Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle and Rögna nod in agreement, posting near the door. After their shots resolve, I'd like to ready an action to first Aid Another at 1d20-2 from Izabelle, then Rögna moves and attacks at 1d20+3(+8 if Aided), 1d8+6 damage. All of that is assuming if the Skeleton survives.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Rögna moves down the stairs and Izabelle takes his place, preparing to Aid the next person to attack. Ready Action Aid Another, triggering when they start their attack action.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle grits her teeth in frustration. If Rögna attacks them he'll get burned, and he's been pretty beat up already... "Rögna won't be much help here, but I can assist another one of you instead!" I too would like to delay my action if possible, and wait for an opportunity to use Aid Another with someone who can safely attack.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
I'm going to be moving across the country via car over the next 4 days. My posts will be sparse, if at all, and Botting is encouraged. Sorry for the inconvenience.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Out of curiosity, is the Seducer Witch banned because CHA as a casting stat is a no-no, or because sexy-time things are a no-no?
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Fortitude Save: 1d20 + 3 ⇒ (13) + 3 = 16 Izabelle, unable to keep pace with her Eidolon, calls from the back of the room. "Good Rögna, now..." She turns her icy stare to the Troglodyte. "End him. Rip the life from his body, Rögna. Intimidate Check to Inflict Shaken: 1d20 + 5 ⇒ (5) + 5 = 10
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Not really, I cherry pick my book purchases by designing a character and seeing what books need purchasing, and ever so slowly growing the collection that way.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle follows Rögna around as he speaks, using her Longspear as a walking stick. "Rögna is a Psychopomp, a herald of the afterlife. When a life ends, they are the ones who lead them to their proper place in the afterlife. One day, when I die, Rögna will escort me before judgment and give a proclamation of how I've lived and who I am." She playfully pokes his butt with the blunt end of the spear. "It's how he makes sure I behave."
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle ducks low, immediately stabbing her spear into the Lizard. "Rögna, now!! Aid Another, Attack: 1d20 - 1 ⇒ (17) - 1 = 16
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle stands behind Rögna, taking her usual formation. She turns back to the group, whispering. "I'll use Mage Hand to open the door, and when it investigates we'll spring our attack?" I adjusted the tokens to fit, Izabelle's plan is to to use Mage Hand to open the door, so we can surround the door's entrance and ambush it when it comes through. I had to adjust some positions, if that was inappropriate I apologize, I'm not sure if they were specifically placed there, or were waiting to be placed. Feel free to adjust my tokens if I moved them incorrectly!
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
"Under normal circumstances I'd be inclined to agree, but with this fortress freshly opened I doubt we're the only group seeking to plunder its depths. If we wait around too long we might have competition, it would be best to move swiftly." Izabelle walks over to Rögna, placing a hand on his chest. "Forgive me for not placing a ward on you sooner, Rögna." Her hand glows with a soft white, which washes over her Eidolon before fading away. Mage Armor on Rögna. "He's still hurt, if he does get hit again he may not last. But if he has to go through first, he can."
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Izabelle examines the wounds on Rögna, letting out a quiet sigh. "I told you Rögna, your hide isn't thick enough yet. You have to be careful." She touches the wound with a pout, then turns to the rest of the group. "I agree, as long as we travel as one. Maybe someone else can go through the next door?"
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
Oops, my mistake! I'll roll for potential critical damage in the future. Also my mistake, I forgot to include the entangled penalties in my roll. They would still be a 26, 20, and 7 respectively so there'd be no change in the attacks, but I'll try to be more mindful in the future. Sorry for the kinks, first PbP campaign and all that.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Yeesh, a 3x Critical with poison on top of it. That could have easily taken Rögna down in a single hit. His immunity to the poison was just an added bonus. Dang lucky that Spider rolled a 1 on damage.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
"RÖGNA!" Izabelle screeches in anger, her normally flawless expression twisting into one of rage. With a grunt she ducks under the web and stabs at the Spider's legs. Aid Another, Attack: 1d20 - 1 ⇒ (14) - 1 = 13
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
"Let's go Rögna, into formation!!" Izabelle runs first, taking a quick two steps as Rögna runs past her. She crouches low, waiting for the perfect moment to stab her white wooden spear forward in tandem with Rögna's assault. Ready Action, Aid Another: 1d20 - 1 ⇒ (15) - 1 = 14 Success, Rögna +5 to next attack.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
"Hello everyone!" She giggles slightly when she talks, clearly amused at her own antics. "I'm sorry if I scared you, but Rögna always tell me it's better to be safe than sorry!" She gives the group a small curtsy. "I'm Izabelle, it's a pleasure to meet you all." Izabelle turns to face the fortress, her porcelain features pale in the daylight. "Rögna here can hit pretty hard, but we're still trying to thicken his skin. He might not be the best choice to lead the way."
