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Organized Play Member. 128 posts (3,515 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 15 aliases.


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Hey, Camris said you were looking for a replacement? If that’s the case, I’m available and interested!


4d6 ⇒ (5, 4, 2, 4) = 15
reroll: 1d6 ⇒ 6
15

4d6 ⇒ (6, 5, 1, 2) = 14
reroll: 2d6 ⇒ (2, 5) = 7
reroll: 1d6 ⇒ 6
17

4d6 ⇒ (1, 5, 1, 1) = 8
reroll: 3d6 ⇒ (1, 6, 2) = 9
reroll: 2d6 ⇒ (2, 1) = 3
reroll: 2d6 ⇒ (5, 5) = 10
16

4d6 ⇒ (4, 2, 1, 5) = 12
reroll: 2d6 ⇒ (1, 1) = 2
reroll: 2d6 ⇒ (3, 4) = 7
13

4d6 ⇒ (5, 5, 2, 1) = 13
reroll: 2d6 ⇒ (2, 5) = 7
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 4
15

4d6 ⇒ (1, 2, 1, 3) = 7
reroll: 3d6 ⇒ (2, 2, 4) = 8
reroll: 2d6 ⇒ (2, 1) = 3
reroll: 2d6 ⇒ (5, 1) = 6
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 4
13

Not sure if I have the bandwidth for it, but a freebooter ranger or dragon skald might be fun.


Eberron is my favorite setting, and I'm very interested. Please let me know what the generation rules are.


Last year I was in a nice Ironfang Invasion group, which I enjoyed a lot, but it died. If anyone has an open spot in their group for it, I’d love to join! It was one of my favorite APs when I was playing, and I really enjoyed the theme and difficulty.


I was in a giantslayer game that fell apart at level 1, so that’s not a problem. I’d love to try a higher level character. I know some DMs are wary of characters that focus on summoning, but I have the outline of a Dwarven monster tactician that would be thematically appropriate (I think?). Would such a thing be frowned upon?


Looks like a fun crew; I hope y’all have fun. :)


Ahoy, I've exported my statblock. Note, that I might want to move around the archetypes as needed (sacred huntmaster instead of sanctified slayer if you want another melee character, for example).

Sargulhilde Dimshaper:

Sarguhilde Dimshaper
Duergar inquisitor (abolisher, sanctified slayer) of Magrim 2 (Pathfinder Player Companion: Monster Hunter's Handbook 7, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 117)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 (+7 on opposed rolls vs. Stealth and Disguise)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 18 (2d8+6)
Fort +5, Ref +1, Will +5; +2 bonus vs. spells and spell-like abilities, +1 trait bonus vs. aberrations
Immune paralysis, phantasms, poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron sickle +3 (1d6+2) or
. . mwk longspear +4 (1d8+3/×3) or
. . shortspear +3 (1d6+2) or
. . shortspear +3 (1d6+2) or
. . shortspear +3 (1d6+2) or
. . silver warhammer +3 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration -1)
. . 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—acid dart (1d6+1 acid)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect aberration[APG]
Inquisitor (Abolisher, Sanctified Slayer) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, heightened awareness[ACG], shield of faith
. . 0 (at will)—create water, daze (DC 12), disrupt undead, guidance, read magic
. . Domain Earth
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 12, Wis 14, Cha 4
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Combat Reflexes
Traits aberration hunter, foe of the strange, warsmith
Skills Acrobatics -2 (-6 to jump), Bluff +1, Climb +3, Craft (stonemasonry) +5, Handle Animal -1, Intimidate +1, Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6 (+7 on opposed rolls vs. Stealth and Disguise), Sense Motive +6, Stealth +2, Survival +6, Swim +3
Languages Common, Dwarven, Terran, Undercommon
SQ expose aberration, monster lore +2, revealing gaze +1, slow and steady, stability, track +1
Combat Gear darkflare (10), soothe syrup[APG], wismuth salix[UE]; Other Gear mwk breastplate, heavy steel shield, cold iron sickle, mwk longspear, shortspear, shortspear, shortspear, silver warhammer, bedroll, blanket[APG], canteen[UE], dwarven trail rations[UE] (5), iron holy symbol of Magrim[UE], lost halls porter, lost halls porter, lost halls porter, lost halls porter, lost halls porter, manacles, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, stonemasonry tools, wyrm's breath bitter, 5 gp, 4 sp
--------------------
Special Abilities
--------------------
Acid Dart 1d6+1 acid (5/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Expose Aberration (Sp) On hit, automatically know if foe is aberration.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Inquisitor (Abolisher, Sanctified Slayer) Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Revealing Gaze +1 (Ex) Gain listed bones on opposed Perception rolls vs. Disguise and Stealth. Adj allies gain same bonus.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.


