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![]() I've got Taladrius Syre here for your consideration. Human sorcerer with the Elemental(Earth) bloodline. You requested a short background, but I might have cut it a bit too short though. ![]()
![]() Hello! Here is Rin Sana! A shaman with the Life spirit for your consideration. All that is left for me to finish up is skills and purchases, which I will be working on finishing up tonight/tomorrow. ![]()
![]() Hello all! I wanted to get some general feedback and discussion on an idea I have. As the title says, I wanted to find a way to potentially play a Monk with sneak attack. Unfortunately, there are no archetypes for the class that gain the ability, and using VMC Rogue only ends up giving 4d6 very slowly. Then I remembered that Brawler was a thing, and that it also had an archetype that granted sneak attack. Now, I wouldn't get all the neat bits of Monk like movement speed, disease immunity, or ki points, but I get the ability to use Unarmed Attacks with sneak attack and something like Flurry of Blows. What I have come up with is really just a Human Unarmed fighter with sneak attack, but I can leave the flavorful stuff to his backstory. I've used the Brawler Snakebite Striker archetype combined with the VMC Rogue to effectively get a full BAB, 9d6 Sneak Attack at 20th, and a set of feats that lets him more consistently get successful sneak attacks without relying on a partner to flank. He is going to have to have a higher DEX, but I don't think it would be too bad. Overall, the build doesn't really come "Online" until about 10th/11th level where giving up the first attack in the flurry is worth the potential sneak attack damage. Feat Progression:
Human - Combat Expertise 1st - Weapon Focus(Unarmed Strike) Bonus 2nd - Power Attack 3-Rogue Variant - Trap Finding Bonus 5th - Weapon Specialization(Unarmed Strike) 5th - Imp. Feint 7-Rogue Variant - Sneak Attack Bonus 8th - Two Weapon Feint 9th - Imp. Two Weapon Feint Bonus 11th - Improved Critical(Unarmed Strike) 11-Rogue Variant- Evasion 13th - Critical Focus Bonus 14th - Staggering Critical 15-Rogue Variant- Uncanny Dodge Bonus 17th - Greater Weapon Focus(Unarmed Strike) 17th - Greater Weapon SPecialization(Unarmed Strike) 19-Rogue Variant- Improved Uncanny Dodge Bonus 20th - Stunning Critical If I'm in a game where I know I'll have a consistent flank buddy I could easily trade out all of the feint feats for many other options, but I haven't gone down that route just yet. ![]()
![]() Hello, I have been trying to purchase pathfinder unchained pdf for the last two weeks or so, but every time I try to do so it says that my payment method was declined. I have used my debit card with many other websites with no issues lately and that is what I am trying to use here. If someone could help me out with this, that would be great. Thanks. ![]()
![]() The main point of disagreement that we've narrowed it down to is the trigger of it. Is the trigger each individual attack against your ally, or is it the declaration of a full attack action? I can see both options being ways to interpret it because of how Attacks of opportunity work. It depends on if each attack by an individual opponent is considered an opportunity to use the Bodyguard feat against, or if only the full action itself is the only opportunity that triggers it. ![]()
![]() We encountered a ruling question in one of our gaming sessions about how the Bodyguard feat reacts to a Full Attack Action. The question is, "Does an enemy with multiple attacks on their full attack action allow a character with the Bodyguard feat to use multiple attacks of opportunity to add to their ally's AC? For example, an enemy has 3 iterative attacks on their full attack action. Assuming the character with Bodyguard is adjacent to the target of the attacks, and has at least 3 available attacks of opportunity from Combat Reflexes, would that allow the character to use 3 attacks of opportunity to Aid Another to increase their ally's AC? (One Attack of Opportunity per attack of the enemy.) ![]()
![]() More information about the Rogue:
Just to add a bit more than just a backstory. General skill monkey rogue. But he will be able to hold his own in combat. Most of the talents he'd take are to allow him to sneak ahead and make sure the way is safe, disable traps, and such. His main weapon of choice will be a Rapier, but he also has a dagger or two stashed away if need be. You also said you need an email address?: nicholascharlescraig@yahoo.com ![]()
