Kresham gives Skarn a nudge - don't start like that, you're just making it seem worse!
I've changed my spell list a bit, trading some of the lower-level evocation spells for utility. I have invisibility, mirror image, stoneskin and protection from energy for myself. I can deliver magic circle and waves of fatigue through my arrows. I have also added Enlarge Person, would that be useful for you guys?
Noticing that Wren went straight for the mayor, Kresham catches up to her and grabs her on the shoulder.
Kresham can't help but feel cheered up with all the joy, even despite the knowledge of impending doom burdening his shoulders. However when the statue is unveiled, he is just speechless. He turns around to his fellows. "Would you just look at that - now that is going to make a good target!", he says discordantly.
Sorry guys I was inactive - all the family got hit by a stomach flu over the weekend, so I didn't have much time to ponder over the character! One issue I can't figure out is how to use metamagic rods while holding a longbow - otherwise rods of extend and empower would be high on my gear list! I tried to tinker with other specializations and classes a bit, but they don't seem to mesh with Imbue Spell that well. Except for the sorcerer, but somehow with this character I don't want to go Cha-based and be the face. So I really appreciate the new Enchantress Wren! Skarn - my RPGSS entry was the Quill of Leng. I utterly botched the maps round though.
Loss of abjuration is pretty harsh! One breath or even a solid bite from that dragon (w/PA and Imp Vital Strike) and I'm toast...
I am having second thoughts about the dungeon rover archetype - maybe I should discard it if we will spend more time in open terrain against animals than in dungeons against vermin? It seemed like a cool idea initially but then I thought at this level we probably won't see much vermin (unless Leng spiders count :) )
Hey there, it's great to be a part of this group!
Damn. Should have stayed up longer yesterday. flykiller's arcane archer:
Kresham Gull Male human (Varisian) arcane archer 2/ranger (guide, dungeon rover, trapper) 1/wizard 8 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65) CG Medium humanoid (human) Init +6; Senses Perception +14 Aura elemental manipulation (30 ft.) -------------------- Defense -------------------- AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex) hp 62 (11 HD; 8d6+3d10+8) Fort +7, Ref +11, Will +9 -------------------- Offense -------------------- Speed 30 ft. Ranged +1 seeking composite longbow +16/+11 (1d8+5/×3) Special Attacks enhance arrows (magic), imbue arrow, intense spells (+4 damage), ranger's focus Spell-Like Abilities (CL 11th; concentration +11) . . 3/day—dancing lights Wizard Spells Prepared (CL 9th; concentration +15) . . 5th—cone of cold (DC 22), fire snake[APG] (DC 22), waves of fatigue . . 4th—detonate[APG] (DC 22), dragon's breath[APG] (DC 22), obsidian flow[UC] (DC 20), stoneskin . . 3rd—flame arrow, fly, lightning bolt (DC 20), magic circle against evil, silver darts[ACG] (DC 19) . . 2nd—arrow eruption[APG], cat's grace, fire breath[APG] (DC 20), flurry of snowballs (DC 19), fox's cunning, mirror image, sonic scream[ACG] (DC 19) . . 1st—burning hands (DC 18), burning hands (2, DC 18), gravity bow[APG] (3), grease . . 0 (at will)—light, mage hand, mending, prestidigitation . . Opposition Schools Divination, Enchantment -------------------- Statistics -------------------- Str 14, Dex 18, Con 10, Int 22, Wis 10, Cha 10 Base Atk +7; CMB +9; CMD 25 Feats Alchemical Affinity, Arcane Armor Training, Big Game Hunter, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG], Weapon Focus (longbow) Traits giant slayer, reactionary Skills Appraise +10, Climb +6, Disable Device +17, Fly +18, Handle Animal +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +13, Linguistics +10, Perception +14 (+16 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +20, Stealth +10, Survival +4, Swim +6 Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan, Thassilonian, Varisian SQ arcane bond (ring of the swift beast [1/day]), stone scouting, trapfinding +1, vermin affinity, versatile evocation Combat Gear ring of the swift beast; Other Gear +2 mithral chain shirt, +1 seeking composite longbow (+2 Str), arrows (20), bracers of archery, greater, cloak of resistance +2, headband of vast intelligence +4, ring of protection +2, robe of components[UE], masterwork backpack[APG], 7,150 gp -------------------- Tracked Resources -------------------- Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) - 0/1 Arrows - 0/20 Dancing Lights (3/day) - 0/3 Elemental Manipulation (8 rounds/day) (Su) - 0/8 Ranger's Focus +2 (1/day) (Ex) - 0/1 Ring of the swift beast (1/day) - 0/1 Robe of components (50 gp/day) - 0/50 Versatile Evocation (9/day) (Su) - 0/9 -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Alchemical Affinity +1 DC and CL to spells that are on both the alchemist and wizard spell lists. Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Big Game Hunter +1 to hit, +2 to damage Large or larger creatures. Divination You must spend 2 slots to cast spells from the Divination school. Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus. Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it. Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage. 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. Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level. Vermin Affinity +1 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Well if that's too many arcane somethings, I used to have an Aldori Swordlord build at lvl 11, but since I can't find it anymore it will take me a couple more days to reproduce it.
While I realize this character does not fit your current vacant spot, I'd still like to present him for your consideration.
Kresham shrugs when the exotic-looking human says he's with her, but doesn't object or say anything. When he hears her speak Elven though, he gives her a second look. To Kallan:"You know her?"
Kresham stands slightly embarrased. "Well I suppose I would react about the same way upon discovering people sneaking about my back door."
Kresham muses aloud: "Yet another evidence that appearances are deceiving in human lands." He sighs, looking at the long queue of supplicants.
I was speaking strictly about PbP as I've never played real tabletop *blushes*. But I was basing my opinion on the notion that APs are beatable by a balanced party of 4; hence a slightly odd party of 5 should be able to make it too. If we add another melee type GM will probably have to boost every encounter by +1 CR to keep us challenged.
Kresham presses his lips.
Kresham can't help the look of contempt on his face.
Sorry for the delay
Inevitably, he found himself lost, with Talant'edhel nowhere to be seen. She was supposed to lead him to the "Golden goblin", where he would be able to find lodging, and, with some luck, an employer. He spent some time to find a more reputable-looking citizen and asked for directions, then strolled forward again, swearing to himself that he wouldn't let himself get involved into the humans' depraved affairs. After a while he noticed a familiar brass-colored helmet ahead, and his heart jumped with joy, to his own surprise. "Well, that's natural - I avoided staying alone in a hostile city, that's all", he thought half-heartedly. But immediately his blood started pumping as he saw Talant'edhel in the company of two men. He brought himself closer to the company, but immediately noticed that he wasn't the only one trailing them - some ragged-looking vagabond was keeping an oddly constant distance from the trio. Flexing his arms, Kresham adopted a silent hunting gait and caught up with the stranger.
Kresham has never met Restless Cherry Blossom either.
For Tally I wanted to say that I did not mean to force a friendly attitude on her. Kresham stuck with her for reasons of his own, not necessarily by her invitation, and it is likely they didn't talk much during their journey.
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