Soulbound Doll (Bear)

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Organized Play Member. 201 posts (8,662 including aliases). No reviews. 1 list. 1 wishlist. 11 Organized Play characters. 28 aliases.


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I'm pretty laid back about the choice, but I lean toward Cult, Assassins, and Smugglers.


I am up for BitD! Will need to look at work schedule and figure out posting frequency expectation once we reach the time to start playing.


Cultist Henchman 1

For a druid, I think Shalelu is the obvious choice!


Cultist Henchman 1

Hi everyone! GM Nayr has kindly allowed me to join your campaign.

It looks like we have a pair of samurai, a summoner, a druid, and an alchemist?

I was thinking of playing an arcanist. What do you think?


Cultist Henchman 1

Hey everyone! GM Nayr has graciously agreed to let me join you in your jade adventures!

I understand you're down a cleric. I currently see a hunter, bloodrager, kineticist, and a witch. I'm considering bringing in a divine caster, but in the form of a Storm Druid. This archetype employs a lot of crowd control and damage (at higher levels), but still allows for support/buff/heals as needed.

What do we think?


1) Numenera
2) Blades in the Dark


I would love to see Numenara in action. I bought the humble bundle but have never played. It gets my vote.


Cultist Henchman 1

Oh also, this might be a stretch, but as Andostre said I don't want to leave the option lying on the table if it's allowed.

Would kraken caller stack with shark shaman? They both modify wild shape, but limit it in different (and arguably compatible) ways. Kraken caller also swaps out a lot of ho-hum options of the base druid that shark shaman retains in favor of a bunch of aquatic-themed features.


Cultist Henchman 1

Thanks for the feedback. I've been looking at various archetypes and options and still think I'd like to try the shark shaman, based on the following:

1. The transformation aquatic adaptations seem especially useful for this campaign. The archetype's abilities would free me from having to rely on spells and wildshape.

2. Other thematic archetypes (the aquatic and river druid) have a straight penalty to wildshape, while shark shaman enhances wildshape for specfic, sharky forms.

3. The buff to summons (for sharks and mantas) seems really great. Granted, these won't be useful outside the water, but then SNA works normally without penalty.

I'm going for a hybrid build here as a wild-shaping melee support with vital strike, but also beefing up my summoning ability. I've played druids before, but they've always been full caster focused, so the wildshape/melee track is definitely new to me. Feedback would be appreciated! As a hybrid build, this will be slow to come online. But I'll have 3/4 BAB, spellcasting, and wildshape to help along the way.

Draft Build:

Human, Str > Con = Wis = Dex > Int = Cha

Level 1: Feat (Toughness); Racial Bonus Feat (Spell Focus (Conjuration)); Nature Bond (Shark); Nature Sense; Orisons; Wild Empathy
Level 2: Woodland Stride; Totem Transformation
Level 3: Feat (Power Attack); Trackless Step
Level 4: Ability Score (); Resist Nature’s Lure; Wild Shape (1/day)
Level 5: Feat (Natural Spell); Totemic Summons
Level 6: Wild Shape (2/day)
Level 7: Feat (Augment Summoning)
Level 8: Ability Score (); Wild Shape (3/day)
Level 9: Feat (Vital Strike); Archetype Bonus Feat (Improved Initiative)
Level 10: Wild Shape (4/day)
Level 11: Feat (Superior Summoning);
Level 12: Ability Score (); Wild Shape (5/day)
Level 13: Feat (Powerful Shape); A Thousand Faces; Archetype Bonus Feat (Lightning Reflexes)
Level 14: Wild shape (6/day)
Level 15: Feat (Improved Vital Strike); Timeless Body
Level 16: Ability Score (); Wild Shape (7/day)
Level 17: Feat (Critical Focus); Archetype Bonus Feat (Bleeding Critical)


Cultist Henchman 1

Welcome Tetrasa!

1. Cavalier
2. Hydrokineticist
3. Investigator
4. Arcanist
5. __________

It looks like we could use some divine magic and melee support. The shark shaman druid looks like the perfect fit for this. I'll take a shark animal companion and wade into battle (hehe) with some sort of weapon.