![]() I wanted to play as an Elf rogue, and at the moment, just considering doing the normal rogue, but having one of the Elf racial traits from the Advanced Race Guide. Silent hunter instead of elven magic. Unless there are any archetypes I'd be interested in the Dragon Slayers Handbook, I'll be sticking with the normal Rogue. But as I said, I don't have either of the books, and the PDFs aren't available until the end of the month. :( ![]()
![]() I don't have much in the way of information on this new module, but I am interested from what I have read so far. I would be interested in playing a Rogue in the game. Most of his background is going to be a bit vague as I am pretty new to creating backgrounds for my characters. Background:
Rook spent most of his life in the background. He never new what it was like to be the center of attention...and he didn't quite care to. Growing up with 5 siblings, one learns to fend for himself. Compared to them, he didn't excel in much. He didn't have much talent for magic, nor did he do very well in head on combat. He knew two things about himself. One, he seemed to be very good at avoiding people he didn't want to come in contact with. And two, he was particularly good at noticing minute details. On top of this, he was also lighter on his feet than his more combat focused brothers. He was able to skirt around them and out maneuver them on a regular basis.
At one point, he had quite an "argument" with his father, and ended up leaving the family home. He managed to take some gold with him, but this was quickly running low. He needed a way to bring in some money or he was going to be stuck on the streets. Anything that needs to be reworded or rewritten can be. I am just slowly coming up with his general personality. Looking forward to gaming with ya, if you'll have me. ![]()
![]() Here goes. Set 1
Set 2
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![]() Answers:
1. Variel Tathos is an Elven Ranger. He is originally from Thebes, though he mostly kept to himself on the outskirts, he would frequent the market to trade for what he needed. At the first signs of the enemy he had been doing everything he could to help, and has been trying as hard as he could to defend his home, but he has failed. He didn't have much in the way of family, but he had a few close friends. He has watched them all fall, and to his horror, rise back up and attack him. He had to run. He didn't know where, he just had to.
2. What I want from a GM is just an overall fun game. Same from the players, as long as we get along all is good. I don't have many expectations. I have yet to have a bad GM in any of my in person games, and I hope that keeps up in the PbPs. 3. I game generally. Video games or table top games. Just recently started trying to get into PbP games. Though I have been unsuccessful as of yet. It's helping me develop actual characters though, before trying, I had never really come up with backstories(still learning if you can't tell). 4. I hope from what I've written up above, and also on this post when I get to it shows some of what I've been learning to do better. I was never one to write, but now that I'm actually trying, I feel I'm getting better. 5. As long as I have a way to actually know what the rules are, I can learn. I have no real preference at the moment. Variel allows everyone to go ahead of him through the passage and brings up the rear. Before he walks out, he turns to Aurora. "I will continue to fight for the hope that this world be cleansed of this blight." As he's turning away, he says mostly to himself, "For it seems hope is all we have left..." ![]()
![]() I'm interest in playing a Human Alchemist as well(seems pretty popular for some odd reason). Going with the Beastmorph archetype. I have a link to the character sheet I whipped up for him, but if you would prefer a stat block in an alias, that can be done as well. Backstory!: Aro grew up in Druma, and his parents put him through hell, or what they called "school." He didn't care much for his schooling, until he was introduced to Alchemy. Aro very much enjoyed the colors and explosions that could be created by combining different chemicals, especially the explosions. He became very skilled when it came to brewing potions and other more unstable chemicals.
