Black Milk Mother

Era Scarecrow's page

Organized Play Member. 52 posts (263 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>

Fake Ragingdick quote wrote:

You will be running in a campaign of snake-people, people with the heads of snakes and bodies of...snakes... but speak common with lisps. And you need to convince them to buy pants from a rich merchant that will transport them through the astral plane to the plane of cheese, where there are many moons circling the plane with cheesy moons.

Once stuck in the land of cheese, there's an Ouroboros god worshiped by the Yuan-ti (more snake people) who will eat the world and poop out a better one if you don't convince it to become a vegetarian for the sake of the world (and stomach pain/blockage from too much cheese).

And a village of carrot people will attack anyone on sight that have the scent of bacon or baked potatoes or popcorn on them because they are racist as hell. And the most alcoholic drink in the entire land is sparkling water. There's also a race of goat people who..

Looks around seeing his false quoting is exposed that he was just making stuff up <.< >.>

Hmmm...


Gervase Goldhawkë wrote:

Hi Era,

Have you had a chance to download and read the Pathfinder Society Roleplaying Guild Guide yet?

I really haven't touched these forums or considered Society play since 2013 (when i made this character) and it should conform with all the rules, though once i re-read and look over the character again I'll probably be able to confirm it. I remember a number of the restrictions already off hand, but not all of them.


Though if i'm allowed to use psionics... Not expecting it.


Hmmm, i only have one character pre-made ready to go that's PFS ready.

Player Name: Era
Character Name: Slyph Darabecker
PFS and Character ID#: 86068-1
Faction: ???


Elinnea wrote:
Hello Era! Have you been able to find a game to play in? If not, what are you looking for? Is there anything else we can do to help?

Been starving for a game for a while (several years). Been wanting to play a soulknife, setting isn't quite as important.

Seeing the alternate leveling rules and taking a soulknife as secondary class features by sacrificing feats (without taking mutliclassing penalties) seems the most promising.

Back in 2013 was the last time i played here (or via PbP) which was a bit too exhausting for long term play.


Been a hectic few weeks.

Still sorta looking for a group of some sort.


EbonFist wrote:

Try HERE.

It starts on Monday, 3/11.

Unfortunately i don't know what I'm doing. This is a wee bit different than 4 years ago, and even then i didn't get very far.


oookay then... the signup sheets are either for 5 months from now, or was 2-3 years ago...???


Were there still open slots? Or...?


Is this open/ongoing?


Been wanting to play a while, though my last PbP game left me drained.

Hoping to play something more of Soulknife, Augmented blade, Psion or Sorcerer. (Though Druid, Healer, or Rogue as well or some other side role is workable too)


I'm curious


I've been looking for a game for a while, maybe not PbP, but something. Though i'd probably be rusty.

Hmmm no Psionics. I have been itching to play a soulblade. Though i'd easily back up to something else, not hugely a fighter class, maybe more utility sorcerer or something.


@Excaliburproxy - Unfortunately i can't edit my posts after an hour. So fixing hit dice/level probably won't happen. Besides i'm sure i used hit dice intentionally to reflect if you had racial/monster levels you could also benefit from.

True strike still takes a standard action to activate (effectively taking the time to aim). Even as a move/swift action you can only do 1 true strike per round (or alternating 1 and 2 if you're clever with managing your turns). I don't see that as a problem or overpowered.

A feat or 1st level spell-like ability is worth 2000g; at 3rd level you could easily buy a wand of quick strike which gives you slightly better benefits for only 750g.

Regarding auto feign; Guns you have to aim/point before firing; Slinging the motion is almost instant and the bullet goes in the air in an arc (and can be well above your head where you're not watching); You can't be sure where they aimed or where the bullet is (unless it's unusually large or on fire). It's also probably going to be at a long distance where the normal feign isn't even an option anymore, like 100-200 feet away. And unlike when the sky may darken from volleys of arrows, you don't get that with lead bullets, they are just too small, you would only really know you're being attacked when there's loud cracking sounds of wood snapping, or men going down screaming in agony. You can't dodge what you can't see. You can hide behind a tree...

