Abominable Snowmen

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Organized Play Member. 121 posts (19,768 including aliases). No reviews. No lists. No wishlists. 44 Organized Play characters. 27 aliases.


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Grand Lodge

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I would be in for this as well.

Grand Lodge

Yeti

I would be happy to cover you.

Grand Lodge

Mama Gnash's campaign trait is Spirit Touched. I don't have the final crunch done yet, but most of it is.

Grand Lodge

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
Class/Race: Changling Shaman
Alignment: Lawful Good
History
Mama Gnash has been a staple in Roderic’s Cove since she was young, which was quite some time ago. The unfortunate offspring of a night hag and a dwarven father, Mawna Gnash was left on the doorstep of a small orphanage. Other kids shunned her, and the staff just put her to work in the kitchens. It was here that Gnash found her first calling - she loved to cook! It was something she could enjoy in solitary or with others, and she found that others loved her food... so much so, that they began to love her. Making friends through the other orphans' growling stomachs became her passion, but resources were limited, and she often had to make due with very little.

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:
1. What was the most important event in your life?
"Well, dearie, let me tell you, it must have been that day I was left on the stoop of the orphange. I am sure my life would have been much harder if it weren't for those kind sisters to take me in and care for me."

2. Besides yourself, who is the most important person in your life?
"Sister Helena, the last director of that orphanage. Oh, well, she is quite old now, and been retired for years, but I still like to go check on her every now and then and make sure she is doing ok."

3. How do you like your eggs and why?
"Ah, well that is not an easy answer, because you haven't specified what type of eggs! For instance, quail eggs are great slightly poached, placed gently in a nest of grated potatoes. Osterich eggs are really only edible scrambled and folded again and again with roasted peppers and some grilled onions. A good standard chicken egg is perfect flipped over easy, just enough to cook the whites and leave those yolks bright yellow and runny. Placed on a biscuit, smothered in gravy from last night's stew, and you got yourself a little morning feast. In any case, a bit of cracked pepper and salt are all you really need to make it a good day. Here, let me fix you a plate and you can see for yourself!"

Role in the party
Mama Gnash is older (50 or so), and mothers her friends with good food, healing powers, and a dose of good advice. She is not planning to be an adventurer, especially so late in life, but she want to make sure her "youngin'" are well looked after. Her primary role will be cook and a supporting role.

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.

Grand Lodge

I present Sydney Streegrenet, Senate-hopeful human who dabbles in the mysteries of other planes of existance.

GM Dak wrote:

0-1) Read over everything in this initial recruitment post and follow instructions.

0-2) Download & read the Players Guide. This will provide a lot of help and insigh for the other requirements.

Done.

GM Dak wrote:

1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:

- Class
- Alignment
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
- Livelihood: How does/has your character make a living?
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)

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:
Sydney Streegrenet is a human wizard (conjurer) with two archetypes, both called Pact Wizard (which are very different from from different Paizo sources, but just fit the concept so well.

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:

2) Let me know your time zone and the time(s) of day you will most likely be able to post.

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:


3) Tell me about your experience with PbP? How many PbP games are you currently participating in?

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)
Familiar: Black Thrush named Iznagitur (really a devil,imp but won't be discovered until level 7/8)
Patron: Boundaries
Curse: (not until 5th level)

Init +0
HP 8 (6 +1 Con +1 FC)

DEFENSE
AC 10 (+0 armor +0 Dex), touch 10, flat-footed 10
CMD 10 (10 +0 Str +0 Dex)
Fort +1 (+0 class +1 Con)
Ref +0 (+0 class +0 Dex)
Will +4 (+2 class +2 Wis)

Defensive Abilities
none

OFFENSE
Speed 30 ft
Base Attack +0; Melee Touch +0; Ranged Touch +0
CMB +0

Melee Attacks
What? Weapons are so crude!

Ranged Attacks
What? Weapons are so crude!

Additional Bonuses:
Ha!

Spells Prepared: (+1 DC to dispel conj)
0.1 Detect Magic
0.2 Read magic
0.3 Prestidigitation
1.1 Mount
1.B Comprehend Languages
1.S Summon Monster I

Spellbook: (@ - Patron Added)
0: (DC 14 / 15 Conj) [all except prohibited]
Acid Splash (conj) Orb deals 1d3 acid damage.
Arcane Mark (uni) Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights (evo) Creates torches or other lights.
Detect Magic (div) Detects all spells and magic items within 60 ft.
Detect Poison (div) Detects poison in a creature or object.
Flare (evo) Dazzles one creature (–1 on attack rolls).
Light (evo) Object shines like a torch.
Mage Hand (tran) 5-pound telekinesis.
Mending (tran) Makes minor repairs on an object.
Message (tran) Whisper conversation at distance.
Open/Close (tran) Opens or closes small or light things.
Prestidigitation (uni) Performs minor tricks.
Ray of Frost (evo) Ray deals 1d3 cold damage.
Read Magic (div) Read scrolls and spellbooks.
Resistance (abj) Subject gains +1 on saving throws.
Spark (evo) Ignites flammable objects.

