly, with great deliberation, as if the world is too small and delicate for his massive form. He lifts the spears and slides them into a pouch on the side of his pack. Lifting the shield and strapping it to his arm, he takes one last look at the smoldering remains of his home and turns his back, striding into the Shaar.

Personality:

Braydok Firrith is quiet and somewhat melancholy, but not morose or morbid. He feels he failed his herd and someday hopes to redeem himself, either in their freedom or in the protection of others. He does not fear death, but intends to welcome it. Just not yet, not now. He is slow to anger, but once moving, quick to act. He can be suspicious of strangers, but loyal to those who manage to befriend him.

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