Cultist Henchman 1

Woo! My PC will come from the drowned Lirgeni capital of Hyrantam.
After his house boat is destroyed for the upteenth time, he decides to seek out something better. Some ideas I'm juggling:

shark shaman druid
sea witch
summoner (chained/unchained?) with aquatic eidolon
Abendego diver ranger

Edit: What's our starting wealth?


Dot! I'm so excited to see a Numenera game! I just made a post expressing interest in this game. I just got the Humble Bundle package and would be interested in playing my first game. I will submit a candidate ASAP.

Are there any regions in particular you think would make good starting locations?


I recently purchased the Numenera Humble Bundle and would love to join a game as a player to get a handle on the rules and atmosphere. Any games need an extra?


Sure, that's no biggie. I would drop Reincarnated and the drawback, and keep Stargazer and Vagabond Child if that sounds okay.


There is more to humanity than DNA.

Okay! I would like to submit XTA-331 (a.k.a. “Xita”), an android telekineticist whose abilities are explained by the fact that (unknown to it) its soul, having suffered insurmountable tragedy in its last moments, passed through the Ethereal Plane on the way to its new body.

An assistant to Khonnir, Xita has spent about half of its life bumbling around Torch and trying (unsuccessfully) to fit in. Following Khonnir’s disappearance, Xita is compelled to enter the strange caves below in search of the only human it has ever really known.

I have chosen the Stargazer trait. I apologize, I got carried away with my backstory (especially the “first life” bit). I have also played through the end of Book 1 (but am clueless about the rest), but am very good about keeping personal knowledge separate from character knowledge. I'm also open to suggestions.

Background:
First Life
My mother, she gifted me with kindness; from my sister, I learned patience. All the rest, for better or worse, was given me by Katapesh. I was born the younger, my elder sister Halima already three years when first she saw my pink and squalling face. We smiled at each other, the dark pools of our eyes reflecting back a picture of ourselves, and imprinting within our minds for all time the memory of that first meeting between sisters. That is how my mother talks of it, but she likes to tell stories. And she gifted me kindness, not truth. I never knew our father. Mother would hardly speak of him, and if ever we asked she would squint toward the horizon, covering her brow with her hand and falling into silence. I wonder now where her mind would wander in those moments as she stared toward the place where the sky meets the desert, the mountains, and the water. Perhaps it flew to the place between them all, the place between now and before, where memories live. She never said.

We lived in Dog Town, in a shack within a sea of shacks. Washer women we were, and when I was old enough, I wielded brush and soap. My earliest memories are of carrying worn wicker baskets down the streets, collecting the robes and rags of those richer than us, those that could afford to pay coin for the luxury of clean garments. In my mind, “rich” meant having four walls, and we had only three, for our fourth was merely a long piece of cloth nailed to the roof of our house and staked into the ground. When we slept at night, mother would always position us against the wall, with her back to that cloth. I remember that I felt envy toward those houses with four wooden walls, and I asked the gods to give my family a house like that, too.

Many of them were human homes, while others were those of the gnolls that lended that area of the city its name. Halima and I befriended human and pup alike, at times acting as gnoll pupplings, crawling on all fours and howling at the night sky. This would lead us into a fit of giggles. Laughter was good, as were those times. Most days we had food to eat, and we had each other. I wish I could go back to them now.

My mother has always been a hard and reliable worker, and these skills she also passed to her daughters. After a time, before I had become a woman, we were able to afford a house with four walls. It was in a tall building in Lower City, in a tiny apartment on the sixth floor. We no longer slept on the ground, but in a bed that fell out of the wall each night before being tucked away at dawn. Gone were the dirt streets and barking gnolls of my youth, replaced now by a cobblestones and the many faces and noises of the bazaars, the markets, the brothels and the the pesh dens, and the temples. As I gathered my washing each day, I would pass the rainbow market, the many-colored tents with their many-colored people, and marvel at the treasures that could be had with coin. Honeyed figs and fresh, ripe plums, apricots straight from the trees, and walnuts so new you could smell them from the alleys. Halima and I would save our coppers for weeks to buy three oranges. Our mother would chastise us for wasting our money, but she savored the sweetness of the fruit just the same.

