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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.



Hello rules forum! It's been a while.

I'm currently building a cleric of Zon-Kuthon and was wondering if I was understanding this ability correctly.

Quote:

Undead Subdomain

Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Here is my interpretation of the ability:

Since the duration is 1/2 your character level and I assume that as a melee touch attack it requires a standard action to use (regardless if used against friend or foe), that means that for levels 1-3 the duration of the ability is 1 round. Which means that the effect of Death's Kiss are gone before the cleric who used the ability could cast a spell or channel energy. He is not able to use his own spells/channeling to take advantage of the effect until level 4.

So as I understand it, at low levels this ability is mostly worthless. The only times it would be useful is if the party was built around it, or if you were trying to use it proactively against enemies.

I did think of one way this problem may be alleviated. What if you cast an inflict spell, held the charge, and then used Death's Kiss on a living creature? The inflict spell was being held and will discharge automatically upon touching a creature, which the Death's Kiss ability requires. How would the sequence of events unfold? Would this successfully heal the target?

Thanks all!


Steam and soot darken the skies above the docks as the clamor of voices and machines clash with each other for dominance. Winds sweeping across the harbor to blow the choking products of industrial forges into the snow capped mountains that loom around the city. Across the inner ring of the enclosed Yundalite Mountains, the march of progress and the demands of national defense produces similar results.

The great human colonies no longer fear the natural threats of Yundal, and tensions from home nations have spilled over into the colonies to end previous alliances. What was once a united front against the monstrous natives, savage barbarians, and formless abominations has become a cesspool of distrust and corruption and betrayal. The ever-present march of progress clashes with the prophetic warnings of the Church, and everybody from barbarians to soldiers of fortune want a piece of the profits and glory.

Times are turning. The last seven years of uneasy peace is overshadowed by the previous thirty years of war. The clash of the Church and technologists raises tensions by the day. Pirates and mercenaries make their fortune at the expense of others. The natives and barbarians seem to grow bolder with every skirmish. Even some of the skyseers begin preaching the warnings of the Church as the starry wheels of heaven tell of a new age. But what they cannot see, hidden beyond the steam and soot of the night sky, is if the new age is one of progress, or of catastrophe.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~

Please feel free to dot here so the game shows up in your campaign tabs. We are not starting yet since we still have to finalize character creation


This is the discussion thread for Ikeroth.

Congratulations for being chosen! Please dot with your character alias and we will start working on any finishing touches to backgrounds, as well as potential connections between the characters. I will be around all day and will be very active :D

As for stats, if we have Saxikath with us then we can go ahead and get started on those. She said she would be unavailable from today until Tuesday, but I'm not sure when that starts. So for the time being at least, let's hold off on rolling stats*

*:
Also because I'm still somewhat nervous about creating wildly unbalanced stats, I reserve the right to ask you for a reroll if you get truly abysmal or incredible rolls. Unfortunately that means no 40 point buys, but it should also save you from 5 point buys.


Steam and soot darken the skies above the docks as the clamor of voices and machines clash with each other for dominance. Winds sweeping across the harbor to blow the choking products of industrial forges into the snow capped mountains that loom around the city. Across the inner ring of the enclosed Yundalite Mountains, the march of progress and the demands of national defense produces similar results.

The great human colonies no longer fear the natural threats of Yundal, and tensions from home nations have spilled over into the colonies to end previous alliances. What was once a united front against the monstrous natives, savage barbarians, and formless abominations has become a cesspool of distrust and corruption and betrayal. The ever-present march of progress clashes with the prophetic warnings of the Church, and everybody from barbarians to soldiers of fortune want a piece of the profits and glory.

Times are turning. The last seven years of uneasy peace is overshadowed by the previous thirty years of war. The clash of the Church and technologists raises tensions by the day. Pirates and mercenaries make their fortune at the expense of others. The natives and barbarians seem to grow bolder with every skirmish. Even some of the skyseers begin preaching the warnings of the Church as the starry wheels of heaven tell of a new age. But what they cannot see, hidden beyond the steam and soot of the night sky, is if the new age is one of progress, or of catastrophe.

Introduction

Hello everybody, and welcome to my homebrew Zeitgeist flavored campaign!

First, stuff about me. My main alias is CampinCarl9127, and I've been around the boards since 2012. I've run a number of games IRL, and one game on the boards that spanned a few years and went from levels 1-11. I'm currently active as a player in 7 games, and in the past I've been active in up to 20 at once. To make a long story short, I'm here for the long haul. And if you're going to apply for this game, I expect you to be as well.

More about me as a DM:
I'm a story driven DM and will always ensure that the fluff of a character is what drives me to recruit them.

There is a well written site that has a thing called “GM Merits”, found here. My merits are as follows:

My game will tell an interesting story.

My game will be scary (at times).

My game focuses on exploration and mystery.

Characters in my game are destined for greatness, not random death.

My game includes disturbing content (at times).

My games focus on interesting Characters and Drama

I frequently tinker with the rules of the game (rules are not a strict code to be adhered to, they are a tool to structure and enjoy the game)

Tactics are an important part of my game.

Players in my game should be prepared to run when the odds are against them.

There will be player vs player combat allowed in my game (but you better have a good reason).

I will Mirror back player ideas I think are interesting in the game

The GM is in charge in my game and “rule-zero” is in effect (but I am always open to discussion and questioning my rules/judgments. I will listen to you and carefully consider what you say)

Players characters death are not extremely likely in my game, but it can happen with bad luck or recklessness.

Second, what I mean by "Zeitgeist Flavored". This campaign was heavily inspired by the Zeitgeist adventure path by Ryan Nock. I read the extended player’s guide and fell in love with the setting and for years have wanted to run a campaign in it. As such much of Ikeroth was built with this influence, and although the plot and world history and current events and etc. are of my own design, too much was stolen from Mr. Nock to call this an original work. Ikeroth was designed solely for my personal use and will not be used in any commercial way.

