Kazmukh Torson was born in New Stetven, the son of one of the most prominent architects in the city. Though his father died when he was young, his mother served as a capable role model for he and his sister, and he planned to follow her footsteps into stonecutting and building design.
Unfortunately, as an adolescent he and a small group of friends were snatched out of a local tavern by a band of traffickers. They traveled across Brevoy and sold the dwarf and his friends to one of the bandit bands that infest the Stolen Lands. Kazmukh remained their prisoner until he was liberated by King Freidold, who took the dwarf on as an assistant and guard.
Upon taking his post as a guard, the king gifted him with a hammer, forged of black iron, that he had found in the shadows of an abandoned dwarven tower.
I'll be taking the following for my background: Boost Wisdom and Charisma, with Strength as my free boost; Architecture Lore and Guild Lore; Group Coercion and Quick Squeeze for my feats. I'll take a hammer for my relic with the fiend and shadow aspects and shadow smith as my gift. (Think I did all that right!)
I'm thinking fighter for my class
As Ruzza said, anything that gives frightened/sickened/clumsy is great. Fear is a pretty common and useful debuff.
Also, in response to Aratonin, I would absolutely spend a skill feat to get a +3 on one attack per round. (In this edition.) That's a big bonus.
Here are the two possibilities I'm applying with. (Rough builds.)
1) Jerek Truss, Flame of Justice
1 Kinetic Blast: Fire Blast; Basic Pyrokinesis; Infusion 1: Burning Infusion. Elemental Focus: Fire.
2 Utility Wild Talent 1: Kinetic Awe.
1 Spell Penetration
Diplomacy +5, Intimidate +5, Knowledge (planes) +2, Perception +5
Background: Profession (soldier) +4, Linguistics +2
Traits: Stolen Fury, Omen
Full build on Pathbuilder Website
2) Bella Glint
1 Inspiration, Astrology, Starfinding
2 Poison Resistance, Poison Lore
1 Weapon Finesse
Acrobatics +7, Craft (alchemy) +9, Diplomacy +6, Disable Device +7, Knowledge (arcana) +9, Knowledge (planes) +11, Knowledge (religion) +9, Perception +5, Spellcraft +11, Stealth +7
Background: Knowledge (geography) +10, Sleight of Hand +6
Traits: Chance Encounter, Stoic Optimism
Spells Know: ant haul, comprehend languages, cure light wounds, enlarge person, identify, shield
Spells Prepared: enlarge person, shield
Full build on Pathbuilder Website
I'd be interested! My two character ideas are:
Try clearing your cookies for paizo.com. I was having the same problem, and that fixed it.
Is Groetus the moon itself in Boneyard? Or does he just live on it?
This is a point of contention among some of his followers, but most agree that the moon itself is a manifestation of his physical form. It's also his divine realm.
If you want a deep-dive on Groetus, there's an article about him in Beyond the Doomsday Door.
Love to play. I'm currently putting my character together.
To apply please post here with the following information:
Rogue in question from the OP.
I'll leave statistical analysis to others and just say this: It doesn't feel fun when the vast majority of the time you use an ability, it fails to make a difference.
(Especially when the opponent smacks you with their second or third attack!)
It does significantly upgrade with Nimble Roll--difference to me being it does something when the attack was going to miss anyway, so it doesn't feel wasted.
This is a matter of personal opinion of course, but I'll take an ability that makes me feel good most times over one that is technically mechanically superior but usually feels like I chose to use it at the wrong time.
Hey Laran! They are made using the monster and NPC creation guidelines. These were just released as a free pdf, and they'll be published early next year as a part of the Gamemastery Guide.
GM Hmm wrote:
Thanks for your thoughts! I have been using the template from the PBP GM kit and I was just wondering if anyone had useful changes for 2E.
In my F2F games, I've been collecting everyone's skills that might come up for Secret checks, but I could pull that from profiles.
We lost a player for our Tears at Bitter Manor game. Looking for a level 5 replacement. We're running for PFS characters, so please keep that in mind.
Someone with a bit of healing wouldn't go amiss, but what we are really looking for is someone that's into the light-hearted roleplay vibe of the current group.
Hoping to integrate the new member into the group as soon as possible, so I'll probably pick a new player before the weekend is out.
No, I went off the Bulk value listed on his sheet. (4, 7L)
Sorry that you didn't have a good experience with Fumbus, Aricks. I ran demos and quests all weekend at Gen Con, and I think he was generally pretty well-received. (One group referred to themselves as Team Fumbus because he kept rocking all the skill checks.)
I think people enjoyed that he was great against creatures when you knew they had a specific weakness, and he often had an action available to Recall Knowledge in combat. The rogue also appreciated his ability to make things flat-footed with his electricity bombs.
The scenarios that I was running did give him several places to shine, so it might also be a matter of the enemies you faced.
I'd love to join you guys if you are looking for a 6th.
I have a 13 investigator (Galtan noble in exile. Knowledge and rogue skills. Melee) or a 13 sorcerer/monk (elemental themed. Pretty blasty. Seeker sorcerer, so can do trapfinding)
It seems like either would be okay for the group. Anyone have a preference?
While there are a few "dungeon" sections of this, each one has opportunities for good RP, and none of them are sprawling. There's also enough variety in flavor/architecture of the encounter areas that it feels varied to me, at least reading it.
Really liked the NPCs in this. They are interesting and their roles in the adventure are thoughtfully presented.
Ha! I'm prestigious! :P
The psychic is very similar to the sorcerer (especially this build), so I won't be pulling out anything crazy. Level 5, btw.
The archetype and discipline (aka bloodline) I'm using give me access to some spells from the druid list and to one other off-list spell.
This character is a bit of a textbook (solid Knowledge checks) with some enchantment spells (though not compulsions that control people, as I don't care for those.)
Edit: HERE is the character on Mythweavers. Just about done except for equipment.
Think I'll go with the psychic. Fits the timeline better, and we seem to have enough martial power.
She's an old elf that's a Magaambyan Telepath psychic. Strong believer in the power of experience. She'd be working with the Twilight Talons to free the imprisoned. Nature doesn't like to be contained!
(I'll get her profile up to date today or tomorrow.)