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![]() Good question.
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![]() GM Red wrote:
Where there's a festival, there's money to be made with psychic readings and herbal remedies. Penny and her grandmother are there to set up shop for the duration of the big event. ![]()
![]() GM Red wrote: @Penny I gave it a once over and the crunch seems fine. I do, however, need to do some reading on the psychic searcher archetype. The fluff would need some work to fit with this campaign... other than that, if you could edit your post and please cut/paste the character sheet into your profile, it would be a little bit cleaner. :) Thank you! Hello GM Red, Penny's profile is available HERE for your review. Also, THIS is what she looks like. Looking forward to reading your comments and feedbacks. Thank you! ![]()
![]() Hello GM, I'd like to submit a character I made for another campaign but can be easily adjusted for this adventure (will do if the character gets GM's approval - also, I have Herolab): Penelope "Penny" Hallways
Penny travels with her grandmother and earns her living by performing “psychic readings”. Her Grannie is a sweet, spirited old lady with a penchant for alchemy and herbal medicine, and a soft spot for cats. Char Sheet: Penelope "Penny" Hallways
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Ancestor Mistery - Extra spells: see Archetype - Revelations: 1st lev: Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus (4) Extra Revelation: Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect. Archetype: Psychic Searcher.
Inspiration (Ex) (4/day): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability (“An Investigator has the ability to augment skill checks and ability checks through his brilliant inspiration As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll”). A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she's trained in that skill. A psychic searcher's inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher's inspiration pool is based on her Wisdom modifier, not Intelligence. This ability replaces the mystery spell gained at 2nd level. Psychic Talent (Su): At 3rd level, a psychic searcher's mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level. Selected Talent: TBD
Spells known:
First Psychic Talent is still missing since that will require GM's review. Feedbacks and suggestions will be welcome and appreciated. Thank you! ![]()
![]() GM Hyde wrote: Not sure what you mean excactly, though I don't have any specific rules on that stuff. From the spiritual weapon spell description: "It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus"From the spiritual ally spell description:
Some DMs rule that, since these spells were probably written having Clerics in mind, in the case of the oracle the casting ability of the class should be used instead (meaning, Charisma for oracles). That's not an official ruling as far as I know though, that's why I thought best to ask. ![]()
![]() Roll 1: 4d6 ⇒ (1, 4, 4, 4) = 13 12
Hmmm.... I'd like to throw my hat in the ring for a smart and charismatic but physically weak and not very wise oracle of life with channel and summons.
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![]() Hello GM, meet Morogar, LE hobgoblin inquisitor (preacher) of Set:
Background:
to be completed Char Sheet:
Morogar Inquisitor (Preacher Archetype) 1 LE hobgoblin - medium humanoid (goblinoid) - Age: 19 Deity: Set Init 3 Perception 7 ------------- Defense ------------- AC(10+3+3)16, touch (10+3) 13, flat footed (10+3) 13 ACP 0 HP (8+3) 11 Fort (2+3) +5, Reflex (0+3) +3, Will (2+3) +5 ------------- Offense ------------- Speed 30 ft Ranged + 3 Melee + 3 Greatsword damage (two handed) 2d6+4 ------------- Statistics ------------- Str 17 (+3), Dex (14+2) 16 (+3), Con (14+2) 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 10 Languages Common, Goblin, Infernal ------------- Feats ------------- Martial weapon proficiency: greatsword ------------- Traits ------------- Armor Expert (-1 AC penalty from armor) Fate's favored (any luck bonus +1) RACIAL TRAITS Darkvision: Hobgoblins can see in the dark up to 60 feet. (Alternate racial trait) Fearsome: +4 racial bonus on Intimidate checks. This racial trait replaces sneaky ------------- Special abilities ------------- ALL "SACRED" BONUSES ARE PROFANE BONUSES Judgment (Su) 1/day: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for thepurposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. PREACHER ARCHETYPE: Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use. Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll. Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses. Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics. Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive. Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. Domain MADNESS:
attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
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Spells Known
Equipment:
Starting wealth 140 gp Inquisitor's kit Price 30 gp; Weight 34 lbs. This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Greatsword 50 gp 2d6 19–20/×2 8 lbs.
