Count Lucinean Galdana

Marius Verloren's page

12 posts. Alias of AJM8665.




Hey all, I'm working on building a replacement character for an ongoing CotCT campaign, their divine character dropped out do to RL issues and I've decided to step up and fill in, but I'm at a loss.
I'm leaning towards a vanilla Cleric of Abadar with the Defense and Nobility domains. Since Lamm is already dead I've been given the go ahead by the GM to replace the campaign trait with another trait. Since my concept is someone who works with the Korvosan guard on occasion I've taken the Eyes and Ears of the City and Child of the Temple traits (with the Deft Dodger trait for the Pride (Respect my Authoritah) drawback).
The plan is a support type character with buffs and ranged combatant (melee, if necessary).
I'd appreciate a hand in building the character and any advice would be greatly appreciated.

The Build So Far:

Damien Cross
Male human (Varisian) cleric of Abadar 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
Aura deflection aura (2 ft.)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 12 (1d8+4)
Fort +4, Ref +4, Will +6
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . light mace +0 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless[D], divine favor, magic weapon
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Nobility (Leadership[APG] subdomain)
--------------------
Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Toughness
Traits child of the temple, deft dodger, eyes and ears of the city
Skills Acrobatics -2 (-6 to jump), Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +4, Perception +8, Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +4
Languages Common, Shoanti, Varisian
SQ inspiring command, pride
Other Gear armored coat[APG], heavy steel shield, crossbow bolts (10), dagger, dagger, light crossbow, light mace, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (The Order of Numbers)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Abadar, 21 gp
--------------------
Special Abilities
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Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Leadership)
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize

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Hey all,
I'm currently playing a Cleric 6/Radiant Servant of Pelor 7 and was wondering where to go once I hit RSoP 10. I was thinking about going into Divine Disciple (PGtF) but would like to get some additional feedback.

The campaign isn't especially undead heavy and it will go to 20th level (and possibly beyond) so I'm looking for some advice on what Prestige Class to pick up next.

Please keep any recommendations to WotC core plus Forgotten Realms sourcebooks (NO Eberron or Dragonlance)

Cassandra Morningstar:

CASSANDRA MORNINGSTAR CR 13
Female Human Cleric 6 Radiant Servant of Pelor 7
NG Medium Humanoid
Init +0; Listen +5, Spot +5
Languages Common
---------------------
AC 24, touch 11, flat-footed 24
. . (+9 armor, +3 shield, +1 deflection, +1 natural)
hp 82 (6d8+7d6+26)
Divine Health (Ex)
Fort +13, Ref +5, Will +18
---------------------
Speed 20ft.
Melee weapon +1 Mace, Heavy +12/+7 (1d8+3) and
. . Dagger +11/+6 (1d4+2) and
. . Masterwork Longsword +12/+7 (1d8+2) and
. . Shield Bash +11/+6 (1d4+2) and
. . Unarmed Strike +11/+6 (1d3+2)
Ranged weapon Longbow, Comp. (Str +2) +9/+4 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +9/+4; Grp +11