1st: (DC 15 / 16 Conj) [3+4]
Adjuring Step (abj) You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Comprehend Languages (div) You understand all spoken and written languages.
Grease (conj) Makes 10-ft. square or one object slippery.
Mount (conj) Summons riding horse for 2 hours/level.
Summon Minor Monster (conj) Summon 1d3 Tiny animals.
Summon Monster I (conj) Summons extraplanar creature to fight for you.
Unseen Servant (conj) Invisible force obeys your commands

Specialist: Conjuration (Teleportation School)
Opposition Schools (2+1): Necromancy, Enchantment, Illusion

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)
Acrobatics +0 (+0 Dex)
Bluff +5 (1 rank +4 Int)
-- Feint +2 (+1 Chr instead)
Climb +0 (+0 Str)
Diplomacy +12 (1 rank +4 Int +1 trait +3 class +3 familiar)
-- Gather Info +9 (+1 Chr)
Disguise +1 (+1 Chr)
Escape Artist +0 (+0 Dex)
Fly* +0 (+0 Dex)
Heal +2 (+2 Wis)
Intimidate +1 (+1 Chr)
Knowledge(all)*
Knowledge(arcana)* +8 (1 rank +4 Int +3 class)
Knowledge(local)* +9 (1 rank +4 Int +3 class +1 trait)
Knowledge(planes)* +8 (1 rank +4 Int +3 class)
Perception +2 (+2 Wis)
Ride +0 (+0 Dex)
Sense Motive* +7 (1 rank +2 Wis +1 trait +3 class)
Spellcraft* +8 (1 rank +4 Int +3 class)
Stealth +0 (+0 Dex)
Survival +0 (+0 Dex)
Swim +0 (+0 Str)

Background Skills 2 (2)
Appraise* +8 (1 rank +4 Int +3 class)
Knowledge(engineering)*
Knowledge(geography)*
Knowledge(history)*
Knowledge(nobility)* (1 rank +4 Int +3 class)
Linguistics*

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

EQUIPMENT

COINS
PP – 0
GP – 160
SP – 0
CP – 0

FEATS
Spell Focus: Conjuration (Human Bonus Feat)
Augment Summoning (1st Level Feat)

TRAITS
Senatorial Hopeful (Campaign): While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

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
XP 135
N Diminutive animal
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5

SPECIAL ABILITIES
Human Racial Traits

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.
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 15 minutes studying his spellbook. While studying, the wizard decides which spells to prepare.

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
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

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).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

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)
While the art of wizardry is usually a scholar’s pursuit, there are those who seek mastery of arcane power without tedious study and monotonous research. Motivated by foolish ambition, such individuals turn to the greatest enigmas of the cosmos in the hopes of attaining greater power. Though few successfully attract the attention of these forces, those who do receive phenomenal arcane power for their efforts, but become the dutiful playthings and servants of the forces with which they consort.

Effortless Magic (Ex)
Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.

This alters the wizard’s spellcasting.

Patron Spells
At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar.

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
2nd—protection from evil (abj), 4th—see invisibility (div), 6th—magic circle against evil (abj), 8th—dimensional anchor (abj), 10th—control summoned creature (ench), 12th—banishment (abj), 14th—ethereal jaunt (tran), 16th—dimensional lock (abj), 18th—gate (conj). Source: ChoP

Great Power, Greater Expense (Ex)
As a pact wizard grows in power, his choice of patron begins to affect his physical body.

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)
Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.

Familiar (Ex)
A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities.

This ability alters arcane bond.

Pact Focus (Ex)
At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school.

This ability alters arcane school.

Pact (Ex)
A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura (Ex)
A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.

Pact Summons (Ex)
A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

True Form (Ex)
At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.

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:
Superior Summoning (Augment Summoning, CL 3)- When summoning more than one creature, summon an extra one.
Evolved Summoned Monster
Expanded Summon Monster
Profane Studies(4 ranks know planes) - Gain +5 on Knowledge checks and +2 CL on to cast a summon monster spell summoning durations involving evil outsiders
Proxy Summoning (CL5) - summons can carry touch and gain share spells
Starlight Summons - Summoned creatures gain a bonus on Perception and Stealth checks.
Sunlight Summons - Summoned creatures glow and are immune to blinding and dazzling effects.
Moonlight Summons -
Summon Neutral Monster - expand list, add counterpoised template
Summon Evil would be useful with sacred summons, but alignment (not aura) has to be evil, so no good.

Grand Lodge

I am just curious - what was it about my submission that it wasn't considered complete?

Grand Lodge

PJP's submission: Alagenshatie Moonie
Applying for Audrahni's Ally (or Intrigued by Thassilon if it conflicts)
Timezone: Central US (GMT -6)

Crunch:

CG Gnome Cleric of Ashava 1
Domains: Darkness, Good

Init +1; Perception +5 , Sense Motive +3
Languages: Common, Gnome, Varisian, Thassilonian, Celestial

HP 8 (1d6 +1 Con +1 FC)

DEFENSE
AC 11 (+0 Dex +1 Size), touch 11, flat-footed 11
CMD 9 (10 +0 Str +0 Dex -1 Size)
Fort +3 (+2 class +1 Con)
Ref +1 (+0 class +1 Dex)
Will +5 (+2 class +3 Wis)

Defensive Abilities
+2 racial saving throw bonus against illusion spells or effects

OFFENSE
Speed 20 ft
Base Attack +0; Melee Touch +1; Ranged Touch +2 (+1 size)
CMB -1 (+0 Str -1 size)

Melee
Bladed Scarf +1, 1d4 S Dmg disarm, trip (+0 BAB +0 Str +1 Size)

Ranged

Spells (No lawful or evil)
Orisons Prepared (3): Read magic, Detect Magic, Guidance
1st Level (1+1+D): Command, Magic Stone, Obscuring mist(D)

Other Actions
Channel (1d6): 6 of 6 remaining
Touch of Good (Sp): 6 of 6 remaining
Touch of Darkness (Sp): 6 of 6 remaining

STATISTICS
Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 13 (+1), Wis 16 (+3), Cha 16 (+3)

