Zon-Kuthon

Grandlounge's page

*** Pathfinder Society GM. 2,930 posts (15,698 including aliases). No reviews. No lists. No wishlists. 21 Organized Play characters. 49 aliases.


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Grand Lodge

Sorry all post will be up tomorrow at the lastest.

Grand Lodge

Hi all. I did not intentionally close down the game without checking in with everyone. Some of you know life has been crazy on my end multiple deaths and illnesses in the family, then I lost my job.

I start a new job this week so hopefully I will have the energy to get back to more pathfinder.

I will give this another go and hopefully the new job will have a schedule that allows for a bit more energy from me here.

Grand Lodge

That is ok I will ne out if the country until the 8th. Family trip to Japan. See you in the new year.

Grand Lodge

Perfect!

Grand Lodge

Yep will get a post up. When I can holidays are a little nuts, flu, weather etc.

Grand Lodge

Merry Christmas/happy holidays. Jesper, I feel similar about getting burned out. I too am looking forward to spending more time on the games I am gming in the new year. Thanks for sticking with us! It is a great game.

Grand Lodge

We were 7 but likely down to a normal size. We are behind in gear due to the split and for much of the game at least a level behind to balance the difficulty.

Grand Lodge

1d20 ⇒ 5
1d20 ⇒ 18

Grand Lodge

I'm going to go with an archer cleric as I see there is some drain going on. Will toss a flying dinosaur in there for good measure. I think that should complement the group well without pigeon-holing any new characters. I should have something up tomorrow night.

Grand Lodge

Hi all. I think I'm the new person pending acceptance. I'm happy to build whatever the group needs I like playing basically anything. I see that folks may also be build fresh characters so I'm happy to build with the team.

Grand Lodge

You can get those.

Grand Lodge

4d8 + 9 ⇒ (6, 4, 3, 8) + 9 = 30

Grand Lodge

1d8 + 9 ⇒ (5) + 9 = 14 =21

Grand Lodge

Sorry all I double checked I have played this I was not recorded bit my old VC is fixing that. Sorry.

Grand Lodge

Alright we have 4 players. Mixed preferences on where we play. Paizo for all its problems is where most of my games are but I can make other things work. So I think some one needs to make a call on what works best best for the group as a whole.

Grand Lodge

It looks like we are going low tier? I will pick a character tonight or tomorrow morning. I will try not to hold things up.

Grand Lodge

I was pointed in your direction if you need an extra player.

Grand Lodge

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I'm ok with discord. Knowing me I will be a little inconsistent in posting until I get it worked into my routine. That is just how my brain works but I'm a pretty consistent poster so I won't slow things down.

Grand Lodge

ZD had an investigator. Qstor have you heard from him? I'm good to go anytime. Especially if this has a bit of an RP start.

Grand Lodge

A lot of people have been locked out of their accounts and have had to clear cache and cookies. I say this incase anyone has that issue.

Grand Lodge

Roll or 75% of max whichever is higher.

Grand Lodge

Ranger looks ranged. My druid is a front liner with an animal companion. I don't know about the investigator. If melee that could help free up the role for the last slot. If that were the cast a wizard would be ideal. Hopefully someone has some face skills.

Grand Lodge

1 person marked this as a favorite.

My PC will have served under Grognar (battle oracle dual cursed), my PC who completed Rise of the Runlord and his son is Erond Niroden (evangelist cleric of Erastil), help reform Sihedron and must live with that.

The first draft of a quick character sketch.

I'm going to flip around some of the obvious assumptions of the trait because that is more fun. In this case, the scion is the father rather than the more obvious son. He was a former low-ranking military officer who enlisted more because of a family tradition than any more noble reason. This took him away from his family for long stretches of time. In his mind, this resulted in his son becoming bookish and obsessed with Thassilonian archology. Though he gets along with his son, his son's immense magical power, responsibilities in the Pathfinder society, and fame make him the one who is now rarely around. Cats in the cradle and the silver spoon. Hector, nearly sixty, has spent the last ten years in Varisia learning Thassilonian and reading about the Runelords trying to understand his son better. After retiring from his post, he bought a small cabin just outside of Roderic’s Cove though he is in the city nearly every day for this thing or that. Or more likely to chat with people. Hector seems to live off the land and odd jobs primarily and lives a simple existence...

Hector Niroden (Nature Fang Druid) with his Ron the firepelt cougar (Ron is short for Erond).

I'm working on finalizing a charter sheet.

