Roll:
#1: 4d6 ⇒ (3, 6, 2, 1) = 12 #2: 4d6 ⇒ (6, 2, 6, 3) = 17 #3: 4d6 ⇒ (1, 5, 6, 5) = 17 #4: 4d6 ⇒ (1, 5, 3, 5) = 14 #5: 4d6 ⇒ (2, 5, 2, 5) = 14 #6: 4d6 ⇒ (3, 4, 2, 2) = 11 #1-reroll: 2d6 ⇒ (4, 1) = 5 #2-reroll: 1d6 ⇒ 4 #3-reroll: 1d6 ⇒ 2 #4-reroll: 1d6 ⇒ 6 #5-reroll: 2d6 ⇒ (5, 6) = 11 #6-reroll: 2d6 ⇒ (1, 1) = 2 #1-rereroll: 1d6 ⇒ 2 #3-rereroll: 1d6 ⇒ 3 #6-rereroll: 2d6 ⇒ (5, 2) = 7 #1again: 1d6 ⇒ 6 #6again: 1d6 ⇒ 4 #1: 6,4,6 = 16
Let’s see what I do with these….
I am interested. I love the era, and Cthulhu. I am not familiar with the game rules, though, so I will need a little time to get the details for a character. Not sure what you may need, although I am thinking of a combination of an old gent mechanic in the Rocketeer with the sidekick mechanic in High Road to China. I am very open to other ideas though.
I was also thinking a summoner class - a gnome animal trainer with an eidolon resembling an elephant, with some thieving and spying skills on the side. I could also go druid with a similar background and flavor. I had to go buy the book yesterday for the summoner class details, and am still reading through it.
So it looks like you have a cleric, fighter, rogue and sorcerer already applying. Therefore, I will throw my hat in the ring as a bard. How do you feel about Tengu? For some reason, I just keep picturing my bard as a hardened version of the singing rooster from the animated Robin Hood movie. I am certainly not tied to it, though. In any case, I am thinking of a strong connection to Wrin Sivinxi, either a confidant or drinking buddy, as well as a follower of the Cosmic Caravan. But were Wrin is claustrophobic, my Tengu would be more of a spelunker. Sort of an opposites-attract connection. I'll work up something today, but please let me know if Tengu is not your cup of tea, because this concept would work easily as a halflingm, gnome or elf as well.
1. Name: Frederick "Freight Train Freddy" Johannsen
Obviously, I took a few liberties here, so I suspect GM tweaking would be necessary. But this is the basic idea - a NG brawler with UMD (probably from a trait), an ex-alcoholic. Stats will have to be pretty even, but Strength would be primary (if even possible - if not, I was thinking perhaps he had possession of an artifact that made him ridiculously strong, but drove him to alcoholism and that the Vault recruited him after removing said item - and therefore his previously enjoyed strength). GM Michael: On a personal note, I wasn't really looking for another game, but this one struck two chords for me. I have been running more than one Runelords AP for quite some time now, but never got a chance to play it, which is ok because I know the material a little too well now. But this approach changes that! Also, I am currently doing something similar, running a WWII-like version of the Mummy's Mask. This also brings up another thought - even if you don't end up including me, I highly recommend Robert Henry. He has proved to be very useful as a player in my Mummy's Mask game and does a great job keeping things moving.
I would love to join you on this. I am just getting into 2e myself - a couple short scenarios under my belt, but still much to learn. How about I bring a goblin sorcerer who doubles as the cook, keeping the party fed by frying up whatever deep dark delicacies we may find? He could also be a gnome, but I think goblins have become more mainstream in 2e, so it could be fun to try it out.
