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![]() karlprosek wrote:
Occultist dip does give a lot, so I might go with that. I have some gold unspent, and I think I didn't have any armor yet. Just need to think what would fit the style of a otherwordly detective. Maybe mithral shirt could be worn under an inverness cape :) ![]()
![]() Hi, here' a couple of variations for the gun-toting investigator. One full investigator with steed hound archetype and another with one-level dip: Steel hound:
steel hound gunvestigator
Male human investigator (steel hound) 7 (Pathfinder RPG Advanced Class Guide 30, 103) LN Medium humanoid (human) Init +3; Senses Perception +11 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 52 (7d8+14) Fort +3, Ref +8, Will +6; +4 bonus vs. poison Defensive Abilities trap sense +2 -------------------- Offense -------------------- Speed 30 ft. Ranged +2 revolver +11/+11 (1d8+7/×4 plus 3 ranged precision damage) Special Attacks deeds (blind shot, quick clear), grit (1), studied combat (+3, 5 rounds), studied strike +2d6 Investigator (Steel Hound) Extracts Prepared (CL 7th; concentration +12) . . 3rd—channel vigor (2) . . 2nd—alchemical allocation[APG] (3), invisibility . . 1st—cure light wounds, longshot[UC], shield (2) -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 21, Wis 12, Cha 8 Base Atk +5; CMB +7; CMD 17 Feats Amateur Gunslinger[UC], Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Ranged Study[ACG], Rapid Shot, Weapon Focus (revolver) Traits pragmatic activator Skills Acrobatics +7, Appraise +9, Craft (alchemy) +9 (+16 to create alchemical items), Craft (firearms) +7, Disable Device +18, Heal +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +9, Perception +11, Sense Motive +11, Spellcraft +15, Stealth +10, Use Magic Device +15 Languages Abyssal, Aklo, Celestial, Common, Elder Thing, Infernal, Mi-go SQ alchemy (alchemy crafting +7), inspiration (8/day), investigator talents (expanded inspiration[ACG], quick study[ACG], sickening offensive[ACG]), keen recollection, packing heat, trapfinding +3 Other Gear +2 revolver[UC], adamantine bullet[UC] (10), metal cartridge[UC] (30), silver bullet[UC] (10), handy haversack, headband of vast intelligence +2, alchemy crafting kit[APG], gunsmith's kit[UC], investigator starting formula book, masterwork thieves' tools, 4,749 gp -------------------- Special Abilities -------------------- Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Amateur Gunslinger Although you are not a gunslinger, you have and can use grit. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Deeds Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName). Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Packing Heat Gain Amateur Gunslinger and Gunsmithing as bonus feats. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Quick Study (Ex) Use studied combat as a swift action. Ranged Study (Revolver) Gain bonuses and can use studied combat and studied strike with chosen weapon. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Sickening Offensive (Ex) Studied strike sickens foe for 1 rd. Studied Combat (+3, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Occultist dip:
gunvestigator / occultist
Male human investigator (empiricist) 6/occultist (reliquarian) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Occult Adventures 46) LN Medium humanoid (human) Init +4; Senses Perception +15 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 51 (7d8+13) Fort +6, Ref +9, Will +9 (+2 save vs. illusion and disbelievable effects); +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm Defensive Abilities trap sense +2; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. Ranged +2 revolver +11/+11 (1d8+7/×4 plus 3 ranged precision damage) Special Attacks studied combat (+3, 5 rounds), studied strike +2d6 Implement Schools (0 generic focus) . . Divination (0 points) Resonant—third eye; Focus—sudden insight . . Transmutation (3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, size alteration Occultist Spells Known (CL 1st; concentration +6) . . 1st (3/day)—liberating command[UC], longshot[UC] . . 0 (at will)—detect magic, mending Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +11) -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 20, Wis 14, Cha 8 Base Atk +4; CMB +6; CMD 17 Feats Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Ranged Study[ACG], Rapid Shot, Weapon Focus (revolver) Traits black powder fortune, life of toil Skills Acrobatics +8, Appraise +9, Craft (alchemy) +9 (+15 to create alchemical items), Craft (firearms) +7, Diplomacy +9 (+15 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +20, Heal +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +9, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +8, Use Magic Device +15 Languages Abyssal, Aklo, Celestial, Common, Elder Thing, Infernal, Mi-go SQ alchemy (alchemy crafting +6), ceaseless observation, implements 2, inspiration (8/day), investigator talents (expanded inspiration[ACG], quick study[ACG]), keen recollection, mental focus (3/day), trapfinding +3 Other Gear +2 revolver[UC], adamantine bullet[UC] (10), metal cartridge[UC] (30), silver bullet[UC] (10), handy haversack, headband of vast intelligence +2, alchemy crafting kit[APG], gunsmith's kit[UC], investigator starting formula book, masterwork thieves' tools, 4,749 gp -------------------- Special Abilities -------------------- Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6) Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Divination (????) Implements of the divination school grant powers related to foresight and remote viewing. Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Implements: Belt, boots, sandals, vest, weapon.
Point of the occultist dip is to allow taking empiricist archetype instead of steel hound (for moar skillness). And allow some damage boost couple times a day. Downside of course is the delayed extract progression.
