Zadim

Rani Kamaria's page

9 posts. Alias of DBH.


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Thinking it over I believe I shall withdraw. He's just not working for me.


Rani is from Osirion, but from a small village out in the sands.

He's not taking part in the conversation because his charisma sucks. He just leans on the nearest wall and scowls at people. Thinking, 'Cityfolk and their yapping!'


DBH here with my fairly basic Ranger.

Rani Kamaria:

Male Human (Garundi) ranger 1, NG medium humanoid (human)

Init +3; Senses Perception +5,

Languages Common, Osiriani

AC 16, touch 13, flat-footed 13 , hp 11 (1HD)

Fort +3, Ref +5, Will +1, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee falchion (two handed) +5 ((two handed) 2d4+6/18-20)
Ranged longbow +4 (1d8/x3)
Melee light steel shield +5 (1d3+4)
Melee cold iron morningstar +5 (1d8+4)
.
Base Atk +1; CMB +5; CMD 18

Atk Options Power Attack, Undead +2,

Special Actions

Abilities Str 18, Dex 16, Con 12, Int 12, Wis 13, Cha 8

Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +0,

Feats Power Attack, Shield Focus

Skills Acrobatics +2, Appraise +1, Bluff -1, *Climb +7, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, *Handle Animal +3, Heal +1, Intimidate -1, *Knowledge (Geography) +5, *Knowledge (Nature) +5, *Knowledge (Religion) +6, *Perception +5, Ride +2, Sense Motive +1, *Stealth +6, *Survival +5, Survival (Follow or identify tracks) +6, *Swim +7,

Possessions falchion; explorer's outfit; studded leather armor; grappling arrow; smoked goggles; light steel shield; cold iron morningstar; Backpack, Common [ Bedroll; Winter Blanket; Desert Kit; Grooming Kit; Mess Kit; Coffee Pot; Hooded Lantern; Oil; Silk Rope (50 ft.); Shovel; Survival Kit (Common); Waterproof Bag; Coffee (Cup) (x4); Trail Ration (x4); ]; Waterproof Bag ; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); Whetstone; ]; Wrist Sheath, Spring Loaded ; Canteen ; Waterskin ; Longbow ;

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

bare bones at the moment, I still need to do his background skills and background life.

Any problems of questions let me know.


Marta can easily switch to an Oracle with the Waves Mystery. Sorcerer and Oracles both being Charisma casters.


Here's my character.

Details in the Character header.

I have run S&S before but can keep my mouth shut.

Tried playing it before but the games have always died out sadly.


Dropping out due to lack of time. Have a good game.


I knew I'd missed something.

I've added Commerce and Production, also I've made Knowledge (Engineering) stand out more as his occupation.

Production is his making construction sites and work gangs run efficiently, commerce is from buying tools and materials for the site, and supplies for his crew.

He is a Jack of all trades for building, rather than a specialist.


DBH here. I thought it over and tried a few different concepts.

Then I settled on Mitabu, the guy who gets things built.

The concept is Construction foreman. Someone who has Craft and Knowledge skills picked up from previous projects and can keep a work gang on the job.

Mitabu:

MITABU

Male Human (Bonuwat) brawler 3. NG medium humanoid (human)

Init +2; Senses Perception +6,

Languages Common, Kelish, Osiriani, Polyglot

AC 15, touch 12, flat-footed 13

hp 27 (3HD). Fort +5, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee unarmed strike +6 (1d6+3)
Melee dagger (cold iron) +6 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +5 (1d4+3/19-20)
Melee dagger (alchemical silver) +6 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +5 (1d4+2/19-20)
Ranged light crossbow +5 (1d8/19-20)
Melee handaxe +6 (1d6+3/x3)
Melee brawler's flurry +4/+4 (1d1+3)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +3; CMB +6 (+7 grapple); CMD 18 (19 vs grapple)

Special Actions Brawler's Flurry,

Abilities Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 10

Special Qualities Bonus Feat, Bonus Feats, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency,

Feats Combat Reflexes, Deflect Arrows, Fast Learner, Improved Unarmed Strike, Tiger Style

Skills
Acrobatics +8,
Appraise +7,
Climb +8,
Craft (Carpentry) +6,
Craft (Stonemasonry) +7,
Escape Artist +6,
Handle Animal +4,
Intimidate +6,
Knowledge (Dungeoneering) +6,
Knowledge (Engineering) +9,
Knowledge (Local) +8,
Perception +6, Ride +2,
Profession (Architect) +4
Profession (Engineer) +6
Sense Motive +6,
Stealth +2,
Swim +8,

Possessions unarmed strike; outfit (hot weather); masterwork studded leather; traveler's any-tool; handaxe; brawler's flurry; Handy Haversack ; Wrist Sheath [ Dagger (Alchemical Silver); ]; Wrist Sheath [ Dagger (Cold Iron); ]; Light Crossbow ;

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to Grapple combat maneuvers.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.

Merchant You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

I think I've got everything correct, a few little items still to by for his equipment. Let me know if you have any questions or problems.


I've roughly made up a Half-elf Sorcerer (Dragon bloodline), still needs his basic gear and background worked up.

Garos:

GAROS BLAINE

Male Half-Elf (Varisian) sorcerer 5 NG medium humanoid (elf, human)

Init +6; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Elven, Thassilonian, Varisian

AC 13, touch 12, flat-footed 11
hp 30 (5HD) Fort +3, Ref +3, Will +5, +2 vs. enchantment spells and effects
Resistances Cold 5,

Speed 30 ft. (6 squares) Base Atk +2; CMB +3; CMD 15

Known Sorcerer Spells (CL 5th):
2nd (5/day) - glitterdust (DC 16) , scorching ray , resist energy (DC 16)
1st (7/day) - color spray (DC 15) , magic missile , shield (DC ) , urban grace , mage armor (DC 15)
0th (at will) - dancing lights , detect magic , mage hand , mending (DC 14) , prestidigitation (DC 14) , ray of frost

Abilities Str 13, Dex 14, Con 13, Int 14, Wis 12, Cha 18

Special Qualities Bloodline Arcana, Bonus Bloodline Power Use (2x), Cantrips, Claws, Draconic Bloodline (Silver), Dragon Resistances, Elf Blood, Elven Immunities, Human-Raised, Integrated, Low-Light Vision, Multitalented, Wary, ,

Feats Combat Casting, Eschew Materials, Improved Initiative, Spell Penetration

Skills Acrobatics +2, Appraise +6, Artistry +2, Bluff +11, Climb +1, Craft (Untrained) +2, Diplomacy +4, Disguise +5, Escape Artist +2, Fly +2, Heal +1, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Local) +10, Perception +8, Perform (Untrained) +4, Profession (Gambler) +5, Ride +2, Sense Motive +2, Spellcraft +7, Stealth +2, Survival +1, Swim +1, Use Magic Device +11,

Possessions dagger +1; outfit (traveler's); wand (cure light wounds/cleric/5th); Handy Haversack ;

Bloodline Arcana Whenever you cast a spell with the cold descriptor, that spell deals +1 point of damage per die rolled.

Bonus Bloodline Power Use (2x) Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Civilized You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 7 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline (Silver) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Dragon Resistances You gain Cold Resistance 5 and a +1 natural armor bonus.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Human-Raised These half-elves were born and raised into accepting human communities, often raised by generations of a single family, or through the charity of churches and temples. These half-elves have the integrated and wary racial traits.

Integrated Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.

I'll have a background worked out soon. I see him as a native of Riddleport, looking for adventure (and money).