Tiressia

Jaime Sommers's page

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Cap Yesterday, Mister Mom Dude wrote:

dumps laundry on the floor.

Prove it! Don't worry, I'm not picky. :-)

Judge for yourself :-)


I fold laundry faster than anyone.
Single-handedly.


I even tried to enter another game! just to try and rekindle my enthusiasm and energy. Fortunately I haven't been accepted.
Your question has helped me to make clarity of my present situation. Thank you Nevynxxx.


Good question.
As far as I'm concerned, work - and life in general - have been more demanding than ever and I find myself coming home mentally exhausted and with very little energy to keep the game flowing. I don't want to give up, I like this campaign and how you are working to keep it going, Nevynxxx, but I have to admit that my contribution has been intermittent lately.
I can't guarantee that I'll be able to do better in the coming weeks: there's no respite in sight for the time being.
I'd like to go on but I will accept any decision you make, including retiring Gwen if you feel the campaign flow would improve by recruiting new players.
It's up to you, really: despite my best wishes and intentions, this is the best I can give right now.


GM Red wrote:

@Penny Your crunch looks good. I was looking for just a touch more as far as backstory goes. Why is Penny going to / already in Davarn?

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
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.

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
Ancestor Oracle 5 - Psychic Searcher Archetype - Curse: Haunted - NG human
Roles: buff, skills, debuff, healing.
Init +6 Perception + 7
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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, TBD
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Feats
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Extra Revelation, Great Fortitude, Lightning Reflexes, Improved Initiative
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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.
-------------
Special abilities
Curse: Haunted. Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Extra spells: 1st :mage hand and ghost sound; 5th level: levitate and minor image; 10th level: telekinesis; 15th level: reverse gravity.

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.
Bonus Spells: Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle's normal mystery bonus spells at these levels.

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
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Skills
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Skill points (4+1 int + 1 human)*5 + 3 (fav. Class lev. 1 to 3)=33
(*class - char - ranks - other)
Acrobatics (Dex) 0+2+3=5
*Bluff (Cha) 3+4+2+1=10
Climb (Str) 0+0+1=1
*Craft (Int)
*Diplomacy (Cha) 3+4+5=12
Fly (Dex)
*Heal (Wis) 3+2+1=6
*Knowledge Arcana (Int) 3+1+1=5
*Knowledge Dungeoneering (Int) 3+1+1=5
*Knowledge Engineering (Int) 3+1+1=5
*Knowledge Geography (Int) 3+1+1=5
*Knowledge History (Int) 3+1+1=5
*Knowledge Local (Int) 3+1+1=5
*Knowledge Nature (Int) 3+1+1=5
*Knowledge Nobility (Int) 3+1+1=5
*Knowledge Planes (Int) 3+1+1=5
*Knowledge Religion (Int) 3+1+1=5
*Linguistics (Int)
Perception (Wis) 0+2+5=7
*Profession (Wis)
Ride (Dex) 0+2+1=3
*Sense Motive (Wis) 3+2+1=6
Stealth (Dex) 0+2+1=3
Swim (Str) 0+0+1=1
*Spellcraft (Int) 3+1+1=5
Use Magic Device (Cha) 0+4+1=5
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Spells
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Level___Spells Known___Available Slots (favored class bonus: extra spell know after 3rd level)
0____________6_____________n/a
1____________4+1_____________7
2____________2_____________5

Spells known:
TBD
Equipment:
TBD (surely a ring of protection +1, probably a cloak of resistance +1)

First Psychic Talent is still missing since that will require GM's review.

Feedbacks and suggestions will be welcome and appreciated. Thank you!


106. That was just a warning. Still hoping for a diplomatic solution, you know.


Huge Carrion Crown spoiler, reveal at your own risk! Seriously, I warned you!!!:
The Beast of Lepidstadt. Loved, loved the beast! Finding out that he had tried to learn an entire book of Taldan poetry just to be accepted by normal people brought tears to my eyes. My PC ended up hugging the big boy.


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:
"The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack".