Combat Gear +1 Arrows, +1 Full Plate, +1 Mace, Heavy, +1 Shield, Heavy Steel, Dagger, Longbow, Comp. (Str +2), Masterwork Longsword, Shield Bash
Cleric Spells Prepared (CL 6, +11 melee touch, +9 ranged touch):
7 (DC 22, 1/day) - Holy Star, Sunbeam
6 (DC 21, 2/day) - Heal, Bolt of Glory, Lucent Lance
5 (DC 20, 4/day) - Righteous Might, Break Enchantment, Cure Light Wounds, Mass, Command, Greater, Life's Grace
4 (DC 19, 5/day) - Blessing of the Righteous, Fire Shield, Freedom of Movement, Magic Weapon, Greater, Shield of Faith, Mass, Summon Hound Archon
3 (DC 18, 5/day) - Searing Light, Cure Serious Wounds, Daylight, Light of Wisdom, Light of Venya, Magic Vestment
2 (DC 17, 6/day) - Bear's Endurance, Cure Moderate Wounds, Consecrate, Divine Insight, Hand of Divinity, Light of Faith, Light of Mercuria
1 (DC 16, 7/day) - Cure Light Wounds, Divine Favor, Endure Elements, Light of Lunia, Protection from Evil, Shield of Faith, Sign, Vision of Glory
0 (DC 15, 6/day) - Light, Guidance, Detect Magic, Mending, Create Water, Read Magic
---------------------
Abilities Str 15 Dex 10 Con 14 Int 10 Wis 20 Cha 12
SQ Augment Healing, Aura (Ex), Cast Healing spells at +1 caster level, Circlet of Persuasion, Divine Spell Power, Divine Vigor, Divine Ward, Glory, Greater Turning (4/day) (4/day), Healing, Maximize Healing (Ex), Radiance, Spontaneous Casting, Subtype - Human, Sun, Turn Undead (8/day) (Su), Type - Humanoid
Feats Armor Proficiency (Heavy), Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Medium), Augment Healing, Divine Spell Power, Divine Vigor, Divine Ward, Extra Turning, Martial Weapon Proficiency - All, Scribe Scroll, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All
Skills Balance -6, Bluff +4, Climb -4, Concentration +16, Diplomacy +11, Disguise +4, Escape Artist -6, Gather Information +4, Heal +10, Hide -6, Intimidate +4, Jump -8, Knowledge: Religion +9, Move Silently -6, Spellcraft +13, Swim -10
Possessions combat gear plus Alchemist's fire (flask), Antitoxin (vial), Bedroll, Belt of Priestly Might, Circlet of Persuasion, Cleric's vestments, Cloak of Resistance, +1, Dimension Stride Boots, Flint and steel, Gloves of Dexterity, +2, Handy Haversack (31 @ 54.5 lbs), Healer's kit, Holy symbol, gold, Holy water (flask), Mirror, small steel, Periapt of Wisdom, +2, Pouch, belt (empty), Rations, trail (per day), Ring of Protection, +1, Rope, hempen (50 ft.), Signal whistle, Spell component pouch, Sunrod, Tanglefoot bag, Thunderstone, Traveller's Outfit (Free), Waterskin, Whetstone
---------------------
Augment Healing +2 dam healed per spell level of Conjuration [Healing] spell cast.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Warding (Su) All allies within 10 ft gain a +2 morale bonus to Will saves.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Divine Health (Ex) Immune to all diseases, including magical ones.
Divine Spell Power Free, burn turn/rebuke & roll turn chk, apply as mod to divine CL for 1 rd.
Divine Vigor Stand, use 1 turn to give +10 ft to speed and X temp Hp for Y mins.
Divine Ward 1/day, 10 min, ward 1+1/used turn ally, use 1 turn, cast tch as short for 24 hr.
Glory +2 bonus to turn undead and +1d6 on the turning damage roll.
Greater Turning (4/day) (4/day) You can perform a Greater Turning against Undead once per day.
Healing You cast healing spells at +1 caster level.
Maximize Healing (Ex) All Healing domain spells are Maximized for free.
Radiance Double illumination radius of light spells, +1 spell level to counter darkness.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Turn Undead (8/day) (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
Type - Humanoid Unless otherwise noted humanoids have these features.
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Thanks for your help,
Alex


Welcome all to the Discussion thread for my Rise of the Runelords: Anniversary Edition campaign. Please take the time to introduce yourselves and to amke any last minute adjustments to your characters that you feel might be necessary.
Thank you for taking the time to apply and we'll get this show on the road shortly.


1 person marked this as a favorite.

I’m looking for five players for an upcoming Rise of the Runelords: Anniversary Edition PbP game I’ll be running. Recruitment will be open from now until 6:00 pm Friday, October 19th.
I usually prefer to select one type from each of the 'Big Four' character roles (i.e. 1 Arcane, 1 Divine, 1 Martial, and 1 Skilled plus an additional character (generally a hybrid class or an additional martial character, depending on which I feel the party needs more)). It's not a hard and fast rule, but thats the way things generally turn out.

Now for the fun part, the rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Rise of the Runelords: Anniversary Edition Player's Guide or from the Shadows Under Sandpoint section of the Traits chapter of the APG.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice (rounded up), whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

Right now I'm looking for character concepts and background information on said character (it can be as detailed or as vague as you want (From a few lines to a full blown character profile. Just remember the more information I have the more I can make an informed decision about who will eventually join the game).