Bestowing quick reload and damage/hit bonuses is (perhaps) the only thing i could give; This is with the idea he would probably be training them and showing them the finer points of slinging; It's more a morale bonus than anything else as in my mind. Maybe the last 10 levels they bestow more so they are a fierce force to be reckoned with in a larger party (even of low level followers).

So do you consider it overpowered when combined as a military unit of slingers (say 20 in the unit)? Or as a solo slinger in a party? I haven't had a chance to play-test the class, so maybe it needs to be lowered a notch, or maybe it's just fine the way it is.


Nothing else? No other thoughts?


This reminds me when first playing the new 3.5, I was given permission to play as a Psion Werebear.

Once the Psion got to 5th level, he began to use elemental burst with flame all the time. Then after about you know the 10th burst (two or three in a row) I began to worry maybe the Dm would decide the forest we were in would catch on fire... But he never did...


@Mark Hoover - This means that w/the quick reload the slinger is, what; holding a heavy shield in one hand and with the other - hurling their sling in the air, grabbing a bullet, throwing it in the air, grabbing their sling back, spinning the cup to catch the falling ammo in mid-air, and then slinging said ammo all in six seconds? That seems... unearthly.

Slingers in history had a pouch on their hip where they would store their bullets/balls/glandes so throwing it in the air is less likely than pulling a bullet out and dropping it letting it catch in the pouch. Or having the pouch close to where you would hold the shield and you can pull a bullet out and hold it in your shield hand before loading it.

Even with quick reloading though, unless you have a high enough BAB you're only shooting one a round... Although if you already had 5 levels in fighter and took Warslinger, you could use two attacks a round right away (which is why it's all in level 1).

@Nicos - Would making his HD a D8 or D10 really make a difference? I'd rather give him 2 more skill points per level...


Oceanshieldwolf wrote:

Pretty sure Nicos means why the d6 HD.

My question is - why do you particularly want this to be a dedicated NPC Class?

Well the D6 is because they aren't fighters (or do any real melee), but aren't wizards either... Doesn't mean they can't hold their own, but it's unlikely they would.

And I don't want it a dedicated NPC class. You can use a drop-in replacement for the first level of expert easily, which makes very poor NPC's who have spent a long time using a sling (because it's cheap) to become proficient in it's use.

Expert Level 1 - I'm a weak nobody

WarSlinger level 1 - I'm an poor NPC with a sling... and I know how to use it


Oceanshieldwolf wrote:
No, this is not the right forum. This should be in Suggestions/Houserules/Homebrew. I have flagged it as such.

I waited something like an hour before I posted the rest of it... :(

Besides, why should it be under suggestions and not gaming? Sounds... confusing.


Nicos wrote:
For now I will comment just in a couple of things

d6 damage or d6 hitpoints? For damage it's a straight upgrade for more specialized slings closing the gap between bows and slings.

Yet there's a 'throw anything' feat....

Trick shot from other sources is basically you can have non-line of sight shots. Going around corners perhaps. I can see hitting a button from weaving between walls if it's close enough, but it's not much for a fighting skill, more roleplaying, kinda like profession acting...

Dazing/stun shot is sorta added as I wasn't sure what to add that would make sense while keeping it mostly magically minimal.

---

Due to the sheer number of feats required to bring a sling up to par with a bow, just making an archetype won't work probably with Pathfinder. Of course if you only took just the first level of Warslinger the gaps go away and then you can grow normally.

I really wish it was more like HeroSystem where you are given points and just build the character you want and use the system rather than be shackled by the system to try and play what you want.


(First post is locked from editing... oh well I'll add it the last part here)

The WarSlinger:

A round of laughter from the medium sized men as well armed bandits stood together. In front of them was a halfling; Although having a knife on his hip, it was hardly a fighting weapon. No they laughed at his challenge to beat them using only his sling, or more importantly his sling staff. Most of the men were armored, one even in full plate.

"Alright! If you can even fell ONE of us, we'll let you go" Said the most burly of the bandits, but he wasn't looking at the halfling, he looked at the wagon of loot (and not cheap loot either).