Yeti
Hello! I still need to work up a character, but thought I would start with saying hello and see if you all have any thoughts. My initial though is either a witch somehow tied to the sea, or perhaps a water/weather druid - it seems like you have some muscle but need someone to patch you back up! I am also happy to play a straight up cleric of some sort, but the witch seems more "piratey" to me... Or if you are missing something else more critical, like a rogue, I am really flexible. I have previously played parts of book 1, so I am not too unfamiliar, although I will need to catch on to the story so far. Otherwise, I have been playing Pathfinder for a few years now, and long ago I played AD&D thru 3.5 (plus a variety of other systems like Gurps, Champions, Traveller, Buck Rodgers, and many more...) So yes, I am a bit older.
GM CrusaderWolf wrote: @PJP I'd rather not modify Callarduran's domains, but there is also Baravar Cloakshadow who's a specifically illusion-focused deity. Either way I like your concept! Sold! That will work better with my background as well.
I am working on someone to fit in that divine niche, but have a few questions. First, I am building a svirfneblin (deep gnome) cleric of Callarduran Smoothhands. Basically I am using just a base gnome with a few alternate traits (Darkvision and Bond to the Land), and the Herald Caller archetype to simulate what I recall about the race summoning earth elementals to fight their battles for them. That leads me to my question: Since these deities aren't standard for Pathfinder, can I take Trickery as my domain? (Herald Caller loses the second domain). Earth would also seem appropriate, but svirfneblin were masters of illusion, so Trickery rounds out my concept better. And otherwise, anything you see a problem with? Clearly, this character will be more familiar with the underdark, and I am working on a backstory now.
I have a character in mind and will be fleshing out the details today, but I am thinking of a investigator/alchemist/rogue type who used to be a smuggler before witnessing the devastation from the demon army attacks. Always been good hearted, but series of events seemed to always push him towards the wrong side of the law. Mechanically, I am thinking a skill-based character who fights dirty. Maybe using holy bombs of some sort.
I know this is bad timing, but do we have any Core GMs willing to take over the second half of part 3 of Destiny of the Sands? Our discussion link is here. Current GM disappeared a few weeks ago, which is not too surprising given the turn of world events, but we would like to finish it up. Thanks!
Here’s what I’m looking for. You can format the application any way you want, but this is the gyst of what I want: Name: Mama Gnash
Once she aged out of the system, Mama Gnash, as she had come to be called, stayed on as the head cook, taking care of the other orphans as best she could, feeding their bellies with food and their souls with stories. It was then that she got her second calling - that of her ancestors who had watched her come from so little, and yet have so much to give. It began as inspiration in ancestral recipes that would come to her in a dream, and then one day, as a rat which could speak, who came to tell her of her gifts. After many years, despite her struggles to avoid it, the orphanage closed. She had made many friends throughout the years, and so she made a living as a wandering chef, moving from tavern to tavern to cook her dishes, and often to peddling healing powers or advice to those who need just a little help. Three Questions Answered:
2. Besides yourself, who is the most important person in your life?
3. How do you like your eggs and why?
Role in the party
For the campaign trait, she is goign to be Spirit Touched. Her shaman spirit is Ancestors, with an eye towards Heavens as a primary second choice. She will use diplomacy and charm to help others see things her way, and when it comes to combat, she will be wielding a heavy iron skillet and some kitchen knives. But let's hope it doesn't come to that.