What does that mean for you as a player? Not a whole lot. If you're familiar with the Zeitgeist setting you will definitely feel some similarities. But all of the names have been changed, and nothing about the plot will be even vaguely similar. So there are no spoilers if you are experienced with the Zeitgeist adventure path.

Expectations

First, posting expectations. As detailed above, I expect my players to be dedicated for the long haul. In addition I expect to hear a post form players at least once a day (if currently involved in something) or at least once every other day (if not involved in something, such as waiting for another character to finish something before they can proceed). Weekends are an exception to this, and I will sporadically post on weekends if I suddenly find the time to do so.

Second, the google drive folder with the campaign details. There are four files: A player's guide, a shortened player's guide, a map of the area, and a map of the inner isles. I expect every applicant to be familiar with everything in the drive, with the exception of the longer player's guide (although you are more than welcome and encouraged to familiarize yourself with that as well, it's just rather long and not everybody wants to read 90 pages if they don't have to).

Third, character creation. Let me make this perfectly clear. I don't give a damn about your crunch. In fact you won't even get to generate stats until after you have been chosen for the game. Instead I want you guys to go through the google drive to familiarize yourself with the setting, then create the fluff of a character who is invested in the world. These are some of the answers I want addressed when creating your character, taken from this video. Although you don't have to watch this video I think it's a great resource for helping create a backstory.

1) Where were they born?
2) Who are their parents?
2a) Are they still alive? Are there any other guardians/close family members?
3) What were they doing before now?
3a) Why leave it all?
3b) What did they leave behind?
4) What does your character want?

Keep in mind this is just something to get you thinking. I don't expect you guys to answer these questions then be done, and you don't even have to answer these questions in some sort of formal format. I want to read a short synopsis about your character and be enticed as to how they will influence the world of Ikeroth if given the chance.

*Rolls eyes* "Yes we all know to do fluff" Ah except this campaign setting, while it exists and has a plot planned out, a massive amount of the story will be dependent upon the characters. Note that plot and story have different meanings. Plot is some background influences in the world, story is what's created by the characters and what they decide to do. It is impossible for this game to be run the same way twice, because so much of what happens depends on the characters selected. Do you have parents in the church of Azgaar who are influential? Perhaps you're researching a way to eradicate the Formless, and have petitioned governments to give resources for the endeavor? Maybe you think the Skives can be made into allies, and you constantly run peacekeeping missions? Your character backstory will create changes in Ikeroth before the campaign even starts. And throughout the course of the campaign you will be influencing where the world is going. This is not a written adventure path. Your decisions as a player will shape the future in ways that even I can't predict.

Once you've thought about this, I am interested to hear about your character theme chosen (see player's guide), as well as your class (and possibly archetype). And everybody is human, although there are some variant humans and a lot of variant racial abilities you should consider. And to keep in mind as far as crunch goes, here's something to consider: I am not a fan of the power creep that Pathfinder is currently suffering from. So as a general rule, if a source is more recent than around the 2013-2014 area, ask before you use it.

Now you won't get to see your stats yet, but I will tell you how the stats will be generated. Once chosen for the campaign, every character gets to roll 1d6+2d4+4, rerolling two 1's of their choice. They then place all of their numbers into a large pool, and all of the players decide democratically how to divvy up the numbers for their characters.

I will be picking 4 players. The recruitment will close once I have four players I am happy with. This campaign starts at level 4 and will go to around level 15.

Onto you

That is all for now. Please feel free to bombard me with questions/comments/concerns. As it is the weekend I will be available sporadically, but will certainly be doing my best to check as often as I can.

Google Drive with Player Resources


Hello, I have been having an issue with getting a certain game to show up in my campaign tab. A while ago we took a break and I marked the game as inactive in order to keep my campaign tab tidy, but recently it has made a comeback. I made sure to unhide the campaign and posted in both the gameplay and discussion threads, but it still won't show up in my campaign tab. Any assistance with this would be greatly appreciated.

The campaign in question


2 people marked this as a favorite.

I'm not sure if anybody else is experiencing this issue, but all of the discussion threads in my active campaigns are blank. I can follow the links, and it shows how many posts there have been, but no posts show up.

Example 1

Example 2

And the rest of my discussion threads are the exact same, although the associated threads are fine.

Edit: Update, now my gameplay threads are blank as well.


2 people marked this as FAQ candidate.

Hello everybody, I have a question for you.

Does the ghostbane dirge spell allow creatures with the incorporeal subtype to be subject to sneak attack by magic weapons (that do not have the ghost touch special weapon quality)?

Incorporeal Subtype wrote:
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
Ghostbane Dirge wrote:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Thanks all for your help!


18 people marked this as a favorite.

First things first, I need to give credit where credit is due. Thank you johnnythexxxiv for writing your support from a mile away guide, and also thanks to RumpinRufus for writing your Stay-At-Home Wizard idea.

But onto the idea!

First know that there are some pretty questionable rules interpretations, particularly with each of the spellcasters. Also the "party" is definitely not optimized. Also you are required to be a fairly significant level (probably at least 10) with a good amount of wealth to blow on magic gear. But nobody really cares because the idea is actually viable which is hilarious.

Between these two threads and some brainstorming with my roommates, I have developed quite possibly the most entertaining party idea I have ever had. What is this idea you might ask? The one-man paladin party.

Well, as far as the paladin knows anyways.

There are four members who make up this hilarious party.

