Michael Lenehan's page

49 posts. Alias of Vanulf Wulfson.


RSS


Oof, in that case let me get this up as a placeholder and I'll post a proper alias when I get home after work.

Nasir ibn Al'Said


I've got a Paladin of Sarenrae floating around on these boards somewhere, I'll find him and update him this weekend


Dakari's Background:

I was born a child of shore and sea. My father was a sea elf and my mother a fisherwoman of a Bonuwat tribe along Desperation Bay. I child of two worlds although I never felt at home in either. Wanderlust my mother called it. So, upon my 16th birthday I said goodbye to my mother, left my village, and never looked back.

I sailed to Eleder where after several months of menial jobs I saved enough to travel to Absalom, The City at the Center of the World. It was there that I learned of the Pathfinder Society and its secretive missions to the far-flung corners of the world, which appealed to my wandering nature. After three years of mission after mission I began to chafe at the secretive, restrictive nature of the Decemvirate and so I left the Society behind and went freelance.

It was during one of these commissions that I ended up in Almas in Andoran where I saw bills posted advertising the need for adventurers willing to sail to Arcadia to establish a colony on the deserted continent. After a lengthy and exhaustive recruitment process I was devastated to find that I hadn’t made the list for the first crossing to establish a colony there , but I was advised to stand by for the relief and resupply mission of the second crossing. So after cooling my heels in Almas for almost six months, I was ecstatic to receive notice that I was selected to join the second expedition.

Now, after a 10-week crossing of the Arcadian Ocean, I find myself standing on the crowded deck of the Peregrine watching the fledgling colony fast approaching. Something in the back of my mind is niggling at my thoughts as I observe my new home. ”Where is everyone?” I think to myself as it registered that there was no one on the docks to meet the new arrivals. There was no one milling about the settlement and no smoke rising from the scattered huts. The entire settlement seemed abandoned, deserted, and the hackles on the back of my neck began to rise.

GM of the Ruins, I looked over the absent player's Bard and there doesn't look like there would very much in the way of overlap when he returns. Dolgrin seems to be of a much more scholarly bent, where Dakari is a more Indiana Jones type of explorer.


Here's my Submission Dakari Brightshore, Half elf Archaeologist Bard

Dakari:

Dakari Brightwave
Male half-elf (Shoreborn) bard (archaeologist) 2 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (2d8+2)
Fort +1, Ref +5, Will +2 (+2 trait bonus vs. charm and compulsion); +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+1) or
. . machete +2 (1d6+1/19-20) or
. . rapier +2 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, detect secret doors, heightened awareness[ACG]
. . 0 (at will)—detect magic, know direction, light, message, read magic
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 14, Wis 8, Cha 17
Base Atk +1; CMB +2; CMD 14
Feats Additional Traits
Traits born to the water (ijo), child of two peoples, expert explorer, fate's favored, vagabond child (urban)
Skills Acrobatics +6, Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Disable Device +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +6, Perception +7, Spellcraft +7, Stealth +6, Survival +4, Swim +6, Use Magic Device +7; Racial Modifiers +2 Perception, +4 Swim, water child[APG]
Languages Aklo, Aquan, Azlanti, Common, Elven, Polyglot
SQ bardic knowledge +1, clever explorer +1, elf blood
Combat Gear oil (5); Other Gear leather armor, club, crossbow bolts (20), light crossbow, machete, rapier, backpack, bedroll, blanket[APG], candle (2), chalk, crowbar, flint and steel, folding shovel[UE], grappling hook, hammer, hemp rope (50 ft.), hooded lantern, ink, inkpen, journal[UE], piton (4), sack (2), spell component pouch, thieves' tools, tindertwig (4), torch (2), whetstone, 16 gp, 2 sp, 8 cp
--------------------
Special Abilities
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Water Child You may always take 10 on Swim checks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I'll work on his background later tonight and have it posted tomorrow morning.


Looks like you guys might be a little light in the Skill department so I'm going to submit a Half elf (shoreborn) Bard (archaeologist)


Sorry everyone, I've been busy this past week and haven't been following too closely.