Starting GP: 2d6 ⇒ (4, 6) = 10

Grand Lodge

1 person marked this as a favorite.

I think I'm going with scion of legend for my campaign trait. It works with the character concept I'm putting together.

Grand Lodge

Perfect. I will try to have a character up tonight or tomorrow. Even when given the option of third party I still just build paizo only. So no worries from me.

Grand Lodge

One last question can you clarify which books. Is it core + 1 other rulebook? If so how does that work for traits and drawbacks which are not core?

Grand Lodge

How many players are we looking at for this crew? Also ha be a druid controller that works with these build rules I would like to play. Unless some has an objection. I'm always interested in making adjustment for the group.

Grand Lodge

Hi all. Looking forward to playing with you all.

So folks are thinking of a ranger and an investigator so far.

GM, 1 question. If an archetype from a second book has something from a book other than core is that ok?

I'm thinking of a situation where a domain or similar feature has a spell from some other book.

Grand Lodge

Just wanted to drop by and say I and a blast playing with you all, but I was not keeping up and was not happy about how I was contributing. Good luck with the recruitment. I will be keeping an eye on your progress, kill many gnolls for Lupe.

Grand Lodge

Okay. Thanks for staying for as long as you have. If anyone is ever short a 1e player hit me up. Good gaming everyone.

CariMac, see you in Hell's Rebels.

Grand Lodge

Good luck everyone. It has been fun seeing everyone submissions.

Grand Lodge

Hope you feel better Taimat. Good luck every one.

Grand Lodge

"Toooooby, nooooooooo!"

Grand Lodge

Here is the updated submission. Thanks for the opportunity. Good luck all.

Back Story:

Dal Gilford trained and got into a prestigious culinary school in Absalom at 18. His parents could not have been happier. His mother, a miner, and father, a short-order cook, had always dreamed that he would rise above his station. In two years, he graduated, learning all the fundamentals, before apprenticing at the Culine Rouge, an upscale fine-dining experience that offered the best in exotic cuisine. The head chef, Billin DeVo, what a gnome of considerable skill as a chef and druid. His claim to fame was that his meals were in perfect harmony with nature. The weather, seasonality, light conditions contributed to every dish. Dal enthusiastically studied both trades, and after a grueling five-year apprenticeship, he endeavored to secure the financing to start his own restaurant.

The best-paying job he found was on a ship as a private chef, and being the type of dwarf that jumps at an opportunity, he took the offer. The crew was dedicated and the ship well run but there was always unease at describing precisely what any given mission was.

It did not take him long to realize that the ship was a high-end privateer's ship. It took Dal exactly until his first trip to the Shackles to know for sure. Though not quite a pirate ship, it was close enough that they made frequent stops in the Shackles, but Dal had committed and needed the money. He became the on-ship cook, reserve sailor, and occasional healer, for which he was well rewarded.

Six months into his ten-year, the ship was caught in a devastating storm. The ship was destroyed, Dal’s start-up money lost to the ocean, and Dal…

Appearance and Disposition:

Dal is a jovial fellow that is always happy to be along for the ride, even if that ride is a trip on a ship he never asked for. When he is cooking, he is formally dressed in his hat, coat, and apron, and when off the ship, he dresses like a druid prepared for foraging and defense. His dress is always clean and well kept. He tends his weapons as well as he tends his cooking knives.

Role:

As a druid, Dal is a utility caster and controller that can stand on the front line and dish out damage. His spells, armor and saves make him resilient on the front lines. He is a well-round character that slots into a group easily.

Dal Gilford:

Male Dwarf druid 2 Archetypes Nature Fang,
LG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, )
hp 17 ((2d8)+4)
Fort +5, Ref +1, Will +5, +1 trait bonus on saving throws against spells, spell-like abilities, and poison., +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee warhammer +4 (1d8+3/x3)
Melee shield, heavy wooden +0 (1d4+1)
Melee sickle +4 (1d6+3)
Melee morningstar, cold iron +0 (1d8+3)
Melee shield, light wooden +0 (1d3+3)
Special Attacks Spontaneous Casting, Wooden Fist (5 rounds/day),