And each day, among the many temples and and shrines of Katapesh, I would pass a house of Pharasma. It was the ebon crows that drew me in that first day, circling above the entrance with its alluring, spiral engravings. The building was small, but inside it felt to be the size of a great palace. Dark-robed priests and priestesses roamed in silence as water trickled gently down the walls. I felt such peace in that place, and my heart told me I was home. I came back, again and again.

Then, my happiness died. Under the blistering summer sun, a fire ran through the streets. I awoke in the night to the sounds of screams and the choking stench of smoke. We learn very young to respect the power of fire, and so we did not need to be told of the danger. We leapt from our beds only to find the door burning hot as a fire raged outside. To the window we ran, climbing out onto the ledge that ran along the side of the building. A narrow walkway with a waist-high railing spanned the side of the building, where it led to a rickety ladder that could carry us down to the street below. We eased ourselves down upon the shaking structure.

Already, our neighbors were fleeing, some foolishly trying the interior hallway where the fire burned hottest, others crawling and sliding down the ladders. The flames had consumed the lower part of the building, and from the windows below us fire licked up the sides. As we neared the ladders, the walkway beneath our feet gave way and separated from the building. It tilted sharply, and Halima lost her footing. She slipped over the railing with only a whisper, her night clothes flailing in the firelight. I screamed as I reached out reflexively to catch my sister, and by Pharasma’s grace I caught her hand in mind. I grasped her arm with both of my hands, refusing to let go. Our mother was screaming too, reaching for my sister to try to pull her up, but the heat of the blazing fire was too much to bear, and she stumbled back. I could feel the heat, too, feel it roaring below us, the impossible heat of it enveloping Halima as the flames took hold of her garments. I could her hear screams even as I shut my eyes tight against the heat, even as I myself screamed against the burning pain of the fire. But still, I held on.

Reincarnation
Xita was born less than a year ago, emerging from some strange mechanical womb and wandering aimlessly through the wilds. Its first memories are hazy and indistinct, as if viewed through frosted glass. It might have been apprehended or destroyed, but was discovered by Khonnir about 6 months ago, having fallen into a ravine and broken its leg. Khonnir hauled it out with a length of rope, took it home, and set the leg properly. Since that time, Xita has been a member of the household, intended to assist Khonnir in various tasks while it learns the ways of the world. It has also shown an intense interest in the stars, spending many nights on the roof to watch the night sky. Its telekinetic abilities were an unexpected but welcome surprise.

Xita’s inexperience and naivete, however, have resulted in more trouble than help. Xita tends to be overzealous in its attempts to mimic humanity, though with the best of intentions. For instance, when doing the laundry it attempted to dry Val’s clothes with a blowtorch. When this did not work out as expected, it thought it might be nice to try its hand at preparing human meals. After the third house fire, Val has come to her wit’s end, but Khonnir preached patience, sure that before long, things would begin to “click” for Xita.

Before that occurred, Khonnir disappeared into the caves below town. Xita immediately suggesting searching for him, to Val’s great relief, for while she is doubtlessly eager to find her father, she can’t deny how peaceful the house is without smoke pouring from the kitchen.

And so Xita sets out, determined not only to locate Khonnir but to achieve its larger goals of assimilating into human life. This will be an uphill battle for it, for while it is capable, it lacks any sort of grace or even common sense. Yet it is determined, and something within it drives it on, compelling it to prove to itself, Val, Khonnir, and all the rest, that there is more to humanity than DNA.

Appearance:
Xita appears as a humanoid android of modest stature, about 5’8”, with a slender build. Its skin is pale with an artificial skin tone, giving it a slighly jaundiced hue. Its eyes are an attempt at a human’s hazel, but are too translucent, more like honey, and in dim light glow with a soft yellow light.

Personality:
Xita is friendly but inept, bubbly but bumbling. It was ever so pleased to be brought into the human settlement, for it was a great improvement over wandering alone through the wilds. But it has not yet, despite its most well-meaning efforts, assimilated into human culture. Aside from finding Khonnir, this is its strongest motivation.

Despite being “immune” to fear, Xita also has an inexplicable aversion to fire.