If DM Fern is good with running a game of that size then I'm good with playing in it. If any format is good with that many people PbP would be it. Delay is hard baked into the format.

Javell, I honestly don't know yet. Randall is, of course, my favorite as I've played him up to 6th level before the game died and he's a great support character especially in the beginning with his ability to remove fatigue with Sea Shanty and influence NPC's with Diplomacy and his Barroom Talespinner trait. Kragor on the other hand is an unknown quantity as he only made it to 2nd level before the game folded. As I said I haven't really looked over the other pressgangees to see which one would be a better fit.


I've added a third trait (I took the obligatory +2 to initiative, as nothing else really appealed to me) to Randall to bring him up to par with the original players.


I too have been left marooned when our GM bailed on us in book 2.
DM Fern, you could, if you wanted, skip the initial opening and start everyone at 2nd level as they board the Man's Promise.
Id like to submit RandallMcNally for consideration (he's currently jacked up for a previous recruitment for which he didn't get selected, so I can rework him for this recruitment if selected).
Variance: 1d4 ⇒ 2


I believe the current build rules can be found here:
GMMICHAEL'S Skull & Shackles


Okay, here's my Inquisitor submission. I kept vacillating between Order of the Chain and Order of the Rack and finally settled on Rack (as it seemed the most thematical). He will be working his way toward the Hellknight Signifier PrC. I'll work on his background over the weekend and will, hopefully, get something up on Monday.

Damien DeAequitas:

Damien DeAequitas
Human (Chelaxian) inquisitor of Asmodeus 1 (Pathfinder RPG Advanced Player's Guide 38)
LE Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +5; +1 trait bonus vs. spells and effects with the chaos descriptor
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . heavy mace +2 (1d8+2) or
. . spiked gauntlet +2 (1d4+2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—protection from good, shield of faith
. . 0 (at will)—detect magic, guidance, light, read magic
. . Domain Conversion inquisition[UM]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Cunning, Improved Initiative
Traits asmodean acolyte, hellknight inquisitor
Skills Acrobatics -2 (-6 to jump), Bluff +7, Craft (alchemy) +5, Diplomacy +8, Intimidate +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Perception +7, Sense Motive +8, Spellcraft +5
Languages Celestial, Common, Infernal
SQ monster lore +3, stern gaze +1
Other Gear scale mail, crossbow bolts (10), dagger, heavy mace, light crossbow, spiked gauntlet, backpack, bedroll, belt pouch, flint and steel, holy text (The Asmodean Disciplines)[UE], manacles, mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Asmodeus, 5 gp
--------------------
Special Abilities
--------------------
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I'm reconsidering my Fighter idea and thinking about going with an Inquisitor of Asmodeus with the Conversion inquisition.


Okay, Cassandra has been updated to meet your requirements. If you have any questions fee free to ask.


infomatic wrote:
Interested; I’d fixated on minor characters from Casablanca for the recent Hell’s Rebels recruitment so let’s make Guillermo Ugarte for this. A little wretch who nobody really trusts; he’s thrown in with Thune bc he’s certain they’ll win. Need crunch of course

You know, Rick, I have many a friend in Casablanca, but somehow, just because you despise me, you are the only one I trust.


1 person marked this as a favorite.

I'm thinking a Human Fighter (Armiger) going into the Hellknight Prestige Class. Probably start him out as Lawful Neutral and eventually shifting to Lawful Evil via Damnation Feats.


Dotting for interest. Thinking of a vanilla, Dex based, Slayer (more of a Striker than a Tank) who will eventually dual wield kukris working for a crit based build


List of Candidates (updated):
"Mad" Marvin Dundlerock-Dwarf (Saltbeard) Oracle (Hermit)-Dorian 'Grey'
Shoann Haabo-Half orc Mesmerist (Spirit-Walker)/Swashbuckler (Inspired Blade)-Infomatic
Shawn Ashler-Human (???) Monk (Unchained)/Rogue (Unchained)-AGM Lemming
Zube-Human (Garundi) Inquisitor (Infiltrator) of Besmara-Ridge
Prasi Marin-Kitsune Bard (Bucaneer)-Lapyd
Flynwrick Greenbottle-Halfling Investigator (Empiricist)/Swashbuckler (Inspired Blade)-Rikash
Randall McNally-Human (Varisian) Bard (Sea Singer)-Michael Lenehan
Cassandra Tyche-Elven Witch (Cartomancer)/Harrower-KeeperofRunes

Good luck to all.