Money left: 4.18 gp Your feedback will be welcome and appreciated. Thank you! ![]()
![]() Eric Swanson wrote:
The Madness, Trickery or Travel domains are the ones I'm most interested in. Also, would you allow the Preacher Archetype? ![]()
![]() 4d6: 4d6 ⇒ (6, 4, 3, 6) = 19 -3=16
Yay! Let's see what I can put together with these rolls! Edit: thinking about a LE Hobgoblin Inquisitor. I'd like to know something more about deities in order to choose my domain. ![]()
![]() Penny's typical conversation:
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![]() Penny is quite comfortable with people from any walk of life. After all, a poor man might have noble and/or wealthy ancestors who gambled away their fortunes; a noble woman might have questionable ancestors who gained their land and titles via cheating or stealing. The desperate poors, she tries to help when she can; the noble and wealthy, she has seen some of them cry their eyes out at her psychic readings, mourning the unbearable loss of a beloved child or spouse. Her unique perspective allows her to see beyond appearances of wealth, nobility or poverty. The only ones she's REALLY uncomfortable with are the members of the magocracy. Their kind of magic is totally alien to her, and more than a bit disconcerting. If I must pick two (well, four, really), I would say:
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![]() Jaime Sommers wrote:
More shopping: Amulet of natural armor +1 2,000 gpCloak of resistance +1 1,000 gp Handy haversack 2000 gp Will add to the equipment list if selected. ![]()
![]() Hello GM and players, here's a rough draft for Penelope "Penny" Hallways. Background:
Penny is a lovely girl, comely, graceful, kind and well behaved. She's chatty and warm to anyone and everyone. Charming, right? Right... until she starts talking about Aunt Liza, who died of a heart attack 50 years ago and whom Penny talks to every other day; or great uncle Tommy, who drowned in a stream when he was seven years old and who likes to play pranks on Penny on a daily basis; or great-great-great-grandfather Hector, who sternly rebukes Penny any time she fails to honor the memories of her ancestors. Yes, Penny is lovely, warm, and also kind of... sort of... just a bit... creepy. But she gets the job done every single time, and that's why for the last two years she's been helping the Guard when crimes get too hard - or too strange - for them to solve with more conventional methods of investigation.
Penny lives in her grandmother’s house and earns her living by performing “psychic readings” for wealthy people. Her Grannie is a sweet, spirited old lady with a penchant for alchemy and herbal medicine, and a soft spot for cats. Char Sheet:
Penelope "Penny" Hallways Ancestor Oracle 5 - Psychic Searcher Archetype - Curse: Haunted - NG human Roles: buff, skills, debuff, healing. Init +6 Perception + 7 ------------- Defense ------------- AC18 , touch 13 , flat footed 16 HP 8+2+(5+2)*4=38 Fort +5, Reflex +5, Will +6 Concentration(5+4+2)=11 ------------- Offense ------------- Speed 30 ft BAB +3 Ranged + 5 (6 w/masterwork) Melee + 3 (4 w/masterwork) ------------- Statistics ------------- Str 11, Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 18 (15+2+1) (+4) Languages Common, Aklo ------------- Feats ------------- Extra Revelation, Great Fortitude, Lightning Reflexes, Improved Initiative ------------- Traits ------------- Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Ancestor Mistery - Extra spells: see Archetype - Revelations: 1st lev: Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus (4) Extra Revelation: Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect. Archetype: Psychic Searcher.
Inspiration (Ex) (4/day): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability (“An Investigator has the ability to augment skill checks and ability checks through his brilliant inspiration As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll”). A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she's trained in that skill. A psychic searcher's inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher's inspiration pool is based on her Wisdom modifier, not Intelligence. This ability replaces the mystery spell gained at 2nd level. Psychic Talent (Su): At 3rd level, a psychic searcher's mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.