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
Roll 2: 4d6 ⇒ (5, 4, 6, 5) = 20 16
Roll 3: 4d6 ⇒ (3, 1, 1, 3) = 8 7
Roll 4: 4d6 ⇒ (4, 2, 2, 3) = 11 9
Roll 5: 4d6 ⇒ (4, 1, 6, 5) = 16 15
Roll 6: 4d6 ⇒ (2, 6, 5, 1) = 14 13

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.
Just one question though (for the DM): what's your rule about spiritual weapons and spiritual allies for the oracle class? Wisdom or Charisma?


Gwen and I like the way Roj's handling the situation. A true gentleman! Go man, we're both cheering for you ;-)


I'm thinking about an Ancestor Oracle - Psychic Searcher Archetype. I'd be quite interested in this scenario, although... 15 point buy, that's tough... would you perhaps consider a 20 pt buy?


My heart goes to you Roj. Take as much time as you need.


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
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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
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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
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Martial weapon proficiency: greatsword
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Traits
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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
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Special abilities
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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:
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.

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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Skills
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Skill points: 6+1(INT)+1 (Favored class)=8
(class + char. + other + skill points)
Acrobatics (Dex) 0+3+0+1=4
Bluff (Cha)
Climb (Str) 3+3+0+1=7
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis) 3+3+0+1=7
Intimidate (Cha) 3+0+5+1=9 Stern Gaze, Fearsome
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Perception (Wis) 3+3+0+1=7
Profession (Wis)
Ride (Dex) 3+3+0+1=7
Sense Motive (Wis) 3+3+1 Stern Gaze+1=8
Spellcraft (Int)
Stealth (Dex) 3+3+0+1=7
Survival (Wis) 3+3+0+1=7
Swim (Str) 3+3+0+1=7

-------------
Spells
-------------
Level___Known____Available slots
0__________4__________n.a.
1__________2__________1+1

Spells Known
Orisons: Acid Splash / Light / Guidance / Stabilize
Level 1: Shield of Faith / Divine Favor

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.
Shortbow 30 gp 1d6 ×3 60 ft. 2 lbs. P + 20 arrows 1 gp
Studded leather 25 gp +3 AC (+5 Max Dex) (–1) 0 ACPenalty (armor expert trait)
Signal whistle 8 sp
One pound of flour 2 cp

Money left: 4.18 gp

Your feedback will be welcome and appreciated. Thank you!


Eric Swanson wrote:


@Jamie: The default deity is Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge domains). Was there a specific domain you were thinking of selecting?

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
4d6: 4d6 ⇒ (5, 2, 5, 1) = 13 -1=12
4d6: 4d6 ⇒ (3, 5, 6, 3) = 17 -3=14
4d6: 4d6 ⇒ (3, 1, 6, 1) = 11 -1=10
4d6: 4d6 ⇒ (6, 1, 6, 2) = 15 -1=14
4d6: 4d6 ⇒ (6, 3, 5, 6) = 20 -3=17

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.


Summon Monster feats chain. You can heal and buff to your heart's content while your Augmented, Superior summoned friends do the dirty work for you. Yay for flexibility!


As Ophelia circles around Penny, Penny starts circling around Ophelia as well. "Oh, this is intriguing indeed! I don't see any ancestor's aura around you, my dear. Whose child are you?" Her tone is kind and respectful, but clearly bursting with curiosity.


Penny Hallways is reporting for duty... in her own, peculiar way:
"Hello sir Captain, what strange case have we got today and how can I be of help?"


Penny's typical conversation:
"Such a beautiful woman!"
"But Penny, he's a man!"
"I'm not talking about him, I'm talking about his great-great-grandmother. (Ops, my apologies ma'am, that's supposed to be three "greats", I stand corrected). She's standing right next to him! She has the greenest eyes I've ever seen!"


Oh, and may I introduce you to Penny's Granny?


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:
- more comfortable with Wealthy Citizens and the working poor
- more uncomfortable with Magocracy and the desperate poor (basically because she feels helpless to make a real difference in their lives).


Jaime Sommers wrote:
Castor Drey wrote:

Just a quick observation regarding your equipment - if I am reading that right you used only half of your available funds.