Albert Pointyhat:
First and foremost, the one who coordinates everybody, Albert Pointyhat. Albert wants to make all the money that an adventurer does, but who wants the danger that comes with that? Instead he coordinates a team from his own home. Albert is a beast bonded witch with some fun items that include: cat's eye crown, glove of familiar's touch, and a permanent telepathic bond. With these items he can, as RumpinRufus put it, "Perform all manner of murderation and murder-facilitation from the comforts of his own kitchen, in his pajamas, while his* tea is steeping." All of this is performed through his familiar, preferably one which can be rebuilt or regenerates, such as: arbiter inevitable, augur kyton, or a nycar. This familiar gains reach to better deliver touch spells, and since the familiar gains feats, it will also acquire its own animal companion. Somebody to accompany Richard, who we will get to later.

*Actually it's Lazybones Mcgee's tea, keep reading!

Lazybones Mcgee:
Next up in this lineup is Lazybones Mcgee. I could attempt to do this one justice, but I believe johnnythexxxiv has got it all covered, so you can either follow the link there or you can read my quote from his below! Lazybones Mcgee is simply too damned lazy to get up and go anywhere to earn his money or stop cooking, so he does it all from the comfort of Albert's home.

johnnythexxxiv wrote:

The idea behind this build is simple, never ever get into the thick of things alongside your allies, instead, you support them from the comfort of your home. By utilizing massive range buffs, scrying, distance healing and tactical maneuvering, you can safely have a significant effect on the battlefield or social encounters from a literal mile away.

Lazybones McGee
Human Geisha Bard 1/Oracle (Life) 1/Hedge Scarred Witch Doctor (Deception) 10/Oracle +3/Verminous Hunter (Worm) 1/Witch +4

Progression:
1 Extra Performance, Extra Performance, Tea Ceremony
2 Life Link
3 Racial Heritage (Orc)
4 Healing Hex
5 Extra Hex (Scar Hex)
6 Spontaneous Healing
7 Toughness
8 Fortune Hex
9 Extra Hex (Ward Hex)
10 Empathic Healing
11 Endurance
12 Waxen Image
13 Spell Hex (Hex Vulnerability)
14 Healing Hands
15 Diehard
16 Fast Healing 1
17 Fast Healer
18 Major Healing Hex
19 Healer's Touch
20 Witch's Charge Hex

So, what does Lazybones McGee get up to? Well, he uses some heavy rules exploits and questionable readings to allow him to inspire greatness in his allies at level 1 from literally anywhere in the multiverse by hosting a tea party that no one else actually attends since Tea Ceremony doesn't actually say that the allies have to drink the tea or witness the setup to receive its benefits. 2 d10 hit dice should be enough of a boost to carry his allies through to second level where he can begin to heal them while staying at medium range, which keeps him well out of most combats. 5th level lets him heal allies from up to a mile away and 11th level lets him teleport over to his allies while invisible so that he can steal their poisons and diseases to have them effect him instead without most enemies realizing what happened. 12th level lets him move his allies around the field on his turn to set them up into better tactical positioning, 13th level lets him spam healing hex while 17th level makes sure he doesn't die from his life link with the other party members.

Basically Lazybones stays as far away from his allies as he can and uses scrying effects to keep tabs on them to see how they're doing (now covered by Albert the witch). If their about to go exploring he'll throw them a tea party and then keep them healthy with hexes. If things start to go sour, he'll go invisible, teleport nearby and then give them buffs and emergency healing and might tag along for a while to heal them up with life links before teleporting back to safety. If done correctly, the party may never know what Lazybones actually is, since he should be invisible always from 6th level onwards and there is technically no reason for Lazybones to ever reveal the fact that he even exists.

Gunner 'Couch Potato' Compensatingforsomething:
Gunner was once an adventurer (a gunslinger in particular (supplement with ranger if you don't like firearms)), until he took a arrow to the knee (sue me). Anyways, since his injury all he does is sit around with his good friend Lazybones and try out his new recipes and monumental amount of tea. Because of this he has become immensely obese and spends his time sitting on the couch. But in front of this couch is one ring in a pair, in particular a pair of ring gates. He sits there all day eating and waiting for something to pop up on his wall-mounted ring, where he promptly shoots any evil creature that dares to show itself through the portal! Then he chuckles and reloads, waiting for the next stupid monster to get into his field of view. But how does this ring get around do you ask?..

Richard 'Lawful Stupid' the Blessed:
Richard here is a pretty staple sword-and-board hard-to-kill paladin. Richard is the absolute worst best kind of paladin. The kind of guy who simply is too stupid to see reason too honorable and noble to give into the temptation of evil. Even when it's not actually evil it's in its smallest forms. But for some reason all of his adventuring parties kept realizing what a moron he was leaving him, so he had a dilemma. He had to continue the crusade against evil, but nobody would work with him!But all of his troubles were solved when he found a new shield one day...

This shield isn't any ordinary shield. This shield was accompanied by a [insert Albert's familiar] and a [insert Albert's familiar's animal companion]! And the strangest thing was that the shield has this absolutely immense ring placed on the front of it! Now looking into the ring showed nothing but swirling energy, but the portal in his shield gave him whatever he needed! Money, food, and when he pointed it at enemies, bullets flew out! Not to mention that [Albert's familar] and [Albert's familar's animal companion] seemed deathly loyal to him now, like they must sense how honorable he is and how noble his crusade against evil was! With the aid of this clearly divine shield gifted to him from his god, he now has the power to set out on his own and vanquish evil, no party needed!

And that is how you run the "One man paladin party and his unknown lazy entourage". The roleplaying of such a group would be fantastic, and although it's not optimized by any means it would actually function! I welcome all questions/ideas/critiques/etc., and I hope to get this idea further developed in the future!


I ran into a situation last night where the party was going to fight a group of undead, so the cleric prepared undeath ward. The problem is, the cleric is a lich. How would this work? I threw out a quick houserule that seemed to satisfy the players and seemed appropriately challenging (I had him make a save against it otherwise the spell would fail), but I want to hear some other opinions on this. Thanks Paizo boards!


2 people marked this as FAQ candidate.

