Stronfeur Uherer

Garfrum Helhammer's page

Organized Play Member. 33 posts (1,127 including aliases). No reviews. 2 lists. No wishlists. 5 Organized Play characters. 8 aliases.


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Sovereign Court

Hello fellow GMs!

My four players are currently in the second book and had to run away from a rough fight at the mine. Three new characters are needed now and they've all done an awesome job of creating thematic PCs. One player has decided on a brass-scaled kobold summoner, whose dragon eidolon is also brass scaled. Given that the summoner/eidolon relationship is not new, and the lore of dragon eidolons says they're an echo of a dragon traveling through the astral plane, I thought it'd be awesome to bring another dragon into the game.

I'm thinking an ancient brass dragon, one clearly outmatched by Mengkare strength-wise, beginning to become concerned with the actions of the Scarlet Triad. I'm creating a sort of weak, distant psychic connection between it and the eidolon/summoner. The Brass's concern for the situation, even though it doesn't understand entirely what's going on yet, is what brought it to do a quick investigation of the jungle, and in turn created a "pull of unbiased curiousity" on the eidolon/summoner, thus they headed into the AP's jungle region to see what was drawing them there.

I would think a great "reveal" of the brass, should the party live that long, would be in book 5, since brass dragons prefer desert homes. If anyone has any opinions on this, I'd love to hear how you think it could negatively/positively affect the story, and how you'd use this additional dragon character.

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Earlier tonight the giant bat hiding out in Citadel Altaerein got up close and personal with the bard of my group who had a short bow out. He asked if there was a penalty to shooting the bat when it was right there in front of him. I found the volley rule, but I can't find anything that speaks to shooting something in melee range if there's no volley trait listed.

Is there anything I should know to rule on this in the future? I couldn't find the rule, so I let him take the shot. He missed gloriously but his barbarian friend saved his life.

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That'd be fun. The Saturday time works well. I have a few 2e characters rolled up, with my current favorites being a half-orc wizard of abjuration and a dwarf paladin.

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What platform are you playing on?

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I just order my hardcovers and got my pdf. I built a gnome ranger I'd like to run, named Jaladek.

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I'm a little late to the party but I'll throw something in. I have a few characters in cold storage.

2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10

Well, I probably won't use these roles.

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May I introduce Podlow, a Halfling Sellsword (Fighter)

Crunch:

Podlow - Halfling Fighter - Celestria
Male halfling fighter 1
NG Small humanoid (halfling)
Init +4; Senses Perception +1
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +2 (+1 bonus vs. trample attacks), Will +1; +2 vs. fear
Defensive Abilities underfoot; Resist underfoot
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Offense
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Speed 30 ft.
Melee greatsword +4 (1d10+6/19-20)
Ranged javelin +4 (1d4+2)
Special Attacks low blow
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Statistics
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Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Power Attack, Weapon Focus (greatsword)
Traits militia veteran (any town or village), reactionary
Skills Climb +4, Intimidate +4, Knowledge (engineering) +4, Profession (soldier) +5, Survival +2
Languages Common, Halfling
Other Gear lamellar (leather) armor[UC], greatsword, javelin (4), 11 gp
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Special Abilities
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Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Low Blow +1 to critical confirmation rolls against larger creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

Story:

There's not much to say about Podlow. He's an honorable fighter and always lends a hand around the farms and trade routes around Zale Lake. He's made good money fighting off bandits and highwaymen. The fights are growing worse and merely being present no longer gives the desperate rogues pause. Podlow still holds on to shreds of hope but the world is dying around him and he wants nothing more than to save it.

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I've been trying to find an AP for my Dark Tapestry Oracle. I'll get him rolled up this week. Thanks for getting the game started Leedwashere!

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Whoops! Saw the first page and picked one of my characters. Good luck finding the GM!

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Benzin was drawn to the Stolen Lands both by stories of portals into the First World and by the spirit that haunts his nights traveling. "This way..." it would beckon. The haunting is fairly recent in his life and something he has come to adjust to.

Upon reaching Brevoy he was captured by a troop of bandits. Benzin isn't too aware of human customs and during the travel to camp healed one of the brigands after a bear attacked the small squad. The brigand camp slowly took to Benzin and he became a sort of lucky charm. He learned to speak in their cadences and how to use his magic to trick the next foolish pioneer trying to stake his claim in the Stolen Lands. Eventually the camp was dispersed by mercenaries and Benzin used his skills and magic to escape, finding himself yet again drawn towards the Stolen Lands to the south.

So Benzin is somehow being haunted by a fey aspect "corrupted" by the Dark Tapestry. I don't necessarily understand how this fluff would work but I can flesh it out later. Maybe a fey is using the dark tapestry for it's own gain, or maybe it's the only way to reach out for this particular fey creature. I don't know anything about Kingmaker so it may or may not come into play. Benzin doesn't understand this at all and is only curious to see what comes next for himself. He's out for himself but likes working with interesting people.