Aro was never very good with people, he much rather preferred the company of his families pet cat. It was his only real companion while he was growing up. He really enjoyed reading up on the large cats from the plains and the jungles as well. He likes how they look, how they act, and mostly that they weren't people. As he learned more about the possibilities with alchemy, he actually learned of people changing their bodies with these concoctions. Aro began to experiment to see if it was possible to make himself more like the cats he loved. He has yet to succeed, but he has yet to give up. He has exhausted all of the resources of alchemical knowledge he is aware of in Druma, and is now heading out to attempt to find the key to acquiring his goal of becoming part of the feline family. He has joined a caravan, and in exchange for being part of them he is willing to deal with people, and perhaps make the occasional potion or other helpful item for them. ![]()
![]() Updated Variel's character sheet. Fleshed out his background a bit as well. Variel Tathos' Background: Variel is the youngest of three brothers, and while growing up, his two older brothers always overshadowed him. They were always better than him at everything he tried, except when it came to his schooling. But considering his family was very proud of their physical abilities, Variel was never really praised for his intelligence. His father, seeing that his son was very bright, but lacking in physical ability, tasked the young Variel with the mastering of the use of a weapon that had been his father's and the arcane arts. Variel saw this as a chance to finally make his parents proud and decided that he would find a way to fuse mastery of this weapon with the use of magic. Initially there were issues, considering that the sword was actually bigger than Variel at the time, but every day he would try to lift it, once he lifted it, he would try to swing it, and eventually he was able to wield it, and his father began to train him. Over the next decade Variel grew very skilled with the sword, and was beginning to find ways to combine his magical prowess with the use of the weapon. He began to travel to increase his skills by taking on challenge after challenge, never turning down an offer or a job that would require him to test his body or mind.
About Aldren HalfbloodDescription:
While of average stature, that's where this man's similarity to others ends. Tousled blond hair with silver highlights frames a fair-skinned face with high cheekbones and eyes as blue as the Arcadian Ocean. Beneath the hair, his ears betray some elven ancestry while his build, more muscular than lean, favors his human lineage. Unusually perfect teeth are set within lips that float between a smile and a pout, matching a mercurial and ever-shifting mood that's nearly impossible to predict. An exquisitely crafted breastplate is worn over a black doublet and silk shirt. Atop his head is a crushed velvet cap, ebon-hued and trimmed with braided silver and gold cord. A silk-lined traveling cloak is draped casually over his back, and the dark ensemble is completed with breeches and riding boots made of supple black leather. A set of relatively simple gold and silver jewelry and a signet ring suggest some relationship to the city's peerage, though he eschews gemstones and embroidery. A typical first impression might be of a privileged nob from the Greens yet closer inspection reveals the weapons he has casually draped about his body -- morningstar, crossbow, razor whip, and dagger -- have seen extensive use. For those who stare long enough to be noticed, the attention is usually returned with a wink and a flash of that preternaturally white smile. However, despite his unnaturally good looks and ready smile, there is an aloof and superficial affect about him that can be off-putting. Concept Art: Link Stat Block:
Aldren Halfblood of House Astavare Male half-elf cleric of Calistria 6 CN Medium humanoid (elf, human) Init +0; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 19, touch 11, flat-footed 19 (+7 armor, +1 deflection, +1 shield) hp 36 (6d8+3) Fort +6, Ref +3, Will +10; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk cold iron morningstar +7 (1d8+2) or . . mwk scorpion whip +7 (1d4+2) or . . mwk silver dagger +7 (1d4+1/19-20) Ranged mwk light crossbow +5 (1d8/19-20) Special Attacks channel positive energy 5/day (DC 16, 3d6) Spell-Like Abilities (CL 6th; concentration +10) . . 1/day—alter self (specific human, drow, or elf form) Domain Spell-Like Abilities (CL 6th; concentration +10) . . 