You're SOOO right. For some inexplicable reason I was sure I could only spend 5000 gp. Yay for more shopping!

More shopping:

Amulet of natural armor +1 2,000 gp
Cloak of resistance +1 1,000 gp
Handy haversack 2000 gp

Will add to the equipment list if selected.


Castor Drey wrote:

Just a quick observation regarding your equipment - if I am reading that right you used only half of your available funds.

You're SOOO right. For some inexplicable reason I was sure I could only spend 5000 gp. Yay for more shopping!


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.

APPEARANCE


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
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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.
-------------
Special abilities
Curse: Haunted. Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Extra spells: 1st :mage hand and ghost sound; 5th level: levitate and minor image; 10th level: telekinesis; 15th level: reverse gravity.

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.
Bonus Spells: Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle's normal mystery bonus spells at these levels.

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
-------------
Skills
-------------
Skill points (4+1 int + 1 human)*5 + 3 (fav. Class lev. 1 to 3)=33
(*class - char - ranks - other)
Acrobatics (Dex) 0+2+3=5
*Bluff (Cha) 3+4+2+1=10
Climb (Str) 0+0+1=1
*Craft (Int)
*Diplomacy (Cha) 3+4+5=12
Fly (Dex)
*Heal (Wis) 3+2+1=6
*Knowledge Arcana (Int) 3+1+1=5
*Knowledge Dungeoneering (Int) 3+1+1=5
*Knowledge Engineering (Int) 3+1+1=5
*Knowledge Geography (Int) 3+1+1=5
*Knowledge History (Int) 3+1+1=5
*Knowledge Local (Int) 3+1+1=5
*Knowledge Nature (Int) 3+1+1=5
*Knowledge Nobility (Int) 3+1+1=5
*Knowledge Planes (Int) 3+1+1=5
*Knowledge Religion (Int) 3+1+1=5
*Linguistics (Int)
Perception (Wis) 0+2+5=7
*Profession (Wis)
Ride (Dex) 0+2+1=3
*Sense Motive (Wis) 3+2+1=6
Stealth (Dex) 0+2+1=3
Swim (Str) 0+0+1=1
*Spellcraft (Int) 3+1+1=5
Use Magic Device (Cha) 0+4+1=5
-------------
Spells
-------------
Level___Spells Known___Available Slots (favored class bonus: extra spell know after 3rd level)
0____________6_____________n/a
1____________4+1_____________7
2____________2_____________5

Spells known:
0 (DC 14): Detect Magic, Detect Poison, Light, Mending, Stabilize, Purify Food and Drink, MAGE HAND, GHOST SOUND
1 (DC15): Bless, Shield of Faith, Divine Favor, Protection from Evil, Ray of Sickening, CURE LIGHT WOUNDS
2 (DC 16): Hold person, Lesser Restoration, CURE MODERATE WOUNDS, AUGURY, LEVITATE, MINOR IMAGE


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.
Feedbacks and suggestions will be welcome and appreciated. Thank you!


Castor Drey wrote:

While I am not the GM, I am pretty confident there is no problem whatsoever with the archetype... I even went to great lengths to explain all archetypes are allowed...

And this one even suits the campaign quite well thematically.

As for the deadline, it is 24th April as written in the very first post...

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:

Dotting and thinking about an Oracle with the Psychic Searcher Archetype.

(Everybody knows that sometimes the police just have to recourse to a psychic to solve the really, really tough cases, right?)

Awaiting GM's approval on the archetype before fleshing out the character.
Also, what's the deadline for submission?

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.

APPEARANCE


Psychic Searcher Oracle:
"A psychic searcher's inspiration pool is based on her Wisdom modifier, not Intelligence".
My question is: why Wisdom, since it is an Oracle Archetype? Shouldn't that be "Charisma"? Wisdom or Int makes very little difference for an Oracle, unless I'm missing something here.
Thanks for your feedbacks.


Dotting and thinking about an Oracle with the Psychic Searcher Archetype.
(Everybody knows that sometimes the police just have to recourse to a psychic to solve the really, really tough cases, right?)