Party Role:
Telekineticists focus on utility, with a good blend of skills, ranged damage attacks, stealthing, disarming (from a distance), and battlefield control. The choice of the “vagabond child” trait to obtain disable device, as well as the “reincarnated” trait, is explained by Xita’s past life as an impoverished washer woman in Katapesh.

Crunch:

XTA-331 "Xita"
Android telekineticist 3 (Pathfinder RPG Bestiary 5 19, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 32 (3d8+14)
Fort +8, Ref +7, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun, +2 trait bonus vs. fear and death effects
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, pushing infusion
. . Blasts—telekinetic blast (2d6+6)
. . Utility—basic telekinesis, telekinetic finesse
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits reincarnated, stargazer, vagabond child (urban)
Drawback Attached (Khonnir)
Skills Acrobatics +7, Disable Device +9, Heal +4, Intimidate +3, Knowledge (engineering) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (local) +1 (+3 to identify alien monsters' abilities and weaknesses), Perception +8, Sense Motive -4, Sleight of Hand +9, Stealth +9, Use Magic Device +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ attached, burn (1 point/round, max 7), elemental overflow +1, emotionless, exceptional senses, gather power, nanite surge
Combat Gear potion of cat's grace (2); Other Gear +1 studded leather, cloak of resistance +1, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 217 gp, 1 sp
--------------------
Special Abilities
--------------------
Attached (Khonnir) If your attachment is threatened, -1 Will & -2 save vs. fear
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +6 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
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.
Pushing Infusion (CMB +6) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.


Hi GM! Would you allow an android telekineticist whose abilities are explained by the presence of a unique psionic implant located within his primary processing cortex, or is that too weird?


Me too :).


1 person marked this as a favorite.

Hi GM! Your game sounds very interesting! The Horror and Occult hardcovers are also my favorite! While I have used discord for simple chat, I've never attempted to play a game on it. What is the expected posting rate for the game?


I'm working on an android telekineticist and the Trickster path. GM, would you allow the Trap Finder trait from Mummy's Mask, or do you find it too cheesy/overpowered? If so, I'll look to something like the Criminal or Vagabond Child traits to gain Disable Device as a class skill. The ability to disable magical traps from range would be pretty nice, though :).


What an incredibly interesting campaign! I'll try to write up a concept tomorrow.

4d6 ⇒ (3, 3, 4, 6) = 16 13
4d6 ⇒ (4, 4, 5, 2) = 15 13
4d6 ⇒ (5, 2, 5, 6) = 18 16
4d6 ⇒ (4, 1, 5, 4) = 14 13
4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (5, 5, 4, 4) = 18 14


Can we take a drawback for a third trait? I'd love to get Acrobatics as a class skill.


I LOLd a few times reading Claire. Well done!


On a similar note, is anyone considering pumping UMD for wands?


starting gold: 5d6 ⇒ (6, 4, 3, 4, 2) = 19 x 10

aasimar variant ability?: 1d100 ⇒ 78 +4 racial bonus to resist environmental cold. No, thanks.


You really can't have enough of those.


Has anyone nabbed the archer yet? After melting my brain looking at all the archetypes and VMC sorcerer bloodline abilities and cavalier orders, I think it might be nice to just settle into the warm bath that is Divine Hunter.

I like the Magus VMC build, even if shocking grasp loses its usual butt-kicking potential with demon electricity immunity.

@GM: what do you think of the Trap Finder trait from Mummy's Mask? Usually I'd cringe at such a cheese choice, but with an all paladin party it could be a life saver!


Awesome!

Now are we restricting deity choice to Iomedae, or could I choose another god from the pantheon, or a LG empyreal lord?


1 person marked this as a favorite.

I voted yes. But it should be a unanimous vote. :)


I think it's a cool idea! We need to hear from Marten and Ferocia's players before deciding, of course.


Popping in. Still debating choices, though I do love my magic users.


Cultist Henchman 1

Hey! Popping in. Interested in a magic class, likely sorc or druid.


Heavy time commitments this week suggest I'll be unable to write up a proper story, so I'll regretfully withdraw from this recruitment. Good gaming everybody!


I'll start work on a lawful Empyreal Sorcerer, worshiper of an empyreal lord TBD


Dot! Love the idea behind this recruitment. Need to brainstorm a bit.