*:Domain spell.
Deity Torag; Domains Plant,
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TACTICS
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=================================================
STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 15, Cha 7,
Base Atk +1; CMB +4; CMD 15 (19 vs bullrush) (19 vs trip)
Feats Armor Proficiency, Heavy, Divine Fighting Technique
Skills Climb +1, Diplomacy +4, Knowledge (Nature) +5, Perception +7, Perception (Notice unusual stonework) +9, Profession (Cook) +7, Profession (Soldier) +7, Sense Motive +4, Swim +1,
Traits Glory of Old, Persuasive Insight, Ship’s Surgeon
Languages Common, Druidic, Dwarven
SQ bonus cleric domain power use (2x), darkvision, plant, hardy, hatred, nature bond, orisons, shadowplay, stability, steady, stonecunning, studied target, torag's patient strikes, weapon familiarity, +1 bonus feat,
Combat Gear
Other Gear warhammer, shield, heavy wooden, lamellar (horn), cleric's kit, sickle, morningstar, cold iron, shield, light wooden, 103.0 gp
=================================================
SPECIAL ABILITIES
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Background Skill (Profession (Cook), Profession (Cook), Profession (Soldier), Profession (Soldier))

Bonus Cleric Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Plant You find solace in the green, can grow defensive thorns, and can communicate with plants.

Domains
Plant (growth) You find solace in the green, can grow defensive thorns, and can communicate with plants.
Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Persuasive Insight You were converted to your faith or taught to bargain with spirits for magic by a figure of inspiring insight who taught you to use keen observation in all dealings. You can use your Wisdom modifier in place of your Charisma modifier on Diplomacy checks to ask favors or gain influence (Ultimate Intrigue 102). During a verbal duel (Ultimate Intrigue 176), you can use your Wisdom modifier in place of your Charisma modifier when using tactics you assigned to Diplomacy or Wisdom-based skills.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Shadowplay (Ex) Cast spells with the darkness, light, or shadow descriptor at +1 caster level.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Torag's Patient Strikes [Initial Benefit] Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don't stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you're flat-footed. [Advanced Prerequisites] Divine Fighting Technique, Vital Strike, Weapon Focus (warhammer), base attack bonus +10. [Advanced Benefit] Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action-this combat maneuver does not provoke an attack of opportunity.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
+1 Bonus Feat GM awarded PC with +1 feat.

Grand Lodge

Awesome, thanks GM!

Grand Lodge

That is a good question Tal.

Quote:
In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

I like the possible story conflicts of potentially being thought of as having either gnome or halfling ancestors, which have very diffent responses in the setting. Though I imagine it is more of a Tyrian Lannister situation.

Grand Lodge

Grandlounge wrote:

Submitting a character build for this game. I was originally thinking cleric but opted for a druid. The build will then be less skilled at healing but it will have a little more versatility for helping as a control, giving the team navigation option, and other water utility stuff. He is an on-ship cook, sailor, and sometimes healer. Dal is a jovial fellow that is always happy to be along for the ride even if that ride is a trip on a ship he never asked for.

** spoiler omitted **...

I guess I should have started the character role. Melee divine caster. As well, as I don't know how he would be introduced I have not written an elaborate backstory. If you want one or would prefer to work so thing out later should he be chosen either work for me.

Grand Lodge

Submitting a character build for this game. I was originally thinking cleric but opted for a druid. The build will then be less skilled at healing but it will have a little more versatility for helping as a control, giving the team navigation option, and other water utility stuff. He is an on-ship cook, sailor, and sometimes healer. Dal is a jovial fellow that is always happy to be along for the ride even if that ride is a trip on a ship he never asked for.

Dal Gilford:

Male Dwarf druid 2 Archetypes Nature Fang
NG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, )
hp 17 ((2d8)+4)
Fort +5, Ref +1, Will +5, +1 trait bonus on saving throws against spells, spell-like abilities, and poison., +2 vs. poison, spells, and spell-like abilities

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee warhammer +4 (1d8+3/x3)
Melee heavy wooden shield +0 (1d4+1)
Melee sickle +4 (1d6+3)
Melee morningstar, cold iron +0 (1d8+3)
Special Attacks Spontaneous Casting, Wooden Fist (5 rounds/day),

*:Domain spell.
Deity Torag; Domains Plant,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 12, Con 14, Int 10, Wis 15, Cha 7,
Base Atk +1; CMB +4; CMD 15 (19 vs bullrush) (19 vs trip)
Feats Armor Proficiency, Heavy, Divine Fighting Technique
Skills Climb +1, Knowledge (Nature) +5, Perception +7, Perception (Notice unusual stonework) +9, Profession (Cook) +7, Profession (Sailor) +7, Sense Motive +4, Swim +1,
Traits Fate's Favored,
Languages Common, Druidic, Dwarven
SQ bonus cleric domain power use (2x), darkvision, plant, hardy, hatred, nature bond, orisons, shadowplay, stability, steady, stonecunning, studied target, torag's patient strikes, weapon familiarity, +1 bonus feat, ,
Combat Gear
Other Gear warhammer, heavy wooden shield, lamellar (horn), cleric's kit, sickle, morningstar, cold iron, 103.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Background Skill (Profession (Cook), Profession (Cook), Profession (Soldier), Profession (Soldier))

Bonus Druid Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Plant (growth) You find solace in the green, can grow defensive thorns, and can communicate with plants.