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![]() -Karma- wrote:
Well, I just couldn't transform the hunter from concept to build, so came up with something different. Necroccultist. Early levels mostly melee, then moving to controlling undead and debuffing. And knowing stuff, of course. Same idea would work as a standard occultist if necromancy focus would cause conflict in the party (notably with paladins and servants of Saranrae and Pharasma) --- It all started when grandfather Rashid came back from Wati. He never spoke what happened or what he was doing in the city. But the once-lively young man came back pale and brooding. As time went by, even his body suffered - skin turned grey and muscles wasted away until he was but skin and bone. But Rashid survived, got married and had children. Unfortunately, the children shared his wasting disease, one that no doctor or priest was able to heal. And still, Rashid spoke nothing of Wati. He merely secluded himself with the books he had started to collect later in his life. Decades later, Senemheb remembers little of his grandfather. A wizened, wasted man muttering to himself, now long buried. But he knows he was the source of his troubles. While his body suffers less compared to the previous generations, the malady is in his mind. He hears whispering no one else hears. Sees things that he shouldn’t see. The dead are calling him.
One voice in particular had become louder. From his lone grave, grandfather Rashid whispered the secrets of the underworld. Fearing for his sanity, Senemheb knew he had to put an end to this. He dug open the grave of his ancestor, took off the skull, and put it into his back. Now, with some tomes of ancient wisdom and the skull of grandfather Rashid, Senemheb sets out toward Wati to seek out the source the family’s curse. Build:
Senemheb Human (Garundi) occultist (necroccultist) 1 (Pathfinder RPG Occult Adventures 46, 100) LN Medium humanoid (human) Init +3; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +3; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair. -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee bardiche +3 (1d10+4/19-20) or . . silver light mace +3 (1d6+3) Space 5 ft.; Reach 5 ft. (10 ft. with bardiche) Implement Schools (5 generic focus) . . Necromancy (Skull, 0 points) Resonant—necromantic focus; Focus—mind fear, necromantic servant Occultist (Necroccultist) Spells Known (CL 1st; concentration +5) . . 1st (2/day)—inflict light wounds (DC 15), ray of enfeeblement (DC 15) . . 0 (at will)—touch of fatigue (DC 14) -------------------- Statistics -------------------- Str 16, Dex 12, Con 12, Int 18, Wis 12, Cha 8 Base Atk +0; CMB +3; CMD 14 Feats Heavy Armor Proficiency, Osiriontologist Traits mummy-cursed, pragmatic activator, reactionary Skills Acrobatics -3 (-7 to jump), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Spellcraft +8, Use Magic Device +8 Languages Aklo, Ancient Osiriani, Common, Infernal, Kelish, Osiriani, Sphinx SQ implements 2, mental focus (5/day) Combat Gear alchemist's fire, vermin repellent[UE]; Other Gear scale mail, heavy wooden shield, bardiche[APG], silver light mace, backpack, bedroll, belt pouch, chalk (10), flint and steel, hot weather outfit[APG], ink, inkpen, journal[UE], occultist's implement[OA], occultist's implement[OA], pot, torch (10), trail rations (5), waterskin, 67 gp -------------------- Special Abilities -------------------- Implements (Su) Gain a series of items which grant access to schools and powers. Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers. Mind Fear (DC 14) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg). Necromancy (Skull) Implements that draw power from necromancy can control undead and harm the living. Implements: Bone, coin, doll, drum, robe, skull.
Description: Middle-aged Garundi man. Pox-scarred face, dark skin with a slight grey tint. Close-cut beard.
Slightly hunched posture. Wears a hooded burgundy robe on top of his armor, with a turban of matching color. Parched voice, and a bit boring conversationalist - but knows what he is talking about. ![]()
![]() Here's the first draft of the Asmodean Advocate. Some money unspent, and might consider swapping the last feat into one of those Asmodean feats Milton Nessus:
Milton Nessus
Human cleric (asmodean advocate) of Asmodeus 7 (Pathfinder Player Companion: Dirty Tactics Toolbox 16) LE Medium humanoid (human) Init +1; Senses Perception +17 -------------------- Defense -------------------- AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +1 natural, +4 shield) hp 59 (7d8+21) Fort +8, Ref +4, Will +12 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Special Attacks channel negative energy 1/day (DC 11, 4d6) Domain Spell-Like Abilities (CL 7th; concentration +13) . . 9/day—sudden shift (7 rounds) Cleric (Asmodean Advocate) Spells Prepared (CL 7th; concentration +13) . . 4th—blessing of fervor[APG] (DC 20), confusion[D] (DC 20) . . 3rd—bestow curse (DC 20), chain of perdition[UC], nondetection[D], communal resist energy[UC] . . 2nd—grace[APG], mirror image[D], silence (DC 18) . . 1st—barbed chains[HA] (DC 17), disguise self[D], divine favor, liberating command[UC], shield of faith . . 0 (at will)—detect magic, guidance, light, stabilize . . D Domain spell; Domain Trickery (Deception) -------------------- Statistics -------------------- Str 13, Dex 13, Con 14, Int 14, Wis 22, Cha 7 Base Atk +5; CMB +6; CMD 17 Feats Heavy Armor Proficiency, Heighten Spell, Preferred Spell (monstrous physique i)[APG], Skill Focus (Profession [barrister]), Spell Focus (necromancy) Traits brevoy bandit (mivon), seeker Skills Acrobatics -5 (-9 to jump), Knowledge (planes) +6, Knowledge (religion) +11, Linguistics +6 (+9 to create or detect forgeries), Perception +17, Profession (barrister) +27, Sense Motive +10, Spellcraft +10 Languages Common, Infernal, Orc SQ devil in the details, heart of the fields[APG], pact bound, serpent Combat Gear lesser reach metamagic rod[APG], authoritative vestments; Other Gear +2 full plate, +2 heavy wooden shield, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, 3,243 gp -------------------- Special Abilities -------------------- Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Cleric Channel Negative Energy 4d6 (1/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Copycat (9/day) (Sp) Create a single mirror image duplicate Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks. Heart of the Fields +3 (Profession [barrister], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill. Heighten Spell Increases spell level to effective level desired. Pact Bound (Ex) Gain Trickery domain, and no others. Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. -------------------- Arcane Familiar CR –
As for the build, there isn't anything special. Silly diplomacy/bluff (using profession (barrister). High defences, offensive divine caster. ![]()
![]() Nice! I've venture into WotW twice before in PBP. But as PBP so often go, both died down eventually. Two character ideas right off the bat: 1) Asmodean Advocate cleric. In all appearances, the most outstanding citizen and the finest legal council in Talingarde. Of course, in secret he is the vessel of Asmodeus' plans, corrupting the weak into his will. 2) Living painting (trompe l'oeil template) swashbuckler. A close-ranged damage-dealer, passable secondary tank, and a party face. (a character from a short-lived game, who I would've liked to play a bit longer). Background story for this one:
Fluff:
Vanity.