This statement has me wracking my brain trying to figure it out.

Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

What kind of 5-foot step doesn't involve movement?


I'm thinking of a Half elven Hunter with the Rescued by Shalelu trait.

Orin Ro:

Orin Ro
Half-elf hunter 3 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 24 (3d8+6)
Fort +6, Ref +7, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+2) or
. . dagger +4 (1d4+2/19-20) or
. . falchion +4 (2d4+3/18-20)
Ranged mwk composite longbow +6 (1d8+2/×3)
Hunter Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—gravity bow[APG], keen senses[APG] (DC 13), longstrider, magic fang, summon nature's ally I
. . 0 (at will)—create water, detect magic, guidance, light, read magic, spark[APG] (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Coordinated Shot[ACG], Improved Initiative, Point-Blank Shot, Precise Shot, Skill Focus (Perception)
Traits deadeye bowman, elven reflexes, rescued
Skills Acrobatics +9, Handle Animal +5, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Perception +13, Stealth +8, Survival +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ animal companion (lynx named Shi'Ra), animal focus (3 minutes/day), elf blood, hunter tactics, nature training, track +1, wild empathy +3
Combat Gear potion of cure light wounds; Other Gear +1 chain shirt, club, dagger, falchion, mwk composite longbow (+2 Str), cloak of resistance +1, backpack, bedroll, belt pouch, blanket[APG], flint and steel, mess kit[UE], signal whistle, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Erastil, 7 gp, 9 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (lynx named Shi'Ra)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Going more as a ranged striker with a Lynx animal companion.
Hit points: 2d8 ⇒ (3, 6) = 9


How would you deal with getting a Witch's familiar to "teach" it's spells to your familiar after you have just killed it's Master?


I made him a worshipper of Erastil. That gives him a couple extra uses of the Insightful Shot ability of the Stag's Helm


Hey everyone, I've been working on Kingmaker recently, getting it ready to run for my group once the updated content (eventually) comes out and I was thinking about The Stag Lord in The Stolen Lands. In the book he's a Ranger 3/Rogue 5 and I was thinking and (since the Kingmaker AP was published before the release of Advanced Class Guide) I decided to do a "What if...?" scenario and recreate him as a Level 8 Slayer.

Needless to say everything came out all right (a few less skill points overall but FAR more combat potential) and I'm going to be using this version when my group gets to him.

The Stag Lord (Slayer):

The Stag Lord (Slayer) CR 6
XP 2,400
Human slayer 8 (Pathfinder RPG Advanced Class Guide 53)
CE Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 natural)
hp 80 (8d10+32)
Fort +6, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk longsword +9/+4 (1d8/19-20)
Ranged +1 composite longbow +9/+4 (1d8+7/×3)
Special Attacks sneak attack +3d6, studied target +2 (2nd, swift action)
--------------------
Tactics
--------------------
Before Combat The Stag Lord is in a perpetual state of hangover or drunkenness, and as a result he is sickened—his stats have been adjusted to reflect this (and as a result, his CR is 1 lower than normal). If he sobers up, these stats effectively gain a +2 bonus on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
During Combat When attacking with his bow, the Stag Lord usually employs his Deadly Aim feat (included in his stats). He prefers to fight with his bow if possible, favoring attacks on foes who are flat-footed, using the insightful shot ability of his stag’s helm or taking time to move into hiding and use Stealth to set up new shots so that he can make sneak attacks. In melee, he shifts and moves to flank foes if possible. Humans are his favorite targets, for in many of them he sees the face of his father. He drinks potions to heal damage if reduced below 20 hit points.
Morale The Stag Lord fights to the death.
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
Base Atk +8; CMB +8; CMD 24
Feats Accomplished Sneak Attacker, Deadly Aim, Diehard, Endurance, Iron Will, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Skills Acrobatics +11, Appraise +6, Bluff -1, Climb +9, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, Heal -3, Intimidate +9, Knowledge (geography) +2, Perception +10, Ride +2, Sense Motive -3, Stealth +12, Survival +7, Swim +9
Languages Common
SQ combat style (archery), slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG], weapon training), stalker, track +4
Combat Gear potion of cure serious wounds, stag's helm; Other Gear +1 leather armor, +1 composite longbow (+2 Str), arrows (20), mwk longsword, amulet of natural armor +1
--------------------
Special Abilities
--------------------
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

