Tiryin Vonnarc

Paxx1717's page

Organized Play Member. 22 posts (132 including aliases). No reviews. No lists. No wishlists. 3 aliases.


RSS


Dotting in for interest. I am looking to run a human druid with an affinity for vermin...in a good way! (Think entomologist) Assuming it fits in. The desire to learn and be connected with such critters might lead him to travel in dangerous lands :)


Very interested. I am looking to submit a half-orc hunter (no archetype).


Here is a near final revision for my submission with a few tweaks to fit the concept. The concept is based on the Unbreakable Archetype fighter. Every time you think he is finished, he gets back up and keeps on coming at you. Please let me know if you need more background at this time, although I will work on getting more by tomorrow.

Stats:

Name: Soldier Novem
Male Fighter (Unbreakable) 1
NG Medium Human / Humanoid (Human)
Init +1; Senses Perception +2
==DEFENSE==
AC 16 (Lamellar Leather), touch 11, flat-footed 15 (+1 dex)
hp 17 (1d10+7)
Fort +6, Ref +3, Will +3
==OFFENSE==
Longword +3/1d8+2
Dagger +3/1d4+2
Gauntlet +3/1d3+2
Light Crossbow +2/1d8
Spd 30 ft/x4
==STATISTICS==
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
BAB +1, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY), Diehard, Endurance, Lightning Reflexes, Power Attack, Shield Proficiency, Toughness
Skills Climb +6, Perception +3, Survival +6 / Background Skills Craft (Armor)+2, Knowledge (Engineering) +4
Traits Indomitable Faith (Faith) (PFAPG 328), Foe of the Strange (SAPG) (+1 vs Spell/spell-like from aberrations)
Languages Common

Equipment:
Lamellar leather 60g/25
Longsword 15g/4
Dagger(x2) 4g/2
Light crossbow 35g/4
20 bolts 2g/2
Backpack 2g/2
Waterskin 1g/4
Belt pouch 1g/0.5

Starting 175g
55g remaining/39# worn/carried

Background:

Appearance: Of average size and unnaturally white hair for one of his general age, although scars on his face and arms make his actual age is difficult to tell. His layered leather armor, sword, and shield are all worn and non-descript, but it is clear they have seen many days on the march.

Backstory:

He is, or had been, a soldier...yes he was sure of that one fact. The scars on his face and on his hands and arms could attest to that.

And a battle? That was shadows and mist in his memory, but there was something, or some...thing...that moved in obscene fits and starts,
with a frantic insanity through the mist in his mind. That is what now draws him forward into his present circumstance,
a pursuit of the horrific and unknowable.


I have a couple of concepts, hunter-type being one, but I am thinking now of how a "simple" solder-type would react, when dropped into this unimaginable situation. So here is a start - still tweaking a few things.

Stats:

Pax
Male Fighter (Unbreakable) 1
NG Medium Human / Humanoid (Human)
Init +1; Senses Perception +2
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 17 (1d10+7)
Fort +6, Ref +1, Will +3
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
BAB +1, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Diehard (PFCR 122), Endurance (PFCR 122), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Climb +6, Intimidate +3, Survival +6
Traits Indomitable Faith (Faith) (PFAPG 328), Foe of the Strange (SAPG)
Languages Common

Background:

He is, or had been, a soldier...yes he was sure of that one fact. The scars on his face and on his hands and arms could attest to that. And a battle? That was shadows and mist in his memory, but there was something, or some...thing...that moved in obscene fits and starts, with a frantic insanity through the mist in his mind. That is what now draws him forward into his present circumstance, a pursuit of the horrific and unknowable.


Definitely interested here. This is one of my favorite settings I will have to see what I can pull together.


I also offer my condolences. As others have said, please take your time.


Preliminary stats for Brinn the undine Bard. He will be here all week...

Stats:

Brinn
Male Undine Bard 1 (Watersinger Archtype)
NG Medium Outsider (Native) (Hydrated vitality alternate racial traits)
Deity: TBD (if any)
Init +5; Senses darkvision 60 ft.; Perception +5
Traits: Reactionary (+2 Init),Skeptic (+2 vs Illusions)
--------------------
Defense
--------------------
AC 16 (Studded Leather), touch 13, flat-footed 13
hp 8 (1d8)
Fort +0, Ref +5, Will +3; +2 vs. Illusions

--------------------
Offense
--------------------
Speed 30 ft. Swim 30 ft
Melee: Longspear +0 (1d8)
Ranged: Light Crossbow +3 (1d8)
Other Weapons/Equipment: Dagger, Flute
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Extra Performance (+6 rounds/day)
Skills Acrobatics +6, Diplomacy +7, Knowledge(Nat) +6 (All others +2), Perception +5, Perform (Wind and Comedy) +7, Spellcraft +5, Swim +15, UMD +7
Languages Common, Undine, Ifrit

Racial Abilities
• ELEMENTAL RESISTANCE: Undines have cold resistance 5.
• SPELL-LIKE ABILITY: Hydraulic push 1/day. (Caster Level 1.)
• HYDRATED VITALITY: An Undine with this racial trait gains fast healing 2 for
1 round anytime she submerges completely within a body of natural salt water, fresh
water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial
pit or a bag of holding) does not activate this ability. The Undine can heal up to 2
hit points per level per day with this ability, after which it ceases to function.