A sin so subtle nearly of us can fall. And vanity was the sin of also a man called Arein Kin. He was rich, he was powerful, and most of all, he was very handsome. And he wanted himself immortalised in a painting. But not just any painting - it had to be something that would stand the test of time, to be admired decades to come. Sparing no money, Arein sought out the greatest artist in the lands. And finally, he fell in love in the works of one painter by the name of Mosquiet. After very long negotiations, and receiving a hefty sum of gold, she agreed to paint his portrait. Vanity was her sin as well, so the painting couldn’t be any ordinary portrait. Long they talked, and argued and planned - and finally decided to base the painting in the history of Talingarde, the victory of King Markadian I over House Barca. Arein, of course, depicted as King Markadian, offering mercy to the former enemies. And Mosquiet started to work. Perfectionist that she was, the process took good part of a year. She created new pigments, invented new techniques, and gave all to create her greatest work. And once it was finished, everyone who saw it claimed they have never witnessed greater art. Arein himself spent a week in solitude, just staring at the work, now named The Mercy of King Victorious. It was thing to behold, indeed. But one morning, something strange had happened. The King was missing in the painting, just empty space among the crowd of Barcans.... Would either of these would be suitable (or unsuitable) for your campaign? ![]()
![]() Someone posted pretty much identical warpriest I had in mind, so I changed approach and went bloodrager instead (still dwarf). Dormund Redhammer Born in Trunau to a now-deceased mother and unknown father, Dormund has certainly seen what Hold of Belkzen has to offer. Orc raid after another. Violent deaths of loved ones. Weeks of eating nothing but the gods-awful porridge from the siegestone. But on the other hand he glad to be among the bravest people he knows. No slings nor arrows of outrageous fortune will cast down these folks. And he is proud to call them friends. Amiable (for a dwarf), but short-tempered, Dormund is well known in town. His fighting prowess is put to good use in the militia, where he is more than happy to crack the skulls of any orcs that he should come across.
In the past ten years, the dwarf has taken a habit to standing as a candidate to the Council of Defender. Pretty much a joke, however. He knows very well anyone of his temper should not be deciding matters. Crunch: Dormund Redhammer Dwarf bloodrager (primalist) 1 (Pathfinder RPG Advanced Class Guide 15, 84) NG Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 13 (1d10+3) Fort +5, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison Defensive Abilities defensive training -------------------- Offense -------------------- Speed 30 ft. Melee dwarven longhammer +4 (2d6+4/×3) or . . dwarven waraxe +4 (1d10+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer) Special Attacks bloodrage (8 rounds/day) -------------------- Statistics -------------------- Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 11 Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Power Attack Traits glory of old, reactionary, trunau native Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Intimidate +4, Perception +5, Survival +5 (+7 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones Languages Common, Dwarven SQ disruptive bloodrage, fast movement, giant hunter[ARG], rock stepper[ARG] Other Gear scale mail, heavy wooden shield, dwarven longhammer[ARG], dwarven waraxe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 34 gp -------------------- Special Abilities -------------------- Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. ![]()
![]() Well, didn't take any unchained things after all... I was considering unchained rogue for the vexing dodger, but didn't go there. Instead: a koaning bard (buff / debuff).
Are your flowerbeds getting stepped on by oversized feet? Your cattle eaten? Your villages raided by the giantkin? What you need, sir, is a giant-whisperer! For generations, the Sprinkle family has dealt with the colossal kind. Hostage situations, interrogations, peaceful negotiations! All your giant-aversion needs served. Ask for Gorman Sprinkle at the Ramblehouse.