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I have a Gnome Planar Oracle I'd like to submit.

Benzin:
Benzin - Gnome Oracle
Gnome oracle (planar oracle) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
N Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +3
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +3; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft.
Ranged light crossbow +3 (1d6/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle (Planar Oracle) Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, forbid action[UM] (DC 15), protection from evil
0 (at will)—detect magic, ghost sound (DC 15), guidance, mage hand, mending, resistance
Mystery Dark tapestry
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 12, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Extra Revelation[APG]
Traits brigand, devotee of the green
Skills Acrobatics +1 (-3 to jump), Diplomacy +8, Disguise +8, Knowledge (nature) +5, Perception +3, Stealth +9; Racial Modifiers +2 Perception, brigand
Languages Common, Gnome, Sylvan
SQ eternal hope, gnome magic, oracle's curse (haunted), revelations (brain drain[UM], gift of madness[UM])
Other Gear studded leather, crossbow bolts (20), light crossbow, 88 gp
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Special Abilities
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Brain Drain (1d4 damage, 4 rounds, 1/day, DC 14) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Gift of Madness (1 rd, 7/day) (Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion l
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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I have a sorcerer I'd like to try out. Here goes nothing...

Roll 1: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Roll 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Roll 3: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Roll 4: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Roll 5: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Roll 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15

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One of my favorite characters I've played was a Dwarf Magus. I liked the concept of the Bladebound archetype but never wanted use the bladed weapon as his family weapon was a warhammer. Has anyone ever played or allowed a different set of weapons for the bladebound archetype?

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Wow, sorry I keep using all my different forum names. I sometimes forget that function exists.

Here's Lugert.

Lugert was enslaved by a bandit camp high in the mountains in his pre-teen after his tribe was scattered by Taldon mercenaries clearing land for nobles. He was chained and marched into the cold mountains to mine iron and precious metals for the bandits' coming efforts to establish their own hold at the base of the mountain. Lugert was kept well fed during the warmer months but gruel was all he could have during the winter, and he soon learned to shrug off the hunger pangs and weariness, as well as the cold temperatures he worked in.

One evening, as he laid down for the night, his feet chained to the wall, the bandit foreman decided it was time to show all the half-orc slaves a lesson. He grabbed a heavy mining pick from the wall locker and walked towards the wall the slaves were chained to. With one drunken swing the foreman brought the pick down onto an orc laying next to Lugert. It made contact with his leg, the snapping of bone and howling from pain filled the air. Lugert pulled at his ankle manacles and jangled his chains.

"Oh, ya wants some too, do ya?" The foreman sneered.

The man brought the pick back above his head and drove it down towards Lugert's head. Lugert rolled to the right away from the blow as rock splintered and hit the side of his face. He reached up a wrapped his wrist-cuffs around the other end of the pick and yanked it towards him. The handle wretched free of the foreman's grip and jerked up hitting the man under his chin, sending him backwards onto the floor. Using what leverage he could get from his cramped bonds, Lugert sat up and positioned the pick's head underneath the wall plate holding him in place. He leaned back with all his might and ripped the metal from its bonds.

The young half-orc stumbled as he gained his footing, his vision clear in the darkness fill room. He looked over to his fellow slave who had been impaled. A pool of blood had expanded from his wound, his breathing light. He would not survive his injury. Silently seething with rage Lugert brought the pick up with his bound hands and sent the pointed head down into the skull of his foreman captor. Bits of skull and brain splattered as the swing brought the pick down in the rocky floor.

"Howell, are you up there?" Came a voice from outside, coming from the barracks.

Lugert's heart raced. He only had time to break his leg chains, enabling him to take a full gait. Taking his chance he ran out into the moonless night, sticking to crevices and shadows of giant conifers until finally a safe distance from the slave camp.

The following two years would see Lugert learning to survive in the wild and hunting the bandits when one wandered to far from their logistics routes. Eventually the camp is abandoned and Lugert becomes a mountain nomad, wandering the wilderness and hunting for his own food. Eventually he finds a small town growing around a popular Inn and finds it a suitable place to start over. He keeps his distance from the center of town but works with some of the merchants selling skins and weapons he takes from bandits. He deals with many different traders and has picked up different languages from his time in town. He has made enough coin to afford a small tent, a climbing kit, and winter clothing and blankets which he considers great luxuries. His most prized possession is his Heavy Pick, the same one that gave him his freedom.