What is the maximum dex bonus of Silken Ceremonial Armor? Different sources have it as either no maximum bonus or a maximum of 8.


52 people marked this as FAQ candidate. Answered in the FAQ. 4 people marked this as a favorite.

How do the two abilities work together? Does the paladin get full smite damage on every single missile? Does that mean a paladin who buys a high caster level wand of magic missile and trains UMD is a machine gun of evil-killing nonsense?

I feel like this question may have been brought up before, but at best I can only find 4 year old threads that have reached no consensus. If I missed a relevant thread or FAQ, please feel free to hit me with the dunce hammer and point me in the right direction.

Below is the ability (relevant parts) and the spell quoted for reference.

Smite Evil wrote:
As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Magic Missile wrote:

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Rage wrote:
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution...
Courageous wrote:
...any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).
Furious wrote:
When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal.

So. Let's say our barbarian has an 18 strength when he's not raging, and his weapon of choice is a +2 Courageous Furious greatsword. What does his strength score becomes when he rages?

As far as I interpret the way these abilities work together, it's pretty scary. While raging the barbarian's weapon would count as +4 from the furious enchantment. Then the courageous enchantment augments the barbarian's rage, increasing his morale bonus to strength and con by a further +2 (to a total of +6). Am I interpreting this correctly?


3 people marked this as FAQ candidate.

Slayer's Brand:
Slayer's Brand wrote:
When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature.

Devastating Brand:
Devastating Brand wrote:
When the kinslayer attacks a creature that she has branded with her slayer's brand, she threatens a critical hit on a roll of 19–20.

So, I have a question regarding this ability and combining it with effects that increase crit range: namely, do they stack? I know the age-old ruling for Pathfinder is "Nothing about crit range stacks with anything else ever!", and with good reason, because we all remember how out of hand 3.5 crits got. However, I think this is a special case that requires attention, because instead of altering the existing crit range of a weapon it will just automatically set it to 19-20 regardless of original crit range. For certain weapons this is actually a debuff, and for a lot of others it does nothing; clearly the ability is designed in mind to be used with a weapon that only crits on a 20. However, that's where my question comes in. Does it stack with other abilities, like keen or improved critical? Let's look at the wording of keen.

Keen:
Keen wrote:
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

This leads me to reason that it would not stack with any weapon that normally only crits on a 20 since its threat range has effectively been "expanded" by the brand. However, I believe it would stack with all the other weapons that have at least a crit range down to 19, since their crit range has not been expanded by the ability.

I'm interested in this for two reasons: 1) Can a scythe-wielding kinslayer be the utter terror of undead everywhere with a 17-20/x4 crit range? 2) Would a keen longsword-wielding inquisitor be screwed out of his improved crit range by this ability?

I appreciate anybody that takes the time to answer this question!


The title says it all. I'm playing a character who would benefit a lot from being able to cast darkness or deeper darkness, but beyond buying wands or potions I can't find a way to do it. Does anybody out there know of an item that can cast one of these spells? Thanks!


47 people marked this as a favorite.

Welcome to CampinCarl’s Character Creation Guide for Pathfinder PbP gaming!

If you’re here, you’re either a new player who wants to get his feet wet on the boards, an experienced player who wants to get better at formatting and resource tracking, a GM who wants to benevolently dictate his players make a more readable profile, or a critic to tear me apart. Any and all are welcome!

First, a little about myself. I have played Pathfinder for about five years now, and I’ve been around the boards for a little over two years. In my time on the boards I’ve played in dozens of games and am currently involved in nearly twenty, including running my own homebrew game. Throughout this entire process I noticed something. Almost nobody makes their character profiles the same, they are often hard to read and understand, and some are just downright illegible. After I ran a game or two on the boards, and when I got a little more used to the boards and started checking other people’s builds, what began bothering me was that almost every profile style has a learning curve to it. Most of the time all of the information was there, it was just hard to read and you had to do a fair bit of detective work to really understand where all the numbers were coming from.

So after some experience and experimentation, I designed my own standard for creating and formatting my PbP characters. It has inspiration from how stats look in bestiaries, but other things are more fleshed out and broken down, like special abilities and skills and equipment. The endgame of this formatting is so that when anybody looks at a character, they should be able to find what they’re looking for and understand it completely in seconds, no detective work required and no questions necessary. I’ve had numerous people praise my profile style and eventually I decided that for the good of gamerkind I would write this guide.

Now while this guide is a catch all for all races and builds (in Pathfinder), different builds will look differently. For instance, a Human Fighter will look vastly different from an Elven Wizard, mostly due to the increased complexity of the wizard class compared to the fighter. Similarly, a low level character will be different than a high level character due to the massive increase in complexity as the levels raise. While you can easily document everything on a low level character inside their profile, a 20th level character has too many options and abilities to be compressed down to a readable length, which is why hyperlinking some of your abilities/feats/etc. can be beneficial.

So, without further ado, let’s get to breaking down how to go about this PbP Character Creation guide!

Character Sheet Template:
First things first. Follow this link to a blank character sheet. Now copy and paste the entire thing into your profile and save it. This is your template and takes care of 90% of the formatting for you. You’re welcome!

Ability Scores:
So let’s really get started. You’re creating a level 1 character? Great! You’re creating a level 30 character? Great! Both of them start the same way. By building a level 1 character. First things first, determine your ability scores. These is usually done with die rolls or with a point buy system. If you’re using the point-buy system method, consider using this character generator. There are many other features available there, but I use it primarily to determine point-buy based ability scores because it will do the math for you. Once you have your ability scores, distribute the effects of them throughout your character sheet. Here is a quick breakdown of what each score effects. There are more things that each one effects, but this will get you started until you get further into your character.