That's about all I can think of for now, but please feel free to post any particular questions you might have.

Thank you and good luck everyone.


I'm creating a character, a Gnome Sorcerer (Fey), for an upcoming Kingmaker campaign and wanted to run it by the community before I finalize anything. Below is what I have come up with so far. The character is based on a 20-point buy. Take a look at it and tell me what you would change.
Thanks,
AJM

UNNAMED HERO CR 1/2
Male Gnome Sorcerer 1
NG Small Humanoid (Gnome)
Init +0; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 11. . (+1 size)
hp 12 (1d6+6)
Fort +3, Ref +0, Will +2
Defensive Abilities Defensive Training; Resist Noble Born - Medvyed
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Hypnotism (DC 17), Color Spray (DC 16)
0 (at will) Acid Splash, Daze (DC 16), Read Magic (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 8, Dex 10, Con 16, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 8
Feats Eschew Materials, Toughness +3
Traits Dangerously Curious, Noble Born - Medvyed
Skills Bluff +8, Craft (Alchemy) +8, Fly +2, Knowledge (Arcana) +6, Perception +2, Spellcraft +6, Stealth +4, Use Magic Device +9 Modifiers Noble Born - Medvyed
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ Fey, Gnome Magic, Hatred, Illusion Resistance, Laughing Touch (7/day) (Su)

--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fey +2 to save DCs from spells of the Compulsion subschool.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

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The day finally arrived. After almost a month of interviews and exercises the final four groups of explorers was set to be announced today. As you enter the grand hall of the mayor’s residence you notice several long tables set up in the middle of the room and sideboards laden with various meats and cheeses line the walls. Several casks of wine and ale, already tapped, stand in a corner presided over by a steward who seems intent on insuring every cup is full.
As you look around you notice several of the tables nearer the high table seem to have already been claimed. At one table, a handsome man wearing full plate armor, a tabard emblazoned with the longsword symbol of Iomedae worn over it, sits locked in deep discussion with similarly armored men. At another table a man dressed in noble finery sits with another man, wearing a suit of highly polished chain mail, airily gesturing with his wine cup while observing events. At a third table sits a hard eyed man, dressed in well-to-do clothes, warily eyeing the arriving guests as his men seem particularly uninterested in the festivities going on around them. As you enter the room this man raises his glass to you in a quiet salute.

Caelius & Ragnor:
This man you recognize as Maeger Varn, a minor Swordlord who taught at the Academy.

A fourth table sits currently unoccupied. As you take a place at this table you are soon joined by five other people, clearly adventurers and fortune-seekers, like yourself. As your table fills in servants bring platters of meats and cheeses along with trays of wine, ale, and mead.

Feel free to take this opportunity to introduce yourselves to the others.


Welcome everyone.


Hey all,
I’m opening up this recruiting thread to look for four players for a new Kingmaker PbP I plan to run concurrently with my RL Kingmaker game. A fifth spot is reserved for a friend who will either be playing a Gnome Bard, or a Half-orc Inquisitor, depending. I’ll close this recruitment thread Monday night and announce the final characters on Tuesday the 24th.

About me, I’m a SLOW poster as a GM, I would like to give everyone time to respond to a situation rather than railroad a character into an action that they wouldn’t have necessarily have taken. That being said I can tolerate absences of up to a couple of days without getting worried. Anything over three days without posting, without prior warning, requires a Doctor’s note or a letter from your parents.

During the next few days I'd like everyone to think about what type of character they would like to play along with their reasons behind why they would accept the Swordlord's charter. A brief character background would also be appreciated.

Now just some quick guidelines:

• Races: All standard races from the Pathfinder Core Rulebook will be allowed.
• Classes: All classes (Base and Prestige) from PFRPG core rulebook plus those from the Advanced Player's Guide (APG) and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG or UM) will be allowed.
• Favored Class: The favored class options from the Core Rulebook and the APG will be acceptable.
• Alignment: Characters can be any Good or Neutral alignment. No evil alignments will be allowed
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability can be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, or UM will be acceptable. Any 3.5 feat will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Kingmaker's Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

That's about all I can think of right now, but I'm sure there will be more later. If you have any questions feel free to ask.