Lugert
Half-orc ranger 1
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +4, Will +2
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee heavy pick +5 (1d6+4/×4)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Toughness
Traits highlander (hills or mountains), reactionary
Skills Acrobatics +2, Climb +8, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +6, Stealth +6 (+8 in hilly or rocky areas), Survival +6; Racial Modifiers +1 Acrobatics, +1 Climb, highlander (hills or mountains)
Languages Common, Goblin, Orc
SQ orc blood, track +1, wild empathy +0
Combat Gear caltrops; Other Gear studded leather, arrows (20), heavy pick, longbow, backpack, belt pouch, flask, flask, flint and steel, grappling hook, hemp rope (50 ft.), piton (5), waterskin (2), 31 gp, 4 sp, 4 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Hi everyone. I bicycled across the US two years ago from PAX East to PAX Prime. One of my downtime things to do was create different characters on Hero Labs. I have several I'd like to try out and I'll post some later when I'm not typing on a phone.

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Querek, Elven Transmuter

Character:

Querek came to Heldren to make a few purchases of Taldor-style sculpture. He catalogues styles of statues, carvings, and stonework from different cultural centers and collects what he wants to keep in his small study at his academy. He's always looking predisposed and keeps to himself. When his head is not in a book he is putting the final touches on one of his stonecarvings he's had for decades. Much like the stones he collects, Querek is slow to change unless outside pressures dictate otherwise. A few would be thieves have been knocked about thoroughly when trying to pry into his belongings. With a gesture of his closed fist the pilfers become laid out, only getting up when they found it safe to flee. Querek has heard rumors of ancient ruins and has become curious of their stoneworking. He is looking for others who are venturing outside of the usual trade routes...

Init +3;
Perception +1
-------------------- DEFENSE --------------------
AC 14, touch 14, flat-footed 11 . (+1 nat armor, +3 Dex)
HP 9 (6+3 Toughness)
Fort +0, Ref +3, Will +1

-------------------- OFFENSE --------------------

Speed 30 ft.

Chisel (Dagger): 1d4-1 (Crit: 19/20 x2)
Hammer (Club): 1d6-1 (Crit: x2)
(Thought I'd flavor him up a bit with semantics)

-------------------- STATISTICS --------------------

Str 9, Dex 16, Con 11, Int 20, Wis 8, Cha 8
Base Atk 0; CMB -1; CMD 2

Feats:
Toughness

Traits:
Scholar of the Ancients
Mathematical Prodigy

Skills:
Craft: Stonecarving +6
Knowledge-
Arcana +8
Engineering +7
History +7
Planes +6
Linguistics +6
Spellcraft +8
Languages: Common, Elven, Celestial, Draconic, Orc, Sylvan, Gnoll, Gnome

Racial Traits: Elemental Resistance Acid (For protecting oneself from polishes and acids)
Arcane Focus
Keen Senses
Elven Magic
Low-light vision

Arcane Bond: Familiar: Tortoise +1 Nat Armor

Gear:
Robes x2
Backpack
Belt
Belt pouches X3
Blanket
Pillow

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GM Nightingale wrote:
Do guys want me to go ahead and pick today, then get started tomorrow?

Of course! Suspense is for campaigns!

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Quite the line up! It'd be fun just to watch.

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Whoops! My wizard has 9 strength, not 19!

Fix:

STR 9
DEX 16
CON 11
INT 20
WIS 8
CHA 8

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Querek, Elven Transmuter

Character:

Querek came to Sandpoint to make a few purchases of local art. He catalogues styles of statues, carvings, and stonework from different cultural centers and collects what he wants to keep in his small study at his academy. He's always looking predisposed and keeps to himself. When his head is not in a book he is putting the final touches on one of his stonecarvings he's had for decades. Much like the stones he collects, Querek is slow to change unless outside pressures dictate otherwise. A few would be thieves have been knocked about thoroughly when trying to pry into his belongings. With a gesture of his closed fist the pilfers become laid out, only getting up when they found it safe to flee.

Init +3;
Perception +1
-------------------- DEFENSE --------------------
AC 14, touch 14, flat-footed 11 . (+1 nat armor, +3 Dex)
HP 9 (6+3 Toughness)
Fort +0, Ref +3, Will +1

-------------------- OFFENSE --------------------

Speed 30 ft.

Chisel (Dagger): 1d4-1 (Crit: 19/20 x2)
Hammer (Club): 1d6-1 (Crit: x2)
(Thought I'd flavor him up a bit with semantics)

-------------------- STATISTICS --------------------

Str 19, Dex 16, Con 11, Int 20, Wis 8, Cha 8
Base Atk 0; CMB -1; CMD 2

Feats:
Toughness

Traits:
Scholar of the Ancients
Mathematical Prodigy

Skills:
Craft: Stonecarving +6
Knowledge-
Arcana +8
Engineering +7
History +7
Planes +6
Linguistics +6
Spellcraft +8
Languages: Common, Elven, Celestial, Draconic, Orc, Sylvan, Gnoll, Gnome

Racial Traits: Elemental Resistance Acid (For protecting oneself from polishes and acids)
Arcane Focus
Keen Senses
Elven Magic
Low-light vision

Arcane Bond: Familiar: Tortoise +1 Nat Armor

Gear:
Robes x2
Backpack
Belt
Belt pouches X3
Blanket
Pillow

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With regards to traits, are there only two total, or two in addition to the racial traits listed for each race?