In this version he ended up with one additional unused feat for which I gave him Accomplished Sneak Attacker which bumps his SA dice up to three which is what he would have had as a 5th level Rogue anyway and I upgraded his potion to Cure Serious Wounds as, given his additional hit points as a d10 class, I didn't think a Cure Moderate potion was going to cut it.

Take a look and tell me what you think and if you use this version I hope he turns out to be the BAMF I think he should be.

P.S. I, personally, think that even with the Sickened condition (which is figured into his stats above), he is still a worthy CR 7 challenge...but that's just me.

Mike

Now I'm thinking of making Dovan into a Swashbuckler...I'll let you know how it goes.


3 people marked this as a favorite.

Hey all,

I've seen the various copies of the charters from the books and, I'm sorry to say, I wasn't very impressed by them (no slight to the original creators but they were just not what I was looking for) so I took the liberty of creating my own.

I also included the letters found in books 3-6 in as well.

I hope you enjoy them.

Kingmaker Charters and Missives

P.S. If anyone has skills with Photoshop, alas of which I have none, and would be willing to make and share a wax seal of Pitax, similar to the Brevic one, in Pitax blue it would be greatly appreciated.


Regarding the kobolds in the radish patch. The text states that the kobolds are sickened by eating too many radishes. Now are they sickened, sickened or just sickened (i.e. Do the have the sickened condition or is that phrasing just flavor text?).


Devon DuMonde:

Devon DuMonde
Male human (Taldan) inquisitor (urban infiltrator) of Calistria 5 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +6; Senses Perception +12
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 31 (5d8+5)
Fort +5, Ref +3, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . light mace +5 (1d6+1) or
. . mwk whip +7 (1d3+1 nonlethal)
Ranged composite longbow +5 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)
Special Attacks bane (5 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Urban Infiltrator) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—focused scrutiny[ACG], ghost whip[OA], silence (DC 16)
. . 1st (5/day)—bless, divine favor, ears of the city, false face, keep watch, wrath[APG]
. . 0 (at will)—acid splash, detect magic, guidance, light, oath of anonymity, read magic
. . Domain Conversion inquisition[UM]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 13, Wis 18, Cha 14
Base Atk +3; CMB +4 (+6 disarm, +6 trip); CMD 16 (18 vs. disarm, 18 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip, Tandem Trip[UC], Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits calistrian courtesan, young reformer
Skills Bluff +16, Diplomacy +12 (+13 to gather information, +16 when gathering information), Disable Device +7, Disguise +9, Heal +10, Intimidate +6, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nobility) +6, Knowledge (religion) +9, Perception +12, Sense Motive +15, Spellcraft +9
Languages Common, Elven
SQ gifted detective, solo tactics, stern gaze +2, track +2
Combat Gear caltrops; Other Gear +1 chain shirt, mwk buckler, composite longbow (+1 Str), dagger, light mace, mwk whip, circlet of persuasion, headband of inspired wisdom +2, backpack, belt pouch, courtesan's kit[ACG], courtier's outfit, hip flask[UE], holy text (The Book of Joy)[UE], mirror, silver holy symbol of Calistria, spell component pouch, jewelry (worth 50 gp), 7 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor (Urban Infiltrator) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Track +2 Add the listed bonus to Survival checks made to track.
Whip Mastery Using a whip does not provoke attacks of opportunity

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Devon grew up on the streets of Oppara where his silver tongue and boyish charms could get him anything he needed be it a loaf of bread to eat or a place to stay for the night. As he grew older he realized that his charm as well as his good looks could get him far more than just a full stomach or a dry bed.