I present Sydney Streegrenet, Senate-hopeful human who dabbles in the mysteries of other planes of existance. GM Dak wrote:
Done. GM Dak wrote:
Rollplay vs Roleplay: I am finding more interest in Roleplay vs the mechanics as of late, and this sounds like the perfect AP to do that. As such, even though wizards are not often the face, this one will sort of fit that need (Diplomacy and Sense Motive are primary skill focuses). As a shmoozer and politian, combat isn't really going to be his strength. In fact, he won't ever want to get his own hands dirty. But he is happy to summon creatures from other planes to do that for him. His main focus will be as a utility spellcaster, with summoning and protections as combat options. In later levels, there will also be some evocations as needed. Character Concept:
He has always been a resident of Oparra, and is quite the partiot. However, his family history is a little blemished because about 600 years ago, his family was torn in two - half remaining in Taldor, and half now a family in Cheliax. It was truly brother vs brother during the Cheliax rebeliion, and it cost his family much. Generations have worked toward regaiing some of the family's former glory, but there was always a bit of a taint to the family name. Growing up, the continued bitterness, and some hidden family connections to their Cheliax bretheren, have been a source of power and intrigue. Still, the Streegrenets of Taldor are a noble family (of a lesser extent), and Sydney hopes to bring his family name again to greatness. Toward that end, he has embarked on a carreer path to become a Senator... and has participated in some questionable dealings in an attempt to gain power. (GM Note: His drawback is Power-hungry, and is central to his mindset). As such, he works hard to gain influence and rub elbows with the right people, including jumping at a chance to establish new leadership! With the family still having a fair amount of influence and wealth, Sydney was able to attend the university and developed an interest in other planes. As a highly intelligent student, he excelled at his studies with little effort, but as an apprentice wizard, he barely got by. One day, playing with some conjuration spells, he managed to call a thrush of deep black hue which went by the name Iznagitur. This thrushpromised to help him with his studies, serving as his familiar, and helped him navigate the early years with both magical help, and with navigating the internal politics of the university. A voice on his shoulder, the raven inspires Sydney to greatness, sometimes with questionable choices. Progression: In truth, the familiar is a devil/imp in thrush/raven form (as part of the Pact archetype). While Sydney is not evil, the familiar is, and will always be trying to tempt the would be wizard-senator in a master plan to cause more souls to suffer. Sydney's intentions are good, however, although not always necessarily for the right reasons. It is a classic case of "making a pact with the devil for the greater good" scenario. As a polititian, he believes he is working to make laws for the betterment of Taldor and its citizens, although the need to become powerful to do so is a slippery slope. So much of this character will be about balancing good and evil, while he remains more or less impassionate in the middle. (If this is not a storyline you want to work with, I can change this to eliminate the raven/devil storyline - which won't even really come into play until 5th or 7th level) and keep the rest of the character the same. The power really comes in mid-levels to allow faster casting via Sacred Summons, and also allowing summoning of devils which would not otherwise be available. Also note: This gives him an Aura of Lawful-Evil even though his alignment is not. And I want to clarify - at no time will this character become evil - much of the struggle is to keep from crossing the line despite the lure provided by the familiar. But again, if you are concerned, we can adjust it - and it won't even come into play for quite some time, so you can see how you like my style before we get there.) In either case, Sydney is planned to continue progression as a full and versatile wizard. GM Dak wrote:
TimeZone: Central Time (Chicago), but my posting can be anytime of day. I usually try to check in all games at least twice a day (8-10am, and 6-8pm) unless I get too busy. GM Dak wrote:
PbP Experience: I play strictly PbP, and have been about 3 years now. Most of that was PFS, but have been leaning more to APs for last year. Prior to that, I played only F2f, and that was a good 20 years ago. I am in about 8 active games currently (4 APs and 4 PFS scenarios for Gameday - all of which are near end). I also am currently GMing 4 APs, 2 homebrew, and 1 PFS. Crunch for Sydney Streegrenet: Sydney Streegrenet LN Human Wizard (Pact Wizard - HH and FF) 1 Languages: Common, +4 Deity: Abadar, Cayden Cailean, Norgorber, or Shelyn (Asmodeus)
Init +0
DEFENSE
Defensive Abilities
OFFENSE
Melee Attacks
Ranged Attacks
Additional Bonuses:
Spells Prepared: (+1 DC to dispel conj)
Spellbook: (@ - Patron Added)