Strength CMB, CMD, Carrying Capacity
Dexterity AC, Touch AC, Reflex Save, CMD, Init
Constitution HP bonus (we’ll add class HP in a minute), Fortitude Save
Intelligence Bonus Skill Points
Wisdom AC (if you’re a monk), Will Save, Perception
Charisma Nothing right now

I’m going to start with the stats Str 14 Dex 12 Con 12 Int 14 Wis 12 Cha 16. Now I need to sneak ahead a little and pick a race before I go in any further, because racial modifiers will be changing my ability scores. Let’s say you go with Halfling, so now my stats are Str 12 Dex 14 Con 12 Int 14 Wis 12 Cha 18. Remember that I’m not at racial abilities yet, so I’m only worried about the ability score modifiers. So now I distribute the effects of my ability scores throughout my sheet, and it will look like this and my formatting will look like this.

Race & Traits/Drawbacks:
Now you’re ready for the next step, picking things that are inherent to your character. This will be their race and traits/drawbacks. You’ve already picked a race when you determined ability scores, so now you just have to document the abilities of your race under the Special Abilities spoiler. Take a moment to stop and distribute the effects of these abilities throughout your character sheet. For instance, Halflings get +2 on saving throws against fear, +1 on all saving throws, and +2 on Acrobatics, Climb, and Perception checks. I document the bonus on saving throws by simply adding 1 to each save, and I document the circumstantial bonus by adding the bonus in parenthesis on the side of my saves. Then I put the skill bonuses under Non-Standard Skill Bonuses, and mark that they are racial bonuses. Also don’t forget any bonus languages you get for your race, as well as what gender your character is.

Now as a small race I have a few extra things to make note of. I’m going to have to change my speed to 20 ft., add a +1 size bonus to AC, subtract -1 from CMB and CMD, add a +4 size bonus to Stealth checks under the Non-Standard Skill Bonuses area, and lower my Carrying Capacity (round to the nearest whole number). Also take note of any special types of vision you have. A Halfling doesn’t typically have darkvision, but for the sake of this guide I’m going to add the ability to show how to document your Senses. Since my special Halfling has darkvision, not only do I note it in the special abilities section, but I also add it to the Senses section at the very top of my sheet. This helps GMs to quickly check what your senses are.

Next you add traits/drawbacks which you will add the exact same way as racial abilities, except you also mark them in the Traits section in the Statistics spoiler. If your campaign is not using traits/drawbacks, you can skip this section. Let’s say my Halfling takes the Reactionary trait and the Oblivious drawback. I document the existence of them at Traits and Drawbacks, then I put their written effects just after racial abilities, and finally distribute the effects the same way as before. My init bonus will increase by 2, and under Non-Standard Skill Bonuses I mark my drawback penalties. With racial abilities and traits/drawbacks added, your sheet should now look something like this with a formatting like this.

Class & Feats:
Now you choose your character’s class. My Halfling is going to be a bard. I’m also going to go with the Arbiter archetype. This part will be broken down into several sub-parts as detailed below.

Add your BaB. Some classes have a BaB of +0 at level 1, but others have a BaB of +1, which will affect their BaB (base attack bonus), CMB (combat maneuver bonus), CMD (combat maneuver defense), and later their attack bonuses under OFFENSE.

Next we add your base saves. Bards have the base saves Fort +0 Ref +2 Will +2, so I will increase my character’s reflex and will saves by 2.

Now onto class abilities. For some classes, like fighters, this is a very short step that only takes a few seconds. For bards and other more complicated classes it’s quite a bit of work. However you will tackle these nearly the exact same way as racial abilities. You add each ability under Special Abilities, then distribute them throughout your sheet where necessary. For a bard, the only thing I have to make special note of is their bonus to knowledge checks, which will go under the Non-Standard Skill Bonuses section. Other than that, the rest of it is about copying over all of their performance details into the Special Abilities section.

Next we move onto Skills and HP. Look at the hit die of your character and how many skill points they receive from their class. Typically, most games start you out at max HP so you can probably add your full hit die to HP. Then go to the Skills section and add how many skill points you get from your class. I get 6 for being a bard. Also this is the time to remember your favored class bonus, which is either +1 HP, +1 skill point, or a special one taken from your race/class combination. If you choose the unique favored class bonus, document it and distribute it just like a class ability. If you choose +1 HP, simply add 1 HP. If you choose +1 Skill Point, put it in the Skills section. I’m going to go with the +1 skill point, so I would mark it under my Skills section to add to my overall skill point pool. At this point you should have your total number of skill points, do distribute them amongst your skills as you see fit. Don’t forget about all of your miscellaneous bonuses you took note of in the Non-Standard Skill Bonuses section, as well as the +3 bonus for putting a rank into a class skill. Also put a * next to each skill that has your armor check penalty applied to it.

Let’s look at Feats next. This section will be pretty quick. Most level 1 characters have one feat. Humans get a bonus feat and certain classes (like fighter and monk) grant bonus feats, so once you determine how many feats you have you pick which ones you want and record them under your Feats section. As always, once you select your feat and record it, distribute the effects of it throughout your sheet where applicable. I’m going to pick Spell Focus (enchantment). At this point your character sheet should look something like this with formatting like this.

Spells:
Now let’s move onto Spells. If you’re playing a character without spells or one that doesn’t get them until later levels (like a paladin or ranger), you can delete the entire Spells spoiler and skip this section. For everybody else, spells is actually pretty quick. You document what spells you know and what level they are, then add how many spells of each level you have. Cantrips and orisons are always at will, while 1st level spell will vary from class to class. Also, if you’re a caster that has to prepare spells ahead of time, simply put (prepared) next to each spell that you have prepared. Lastly, if you have any non-standard spell DCs, make note of them next to the specific spells. For instance, since I took Spell Focus (enchantment), my Sleep spell will have a 1 higher DC than normal. With spells added your character sheet should look like this with formatting like this.