SKILLS 2 (2 +1 Int +2 Bkgd)
Acrobatics +0 (+0 Dex)
Appraise* +1 (+1 Int)
Bluff +4 (+3 Chr +1 race)
Climb +0 (+0 Str)
Craft(choice)* - (+1 Int)
Diplomacy* +8 (1 rank +3 Chr +3 class +1 race)
Disguise +3 (+3 Chr)
Escape Artist +1 (+0 Dex +1 trait)
Fly +0 (+0 Dex)
Heal* +3 (+3 Wis)
Intimidate +3 (+3 Chr)
Knowledge(History)* +7 (1 rank(bg) +1 Int +3 class +2 race)
Knowledge(Religion)* +5 (1 rank +1 Int +3 class)
Linguistics* +5 (1 rank(bg) +1 Int +3 class)
Perception +5 (+3 Wis +2 race)
Ride +0 (+0 Dex)
Sense Motive* +3 (+3 Wis)
Spellcraft* +5 (1 rank +1 Int +3 class skill)
Stealth +4 (+0 Dex +4 size)
Survival +3 (+3 Wis)
Swim +0 (+0 Str)
Use Magic Device -- (+3 Chr)

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
Robes (5 gp)
Bladed Scarf (12 gp)

COINS
PP – 0
GP – 223
SP – 0
CP – 0

FEATS
Blind-Fight (bonus feat- Darkness domain)
Selective Channeling (1st Level)

TRAITS
Audrahni’s Ally
“Where did you grow up?”: Grants a +1 trait bonus to Reflex saving throws.
Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

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
Class Features

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
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

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
Granted Powers: You have pledged your life and soul to goodness and purity.

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.

Grand Lodge

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
Dex 14 +2 14
Con 17 +3 13+2+2=17
Int 12 +1 12
Wis 13 +1 11+2=13
Cha 15 +2 15-2+2=14

HP: 10+6+3=19
AC: 12 TAC: 12
Speed 20' (Unburdened)
Size: Medium
FORT: +4 [T] (trained +1 level + 3 Con)
REF: +3 [T] (trained +1 level + 2 Dex)
WILL: +2 [E] (trained +1 level + 1 Wis)

Class DC (Cha): 13 (10 + 1 lvl + 2 Cha)
Perception: +3 [E] (+1 Level + 1 Wis +1 Expert)
Has Darkvision
Hero Points: 1
Resonance: 3 (1 lvl + 2 Chr)

Ancestry: Dwarf
Backgrounds: Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Fascinating Performance skill feat, and you’re trained in the Gladiatorial Lore skill.

Class: Sorcerer
Aberrant
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind, but grants you power. Whether that power will come with consequences, who can say?
Spell List occult (see pages 200–201)
Skills Acrobatics, Intimidation, Occultism, Stealth
Granted Spells Cantrip: daze; 1st: phantom pain; 2nd: enlarge; 3rd: mind reading; 4th: confusion; 5th: black tentacles; 6th:
feeblemind; 7th: warp mind; 8th: mind blank; 9th: shapechange
Bloodline Powers Initial Power: tentacular limbs; Advanced Power: aberrant whispers (2); Greater Power: unusual anatomy (2)

SPELLS
Spell Points 2/2
- Cantrips: daze, chill touch, shield, dancing lights, ghost sound
- 1st (2/2): phantom pain, magic missile, grim tendrils

FEATS
Ancestery: Weapon Familiarity (Dwarf)
Background: Fascinating Performance

PROFICIENCIES
tentacular limbs
Weapons:
- Trained in All Simple plus battleaxe, pick, warhammer and martial dwarf weapons.
Armor:
- No training

SKILLS (5 + 1 Int)
Acrobatics [T] +3 (Trained +1 level + 2 Dex)
Arcana [U] -2 (-4 Untrained +1 level +1 Int)
Athletics [T] +2 (Trained +1 level + 2 Str)
Crafting [] (-4 Untrained +1 level + 1 Int)
Deception (-4 Untrained +1 level + 2 Chr)
Diplomacy (-4 Untrained +1 level + 2 Chr)
Intimidation [T] +5 (Trained +1 level + 2 Chr)
Lore
-- Gladitorial [T] +2 (Trained +1 level + 1 Int)
Medicine [T] +1 (Trained +1 level + 1 Wis)
Nature[] (-4 Untrained +1 level + 1 Wis)
Occultism [T] +2 (Trained +1 level + 1 Int)
Performance [T] +4 (Trained +1 level + 2 Chr)
Religion [] -2 (-4 Untrained +1 level + 1 Wis)
Society [] -2 (-4 Untrained +1 level + 1 Int)
Stealth [T] +2 (Trained +1 level + 2 Dex)
Survival [] (-4 Untrained +1 level + 1 Wis)
Thievery [] (-4 Untrained +1 level + 2 Dex)

EQUIPMENT
Clothing, ordinary [1 sp] -
Battleaxe [12 sp] 1
Backpack [1 sp] - (holds 4 BP)
--
136 silver pieces

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.

Grand Lodge

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
Dex 15
Con 13+2+2=17
Int 12
Wis 11+2=13
Cha 14-2+2=14

HP: 10+8+2=20

Ancestry: Dwarf
Backgrounds: Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Fascinating Performance skill feat, and you’re trained in the Gladiatorial Lore skill.

