Planar Alchemical Catalyst

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Organized Play Member. 65 posts (915 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 7 aliases.


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Dark Archive

Male Human

Albert double moves toward the exit.

Dark Archive

Here's Henric. Will probably give him some levels in Gunslinger (Bolt Ace) once he has some more Wisdom, so I can pool some grit points.

Henric Torje
Male human fighter (crossbowman) 4 (Pathfinder RPG Advanced Player's Guide 104)
CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +3
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 28 (4d10)
Fort +4, Ref +5, Will +2 (+1 vs. fear)
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Offense
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Speed 30 ft.
Melee cold iron dagger +8 (1d4/19-20)
Ranged henric's crossbow +8 (1d8+7/19-20)
Special Attacks deadshot
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Statistics
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Str 11, Dex 18, Con 10, Int 11, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Empty Quiver Style, Power Attack, Precise Shot, Prone Shooter[UC], Rapid Reload, Weapon Focus, Weapon Specialization
Traits ambush training, on the payroll
Skills Climb +4, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (religion) +2, Perception +3, Ride +8, Spellcraft +1, Survival +6
Languages Common
SQ finesse weapon attack attribute, hero points
Other Gear +1 mithral chain shirt, henric's crossbow, blunted bolts (10), cold iron dagger, crossbow bolts (20), incendiary bolt (10), belt of incredible dexterity +2, handy haversack, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), tindertwig (4), trail rations (5), waterskin, 62 gp, 1 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadshot +2 (Ex) +2 to damage with a readied crossbow.
Empty Quiver Style (Light crossbow) Make melee atk with chosen weapon as if heavy or light mace.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prone Shooter Prone modifier to AC is -2 vs. melee and +6 vs. ranged.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Weapon Focus (Crossbows) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
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A child of Ustalavic peasants, Henric would had an ordinary childhood but for his mysterious ability to heal minor scrapes and wounds. His parents convinced the priests at the local temple of Pharasma in Tamrivena to take him in, but he had no aptitude for education or magic. He did however develop a talent for shooting crossbows at the practice range in Tamrivena, and began making money as a guard for caravans traveling across Ustalav.

This was how Professor Lorimor made Henric's acquaintance. Henric can't say that he knew the Professor well, but you do get to know a bit about a man when you work for him multiple times over the years, in harrowing situations. Once, when the Professor had been injured by a trap some Sczarni hireling had failed to spot, Henric had used his power to heal the Professor's wounds, which led to an extended and fruitless line of questioning about the source of Henric's power.

Aura: Cure - Touch an ally as a standard action to heal 1d3 wounds

Flaw: Henric is a notorious card shark. Immediately before departing for Ravengro, he was playing againt a local Sczarni leader who accused him of cheating (he was). So Henric shot him. It's only a matter of time before the rest of the gang catches up to him, and he's always done his best talking with his crossbow.

Dark Archive

I'm interested.

4d6 ⇒ (4, 2, 4, 2) = 12 10
4d6 ⇒ (3, 3, 4, 4) = 14 11
4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (1, 3, 4, 4) = 12 11
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (2, 2, 1, 1) = 6 5
4d6 ⇒ (5, 4, 4, 3) = 16 13

I'm thinking of a crossbowman, someone who was employed by Professor Larrimore for protection regularly (taking the "On the Payroll trait).

Dark Archive

GM DarkLightHitomi wrote:
Out of curiosity, those of you wanting the ironfang ap, how important is it to you that it be set in Golarion?

Somewhat important. My character concept is interwoven with some Golarion history, but I could always change those details, if necessary.

Dark Archive

I'm also interested in playing Ironfang Invasion.

Dark Archive

If there's still a spot open for this, I'm potentially interested. Can I get the details?

Dark Archive

Congratulations to those selected.

Dark Archive

Marius Draga is a chaotic neutral human fighter who worships Gorum. Having honed his fighting skills with armor and shields since his youth, Marius can use them for defense and to hurt his opponents. He imagines himself becoming a legend like Ekat Kassen. He keeps his blonde hair cut short, so enemies can't pull it and it doesn't obstruct his vision, and his face and hands are covered with small scars from sparring injuries. A bit of a bully and nearly 6' tall, he's used to getting what he wants, yet considers himself to be a noble warrior. He distrusts magic, believing true warriors rely on their skills alone.

Character details:

Marius Draga
Male human fighter 1
CN Medium humanoid (human)
Init +2; Senses Perception -2
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will -2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee battleaxe +2 (1d8+3/×3) or
. . club +4 (1d6+3) or
. . heavy shield bash +3 (1d4+1)
Ranged shortbow +3 (1d6/×3)
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Statistics
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Str 17, Dex 15, Con 16, Int 12, Wis 7, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Improved Shield Bash, Two-weapon Fighting, Weapon Focus (shield, heavy)
Traits armor expert, shield-trained
Skills Acrobatics -3 (-7 to jump), Climb +2, Craft (armor) +3, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Survival +2
Languages Common, Dwarven
Other Gear scale mail, heavy steel shield, arrows (20), battleaxe, club, shortbow
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Special Abilities
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Improved Shield Bash You still get your shield bonus while using Shield Bash.