Spells known:
Equipment:
ORACLE'S KIT Price 9 gp; Weight 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Mirror small steel 10 gp Mithril Chain Shirt 1250 gp +4 AC (ACP 0) Masterwork Buckler 155 gp +1 AC (ACP 0) Masterwork Morningstar 308 gp Masterwork Light Crossbow + 10 bolts 336 gp Ring of protection +1 2000 gp 2 Scrolls of Remove Sickness - 2 Scrolls of Remove Fear - 2 Scrolls of Magic Weapon - 2 Scrolls of Obscuring Mist - 1 Scroll of Comprehend Languages - 1 Scroll of Diagnose Disease (25x10=250 gp) Explorer's outfit (free) Entertainer’s outfit (psychic reader) 3 gp 5000-4321=679 gp =>79 gp in material components for spells, 600 gp remaining. First Psychic Talent is still missing since that will require GM's review.
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![]() Castor Drey wrote:
Thanks, just wanted to be sure since Psychic Searcher is from ACG and some GMs have issues with that book, also I read the original deadline but there are so many submissions that I was afraid the recruitment would be closed sooner. I'll post a full character sheet in a couple of days.![]()
![]() Jaime Sommers wrote:
Just a preview of Penelope "Penny" Hallways, ancestor hunted psychic searcher oracle, to stir your curiosity: Penny is a lovely girl, comely, graceful, kind and well behaved. She's chatty and warm to anyone and everyone. Charming, right? Right... until she starts talking about Aunt Liza, who died of a heart attack 50 years ago and whom Penny talks to every other day; or great uncle Tommy, who drowned in a stream when he was seven years old and who likes to play pranks on Penny on a daily basis; or great-great-great-grandfather Hector, who sternly rebukes Penny any time she fails to honor the memories of her ancestors. Yes, Penny is lovely, warm, and also kind of... sort of... just a bit... creepy. But she gets the job done every single time, and that's why for the last two years she's been helping the Guard when crimes get too hard - or too strange - for them to solve with more conventional methods of investigation. ![]()
![]() Psychic Searcher Oracle:
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![]() Dotting and thinking about an Oracle with the Psychic Searcher Archetype.
Awaiting GM's approval on the archetype before fleshing out the character.
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![]() I'm afraid my non-native-English has betrayed me... I meant to say I'm retiring Ankhet from this campaign. Again, sorry for the inconvenience, but I think it's quite clear she doesn't fit in.
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![]() Congratulations to the chosen/most voted ones. Sorry Diego that we won't have the chance to play together this time (I've been having a peek at the discussion tab: if I were you I would definitely call forth another melee character). Looking forward to Team B. B as in Best of the Best? This might turn into an interesting competition between teams. Which one will proceed faster? Which one will fare better? ![]()
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![]() Rough draft of Dakota Bloomingdale, helpful halfling bard:
Char Sheet:
Dakota Bloomingdale Bard 4 NG halfling Skilled, optimistic, cheery and good to the bone. Roles: buffer, aid another-er, skills and agility. Her in-combat routine is buff then aid another all the way, fighting defensively. Init +3 Perception +9
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instead of the normal +2. Campaign trait: Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained Bardic Performance (4+3 +2*3=13 rounds/day, standard action to activate) Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are nfeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. -------------
Spells known:
Equipment:
Bard's kit Price 41 gp; Weight 33-1/2 lbs. This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Mithril Chain Shirt 1250 gp +4 AC (ACP 0)
Explorer's outfit 8 gp To be completed If that sounds interesting I'll complete the char sheet with spells, equipment and background.
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![]() I've been itching to try a helpful halfling bard: skilled, optimistic, cheery and good to the bone.
Very important: what's the usual posting rate? I like quite fast games. I'm in a couple of pbp's that are painfully dragging, and it becomes a bit boring after a while. ![]()
![]() Boy this is tough. Melee: St. John Smythe. The flavour has been the deciding factor here, since the others were just as strong mechanically. Although... man, it's Abadar, not Adabar. Your deity, I mean. Never mind, a lot of people get it wrong. Morgrym is a very close second. Infact, I'd love to see a front line with both of them. Divine: Dragolan. IRL I've been playing an oracle of life for 3 years now, and counting: in the long run and with the right choices, it can be a healing machine, so if healing is the main concern that is the best choice (to tell you the truth, I was tempted to submit an oracle of life at first and didn't do so because it's not a Core class and for versatility reasons). I also like the fact that his stats are so balanced and well rounded. Lhinneth (my choice as a runner-up) has more flavour and as a cleric she's more versatile, but there's only so much min-maxing one can do without hindering the character. 10 Con and 8 strength? Two big no-nos in my book. Sorry, imho flavour is important but a mechanical weakness in a PC is a weakness against the party. Arcane: Lartis, great flavour there (and no painfully dumped stat!). Second best is Okhosa Vusutan. A well thought character with a strong flavour (although: 7 str? Ewww, that's tough, even for a wizard). Also, I love summons.