Class: Sorcerer
Aberrant
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind, but grants you power. Whether that power will come with consequences, who can say?
Spell List occult (see pages 200–201)
Skills Acrobatics, Intimidation, Occultism, Stealth
Granted Spells Cantrip: daze; 1st: phantom pain; 2nd: enlarge; 3rd: mind reading; 4th: confusion; 5th: black tentacles; 6th:
feeblemind; 7th: warp mind; 8th: mind blank; 9th: shapechange
Bloodline Powers Initial Power: tentacular limbs; Advanced Power: aberrant whispers (2); Greater Power: unusual anatomy (2)

Speed 20'
FORT: +2 [T]
REF: +4 [T]
WILL: +2 [E]

Perception: +2 [E]
AC: 16 TAC: 14

Spells
Spell Points 4/4
- Cantrips: daze, chill touch, shield, dancing lights, ghost sound
- 1st (2/2): phantom pain, magic missile, grim tendrils

Feats
Ancestery: Weapon Familiarity [Dwarf]
Background: Fascinating Performance

Proficiencies
tentacular limbs
Weapons:
- Trained in All Simple plus battleaxe, pick, warhammer and martial dwarf weapons.
Armor:
- No training

Skills 5 + 1 Int
- Acrobatics [T] +2
- Athletics [t] +2
- Intimidation [T] +5
- Lore
-- Gladitorial [T] +2
- Medicine [t] +1
- Occultism [T] +2
- Stealth [T] +2

Perception [T]

Gear
Clothing, ordinary [1 sp] -
Battleaxe [12 sp] 1
Backpack [1 sp] - (holds 4 BP)
--

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.

Grand Lodge

Rolls:

4d6 ⇒ (6, 2, 6, 3) = 17 15
4d6 ⇒ (4, 3, 6, 1) = 14 13
4d6 ⇒ (3, 1, 5, 3) = 12 11
4d6 ⇒ (3, 6, 5, 4) = 18 15
4d6 ⇒ (5, 2, 5, 4) = 16 14
4d6 ⇒ (2, 5, 3, 4) = 14 12

Grand Lodge

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
Languages: Common, Elf, +3

Init +3
HP 19 (10 +1 Con / +6 +1 Con +1 FC )

DEFENSE
AC 16 (+3 Dex +3 armor), touch 13, flat-footed 13
CMD 14 (10 +1 BAB +0 Str +3 Dex )
Fort +3 (+2 gunslinger +0 investigator +1 Con)
Ref +7 (+2 gunslinger +2 investigator +3 Dex)
Will +4 (+0 gunslinger +2 investigator +2 Wis)

Defensive Abilities None

OFFENSE
Speed 30 ft
Base Attack +1; Melee Touch +1; Ranged Touch +4
CMB +1 (+1 BAB +0 Str)

Melee:
Rapier Att: +1 Dmg: 1d6+0 P; 18–20/×2 (+1 BAB +0 Str)
Hammer, light Att: +1 Dmg: 1d4+0 B; ×2 (+1 BAB +0 Str)

Ranged:
Hammer, light Att: +4 Dmg: 1d4+0 B; ×2; 20' range (+1 BAB +3 Dex)
+1/+1 if Point Blank Range

Spells Memorized:
0: 3/3
1: 3/3 (1 + Int + Specialization)

Spellbook:
0 ():
1 ():

STATISTICS
S 12 +1 2
D 17 +3 7 +2 Racial
C 10 +0 2 -2 Racial
I 17 +3 7 +2 Racial
W 14 +2 5
Ch 12 +1 2

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)
Acrobatics +3 (+3 Dex)
Appraise* +7 (1 rank +3 Int +3 class)
Bluff +1 (+0 Chr)
Climb +1 (+0 Str)
Diplomacy +1 (+1 Chr)
Disguise +1 (+1 Chr)
Escape Artist +3 (+3 Dex)
Fly* +3 (+3 Dex)
Heal +2 (+2 Wis)
Intimidate +1 (+1 Chr)

Knowledge (arcana)* +7 (1 rank +3 Int +3 class)
Knowledge (dungeoneering)* +7 (1 rank +3 Int +3 class)
Knowledge (planes)* +7 (1 rank +3 Int +3 class)

Linguistics* +7 (1 rank +3 Int +3 class)
Perception +3 (1 rank +2 Wis)
Ride +3 (+3 Dex)
Sense Motive +2 (+2 Wis)
Stealth +3 (+3 Dex)
Survival +2 (+2 Wis)
Spellcraft* +7 (1 rank +3 Int +3 class)
Swim +1 (+1 Str)

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

EQUIPMENT

COINS
PP – 0
GP – 0
SP – 0
CP – 0

FEATS

TRAITS
Reactionary
Pragmatic Activator (Magic)

SPECIAL ABILITIES
Grey Elf Racial Traits

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.
Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts.
Elven Loremasters: Some elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on any 2 Knowledge skills and Spellcraft checks. Those two knowledge skills are considered trained.

CLASS FEATURES
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. A wizard must choose and prepare his spells ahead of time.

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
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp)
Raven Familiar

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.

Evocation Arcane School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Force Missile (Sp)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp)
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

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 an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those 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 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 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
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

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.

Grand Lodge

@Angel eyes - Not too late at all! Welcome to the list.
@Mary-Jane - sorry to see you go, but happy you found some games! Good luck.

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
*Henry/William "Rattlesnake" Masters (Vrog Skyreaver) Gunslinger 1, renounced killing, criminal past
*Antonio Polanco (Digger Chandler/joerice) - Mexican charmer
*Dakota Atuo - Cactus drinker in search of food - Slayer (Bounty Hunter)
*Dr. Alfonzo Fanucci (Zyfarion) - Italian medicine man - Alchemist
*Perry Moran - Wild Child Brawler - crossbow wielding animal handler
*Culver Harjo (Litejdei) - Muscogee (Creek) former union soldier Hunter (patient ambusher)
*Li Wei (MrStr4ng3) - Chinese searcher, has a sling and a knife - Monk
*Angel Eyes (Stirhle)

Not considered:

*Mary-Jane Tucker (Shontar Hadove) - Grifter/Gambler/Gunslinger/Survivor - UC Rogue (Phantom thief)
Groundhog - Spellscar Drifter
spacefurry - Gunslinger, dipping into Alchemist (Grenadier archetype)
Stiehl9s - Rogue knife master
DBH - Ranger(Trapper) scout with a lot of time in the wilds.
Cranky Cow - chain-smoking bounty hunter with a gambling problem

Grand Lodge

Just about 12 hours to go before closing submissions... any last ones?