Dark Archive

If you're interested in trying first edition, I know that GMroll4initiative will be running a Pathfinder Society scenario aimed at first level characters pretty soon. He should be able to accommodate a new player. Just reply in the comments when the recruitment post shows up, and mention that you're new.

You may want to look into creating a Pathfinder Society character in the meantime. You'll need a copy of the Guild Guide, which you can download for free at the Paizo Store.

Dark Archive

GM Snarffleflox wrote:

Archetypes allowed.

In that case, I would make Kivon a Divine Hunter archetype and give him Precise Shot.

Dark Archive

Kivon Galla is a half-elf paladin of Erastil who's absolutely certain he could take on a dragon, should he ever encounter one.

Kivon Galla:

Kivon Galla
Male half-elf paladin 1
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +0
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Defense
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AC 18 (+1 dodge vs. dragons), touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3 (+2 vs. breath weapons), Will +0; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +3 (1d4+2/19-20) or
. . longsword +3 (1d8+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
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Statistics
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Str 14, Dex 17, Con 14, Int 12, Wis 7, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Skill Focus (Diplomacy)
Traits deadeye bowman, you've always hated dragons
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Handle Animal +6, Heal +2, Knowledge (geography) +2, Perception +0, Ride +3; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome
SQ elf blood, hero points
Other Gear scale mail, heavy wooden shield, arrows (20), cold iron dagger, longbow, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Horns of the Elk)[UE], mess kit[UE], pot, sack, scroll case, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 10 gp, 9 sp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
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Kivon was born on the edge of the Verduran forest. His father was a cleric of Erastil, but died too young to pass on the profession to his son. After his father died while he was still a teenager, he took on odd jobs to support himself and his mother. Due to his size and the occasional need for a good sword arm, he expanded his reportoire beyond Erastil's sacred bow.

Kivon has always dreamed of slaying a dragon. When his father gave him lessons on the creatures of the forest, Kivon only wnted to know about dragons and how to beat them. He's still never seen a dragon yet remains excessively confident in his ability to fight one.

Still supporthing himself and his mother through odd jobs, Kivon has arrived in Cassomir after providing an escort for Taldan merchants through the outher Verduran. He's been hired to help a man named Silas, whom the merchants from his most recent contract recommended as a reliable sort.

Dark Archive

I would be interested in playing. My character idea is a paladin of Erastil who's interested in the town founder's dragon-hunting heritage and dreams of slaying a dragon himself one day.

Dark Archive

If there's an open spot, I'd like to put my hat in the ring with a bounty hunter. As I noted before, I recently finished the Hell's Rebels AP.

Vergio Calla:

Male kyton-spawn tiefling slayer (bounty hunter) 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 53, 118, Pathfinder RPG Bestiary 264)
CE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +4, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee club +4 (1d6+3) or
. . cold iron dagger +4 (1d4+3/19-20) or
. . sap +4 (1d6+3 nonlethal) or
. . short sword +4 (1d6+3/19-20)
Ranged bolas +3 (1d4+3 nonlethal) or
. . shortbow +3 (1d6/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—web (DC 13)
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Statistics
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Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Nemesis
Traits erratic malefactor, pain artist
Skills Acrobatics +4, Appraise +3, Bluff +5, Escape Artist +2, Heal +3, Intimidate +7, Knowledge (geography) +6, Knowledge (local) +6, Perception +3, Sense Motive +3, Stealth +4, Survival +3; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Abyssal, Common, Halfling, Infernal
SQ track +1
Combat Gear smelling salts[APG]; Other Gear studded leather, light wooden shield, arrows (20), bolas (2), club, cold iron dagger, sap, short sword, shortbow, backpack, bedroll, belt pouch, branding iron, custom shape, flint and steel, hemp rope (50 ft.), hip flask[UE], leechwort[UW], manacles, trail rations (10), winter blanket, 9 gp, 5 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
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.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
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Two figures scramble over the mountainside, their clothes ragged and faded. One of them, a halfling, stops to catch her breath. In a second, the tiefling is on her, club smashing bone as she falls in a spray of blood. The other figure, a man, sprints away at full speed, but is soon toppled by bolas. Before walking over to the man, the half-devil gives the halfling a good kick to the side.

"A little parting present from ol' Vergio, you filthy halfie."

"Think you're smarter than House Narikopolus," he says as he approaches the man struggling to free his injured legs from the cord wrapped around them.

"That was a bad bet, chum." He chuckles as he claps a pair of manacles on the man's ankles.

"Now tell me: Who's organizing the fugitive slaves in the Menander Mounters," he says as he takes his dagger from its sheeth. "Or . . .," he licks his lip as he gauges the dagger's sharpness, "don't. More fun for me that way."

Amidst the screams along the mountainside, the plodding of armored footsteps can be heard. The tiefling's ears perk as he reaches for his bow. A Hellknight appears over a ridge, carrying a sealed scroll.