The halfling looked over the men and then smiled. "Sounds good. Too bad for you, ever heard of the story of 'David and Goliath'?"

"Who and who?" Followed by another bout of laughter.

Moments later with a lead bullet loaded he slung it at the bandits who stood less than twenty feet away. Faster than the eye could see the bullet flew, followed by a soft grunt came from the bandit in full plate as the lead bullet embedded itself in his forehead; Moments later falling back dead. What laughter there was came to a halt as the five remaining bandits had not only surprise and utter shock in their eyes but rage. They weren't suppose to lose afterall to a halfling with a string and a stone.

The halfling whistled already having loading another lead bullet, and the wagon opened up, out came the rest of his family, his wife and two kids already loaded with slings. "I do believe this is the part where you run away..."

Role:
The WarSlinger is good at the sling and ranged combat; They are also adept at controlling the battle field. Where Sorcerers may throw fireballs, the WarSlinger throws bullets that explode, vials full of acid, and makes shots around corners; They also are enlisted to send messages between groups hundreds of yards away. A WarSlinger truly shines when commanding a formation of other slingers, their effectiveness is increased under his direction and skill.

It's not uncommon for Peasants, Shepards, Halfings and NPC's to have some levels of WarSlinger.


Weapons:
Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Simple:
Sling -- 1d3 1d4 x2 50ft -- B

Martial:
Short Sling 5sp -- -- -- 50ft -- B
Long Sling 5sp -- -- -- 250ft -- B Can't have anything Adjacent
War Sling 300gp -- -- (19-20) 100ft -- B

Ammo:
River Stones -- 1d4 1d6 x2 2 B -2 hit
Clay Bullets 5sp 1d4 1d6 x2 1 B
Iron Bullets 5gp 1d4+1 1d6+1 x2 x2 2.5 B
Lead Glandes 10gp 1d6+1 1d6+1 x3 x2 2 B/S

Weapons:
Sling:
The strength of a sling and how it's used is dependent on the size of the leather cup and the length of the strings. The default [color=green]'sling'[/color] listed has it's string six inches to a foot long. Ammo tends to be really small, so it's effectiveness is lower than other types of slings.

Short Sling: The string length is increased (2-3 feet) and cup size increased. This allows projectiles to reach faster speeds than can be thrown, and also use larger and/or denser ammo. Add Strength and a half to damage.

Long Sling: With string lenghts three feet or longer the sling requires plenty of room to use. Used for long distances and can't be used near anything within 5 feet. Add Strength and a half to damage.

War Sling: Basically a Short Sling, only it's lovingly crafted and masterwork quality. Due to precision work the cup and the best materials and built to last. Likely includes intricate patterns in it's plaited braid and even reinforced with some wire. The extra work increases the range and gives a +1 to hit. Rarely are these found in shops, rather experienced Slingers tend to make their own (and several of them). Add Strength and a half to damage.

Ammo: - Prices/weight is assumed in groups of 10.

River Stones: Free to find as you walk along a river bank or down the road. Due to non-uniform shape firing accurately is more difficult (-2 to hit). About the size and shape of an egg.

Clay bullets: Rolled with Clay and other materials, then fired or let to dry they will all be the same size and shape that accuracy is no longer an issue. Can also be made or bought in bulk. A little bigger than an egg.

Iron Bullets: Iron or steel balls used for machining and for musket/revolver users, these are heavier than the Clay counterparts but tend to do more damage. Slightly smaller than Clay bullets and river stones, usually quite round.

Lead Glandes: Heavy and dense ammo, they are rather small for their size but pack the most punch and travel the fastest and farthest. A quarter the size of Clay bullets and oval shaped. Quite often they Pierce armor and embed themselves into enemies.


Alignment: Any
Hit Dice: D6
Weapon & Armor Proficiency: Simple weapons, and all Slings types (short, long, War Slings and Sling Staffs). Light armor and shields. A shield doesn't hinder use of a sling.