Class Abilities:
Cantrips (4) - Detect Magic, Read Magic, Message, Create Water
Spells Known 1st level (2) (2/day) - Hydraulic Push, Grease

BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such
checks untrained. (PFCR 35).
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 13
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Countersong (Su): Counters magical effects that depend on sound within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36).
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36-37).
- Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1
morale bonus on attack and weapon damage rolls to allies who can hear.
Mind-affecting. (PFCR 37).
- Watersong (Su): A watersinger can use bardic performance to manipulate and
control the shape of water within 30 ft. A successful Perform check allows the bard
to animate and control a 5 ft cube of water (about 40 gallons/320 lbs). The watersinger can command the water to
take various forms, bend, rise, fall, or sustain a shape, and can make it support
weight as if it were solid ice. The manipulated water is as slippery as normal ice.
While under the bard's control, the water has hardness 0 and 3 hit points per inch of
thickness. The manipulated water retains its shape for 1 round after the bard stops
spending bardic performance rounds to maintain it. (PFARG 176). (PFCR 35-38).
• WATERSINGER SPELLS: A watersinger adds certain water-themed spells to his
spell list. He adds these abilities to his spell list as soon as his bard level allows
him to cast spells of that spell level. 0th—create water; 1st—hydraulic push,
slipstream; 2nd—aqueous orb, hydraulic torrent, water walk; 3rd—fluid form, ride the
waves; 4th—control water, communal water walk; 5th—vortex; 6th—seamantle. (PFARG
177).


Oops - sorry I misread, I was thinking no full arcane casters. Now I am looking at building up an undine bard (proposed Archtype TBD, but possibly Watersinger or Magician).


Heya - this sounds interesting! My initial concept would be an undine Druid with an animal companion as the Nature bond. What types of critters would be available? I would not be looking to make a pouncing Dire Tiger combat monster, just something with the right sort of flavor.


Serris Vax wrote:
GM Shady wrote:
Serris Vax wrote:

Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage

I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?

** spoiler omitted **...

I think this is probably legal but I would warn I already had two submissions (from my existing players) with animal companions and I may end up pushing back on the idea if there are just too many characters on the table. I generally have a sinking feeling every time an eidolon or companion turns up (this doesn't apply to familiars) - 6 players plus multiple companions in a dungeon crawl isn't my favourite GM situation. That's before the issue of whether a giant insect fits the theme - Midgard does have Dark Sun like insect people (Tosculi) but they're more used in the Southlands setting.
Thanks for the feedback! I certainly would not wish to clutter things up...so I am thinking I will move to submit a more caster-based Druid concept, probably a Dwarven Storm Lord type, with a domain as the nature bond, assuming this does not step on anyone's toes :)

In this vein, I assum there are Deities with a Storm or Weather theme? I am looking to take the Weather domain.


GM Choon wrote:
20 points for standard races, 5 for nobles.

Erp - mis-read an earlier post - I will need to adjust Serris to be a normal Drow


Vadok Fluff and background skills

+1 Linguistics, +1 Knowledge Geography

Also correction to Vadok's normal skills - I had a cut/paste error

Acrobatics +6, Climb +9, Initimidate +7, Perception +5

fluff:

While raised by an orc clan, Vadok is good at heart, and avoided participating in anything which he felt would harm (in his mind) innocents or the weak. This outlook including a higher level of thoughtfulness and common sense often earned him the ire of certain other tribe members who would ridicule him for being soft or cowardly, But he tried to make up for this in other ways by scouting out the land for the best areas for hunting or new encampments. He also found he had more of a knack for other languages than his adoptive brethern, eventually attaining fluency in the language of the goblin tribes.

In battle, when defending his clan, his friends, or those he feels need defending, Vadok is as fierce as any orc alive...