Robert Henry wrote:

ummm, tell Ulfgard too, I think he's had one since the beginning...

With a thief in the game, and nothing else sounding really interesting, I'm dropping out of this one. Have a good time folks. Thanks for running another game brv, I know everyone appreciates it.

Aww :(. Sorry to see you go RH.

Sources noted! With the exception of a spell or two that needs to be swapped out, I think Cayugo is ready, mechanically? I'll create an alias and dot into gameplay!


Okay, update for Cayugo Silverspear, rank of Silver Spear in the Order of the Zephyr (a fabricated, militant wing of Dame Torren loosely based on the Sable Company of Korvosa), soldier and combat medic. I've rebuilt without background skills and adjusted my traits to Ultimate Campaign traits that give Handle Animal and Ride as class skills. Glad to adjust any issues!

Cayugo Silverspear:

Cayugo Silverspear
Male human cleric of Dame Torren 5
NG Medium humanoid (human)
Init +1 (+3 during surprise rounds); Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 natural)
hp 43 (5d8+15)
Fort +5, Ref +2, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silver longspear +6 (1d8+3/×3) or
. . dagger +5 (1d4+2/19-20) or
. . longspear +5 (1d8+3/×3) or
. . quarterstaff +5 (1d6+3) or
. . spiked gauntlet +5 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 silver longspear, 10 ft. with longspear)
Special Attacks channel positive energy 5/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—lightning arc (1d6+2 electricity)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—fly[D], prayer, shield of wings
. . 2nd—feather fall[D], light prison (DC 16), owl's wisdom, shield other
. . 1st—bless, liberating command[UC], obscuring mist[D], protection from evil, remove sickness[UM] (DC 15)
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Air (Cloud[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 12, Wis 18, Cha 15
Base Atk +3; CMB +5; CMD 17
Feats Boon Companion[UW], Combat Casting, Selective Channeling, Toughness
Traits beast bond, militia veteran (any town or village)
Skills Appraise +5, Diplomacy +6, Fly +6, Handle Animal +7, Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +6, Profession (soldier) +8, Ride +7, Sense Motive +8, Spellcraft +5; Racial Modifiers +2 Perception
Languages Auran, Celestial, Common, Draconic
SQ animal companion (roc named Tikati), eyes of the hawk
Combat Gear wand of cure light wounds; Other Gear mistmail[APG], +1 silver longspear, dagger, longspear, quarterstaff, spiked gauntlet, amulet of natural armor +1, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of waves[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Dame Torren, 887 gp
--------------------
Special Abilities
--------------------
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric Channel Positive Energy 3d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Cloud)
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Lightning Arc 1d6+2 electricity (7/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Tikati CR –
Roc (Pathfinder RPG Bestiary 236)
N Medium animal
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 27 (5d8+5)
Fort +4, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +9 (1d6+1), 2 talons +8 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 10, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Toughness, Weapon Finesse, Weapon Focus (bite)
Tricks Combat Riding (Attack, Come, Defend, Down, Guard, Heel), Attack Any Target, Flee
Skills Acrobatics +5 (+1 to jump), Fly +10, Perception +5, Stealth +10
SQ attack any target, fighting, flee, heel, seek, watch
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flee [Trick] Attempts to run away or hide.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


brvheart wrote:
I have the animal archive. Mostly thed reason I do it is for Herolab as I try and enter everyone's characters into it. Traits are fine. I am not using background skills. Also, Friend to Animals is a feat not a trait and has a prerequisite.

Ahh. Friend to animals is also a trait from Inner Sea Races. However, I'll exchange it for Beast Bond, which gives me the same benefit (+1 to Handle Animal as a class skill), and it's from Ultimate Campaign.

How about spell selection? Shield of Wings, for instance, is from a Player Companion: Paths of the Righteous.

I'm also using Hero Lab, so if you let me know what resources we're limited to I can set those up to make spell selection easy.


Right! Boon Companion first appeared in splat books (Seekers of Secrets and Animal Archive) before it was inserted into UW, though all of those are beyond the core materials. The concept isn't built around the animal companion, it's just icing on the cake, but I appreciate you allowing it. In dungeons, the bird will just hang back, or even remain outside (again not building on the concept, just some nice flavor, and a flying mount at higher levels!).