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge Local (Int), Knowledge Nature (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Skill Ranks: 6+Int
Level BAB Fort Ref Will Special
1 0 0 2 2 AP Light & Shields, WP Slings (all), WF Slings, Sling Anything, Quick Reload, Improved Critical (slings), Improved Damage (Slings)
2 1 0 3 3 Enchant Bullets +1, Bouncing Shot, Trick Shot, Craft/Recover Ammo, point-blank shot
3 2 1 3 3 Boosting Aura +1, True Strike, Precise Shot
4 3 1 4 4 Summon Sling, Ranged Sunder, Dazing Shot
5 3 1 4 4 Enchant Bullets +2, DR bypass, Exploding bullets (5ft/+1), AC vs ranged, Increased Range (20ft/100ft)
6 4 2 5 5 Boosting Aura +2, Catch/Return Bullet, Bestow Quick Reload
7 5 2 5 5 Faster True Strike (Move), Auto Feign, Exploding Bullets (10ft/+2)
8 6/1 2 6 6 Enchant Bullets +3, Improved Range Sunder,
9 6/1 3 6 6 Boosting Aura +3, Exploding Bullets (15ft/+3), ManyShot
10 7/2 3 7 7 Faster True Strike (Swift), Killing Blow

Note: Combat ammo skills (exploding bullet, dazing shot, bouncing shot, trick shot, killing blow) all can be used once per WarSlinger level per day. Non-combat or non-ammo skills are unlimited/day (enchant bullets, True strike, craft ammo, summon sling)

Weapon Focus: Slings give a +1 to hit.

Sling Anything: Not satisfied with only slinging rocks, bullets, or other things. If it fits in the pouch and is round or oval shaped, it can be slung. Flasks, bags, mud balls, flaming tar as a few examples.

Quick Reload: Loading and reloading is a free action now for any and all sling types.

Improved Critical: Doubles the threat range of a critical for Slings. (19-20)

Improved Damage: Base damage increases by one category on all bullet types. Non bullet types (ie: Flask of acid) get +1 to it's effective damage, or to it's save (reflex to sand in the face).

Enchant Bullets: As a swift action you can enchant 1 bullet, or as a move action you can enchant a number of bullets equal to your total HitDice. This lasts a number of rounds equal to your HitDice. You can also enchant a mundane sling this way.

Bouncing/Trick Shot: Once per Warslinger level per day, he can do a bouncing or trick shot. Bouncing takes advantage of a nearby wall to bypass cover. A trick shot however the WarSlinger can do seemingly impossible shots within twenty feet.

Craft/Recover Ammo: Crafting ammo with mundane materials quickly and easily, and can make 10 times as much ammo per hour (minimum of 50, with appropriate tools on hand). Recovery of expended ammo increases to 75%.

Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

Boosting Aura: In a range of 50 feet, all allies using slings get a morale boost to their hit and damage by the boost.

True Strike (Su): As a standard action a WarSlinger can cast True Strike on himself. Unlike normal True Strike, the WarSlinger must declare who his target is for his next attack. If that target is unavailable the True Strike bonus is lost.

Precise Shot: No penalty for shooting into melee

Summon Sling: Summon a single magical sling. It has a +1 to hit/damage per 3 levels of WarSlinger. It will last as long as it is held by the WarSlinger.

Ranged Sunder: While Sundering the target's hardness is treated as having 5 less.

Dazing Shot: As a free action to declare and use, on a successful hit the opponent must make a will check DC 10 + Warslinger level + Wis modifier. If he fails he is dazed for 1d3+1 rounds and will drop anything held in his hands.

DR bypass: While enchanting bullets specified types of DR can be bypassed equal to the number of levels in WarSlinger.

Exploding Bullets: As a swift action a single projectile (enchanted or otherwise) can be set to explode causing splash damage of 1/2, with all effects from the bullet affecting all targets. Afterwards the projectile/ammo cannot be recovered. Extends splash damage to 5 feet.

AC vs ranged: A WarSlinger's AC increases adding his WarSlinger class levels, but only against ranged attacks.

Increased Range: Ranges of all slings increase by 20ft for Long/Short/staff slings and 100ft for War/Long Slings.