Submissions:

*Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
*Henry/William "Rattlesnake" Masters (Vrog Skyreaver) Gunslinger 1, renounced killing, criminal past
*Antonio Polanco (Digger Chandler/joerice) - Mexican charmer
*Dakota Atuo - Cactus drinker in search of food - Slayer (Bounty Hunter)
*Dr. Alfonzo Fanucci (Zyfarion) - Italian medicine man - Alchemist
*Mary-Jane Tucker (Shontar Hadove) - Grifter/Gambler/Gunslinger/Survivor - UC Rogue (Phantom thief)
*Perry Moran - Wild Child Brawler - crossbow wielding animal handler
*Culver Harjo (Litejdei) - Muscogee (Creek) former union soldier Hunter (patient ambusher)
*Li Wei (MrStr4ng3) - Chinese searcher, has a sling and a knife - Monk

Groundhog - Spellscar Drifter
spacefurry - Gunslinger, dipping into Alchemist (Grenadier archetype)
Stiehl9s - Rogue knife master
DBH - Ranger(Trapper) scout with a lot of time in the wilds.
Cranky Cow - chain-smoking bounty hunter with a gambling problem

Grand Lodge

@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.

Grand Lodge

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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?

Grand Lodge

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@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:
DBH - Ranger(Trapper) scout with a lot of time in the wilds.
Cranky Cow - chain-smoking bounty hunter with a gambling problem
*Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
*Henry/William "Rattlesnake" Masters (Vrog Skyreaver) Gunslinger 1, renounced killing, criminal past
Groundhog - Spellscar Drifter
spacefurry - Gunslinger, dipping into Alchemist (Grenadier archetype)
*Antonio Polanco (Digger Chandler/joerice) - Mexican charmer
*Dakota Atuo - Cactus drinker in search of food - Slayer (Bounty Hunter)
*Dr. Alfonzo Fanucci (Zyfarion) - Italian medicine man - Alchemist
Shontar Hadove - Spellscar Drifter of the Order of the Lone Star with Variant Multiclass Cleric: Lawman/priest
Stiehl9s - Rogue knife master
*Perry Moran - Wild Child Brawler - crossbow wielding animal handler
*Culver Harjo (Litejdei) - Muscogee (Creek) former union soldier Hunter (patient ambusher)
*Li Wei (MrStr4ng3) - Chinese searcher, has a sling and a knife - Monk

Grand Lodge

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.
Cranky Cow - chain-smoking bounty hunter with a gambling problem
Digger Chandler - Maverick/Mysterious Stranger. A fast-talking city-slicker.
*Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
*Henry/William "Rattlesnake" Masters (Vrog Skyreaver) Gunslinger 1, renounced killing, criminal past
Groundhog - Spellscar Drifter
spacefurry - Gunslinger, dipping into Alchemist (Grenadier archetype)
Antonio Polanco - Mexican charmer
Dakota Atuo - Cactus drinker in search fo food
*Dr. Alfonzo Fanucci (Zyfarion) - Italian medicine man - Alchemist
Shontar Hadove - Spellscar Drifter of the Order of the Lone Star with Variant Multiclass Cleric: Lawman/priest
Stiehl9s - Rogue knife master
*Perry Moran - Wild Child Brawler - crossbow wielding animal handler
Litejdei - Muscogee (Creek) former union soldier - perhaps hunter
Li Wei (MrStr4ng3) - Chinese searcher, has a sling and a knife - monk?

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!

Grand Lodge

@Shontar - let me know what you are thinking for domains. A few of them probably won't fit, but there are quite a few that might work.

@Litejedi - You can wait to create an alias until after you are accepted.

Grand Lodge

Yes, for languages, I think you have it right. You could also include Latin, Greek, Arabic, and Hebrew as some more historic languages.

Most people in this time and place won't speak but one language anyway, although it won't always be English!

Grand Lodge

@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....

Grand Lodge

@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.

Grand Lodge

I am expecting you to act as a group for most things, but as far as style, either of those is fine. I didn't have swashbuckler in my original list, but that would be fine too.

Grand Lodge

"Said I didn't have much use for 'em, never said I didn't know how to use 'em."

Grand Lodge

@MrStr4ng3 - Kung Fu! Yes, good concept.

@Perry Moran - animal companions are quite fine, as long as it fits in the old west. Dog, wolf, horse, birds, etc are good choices, but you could go with a cougar, snake or even a bear... just know, these are going to really stand out! Try to avoid anything too exotic - rhino or ape are probably out.

@Zorblag - Sure, Earth post-civil (or even during) is fine. I wasn't necessarily picking a date, but a former confederate soldier sounds just fine.

Everyone I didn't specifically respond too - all of the concepts/choices sound good so far!

I didn't specify a time frame, but maybe we can give everyone until Monday for final submissions. Will that be enough time? If you are tight on time, it is more important to have a character description and mannerisms, some back story, and then the crunch (in that order).

Grand Lodge

True - but they are pretty limited, but honestly, I forgot that they start with spells. It would be like ranger, but we would have to address some of the issues now.

If anyone wants to submit any idea for a spellcaster, go ahead with just a rough concept (before you put much time into creation), and we can discuss how it might work.

Dr. Alfonzo Fanucci (Chirurgeon) is a good example of something that works. Perhaps he would brew tonics, which seem to promote self-healing (for now). If he later takes Infusion, then is would show continued research into altering other people's chemistry, etc.

While guns are much cheaper, magic items will be far more expensive (when they are available), with the exception of some potions. However, we will allow for enchantments on weapons and armor passed off as non-magical improvement (although mechanically, still magic).