Skill: that's easy. Mikhail Ruben is well thought, well rounded and suited for the role. I know Diego both as a GM and as a player: as a GM he's firm but fair, as a player he's definitely a team guy and one of the best thinkers-out-of-the-box I've ever played with. His tactical mind and knowledge of the system will be of great help. Nice work everybody and good luck to all. ![]()
![]() Celine Moonveil's audition for the Divine part Why choose Celine? Because she is a misterious, romantic, charismatic young woman who can fill various different roles that will complement the party: - Healer: with eight channels per day at first level, the party's health will be in good hands - Tertiary fighter: with 13 Str and the iconic masterwork morningstar, she'll be able to land a few punches at lower levels, but she'll never outshine the fighters; - Buffer: she'll choose spells that enhance the party's effectiveness (bless, prayer, blessing of fervor and such: work with her and she'll work for you); she'll also (at medium levels) leave some slot(s) open in order to get the occasional "remove" or "*restoration" spell when needed; - Debuffer: come on, Madness and Trickery domains, need I say more? Vision of Madness is nice at lower levels and devastating at medium / high levels. The domains' spells just enhance and complement this role: madness domain gives:
- Party face (primary or secondary, depending on the party's composition): 16 Charisma. She's definitely not a broomstick. - Versatile channeler (third or fifth level): negative channel will be another tool in her box, even if 2 levels lower than the positive one (at least until she finds a phylactery...). I'll cast my votes after reading the other auditions. ![]()
![]() GM: Re: Sivanah, here's the link: Sivanah on PathfinderWiki - Golariopedia.
It's a deity I've always liked, since she gives off a sense of mistery and even poetry. As to Celine, she has the birthmark of Sivanah and she's your basic young woman who's lost her mother and is rebelling against a father who thinks the best way to show love and affection is to provide safety and riches for his daughter, completely missing the point that Celine is indeed a romantic soul who needs mistery and adventure more than clothes and jewels. This has created a chasm between father and daughter; without a mother to bridge the gap, and with only her birthmark to guide her, Celine has searched and found her own path in Sivanah's faith and service, to which she clings with all her innate stubborness and to extreme consequences such as running away. Party role and combat plan: healer, buffer, debuffer, possibly face of the group with her charisma, tertiary fighter. She'll wade into melee to apply her debuffs to the enemy. When versatile channeler kicks in (I'm thinking third level) she'll also be able to channel negative energy to harm the enemy. At medium level, her routine in combat will probably be to cast buffs/protection spells - presumably communal versions - then try to soften the enemy with Vision of Madness and mind affecting effects. I'm thinking of going Holy Vindicator for a couple of levels after eight level, but that will depend on how the story and the group evolve. Please don't hesitate to ask further questions if needed. ![]()
![]() Hello GM, this is my submission for Celine Moonveil, Cleric of Sivanah: Background:
Somewhere in Varisia, some time ago. "Celine, my child, this nonsense has to stop right now. I've been a patient father, and lenient, perhaps too lenient since you've lost your mother, but you're seventeen now and it's past time you accept your responsibilities. From now on, I don't want to see you in those awful cleric garments anymore. I don't want to hear anything about the Sacred Veil, the many facets of the moon reflected in a mirror or in the water, your birthmark, your destiny and such rubbish. You are my daughter and tomorrow you will meet the man you will marry. He's young, he's smart, he will take over the business when the time comes for me to retire, he will make sure you continue to live a life of prosperity and safety. This is your path, my child, and none other. I love you and I know what's best for you. Now go and get ready for dinner." That same night, Celine snuck into her father's shop and stole some money and equipment. She left him a note:
She then simply vanished into the night, never to be found again. Her father thought she had drowned herself somewhere and almost died of a heart attack. He never knew she had boarded the Jenivere under the false name of Celine Moonveil.
