Stirge

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Organized Play Member. 208 posts (3,114 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 1 alias.


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I'd be interested!


Oh, this sucks... From what I read, I thought I had more time to flesh out my gnome dirge bard, but apparently not.

Anyway, have a good game.


Hi, I'm interested. I'm going with a Gnome Dirge Bard. It's not only about the undead theme (that totally feels like it would come up from the campaign's description). I also think it's interesting to see a gloomy gnome, and his questioning of why oh why he is so gloomy all the time, and where that came from. And how he knows so much stuff!

Anyways, I have a question about traits. Are you ok with campaign traits? Specifically the Mummy's Mask one about trapfinding.


Veniir wrote:

Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.

** spoiler omitted **...

Adding a physical description.

Description:

Trisker is a jovial elf with hopeful eyes. He likes wearing light green robes that match his eyes and light orange accessories on his dark brown hair.

Link to general idea.

@GM: Please let me know if you need anything else from me.


Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.

Trisker Bagberg:

STR 8, DEX 16, CON 12, INT 24, WIS 10, CHA 10

Male Elf
Medium Size
NG Wizard (transmuter) 1
BaB +4
Init +3; Senses: Perception +2, Sense Motive +0 Low-light vision
CMB +3 (4BaB -1str)
CMD 16 (4BaB -1str +3dex)
Favored Class Wizard
FC bonus: +8 HP

Defense
AC 21, touch 13 flat-footed 18 (+4 Mage Armor +3 Dex +4 Shield)
HP (6 + + 8 (8*1Con) +8 FC)
Fort +6 (+2 base +2 Con +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Ref +7 (+2 base +3 Dex +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Will +8 (+6 base +2 Resistance) (Immune to magic sleep) (Add 2 vs enchantment) (add 2 trait bonus on saving throws against curses and curse effects) (add 2 trait bonus on saving throws against a mummy’s aura of despair)

Offense
Speed 30 ft
Ranged Touch +7
Space 5 ft, Reach 5 ft

Magic
Specialization
+: Transmutation
-: Enchantment, Illution

Arcane Bond: Object (Staff)

Caster level: 8 (add 4 vs Spell resistance)
Concentration (CL + Int): +15

Spell DC: 17+spell level
Spell DC for Transmutation: 19+spell level

Spells prepared:
Cantrips: Detect Magic, Dancing Lights, Mage Hand, Prestidigitation
1: Mage Armor, Long Arm, Shield, Touch of Gracelessness, Magic Missile x2 + Thunderstomp
2: Glitterdust, False Life, Scorching Ray x3 + Cat's Grace
3: Communal Resist Energy, Fly, Slow, Empowered Magic Missile, Tongues + Haste
4: Black Tentacles, Dimension Door, Firefall + Telekinetic Maneuver (CL+2)

Spellbook:
Cantrips: (all)
1 (12): Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Liberating Command, Long Arm, Mage Armor, Magic Missile, Magic Weapon, Mount, Ray of Enfeeblement, Reduce Person, Shield, Snowball, Thunderstomp, Touch of Gracelessness, True Strike
2 (4): Cat's Grace, Glitterdust, False Life, Levitate, Scorching Ray, See Invisibility, Spectral Hand
3 (4): Communal Resist Energy, Fly, Halt Undead, Haste, Slow, Tongues
4 (4): Acid Pit, Black Tentacles, Dimension Door, Firefall, Telekinetic Maneuver

Other abilities and SQ
Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp):
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp):
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Traits:
Dangerously Curious
Mummy-Cursed

Feats:
Lvl 1 - Spell Focus (Transmutation)
Wizard 1 - Scribe Scroll
Lvl 3 - Spell Specialization (Telekinetic Maneuver)
Lvl 5 - Greater Spell Focus (Transmutation)
Wizard 5 - Empower Spell
Lvl 7 - Spell Penetration