Some things, like detect magic and spellcraft, become less useful (unless you are planning to be an artifact hunter or occultist of some sort). Instead, appraise or craft skills can be used to identify properties. Alchemy will still work for potions.

Grand Lodge

I was torn on ranger, but I think it would be fine. You have a few levels before spells, and we'll just have to come up with the "why" at some point. Human as an initial enemy is going to be your primary choice, I think... unless you really hate cougars or such.

Healing will likely be rest and healing skills, but there will generally be a lot of downtime between periods of excitement.

I did forget one change... guns and ammo are very commonplace, so they are actually 1/100 the cost listed, not 10%. So a revolver should be $40 (which is still very high by the costs of the time, but then a greenhorn shouldn't be walking around with $150 in his pocket either, so we'll just ignore some of the inconsistencies...)

Grand Lodge

Are you a sharpshooter? A quick draw? Or maybe you prefer knives, or yer one of them bow n' arrow gents? Or maybe you are just a snake-oil salesman looking to make a quick buck? Or a rogue gambler, quick with a whip? Whatever the case, my ranch wants you! Need able-bodied lads and lasses who think they have the mettle to protect my herd.

I am recruiting for a wild west campaign, with characters starting as hired guns to protect a cattle drive, with later adventures eventually becoming supernatural/horror. The flavor will be old west.

This will be in Pathfinder using Paizo rules. This is a low magic campaign, so initial classes are limited, and race is limited to human only (at least to start)

Character creation rules are:

- 20 point buy
- Race must be human
- Classes can include: gunslinger, brawler, fighter, investigator, alchemist, monk, hunter, slayer, rogue, barbarian - archetypes are ok, but might be limited (mainly to avoid magic) I might even allow another class with the right archetype if I think it will fit.
- spells/magic will be very limited and must be flavored by theme appropriate - native american herbs, ancient chinese powers, etc. But as the more supernatural elements appear, we will loosen up a bit.
- level 1, $150 to begin, max hit points
- Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Money - 1 Gold = 1 Dollar, 1 Silver Piece = 10 Cents, 1 Copper = 1 Penny.

Anyone interested?

Grand Lodge

Yeti

Actually, it looks like my dwarf ranger is Ranger 5/Warpriest 1 and has Air Bubble as a spell, so he might be good. Don't mind playing up. Could also use an iconic, if we thought it was better to go that way.

Grand Lodge

Yeti

I have only 5 in tier.
Henrick Bulwark Dwarf Ranger (Infiltrator) 6
Sifvery Moon Elf Sorcerer 4 / Paladin 2
Farin "Fuzzfoot" Hogan Halfling Empiricist Investigator 3 / Alchemist 2
Inira McCullagh Half-Elf Qinggong Zen Archer Monk 5
Emmett Lathrop Human Gunslinger 4 / Brawler 1 - currently in a very slow moving game, so probably unavailable.

My intention was to bring the Zen archer Monk, but am happy to substitute. None of these are really water-ready, but the monk has 5k in cash, so could probably find something to help.

Grand Lodge

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Well, I do have a GM star to burn, and a leshy boon burning a hole in my virtual pocket, so add me to the list!

I'll be freshly planted.

Grand Lodge

Here is my submission. Still need to spend money, and may have a few tweaks.

Zoltar is an ifrit with a slight identity complex. His abilities and powers all seem to come rather naturally (being a sorcerer/oracle), and he has never been particularly devout or studious. Taking a nasty hit to the head, he has forgotten his true past, and now believes himself to be a genie that has to work his way back to full power. Therefore he use his powers to try and grant other people's wishes. He seeks more power, in the form of magical items, to help enhance his ability to grant wishes.

In his adventuring group, Zoltar will act primarily as a buffer, secondarily as a healer, and then a little bit of elemental damage and utility as backup. I can't say that the Inerrant Voice or Wishcrafter archetypes were exactly what I hoped for, but flavor-wise they are what I wanted to use.

crunch:

Zoltar
LN Male Ifrit Wishcrafter Sorcerer / Intrigue Oracle 4 (buffer, protector)
Languages Common, Ignan
Initiative +9 (+3 Dex +4 Imp Init +2 trait)

DEFENSE
AC 13 (+3 Dex), touch 13, flat-footed 10;
CMD 16 (10 +3 BAB +0 Str +3 Dex)
HP 31 (8 +2 Con / 5 +2 / 5 +2 / 5 +2 )

Fort +3 (+1 class +2 Con)
Ref +4 (+1 class +3 Dex)
Will +4 (+4 class +0 Wis)

Defensive Abilities
Resistances: fire 5, acid 5, cold 5
+2 trait bonus on saving throws against charm and compulsion effects.

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +3; Ranged Touch +6
CMB +3 (+3 BAB +0 Str)

Melee

Ranged

Spells Remaining
Arcane/Sorcerer
1: 7 of 7 2: 4 of 4 (6+1/3+1)

Divine/Oracle
1: 7 of 7 2: 4 of 4 (6+1/3+1)

Enlarge/reduce person: 1 of 1 per day
Channel (2d6): 6 of 6 per day
Heavenly Fire: 8 of 8 per day (1d4+2 dmg or healing, 30')
Today's Ward: ???