Oh, thanks so much. Very kind of you. :)


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I’d like to apply below, let me know if this makes sense:

Concept:

Sarguhilde Dimshaper - a duergar abolisher/sanctified slayer of Magrim, the Dwarven god of death/fate/and caves. LN, and an exile who lived alone in the darklands for a very long time. It’s not clear how this would work within the context of the asylum.

I can get you a proper statblock if you’d like!

Personality:

Like many dwarves and duergar, Sargu is relatively dour and humorless. She tells the truth, even when it is rude, or impolite, and doesn’t have time for cowards or the weak. She isn’t afraid of death, and in fights will stay at the front lines, especially when fighting aberrations, whom she hates, even when it doesn’t make sense to keep fighting. She isn’t especially interested in helping others, and while not cruel, being a loner, she doesn’t see why she should go out of the way to help people who haven’t helped her. She tends to look down on most other races as being weak, but will help others if they pay her. That said, she is stubborn, and hates doing things that she finds boring or pointless.

Description:

Sargu is a stocky and heavyset duergar woman with corded muscles rippling under her grey skin, who is about 4’ in height. She keeps her hair cut in a shaggy mop on her head, and the only decoration she wears are a pair of bone earrings. She wears unadorned armor, colored black with dirt and soot, and her weapons are plain and utilitarian.

Memories:

1) Sargu remembers short bursts of endless toil, working as a stone carver’s daughter, deep within the ground, within a great duergar city (Fellstrok maybe?), as an apprentice to her mother.

2) Sargu recalls how her mother would beat and abuse her slaves, though she never killed them. Sargu didn’t care much for the abuse, and would sneak them food and other rewards, and they would do her work for her while she explored the areas around the city.

3) Sargu, shirking her work, exploring an area just outside her home, when she encountered a tentacled monstrosity that she beat back through sheer luck. The tentacles appeared to connect to a larger creature she never saw. She won, but was knocked unconscious during the fight.

4) Sargu waking up after being tended to by a hooded dwarf who said his name was Tonger Shalehide. Tonger wore a holy symbol on his neck that she didn’t recognize.

5) Sargu remembers fighting again, this time against a legion of monsters in the darklands, alongside a few surface races. The monsters are all many-limbed and tentacled.

Triggers:

Hurting children, excessive cruelty to animals.

Edit: Hah, I was working on a post just this morning after a lot of deliberation, looks like it missed the cutoff. Good luck!


For reference, I'm in one more game now, and am GMing one, bringing my involvement to 7. Thanks for consideration!


Hello, I’d like to reapply if I can with Markos (see above). It looks like you’re down a druid, so maybe a hunter could mostly fill that same role again.


Will do, I’ll probably choose shake it off.

Alas and alack, it appears that Skald is out - can’t inspire Damian to be angry at the world when the poor guy is deaf, so balladeer (or some variation therof) is left as the only option (inspire courage via the merengue?). Still working on a background with SL.


Hey all, here's two different builds that I was considering:

Duskwalker Skald:

Unnamed Hero
Duskwalker skald (urban skald) 3 (Pathfinder Player Companion: Heroes of the Street 25, Pathfinder RPG Advanced Class Guide 49, Planar Adventures 231)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (3d8+3)
Fort +4, Ref +3, Will +4; +2 vs. negative energy and death effects, +4 vs. bardic performance, language-dependent, and sonic, +2 trait bonus vs. fear and death effects
Defensive Abilities ward against corruption
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bardiche +5 (1d10+3/19-20) or
. . silver warhammer +4 (1d8+2/×3)
Ranged throwing axe +4 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks ghost hunter, rage power (lesser ancestor totem), raging song 9 rounds/day (controlled inspired rage, inspired rage, infuriating mockery)
Skald (Urban Skald) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—heightened awareness[ACG], saving finale[APG] (DC 13), timely inspiration[APG] (DC 13)
. . 0 (at will)—dancing lights, detect magic, grasp, lullaby (DC 12), prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Lingering Performance[APG], Power Attack, Scribe Scroll
Traits lastwall defender, reincarnated, the outsider
Skills Acrobatics +5, Climb +5, Heal +3, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +9, Perception +5, Perform (dance) +3, Perform (sing) +6, Perform (string instruments) +10, Sense Motive +5, Spellcraft +5, Stealth +2, Survival +6, Use Magic Device +6; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Celestial, Common, Elven
SQ back of the crowd, bardic knowledge +2, masterpieces (triple time[UM]), singing steel, umbral unmasking, versatile performance (string)
Combat Gear acid (3), holy water, holy weapon balm[ACG] (3); Other Gear sing stl. chain shirt, shield spikes darkwood heavy wooden shield, mwk bardiche[APG], silver warhammer, throwing axe, muleback cords[APG], masterwork backpack[APG], masterwork String, spell component pouch, 160 gp
--------------------
Special Abilities
--------------------

Back of the Crowd +1 (Ex) Gain a bonus to AC while adjacent to 2 or more allies.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psychopomp Totem, LesserWhile raging, the barbarian gains a +1 deflection bonus to AC against the attacks of undead creatures and a +1 bonus on saving throws against death effects, diseases, and poisons.
Raging Song (standard action, 9 rounds/day) (Su) Song can inspire allies in a variety of ways.
Singing Steel Strike to begin bardic performance quicker.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Versatile Performance (String Instruments) +10 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.

Duskwalker Bard:

Unnamed Hero
Duskwalker bard (silver balladeer) 3 (Pathfinder RPG Occult Adventures 115, Planar Adventures 231)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (3d8+3)
Fort +2, Ref +5, Will +4; +4 vs. curses, hexes, and charm effects, +2 vs. negative energy and death effects, +2 trait bonus vs. fear and death effects
Defensive Abilities ward against corruption
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk silver longspear +5 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver longspear)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 13], inspire competence +2, inspire courage +1), ghost hunter
Bard (Silver Balladeer) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—heightened awareness[ACG], saving finale[APG] (DC 13), timely inspiration[APG] (DC 13)
. . 0 (at will)—detect magic, grasp, lullaby (DC 12), mending, oath of anonymity, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Lingering Performance[APG], Power Attack
Traits lastwall defender, reincarnated, the outsider
Skills Acrobatics +5, Bluff +6, Climb +5, Diplomacy +7, Disguise +6, Heal +3, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +10, Perception +5, Perform (dance) +6, Perform (sing) +6, Perform (string instruments) +10, Sense Motive +5, Spellcraft +5, Stealth +6, Survival +6, Use Magic Device +6; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Celestial, Common, Elven
SQ bardic knowledge +2, masterpieces (triple time[UM]), silver mastery, singing steel, umbral unmasking
Combat Gear acid (3), holy water, holy weapon balm[ACG] (3); Other Gear sing stl. chain shirt, shield spikes darkwood heavy wooden shield, mwk silver longspear, masterwork backpack[APG], masterwork String, spell component pouch, 1,098 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silver Mastery (Su) You treat silver weapons as if they were cold iron for overcoming DR.
Singing Steel Strike to begin bardic performance quicker.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.

Alternatively, I can also do a dirge bard instead of the silver balladeer, but it requires a more complex build, and would focus more on casting necromancy stuff.

Note the shared "Lesser Psychopomp Totem" that I would share with the skald build, which gives a boost to everyone's AC and saves vs. undead, death effects, poison, and diseases. This seems to be from the module too, which seems interesting and thematically appropriate. Later totems increase this bonus, and would provide other benefits.

The background is pretty complex, but I'm working with SL on it now. Please let me know what you think!


Good morning all, here I am! I will have a few builds and backgrounds available for you tonight or tomorrow - not just for bard but bard adjacent.