Gear/Possessions:
Onto equipment, or Gear/Possessions. You’re going shopping! See what your character is outfitted with (typically just a certain amount of gold to spend as you see fit) and outfit your character. For this you’re basically opening up the weapons, armor, and equipment sections and just buying whatever you think you need. Let’s say I have average wealth for my class, in this case 105gp. Also document anything your class gives you for free, like how a wizard gets a spellbook. A big trick that my guide does is track not only the cost of each item, but also how much they weigh. This keeps things more realistic, and that sticky-fingered rogue from trying to carry thirty sets of chain shirts out of the dungeon. However it also tracks the cost of every item so that if you ever sell anything or want to see how you’re stacking up against the typical wealth by level, the numbers are easily accessible.

Once you purchase gear, you (guess what) distribute the effects of it throughout your sheet! My character bought a longsword, dagger, and shortbow, so under the OFFENSE section I need to add the attack bonuses and damage for each weapon. If you have different ways to attack (such as power attack or rapid shot), feel free to add an extra line to show the different ways you can attack if you don’t want to do the math every time. Then add your armor bonus in the DEFENSE section if you bought armor, including the ACP (armor check penalty) by your Skills. Don’t distribute the penalty to the applicable skills, just keep it in mind when you’re making your skill checks. Your sheet should now look something like this with formatting like this.

Congratulations, you’re now done with the crunch for your character! You still need to do fill out your stat lines, but that should be a cakewalk now that the rest of your profile is done. Also you need to write a background and describe your character’s personality and appearance, as well as choose an avatar, but that’s fluff stuff and I’ll leave you to figure that out for yourself ;)

Let me know what you think either on the thread here or with a PM. I believe I’ve checked it over enough times so there’s no silly mistakes like spelling or grammar or bad links, but let me know if I’ve forgotten something important or should add something else to the guide. Thanks for reading, and happy gaming!

The Exchange

Ok, here's the scenario. You're playing a half-orc barbarian whose only weapon is a greatsword (I know, a crime to not have a backup or a ranged weapon). You are fighting a strix fighter who uses his natural flight to stay 10' above you and poke you with a polearm. Question is: Are you completely boned? The only thing I can think of to deal with him is to try and take the polearm away, but I'm not sure if you are allowed to make a disarm against somebody that is 10' away when you don't have a reach weapon even if you are trying to disarm a reach weapon. Love to have some rules clarification with this.


Hello Paizo boards, it's good to see you all! I am here because I am considering running a zombie style game with pathfinder rules, except things are going to be as non-fantasy as I can make them. No spellcasters, no magic items, no magical creatures, just a scientifically born disease that is causing the end of the world.

This idea is very, very, VERY raw. So I wanted to ask you guys: How would you go about doing this? I want generalizations as well as specific ideas so I can start writing down what I want to get doing.

So for example, I wanted to implement a "field of vision" system. Possibly something like you can be in one of two modes of awareness: Broad but shallow, or distant and detailed. Focusing on a zombie to attack/kill it would automatically put you into narrow focus, potentially allowing a zombie to sneak up on you (as we see in so many zombie movies).

Thoughts? Comments? Questions? Concerns? Ideas? Feelings? Drink?


This is a closed forum for a test battle.


Hello fellow board members! I am currently working on a character who covers rogue things and arcane casting for the party, and I ended up dipping into assassin before going arcane trickster.

Generally what I'm asking for is tweaks. What are some of the smaller things I can change? Between managing spells, poisons, and equipment things got fairly complicated. I had to go back and redo the crunch several times due to little mistakes.

Could I spend my money better elsewhere? Should I take different feats? Perhaps a different arcane school? I don't want somebody coming on and saying "Actually you should do rogue 2/sorcerer 4/bard x!" or whatever. I'm open to suggestions on tweaks within the class, such as archetype or arcane bond and such, but generally no huge changes. That goes for race as well, I'm staying with elf but you can suggest other racial traits. All of the details are under this alias, although the fluff isn't necessary to read (it is pretty cool though).

Thanks!

The Exchange

Hello all, I've recently created a character with the intention of turning her into an arcane archer. Her character sheet is here, I started her off as a fighter (lore warden). While I realize that isn't a fantastic archetype, I figured the loss of shield and heavier armor didn't matter since I'd be casting arcane spells most of the time. So why not take a few extra skill points?

Anyways, there are two major routes I'm thinking about taking. The first is Fighter (Lore Warden) 1/Magus (Myrmidarch) 7)/Arcane Archer 2. The other is Fighter (Lore Warden) 1/Wizard 5/Eldritch Knight 3/Arcane Archer 1. There are a lot of pros and cons to each one, so I'll lay them out.

Wall of Info:
Build 1: Fighter (Lore Warden) 1/Wizard 5/Eldritch Knight 3/Arcane Archer 1

What this build has that the other doesn't:
1 more bonus feat
Wizard's Arcane Bond
Wizard's Arcane School

Build @: Fighter (Lore Warden) 1/Magus (Myrmidarch) 7)Arcane Archer 2

What this build has that the other doesn't:
Fort Save is 2 higher, Will Save is 1 higher
13 average higher HP
2 more skill points
Magus Arcane Pool (Works nicely with enhance arrows ability from Arcane Archer)
Ranged Spellstrike (Deliver touch spells via arrows)
Weapon Training (+1 to hit and damage)
1 Magus Arcana (undecided)
Ability to cast in light armor
Ability to cast in medium armor beginning at lv 8
Is ahead in Arcane Archer by 1 level

Spells
I decided this needed its own section because it's kinda a big game changer. If you look at just the above, then of course the second build is far superior. But the first build has much better spellcasting progression.

First Build

0th-4/day
1st-5/day
2nd-4/day
3rd-3/day
4th-2/day

Also note that wizards have a larger selection of spells to choose from.

Second Build

0th-4/day
1st-3/day
2nd-3/day
3rd-1/day

Also note this build can start casting through her bow at level 5, in addition to being able to use touch spells through her bow.