It was one such turn of the trade that brought him to the attention of Talia Ashcroft, a priestess of Calistria, who seduced the young man and brought him into the fold of the The Lady In The Room. Such were his talents that he soon drew the eye of the high priestess who had a plan for Devon.

She began teaching him the ways of the nobility and soon had this rough cut gem sparkling like a diamond. When she thought he was ready she had him installed at the Satin Pillow, a brothel catering to the nobility and the very well to do. His mission was simple, seduce whoever he wanted to and while engaging in pillow talk learn whatever secrets they had and report them back to the temple


I'm thinking of an Inquisitor (Infiltrator, maybe Urban Infiltrator?) of Calistria. I'll get something up later as my brain mulls the possibilities.


Thank you for your notification. My previous card was cloned and several charges were debited against it until fraud protection caught the activity and deactivated the card.

I just received my new card and have updated my account with the new payment method.

Everything should be good to go.

Thanks,
Mike


Hey everyone. I hate to do this but I got a text from a friend of mine that his game just lost their Gunslinger and are looking for a replacement player. Since the boards are one of the few ways we keep in touch, since he moved to Seattle shortly after WotC bought TSR, I told him I was interested.
Long story, short I've contacted his GM and will be moving over to the other game as soon as he can logically write me in. Again I'm sorry for doing this, and I feel like a Douche for doing it, but we rarely, if ever, get a chance to play together (as he usually plays rather eclectic characters) so I didn't want to pass up the opportunity.
It seems that now, after this last battle, would be the best time for me to make the break, giving you an opportunity to return to the surface to rest and recuperate.
My sincerest apologies,
Mike.


One week to go. Anyone interested?


Beginning Wednesday November 12th I will begin running a modified (3.5 to Pathfinder) version of Paizo’s popular Curse of the Crimson Throne Adventure Path for 6 players.

To be fair to those who would like to play but don't visit the Paizo website (I know, For Shame!) registration will be on a "First come, First served" basis by signing a sign up sheet located in the store.

The Gaming Goat, Schaumburg
1143 N. Salem Dr
Schaumburg, IL 60194
(630) 237-4491

Games will meet on Wednesday evenings and will begin at (approximately) 6:30 p.m. and will run till (again, approximately) 9:30 p.m.

Feel free to PM me for more details.


I'll be there almost the entire Con as well. Look me up if you can. Here's a list of the events I'll be in.

PFS #6-03: The Technic Siege (Thu at 8:00 AM)

PFS #5-23: Cairn of Shadows (Thu at 1:00 PM)

PFS #5-17: Fate of the Fiend (Fri at 1:00 PM)

PFS Gen Con Special: Legacy of the Stonelords (Season 5 Conclusion) (Fri at 7:00 PM)

PFS #5-20: The Sealed Gate (Sat at 8:00 AM)

PFS #5-25: Vengeance at Sundered Crag (Sat at 1:00 PM)


Congratulations.


I would like to thank you all for the outpouring of sympathy during my recent loss, it is greatly appreciated.


I had a Bard who was going to create a pair of earrings with a permanent Tongues effect on them. The Gm and I agreed it would be slotless, which made it prohibitively expensive at his level so we changed it from permanent to a charged item 3x a day I believe.


TYhanks for giving people all of three hours to respond.


Are we missing someone? I only count 5 players right now.

Aerodus
Bandlewick
Marik
Mundin
and
Shisa

Are we expecting a sixth? If not I'm cool running with 5.


Still not getting a dot in any of the threads I replied to yesterday. Tried reposting using several different aliases to no avail.


Marik is still short two languages and I was wondering what, if anything, the group thinks would be helpful?

Heres what he knoews so far:
Aklo, Azlant, Common, Draconic, Elven, & Polyglot


re=dotting


GreatNagai wrote:

As i promised here it is my first concept. Hope anybody mind a M player with a F PC, i usually put males in fighting roles and females as arcane casters. Since this is a sorcerer i created a F.

I'm planning a "tank" and a cleric but since have to write their background in english it takes me a bit of time each.
This is rolled with the "4d6 drop the lowest" method than adjusted to a 20 pnts buy worth before adding the racial modifiers.