The players guide says that things that allow people to survive are preferred - so I’m looking at things to improve party survivability, in addition to providing the bard spell list and knowledge skills (which you seem to be lacking).

If anyone’s heart is set on inspire courage, I can try to keep that, so let me know! Thanks for having me!


The giantslayer game I was in died very early, so it might be fun to try again!


Good Evening, please see my submission!

Markos Tesfai:

Markos appears to be a simple Garundi human man, tall, muscular, and with bronze skin of one who has worked on ships most of his life. He's known for his affinity for animals, and his ease in the water, and navigation and sailing abilities. His hair is black, almost dark blue, and is tied back in a tight ponytail with a sealskin leather band. His eyes are sparkling blue, and he wears his beard short.

He was born in Katapesh, in Okeno, to fisherpeople who had lived much of their lives as defacto slaves. When he was born, and he showed his remarkable endurance and affinity for the water, he was quickly enlisted to fish for a pittance by his parent's masters. They were killed when they objected to Markos' being pushed to his limits, and in his fear and rage, he simply escaped. He fled, swimming, across the narrow sea to the northwest coast of Garund, and to Osirian, drinking rainwater as he swam and eating the fish that he caught with his bare hands. After many, many miles, he emerged, bedraggled and sodden, and was found by a priestess of Pharasma that was visiting the rocky beach to bless some of her devotees' marriage. She who sheltered Markos and raised him as her own, and he took easily to Pharasma's faith, with the strange spiral birthmark on his hand, evident from birth, seeming to portend his eventual relationship with the deity. He remained strong, and healthy, and worked as a guide and bodyguard for the temple, always staying close to the sea, and providing guidance to the clergy which generally were out-of-sorts in the wilds.

He lived here for some time until his adoptive mother retired from the priesthood, and having aged very little visibly relative to the other Garundi. So he began to travel along the coast, moving northwest in the inner sea, and serving as a guide, fisherman, sailor, and hunter.

Eventually, he befriended a strange 'fishing cat' which emerged from a kelp forest during one of his extended swims. He and the creature immediately bonded over their strange appearance and mannerisms. He named the fishing cat 'Zera' as a mix of his father and mother's name, in their honor. Zera and Markos have become an effective fighting team, and have recently arrived with the third shipload of people to the expedition site.

Note: He does not know he is an undine, and appears to be human for almost all purposes.

Markos is easygoing and friendly, and enjoys the company of others, but he is not especially extroverted. He will seclude himself when he can, swimming deep underwater, if being with others is stressful. He still has some mental trauma from his time in slavery, and often berates himself when he makes a mistake. He wears simple clothes, except when preparing for battle, but can swim easily in heavy armor. He is slow to anger, except for his internal triggers, and tries to see the best in everyone, except for creatures he believes to be unnatural such as abberations and the undead. He likes Zera, and raw fish.

Markos' Statblock:

Hunter is one of my favorite classes, and Markos is an aquatic beastmaster/divine hunter. He and his elemental (water) digmaul are sticky, dangerous bodies on the battlefield, and they both can cause some serious damage in melee if ignored. Markos also brings a fair bit of utility with his natural swim speed, ability to defeat certain undead creatures, and repose domain powers (boosted from the mistsoul undine subtype). I would be unlikely to multiclass ever.