7/day—copycat (5 rounds), dazing touch -------------------- Statistics -------------------- Str 14, Dex 10, Con 10, Int 10, Wis 19, Cha 14 Base Atk +4; CMB +6; CMD 17 Feats Alignment Channel, Deceitful , Selective Channeling, Spell Focus (enchantment) [b]Traits child of kintargo, sacred conduit Skills Acrobatics -4 (-8 to jump), Appraise +4, Bluff +14, Diplomacy +6, Disguise +15, Heal +8, Knowledge (history) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +6, Perception +6, Profession (courtesan) +13, Sense Motive +11, Spellcraft +4; Racial Modifiers +2 Perception Languages Celestial, Common, Elven, Halfling, Infernal SQ elf blood Combat Gear: cold iron crossbow bolts (50), potion of cure light wounds (1), potion of enlarge person, potion of hide from animals, potion of lesser restoration, silver crossbow bolts (50), alchemist's fire (2); Other Gear +1 agile breastplate[APG], buckler, crossbow bolts (20), mwk cold iron morningstar, mwk light crossbow, mwk silver dagger, mwk scorpion whip, cloak of resistance +1, hat of disguise, ring of protection +1, absinthe (per bottle)[UE], bedroll, belt pouch, flint and steel, harlot sweets (1), holy text (The Book of Joy)[UE], iron holy symbol of Calistria[UE], jewelry[UE], masterwork backpack[APG], mess kit[UE], noble's outfit, signet ring, soap, spell component pouch, tabard[UE], trail rations (5), waterskin, 0pp, 23gp, 9sp, 10cp -------------------- Special Abilities -------------------- Alignment Channel (Law) Channel Energy heals or harms outsiders of the chosen alignment. Cleric Channel Positive Energy 3d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copycat (7/day) (Sp) Create a single mirror image duplicate Dazing Touch (5 HD max, 7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Selective Channeling Exclude targets from the area of your Channel Energy. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Spells for the Day:
Cleric Spells Prepared (CL 6th; concentration +10) . . 3rd— . . 2nd— . . 1st—bane (DC 16), charm person[D] (DC 16), command (DC 16), murderous command[UM] (DC 16), unbreakable heart[ISWG] . . 0 (at will)—create water, detect magic, light, stabilize . . D Domain spell; Domains Charm, Trickery Long Form Background:
A man without a family. A priest without a temple. A noble's son without so much as a bed, much less a title, of his own. Aldren Halfblood, formerly of House Astavare, is the disowned half-elven bastard son of Baron Evrem Astavare. He is also a counselor and instigator, a healer and thug, a lover and murderer. A veneer of callous superficiality conceals a whirlwind of brooding thoughts and tangled, twisted emotions, tempered by a degree of introspection and honesty (with himself if not always others). The Astavares are not one of the nine major houses that help direct the governance of Kintargo, but they are a family with deep Chelaxian roots and distantly related to the Thrunes by an earlier marriage. Aldren's father, Lord Evrem, is the patriarch of the family, a slender, wizened man who measures the world through cruel eyes infused with the color and warmth of glacial ice. Aldren was born through a liaison between Lord Evram and an unknown elven woman. The precise terms of that liaison are a mystery to Aldren and, he suspects, to all but the two who conceived him. All he knows for sure is that, as an infant, he was found in the middle of the night at the doorstep of his father's manor house in the Greens. Whether he was swaddled in a blanket and secured in a cushioned basket, or left naked and screaming, Aldren has no idea. He was told many things by his 'family', most of them contradictory and all designed to hurt him. What he does know is, despite the loathing that every member of the household seemed to have towards him, he was brought into the house, fed, and given a semblence of an education by second-rate tutors. He was also subjected to neglect and abuse, usually emotional, sometimes physical. He was a poor student and never seemed proficient in any trade or craft. The few times he attempted to run away, he was caught by his father's guards and spent a month locked in a windowless room as punishment. His father's wife, Martinia, commanded the servants to never let Aldren within sight of her. The few times it happened, she gave him a backhand, letting the heavily bejeweled rings on her hand slice his face. Of his half-siblings, he was an object of scorn and ridicule. The "half-boy", "knife-ears", "dog in the basement", and other taunts. When he once had the courage to ask his father why the baron hadn't let Aldren die or run away but, instead, held him in a personal hell, the answer was cold silence followed by a week with only moldy bread and foul water while chained in a corner of the basement next to the furnace. As a teenager, after another failed attempt to run away, he found himself praying to any god that would listen for a way out. When he opened his eyes, he found a wasp had