Vadok Background

Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Vadok is a first generation half-orc, conceived when the caravan of a good, but minor, noble house was pillaged by a ravaging tribe of orcs
2. His human mother died giving birth to him, but his mother's twin brother saw something of her in Vadok's eyes and could not bring himself to kill the infant
3. Unknown to the rest of his mother's family, Vadok's uncle secretly abandoned the baby half-orc on the outskirts of a different orc clan's territory
4. The child was remarkably hardy, surviving three days before he was discovered by a clan patrol - noting the large size of the infant he was presented to the chieftan who decided to keep him alive
5. The chieftan named the child "Vadok" which tranlates loosley into "Not quite dead"
6. As he grew Vadok was tormented by his peers, but grew to rival them in size and strength, eventually earning a measure of respect.
7. Although Vadok had earned a place in the tribe, something inside him was pulling him to seek something more

(not sure enough about the back history to specify names of families and clans

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Vadok discovering and possibly confronting his true origins
2. Vadok defeating an epic evil foe who nearly kills him

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

What Vadok knows: While he appreciates the ways of fighting he learned from the orcs, at heart he feels more connection to humans
What Vadok doesn't know: That his mother was part of a noble human family of which there are no current heirs (his uncle has no children)

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. Jarrel ?TBD? - Vadok's human uncle
2. Kresh - an orc in Vadok's adoptive clan who accepted him as a brother, Kresh is a shaman's apprentice
3. Barog - Current chieftan of a clan, the son of Vadok's true father, and who would likely kill Vadok if he knew he existed

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) The death of his adoptive chieftan father in a battle against an elvish force, Vadok made sure he was avenged
2) The first time he was called "half-breed"
3) The first time he swung his giant maul in battle


Vadok
Half Orc Barbarian

Crunch:

Male Half-orc Barbarian 1 (Toothy alternate racial/Invulnerable Rager Archetype)
CG Humanoid
Init +4; Perception +5, Darkvision 60 ft
--------------------
Defense
--------------------
Leather Armor
AC 14, touch 12, flat-footed 15
hp 16 (1d12+3+1 fav class)
Fort +5, Ref +2, Will +2;
--------------------
Offense: Earthbreaker +6 2d6+5/Toothy Bite +6 1d4+6, Sling(bullet) +3 1d4+5
--------------------
Speed 40 ft.

Special Abilities: Second primary attack with bite, Rage 7 rounds/day
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +6; CMD 18
Feats Power attack (–1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon)
Traits Reactionary (+2 Initiative), Auspicious Tatto (
Skills Perception +1,Appraise +7, Craft (arms) +7, Knowledge (engineering) +6, Survival +5
Languages Common, Orcish
Gear (Starting gold 80 gp, 3 gp remaining)
Earthbreaker, Scimitar, Sling (20 bullets), Leather Armor, Brawler's Kit, Grappling Hook


working a Half-orc barbarian

x10=80 gp


Thanks! re-rolling using this method

Stats: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14


I am fairly new to these boards, what do you use for a die roller?

Is the following ok from using this site?

http://www.mithrilandmages.com/dice_roller/

2D6+6 => 13
2D6+6 => 15
2D6+6 => 14
2D6+6 => 10
2D6+6 => 12
2D6+6 => 16


Serris Drow Noble Druid 3

Crunch:
Serris
Male Drow Noble Druid 3 (Pathfinder RPG Bestiary 115)
N Medium humanoid (elf)
Init +2; Senses Darkvision 120 ft.; Perception +11
Traits: Resilient (+1 Fort Saves), Gifted Adept (Call Animal)
--------------------
Defense
--------------------
AC 16 (Lammelar Leather), touch 12, flat-footed 14 (+2 Dex)
hp 23 (3d8+3)
Fort +5, Ref +3, Will +7; +2 vs. enchantments
Immune sleep; SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee: quarterstaff +2 (1d6), TWF mode -2/-6 (1d6/1d6)
Ranged:
Spell-Like Abilities: (None - per Darklands Stalker alternate racial)
Weapons: Quarterstaff, Dagger (Alch Silver), 4 x Darts
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Nimble Moves (alt racial), Spell Focus (conjuration), Vermin Heart
Skills Climb +3, Craft(Alchemy) +5, Fly +5, Handle Animal +7, Heal +8, Knowledge(Geo) +5, Knowledge(Nat) +9, Perception +11, Ride +5,
Spellcraft +7, Stealth +1, survival +10
Languages Aklo, Elven, Undercommon, Common, Druidic
SQ nature bond (animal companion, giant mantis), poison use
Magic Gear: Wand of Cure Light Wounds(50 charges), Wand of Magic Fang (50 charges), Pearl of Power (1st)
2 doses Large Scorpion Venom, (injury, DC 17, 1/rd 6 rds, 1d2 Str, 1 save)
2 doses Blue Whinnis poison, (injury, DC 14, 1/rd 2 rds, 1 con+uncon 1d3 hrs, 1 save)
2 Scrolls 2nd level spell, Wartrain Mount