Catch/Return Bullet: Once per round if a projectile is thrown and misses the WarSlinger (due to increased AC vs ranged) the WarSlinger can catch the bullet in mid-flight in his sling, redirect and fire it at the original attacker as an AOO.

Bestow Quick Reload: Other Slingers within 50ft get the benefit of Quick Reload as though they had the feat/ability.

Auto Feign: With small bullets (iron or lead) the bullets can't be perceived while in flight, so targets beyond 30ft don't get their Dex bonus against the WarSlinger and are considered flatfooted.

Improved Range sunder: While Sundering the target's hardness is treated as having 10 less.

ManyShot: Load a second bullet and get a second attack at the same bonus as your first attack. (Same as ManyShot feat)

Faster True Strike: The casting time of True Strike is lowered by one step (From standard to move, or move to swift).

Killing Blow: Can be used once per WarSlinger class level per day. Must be declared before the attack. On a successful strike add 2d6 to the base damage. If it's a critical hit, add 4d6 to the base damage instead.


Is this the right place to put a homebrew class? As far as I can tell it is. If so I'll post what I have for a warslinger (which is a decent alternate Level 1 NPC Class, or roleplaying)

Mind you I only have the first ten levels done...

edit: Since I'm not seeing a reason not to I'll just add it. Next post for the class, then the post after for weapons entry.


The RSS doesn't seem to be all the useful either.

Well for now I'm making dedicated tabs for windows I'm watching, thanks to 'too many tabs' I can save all the ones related to a particular game together. Still it's a lot of overhead.

I am sorry if I delayed the start of the game.


86068-1 Malf half-elf Sorcerer, Faction is Grand Lodge

Not disappear into the mists, but lost track of the thread, and the PM notes are at a bad place to be noticed on the page.

Also transferred the character to a more useful sheet. Slyph Darabecker


No bards... and no sorcerer's either right?

This was for Pathfinder I think? But it's not specified.


One half-elf summoner (Sorcerer) if needed.


Sounds reasonable to me. Likely we would effectively do the adventure(s) before Gambit's one, we just need a DM/GM. I wouldn't be a good choice, haven't played enough myself.


Apparently I posted in the wrong spot. Hmm..

David WrightFellow
Level: Rogue 1/Soulknife 1
Race: Elan
Alignment: NN

http://plothook.net/RPG/profiler/view.php?id=12235

That should be the important stuff to start with.


Quote:
good go ahead and post on the ooc thread and i will get you in the game from there.

What to post. I guess just the sheet information, since I doubt we're starting at this second so an intro post isn't in order yet.

David WrightFellow
Level: Rogue 1/Soulknife 1
Race: Elan
Alignment: NN

http://plothook.net/RPG/profiler/view.php?id=12235

That should be the important stuff to start with.


For Submission: Jared FrogBurn
Level 2 Gnomish Bard.
http://plothook.net/RPG/profiler/view.php?id=12240

Jared likely won't participate in any battles directly unless he has no choice, otherwise he's a general purpose helper. I believe Gnomes have incredibly long names, so I made one, still a work in progress :P

Still gotta get equipment and traits, but otherwise he's made.


Recently transferred my newly created characters to Plothook. Here's the PFS character:

Slyph - Sorcerer 1/draconic


Glad that's figured out... *Still scratching his head*

Do you want me to rewrite his backstory? Doesn't have to be anything too exciting... Mmmm


Gambit wrote:
Era, only wizards take the Test of High Sorcery and join the Orders, as a sorcerer you don't do either of those things.
Shalafi2412 wrote:
If you don't take the Test then you are a renegade and the Orders will hunt you. If they find you the consequences depend on what Order mage finds you, depends on the color of their robes.

Still confused. I can't take the test, but if I don't take the test I'm a renegade..

*Blinks and frowns, eyebrow twitches, scratches his head and cocks his head to the side* Unless... For sorcerer's it's catch-22....


Had the impression in order to avoid being a renegade you had to join the order. I honestly feel more confused but whatever works.