Markos Tesfai
Male mistsoul (vapor undine) hunter (aquatic beastmaster, divine hunter) 4 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder Player Companion: Blood of the Sea 22, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Class Guide 26, 95, Pathfinder RPG Bestiary 2 275)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 29 (4d8+8)
Fort +8, Ref +6, Will +5; +4 vs spells with the water descriptor and extraordinary or supernatural abilities of creatures with the aquatic or water subtype, +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee mwk nodachi +7 (1d10+4/18-20) or
. . mwk trident +7 (1d8+3)
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—obscuring mist
Hunter (Aquatic Beastmaster, Divine Hunter) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—barkskin, summon nature's ally II, versatile weapon[APG] (DC 15)
. . 1st (4/day)—deathwatch[D], faerie fire, heightened awareness[ACG], resist energy, shield companion, summon nature's ally I
. . 0 (at will)—create water, detect magic, grasp, guidance, light, mending
. . Domain Repose (Souls, pharasma[APG] subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Combat Reflexes, Outflank[APG], Power Attack
Traits affable, birthmark, healthy
Skills Acrobatics -2 (-6 to jump), Climb +7, Diplomacy +4 (+6 to gather information.), Handle Animal +6, Heal +7, Intimidate +5, Knowledge (geography) +5, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +2, Perception +10, Profession (fisherman) +7, Profession (sailor) +7, Spellcraft +6, Stealth +2, Survival +9, Swim +14 (+15 vs. nonlethal damage after swimming for more than an hour)
Languages Auran, Azlanti, Common
SQ animal companion (celestial digmaul (elemental) named Animal Companion), animal focus (4 minutes/day), domain (souls, pharasma[APG]), mark of slavery, mostly human, nature training, oceanic defense, touch the spirit world (3 rounds), track +2, water sense[ARG], wild empathy, wild empathy modification
Other Gear +1 agile breastplate[APG], darkwood heavy wooden shield, mwk nodachi[UC], mwk trident, cloak of resistance +1, ring of protection +1, masterwork backpack[APG], 468 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (celestial digmaul (elemental) named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB.
Darkvision (60 feet) You can see in the dark (black and white only).
Eel (Su) When assuming this aspect, enhancement bonus to Dexterity.
Hunter (Aquatic Beastmaster, Divine Hunter) Domain (Souls, Pharasma)
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Oceanic Defense (Ex) +4 to svs vs water descriptor spells and aquatic or water subtype creatures when animal companion near.
Orca (Su) When assuming this aspect, enhancement bonus to Strength
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swim (30 feet) You have a Swim speed.
Touch the Spirit World (3 rds, 6/day) (Su) Allow touched weapon to harm incorporeal targets.
Track +2 Add the listed bonus to Survival checks made to track.
Turtle +2 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Empathy Modification (Ex) Wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype.


Zera:

Zera CR –
Celestial digmaul (elemental) (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 5 312)
NG Medium animal (water)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
Resist acid 5, cold 5, electricity 5; SR 9
--------------------
Offense
--------------------
Speed 50 ft., swim 20 ft.
Melee bite +6 (1d6+3), 2 claws +6 (1d3+3), tail slap +1 (1d3+1)
Special Attacks ball tail, hunter tricks (3/day; tangling attack), smite evil
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 21 (25 vs. trip)
Feats Combat Reflexes, Outflank[APG], Power Attack
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Heel, Stay
Skills Acrobatics +9 (+17 to jump), Perception +5, Stealth +9, Swim +15
SQ animal focus, attack, attack any target, come, defend, down, heel, stay, water breathing
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Ball Tail (Ex) A digmaul has a spiked ball at the end of its tail, which it can use as a secondary natural attack that deals 1d4 points of bludgeoning and piercing damage. The digmaul can substitute a trip or bull rush combat maneuver check for its normal tail atta
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Eel (Su) When assuming this aspect, enhancement bonus to Dexterity.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heel [Trick] The animal will follow you.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orca (Su) When assuming this aspect, enhancement bonus to Strength
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +4 to damage when used.
Spell Resistance (9) You have Spell Resistance.
Stay [Trick] The animal will stay where it is.
Swim (20 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.

your level of familiarity with the AP

Unfamiliar, other than that it is soggy, and has a lot of exploration.

How many other PbP games are you involved in?

5 at the moment, with varying posting rates and speeds.


Hail, and well met. Dotting for interest - I’d like to apply for either a human or human-looking mistsoul undine (if that’s reasonable) hunter (aquatic beastmaster/divine hunter) (with a water themed or water elemental archetype companion) that focuses on having two relatively big, strong bodies on the field to take hits and dish out melee damage. I like the hybrid classes and skilled characters generally, especially the hunter, and have some experience running a character in pbp with an animal companion.

Mechanics and backstory to come tomorrow!


Sorry for the delay.
See below for Zeno Sebaya. I can rework elements to suit the party’s needs.