Domains

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Shadowplay (Ex) Cast spells with the darkness, light, or shadow descriptor at +1 caster level.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Torag's Patient Strikes [Initial Benefit] Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don't stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you're flat-footed. [Advanced Prerequisites] Divine Fighting Technique, Vital Strike, Weapon Focus (warhammer), base attack bonus +10. [Advanced Benefit] Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action-this combat maneuver does not provoke an attack of opportunity.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

+1 Bonus Feat GM awarded PC with +1 feat.

Grand Lodge

I have an oracle, inquisitors, and druids that could fit the bill depending on how the group feels about animal companions or how much casting they want. Does the group have a preference?

Grand Lodge

Lavian has stuff outside of those two books. I don't think anything there is too wild and prestige classes and melee wizards are generally not thought of as op so I will leave him up as is, but I am willing to move stuff and swap things if the players don't like something.

Good luck all.

Grand Lodge

Here is my submission for an arcane caster melee type. Pretty classic eldritch knight designed for Council of Theives. He will likely be casting from the back and engaging in melee when it benefits the team or to conserve his magical energy for the most tactically useful moment. I have yet to fully pick spells as I will wait to see how the group shapes up to finalize. Thanks for the oppertunity.

Appearance:
Lavain is slightly smaller than a dwarf and about as thick. He is spry and intelligent, but often too in his own head to be observant. He can be eloquent when necessary but generally prefers the background. His clothing is appropriate for his station, but the colors and adornment are subtler than average. A dusting of powder to the face is used to dimmish the red tint of his skin. Fortunately he is hornless, and his tail can be kept under his tunic. He caries a seemingly decorative sword on his hip and magical book satchel on the other hip.

Mini Backstory:
Lavain is the third child and second son of the middling noble family of Cheliax. He was born with infernal blood; he was destined for obscurity. A lack of stature and ruthlessness meant he was all but forgotten by his family. Pawned off on teachers and instructors, Lavain was taught all the trappings of nobility, diction, fencing, and magic and took to each with natural ability but was loathed to upstage his sibling. Lavain spent his early adulthood managing the finances, servants, and businesses of his family on behalf of his mother and father so they could slowly retire into their leisure years. His siblings continued their quintessentially noble lives until they started to hear the phrase, "We will have to check with master Lavain." His siblings were self-interested but not stupid. Having realized that they were losing their grip on the family fortune, their interest in managing was vigorously renewed, and their parents were all too happy to let the prodigal son and daughter return to the fold. This change quickly diminished the work that was necessary to occupy Lavain's mind and body, and he became short with the staff. A newly discovered rudeness fueled by idleness and alcohol. Lavain's decline, the fall of his family under his siblings' hands, and the city of Westcrown's diminishment occur in lockstep, each feeding the other until Lavain hears of people fixing the city, breaking curses, and ridding the city of nightly haunts. Surely he can find these people and, in turn, find a purpose, which has been all but absent in his life.

Lavian:

Male Tiefling swashbuckler 1 / conjurer 5 / eldritch knight 2 Archetypes Inspired Blade, Noble Fencer,
NG Small outsider (native)
Init +9, Senses darkvision (60 ft.); Perception +3
=================================================
DEFENSE
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AC 21, touch 16, flat-footed 16 (+2 armor, +5 Dex, +1 natural, +2 shield, +1 size )
hp 76 ((1d10)+(5d6)+(2d10)+17)
Fort +4, Ref +9, Will +6
Resistances fire 5,
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OFFENSE
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Speed 30 ft.
Melee mithral/+1 buckler (small) +1 (1d3-1)
Melee +1 rapier (small) +13 (1d4+6/18-20)
Innate Spell-Like Abilities darkness (1/day),