Awaiting GM's approval on the archetype before fleshing out the character.
Also, what's the deadline for submission?


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.
I would be grateful if you could remove Ankhet from the active characters so that the campaign will no longer appear on my "My Campaigns" tab. Thank you and again good luck to all.


Dotting for interest. Reason says go Gestalt, curiosity screams Mythic... Either way, I'll look forward to the guidelines for character creation.


Grammar Coach wrote:
Jaime Sommers wrote:
Grammar Coach wrote:
Got my eye on you, Ruben...
How's your Italian these days, Grammar Coach?
Erm - le calze sono più lunghi dei miei pantaloncini...?

Nice! Some minor mistake but well done overall :-)


Grammar Coach wrote:
Got my eye on you, Ruben...

How's your Italian these days, Grammar Coach?


1 person marked this as a favorite.

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?


1 person marked this as a favorite.

Remember Rule Zero. In the end, there's only one vote that really counts... and one voice we're all waiting to hear!

In the meantime... Enjoy ;-)


Nope.


Rough draft of Dakota Bloomingdale, helpful halfling bard:
"Background: to be completed"

APPEARANCE

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
-------------
Defense
-------------
AC 19/24, touch 15/20, flat footed 16
HP to be rolled + 2*4=8 Const
Fort +3, Reflex +7, Will +7
-------------
Offense
-------------
Speed 30 ft
Ranged +6 +1 size =7
Melee +6 w/weapon finesse +1 size =7
-------------
Statistics
-------------
Str 10 (12-2), Dex 16 (13+2+1 4th level), Con 14, Int 13, Wis 10, Cha 17 (15+2)
Languages Common, Infernal
-------------
Feats
-------------
Weapon Finesse
Cautious Fighter (Combat): You care more about survival than victory. Prerequisite: Halfling.
Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

-------------
Traits
-------------
Helpful (race trait): Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus

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
-------------
Race and Special abilities

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 to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

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.

-------------
Skills
-------------
Skill points: 6+1 (Int) +1 (Favored class) *4=32
(class - char - ranks - other)
Acrobatics (Dex): 3+3+4=10
Appraise (Int): 3+1+1=5
Climb (Str): 3+0+1=4
Diplomacy (Cha)>see Perform Oratory
Disguise (Cha): 3+3+1=7
Escape Artist (Dex): 3+3+3=9
Intimidate (Cha): 3+3+1=7
Knowledge Planes (Int): 3+1+1+2 class=7
Knowledge History (Int): 3+1+1+2 class=7
Knowledge Dungeoneering (Int): 3+1+1+2 class=7
Perception (Wis): 3+0+4+2 keen s.=9
Perform Oratory (Cha): 3+3+4=10
Sense Motive>see Perform Oratory
Sleight of Hand (Dex): 3+3+1=7
Spellcraft (Int): 3+1+1=5
Stealth (Dex): 3+3+4+4 racial=14
Use Magic Device (Cha): 3+3+4=10
-------------
Spells
-------------
Level___Spells Known___Available Slots
0____________6_____________n/a
1____________4_____________4
2____________2_____________2

Spells known:
0:
1:
2:

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)
+1 rapier 2320 gp
Ring of protection +1

Explorer's outfit 8 gp

To be completed

If that sounds interesting I'll complete the char sheet with spells, equipment and background.
Your feedbacks (both GM's and party members') will be welcome and appreciated. Thank you!


I've been itching to try a helpful halfling bard: skilled, optimistic, cheery and good to the bone.
Would that fit your party? Also, what's the deadline for submission?

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.
If I could assign a tie, this would probably be it.

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:
1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird. Nice, right?

- 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:
"Father,
I am a veil, my destiny is to float away wherever the wind, the moon, the waters and my Lady wish me to. You will never pin me to the false, mediocre, hypocritical, empty life you have envisioned."

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.

APPEARANCE

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)

-------------
Skills
-------------
Skill points: 2+1(Human)+1 (Favored class)=4
Diplomacy (3+1+3)=7
Heal (3+1+3)=7
Perception (1+3)=4
Knowledge Religion (3+1)=4

-------------
Spells
-------------
Level___Prepared
0__________3
1__________2+1

Spells prepared - standard
Orisons: Create Water / Light / Spark
Level 1: Bless / Shield of Faith + LESSER CONFUSION

-------------
Special abilities
-------------
CHANNEL ENERGY (8/day)
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.