Skills:
Fly +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +18 (8 Ranks +7 Int +3 CS)
Knowledge (dungeoneering) +18 (8 Ranks +7 Int +3 CS)
Knowledge (local) +18 (8 Ranks +7 Int +3 CS)
Knowledge (nature) +18 (8 Ranks +7 Int +3 CS)
Knowledge (planes) +18 (8 Ranks +7 Int +3 CS)
Knowledge (religion) +18 (8 Ranks +7 Int +3 CS)
Spellcraft +18 (8 Ranks +7 Int +3 CS) (add 2 to identify properties of magic items)
Use Magic Device +12 (8 Ranks +3 CS +1 trait)

Background skills:
Knowledge (history) +18 (8 Ranks +7 Int +3 CS)
Linguistics +18 (8 Ranks +7 Int +3 CS)

Languages: Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Dwarven, Giant, Halfling, Ignan, Kelish, Sphinx, Osiriani

Equipment:
Wealth: 825gp
Common items
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Headband of Intellect +4
Glove of Storing
Cloak of Resistance +2

Background:

Although Trisker Bagberg was born in safe Absalom, he has always heard stories of the great Anakel Bagberg, explorer and adventurer. The stories tell that he eventually ventured too far and stopped adventuring when he encountered a cursed tomb and returned home to live off the wealth from his adventures.

Now, although the lineage has grown resistant to curses when young Trisker was born, the stories made his curiosity flared at every opportunity. This came to great dismay to his family since he was always breaking something or another, usually magical and expensive items. He was sent to a wizarding internat to make it someone else's problem.

In the school, he bloomed, becoming top of his class, and great at debates. Once he was knowledgeable enough, he decided to follow in the great Anakel's footsteps and started adventuring. However, as much as he learned much about the world and different cultures and people, his mind kept returning to the subject of curses. Instead of just studying about them, he decided to travel to Osirion, and retrace his forefather's steps. He started to learn about the different tombs and set out to explore them. Yet his plans were disrupted since his good academic standings made him a bit overconfident, and he ended up captured by a group of gnoll slavers. Now their captive, he wonders how he'd ever manage to continue his exploration...


GM:

Wow, that sounds awesome for some infiltration! Good thing my guy has alchemy to help him! I've invested in Stealth (with Skill Focus) for this awesome background.

Some slight change in your story: I don't want to invest skill points into the Disguise skill. Instead, I can always learn the Disguise Self extract. Also, I can buy the Gaseous Form extract to at least become a mist for a few minutes and pretend to be a vampire spawn.

Also, with the help of the invisibility extract and my wings, I can actually do a lot of spying (unless the demons are keen on using a lot of See Invisibility). Anything else I can find out to help out the crusaders on their endeavor? My guy is very unhappy seeing the horrors of demon everyday life.

Side note: In the Owlcat WotR video game there's an amazingly written letter from a crusader captive to Queen Galfrey to be found as you storm Drezen. Did you get to read it?


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Ok, I'll be going with a melee alchemist, we don't want John's pally to be the only melee target, right?

However, this means I need some time to complete him. Choosing extracts/discoveries/mythic abilities requires some thinking and things are a bit crazy at work right now. But be patient, if I do this right, I won't hit like a truck, but I'll pick up the truck and hit demons with it instead.

GM:

I like your idea that the character was toyed with by Xanthir Vang. My character could have been some earlier subject and has gained some of his discoveries from these experiments, such as the Wings from level 6.

He broke free (how is yet to be defined), then he decided to learn science because he wants to prove it can be used for good instead of Xanthir's twisted version. By having his own body to learn from, due to its mutations from Xanthir, he learned fast. One day he decided to do some experiments on demons and went to Drezen to do exactly that. Instead of being a captive, he is hiding in the city grabbing whatever subjects he can. Little does he know that the city is about to be liberated.


Hi everyone, I was also invited. What do we need?


Hi, I'm interested. However I'll only be able to put a character together sometime next week, if you would wait that long.


I think I can try that one. It's 5:30 to 6:30 am for me, so if I don't show up it's because I didn't wake up. I usually do, though, because it's the time when I change the baby's diapers in the wee hours. Don't know if I can hold it over the years as the baby grows up and gets potty trained.


Preacherelius wrote:
[...], my suggestion is the two players that were locked in pre-recruitment post by GM Wolf (Evindyl and TheWaskally) choose between themselves if they would like to be part of the same group or be the 'captains' of the two different groups, deciding which table (group) each character is added to.