Any and all feedback is appreciated. Feel free to criticize any of my choices as well. I'm also not saying no to an entirely different build (some people say ranger is the better route to go than fighter), so feel free to suggest anything and everything. Thanks!


I'm in a game right now and just used summon monster 3 to summon 4 creatures from the summon monster 2 list. However, we have two enemies and I want to divide up my forces to deal with both of them. My question is, how do multiple monsters being summoned with one spell work with respect to their starting locations? Do I open up one portal and they all come flooding out (meaning they have to appear adjacently or otherwise as close as possible)? Or can I make them each show up individually within the range of the spell?

Also posting via the wizard casting the spell.


The sun is setting, bringing a cold nip to the air. As the orange glow of the sunset cast across the hills, the Andril army surges like a never ending anthill. People rush about their business, delivering messages, finding comrades in arms, milling about aimlessly. All the movement is accompanied by the many noises of such a large body of people. The baying of horses, the sharp pang as the blacksmiths made or repaired armor, the laughter and singing of men wanting to ease the tension, and when you got close enough to the red tents, the groans and cries of the dead or dying. Cast over everything is the ominous wall you are to siege tomorrow. Despite the war being such a one sided onslaught, tensions are high. The spellcasters, the tacticians, even the famous Colonel Geoffrey himself all failed to find an easy way into the city. No weak point in the wall, no underground entrances, no noble willing to sell out his country (or at least none that survived to see it through). On top of that the queen is demanding they finish the war quickly, which got rid of the backup plan of starving them out. In less than 12 hours, they were to storm a well fortified seemingly impenetrable wall that was defended by fresh troops. Nobody doubts their ability to win the battle...but nobody wants to think of the losses in such a direct approach. Some men are brooding, some men sleep early, some men laugh and jeer a little too loudly, and despite the officers best efforts some men drink, all of them wanting to escape the stress of the situation.

Bjorkus & Psotheos:
Bjorkus

While other men were relieving their stress in other ways, some of the men in charge of the prisoners took theirs out on you. Rocks and sticks are being thrown at you, as well as an endless stream of obscenities and racial slurs from some men, most notably one Fredeward Huets, a low ranking officer. "Oh come now you beast, do you really think we kept you for anything but manual labor? It's all you will ever be good for in this world!" Some soldiers pass and won't make eye contact with the abusive soldiers, and one or two even stepped up to say something, but a glance from Warrant Officer Huets and they walk off silently. You're chained together with a few other prisoners, all men, but one of them sticks out to you. He has that obnoxious air of nobility about him, even in his current state. The man on your other side takes another rock to the head, then glares at you "Oi, you could crush their heads with one hand, why not git up and do it?"

Psotheos

You've been mostly isolated from other prisoners, but they needed more room in anticipation of the wounded and you were brought here. You could almost feel your spine tingle as a soldier dragged you next to the huge half minotaur and manacled you next to him. Many of the other prisoners have poked fun at you, sensing your birthright, but generally they're tolerable. However this is a new experience, as you feel a rock whistle right by your ear, thrown by Huets once more.

Lindale:
Things are rough right now. News have reached your eye of your twin discovering a new type of gel explosive created by the dwarves. Even worse, he claims he managed to get a copy of how to make it! You know your twin often boasts and exaggerates, but he normally doesn't flat out lie to you. Your parents have expressed their pride for him...and their expectancy of you. As you are brooding, a man runs up to you with a stout dwarf at his side. You find out...

Toramin:
You have been presented with a hard situation. The explosive experts are stumped how to open the gate without causing too much destruction. However, you are aware of a new type of explosive, a gel that directs where the force goes. While you don't fully understand how it's made, you've seen it in action and know it's exactly what they need. However as the matter was brought up, one of your elders across the table looked at you with hard eyes and gave you the slightest shake of his head, clearly telling you to keep quiet. As you are brooding, a messenger runs up to you and says you've been drawn for guard duty, and he's here to introduce you to the soldier you will be scouting with.

Lindale & Toramin:
You have been drawn for outer guard duty tonight, one of the patrols that circles outside the ring of torches and who is chosen for their darkvision. When the soldier who was sent to tell you gathered you both, he snickered as he told you the news and walked away, mumbling something about 'if they dont kill each other first'.

Make nice kiddies. You got a few hours till you're on the job. Muahahaha

Dalton & Gabriel:

Dalton

You've had a long day. You were asked to be brought as a consultant for a tunnel, a small one that stretches across underneath the battleground and will allow a small force to get close to the wall. From what you could tell it was magically tunneled and seems completely stable. However the officer wouldn't stop asking questions about this and that until you had walked up and down the tunnel a dozen times, an arduous process at best. As you make your way back to camp you run across an scout patrol, and your eye can't help but be drawn to the tiefling paladin with them. Then you hear a call, and you see a messenger running up...

Gabriel
You've been running among the hills all day with a scouting party, trying to find enemy scouts, traps, tunnels, or anything else the army wasn't aware of. It's been a long, fruitless day, the only discovery a local farm hidden behind a hill with an elderly couple who nearly fell over at your approach. As you make your way back to camp you see another group of Andril soldiers, and accompanying them is a fluffy, well dressed half elf who's cheeks are red and looks rather short tempered. Then you hear a call, and you see a messenger running up...

Dalton & Gabriel
The young human, looking no more than 16, pants and tries to catch his breath while giving a salute. One of the officers quickly salutes so the boy can catch his breath properly, telling him to sit down. After a moment he manages to speak "Or...orders from Captain Baccus. He wants to speak with Dalton Barrowwheel and Gabriel Leoni at once" Captain Baccus is half-orc normally in charge of the vanguard. He's known for being reckless and never backing down from a fight, but he often leads the charge himself and inspires great moral in the men.