I also realize I built him using traits and Background skills. Are either of those in use?


Okay I've finished the crunch for a cleric of Dame Torren. Taking the Cloud and Animal domains, he gains an animal companion at CL -3. I've taken the Boon Companion feat to bring it up to level. I'll work on a suitable background after I've had a chance to read a little about Bard's Gate. Please let me know if you spot any issues. Thanks!

Cayugo
Male human cleric of Dame Torren 5
NG Medium humanoid (human)
Init +1 (+3 during surprise rounds); Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 natural)
hp 43 (5d8+15)
Fort +5, Ref +2, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . longspear +5 (1d8+3/×3) or
. . quarterstaff +5 (1d6+3) or
. . spiked gauntlet +5 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 5/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +10)
. . 8/day—lightning arc (1d6+2 electricity)
Cleric Spells Prepared (CL 5th; concentration +10)
. . 3rd—fly[D], prayer, shield of wings
. . 2nd—feather fall[D], light prison (DC 17), owl's wisdom, shield other
. . 1st—bless, bless, liberating command[UC], obscuring mist[D], protection from evil, remove sickness[UM] (DC 16)
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Air (Cloud[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
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Str 14, Dex 12, Con 13, Int 10, Wis 21, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Boon Companion[UW], Combat Casting, Selective Channeling, Toughness
Traits devotee of the green, friend to animals
Skills Appraise +4, Diplomacy +6, Fly +6, Handle Animal +9, Heal +9, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +5, Perception +7, Ride +1, Sense Motive +9, Spellcraft +7; Racial Modifiers +2 Perception
Languages Auran, Common, Draconic
SQ animal companion (roc named Tikati), eyes of the hawk
Other Gear mistmail[APG], dagger, longspear, quarterstaff, spiked gauntlet, amulet of natural armor +1, headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of waves[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Dame Torren, 122 gp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric Channel Positive Energy 3d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Cloud)
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Lightning Arc 1d6+2 electricity (8/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Tikati CR –
Roc (Pathfinder RPG Bestiary 236)
N Medium animal
Init +5; Senses low-light vision; Perception +5
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Defense
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AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 27 (5d8+5)
Fort +4, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +9 (1d6+1), 2 talons +8 (1d4+1)
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Statistics
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Str 13, Dex 20, Con 10, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Toughness, Weapon Finesse, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Down, Fighting, Flee, Heel, Seek, Stay, Watch
Skills Acrobatics +5 (+1 to jump), Fly +10, Perception +5, Stealth +10
SQ attack any target, fighting, flee, heel, seek, watch
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flee [Trick] Attempts to run away or hide.
Fly (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Watch [Trick] Stands watch over designated area.


I'm down to build a cleric (love casters). Starting 5th level ", 25 point buy, with "old school" (conservative) build choices. That won't be hard for a cleric. If I come across any neat spells from splat books I'll point them out. What about pantheon--Golarion, Lost Lands, either? Is there a player's guide I should look at?

Edit: I found this list and have been using it for inspiration. Tentatively building a human cleric of Rhiaan, goddess of Air and Birds (Building on Air (Cloud) and Animal (Feather) domains).


I have been GMing a Northlands Saga game and playing in The Blight. I must say, Frog God creates some amazing content. If you're in need of another player I'd love to apply!


I'm interested!

- How much experience do you have with Pathfinder rules?
I'm a one-star PFS GM, but I've been GMing home games for a few years now, including two books of RotRL, one of Crimson Throne, and a couple of modules.

- How much experience do you have with Roleplaying in general?
Pathfinder and Starfinder represent the only significant exposure I've had to RPG, but I recently started playing in a Call of Cthulhu game as well. I'm also a fan of fantasy fiction in general.

-Are you familiar with PbP formatting and how to?
Sure! I'm up to over 5,000 posts on the forums, the vast bulk of which are PbP games.

- Have you ever played the Ruby Phoenix Tournament before, even just a little? (please be truthful)
I have zero exposure to this AP, beyond reading the product description. The idea of competing in a tournament sounds pretty rad, and the exotic location is icing on the cake!