Background -Zeno:

Zeno Sebaya is a half-elven man of average height, with a well trimmed beard and a mess of shaggy brown hair. His eyes are brown, and he wears a pair of well-made spectacles. He carries a small satchel on his back, and has a bandolier with a few vials for easy access. His only other items are a small buckler and rapier which hang from belt sheaths. He is about twenty-five years old, and has a few scars on his face and hands that demonstrate a harder life than what might be typical for an academic.

Zeno was born under a bad sign in Lepidstadt to a pair of half-elven parents, a luxury tailor and a adjunct professor at Lepisdadt. His mother never was able to advance past this level for political reasons, but her knowledge of natural philosophy was unparalleled at the university, and she frequently gave lectures on various topics. Zeno’s father dresses many of the finest people in the city, but the family always struggled to stay afloat. Zeno fell in with a street gang to make extra money at a very young age, and the gang frequently robbed and harassed folks visiting the university, until one day, the guard grew tired of their foolishness and threatened to send them to forced labor camps to pay restitution (particularly for accidentally managing to burn down a number of important buildings on campus). Professor Lorrimor intervened, as he had gotten to know young Zeno, and recognizing his mind could be set on a more disciplined and constructive path, lobbied for him to act as a sort of finder and apprentice for himself and the the university when he was older. Zeno agreed, not wanting to burden his family further, and learned a great deal about the strange monsters of Ustalav and the natural world.

He learned this, eventually, by going on retrieval expeditions to get rare monster parts and to catalogue more data for the research of various professors. He appreciates the work, though it has taken him outside of the area for some time. He heard of Lorrimor’s death, he made his way back from Mendez, where he was cataloguing and researching the undead, only now getting back.

Zeno is friendly and brash, and comes across sometimes as a know-it-all, but his identification skills and combat advice can be second-to-none. He likes to check his note before any investigation, rummaging through the small library he keeps in his bag of of Pathfinder Chronicles. He has a good amount of bravado, which is not necessarily unearned, but typically uses this to disarm folks, as the bravado is never at anyone else’s expense. He watches people’s behavior analytically, searching their faces for clues to future behavior, and sometimes inadvertently classifying them by type and behavior instead of seeing the whole of their person. He also seems to be extremely confident, believing that any monster can be defeated with research and preparation.

Dark Secret: Zeno accidentally lost his best friend in the fire in his street gang, which Zeno originally set (it was his idea). He couldn’t save his friend, but he has now developed a minor phobia of fire, and his still haunted by the screams, even more than twelve years later. He is extremely remorseful, and the weight of his poor choices can burden him emotionally.

Statblock:

Zeno
Male half-elf investigator (cryptid scholar, natural philosopher) 5/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Class Guide 30, 56, 125, Ultimate Wilderness 56)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 47 (6 HD; 5d8+1d10+12)
Fort +4, Ref +9, Will +6; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 vs fear
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Offense
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Speed 30 ft.
Melee +1 rapier +8 (1d6+3/18-20)
Ranged mwk composite longbow +7 (1d8/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6)
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—barkskin, barkskin, see invisibility
. . 1st—cure light wounds, disguise self, heightened awareness[ACG], monkey fish[ACG], shield
--------------------
Statistics
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Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Skill Focus (Perception), Weapon Focus (rapier)
Trairs Making Good on Promises, Warrior Of Old
Skills Acrobatics +8, Bluff +7, Climb +4, Craft (alchemy) +16 (+21 to create alchemical items), Diplomacy +7, Disable Device +8, Disguise +6, Escape Artist +6, Fly +6, Heal +5, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +13, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +11, Ride +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +6, Swim +4, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Giant, Goblin, Sylvan, Varisian
SQ alchemy (alchemy crafting +5), blightborn[HA], elf blood, herbalism +2, inspired panache, intuitive monster lore, investigator talents (chronicler's insight, expanded inspiration[ACG], infusion, mutagen[UM]), keen recollection, knowledgeable strike, mutagen (+4/-2, +2 natural armor, 50 minutes), natural philosopher’s inspiration (6/day), opportune advice, swift alchemy, track +2
Combat Gear boro bead (1st level)[UE]; Other Gear +1 mithral chain shirt, +1 buckler, +1 rapier, mwk composite longbow, cloak of resistance +1, formula alembic[UE], handy haversack, headband of vast intelligence +2, hybridization funnel[UE], traveler's any-tool[UE], formula book, masterwork backpack[APG], masterwork thieves' tools, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], portable alchemist's lab[APG], 275 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Chronicler's Insight (Ex) Std; gain benefit of pathfinder chronicle. 1 insp.: extend duration and gain extra bonus
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Natural Philosopher’s Inspiration (+1d6+1, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Track +2 Add the listed bonus to Survival checks made to track.