Seems my Sorcerer has been accepted in another campaign, however I feel in this particular module perhaps a bard could be a good addition; 3.0/3.5 bards seemed to always suck but PF bards seem to have enough [color=green]'umph'[/color] to make them worth trying out.


Hmm I may be stretching my interests too far; Plus I am not quite familiar enough with the system. For now I'll decline submitting a character, later mayhaps things will be different.


Finished reading the history, quite a bit to take in.

So I guess to come down, is what goes on during the test (Other than potentially not surviving it)? And is there any reasons not to take it or join the order?

Oh and if you have a better idea for a history/name do let me know, otherwise I'll tinker with them both in the next couple days.


Then I suppose I should read through the history and familiarize myself with it, and then have a better background story to work with. I'll get to that soon, right now I don't feel like I can focus too much on it (long day).


(Not sure why something better isn't coming to me...)

It was no surprise that Thursby learned magic, a natural knack that just came to him; A wave of his hand and the air itself would shiver, touching items he could feel the natural flow of energy as the world itself seemed connected in so many ways. All this time his family spent apart from the rest of society gave him the chance to become attuned to nature, however almost most of it would leave him later when he was taken to more urban areas a few things seemed to always cling to him, a certain natural affinity with animals.

In the more populated area Thursby grew up with other children his age, yet he always seemed a little more outcast, less accepted than he should have been. This left him with more time usually spent alone, or helping his mother.

As a teen his elvish father was called away by his people for a major conflict, during which Thursby's talents awoke. In the mornings random animals were curled at the foot of his bed, porridge he disliked suddenly changed seemingly on it's own to his liking; These were a few of the odd occurrences surrounding him.

As a young adult Thursby was told of his latent talent, and with the urging to draw out his ability (and get out of the town) he left. When he returned years later his parents were gone, and although he had drawn out his abilities, he had not yet found his calling. Perhaps the mages could guide him along, or perhaps he would find it during an adventure.


I figure you'd say that, anyways let's see.. this is a quick overview of him, skills and inventory missing of course. As for a background, I'll come up with something shortly.

I don't know too well how to optimize (min/Max), but hopefully I do choices that make sense.

Spoiler:

Male Half-elf Sorcerer 1
LG Medium humanoid
Init: +2
Senses: Perception +3

Defense:
AC: 12, touch 12, flat-footed 10 (+2 Dex)
HP: 8
Fort +0, Ref +0, Will +2

Spell List:


  • Level 0:
  • Prestidigitation (pg 325)
  • Detect Magic (pg 267)
  • Light (pg 304)
  • Acid Splash (pg 239)
  • Level 1:
  • Mage Armor (pg 306)
  • Summon Monster 1 (pg 353)

Statistics:
Str 11, Dex 14, Con 13, Int 15, Wis 12, Cha 18
Base Atk +0, CMB +0, CMD 12
Traits: Mathematical Prodegy, CareTaker
Weapons Proficiencies: Simple
Armor Proficiencies: None


Quote:

School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list from the conjuration (summoning)

...
This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another

For Clarification, this means I can't make use of it till level 2 right? (Meaning I can't start off with create water or summon nature's ally?)


Mmm Enchanting would seem better if there's a lot of down-time, or stuff that happens between adventures. I'll go with the summoner, seems I pretty much have to make a character from scratch so give me an hour or so.


Mmm both the Enchanter and Summoner bloodlines look enticing... Will there be many times to make items in which to use the Enchanter's abilities?


I seem to be having such trouble posting my character here...

Edit?:

I'm guessing you want a character sheet before you'll say yay/nay, So here's Slyph.

description:

Appearing to be an average adventurer, seen carrying a large backpack, water canteens hanging from his belt, a spear is strapped to the side of his backpack easy to access in case of a fight.