Gorman Sprinkle:
Gorman Sprinkle Male gnome bard (prankster) 2/ninja 2 (Pathfinder RPG Advanced Race Guide 35, Pathfinder RPG Ultimate Combat 13) CG Small humanoid (gnome) Init +4; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 35 (4d8+12) Fort +4, Ref +9, Will +4; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee longspear +2 (1d6-1/×3) Ranged mwk shortbow +6 (1d4-1/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks bardic performance 12 rounds/day (countersong, distraction, inspire courage +1, mock [DC 15]), hatred, sneak attack +1d6 Spell-Like Abilities (CL 4th; concentration +8) . . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals Bard (Prankster) Spells Known (CL 4th; concentration +8) . . 1st (3/day)—grease, hideous laughter (DC 15), saving finale[APG] (DC 15) . . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation, read magic -------------------- Statistics -------------------- Str 8, Dex 14, Con 16, Int 13, Wis 10, Cha 18 Base Atk +2; CMB +0; CMD 12 Feats Bewildering Koan, Flagbearer[ISWG] Traits excitable, magical knack Skills Acrobatics +6 (+2 to jump), Bluff +11, Craft (alchemy) +7, Diplomacy +11, Disable Device +11, Linguistics +6, Perception +9, Perform (sing) +11, Sleight of Hand +9, Stealth +13, Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception Languages Common, Giant, Gnome, Goblin, Orc, Sylvan SQ bardic knowledge +1, gnome magic, ki pool (5 points), ninja trick (vanishing trick[UC]), poison use, versatile performance (sing) Combat Gear wand of mage armor (50 charges); Other Gear +1 buckler, longspear, mwk shortbow, cloak of resistance +1, handy haversack, masterwork thieves' tools, wrist sheath, spring loaded (2), 650 gp -------------------- Special Abilities -------------------- Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects. Bewildering Koan Swift, use 1 ki, foe loses next action or you gain +2 dam for 1 rd on a Bluff chk. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Flagbearer Grant bonuses to allies who see your flag. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids. Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 2 rounds. Versatile Performance (Singing) +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks No profile or image yet, but I'll work on it.
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![]() Hi, just noticed this recruitment... Is there still time to submit a character? If yes, I'd offer a dwarven shield slayer.
rerolling ones six times: 6d6 ⇒ (1, 1, 1, 4, 5, 4) = 16 And here's a quick build. Missing some gear, but mostly there.
Thorgrin: Thorgrin Dwarf brawler 2/slayer 6 (Pathfinder RPG Advanced Class Guide 23, 53) LN Medium humanoid (dwarf) Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +14 (+16 to notice unusual stonework) -------------------- Defense -------------------- AC 28, touch 11, flat-footed 28 (+11 armor, +1 deflection, +6 shield) hp 90 (8d10+38) Fort +14, Ref +10, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities Defensive Abilities deep warrior[APG] -------------------- Offense -------------------- Speed 20 ft. Melee +3 heavy shield bash +16/+11 (1d4+10) or . . +3 heavy shield bash flurry of blows +14/+14/+9 (1d4+8) or . . gauntlet (from armor) +13/+8 (1d3+5) or . . gauntlet (from armor) flurry of blows +11/+11/+6 (1d3+5) or . . unarmed strike +13/+8 (1d6+5) or . . unarmed strike flurry of blows +11/+11/+6 (1d6+5) Special Attacks brawler's flurry, hatred, martial flexibility 4/day, sneak attack +2d6, studied target +2 (2nd, move action) -------------------- Statistics -------------------- Str 20, Dex 11, Con 18, Int 14, Wis 16, Cha 9 Base Atk +8; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip) Feats Equipment Trick (shield), Heavy Armor Proficiency, Improved Shield Bash, Improved Unarmed Strike, Power Attack, Shield Focus, Shield Master, Steel Soul[APG] Traits indomitable faith, tunnel fighter Skills Acrobatics +5 (+1 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +10, Heal +7, Knowledge (dungeoneering) +13, Knowledge (geography) +6, Perception +14 (+16 to notice unusual stonework), Sense Motive +14, Stealth +4, Survival +14, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Goblin, Undercommon SQ brawler's cunning, combat style (weapon and shield[APG]), martial training, slayer talents (ranger combat style[ACG], ranger combat style[ACG], slow reactions), track +3 Other Gear +2 full plate, +3 adamantine heavy steel shield, belt of giant strength +2, cloak of resistance +2, ring of protection +1, 5,330 gp -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites. Brawler's Flurry +6/+6/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep. Darkvision (60 feet) You can see in the dark (black and white only). Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Improved Shield Bash You still get your shield bonus while using Shield Bash. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions. Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls. Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4 Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them. Track +3 Add the listed bonus to Survival checks made to track. ![]()
![]() Dark Sun is an old favorite of mine - although I've gotten very few chances to play. I do wonder how the superheroic nature of Pathfinder fit the harsh world of Athas. For the GM: If you're new to the PBP medium, I'd recommend starting out with a short adventure to get a feel of the effort and time involved.
And if you're just having trouble getting into a game, Outpost VIII is starting out. Looks like there's plenty of seats open. These are of course organized play games, but a good way to get into the game. In any case, welcome to the wonderful world of play-by-post! ![]()
![]() I feel the stats and talents would describe a burly man, so the farmer would be a more suitable choice. Shallya's mercy to weapon skill, so WS=31. Randomizing the heck out of everything:
A young guy from Bissendorf. I assume the adventures take place somewhere in Reikland? ![]()
![]() Human Career
Characteristics
Wounds: 1d10 ⇒ 8 =>12
Random talents
WS, BS and WP all strong contenders for Shallya's mercy. I'll have a read on the careers and talents before deciding. ![]()
![]() Interested! Here's an application for Hiro Nagata.