Hope you find him interesting!


Thanks for running the AP for everyone, even if it didn't work out for me, it's nice that you're stepping up Jwert02.


Gonna get you a proposal tonight, sorry for the delay, and thanks for answering me in the other thread.


Hi Fuzzfoot, is this just a duplicate of your other open thread? It looked like before you wanted two folks, and now you’d like one. Has anything changed? I think an investigator would be fun (maybe cult hunter would be appropriate l?), but I haven’t gotten settled on anything yet.

If you’re only looking for one arcane, though, that mostly scraps the idea.


With at best a 1/4 chance, a lot of folks were bound to be disappointed. Have fun with it, it’s pretty brutal!


So I’m planning on Druid and my character needs to get knowledge (all) as a class skills. There are a lot of ways to get this with multiclassing, and I settled on a general plan for one if it comes to that. The original race plan was for a half elf - but I can save myself on multiclassing by just doing human and taking the comprehensive education alternate racial.

Basically, what does everyone think about casters multiclassing? I wouldn’t lose caster levels, because I’m accounting for that, but I would lose the progression. As I’m the only one planning on doing a 9-caster, do you think It'd hurt us too much?


I'm doing a druid for sure, 95% a progenitor/menhir savant, if that helps.


I’ve put a lot of thought into my stuff, and I mentally committed to it, so I’m happy to try.

But as I said, almost all of the other APs would work for me, too.

Edit: my wife could be talked into joining. She’s not a newbie to PnP RPGs but she is to PbP ones. I don’t think she’d want to do kingdom management, but otherwise that’s an option.


I’m good either way. We could also come up with other people, too, but I haven’t been doing it long enough to say whether anyone on the boards is reliable.


Based on what Thron has told me via PM, I’m almost certainly going to pick a character who is a member of house Medvyed. I will be aiming for a city/mini-barony that serves as a safe haven for fey that by choice or circumstance are stuck on the material plane (while also trying to be generally accepting to everyone). She will increasingly become fey-like as the game goes on, but I’d prefer to avoid explaining how, now. I’ve got the beginnings of the way she’ll be running things, as well as the general sense of her cohort. The classes are a bit more difficult to finalize, but I’ve almost got a build ready to go.

She will have craft wondrous, so look at the way Thron explained above for planning your budgeting.

Still figuring how this works with everyone else’s backstory, maybe we can work through it?


So in general for mini baronies - one evil, one neutral, and maybe I’d do the good one?


One gets leadership as a bonus feat at 8, and you asked us to take at 7 if we were planning on being leaders - if we take it at 7, can we replace our level 7 feat with a different one when we hit 8? I’d guess we could retrain.


I did, but it’s not prepared - so would we be screwed on stuff like teleportation if we don’t have a prepared caster?


If there’s no other casters but Dak, I think I’d have to go with a prepared caster. Thanks for making the list!

Thron, how would craft wondrous item work with respect to the cost of items that I/we own? Since we’re not directly starting at 7, should we let the crafting play out organically or should I assume there will end up with just a % discount? I don’t think it’d be fair for us to have literally everything at half price for one character having one feat, but I haven’t GMd with item crafting PCs.

Edit: if I chose something with the nobility domain, how would we resolve that?


Yeah, I'll do a leader, don't worry about it.

Still thinking about things, not settled. Really leaning towards having some fey-based things, but I'm struggling to find something that works with Cha and fey and 9th level casting. I'll figure something out!


There’s also the spirit guide nature oracle, which would give us 9th level spells, a combat companion with a high int, and enough charisma that the companion penalty doesn’t matter (and nature oracle allows for a bit of SAD in an average point buy situation). Spirit guide gets us a lot of per day flexiblity. I could take craft wondrous item and craft almost anything. Any thoughts? I’ve got the general shape of the roleplaying in my head, regardless of the class.