Other Gear
2 doses Large Scorpion Venom, (injury, DC 17, 1/rd 6 rds, 1d2 Str, 1 save)
2 doses Blue Whinnis poison, (injury, DC 14, 1/rd 2 rds, 1 con+uncon 1d3 hrs, 1 save)

293 gp (pending purchase of normal gear)
--------------------
Special Abilities
--------------------
Wild Empathy
Nature Sense
Trackless Step
Woodland Stride
Nimble Moves = may ignore up to 5 ft of Difficult terrain per round
Spell Focus Conjuration = +1 conj Spells
Vermin Heart = May target vermin with animal targeting spells and use wild empathy on vermin

Animal Companion - Giant Mantis - "Never"
Med 3HD (13 hp)
Move 30ft, Climb 30ft, Fly 40 ft
AC 16/13/13
Saves +3/+6/+2
Attack 2 claws +2 1d4. CMB +2 CMD 15
Str 11 Dex 16 Con 10 Int 0 Wis 12 Cha 7
SA: Can start grapple as free action vs smaller opponent if hit

Background:
When Serris' innate magical abilities never manifested, he found himself falling far out of favors with others in his family, and social class. To escape the consequences of becoming a pariah, he wandered remote places of the underdark, and one day found himself linked in some strange way to the natural forces inherent in the wild places of the world. He sought and found an accepting Druidic Circle on the surface world. Unfortunately his connection to mindless vermin did not mesh well with the elders of the circle, who feared the possibility of his transition to one of the Blight. Serris returned to his first home. And while he realizes he will likely always be an outcast no matter where he goes, he hopes to prove to his kin that his power, un-Drow as it is, is one to be reckoned with...

(and yes - I realize I have potentially limited things with the choice of alternate race trait...)


Paxx1717 wrote:

Heya - the more I thought about it, the mounted/cavalier concept is a bit cumbersome and not something I really want to work with

I would like to run a character with a companion, however, so I am thinking a Druid (Race TBD) with a vermin companion. Crunch and background pending...

Related to this, would the feat Vermin Heart apply to Call animal?


Heya - the more I thought about it, the mounted/cavalier concept is a bit cumbersome and not something I really want to work with

I would like to run a character with a companion, however, so I am thinking a Druid (Race TBD) with a vermin companion. Crunch and background pending...


Here's a first cut at a concept (thanks for the format from above!). Overall this is building around an idea, not a min-max thing.

Reza
Male Drow rogue 1/cavalier 2 (Emmissary Archtype/Order of the Lion).
(Ancestral Grudge alternate racial)
LN medium humanoid (elf)
Init +5; Senses Darkvision (120 ft.), Perception +7,

Traits Reactionary, Birthmark

Languages Common, Elven,

AC 19 (MW Agile Breastplate), touch 13, flat-footed 17. hp 25 (3HD)
Fort +4, Ref +5, Will +1

Defensive Abilities Immunities Sleep, Spell Resistance 9

Speed 30 ft. (normal speed in Med armor)

Masterwork Composite (+2) Longbow +6 1d8+2
Masterwork Lance +5 1d8+2
Masterwork Greataxe +5 +1d12+2

Sneak Attack +1d6

Innate Spell-Like Abilities: dancing lights ( at will) darkness ( 1/day) faerie fire ( 1/day)

Abilities Str 15, Dex 16, Con 12, Int 10, Wis 12, Cha 13

Feats Mounted Combat, Mounted Archery, Point Blank shot

Skills
Acrobatics +4
Diplomacy +6
Handle animal +6
Intimidate +6
Knowledge (Local) +4
Linguistics +4 (1)
Perception +7
Ride +5
Sense Motive +7
Survival +5

For the mount, my idea is essentially to use horse stats, but make it a giant lizard, and replace the hoof attacks with some level of climb speed.
Normal tactics are generally to hit with the bow at range, then charge in, hop off the lizard, flank the enemy and deliver vengeance.

Rough backstory: Abandoned at a much younger age by his own house presumably due to his "defect" (birthmark, although something else may be at work...), Reza survived at the lowest levels of Drow society, until one late evening he rescued a prominent member of House Kewadin from being accosted/abducted/killed. In a rare instance of Drow gratitude, he was recruited into House Kewadin, and now acts as an agent for matters of vengeance/justice as required.


Heya,
I had a couple of ideas for a Drow cavalier, one way going with an Order of the Cockatrice all glory for himself type, or an Order of the Scales, as an enforcer for the house.

My question is, how would class mounts fit in here? A horse or camel seems quite awkward - I suppose an archetype such as Daring Champion that exchanges the mount class feature could work as well.

Thanks for your consideration - this looks very interesting!