Concept:
Hiro is a bad touch cleric of Tsukiyo. Neutral good alignment, I think. One domain is madness, rest of the build I haven't really decided and might depend on the rest of the group. Even if debuffing is the thing, can do healing and friendly buffs when needed.
Background:
”Hiro! Your papers are all over the table. I am going to put them away!” A woman’s voice shouted. The sounds of rapid footsteps follow, and a young man bursts into the room, running. ”Don’t touch them, mother! They are important… for my studies. Go away, I’ll clean.” he says, and throws himself on top of the scattered sheets of paper. Hiro’s mother walks out of the room, shaking her head. He watches her go, and breathes a sigh a relief. That was close… he thinks, and starts sorting the papers. He wasn’t lying, mostly they are scriptures of faith and his own notes of Tsukiyo’s teachings. But there was one particular piece he left there unguarded. Finding that, Hiro lifts it up. To Ameiko,
”Oh man… This is never going to work...” Hiro whimpers, crushes the paper into a ball and throws it into the fireplace. That certainly wasn’t the first attempt for a love letter, but no better than the previous ones. A bit hard, when his notions of romance come from hundreds years old religious texts. And he isn’t blessed with the gift of words, either. Unlike Ameiko, who is talented and popular - and older than him. Hiro sighs, and goes back to the scriptures. There is still much to study about Tsukiyo and Fumeiyoshi for tomorrow… A long time ago, the Nagata family traveled from Tian Xia to Avistan, and settled Sandpoint. With them, they brought their old gods, and each generation was taught to revere them. And so also is Hiro Nagata studying the mysteries of Tian gods. And since the young man shows a lot of talent, he is initiated into the clergy of Tsukiyo, the moon prince.
About me: I started RPG's somewhere early/mid-nineties, and plenty of different game systems and genres since then. Good part of my post-uni gaming has been here in the boards, but having now more time also for live games.
I live in Finland, so my active hours tend to be different from the rest of the group usually. (Also, english is not my native language - but should be passable.) Some examples of posting/writing style: Driving a personal story Combat post Random post Random post ![]()
![]() DM Vayelan wrote:
I love deadlines. I love the whooshing noise they make as they go by. But not to miss it, here's a short background and a draft build for my inquisitor: Hasimir Clement, backstory:
Unremarkable. If anyone from Oppara high society was asked to describe Hasimir Clement, the answer would be “Unremarkable”. Another spoiled child from an old family. Plain-looking despite the expensive clothes. And so dreadfully dull - could blather hours on almost any topic, and somehow always keep in completely uninteresting. The only thing of interest about him, that he seems have disappeared from Oppara (took a while before anyone really noticed). And rumor has it he has been seen around Princess Eutropia’s whereabouts. Now, Hasimir has indeed been cursed (or blessed) with a plain face, but his demeanor is carefully planned front. Clement’s, always devout worshippers of Abadar, placed the child to be trained in the temple. And he proved promising student - a one with the path laid out to be Justiciar one day. A spy and a weapon, to be used against the enemies of the church. And knowing Taldor’s complex politics, he quickly found use in the tables of the high society as well. After the massacre at Senate Hill, Hasimir was contacted by Martella Lotheed, who offered him a place to work for his nation among the agents of the Loyalst faction. And soon, he was sent to a mission outside Oppara…
Obviously, if something doesn't work for the big story, it can be changed. Crunch: Hasimir Male human (Taldan) inquisitor (sanctified slayer) of Abadar 7 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38) LN Medium humanoid (human) Init +9; Senses Perception +14 -------------------- Defense -------------------- AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural) hp 52 (7d8+14) Fort +7, Ref +8, Will +10 -------------------- Offense -------------------- Speed 30 ft. Melee +1 agile dagger +10 (1d4+7/19-20) or . . mwk cold iron dagger +10 (1d4+1/19-20) or . . silver light mace +10 (1d6+1) Special Attacks bane (7 rounds/day), sneak attack +2d6, studied target +2 (2nd, swift action) Inquisitor Spell-Like Abilities (CL 7th; concentration +11) . . At will—detect alignment, discern lies (7 rounds/day) Inquisitor (Sanctified Slayer) Spells Known (CL 7th; concentration +11) . . 3rd (2/day)—channel vigor, heroism . . 2nd (4/day)—ghost whip[OA], invisibility, perceive cues[APG], see invisibility . . 1st (5/day)—abadar's truthtelling (DC 15), bless, cure light wounds, divine favor, shield of faith . . 0 (at will)—brand[APG] (DC 14), detect magic, detect poison, guidance, light, read magic . . Domain Heresy inquisition[UM] -------------------- Statistics -------------------- Str 13, Dex 20, Con 12, Int 12, Wis 18, Cha 7 Base Atk +5; CMB +6; CMD 21 Feats Blood For The Empire, Noble Scion of Clement[ISWG], Outflank[APG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger) Traits child of oppara, fate's favored, river rat (marsh or river) Skills Acrobatics +6, Appraise +6, Bluff +14, Climb +5, Diplomacy +14, Disguise +2, Escape Artist +3, Fly +3, Heal +2, Intimidate +17, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (nobility) +14, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +8, Perception +14, Ride +9, Sense Motive +17, Spellcraft +5, Stealth +15, Survival +8, Swim +6 Languages Azlanti, Common, Dwarven, Elven, Infernal, Kelish, Skald, Thassilonian, Undercommon SQ blessed infiltration, meticulous, monster lore +4, solo tactics, stern gaze +3, track +3 Combat Gear alchemist's fire (2); Other Gear +1 mithral chain shirt, +1 agile dagger, mwk cold iron dagger, silver light mace, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ioun torch ioun stone[APG], sleeves of many garments[UE], jewelry[UE], noble's outfit, signet ring, wrist sheath, spring loaded (2), 1,444 gp -------------------- Special Abilities -------------------- Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon. Blessed Infiltration (4/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result. Blood for the Empire When attack target dmgd by ally last rnd, +2 to attack and wep dam. 1 rnd haste when ally dies. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (7 rounds/day) (Sp) Discern Lies at will Inquisitor (Sanctified Slayer) Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon. Granted Powers: Often it is hard to tell heretics from the f
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![]() Amandine & DM Vayelan thanks for the answers, getting some clarity now. And no worries about the confusion - I still remember the constant brain fog when the kids were young :) Looks like there’s already two (almost) full-BAB’s presented, but I suppose the party could use a touch of divine magic as well. Inquisitor of Desna to investigate and put an end to the nightmares, or of Abadar dealing with the mind-control rumors. Could be built ranged, melee, or monster summoner, whichever supplements the group best. From full casters Asmodean Advocate could be lot of fun for intrigue stuff, but not sure how other party members would feel about one (especially paladin) ![]()
![]() Amadine and Dro’gan advertised the openings in our other game, and I’d be interested. I don’t have any character built yet - I’d rather learn more about the current situation and what kind of plot hooks would bring new characters to the party. (I’m not familiar what happened in book2, but I think I’ve been spoiled the ending of book 1) I trust social combat is a thing in this campaign? And are the traits in the Players guide still valid? ![]()
![]() Interested!
The Shrike
Concept: Hatred and anger has revealed a darker side of a respected local citizen. Now, stalks the street, purifying the city of whomever he considers an "undesirable" Combat: Sneaking, hidden strikes, demoralizing, damage from terror From the journal of one Giuliano Gracchus:
Streets of the city are crawling with filth. Heathens, foreigners, undesirables. Today I saw a halfing running about, unchained. News of insurgency in Kintargo. Only a matter of time the rebel scum spread here. Soon, an honest man cannot hope walking outside unmolested. And what will the officials do? What will the guard do? Nothing! Watch silently and stand aside when the vermin rise from the gutters take over our town. Maybe they’ll arrest someone, tell him off or give a fine. But one does not arrest vermin. Vermin get exterminated. This is no job for the useless city guard. I have made my mask. I’ve sharpened my blade. Tonight, the vermin are driven back to their gutters and drowned in their own filth. And as they draw their dying breaths, they shall feel terror!
stats: The Shrike Male human (Chelaxian) vigilante 3 (Pathfinder RPG Ultimate Intrigue 9) LE Medium humanoid (human) Init +3; Senses darkvision 60 ft.; Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) hp 27 (3d8+9) Fort +3, Ref +6, Will +3 Defensive Abilities unshakable (+3) -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk short sword +6 (1d6+1/19-20) Ranged light crossbow +5 (1d8/19-20) Special Attacks hidden strike +2d8/+2d4 -------------------- Statistics -------------------- Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 14 Base Atk +2; CMB +3; CMD 16 Feats Enforcer[APG], Skill Focus (Intimidate), Weapon Finesse Traits local tough, mock gladiator Skills Acrobatics +6 (+2 to jump), Bluff +6, Climb +2, Diplomacy +6, Disable Device +6, Disguise +6 (+26 to appear as part of polite society while in your social identity), Intimidate +12 (+14 while benefit from concealment or full concealment due to darkness or dim light, +16 in your area of renown while in your vigilante identity, Immediate action demoralize after scoring a critical hit with the chosen weapon), Knowledge (dungeoneering) +8, Knowledge (local) +6, Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Swim +2 Languages Abyssal, Common, Infernal SQ dimdweller, dual identity, social talents (renown[UI], safe house[UI]), vigilante specialization (stalker[UI]), vigilante talent (twisting fear[UI]) Other Gear mwk chain shirt, darkwood heavy wooden shield, crossbow bolts (10), light crossbow, mwk short sword, backpack, belt pouch, blanket[APG], disguise kit, thieves' tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 49 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted. Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes. Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID. Safe House (27,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown. Twisting Fear 2d4 (Ex) Causing foe to be shaken, frightened, or panicked inflicts listed nonlethal dam. Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you. ![]()
![]() All right, I'm interested in Operator, assuming there is something to operate (and I'd be disappointed in a mech. infantry regiment without some vehicles...) Stat rolls:
Rerolling the 25: 2d10 + 20 ⇒ (1, 8) + 20 = 29
Do you have a flavor description of the regiment? Just trying to imagine what the character would look and feel like... ![]()