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Very nice. I'm off to my plane. I will be back on Monday. If you have any more questions ask away or post your character idea/story. Then we'll get this adventure started!

Edit: Oh, and when you post a character also let me know what kind of availability you have to play. I'm most likely going to check in in the morning and then check in in the evening. Once we get rolling we can discuss days where we'll all get together at the same time, maybe skype chat to speed things up every once in a while.

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For those who want to spend some time on their back stories I would suggest playing out the first parts of the campaign. You'll learn about the world a bit more and be able to PM me more before completing it.

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murphybrain wrote:

Came up with this guy:

Karl, human Alchemist

** spoiler omitted **

I like it. I'll be able to work his background into the story.

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Wonderful, I'm glad I've got some interest. I will put out more details and hopefully we can get this started next weekend. (I'm finishing finals and a short vacation.)

It will be PbP. I will be looking for some sort of grid/drawing app to share the battle info more clearly.

It's a 20 points buy.

I'd prefer the only books used be Core, APG, UM, and UC for creation.

Firearms would be rare and "the old style."

I'll go ahead and have the levels start at 2.

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And we begin...

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3 people marked this as a favorite.

Alright, I've got a campaign story I want to write out and I'd like to share it with some fun PCs. The setting is not Golarion but for the most part the race origins are the same and the classes are all available. I would appreciate keeping the characters tolkien/brooks-esque for roleplaying but if you're into the eastern thing or something else I'll still give it a shot.

Straight to the point: You are headed away from the Druma, the capital of the region. The road your on pushes south passing roads leading to the lands' villages. Pig farms, logging areas, an iron mine, and a wheat farming community. They provide resources as well as councilman in Druma. The road is cut in half by a river running east to west out of the mountains. A resourceful merchant named Richard Hearth built a bridge and an impressive inn. The Hearthway Inn stands as a halfway point between Druma and the dwarven stronghold Yorlorn, to the south. Currently a trade caravan has stopped to refit and has room for more paying passengers. The train captain is a dwarf by the name of Theldon. Richard is inside the inn serving a dozen patrons and travellers.

Examples of origins:

Gnomes have a magically inclined community inside a mesa far to the southwest. It's a bit like ak'anon without all the whirling gizmos

Orcs roam the steppes to the north of Druma. They are nomadic and proud tribes and stick mainly to themselves.

Elves are rare around Druma. They travel through quickly, seldom standing still.

Dwarves are mainly in Yorlorn but are found anywhere there is industry or fighting.

Humans are all over with their hands in everything like usual.

Halfings reside near the lumber town in a small hamlet on the forest edge. Some venture into the cities but they stay away from the larger races.

You will be joining the caravan south so whatever your class has to offer a caravan, or how it makes use of a traveling caravan is up to you If you have any questions let me know.

I'd like a short intro of your character so I can get the feel for what you're up to.

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I'd love to play. I have a dwarf from another "universe" that has a pirate backstory!

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Awesome! Thanks BPC!

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Dropping the Cha below 7 breaks the rules of PFS. Thanks for point me towards the magical lineage. I think I'll scoop that up.

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Thanks for the suggestions.

Kydeem - Yeah, I alternate between optimal race/class combos and fluff combos. I brought my level 1 AC up to 16 with a chain shirt but yeah I will not forget the importance of defense.

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I think you've added wrong. I was using a point buy calculator. I dropped my Wis to 8 which brings it to a 10.

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HI everyone. I'm still somewhat new to Pathfinder and I've just now started building characters from the APG and the Magus. I'm going to be joining a PFS campaign and playing a Dwarf Magus. The concept seems very fun even though it might not be optimal.

I want him to be a Striker with some utility spells. I'm going with a warhammer. I know the crit range is horrible but it's the fluff I'm going with on this.

Str 16, Dex 12, Con 13, Int 16, Wis 10, Cha 7
Skills: Climb, Knowledge (Arcana and Planes), Spellcraft, and Swim

Traits: Anatomist (+1 to confirm crits)
Expert Duelist (Taldor Trait: +1 vs 1 adjacent opponent)

I took Iron Hide (+1 to Nat Armor) as my first feat. I'm not sure where to go from here though. Should I concentrate on combat feats to improve atk/dmg or are my feats better off elsewhere?

Thanks for any advice you post!