"Vergio Calla," the Hellknight intones through his helmet, "you are hereby immediately summoned to serve your Infernal Magistrix in whatever way she deems fit."

Dark Archive

Quote:
Gotta say I feel pathetic compared to some of these super-powered bloodlines... guess I'll just have to kill some other blooded and build my power that way!

I quite like your background story. Sounds like a woman who's ready to find the right Scion to stab and take their power.

Dark Archive

1 person marked this as a favorite.

Finished my Sword Binder Wizard.

Kian Liës:

Male elf (Forlorn) wizard (sword binder) 5 (Pathfinder Player Companion: Arcane Anthology 11)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 28 (5d6+10)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cunning elven curve blade +7 (1d10+5/18-20) or
. . cold iron dagger +5 (1d4+3/19-20)
Special Attacks hand of the apprentice (10/day)
Wizard (Sword Binder) Spells Prepared (CL 5th; concentration +12)
. . 3rd—protection from energy, greater thunderstomp[ACG]
. . 2nd—bull's strength, frigid touch[UM], garden of peril (DC 18)
. . 1st—chill touch (DC 16), infernal healing[ISWG], mage armor, shield, shocking grasp
. . 0 (at will)—detect magic, light, mage hand, touch of fatigue (DC 15)
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Statistics
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Str 16, Dex 14, Con 12, Int 21, Wis 8, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Point-Blank Shot, Scribe Scroll, Weapon Focus (elven curve blade), Yuelral’s Blessing
Traits focused mind, sovyrian pantheist
Skills Appraise +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +12, Knowledge (history) +12 (+13 to recognize or evaluate art), Knowledge (local) +13, Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +9, Perception +1, Spellcraft +13 (+15 to identify magic item properties, +14 to checks involving crystals or gems), Survival -1 (+0 to hunt game); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Halfling, Sylvan
SQ arcane bond (+1 cunning elven curve blade), elven magic, sword of the mage
Combat Gear pearl of power (1st level), potion of cure light wounds (2), potion of invigorate, potion of remove sickness, scroll of feather fall, scroll of touch of the sea, air crystal, antiplague[APG], antitoxin, bladeguard[APG] (2), vermin repellent[UE] (2); Other Gear +1 cunning elven curve blade, cold iron dagger, cloak of resistance +1, allnight (2), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, kian lies' spellbook, masterwork backpack[APG], mess kit[UE], pot, scroll box[UE], smoked goggles[APG], soap, spell component pouch, torch (10), trail rations (5), waterskin, 80 gp
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Special Abilities
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Arcane Bond (+1 cunning elven curve blade) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (Bonded sword only, 10/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sword of the Mage Bound sword can deliver touch spells (0 wep dam).
Yuelral’s Blessing You can substitute gems for any expensive arcane component.
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The son of a Kyonin diplomat to Taldor, Kian was trained by some of the nation's few remaining sword binders. He is old enough to recall the Chelish Civil War, and he still nurses a hatred for those who brought a formerly great kingdom to ruin. His greatest ire however is reserved for his enemies in the Goblinblood Wars. Dispatched by the elven queen as part of a team to ensure the conflict remained in the Chitterwood, his small force fought a guerrilla campaign against the creatures. When the confict was over, the queen's refusal to help liberate Isger from ithe diabolic power of Cheliax sat uneasily with Usiel, and he retired to Andoran.

Kian is a stern and aloof companion, nostalgic for the time before Age of Lost Omens. He still remains unwaveringly committed to people's right to self-determination, and is more ready to return to the fight than he's willing to admit to himself.

Dark Archive

I misread the result for Table 12. I get a minor power for the first tier with a 91.
Table 13 (Ability 3): 1d100 ⇒ 89
Resistance (Minor)

Dark Archive

Quote:
I want you to use the system out of the Rulebook. :) The system on BR.net is .. . flawed.

In that case, I need to roll for my bloodline ability.

Table 12 (0-10): 1d100 ⇒ 91
None
Table 12 (11-19): 1d100 ⇒ 25
Minor
Table 12 (20-28): 1d100 ⇒ 69
Major
Table 13 (Ability 1): 1d100 ⇒ 97
Travel (ineligible)
Table 13 (Ability 1 re-roll): 1d100 ⇒ 16
Battlewise (ineligible)
Table 13 (Ability 1 re-roll): 1d100 ⇒ 54
Enhanced Sense (Minor)
Table 13 (Ability 2): 1d100 ⇒ 16
Battlewise (ineligible)
Table 13 (Ability 2 re-roll): 1d100 ⇒ 67
Healing (Major)

Dark Archive

1 person marked this as a favorite.

I have a character concept for a sword binder wizard lying around that would fit nicely for such a campaign.