Divine Spells Known (6/3/1)
Cantrips (DC 15): Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Mage Hand, Ghost Sound
1st Level (DC 16): Cure Light Wounds, Remove Fear, Bless
2nd Level (DC 17): Bull's Strength, Shield Other (Abj), Augury

Arcane Spells Known (6/3/1)
Cantrips (DC 15): Acid Splash, Read Magic, Daze, Ray of Frost, Disrupt Undead, Prestidigitation
1st Level (DC 16): Magic Missile, Silent Image (+1 DC), Hypnotism (+1 DC)
2nd Level (DC 17): Flaming Sphere (3d6 for 4 rounds, Ref save)

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 20 (+5)

SKILLS 16 ranks (4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int)
Acrobatics +2 (+2 Dex)
Appraise* +4 (1 rank +0 Int +3 class)
Bluff* +9 (1 rank +5 Chr +3 class)
Climb +0 (+0 Str)
Craft* ()
Diplomacy* +12 (4 rank +5 Chr +3 class)
Disguise +5 (+5 Chr)
Escape Artist +3 (+3 Dex)
Fly* +2 (+2 Dex)
Heal* +4 (1 rank +0 Wis +3 class)
Intimidate* +9 (1 rank +5 Chr +3 class)
Knowledge, arcana* +4 (1 rank +0 Int +3 class)
Knowledge, history* +4 (1 rank +0 Int +3 class)
Knowledge, planes* +4 (1 rank +0 Int +3 class)
Knowledge, religion* +4 (1 rank +0 Int +3 class)
Perception +0 (+0 Wis)
Ride +3 (+3 Dex)
Sense Motive* +4 (1 rank +0 Wis +3 class)
Sleight of Hand +3 (+3 Dex)
Spellcraft* +4 (1 rank +0 Int +3 class)
Stealth +3 (+3 Dex)
Survival +0 (+0 Wis)
Swim +0 (+0 Str)
Use Magic Device* +10 (2 rank +5 Chr +3 class)

FEATS
Eschew Materials (bonus)
Improved Initiative(1st)
Spell focus: Illusion (3rd)

TRAITS
Reactionary (+2 init)
Focused Disciple: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

COINS
PP 0
GP 6,000
SP 0
CP 0

EQUIPMENT

SPECIAL ABILITIES
Inerrant Voice (Oracle Archetype)
Curse: Haunted (Add mage hand and ghost sound to your list of spells known.)
Mystery: Life

Revelation (1st): Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Revelation (3rd): Vigilant Protector (Su) Each day when you recover your spells, you can select a specific person you know other than yourself as your ward. When your ward becomes the target of an attack or spell and you are aware of the attack, you can cast an abjuration spell you know on the ally as an immediate action. You must expend the appropriate spell slot and be able to target the ally as normal for the spell. You can use this revelation once per day, plus an additional time at 7th level and every 4 oracle levels thereafter.

Bloodline: Celestial
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5.

Wishcrafter (Sorcerer Archetype)
Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors. However, like the genies they are descended from, wishcrafters can only draw upon this power to fulfill the desires of others. A wishcrafter has the following class features.

Wishbound Arcana (Su): At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter's turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn't normally have a verbal component gains one when cast using this ability. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature's wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature's wish. Once the wishcrafter grants a creature's wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours. This ability replaces bloodline arcana.

Expanded Wishcraft: At 3rd level and every 2 levels thereafter, the wishcrafter grows more adept at altering reality to fit the whims of others. She may add an additional spell selected from the sorcerer/wizard spell list to her list of spells known. This spell must be one level lower than the highest-level spell she can cast. A wishcrafter can only use these spells in conjunction with her wishbound arcana ability. For example, if she used this ability to learn cat's grace, she can only cast it when another creature wishes for it, and can't cast it on herself because it is a targeted spell. She cannot use these spells to craft or recharge magic items. These bonus spells replace the bloodline spells gained by the sorcerer's bloodline.

Ifrit Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see in the dark up to 60 feet.

Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level; DC 11 + Charisma modifier).

Energy Resistance: Ifrits have fire resistance 5.

Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

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I'm Hiding In Your Closet wrote:
I think it's about time Carmen Sandiego got another show, don't you?

First you have to find her...

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Yeti

Ah, I somehow missed the jungle theme! Could switch to a grizzly bear... but I think grippli is the way to go!

I will start fleshing him out next week, as I am swamped with kids activities until Monday.

Sounds good for the James invite!

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Yeti

I have two concepts I am tinkering with now, neither really matches my original thoughts, but stays in the same ballpark. My original concept turned into a weather controlling necromancer that just didn't seem the right flavor.

First is a Grippli Wave Shaman who delivers touch spells with his long tongue, and throws a net to help control the battle field.

The other one is a Undine Hunter with a Walrus companion. I don't know why, I just love the image of a water/arctic character with a walrus bodyguard. I actually was first thinking polar bear. I am thinking it might be a Divine Hunter (so no teamwork feats, because the Undine is not going to be useful in melee), and probably a 1-2 level dip into Adept Druid. (Still not sure on this, but I think it works best). The concept is that the walrus is the main character, and the undine provides buffs and some ranged field control from the back.

Neither of these are really very powerful, but I think they will hold up for the most part and just seem fun to play. Both can play the role of healer to some extent, and I think both should be ok in water as well as land (eventually). The hunter gives us some more muscle, though.

Any thoughts?

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Yeti

@GMDD - I am trying to decide between a net using grippli and an undine - one of the racial features for an undine is:

Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Being a shaman doesn't seem to benefit here. Would you allow that shamans (who cast divine spells) also benefit as a cleric?

If not, it looks like I can at least trade it away for an alternate. But water casting is going to be heavy in my theme.

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Yeti

I am also Central US timezone (east-central Illinois), but my schedule varies wildly, so there is not real specific time I tend to post. I will usually checkin around 5am, but sometimes (like now) am posting closer to 11pm.

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Yeti

I was also considering a hunter if we end up too caster based. I looked at druid too, but I have tried a few before and never really figured out how to play it. But then again, hunter and shaman would both be new ones for me.

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Yeti

Any race restrictions or list of allowances?