![]() Interested! I have "been around" with 40k for quite a while - playing the miniature game actively some 20 years ago, and lately trying to get back to current version. I don't think I've played any of the FFG games, but I am playing Imperium Maledictum right now - which I suppose is quite close to the FFG system(?). Also I have the books for Deathwatch and Rogue Trader from some bundle. No character concepts yet.. What is included in the system/campaign? Is it just grunts or also commissars, techpriests, sanctioned psykers etc? On new systems: sure, why not. I have no particular mastery on the actual Only war -mechanics anyway. Favorite scenes: Combat, Social, Heist sound good. And actually anything can be equally cool and interesting. I've just learned that over PBP some things don't work quite well, especially where we need to throw ideas back and forth or come to a collective agreement etc. ![]()
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![]() Interested! I've played WotW a bit before (I think the campaign died around book 3 or 4), but I think you mentioned already that previous experience is ok. I was planning a Trompe L'oeil knife-thrower (swashbuckler and the other half undecided) Focus CHA
1d10 + 7 ⇒ (8) + 7 = 15
Just one question, do Trompe L'oeil's weapon/armor bonuses and ABP stack? As for background, I'd like my character to be a painting of an antagonist (or protagonist, if the party are the antagonists, heh...) in the campaign. Could you suggest someone? Or I can dig into my old gameplay thread to search for one. ![]()
![]() Starting gold: 3d6 ⇒ (5, 1, 6) = 12 Here's my monk:
Sandikar: Sandikar Monk: 1 Human, Male Lawful 19 years old Prime Attribute: WIS (XP Bonus 5%) XP: 0/2500 Base Movement Rate: 12 STR: 13 (+1 to hit (house rule), open doors 1-2, carry +10)
Restricted items Monks cannot use potions; the only magic items they can use are weapons and magic rings. Thieving skills
Deadly strike: When attack roll is 5 over target, target has 75% chance to be stunned for 2d6 rounds. Also 25% chance to kill the opponent, if no more than 1HD higher than monk. Alertness: A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.. Deflect missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw. ---- EQUIPMENT ----
Backpack 5gp
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![]() Ok, monk would be pretty much like a thief with wider weapon selection, so I'll head towards that. So if points can still be moved with the latest ruling, new statline would be: Monk:
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![]() -Karma- wrote:
Gaius, the build:
Gaius
Human oracle 1 (Advanced Player's Guide 67) LG, Medium, Human, Humanoid Heritage versatile heritage Background hellknight historian Perception +4 Languages Common, Dwarven Skills Athletics +6, Diplomacy +7, Architecture Lore +3, Medicine +4, Performance +7, Religion +4, Society +3 Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 18 (+4) Items chain mail, falchion, mace, backpack, bedroll, chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (3 gp, 5 sp) -------------------- AC 17; Fort +4; Ref +3; Will +6 HP 18 -------------------- Speed 25 feet Melee [1] falchion +6 (forceful, sweep), Damage 1d10+3 S Melee [1] mace +6 (shove), Damage 1d6+3 B Divine Oracle Spellcasting DC 17, attack +7; 1st (2 slots) fear, heal Cantrips (1st) detect magic, divine lance, guidance, light, shield, stabilize Focus Spells 2 Focus Points, DC 17; 1st Call to Arms, Weapon Surge Ancestry Feats Cooperative Nature General Feats Toughness Skill Feats Courtly Graces Other Abilities battle, component substitution, curse of the hero's burden, zeal ![]()
![]() All right, let's see: Str: 2d6 ⇒ (5, 4) = 9
Interesting spread.... Maybe elf fighter / magic-user would be a nice match. Or a monk...
Monk:
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![]() For me, the appeal is the simplicity and brutality. And randomness.
And it's very much the opposite to a game like PF 1e, where the "fight is won or lost" already when building the character. (I do like the character-build metagame of PF1e, but it's a different thing) But as I said earlier, I haven't actually played with OSR system, so this is just I'm expecting. ![]()
![]() Interested! Presenting a human battle oracle for consideration. Concept:
Gaius is a local kid, eager to prove himself. Besides just the enthusiasm of youth, he keeps also having strange visions of ancient battles that drive his interest toward martial skills. His grandfather was a Hellknight stationed in Citadel Altaerein, and this has made Gaius very curious (obsessed, even) about the Hellknights and the citadel. Call for Heroes would be a perfect opportunity to explore the ruins.
Questionnaire:
1. Full Name: Gaius Halder 2. Age: 16 and three days. (I'm of age now, you can't turn me down because I'm too young, anymore!) 3. Gender (strike through as appropriate): Male, 4. Place of Birth: Here, in Breachill 5. Current Residence and how to contact you (for payment purposes): Halder residence, by the north wall. 6. Faith (you may choose not to share this information): Iomedae, I suppose 7. Current employment (please state if not applicable): One of the Heroes, very soon. Right? 8. Details of your next of kin and how to contact them (in case of emergency - adventuring is dangerous): That would be my mom, Helen Halder. You'll find her home or volunteering at Lamond's Lament. 9. How did you first hear about the Call for Heroes? Are you kidding me? I live here. Everybody talks about it. 10. Why should we select you to aid in our call? What are your greatest strengths? I'm really strong! I can fight. I can help. I want to help! 11. Tell us about a time when you made a mistake. What did you do to solve it? Oh... That would be embarrassing.. I know you'd tell my mom 12. What do you like to do outside of your official responsibilities? I'm singing in Tarindlara's choir. Does that count? 13. Is there anything else you would like us to know before the Call for Heroes? Please, please, pick me!