Background:

The son of a Kyonin diplomat to Taldor, Kian was trained by some of the nation's few remaining sword binders. He is old enough to recall the Chelish Civil War, and she still nurses a hatred for those who brought a formerly great kingdom to ruin. His greatest ire however is reserved for his enemies in the Goblinblood Wars. Dispatched by the elven queen as part of a team to ensure the conflict remained in the Chitterwood, his small force fought a guerrilla campaign against the creatures. When the confict was over, the queen's refusal to help liberate Isger from ithe diabolic power of Cheliax sat uneasily with Usiel, and he retired to Andoran.

Kian is a stern and aloof companion, nostalgic for the time before Age of Lost Omens. He still remains unwaveringly committed to people's right to self-determination, and is more ready to return to the fight than he's willing to admit to himself.

Dark Archive

pad300 wrote:
I guess that leaves me with the wizard route...

So far, we'll have at least two partial arcane casters (possibly one full) and two partial divine. If party balance is the concern, another martial or a druid (i.e., a priest of Erik) might round things out, but you should make the character you would like to play.

Dark Archive

I made some stat changes to Maryam to incorporate the ability points I had initially left off to go toward my bloodline score, and added a bit more to her background.

Maryam Tahir:

Female human cleric (cardinal) of Avani 1 (Pathfinder RPG Ultimate Intrigue 64)
LN Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (1d8)
Fort +2, Ref +2, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee light mace -1 (1d6-1) or
. . shortspear -1 (1d6-1)
Special Attacks hand of the acolyte (6/day), magic variant channeling 5/day (DC 12, 1d6 plus 1 channel bonus)
Cleric (Cardinal) Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds, identify[D]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domain Magic
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Statistics
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Str 8, Dex 14, Con 10, Int 17, Wis 16, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Blooded Scion, Steadfast Mind
Traits arcane temper, priest-blessed
Skills Acrobatics -1 (-5 to jump), Bluff +7, Diplomacy +7, Disguise +3, Handle Animal +4, Heal +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (religion) +7, Linguistics +7, Ride +0, Sense Motive +7, Spellcraft +7
Languages Andu, Anuirean, Basarji, Old Brecht, Sidhelien
Combat Gear scroll of create water; Other Gear lamellar (leather) armor[UC], light mace, shortspear, backpack, belt pouch, hip flask[UE], holy text (Avani)[UE], silver holy symbol of Avani, spell component pouch, light horse, bedroll, bit and bridle, blanket, blanket, feed (per day), riding saddle, sack, saddlebags, trail rations, waterskin, 8 gp, 8 sp
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Special Abilities
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Cleric (Cardinal) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Magic Variant Channeling (±1 Sacred) Bonus to/forced concentration checks
Magic Variant Channeling 1d6 plus 1 channel bonus (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Steadfast Mind (Wisdom) If fail to cast spell of chosen attribute defensively, retain the spell (Will DC 15+spell level).
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Minor Bloodline of Basaïa
Bloodline Score: 20
Bloodline Ability: Bloodmark

Maryam is the daughter of Hakim and Ketifa Tahir. Her parents' marriage was a scandal at the time because her father was a commoner; her mother a prominent member of the Tammam family of Zikala, rumored themselves to be related to be a less sophisticated cadet branch of the Daoutas of Elinie.

Cut off from her likely inheritance, Maryam has long been devoted to her studies, but her innate talent for leadership came to the fore when she was old enough to her bloodline to show in ways beyond her brilliant blue eyes.

Advancing quickly through the ranks of potential church leaders, Miryam was set on becoming a lieutenant of Shandare min Jibal. Following accusations of insufficient dedication to the Zikalan school and clerical authority, she now finds herself assigned to her own temple in a benighted region, tasked with bringing the light and learning of Avani to the masses as well as establishing a new library and center for research.

Dark Archive

1d100 ⇒ 48

5d6 ⇒ (4, 3, 5, 2, 6) = 20

Still minor, but with a slightly lower bloodline score. Will need to adjust my other stats.

Dark Archive

I used the method of point buying stats, then double the remainder is your bloodline score. I went with Minor because 22 is just above the suggested cutoff of 20 for a tainted bloodline.

Dark Archive

pad300 wrote:

So Dslak has a cleric, and Arjuna332 is thinking about a paladin. For a classic 4 person party, that suggests we need a mage and a sneak...

I do plan on going Mystic Theurge with the cleric, as the lore says followers of Avani often take levels in wizard. So an additional arcane party member needn't be a full caster if I'm in the group.

Dark Archive

Here's my basic character idea. Still some room to work in a relationship to other potential characters.