** spoiler omitted **

** spoiler omitted **...

Don't sweat it. I'm male and Arianna is female. Just have fun.


Dot


Wrath, Thanks for starting this campaign. I've got several characters already created for Kingmaker (Unfortunately I appear to be the Kiss of Death to PbP campaigns).

Heres a list of what I've made up/ran in the past.

Mikhail Orlovsky: Human Cleric of Abadar
Arianna Ravenswood: Human Rogue
Orin Ro: Half-elf Ranger
Feravan Woodward: Half-elf Druid

Take a look over them and let me know which one you would think would mesh with whatever group you decide upon.

Thanks,
MPL


What, all of the sudden it's gone as quiet as a church in here.

I took a suggestion from someone in this thread and ran with it and now only 3 or 4 of us want to be proactive in a search for a game.


Hmmm, Somehow I think Aklo would be appropriate.

That leaves two more.

Oh, by the way, Tom you should get that cough checked before it turns into a full blown cold, like Neil's.

Bless you, Neil.


What pantheon would you be using? A homebrew one or the Pathfinder one?
would you allow 3.5 feats as well as Pathfinder feats?
I ask because I have an oprhan Paladin of Sarenrae who dual wields scimitars, but to pull it off he uses the Oversized Two-weapon Fighting feat from the Complete Adventurer to pull it off.


Hey all,
I'm starting a Human Wizard for an upcoming campaign and would like to know what languages would come in handy?
He has an 18 Intelligence and took the Cosmopolitan feat from the APG (giving him essentially 6 bonus languages known).

Here are his choices so far:
Common
1)Azlanti
2)Draconic
3)Elven
4)???
5)???
6)???
7)Polyglot (Mwangi Scholar trait)

Does anyone know od any other languages that would be helpful, without metagaming something that the character wouldn't have any clue about?

Thanks


Always a bridesmaid, never a bride.

Marik Whiterose
Human Wizard (Diviner)
Neutral Good

Traits:
Mwangi Scholar
Focused Mind

Background:

The dream is always the same.

I'm flying over a verdant carpet of trees as far as the eye can see. Below me, scattered among the trees, are ruins far older than imagining. As I travel I come to a simple village located in a clearing in the jungle. After landing in the village I am ignored by the dark skinned natives. All, except one. A wizened old man with the universe in his eyes looks at me, no, through me. He leads me to the edge of the village where two paths lead off into the jungle. He says to me "One path leads to Power and Right, the other to Might and Darkness. It is up to you to decide which is the right path for you." As I look into those ageless eyes I never get the chance to decide as I always awake.

Ever since he was a young boy Marik Whiterose has been haunted by a recurring dream. It is this dream which has shaped his life. It was this dream which caused Marik to specialize in Divination magic in an attempt to discover it's meaning. It was this dream which led him to try to discover all he could about the Mwangi expanse and all it's environs, even creating a highly detailed map of the region. It was this dream that caused him to book passage aboard the Jenevire after graduating from the Academy.

I'm currently located in CDT (GMT -5) and am available to post multiple times a day, including weekends.


Given the recent spurt of interest in the Serpent's Skull AP and all those of us who expressed a desire to play but were not chosen for any of the recent groups that formed, I decded to create a couple of threads for us to form groups so that any willing GM can look there for players.
That being said I'd like to keep the groups small (between 5-7 characters)so that we stand a better chance of picking up a GM and not overwhelming him/her with too many choices.

Team: Bridesmaid

Team: Misfit


Given the recent spurt of interest in the Serpent's Skull AP and all those of us who expressed a desire to play but were not chosen for any of the recent groups that formed I decded to create a couple of threads for us to form groups so that any willing GM can look here for players.
That being said I'd like to keep the groups small (between 5-7 characters)so that we stand a better chance of picking up a GM and not overwhelming him/her with too many choices.


Given the recent spurt of interest in the Serpent's Skull AP and all those of us who expressed a desire to play but were not chosen for any of the recent groups that formed I decded to create a couple of threads for us to form groups so that any willing GM can look here for players.
That being said I'd like to keep the groups small (between 5-7 characters)so that we stand a better chance of picking up a GM and not overwhelming him/her with too many choices.