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Rowan Kandel wrote:
Slams and Claws are all Primary, as long as no Manufactured weapons are being used.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
I think I'm going to go Natural, it just seems like the smarter path, especially since Psychopomps begin with 3 Primary Natural Attacks already. I'm essentially building him to be along the lines of a Fighter. A biped that hits decent, is pretty tough to kill, and protects his master. To go off topic a little here, how valuable would you consider Aid Another? With my traits if I Aid Another's attack, they get a +5 to hit. That's a fairly beefy bonus, but I'm unsure how quickly it will fall out of use with me being a Caster and all. The idea was I stand behind Rögna or another attacker, use the spear to Aid Another (since it's always vs AC10, regardless of their stats or cover), and he delivers the killing blow.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote: However, as I stated earlier, any substantial DR takes my damage to almost nothing, while a 2-hander should still be able to get through at those levels. Would the Magic Attacks evolution, or Amulet of Mighty Fists, work to overcome that?
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
I admit, I'm having an abysmal time trying to settle on my Eidolon. On one hand, Natural Attacks are flat out better. Without any feats or evolutions, a full attack is: Slam Attack: 1d20 + 3 ⇒ (10) + 3 = 13
On the other hand, Martial Weapons are cool, but deal 1/3 of the damage AND cost a feat. But at low levels full attacks aren't even really necessary, it might be pointless damage. I'm leaning Martial and using a Scythe, to fit with the Psychopomp flavor and general creepy vibe. If I do go that route, I'll be able to hit for: Attack: 1d20 + 3 ⇒ (12) + 3 = 15
That'll be fine for first level, yeah? Sorry if it's an odd question, I've never played PbP before and don't want to be a burden. I suppose I'm just curious what other people's thoughts might be. Also, Day Job, Perform Ventriloquism: 1d20 + 5 ⇒ (8) + 5 = 13. I decided on my day job, if it isn't too late to choose that.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Rowan Kandel wrote:
It isn't, neither Izabelle nor her Eidolon are finished yet. Once they're settled I'm going to go over them with a fine toothed comb to make sure they're legal. Thanks for looking over it though!
Izabelle wrote:
Thanks to GM RePete, I'm now settled at a table. Thank you though Hmm! Whisper: But I could always play another character...
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
As Rögna and Izabelle have different Initiative, Perception, and probably Marching Orders, may I add a line to your document to accommodate him?
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
*wipes sweat* Thank god, I forgot about that clause. Didn't take the time to rule-check my stuff above as it isn't my actual build, but that's good.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
Yeah, a Slam, 4 Claws, and a Bite. All Primary. Unless I missed it somewhere they do share magic slots though. I'd agree at higher levels they balance out in the sense that everyone becomes OP, but with PFS never moving past Level 12 they're still pretty mean. They even have a built in backup plan for when Eidolon get dispelled, a full progression Summon Monster SLA that operates by the minute instead of by the round.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
I appreciate Paizo's efforts to tone down the summoner with Unchained, but if my Psychopomp Eidolon was using Natural Attacks, at level 1 a full attack from him would be:
Every attack at +4 to hit, Average of The last table I GMd we had a regular Summoner. Kinda ruined the game for all the other players. EDITED: Forgot about the Max Attack Clause.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Hello! I'll be rolling an Unchained Summoner. Neither Izabelle, nor her Eidolon Rögna, has their character sheet 100% finished, but they should by tonight or tomorrow. Even after being Unchained I still believe Summoners and their Eidolons can be a bit "much" so I decided to have a Psychopomp who uses Manufactured weapons. Less optimized, but way more fun in my opinion.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
With all eyes on the doll and its creature, the girl in its arms suddenly springs to life, jumping down from the Psychopomp's hands and onto the hardwood floor. With a giggle she speaks. "That's enough Rögna. I think we're scaring our new friends, we don't have to play pretend anymore. Go on, introduce us and I'll get some tea started! With a nod, the masked being begins shaking the hands and introducing himself to some of the Pathfinders in the lodge. ""I am called Rögna. This is my master, Izabelle." Aid Another, Diplomacy: 1d20 + 0 ⇒ (4) + 0 = 4 Failure It's clear that despite the beast's good intentions, he lacks proper social skills. While he shakes the hand of their new allies, Izabelle begins preparing tea. "I'm really sorry we scared Mr. Fuzzybottom, I hope that we can still be friends!" As she finishes the tea she offers it to whomever seems ready to take it. Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15 I'm still applying finishing touches, so don't be surprised if her profile changes slightly in the next few days.