My first thought is a shaman, with either waves or a Deep Shaman with lots of watery blasts. Was considering grippli or undine for it, with sort of a fish-out-of-water theme. Might go half-elf with Kindred-Raised alternate too - might make it a little more melee friendly.

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Yeti

A yeti walks into the bar.

"Here ye, here ye!", he cries. "We need some good folk that are solid and trustworthy to there very CORE!! Come, join these fine volunteers," pointing to the barbarian and bard that stand holding a list on parchment containing only 2 names, but 3 more blank lines. "You, too, can make history, and earn a paycheck while doing so!"

At the top of the parchment, it reads:

Quote:

When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?

Line 7, Season 0, Scenario 14 - CORE game of The Many Fortunes of Grandmaster Torch, levels 3-7.

"Just sign up here to add your name to the list of intrepid Pathfinders willing to deal with the likes of Grandmaster Torch!"

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Yeti

Well, I have mostly built the Evangelist, but it seems rather... boring. I think he is a decent support character, but I am just not sure I want to play him for such a long haul...

I'm going to go back and work on the gnome bard. He seemed more interesting, and while maybe not near as powerful, we have a strong group and I think he will fit in better.

See - this is the problem with not starting for a while - too much time to dither over choices!

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Yeti

Yah, healing and restoration aren't going to be high on my list. Buffing and summoning are going to be the focus, I think.

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Yeti

I have a character that uses a nodachi and like it. Also has 18-20 crit range, and has the added Brace option.

Personally, the reach weapons tend to be a bit too much of a pain.

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Yeti

OK, so I have decided my wayang bard is basically exactly what I want him to be as is, but am reconsidering if he is what I want for this party. My original intention was to try and cover rogue stealth/traps with party buff support. I am sure it can be done, but it isn't really what I ended up with. So I will be using him elsewhere and let IHIYC have at the wayang thing here.

So, my other considerations now are:
Aasimar Evangelic Cleric. This covers the Inspire Courage and a lot more utility/buff spells, with still a bit of personal command and pretty much no stealth - but lots of conjured animals to put in harm's way. Still has darkvision though (which was the original reason with going wayang). Might be too preachy for some. Maybe Luck domain to add some buffs.

Another thought is a gnome pied piper. Probably an Animal Speaker bard, again with the support and conjured critters and some vermin control, maybe still disable device but much less stealth than wayang. Would be much more light-hearted than the other two, and arcane which we seem short on.

I was also trying to think of a net and trident sort of user, maybe an undine bard, to add to the front line, but it looks like we already have melee well covered. So I think one of the other two with some strategic critter placement for flanking might be more helpful.

Some GMs hate lots of critters, though, so chime in GMDD if you are one!

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Yeti

I did dither for a long time over shadow puppeteer, but decided inspire courage was too much to give up for some not so great features. Archeologist was another I considered, which does make it more rogue like, but ultimately decided against it. Dirge bard would be great for an undead campaign, but didn't feel it necessary here.

I was originally considering ninja, and arcane trickster, but both would take away from the spells. But I haven't ruled out either yet.

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Yeti

No, I don't plan to have trap spotter (unless I multiclass later). I will be pumping up Perception, Stealth, Disable Device, and Linguistics. Probably won't invest much in Survival.

Initially, the social skills will be lacking, but that's because I will expect versatile performance to replace those. I might still take a rank in each to cover level one. Still looking at options....

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Yeti

I just realized I have a bunch of boons I have never used, so I could also be a dhampir, an aasimar, a samsaran, a grippli or a suli...

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Yeti

OK, I have been playing around a lot, and think I have settled on a wayang bard that is sort of modeled after "The Shadow". Skills will concentrate on stealth and disable device (thanks to a trait), and then knowledge more as the bard bonuses kick in. The favored class bonus for a wayang bard is some bonus illusion spells, so the flavor will be a lot of smokey, mind clouding effects.

For combat, I expect I will start with bardic performance to give everyone a boost, and then work on field control and debuffs for the rest. Some of the spells will probably be wasted in a dungeon (since they target humanoids), so I am looking to ways to help circumvent that.

I am also considering a net and intimidation slant (dazzling display), but I am not sure I'll have the feats for that.

GM - If you don't mind giving a little away, let me know if this concept will be rather useless in this dungeon, cause I have another idea for a more classic bard, and can always save this one for PFS scenarios (which I can see him being very useful in...)

CariMac: Shaman (Restoration)
Galonor the Mighty (Batpony): Half orc fighter
Upaynao: ??
IHIYC: Oracle, Spiritualist, Medium ??
PJP: Wayang bard (enchantments and illusions)

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Yeti

Right now, I am thinking a wayang spy - not sure yet between ninja (never played), mindchemist, bard (sometimes fun, but sometimes too cliche), or Investigator (which seems to be one of my favorite classes).

Will be concentrating on knowledge and general skills and stealth, because I have seen too many strong groups lately suffer from not knowing what the heck they are facing. Probably not so much on personal combat, but don't want to be useless either. As a secondary slant, I am thinking some sort of illusion or enchantment focus based on shadows? This almost makes me think bard is best choice. (which is good for knowledge too, but an empiricist investigator works well there too.)

Advice?

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Yeti

Hello, all! I am coming to the party late, and only skimmed the thread so far, but I would be happy to join this little band of misfits... er, I mean heroes.

I should start with this: I have played a number of levels of this dungeon in the past, but as a Core character (halfling rogue/ranger), but its been a while, and I can't say that I remember much. But if you prefer someone new to the material, I understand and am happy to let another in my place.

As far as a character goes, I will play just about anything. It sounds like we have the front-line and some support already. Maybe I should go skills/knowledge sort of thing?

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Yeti

I was considering a pilot, but since we have so many already, I might look at envoy or operative.

I am still reading through all the rules, though!

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