1st: (DC 15 / 16 Conj) [3+4]
Specialist: Conjuration (Teleportation School)
STATISTICS Spoiler:
=20 pt build
S 0 10 (+0) D 0 10 (+0) C 2 12 (+1) I 10 +2 18 (+4) W 5 14 (+2) Ch 3 13 (+1) Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 13 (+1) SKILLS 7 (2 +4 Int +1 Human)
Background Skills 2 (2)
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). EQUIPMENT COINS
FEATS
TRAITS
Student of Philosophy (Social) You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Outcast's Intuition (Magic) You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. Drawback: Power Hungry You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. Spoiler:
=Familiar: Thrush
+3 Diplomacy and Speaks Taldor/Common THRUSH CR 1/3
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Spoiler:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features Spoiler:
The following are the class features of the wizard. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Teleportation (Conjuration) School
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Pact Wizard (HH)
Effortless Magic (Ex)
This alters the wizard’s spellcasting. Patron Spells
In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces scribe scroll. Patron: Boundaries
Great Power, Greater Expense (Ex)
At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success. This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level. Pact Wizard (FF)
Familiar (Ex)
This ability alters arcane bond. Pact Focus (Ex)
This ability alters arcane school. Pact (Ex)
Aura (Ex)
Pact Summons (Ex)
True Form (Ex)
Planning Spoiler:
1: Spell Focus: Conjuration, Augment Summoning (+4 str, con) 2: 3: Superior Summoning - When summoning more than one creature, summon an extra one. 4: +1 Int 5: Sacred Summons - summoning devils(LE) is standard action 6: 7: Spell Penetration (feat?) (Imprvoed familiar comes for free with archetype) 8: +1 Int 9: feat 10: Summon feats:
PJP's submission: Alagenshatie Moonie
Crunch:
CG Gnome Cleric of Ashava 1 Domains: Darkness, Good Init +1; Perception +5 , Sense Motive +3
HP 8 (1d6 +1 Con +1 FC) DEFENSE
Defensive Abilities
OFFENSE
Melee
Ranged Spells (No lawful or evil)
Other Actions
STATISTICS
SKILLS 2 (2 +1 Int +2 Bkgd)
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). EQUIPMENT
COINS
FEATS
TRAITS
Rapscallion: You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all your mischievous behavior, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks. SPECIAL ABILITIES
Spoiler:
The following are class features of the cleric. Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. Darkness Domain
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades. Good Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Gnome Racial Traits
Spoiler:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Description and Personality:
Alagenshatie Moonie is a scrawny little gnome lass with dark blue hair, usually in a bit of a mess. She dresses very drab for a gnome, and doesn't really seem to care much about giving a good appearance, although she still seems very approachable most of the time. Moonie (to her friends) is known to be a bit of a rabble-rouser, although only in good fun. While her style of dress seems fairly gothic, her cheery personality is very surprising to many upon first meeting her. She is usually only found wandering at night, either carousing the local pubs or comtemplating life while looking up at the stars.
History:
Alagenshatie was raised on the docks of Riddleport, but always hated it there. Her family was not well off, and her father was a bit of a drunk. As a child, she would often sneak out when he would pass out drunk. Always a night owl, she would tend to look for a party or just try to cause a bit of mischief. Her mother saw the effect of life in Riddleport, and arranged for her to spend some time in a monestary in the mountains - a chance to get away from the evils of the city and get a fresh start. While there, she discovered she had a curious mind and became interested in history and languages. The monks were good to her, but seldom appreciated her pranks, but they let her remain as long as she liked. After many years of study, she began to study various religions and came across a text on the empyreal lords. Ashava, in particular, caught her attention, having soe many tenets close to her heart. She studied and learned, and found a sect of clergy not far away in Roderic's Cove. She went for a short visit, but while she was there, she found inner peace and wonder, and finally found a course for her life. For the past few years, she has studied and prayed, often sitting in the local cemetary to gaze upon the moon and enjoy the quiet darkness. It is there that she met Audrahni. They were very different, Audrahni morose and Moonie so light-hearted, but they shared many a quiet conversation in the moonlight and became close friends.
Looking Ahead: Primarily, Moonie will be primarily healing and restoration, some knowledge skills, and some "cover of darkness" support. She could also act as a backup Face. She might dabble in Shadowdancer a bit, but more likely will stay on cleric levels.