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
Sling + 10 bolts 1 gp
Masterwork Breastplate 350 gp
Buckler 5 gp
2 Antitoxin 100 gp
1 Healer's kit 50 gp 10 uses
Blanket, winter 5 sp 3 lbs
Signal whistle 8 sp
One pound of flour 2 cp
Explorer's outfit 8 gp
Cleric's vestments 5 gp
Scholar's outfit 5 gp
(Tot. 849.32 gp) Remaining: 50.68 gp

Your feedback will be welcome and appreciated. Thank you!


Dotting and thinking about a versatile channeler neutral cleric.


@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.
I still shudder thinking about that awful year. On a brighter note, I haven't had any more problems since the surgery.
Please convey to her my best wishes for a quick recovery.


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.


Dotting. I am interested but will need a few days to come up with a character. What's the deadline?
Also: 20 point buy? Traits?

Edit: favoured class bonuses, yay or nay?


Hello GM, I'll re-submit Dee from the previous thread, for your consideration:

Deirdre "Dee" Elendir
APPEARANCE

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
NG Elf
Init +3 Perception +6
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Defense
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AC 13, touch 13, flat footed 10
CMB 1 CMD 13
HP (6+1)+3 + (4+1)*2 =20
Fort 3, Reflex 5, Will 5 (immune magic sleep, +2 racial saving throw bonus against enchantment spells and effects)
Concentration +6
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Offense
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BAB +1
Speed 30 ft
Ranged +4
Melee +1

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Statistics
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Str 11, Dex (14+2 racial)=16, Con (14-2 racial)=12, Int (15+2 racial)=17, Wis 12, Cha 10
Languages Common, Elven, Celestial, Draconic, Sylvan
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Feats
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Free: Eschew Materials
1- Toughness
3- Spell focus: Conjuration

(Extra feat from Bloodline: none yet)

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Traits
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None

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Skills
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Skill points: (2+3+1 fav. class)*3=18

(class skill+charact.+skill ranks+miscell)

Acrobatics* (dex) 0+3+1=4
Appraise (int) 3+3+1=7
Bluff (Cha)
Climb* (Str) 0+0+1=1
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int) 3+3+3+2=11
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int)
Perception (Wis) 0+1+3+2 racial=6
Profession (Wis)
Ride* (Dex) 0+3+1=4
Sense Motive (Wis)
Spellcraft (Int) 3+3+3+2=11 (+2 to identify the properties of magic items)
Stealth* (Dex) 0+3+1=4
Survival (Wis)
Swim* (Str) 0+0+1=1
Use Magic Device (Cha) 3+0+3=6

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Gear
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(3000 gp)

Masterwork Composite Longbow + 40 arrows 404 gp
Masterwork Longsword 315 gp
Silver dagger 22 gp
Cloak of resistance +1 1000 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).
1 wand of Shield 750 gp
5 scrolls of Burning Hands 125 gp
2 potions of CLW 100 gp
2 scrolls of Mending 25 gp
1 Acid Flask 10 gp (focus x Acid Splash)
1 Alchemist Fire 20 gp
2 pounds of flour 4 cp
Blanket, winter 5 sp 3 lbs
Signal whistle 8 sp
Explorer's outfit 8 gp
Scholar's outfit 5 gp

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
1_____________3__________________5+1

Spells known
Cantrips: Acid splash / Detect Magic / Dancing Lights / Ghost sound / Message
Level 1: Mage Armor, Color Spray (DC 14), Grease (DC 15), Identify (Arcane Bloodline spell)

Special abilities:

Racial
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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.

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Your feedback will be welcome and appreciated.
Thank you!


Yes, thank you GM, this is my favorite pbp campaign by far ;-)


Is this recruitment dead? I tried contacting the GM but got no answer.
It would be nice to know either way after all the effort to make the character.


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