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TACTICS
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STATISTICS
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Str 9, Dex 20, Con 14, Int 22, Wis 12, Cha 7,
Base Atk +5; CMB +3; CMD 18
Feats Alertness, Arcane Strike, Fencing Grace, Piranha Strike, Scribe Scroll, Weapon Focus (Rapier), Favored Prestige Class, Prestigious Spellcaster
Skills Acrobatics +9, Climb +3, Diplomacy +9, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +17, Knowledge (History) +17, Knowledge (Local) +17, Knowledge (Nobility) +17, Knowledge (Planes) +17, Knowledge (Religion) +17, Spellcraft +17,
Traits Fate's Favored, Student of Philosophy,
Languages Abyssal, Common, Draconic, Dwarven, Elven, Halfling, Infernal
SQ arcane bond, arcane school, bonus feat, bonus wizard arcane power times (4x), cantrips, deeds, derring-do, opportune parry and riposte, social panache, conjuration school, darkvision, diverse training, divination opposition school, arcane bond (familiar), familiar's alertness ability active, fiendish language, inspired finesse, inspired panache, necromancy opposition school, prehensile tail, shift, skilled, spell-like ability, spells, summoner's charm, weapon and armor proficiency,
Combat Gear
Other Gear headband of vast intelligence +2, mithral/+1 buckler (small), +1 rapier (small), scholar's outfit (small), belt of incredible dexterity +2, +1 haramaki (small/spell storing), handy haversack, -18478 gp
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SPECIAL ABILITIES
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Spoiler:
Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Effortless Magic (Ex)
Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.

This alters the wizard’s spellcasting.

Patron Spells - Devotion
At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar.

In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

Background Skill (Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility))

Bonus Feat At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.

Bonus Wizard Arcane Power Times (4x) Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 5 times.

Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Social Panache (Ex) At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to 1 times. Just before a verbal duel (see pages 176-181), a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

Conjuration School You have chosen to specialize in conjuration spells.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Diverse Training An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Infernal

Inspired Finesse (Ex) An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Inspired Panache (Ex) Each day, an inspired blade gains 7 panache points. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Panache

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Scaled Skin (Fire) (Ex) You gain fire resistance 5 and a +1 natural armor bonus to AC.

Shift (Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 10 feet. You can use this ability 9 times per day.

Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Student of Philosophy You were trained in a now-defunct philosophical tradition-such as that of the now destroyed Galtan universities or Lirgeni astrologers and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 2 rounds.

Teleportation School

Tiefling

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

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Spellbook
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Wizard Spells
3rd -aqueous orb, daylight, dispel magic, fly, haste, heroism, hold person, invisibility sphere, resinous skin, tiny hut
2nd -alter self
1st -alarm(2), burning hands, charm person, chill touch, color spray, disguise self, grease, liberating command, long arm, mage armor, magic missile, protection from evil, shield, vanish
0th -acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect Spells Spells

Grand Lodge

Doting in. I will likely build an arcane caters.

Grand Lodge

Sounds good. I think I'm going to look into some bard builds then.

Grand Lodge

Hally holidays all. I will be joining the game shortly. I see we have a Cleric, Fighter, Witch, Druid.

Does the group have any preferences for what we add to the team? I'm pretty comfortable playing anything.

Grand Lodge

We are not following PFS rules. We are running in campaign mode and playing the whole thing. I'm will be reporting the game and handing out Chronicles on behalf of the GM at the end of each book. The build rules are in the games thread.

Grand Lodge

With PFS. We are running campaign mode. So people build according to the rules in the original thread and then at the end of each book I will fill out sheets and report everything. All you have to do is gm. I will put up a post in the recruitment clarifying later tonight.

Grand Lodge

If this game keeps going I would love to join as a player.

Grand Lodge

Have fun everyone.

Grand Lodge

The Archlich wrote:
Well, we're quite light on heals and ranged physical damage dealing, but I always tell people to try with what they actually want to play. It's funny, but at some people three people wanted to try fiendish vessels, but ended up changing concepts or leaving. Regardless... Between all the more flexible/versatile applications, of course, we could cover our bases.

I have a version of victor grim that is ranged I made for another game. With reasonable some investment in consumables inquisitors have all the important healing spells.

If healing is a concern I have a cleric I could submit that is a crazy healer. A version of the build is Senn in my profile but I'm in the mountains for the weekend so I can't get a level 1 version up in time, but take a look. It uses feather and eagle domain to have three bodyguards on the field then channel to heal all three.

Good luck choosing.

Grand Lodge

Yep. We might as well use a quiet weekend to get everyone leveled up. You will be able to scout but you are currently 30ish hours out from the fort. Monday the PCs will be in range and and we will deal with scouting then.

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