Char Sheet:
Celine Moonveil Cleric 1 N medium humanoid (human) Deity: Sivanah Init 0 Perception 4 ------------- Defense ------------- AC 17, touch 10, flat footed 17 AC Penalty -4 HP 12 (8+1+3 toughness) Fort +3, Reflex +0, Will +5 ------------- Offense ------------- Speed 20 ft Ranged +0 Melee +1 (+2 w/masterwork morningstar, 1d8+1) ------------- Statistics ------------- Str 13, Dex 10, Con 12, Int 10, Wis 14+2=16, Cha 16 Languages Common ------------- Feats ------------- Toughness Extra Channel ------------- Traits ------------- Rich parents (your starting cash increases to 900 gp) Birthmark (+2 trait bonus to charm and compulsion effects) Campaign trait: Boarded in Varisia (treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle) -------------
Spells prepared - standard
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Celine channels POSITIVE energy (she'll take versatile channeler to channel negative energy as a cleric of 2 levels lower) Domains: MADNESS: Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird. TRICKERY: Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop. Equipment:
Cleric's kit Price 16 gp; Weight 32 lbs. This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Masterwork Morningstar 308 gp
Your feedback will be welcome and appreciated. Thank you! ![]()
![]() @Nevynxxx: my heart goes to her. I too had a slipped disk and it was a nightmare for a whole year, until they decided it was time to cut.
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![]() Reckless wrote: I am still intending to run this, but have been having some health issues. I apologize again for the delays. I will post here and PM people when I'm ready, but right now I've got to work on getting better health-wise as a priority. Hope you get better. Health is priority no. 1 of course. ![]()
![]() Hello GM, I'll re-submit Dee from the previous thread, for your consideration: Deirdre "Dee" Elendir
Background:
Dee is quite unusual for an elf. Her childhood experiences have changed her significantly: she lost her parents in an ambush while she was still very young, and she was rescued by a human couple, the Woodsons, who adopted her and raised her as their own child for ten years in a farm just outside Kassen. She became very attached to George and Henry, their young twins: the three children shared food, play, siblings' quarrels and siblings' unwavering camaraderie. When George and Henry celebrated their sixteenth birthday, with no apparent reason whatsoever (or at least, no reason that Dee would understand until she became much, much older) their mother decided that it was time for Dee to go back to her own people, to learn of their ways and explore her true heritage, including her innate magic. She was therefore brought to an elf colony and remained there for the next eighty years, but the memory of those amazing days in Kassen have stayed with her, and she became almost obsessed with anything human-related. As soon as she became an adult, she decided to go back to Kassen; even though George and Henry were probably dead by now, she wanted to find her own place in a human community, where she feels she ultimately belongs. Her positive and adventurous spirit and her magic power have brought her to Cygar's attention: she accepted his offer gladly, since she sees the Pathfinders as a shining example of a dedicated, successful human community. Char Sheet:
Deirdre "Dee" Elendir Sage Sorceress 3
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(Extra feat from Bloodline: none yet) -------------
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(class skill+charact.+skill ranks+miscell) Acrobatics* (dex) 0+3+1=4
------------- Gear
Masterwork Composite Longbow + 40 arrows 404 gp
SORCERER'S KIT Price 8 gp; Weight 19 lbs. (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin).
TOT: 2.793,34 gp // 206,66 gp remaining Spells:
Caster Level: 3 (+2 racial against SR) Level_____Known_____________Available slots per day 0_____________5__________________n/a
Spells known
Special abilities:
Racial
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Bloodline (Arcane - Wildblooded: Sage) Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Bloodline Powers: Your preferred focus is a bolt of mind-spun magic. Arcane Bolt (6/day, 1d4+1) (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond. -------------
Your feedback will be welcome and appreciated.
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