I think this is a great idea.

I added in parenthesis the class and campaign trait for each submission to help with deciding.

Jean de Montes (Malinor) [Byron Hasperson] (Summoner (Synthesist)/Exposed to Awfulness <inferred from background>)
Grumbaki [Dadna Cloudbreaker] (Paladin (Hospitaler)/Exposed to Awfulness)
Spazmodeus (-)
Rosc (-)
Liliyashanina (Mightypion) ["Ragnar Stridson"] (Bloodrager (Destined)/Chance encounter)
eriktd (-)
Veniir [Guriok] (Unchained Monk (Windstep Master)/Stolen Fury)
GM_Drake [Preacherelius] (Spiritualist (Priest of the Fallen)/unkown <could not infer from background>)
Evindyl (-)
infomatic [Ettiken Kozo] (Witch/Exposed to Awfulness)
trawets71 (Paladin/Child of the Crusade)
rdknight (-)
Albion, The Eye (Edeldhur) (Paladin/-)
TheWaskally [Xantor Orphabielson] (Oracle/Touched by Divinity)
Critzible (Gunslinger (Musket Master)/-)

DeathQuaker (-)
karlprosek (-)
KoolKobold (Bloodrager (Destined+Urban)/-)


Ok, here is my promised uMonk (Windstep Master) submission. I have a few questions about equipment. Some classes do not benefit much from armor and weapons, including monks and wizards. Can we get something equivalent for a similar price? My monk would benefit much from, say, a non-fully charged wand of Mage Armor (that another character could cast on me).

Also, full disclosure, I live in Germany, so my time zone is CET (Central European Time). I will probably not be online during the high posting hour you mentioned. Also, I cannot promise 1 post on weekends, unless you consider Friday as part of the weekend. Other than that, I post everyday.

Cerpidy Fuirst:

STR 19, DEX 14, CON 13, INT 11, WIS 17, CHA 11

Male Half-orc
Medium Size
LG uMonk (Windstep Master) 2
BaB +2
Init +4; Senses: Perception +8, Sense Motive +3 Darkvision 60ft
CMB +6 (2BaB +4str) (add 3 vs Grapple) (add 2 vs demons)
CMD 21 (2BaB +4str +2dex +3wis)
Favored Class uMonk
Fav Class bonus +2 HP

Defense
AC 16, touch 16 flat-footed 13 (+2 Dex +3 Wis +1 Dodge) (add 3 against AoO from moving)
HP 16 (10 + 4 (4 roll) +2 (2*1 Con))
Fort +4 (+3 base +1 Con)
Ref +5 (+3 base +2 Dex)
Will +4 (+0 base +3 Wis +1 trait)

Offense
Speed 30 ft
Melee unarmed strike +7 (1d6+4)
Melee flurry of blows +7/+7 (1d6+4/1d6+4)
Melee unarmed strike, power attack +6 (1d6+6)
Melee flurry of blows, power attack +6/+6 (1d6+6/1d6+6)
Hurricane Punch
Space 5 ft, Reach 5 ft

Special qualities:
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Hurricane Punch (Ex):
At 1st level, a windstep master gains Hurricane Punch as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.

At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.

At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.

This ability replaces stunning fist.

Evasion :
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Traits:
Campaign - Stolen Fury
Reactionary
Indomitable faith

Feats:
Monk 1 - Improved Unarmed Strike
Lvl 1 - Weapon Focus (unarmed weapons)
Windstep Master - Hurricane Punch
Monk 1 (Bonus feat) - Improved Grapple
Monk 2 (Bonus feat) - Dodge

Skills:
Acrobatics +7 (2 Ranks +2 Dex +3 CS)
Escape Artist +7 (2 Ranks +2 Dex +3 CS)
Knowledge (religion) +4 (1 Ranks +3 CS)
Perception +8 (2 Ranks +3 Wis +3 CS)
Stealth +6 (1 Ranks +2 Dex +3 CS)

Background skills:
Knowledge (history) +5 (2 Ranks +3 CS)
Profession (tailor) +8 (2 Ranks +3 Wis +3 CS)