Maryam Tahir:

Female human cleric (cardinal) of Avani 1 (Pathfinder RPG Ultimate Intrigue 64)
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 18 (1d8)
Fort +2, Ref +1, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee light mace -1 (1d6-1) or
. . shortspear -1 (1d6-1)
Special Attacks hand of the acolyte (6/day), magic variant channeling 4/day (DC 11, 1d6 plus 1 channel bonus)
Cleric (Cardinal) Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds, identify[D]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domain Magic
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 15, Wis 16, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats Blooded Scion, Steadfast Mind
Traits arcane temper, priest-blessed
Skills Acrobatics -2 (-6 to jump), Bluff +6, Diplomacy +6, Disguise +2, Handle Animal +3, Intimidate +6, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +3, Knowledge (religion) +6, Linguistics +6, Ride -1, Sense Motive +7, Spellcraft +6
Languages Andu, Basarji, Old Brecht, Sidhelien
Combat Gear scroll of create water; Other Gear lamellar (leather) armor[UC], light mace, shortspear, backpack, belt pouch, hip flask[UE], holy text (Avani)[UE], silver holy symbol of Avani, spell component pouch, light horse, bedroll, bit and bridle, blanket, blanket, feed (per day), riding saddle, sack, saddlebags, trail rations, waterskin, 8 gp, 8 sp
--------------------
Special Abilities
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Cleric (Cardinal) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Magic Variant Channeling (±1 Sacred) Bonus to/forced concentration checks
Magic Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Steadfast Mind (Wisdom) If fail to cast spell of chosen attribute defensively, retain the spell (Will DC 15+spell level).
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Minor Bloodline of Basaïa
Bloodline Score: 22
Bloodline Ability: Bloodmark

Maryam is the daughter of Hakim and Ketifa Tahir. Her parents' marriage was a scandal at the time because her father was a commoner; her mother a prominent member of the Tammam family, rumored themselves to be related to be a less sophisticated cadet branch of the Daoutas of Elinie.

Cut off from her likely inheritance, Maryam has long been devoted to her studies, but her innate talent for leadership came to the fore when she was old enough to her bloodline to show in ways beyond her brilliant blue eyes.

Advancing quickly through the ranks of potential church leaders, she now finds herself assigned to her own temple in a benighted region, tasked with bringing the light and learning of Avani to the masses as well as establishing a new library and center for research.

Dark Archive

Would awnsheghlien count as outsiders? Just want to know when considering the human favored class bonus for clerics that gives +1 to spell resistance rolls vs. outsiders

Dark Archive

Would a mystic theurge follower of Avani eventually be possible?

Dark Archive

I'm interested in playing, but I'll need to read through the character creation details.

Dark Archive

Character concept: Two-handed melee focus plus bodyguard for any arcane caster in the group.
Backstory:
An Ulfen resident of Irrisen, dedicated to the traditional pursuits of fighting and carousing. Serving one of the winter witches is the most reliable means of making it pay and avoid messy political entanglements.
Why Heldren: Either accompanying an aspiring witch to provide protection, or else investigating a potential threat to one. Why is your

Crunch:

Alvur Hornsen
Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North)
N Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +6
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+3/19-20) or
. . greatsword +5 (2d6+4/19-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (fey +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Weapon Focus (greatsword)
Traits armor expert, restless wayfarer
Skills Acrobatics -1 (-5 to jump), Climb +4, Heal +6, Intimidate +3, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +4, Perception +6, Sense Motive +6, Survival +6
Languages Common, Hallit, Skald
SQ track +1, wild empathy +1
Other Gear scale mail, arrows (20), cold iron dagger, greatsword, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], piton (5), pot, tindertwig (2), torch (10), trail rations (5), waterskin, 3 gp, 5 sp
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Special Abilities
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Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Dark Archive

I just realized that base and core classes don't include Slayer, so I've reworked my concept into a Ranger. Still a full BAB martial class.

Vergio Calla:

Vergio Calla
Male kyton-spawn tiefling ranger (skirmisher) 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Bestiary 264)
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20) or
. . sap +4 (1d6+3 nonlethal)
Ranged bolas +4 (1d4+3 nonlethal) or
. . shortbow +4 (1d6/×3)
Special Attacks favored enemy (halflings +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—web (DC 12)
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 14, Int 12, Wis 8, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Exotic Weapon Proficiency (bolas)
Traits erratic malefactor, pain artist
Skills Climb +5, Escape Artist +3, Heal +3, Intimidate +6, Knowledge (geography) +5, Knowledge (local) +2, Perception +3, Sense Motive +0, Sleight of Hand +2, Stealth +5, Survival +3; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Common, Halfling, Infernal
SQ track +1, wild empathy +1
Combat Gear caltrops (5), smelling salts[APG]; Other Gear studded leather, light wooden shield, arrows (40), bolas (2), club, cold iron dagger, longsword, sap, shortbow, backpack, bedroll, belt pouch, branding iron, custom shape, flint and steel, hemp rope (50 ft.), hip flask[UE], leechwort[UW], manacles, trail rations (5), winter blanket, 1 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Favored Enemy (Halflings +2) (Ex) +2 to rolls vs. halflings foes.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Two figures scramble over the mountainside, their clothes ragged and faded. One of them, a halfling, stops to catch her breath. In a second, the tiefling is on her, club smashing bone as she falls in a spray of blood. The other figure, a man, sprints away at full speed, but is soon toppled by bolas. Before walking over to the man, the half-devil gives the halfling a good kick to the side.

"A little parting present from ol' Vergio, you filthy halfie."