- How many PbP games are you currently active in? Do you GM any?
I'm currently playing in nine games, and currently GM one.

- Will you be able to check the game at least daily or every other day to post? If not explain and we can work with you.
I frequently check the game on my mobile (multiple times per day) and try to get in a post at least once per day.

- What type of characters do you like to play? Personality, Class, Themes!
I prefer full, 9th level casters or 6th level casters. I just love magic! I'm pretty all over the place with classes, though I'm drawn toward likeable, good natured characters that are still conflicted in some way. I'm excited over this game in particular b/c it could allow for high level magic use, something I haven't had an opportunity to play or GM.


Cultist Henchman 1

Here's my crunch! I'll finish up background tomorrow...

Avery Giles, Assistant to Myers
Step 1
Array 1:
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (3, 1, 3) = 7

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12

Array 2:
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (2, 6, 5) = 13
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (5, 5, 2) = 12

2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12

STR: 13
CON: 12
POW: 8
DEX: 11
APP: 16
EDU: 12+3
SIZ: 12
INT: 16
SAN: 40

Step 2
Idea: 80
Luck: 40
Know: 75
Damage Bonus (DB): +1d4

Step 3
HP: 12
Sanity Points: 40
Magic Points: 11

Step 4: Occupation and Skills
Research Assistant, Archaeology
3 ($3,000)
Possessions: ($15,000 in property and assets)
$1,500 banked
$1,500 stocks/bonds convertible within 30 days
$12,000 in property, vehicles, old books, etc.

Skills (150 skill points + 310)
Archaeology (55 - 56%)
Bargain (45 - 50%)
Biology (20 - 21%)
Chemistry (25 - 26%)
Climb (10 - 50%)
Dodge (10 - 32%)
Drive Auto (10 - 30%)
Fast Talk (45 - 50%)
Hide (20 - 30%)
Library Use (20 - 45%)
Listen (10 - 35%)
Mathematics (15 - 45%)
Mechanical Repair (20 - 40%)
Natural History (20 - 30%)
Persuade (45 - 60%)
Physics (10 - 11%)
Sneak (10 - 20%)
Spot Hidden (10 - 35%)
Swim (20 - 45%)
Handgun (20 - 40%)
Knife (10 - 35%)
Fist/Punch (10 - 60%)


Cultist Henchman 1

Hey guys, thanks for having us! I mentioned in another post that we're really new to the rules, but eager to dive in.

I'll look over the character options and try to come up with a character build by tonight (I have the 7th ed package for hero lab).


Hey SS, that sounds awesome! Would you like us to drop into Discussion?


My brother and I have taken an interest in CoC. While I'm an experienced play-by-poster with Pathfinder, he's new to the format, and neither of us has any experience actually playing CoC. Are there any Keepers out there interested in starting a Cthulhu game with new investigators? We're open to inviting other players too, of course, but thought it would be fun to play together.


I will try something I have never tried before: A gnome!

I will submit a gnome Halcyon Druid, an extremely versatile spellcaster that gives up wildshape in exchange for access to the wizard spell list (plus access to the Good cleric domain) and maintains a spiritual connection to the agathion by way of a sacred, animalistic mask.

The character will be local to Phaendar, perhaps an herbalist/witch type who lives in a hut on the outskirts of town, and bears a particular affinity toward animals. His personality will be bright and bubbly as befits a gnome, but driven by the decimation of his homeland and the creatures within it.


I'm wrapping up the crunch on my oracle, and I'll post it once she's complete. Kevin, what's our starting wealth?


Cultist Henchman 1

Hey all :).

4d6 ⇒ (4, 1, 6, 3) = 14 13
4d6 ⇒ (1, 4, 6, 1) = 12 11
4d6 ⇒ (2, 3, 3, 5) = 13 11
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (5, 3, 3, 5) = 16 13
4d6 ⇒ (5, 5, 2, 2) = 14 12

A 23 point buy--I'll take it! I will start constructing an oracle.


This sounds interesting! I have an unusual work schedule but one that allows me freedom to post from my laptop. I'm definitely up for trying it out. I currently use roll20 in other games.

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