Wow, I found a lot of errors... I was too tired last night. I may still have made more, as this is my first try at the playtest material, but I think it is in much better shape. Background:
Axel Brander is not this dwarf's real name, but that name has been lost long ago. Most of Axel's memories begin in the slave pits. A rough life toughened the already tough dwarf, but it also took its toll on him mentally. Axel began to hear voicces, perhaps those of his undead ancestors... or perhaps aliens from beyond the stars. With the voices came inate powers. As Axel showed his ability to survive, his slave owners saw some poential for him in the gladiator arena. Training with the other dwaven warriors, Axel learned the basics, especially regarding traditional dwarven weapons. Every now and then, gladiators were offered a chance at freedom, but this required a great risk to participate in a grand melee. "In for a penny, in for a pound," the voices in his head would say, over and over again. He volunteered, and somehow emerged victorius! Now he wanders, in search of a means to support himself.
Character Sheet:
Axel Brander NG Dwarf Male Sorcerer Languages: Common, Dwarf Str 15 +2 15
HP: 10+6+3=19
Class DC (Cha): 13 (10 + 1 lvl + 2 Cha)
Ancestry: Dwarf
Class: Sorcerer
SPELLS
FEATS
PROFICIENCIES
SKILLS (5 + 1 Int)
EQUIPMENT
Roles: Axel will start as more of a front liner, I think, but as his powers grow, and his melee skills get outpaced, he will become more of a damage dealer.
Background:
Axel Brander is not this dwarf's real name, but that name has been lost long ago. Most of Axel's memories begin in the slave pits. A rough life toughened the already tough dwarf, but it also took its toll on him mentally. Axel began to hear voicces, perhaps those of his undead ancestors... or perhaps aliens from beyond the stars. With the voices came inate powers. As Axel showed his ability to survive, his slave owners saw some poential for him in the gladiator arena. Training with the other dwaven warriors, Axel learned the basics, especially regarding traditional dwarven weapons. Every now and then, gladiators were offered a chance at freedom, but this required a great risk to participate in a grand melee. "In for a penny, in for a pound," the voices in his head would say, over and over again. He volunteered, and somehow emerged victorius! Now he wanders, in search of a means to support himself.
Character Sheet:
Axel Brander NG Dwarf Male Sorcerer Str 15
HP: 10+8+2=20 Ancestry: Dwarf
Class: Sorcerer
Speed 20'
Perception: +2 [E]
Spells
Feats
Proficiencies
Skills 5 + 1 Int
Perception [T] Gear
Roles: Axel will start as more of a front liner, I think, but as his powers grow, and his melee skills get outpaced, he will become more of a damage dealer.
Wow - I remember (vaguely) playing all of those some time ago... AD&D as I knew it. If it's not too late to throw my hat in the ring, here is a wizard for your consideration. I still need to flesh it out a bit, choose spells and such. Young elf looking to be a great wizard, being egged on by familiar (raven, probably). Will write up storyline next, but here is the basic crunch. Name Yet to be Determined: Grey Elf Wizard (Conjurer) 1
Init +3
DEFENSE
Defensive Abilities None OFFENSE
Melee:
Ranged:
Spells Memorized:
Spellbook:
STATISTICS
Abilities Str 12 (+1), Dex 17 (+3), Con 10 (+0), Int 17 (+3), Wis 14 (+2), Cha 12 (+1) SKILLS 7 ranks (4 +3 Int)
Knowledge (arcana)* +7 (1 rank +3 Int +3 class)
Linguistics* +7 (1 rank +3 Int +3 class)
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). EQUIPMENT COINS
FEATS TRAITS
SPECIAL ABILITIES
Keen Senses: Elves receive a +2 racial bonus on Perception checks. An elf who merely passes within 10 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. They can also sense the planet’s magnetic field, allowing them to use know direction at will.