I’ve got the brain to handle the complicated mechanics, I think (inclination is a different story). But, I’d be middlebrow at intrigue, at best.

Problem is that it seems like not everyone wants to or has the inclination to do the mechanics, so it seems that we need a few city/barony leaders who can do it.

If I did, I’d optimize the crap out of the UC rules with spreadsheets and the like, so that’s a benefit at least.

It’s a good question!


Anyone have any ideas for characters? I’m stuck between a fey trickster mesmerist, a monster tactician inquisitor, and remaking my sacred huntmaster inquisitor from Ironfang invasion (who I loved playing). The first two would be leaders, the last one - probably not. What is everyone else considering?


Even though I’m probably not mutliclassing, I’d be more than happy to let the other PCs get a system like this. It lets people do interesting things, sometimes.


DM Thron wrote:
Well, I mean, I’m basically saying anything RAW that affects Leadership will apply. But as for the bonuses available to the score that are described within the feat itself, I will be handing those out once you guys elevate them, and if you feel you have and I haven’t given them yet, just ask me if you can get those and I’ll answer one way or the other.

I don’t intend on getting many of the leadership penalties, but is there a penalty for a familiar or companion, then? It’s RAW but some GMs I’ve played with have handwaved it.


That's fine, just constrains me a bit - can't necessarily do a jack-of-all trades dude like I usually would. I can figure something out.

Nm, you said purely charisma, level, and traits/abilities. So no miscellaneous modifiers are included.


The 15 point buy is giving me heartburn. All of my favorite character concepts are high skill, MAD types. I’m trying to figure something out.

Any consideration for the elephant in the room feat tax rules?

Also, do familiars and animal companions count as a penalty towards leadership score?

Lastly, I think I can deal with evil PCs in the party, but I’m not sure I could effectively roleplay with an antipaladin in the party, with the possible exception of the insinuator or tyrant. At some point any character of mine would have left the group if he/she found themselves forced to interact regularly with someone literally dedicated to suffering and destruction. So I don’t want to put a damper on anyone’s fun, but I thought I'd mention it.


Same! Are we concerned about either a) charisma or b) other potential penalties associated with calculating the leadership score or will the cohort/followers info be at a fixed level regardless of the modifiers?


hi2u


While I'm considering following along with the gameplay thread for general interest, which is a first for me, I'm going to respectfully de-interest myself.

Not because it doesn't look fun, but because I don't think I'm a good enough writer to play in a way that would enrich the experience for everyone else. Good luck!

It looks great, GM TWO, you've really come up with something potentially marvelous.


Could you tell me whether a skald/Paladin with an oath of the people’s champion would be able to maintain ranging song and inspire courage easily with Lingering performance?

I have thought about an orator who’s skill at inspiration is supernaturally powerful, and how that would work for bardsong and raging song on the same gestalt.


Looking forward to the decision! There’s a lot of interesting characters.


I think it’d be funny if Dak and I were in the same game, since he’s literally running my sihedron hero through RotRL right now (we’re noob level though).

There’s a non-zero chance that poor Sven will die and I’ll have to pretend it never happened to keep him as my hero!


That’s a good starting point - I wouldn’t have it memorized every day, but it seems like a good one to know.

I gotta come up with a good name in Xhosa, research required!


Because Veltariel is my friend, could I cast caster’s fortune for her?


Did you read my long post from the other thread? I’m not entirely sure I was right within the actual lore of Golarion, as I did a bit more reading afterwards and discovered a handful of innacuracies. Otherwise, I think there are points of commonality AND a bit of conflict in our outflook, which will be interesting to deal with.


I was considering the haunted heroes one, with an undecided pact. But you all might think scrolls are better.

The familiar folio one is interesting, but one additional banned school is a bit difficult to manage, I think.

I plan on taking the magaabyan arcanist after level 6. I want to provide the most utility as I can.


Hiya, checking in. Working on my alias now and the preliminary build.

I am considering also adding pact wizard, with party consensus. Any thoughts?

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