alighted on the back of his hand and it seemed to be staring at him. In his mind he heard a voice that promised him the ability to not only escape but take revenge on those who had held him. When asked, the voice/wasp referred to herself as the Lady in the Room, but said she wielded a fierce sting. He agreed. He never heard the voice again, but the wasp became something of a pet. It periodically helped him escape the manor house, but whenever Aldren was tempted to not return 'home', he was stung every few minutes until he acquiesced. Through the wasp, he was led to the House of Silken Veils and began learning the faith of Calistria. There, he was taught how to groom himself, manipulate others, conceal his thoughts and, eventually, pray for miracles. His time at the temple was, by far, the happiest he had ever been. Rather than a filthy half-breed mongrel, he was shown how handsome he was. Rather than a victim, he was taught how to be a protector. Rather than the injured, he was taught how to be a killer. While he was instructed in the ways of the Book of Joy and the faith's more pleasurable aspects, he was groomed as more of a wrathful implement of the Savored Sting, to bring Her vengeance to those who had harmed others. During his training and despite teachings to the contrary, he found himself falling in love with an elven woman, Keya. Even more than the priests and priestesses, Keya found something in Aldren he didn't believe existed: a person worth caring about. They tried to keep their affair a secret but the high priestess -- one of the kinder members of the clergy -- did know, and let them enjoy it. Unfortunately for Aldren, it all came to a crashing end with the Night of Ashes. Though he was at his father's house that night, the Asmodeans sacked the temple and put most of those they caught to the sword. A few received 'special' treatment, however, including Keya, who was put on the slave block and sold to a Westcrani diabolist. The temple itself, the one place he found solace, was given to the Abadarans for use as a bank. Already distraught by the news, salt was to be added to his wounds. Somehow, his family had learned about his relationship with Keya. They didn't seem to know Aldren was himself a Calistrian, but they were still happy to hurt him. One of his sisters made sure he knew Keya had survived -- and was to be sold. In a public square filled by dottari, hellknights, and others, there was nothing for Aldren to do but watch from the street as the only person who'd loved him was condemned to a fate likely worse than death. Days later, he slipped back into his father's manor, disguised as one of his sister's paramours. After luring her to a quiet part of the manor, he slit her throat. As he held her against the wall, feeling the blood flow from her neck, he let his magical disguise slip and watched the life fade from her eyes. He stole some coin and a signet ring, then fled the house and has not returned since. The Ten Minute Background:
Five Concept or Story Points
1. The bastard son of House Astavare, one of Kintargo's lesser noble houses, he's always been a source of embarrassment to his family. He was dropped, unwanted, by his elf mother at the manor's doorstep. While he learned to hide his half-elven features in public with innate magical talents, he was never accepted by his family. He has no knowledge as to the context of his conception, but he was nonetheless raised by his putative father -- or rather the nurses and third-rate tutors that were hired to keep him away from the "real" family. 2. Aldren embraces the vengeance aspect of Calistria more than the lust and prostitution. 3. Taught by his family to keep his feelings and emotions hidden, his temper and wrath is a slow burn. In daily interactions, he strives to maintain an amicable demeanor, whether it is calm and docile or friendly and flirtatious. But he holds grudges and nurses them. 4. When not pursuing vengeance or otherwise dealing with the dangers of daily life as a member of an outlaw faith, he is a consummate hedonist. He adores finery and luxuries and has been known to use alcohol to excess and even dabble in pesh and other narcotics. 5. He conceals his faith through a blend of magic, friendships and lies. It was a topic that never came up with his family, so keeping it hidden hasn't been a terrible challenge so far. Two Goals
Two Secrets
People Tied to the PC
Three Key Memories/Moments
Fear or Paranoia
Disguised Forms:
==Racial Alter Self Ability== Flexible Half-Breed Source Blood of Shadows pg. 14 Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented. --Human (image link)--
--Elf (image link)--
--Drow (image link)—
==Hat of Disguise==
--Calistrian Priest--
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