Gravvik the Cruel

Mitch Da Witch's page

Pathfinder Adventure Subscriber. ** Pathfinder Society GM. 11 posts (14 including aliases). No reviews. 1 list. 3 wishlists. 15 Organized Play characters.


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Grand Lodge

Pathfinder Adventure Subscriber

Monster under my bed

Grand Lodge

Pathfinder Adventure Subscriber

I think any martial can be versatile if you multi-class and use archetypes creatively. For instance I played a skinwalker(were-boar)barbarian(war dog)/alchemist(rage chemist, vivisectionist)/, rogue(scout). Lots of fun. Use of spells, lots of attacks, good skills, sneak attack, trapfinding/disable device and a companion(boar). Invested feats at later levels to intimidate which made combat even more fun. Crazy damage when shape change, raging, mutagen and flanking with companion for sneak attack. Out of combat had enough knowledge skills and rogue skills to do most rogue kind of stuff which made him useful in other ways besides killing stuff. Not to mention skinwalker added to flavor and roleplaying opportunities.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Subscriber

I love my gaming room with a big dragon mural on one wall, a poster size map of golarion on another wall, a book case full of gaming stuff and two big display cases loaded with minis....best part: my wife doesn't mind!

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Subscriber

Take a deep breath and remember it's just a game. Keep it light and have fun by allowing players and you to socialize and laugh. A big help for me is playing in the same group for years with people willing to rotate gming responsibilities and allowing the players to help dictate the rules when I am unsure. And as far as the rules, don't be afraid to break them and just go with what feels good or what will make it fun for the players...if they have fun you have fun!

Grand Lodge 2/5

Pathfinder Adventure Subscriber

Played the Runecarved Key at Gen Con during a special a couple years back. During one part of the scenario we had to pick a PC to fight a 5 headed hydra while the audiance watched on and cheered. My barbarian/fighter gets picked....the rest of the party buffs me up and I go into the pit. I proceed to one shot with a crit and rolled over 200 in damage. Our table erupts with cheers and high fives only to find out later that we lost points because the overall goal was to please the crowd for as long as possible. Definitely worth the loss of points!

Grand Lodge 2/5

Pathfinder Adventure Subscriber

I would like to give it a try

Grand Lodge

Pathfinder Adventure Subscriber

Stick with a simple PC. I would not suggest a Bard. They are complicated to play for someone with no experience. Have her play a strong female type but be a fighter to begin. I would have her create her character to begin, part of the learning curve. She can always add a fun background or even add her own "theme" song for her character. Ask her how she would dress and what she would look like. Before running her through BB scenario, just do an encounter. First do a skill check that involves finding info from an old man (knowledge or diplomacy) that lead her on a quest to find sword in the stone, along the way have some sort of hazard like climbing across a tree trunk over a ravine (acrobatics) and then she finds the sword (make a strength check to pull it from a rock). She can then fight a goblin, who is hiding in a grove of trees (stealth vs perception) using the sword. Simple enough to demonstrate some basics, entertaining enough if you do some goofy things with the goblin and then jazz it up with some creative descriptions.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Subscriber

Col Hans Landa from Inglourious Bastards. "The Jew Hunter". Intelligent, well educated, charming yet a sadistic villian. Passive aggressive style is cunning but he is pure evil. Enjoys killing. He is like an Ivy League Serial Killer.

Grand Lodge 2/5

Pathfinder Adventure Subscriber

Never had a problem with kids at the tables. I've gone to GenCon for the last 5 years and sat at several tables with father son duos and never had an issue. The kids actually bring a different kind of energy to the game which is welcomed. In addition, it's always nice to see families participate in Pathfinder together. I have played with my son since he was 12 (he is now 22) and I can truly say it brings us closer together that we can share our interest in gaming. So proceed as normal. Buy your tickets and have fun!

Grand Lodge

Pathfinder Adventure Subscriber

I would love a copy...still have the original....ailiff01@yahoo.com

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Subscriber

Specific to Darkmoon Vale. In no particular order.
1. Lumber Consortium (make great mafia bad guys)
2. Carnival of Tears Module
3. Werewolves
4. "Valers" distrust outsiders
5. Darkmoon Forest is filled with all sorts of fantastic locations. Tales of the Margreve could probably be used within the forest setting.
6. Druids
7. Droskar Crag and its connection with ancient dwarven civilization
8. The game of "knivesies"
9. Geo-thermic activity from dormant volcano
10. Trade of Darkwood

Race

Half-Elf

Classes/Levels

Summoner 7

Gender

Male

Size

Medium

Age

50

Languages

Common, Elven

Strength 10
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 19

About Matthias Chaput

Matthias
Male Half-Elf Summoner 1
NG Medium Humanoid (Half-Elf)
Init: +8 Senses: Perception +0
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Defense
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AC: 18, Touch 12, Flat-footed 16 (+6 Armor, +2 Dex)
HP: 53 (7d8 +21)
Fort: +5 Ref: +4 Will: +5
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Offense
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Speed: 30ft.
Melee: Longspear (1d8+0/x3)
Ranged:
Summoner Spells Per Day:
3 (2/day)
2 (4/day)
1 (5/day)
0 (∞/day)
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Statistics
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Str: 10 Dex: 14 Con: 16 Int: 10 Wis: 10 Cha: 19
Base Atk: +5 CMB: +5 CMD: 17
Feats: Skill Focus (Spellcraft), Improved Initiative, Craft Wondrous Item,
Traits: Exile, Adopted (World Traveler)
Skills: Handle Animal 2+7, Knowledge (arcana) 1+3, Knowledge (planes) 2+3, Spellcraft 5+6, Use Magic Device 4+7.

Craft +3, Diplomacy +7, Fly +5, Knowledge (all minus arcana & planes) +3, Linguistics +3, Profession +3, Ride +5
Languages: Common, Elven
SQ:
Combat Gear: +2 Mithral Shirt (5100) 23,500GP 0SP
Total Weight: 0/58 lbs.
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Special Abilities
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Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker's Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Spells Known:
0: Detect Magic, Read Magic, Guidance, Open/Close, Mage Hand, Light
1: Enlarge Person, Reduce Person, Grease, Mage Armor, Magic Fang
2: Lesser Evolution Surge, Glitterdust, Bull's Strength, Haste
3: Greater Magic Fang, Dimension Door

Background

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