GM Redelia wrote: If any new players are looking for a game, I just had a slot open up in Master of the Fallen Fortress. It's a quick module for level 1, and is replayable. We will be starting on October 6, but I want to get everyone checked in during the next few days. I'm new in the sense that I haven't done a PbP campaign yet, but I do have another character who was accepted into a different campaign that's waiting to start. I'm confident I can handle more than 1 character for PbP. I'm interested, if it doesn't fill up.
Scrapper wrote: if I'm reading correctly, Kin Guardian effectively grants a +4AC (2+2)bonus to the aided target while Helpful only adds a +3AC (2+1). IIRC a bonus from a Trait is un-typed, but you can not stack trait bonus, only take the higher. Helpful (Halfling) reads: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. Rather then giving a bonus of any kind, it changes the bonus from Aid Another. Instead of functioning as 2+2, it simply functions as a 4. An important difference, because that means no trait bonus has been applied. To contrast it to a similar trait, Inheritor reads: Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus. If Helpful performed the same, I imagine it would say it increases the bonus, or grants a bonus, rather than offering +4 instead of +2. I would interpret the interaction between Helpful and Kin Guardian as Aid Another action (+4AC) then apply the Trait Bonus (+2AC). Assuming an Eidolon can be considered family at all. I understand it's all YMMV and up to GM, mostly seeing if there's any proper RAW interpretation.
toastedamphibian wrote: Intresting. Mine is the more recent printing. Not sure if it is supposed to be a different trait or a reprinting. One is from Halflings of Golarion, the other from Champions of Purity. Considering the different trait class, and that one is called "Helpful (Halfling)" I assume they're different traits.
toastedamphibian wrote:
1: Correct 2: What I expected, but considering the trait is based more on flavor than your average rule, I was curious what a PFS GM might rule it. 3: I currently have Helpful. As Kin Guardian offers a trait bonus and Helpful alters the Aid Another bonus, the two would, presumably, stack. It might seem like munchkin cheese, but I like the idea of the Summoner and Eidolon actually working together, as opposed to just being really good at different things.
I'm currently adding the finishing touches to an Unchained Summoner for PFS play, and saw the Kin Guardian Trait. As the Eidolon has been with me since birth, and is considered family in all but blood, would it qualify for the feat? Kin Guardian:
When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn’t stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member’s next attack roll. I'm working on making my character and my Eidolon synergize as much as possible, and it's an interesting thought.
About Bor OlrumStats:
Bor Olrom the Maddening Male human cleric of Sivanah 17 N Medium humanoid (human) Init 1; Senses darkvision 60 ft.; Perception +22 Aura aura of madness (30 ft., DC 25, 17 rounds/day) -------------------- Defense -------------------- AC 34, touch 14, flat-footed 33 (+13 armor, +3 deflection, +1 Dex, +2 natural, +5 shield) hp 182 (17d8+68) Fort 13, Ref 6, Will 17 -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee +1 holy cold iron cestus +15/+10/+5 (1d4+3 B or P/19+ plus 2d6 vs. evil) or . . +3 bane holy returning shortspear +17/+12/+7 (1d6+5 P plus 2d6 vs. and 2d6 vs. evil) or . . +3 goblinoid-bane vicious cestus +17/+12/+7 (1d4+5 B or P/19+ plus 2d6 vs. Goblinoid and 2d6) or . . bladed scarf +14/+9/+4 (1d6+3 S) Ranged mwk light crossbow +14 (1d8 P/19+) Domain Spell-Like Abilities (CL 17th; concentration +24) . . At will—master's illusion (17 rounds/day) . . 10/day—vision of madness (+8/-8) Cleric Spells Prepared (CL 17th; concentration +24) . . 9th—massacre[HA] (DC 28), weird[D] (DC 26) . . 8th—frightful aspect[UC], mass invisibility[D], stormbolts[APG] (DC 25) . . 7th—greater bestow curse (DC 26), greater bestow curse (DC 26), greater bestow curse (DC 26), destruction (DC 26), insanity[D] (DC 24) . . 6th—banishment (DC 23), heal (2), heroes' feast, phantasmal killer[D] (DC 23), word of recall . . 5th—blood tentacles, breath of life (DC 22), nightmare[D] (DC 22), true seeing, wall of blindness/deafness[ACG] (2, DC 24) . . 4th—blessing of fervor[APG] (DC 21), confusion[D] (DC 21), debilitating portent[UC], communal protection from energy[UC] (2), wrathful weapon . . 3rd—bestow curse (3, DC 24), magic circle against evil (3), nondetection[D] . . 2nd—align weapon, communal ant haul[UC], mirror image[D], resist energy (2), lesser restoration, silence (DC 19) . . 1st—lesser confusion[D] (DC 18), liberating command[UC], shield of faith (5) . . 