Dot here, giving a description of your character and what a stranger would know about them with a passing glance. It's a large army and you may or may not know each other, but at one point or another you've probably at least seen each other.


First things first:
This is not going to be a light read or a light game. This game will have deep backgrounds, complex character relationships, and world changing events. Only continue on if you are wanting to get into a complex, fast paced, long term game.

A little about me:
I'm a story driven GM and will always ensure that the fluff of a character is what drives me to recruit them. However that doesn’t mean fights won’t be serious, in fact I like to keep things deadly realistic. If somebody crits you for 20 damage to your left arm, it’s either off or broken. More on that later.

There is a well written site that has a thing called “GM Merits”, found here. My merits are as follows:

My game will tell an interesting story.

My game will be scary.

My game focuses on exploration and mystery.

Characters in my game are destined for greatness, not random death.

My game includes (very rarely) disturbing content.

My game focuses on player skill rather than character abilities.

I frequently tinker with the rules of the game (only if there is a problem or something just seams more realistic)

Tactics are an important part of my game.

Players in my game should be prepared to run when the odds are against them.

There will be player vs player combat allowed in my game (but you better have a good reason).

The GM is in charge in my game and “rule-zero” is in effect (but I am always open to discussion and questioning my rules/judgments. I will listen to you and carefully consider what you say)

Players characters death are not extremely likely in my game, but it can happen with bad luck or recklessness.


For those of you still interested:
This thread is to gauge interest and recruit for a homebrew pathfinder campaign. The world and how it works will be similar to pathfinder based games, but the geography, people, and history will be completely of my own design.

So can you tell us anything about the setting?:
The north is encompassed by the coast. In the north center are a vast span of freezing mountains where mostly creatures and outlaws live. South of that is Xilres, the nation with the largest amount of land and natural resources, although the noble houses often bicker and squabble, causing more than just local problems. To their east is Andril who lead the area in military power and science, their capitol Taryin is the largest city in the world. Surrounding Andril from east to south are Yenrick (A dry, flat area with patches of desert. Has many caves with gems and natural resources), Gesthil (A nation of outsiders, only small villages are present and they are very in tune with nature. They will accept anybody in their borders), and Brumik (Center of trade due to their position in the middle of every nation. Often has to deal with barbarians in the southern forest).

And now a little about what’s going on.

Andril is a busy nation, constantly developing and trying to remain on top. As the first millennium comes to a close, so does a five year war with their former trade partner and ally, the neighboring nation Xilres. A power hungry brother, Nuro, somehow stole the crown when the king to be mysteriously died, throwing Xilres into chaos as they tried to eradicate the barbarian tribes on the fringes of both countries by burning down the forests. Pame, queen of Andril, couldn't reason with Nuro and war broke out. Always the superior military force, Andril quickly gained ground and now stands at Xilres's capitol, about to siege and find Nuro, removing him from power and setting the nation back into balance. But there's more going on than a war and a greedy brother...how did the prince die? Why was Andril unable to reason with Xilres? Trust is thin, small groups are forming, and alliances are going to be tested...

Crunchy Stuff/Character Creation Rules:
This is a military/subterfuge/special forces campaign. As the description implies, we are starting the campaign by sieging a capitol city. For some reason you are with the army, whether you are a foot soldier, a healer, hired by the army to perform a service, or simply traveling with them. However, you all have one thing in common; You all know Colonel Geoffrey, a paladin of Abadar who is the siege master for Andril's main force. Geoffrey is a kind man who always tries to find the best way to do things, often leading by example. Some of his history you could tie yourself into is him being raised in Taryin by a noble family before his parents were killed by bandits while touring the southern nations. He turned to the military and the church to take care of him, being taken in as his parents were well liked. He often makes his voice heard in the castle where he tries to be the middle man. He was eventually recognized for his brilliant tactical mind and sound decision making, and quickly advanced through the army. He lead the way in the war with Xilres.

It is the night before the first day of the siege, and everybody is tense.

Character Creation Rules
20 point buy
2 traits
Flaws (drawbacks, problems, whatever other name) are allowed if I approve it
Standard wealth, standard amount of feats...when in question you're a pretty common level 1 character

All races allowed, although more powerful races such as drow or aasimar are likely to be nerfed to be on par with the other races. Do not pick a powerful race for the power, pick them for an RP reason.
Classes NOT allowed are as follows: Cavalier, inquisitor, magus, summoner, antipaladin, ninja, samurai. Notice I did leave alchemist and gunslinger open for play, read the next paragraph for more info.

Technology is starting to come into play. Primitive guns and light sources mostly, a few slightly more advanced siege weapons, some engineering designs. If somebody decides to take knowledge (engineering) and had some money they could make quite a few things


More on character creation:
I put a huge amount of effort into my games and I expect my players to put some amount of effort into their characters. I do not want a reject from another game, I do not want somebody who was created with their class and abilities in mind. I want you to read the information on my world, ask as many questions as you need to, and create a character who fits in the world. You will be a catalyst, an element of change in my world. You will invoke your own will upon the pre-established order through your words and actions.

When I see a submitted character, I will not even look at their crunch until I am satisfied their background is sufficient. As I read through it, I want to feel like I have talked to your character. I want to feel their strife, know what they’ve experienced, understand their drive in the world.

Also, take the liberty of some creativity with my world. I do not have every detail of every corner of the world planned out, so feel free to create a few things to help flesh out your character.


Finally, the wall of text has ended!:
If you’re still here you’re probably thinking about submitting a character. Despite my note on rule-zero, I encourage my players to question and challenge me, so feel free to assault me with questions

Expectations for posting frequency:
At least 1/day, more if you can manage it. I like to keep things moving, and I have the option to check the boards several times per day. I understand that RL>games and people get busy, so if you are unavailable to post for one or several days it is fine as long as we're notified.

Please note, I have edited the original version of this.