"Think you're smarter than my masters at House Narikopolus?," he says as he approaches the man struggling to free his injured legs from the cord wrapped around them.

"That was a bad bet, chum." He chuckles as he claps a pair of manacles on the man's ankles.

"Now tell me: Who's organizing the fugitive slaves in the Menander Mounters," he says as he takes his dagger from its sheeth. "Or . . .," he licks his lip as he gauges the dagger's sharpness, "don't. More fun for me that way."

Amidst the screams along the mountainside, the plodding of armored footsteps can be heard. The tiefling's ears perk as he reaches for his bow. A Hellknight appears over a ridge, carrying a sealed scroll.

"Vergio Calla," the Hellknight intones through his helmet, "you are hereby immediately summoned to serve your Infernal Magistrix in whatever way she deems fit."

Dark Archive

I also vote for Ironfang Invasion, as I've been wanting to play it. Even worked up a character for it some time ago.

Dark Archive

1 person marked this as a favorite.

I finished Hell's Rebels with a real-time online group back in March. The same GM was then running Hell's Vengeance, but I had a daughter due in June and couldn't commit to any live games. I already had a character and concept ready that I think would be a great thematic fit.

Background:

Two figures scramble over the mountainside, their clothes ragged and faded. One of them, a halfling, stops to catch her breath. In a second, the tiefling is on her, club smashing bone as she falls in a spray of blood. The other figure, a man, sprints away at full speed, but is soon toppled by bolas. Before walking over to the man, the half-devil gives the halfling a good kick to the side.

"A little parting present from ol' Vergio, you filthy halfie."

"Think you're smarter than House Narikopolus," he says as he approaches the man struggling to free his injured legs from the cord wrapped around them.

"That was a bad bet, chum." He chuckles as he claps a pair of manacles on the man's ankles.

"Now tell me: Who's organizing the fugitive slaves in the Menander Mounters," he says as he takes his dagger from its sheeth. "Or . . .," he licks his lip as he gauges the dagger's sharpness, "don't. More fun for me that way."

Amidst the screams along the mountainside, the plodding of armored footsteps can be heard. The tiefling's ears perk as he reaches for his bow. A Hellknight appears over a ridge, carrying a sealed scroll.

"Vergio Calla," the Hellknight intones through his helmet, "you are hereby immediately summoned to serve your Infernal Magistrix in whatever way she deems fit."


Stats:

Vergio Calla
Male kyton-spawn tiefling slayer (bounty hunter) 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 53, 118, Pathfinder RPG Bestiary 264)
CE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +4, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+3) or
. . cold iron dagger +4 (1d4+3/19-20) or
. . sap +4 (1d6+3 nonlethal)
Ranged bolas +3 (1d4+3 nonlethal) or
. . shortbow +3 (1d6/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—web (DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Nemesis
Traits erratic malefactor, pain artist
Skills Acrobatics +4, Bluff +5, Escape Artist +2, Heal +3, Intimidate +7, Knowledge (geography) +6, Knowledge (local) +6, Perception +3, Sense Motive +3, Sleight of Hand +1, Stealth +4, Survival +3; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Abyssal, Common, Halfling, Infernal
SQ track +1
Combat Gear smelling salts[APG]; Other Gear studded leather, light wooden shield, arrows (40), bolas (2), club, cold iron dagger, sap, shortbow, backpack, bedroll, belt pouch, branding iron, custom shape, flint and steel, hemp rope (50 ft.), hip flask[UE], leechwort[UW], manacles, trail rations (10), winter blanket, 18 gp, 5 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

Dark Archive

I'd be willing to have a go for nearly any AP, as well.

Dark Archive

My concept is a scout from Janderhoff whose old scouting party was once captured by Frost Giants, but they escaped and stole some of the frost giants' greataxes that were sitting out. The giants were soon on their trail, and he was the only surviving member of his party. Recognizing the quality of the greataxe he acquired, he began training to use the giants' weapons, so that he would not be caught unprepared again. He still maintains a vendetta against frost giants, and continues to be an invaluable scout as their activity increases in the Mindspins.

Stats:

Gotthar Grimwald
Male dwarf (Sky Citadel) fighter (titan fighter) 6 (Pathfinder Player Companion: Giant Hunter's Handbook 21)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework, +2 vs. Frost Giants)
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Defense
--------------------
AC 20, touch 11, flat-footed 20 (+9 armor, +1 deflection)
hp 58 (6d10+18)
Fort +8, Ref +3, Will +2 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) +1 greataxe +9/+4 (3d6+8/×3) or
. . mwk cold iron dagger +12/+7 (1d4+5/19-20) or
. . sarissa +11/+6 (1d8+7/×3)
Ranged javelin +6 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with sarissa)
Special Attacks relentless[APG]
--------------------
Statistics
--------------------
Str 21, Dex 10, Con 16, Int 10, Wis 10, Cha 8
Base Atk +6; CMB +12; CMD 23
Feats Dedicated Adversary, Desperate Battler[ISWG], Dirty Fighting, Giant Vendetta, Ground-grabber, Power Attack, Steadfast Slayer
Traits monster survivor, roll with it
Skills Acrobatics -6 (-10 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -1 (+1 vs. Frost Giants), Climb +9, Handle Animal +4, Intimidate +3, Knowledge (dungeoneering) +4 (+6 vs. Frost Giants), Knowledge (geography) +4 (+6 vs. Frost Giants), Knowledge (history) +4 (+6 vs. Frost Giants), Knowledge (nature) +1 (+3 vs. Frost Giants), Perception +0 (+2 to notice unusual stonework, +2 vs. Frost Giants), Ride +3, Sense Motive +0 (+2 vs. Frost Giants), Survival +5 (+7 vs. Frost Giants), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ deep tradition, giant weapon wielder, unstoppable momentum
Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), bladeguard[APG], caltrops (5), iron pellet grenade[UE] (2), smoke pellet[APG] (4), tangleburn bag[UE] (2), tanglefoot bundle; Other Gear full plate, +1 greataxe, javelin (3), mwk cold iron dagger, sarissa, belt of giant strength +2, campfire bead[APG], handy haversack, knight-inheritor’s ring, animal-repellant sack[UW], bandolier[UE], bedroll, belt pouch, belt pouch, burner, dwarven trail rations[UE] (5), efficient tent[UW], flint and steel, fuel pellet (30), gecko gloves, grappling hook, lodestone boots, mithral chain (10 ft.), piton (5), sack, silk rope (100 ft.), waterproof bag[UE], waterskin, winter blanket, light horse, 20 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dedicated Adversary (Frost Giants) +2 to Attack and Damage vs. creature chosen, and some skills.
Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Giant Vendetta (Frost Giants) +1 to att, know (local) vs. Frost Giants, +1 dodge vs. all giants
Giant Weapon Wielder (Ex) Can wield 2 handed weapons of 1 size larger, at extra -2 penalty.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Ground-Grabber +2 competence bonus to CMD for awesome blow, bull rush, drag, reposition and trip vs. larger foes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Steadfast Slayer Gain +2 damage bonus for each size category you are larger than your opponent.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unstoppable Momentum (Ex) If wield larger sized weapon, can bull rush, drag, overrun, reposition, and trip foes 2 sizes larger.

Dark Archive

Congratulations, Antoni and Moragul!

Dark Archive

Male Human

I'm less convinced of the bleeding of video game morality into real-life, though it's plausible, than I am of it showing up in how people roleplay. This is simply because video games themselves have been deeply shaped by D&D and its offshoots.

I also wonder how widespread or new the behavior of people simply killing whatever they encounter to finish the encounter and rack up XP. The Dead Alewives' "I cast magic missile on the darkness" skit is from 1996, so it's not a new phenomenon. Then there's the logic of organized play, which is probably many new players' first experience with the most popular TTRPGs. In my experience, those modules very much favor an approach of checking off boxes to maximize return on XP, though they're a bit more complex than "kill anything that moves."

Dark Archive

Are you still taking players for this? I've been GMing off and on for a few years. I'm also interested in some of the moral questions about how players and characters deal with moral quandaries like those you mention in your first gameplay post. In fact, some of my friends and former co-workers were contributors to Dungeons & Dragons and Philosophy.

Dark Archive

I was away from home most of yesterday, but now that I'm back at my laptop, I was able to grab a statblock:

Kian Liës:

Male middle-aged elf unchained rogue (guerrilla) 2/wizard (sword binder) 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 41, Pathfinder Player Companion: Arcane Anthology 11, Pathfinder Unchained 20)
NG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 18 (3 HD; 1d6+2d8+1)
Fort +0, Ref +7, Will +1; +2 vs. enchantments, -1 penalty vs. fear spells and effects
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
. . kian's arcane bonded sword +7 (1d10/18-20) or
. . unarmed strike +5 (1d3 nonlethal)
Special Attacks hand of the apprentice (7/day), sneak attack (unchained) +1d6
Wizard (Sword Binder) Spells Prepared (CL 1st; concentration +7)
. . 1st—mage armor, shield
. . 0 (at will)—acid splash, detect magic, light
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse, Weapon Focus (elven curve blade)
Traits focused mind, foxclaw scout, sovyrian pantheist
Skills Bluff +6 (+7 to deceive someone), Climb +4, Diplomacy +4, Disable Device +12, Disguise +4 (+9 in dim light or darkness), Escape Artist +10, Intimidate +4, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +9 (+10 to recognize or evaluate art), Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Perception +7, Sense Motive +3, Sleight of Hand +8 (+13 in dim light or darkness), Spellcraft +9 (+11 to identify magic item properties, +10 to checks involving crystals or gems), Stealth +10 (+15 in dim light or darkness), Survival -1 (+1 to avoid becoming lost, +0 to hunt game), Swim +4, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Infernal, Sylvan
SQ arcane bond (kian's arcane bonded sword), cover of night, elven magic, rogue talent (weapon training), secret shame, skilled liar +1
Combat Gear potion of cure light wounds, scroll of burning hands, acid, antitoxin (3), smokestick (2); Other Gear dagger, kian's arcane bonded sword, handy haversack, wayfinder[ISWG], bag, bear[ARG], bedroll, belt pouch, belt pouch, camouflage blanket, chalk, elven trail rations[UE] (7), flint and steel, folding shovel[UE], hip flask[UE], kian's spellbook, masterwork thieves' tools, parchment (2), powder[APG], sack, scroll case, scroll case, silk rope (50 ft.), silver holy symbol of Yuelral, small tent, speed sheath[UW], spell component pouch, waterskin, whetstone, winter blanket, 14 gp, 8 sp, 6 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Antitoxin - 0/3
Arcane Bond (Kian's Arcane bonded sword) (1/day) (Sp) - 0/1
Dagger - 0/1
Elven trail rations - 0/7
Hand of the Apprentice (Bonded sword only, 7/day) (Su) - 0/7
Harrow Points - 0
Light (At will) - 0/0
Potion of cure light wounds - 0/1
Smokestick - 0/2
--------------------
Special Abilities
--------------------
Arcane Bond (Kian's Arcane bonded sword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cover of Night (Ex) +5 to Disguise/Sleight of Hand/Stealth in dim light or darkness, craft quick disguise, gain full concealment.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (Bonded sword only, 7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Secret Shame -1 to save vs. fear effects and to DC to demoralize you. If immune to fear, lose imm but no penalties.
Skilled Liar +1 (Ex) Bonus to Bluff checks to deceive someone and can disarm magic traps.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Background:
The son of a Kyonin diplomat to Taldor, Kian was trained by some of the nation's few remaining sword binders. He is old enough to recall the Chelish Civil War, and she still nurses a hatred for those who brought a formerly great kingdom to ruin. His greatest ire however is reserved for his enemies in the Goblinblood Wars. Dispatched by the elven queen as part of a team to ensure the conflict remained in the Chitterwood, his small force fought a guerrilla campaign against the creatures. When the confict was over, the queen's refusal to help liberate Isger from ithe diabolic power of Cheliax sat uneasily with Usiel, and he retired to the Fangwood.

While Kian has long kept to himself in the woods, he has maintained some of his skills by aiding the Foxclaws in keeping beasts of the Fangwood at bay. Kian is a stern and aloof companion, nostalgic for the time before Age of Lost Omens. He still remains unwaveringly committed to people's right to self-determination, and is more ready to return to the fight than he's willing to admit to himself.

Dark Archive

I've been working on a concept for Ironfang for some time. He's the son of a former diplomat to Taldor from Kyonin who fought in the Goblinblood wars. He retired to the forest around Phaendar afterwards, disgusted with his homeland for failing to aid people in rebellion against Cheliax. His nostalgia for old Taldor is manifest in having some training as a Swordbinder, though his former military training takes the form of him being a Guerilla archetype rogue.

Dark Archive

It also has DR 5/cold iron or slashing, but that part isn't ambiguous.

Dark Archive

I recently acquired a boon via auction at Damage Con 21, Memory of Eshiro. One of the rules for the boon is the following: "The pair of bracers grant you a +1 resistance bonus on all saving throws and a +1 sacred bonus to AC against creatures with the plant type."

It's ambiguous to me whether the bonus to saving throws applies at all times, or only against creatures with the plant type. Is there an interpretation of sentences like this that's generally understood to be one way or the other within Pathfinder or Paizo rules?

Dark Archive

Male Human

I see. So this is a direct sequel to We Be Goblins and we Be Goblins Too. I wasn't reading the "Free" properly. All clear now, thanks!

Dark Archive

Male Human

I'd like to play Reta Bigbag, but I think the stats listed may be for We Be Goblins, Too!

Dark Archive

I'd love to play this and the succeeding module.

305033-5

Dark Archive

Working on a character, as well.

Dark Archive

I've seen the first four seasons of the show, read the novels up to Nemesis Games, and I have the core rulebook (though I have not read the crunchy bits yet). I would be interested.

Dark Archive

I've been playing this AP with a group that meets weekly and we're currently in book 3. If you need someone to step in as GM later, I may be available.

Dark Archive

A new character receives a basic outfit for free, per the Core Rulebook.

Dark Archive

Player: David S
Character: Jido
Classes / Levels: Cleric (Herald Caller) 1
Race: Human
Faction: Grand Lodge
PFS ID: 305033-3
Day job (roll now): N/A

Things you believe I should know about your PC: She's a fresh recruit eager to carry out the mandate of the Grand Lodge.
Are you new to PbP?: No
Have you played or GMed this scenario before?: No

Dark Archive

Male Human

I forgot about Background Skills. Will need to update Enge.

Dark Archive

Male Human

I'm more inclined toward a story-based approach for characters: Does taking a level in something else fit the character's background or trajectory?

To really answer the question would require comparing the relative bonuses from the buffing spells gained vs. from taking another level in monk, which I will leave to someone else.

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