0 (at will)—detect magic, light, purify food and drink (DC 17), read magic . . D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness -------------------- Statistics -------------------- Str 14, Dex 12, Con 17, Int 10, Wis 24, Cha 10 Base Atk +12; CMB 14; CMD 28 Feats Greater Spell Focus (necromancy), Heavy Armor Proficiency, Heighten Spell, Persistent Spell[APG], Preferred Spell (mirror image)[APG], Quicken Spell, Reach Spell[APG], Spell Focus (necromancy), Spell Penetration, Spell Perfection (bestow curse)[APG] Traits ironfang survivor, seeker Skills Acrobatics -2, Climb -3, Disguise +6, Heal +13, Intimidate +3, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +22, Spellcraft +20, Stealth +13, Survival +11, Swim -3 Languages Common Combat Gear elixir of hiding, pearl of power (3rd level), potion of touch of the sea (CL 3rd), scroll of air bubble, air bubble, scroll of breath of life, scroll of comprehend languages, comprehend languages, scroll of fly, scroll of invisibility purge, invisibility purge, scroll of life bubble, scroll of raise dead, scroll of remove blindness/deafness (CL 2nd), remove blindness/deafness (CL 2nd), scroll of remove curse, remove curse, scroll of remove disease, remove disease, scroll of restoration, scroll of restoration (x2), scroll of see invisibility, scroll of speak with dead, speak with dead, speak with dead, scroll of stone shape, stone shape, stone shape, stone shape, scroll of water breathing, vampiric gloves[UE], wand of lesser restoration (50 charges), wand of speak with animals (25 charges), wings of flying, lesser, acid (2), alchemist's fire (5); Other Gear +4 creeping shadow full plate, +3 hobgoblin-defiant heavy steel shield, +1 holy cold iron cestus[APG], +3 bane holy returning shortspear, +3 goblinoid-bane vicious cestus[APG], bladed scarf[ISWG], mwk light crossbow, amulet of natural armor +2, bag of holding i, belt of mighty constitution +2, boots of striding and springing, cloak of woodland creatures, crossbow bolts (20), elixir of thundering voice[ACG], figurine (bronze griffon), goggles of night, headband of inspired wisdom +4, ring of protection +3, ring of sustenance, backpack, bedroll, belt pouch, candle (10), disguise kit, flint and steel, hemp rope (50 ft.), holy text (Sivanah)[UE], mess kit[UE], piton (10), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sivanah, 6,000 gp, 7 sp, 5 cp -------------------- Special Abilities -------------------- Aura of Madness (30 ft., 17 rounds/day, DC 25) (Su) 30' aura confuses opponents. Cleric Channel Positive Energy 9d6 (3/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Deception) Cleric Domain (Madness) Darkvision (60 feet) You can see in the dark (black and white only). Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school. Heighten Spell Increases spell level to effective level desired. Master's Illusion (17 rounds/day, DC 25) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC. Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects. Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Quicken Spell Cast a spell as a swift action. +4 Levels. Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Spell Perfection (Bestow Curse) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell. Sudden Shift (10/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker. Vision of Madness (+8/-8, 10/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Background:
Bor Olrum has never stayed in one place for long. Few actually know what race he even is as dark black orbs for eyes are normally all that shows through his hood and stitched together scarf that covers most of his face. On the scarf is an embroidered black knotted ring. His disturbing past seems to have finally caught up to him as he hides away in one of the few places that has brought him solace, the small town of Phaendar. He fled to Phaendar nearly half a decade ago and hasn't regretted it since, though he must stay hidden, cause if 'they' find him, his life is over. After his banishment and threat for his life he was on the brink of survival and on his own for the first time in his life. That is when he found guidance in Sivanah, the Endless One, where he found sanctuary behind the veil. The town of Phaendar has treated him well enough as he hops from job to job as a hired hand, helping where he can. Though most people don't keep him on for long as he can come off a bit distant and those around him are plagued with horrible visions and nightmares almost as if a curse were following Bor. ****
**** Feat Tree:
-Each level place a rank in spellcraft. Need 15 ranks 1- (Human)- Heavy armor proficiency 1- Heighten Spell 3- Spell Focus (Necromancy) 5- Preferred Spell (Mirror Image) - need 5 ranks in Spellcraft 7- Greater Spell Focus (Necromancy) 9- Spell penetration 11- Persistent Spell (Bestow Curse) 13- Quicken Spell 15- Spell Perfection (Bestow Curse)- need 15 ranks in spellcraft 17- Reach Spell 19- Greater Spell Penetration Creeping armor enchantment
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