CLASS FEATURES
Spells
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Bonus Languages
Arcane Bond (Ex or Sp)
Arcane School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Evocation Arcane School
Intense Spells (Su)
Force Missile (Sp)
Elemental Wall (Sp)
Cantrips
Scribe Scroll
Bonus Feats
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels. Spellbooks
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Adding Spells to a Wizard’s Spellbook: Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs. Arcane Spells and Armor
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
@Angel eyes - Not too late at all! Welcome to the list.
For everyone else, I should have decisions shortly and will PM you a link to get started. Thank you all! Some really good submissions here. Submissions under consideration: *Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
Not considered: *Mary-Jane Tucker (Shontar Hadove) - Grifter/Gambler/Gunslinger/Survivor - UC Rogue (Phantom thief)
Just about 12 hours to go before closing submissions... any last ones? Submissions: *Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
Groundhog - Spellscar Drifter
@LiteJedi - Yes, I think the idea is to keep to things that you can at least play off as natural, or even supernatural, without it appearing too magical. So I could see Create Water being ok if the effect was to find a hidden underground spring, or even a rain dance sort of thing. Buffs like aspect of the falcon and cat's grace aren't really that visible, so much less of a problem. Entangle and faerie fire, though, would be obvious no-gos.
Welcome to the asterisk list, Mary-Jane. Quote: In character, doing so wouldn’t make sense, and I would hope the themes of oppression would not arise often in a relatively light-hearted wild-west game, but it’s just something to keep in mind, especially for applicants that are international. I started to write a post last week, and then decided not to, but now I think I should make another go at it here. My intention with this campaign is not to highlight some of the nastiness of our history (and there was plenty). My opinion is that while it may be true to our history, to continue to play up stereotypes and slurs simply reinforces them. Therefore, I expect no derogatory language regarding one's ancestry (native, African, Chinese, etc). Slavery is now illegal, so we will leave it at that. Women are just as capable and respected as men in my Old West. Feel free to refer to one as Apache, Muscogee, Chinese, Irish or French, if it is relevant (such as a political designation), and try to only use heritage features as necessary descriptors to set the stage, such as you might use blonde, dark-skinned, blue-eyed. There really should be no need for ethnic slurs in our game. I am not going to be the political correctness police, but I see no real need for being THAT accurate to history. Remember, in Pathfinder your race is Human. Fair enough?
@Dakota - yep, that's what I missed. I thought I clicked through everyone, but that's why I post the list- just in case I miss someone! Submissions:
Wow - that is an interesting tidbit! So far, I have the following expressing interest. If there is an asterisk, then it appears you have enough to go on for me to fully consider you. You can add more if you like, but don't need to at this time. DBH - Ranger(Trapper) scout with a lot of time in the wilds.
If I have missed you, don't feel bad - I just made a mistake, so let me know and I'll get you on the list. I haven't seen anything yet I feel I need to reject, so I think everyone has a good handle on the flavor. In fact, I see so many good concepts here, I almost have an inkling to run two tables with different starting stories... but not sure about that yet. Come Tuesday morning, I will review all of the ones with an asterisk to choose for spots. As I see more details, I will update this list so you can tell once you have hit an asterisk. Thanks all! I really wasn't sure if this would generate much interest, but am glad to see that it has!
@Dr. Alfonzo Fanucci - sorry, I missed you. I am not too worried about complete historical accuracy here, but let's say you all are starting in 1875 in the New Mexico Territory. So this is about 10 years after the Civil Way, about the time Colorado becomes a state, and somewhere between Jesse James and Billy the Kid. Of course, after we start, history will start changing....
@Digger - No to background skills. I considered it, but decided to go without. Since everyone is human, though, you get 1 extra for that. @Zorblag - armor is what you would think. Not a lot of western movies depicted people wearing armor. Since guns are often going to be against touch AC anyway, it probably won't matter too much. @Groundhog - yes, Cavalier is fine for a class choice. The archtype you linked looks like a great choice. And yes, I think archetypes that provide the same bonuses would get the swaps. @Shontar - Sure, that's fine. Probably plan on not adding the spell casting class before level 4 or so, but depending on exactly what you have in mind, we can discuss.
|