Full build coming up later ![]()
![]() Interested! I'm fine with 5e, but it would be nice to try some OSR system. While I have some books for Lamentations of Flame Princess and Adventurer Conqueror King System, I haven't actually played any OSR games. Except the original D&D back in the day (and that was just old school, without the "revival".) ![]()
![]() Hi all!
I was thinking of playing a dwarf alchemist, something like this: Gromi Steelstein - background:
Gromi is a brewer. Apprentice, really. After all, only ten years practice of the craft is merely a beginner in dwarven terms. It's a family tradition, so Gromi follows on the footsteps of his father, just like father followed his father and so on. Steelstein Stout is a brand that has meant quality beer for generations. The trouble is that Josef, Gromi's father and Steelstein's master brewer, had disappeared some weeks ago. And along with him, the greatest secrets in beer making. Leaving his older brother in charge of the brewery, Gromi set out to search for his father. Even if his focus thus far has been brewing, his studies has left him quite extensive understanding of alchemical processes - which might be useful in the world outside. After a few weeks of investigations, Josef's trail seems to lead to the village of Etran's Folly. And that's where Gromi needs to go. Stats: Gromi Steelstein Dwarf alchemist 1 LN, Medium, Dwarf, Humanoid Heritage ancient-blooded dwarf Background artisan Perception +5; darkvision Languages Common, Dwarven, Goblin, Orcish, Terran Skills Acrobatics +6, Alchemical Lore +6, Brewing Lore +6, Crafting +6 (+7 to Recall Knowledge, +7 when crafting Alchemy items.), Guild Lore +6, Medicine +5, Occultism +6, Society +6, Stealth +5, Survival +5 Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 8 (-1) Items chain shirt, clan dagger, crossbow, mace, batches of infused reagent, Formula book, purse (6 gp) -------------------- AC 18; Fort +7; Ref +8; Will +5; Reaction: +1 circumstance bonus to save vs. magical effects. HP 20 -------------------- Speed 20 feet Melee [1] clan dagger +3 (parry, versatile B, agile, dwarf), Damage 1d4 P Melee [1] mace +3 (shove), Damage 1d6 B Ranged [1] crossbow +6 (range increment 120 feet, reload 1), Damage 1d8 P Ancestry Feats Eye For Treasure[APG] Class Feats Quick Bomber Skill Feats Alchemical Crafting, Crafter's Appraisal[APG], Specialty Crafting Other Abilities advanced alchemy, bomber, call on ancient blood, formula book, infused reagents, quick alchemy, research field, signature items ![]()
![]() Nice!
Stat: 1d10 + 7 ⇒ (10) + 7 = 17
rrright, such rolls just when I'd be happy with SAD score the Focus/Foible already provides o_O . ![]()
![]() @Sarah, Wandering Waster: Hello! Right, we probably haven't met. Great to be gaming with you! I just realised I didn't read all the info very carefully... So slight adjustments needed for the background ideas, so that the character is still connected to Lamms' And +1 awe to the gameplay intro. Man, that was great! ![]()
![]() Nice! I have two character ideas in mind, but haven't decided which one to proceed with - maybe I'll see which one is the best fit to the party... 1) Barbarian (or bloodrager?) / spiritualist: A shoanti woman, trying to find her lost son somewhere in the big city. (Later in game?) she find her child dead (*gasp*), but the kid returns as a phantom (*shock, horror*). So roleplay would be grieving mother / ghost child -pair. Perfect for the missing child background. But I'm not sure how well it plays mechanics-wise. Early levels big sword and kindness spirit should be enough to keep her working as a frontliner. But later on, I have no idea... VMC could be an option to keep the phantom and spellcasting at max. 2) Arcanist: Loud-mouthed varisian, former streetkid. Spent his youth in "Lamms' Lambs", abused, abandoned. Stumbled across a spellbook, found he could do magic, and more than happy to exact revenge upon his former master. Full arcane caster, so should find some use in or out of combat. At low-levels tripping anyone with legs with toppling magic missiles. Mid-levels fireballs and haste. High-levels - well, whatever the high-level caster do... ![]()
![]() GM Stargin wrote:
Pytho lets out a sigh and amused snort. So this is how city folks treat others. But he still tries to answer the questions patiently. "I'm Pytho." "I don't really know them. We happened to be on the same street, when we heard the scream and joined our forces to investigate. "Who? I don't know any one named Adam Pavinsky. Should I know him?" "I'm staying at Maggie's. A cheap drinking joint in Old Korvosa. They have a common room to sleep in the back." "I was just walking around. Too much hustle in the busiest streets. I have no family or friends here. What's CrystalHue Eve?" "There was this creature... demon.. It was putting a child into a basket it was carrying. There was a lot of blood... Sorry, it's kind of blurry." "There wasn't anyone else around. And I thought we were the help. Not much good we did, though." "As I said, it's kind of blurry. I told to release the child. And then it attacked with a chain, and all went black. Oh, wait... before attacking it said something. Spoke straight to my mind... Something about peepers and yule and punishing the wicked."
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