Somewhat short, he stands 5"4, under his hat you can see his dark blue eyes, at certain angles you can see his longer black hair that is braided and going down into the back of his shirt out of sight. When his hat is off you can see his elven heritage as his somewhat pointy ears are more noticeable.

character sheet:

Male Half-elf Sorcerer 1
LG Medium humanoid
Init: +1
Senses: Perception +11 (see Perception)
XP: 0
PP: 0
Favored Class HP: +0
Favored Class Skill: +1

Defense:
AC: 11, touch 11, flat-footed 10 (+1 Dex)
HP: 7
Fort +0, Ref +0, Will +2
Immune to magical sleep, +2 vs Enchantment effects

Offence:
Speed:
30 ft.
Melee: Spear 1d8 + 1 ⇒ (5) + 1 = 6 (+1 damage with arcane strike feat)

Special Attacks:
Claws 1d4 + 1 ⇒ (3) + 1 = 4 (Bloodline ability, grown as free action, usable up to 6 rounds per day)
Acid Orb 1d3 ⇒ 2 (level 0 spell, range 25ft+5, touch attack)

Spells Known: CL 1st, 4/2
Spells Per day: */4


  • Level 0:
  • Prestidigitation (pg 325)
  • Detect Magic (pg 267)
  • Light (pg 304)
  • Acid Splash (pg 239)
  • Level 1:
  • Mage Armor (pg 306)
  • Magic Missile (pg 309)

Statistics:
Str 11, Dex 12, Con 12, Int 14, Wis 14, Cha 16
Base Atk +0, CMB +0, CMD 11
Feats: Arcana Strike
Traits: Insider Knowledge (Grand Lodge, CS/KS +1 Local), Mathematical Prodegy (Magic, +1 Arcana, CS +1 Engineering)
Weapons Proficiencies: Simple
Armor Proficiencies: None

Race Characteristics:


  • Low Light Vision
  • Bonus Feat: Skill Focus (Perception +3)
  • Immunity to magical Sleep, +2 vs enchantment
  • Keen Senses: +2 Perception
  • Favored Classes: Sorcerer & ???

Sorcerer Bloodline: Draconic - Green dragon
Claws (free action, grow, 1d4 ⇒ 3 damage, up to 6 rounds per day)
Acid Energy spells gain +1dmg per die

Skills: 4/lvl (2+Int, +1 for favored class. note: +0 CS is a class skill but no ranks to give the boost)


  • Knowledge (Arcana) +7 (1 ranks, +2 Int, +3 CS, +1 trait)
  • Knowledge (Engineering) +3 (0 ranks, +2 Int, +0 CS, +1 trait)
  • Knowledge (Local) +3 (0 ranks, +2 Int, +0 CS, +1 trait)
  • Perception +11 (1 ranks, +2 Wis, +3 CS, +2 Keen Senses, +3 skill focus)
  • Profession (Librarian) +6 (1 ranks, +2 Wis, +3 CS)
  • SpellCraft +6 (1 ranks, +2 Int, +3 CS)
  • Use Magic Device +7 (1 ranks, +3 Cha, +3 CS)

Other CS's: Appraise, Bluff, Craft, Fly, Intimidate

Languages:


  • Common
  • Draconic
  • Dwarven
  • Elven

Money: 113g, 4sp
Gear: (26 lbs - light load)


  • (8lbs) Explorer's Outfit
  • (2lbs) Backpack
  • (5lbs) Silk Rope (50ft)
  • (5lbs) Rations x5
  • (6lbs) Spear
  • Paper x10
  • Inkpen
  • Ink

History/backstory: Pending


Wow, downloaded the EoM so I can read it on my own, however my computer's barfing up a storm just trying to open it; According to what I see, the file's actual size (when extracted) is like 25Mb.

Perhaps offering it as a PDF or something might help...


Interested; Deja-vu could have sworn I replied to one of these already...

Recently started PFS, so my Sorcerer hasn't gotten to run in anything; if it isn't strictly PFS rules I can level him up or go with a different character entirely; Been wanting to run a SoulKnife/Rouge If you'd let that go.


Seems like there's hickups in the game starting, so now I'm wondering if it's open or not (So should I read through the whole thread?).


I'm interested, Already got a 1st level Sorcerer just trying to find a game to play him in; Although if you don't allow the draconic bloodline I could change it to one of the ones you listed...

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>