Languages: Common, Orc

Equipment:
Wealth: 39gp 9sp
[i]Common items

Backpack, Bedroll, Winter blanket, Grappling Hook, Belt pouch, Trail rations (10), Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Armbands of the Brawler
Consumables
Potion of Bull's strength
Potion of Mage Armor x2
Potion of Shield

Short description:

Guriok is a serious looking half-orc. He doesn't wear much in terms of armor and equipment, and has a backpack that looks mostly empty. He is a bit shorter than the average half-orc, but always keeps an upright posture, as if letting his guard down would hurt him badly. His muscly build is impressive, but he doesn't exhude a menacing presence. It is, in fact, quite peaceful around him. That is, until a fight starts.

Short personality:

Guriok likes peace. If a fight breaks out near him, his first instinct is to try and de-escalate, so he likes to hold people down instead of hitting them. He very much enjoys the company of people, although it sometimes feels like he doesn't really follow all conversations, as if knowing people are having a good time around him is enough to go by. Seldom laughing, Guriok tries to do things correctly, and likes the letter of the law as the ultimate answer to the demonic invasion.

Quirks and flaws:

Guriok will often not understand jokes or figures of speech. And when he laughs, he does so a bit loudly. He likes to chew his food very softly, and he takes a long time to finish meals, so he is often eating while walking so he can finish his meal. For some reason, listening to music makes him sad.

Background:

Guriok has been unlucky since the day he was born. Being a half-orc near the worldwound could only have had one result. He was traded to a group of cultists at a young age for some money or items or even food. He was too young to understand what was happening then. However, despite only living and witnessing mistreatment, Guriok has always had a noble heart. One that he kept hidden and safe.

Among the cultists, he was forced to partake in rituals. He wanted nothing to do with them, so he just played along not really paying attention, having no other option. He let his mind wander, imagining a life of freedom and peace. He often imagined himself flying over the clouds. This was until the day that they brought in a group of people that was supposed to be sacrificed. One of those stood out. She was a student of Irori, and came from a monastery high in the mountains. Her name was Tinis Vera.

During Tinis' imprisonment, Guriok often talked to her and she recommended he try something new. To focus on the now and on his senses. To feel the world around him, and, whenever he could, listen to the wind, the ground and his body. This was the first time he meditated. And this is when he decided he was going to do something about his life. He planned to help Tinis escape. The plan was to do it during the sacrificing ceremony. However, something went wrong. During the ritual, Guriok tried meditating instead of daydream. He listened to everything, and opened his soul to his surroundings. The problem was that his surroundings had demonic energies about them.

The escape plan worked, and Guriok and Tinis fled with a few other stragglers. However, Guriok's mind was poisoned with the ritual. He started having weird nightmares about the ritual. He carried this new weight to his new life. Tinis took him to her monastery and he began a new life. He trained, and knew peace and learned how to sew. He liked to watch the clouds and listen to the wind as he meditated. One day, he came to terms that his mind carries the scars of his past, and he allowed himself to make friends. Justin and Timber were two brothers at the monastery who hung out with Guriok a lot, and they were the most disappointed when they realized they couldn't join Guriok on his pilgrimage to Kenabres to swear allegiance to the cause, since their training isn't complete yet.

Plot hook:

This is where Justin and Timber from the backstory come in. They are maybe very eager and left before their training was complete thinking they could manage it, then got captured and were corrupted. It's a basic plot line but it fits the crusade and redemption theme, but it can also be a growing point for Guriok, since these two being corrupted represents his previously untouchable home being affected by the demons, and he's going to get through that if he's going to stand for good in the crusade.

Important NPC:

The monk Tinis Vera is Guriok's mentor and opened the door for to a better life as well as the resolve to be a monk. She means the world to him.


Going for a uMonk (Windstep Master). Rolling HP for 2nd level. Opening post says roll 2d, so I imagine I roll twice and pick better. If it's roll twice and add them, please correct me.

2d10 ⇒ (4, 2) = 6


Hi GM Wolf! Thanks for running! Let's roll and see what comes out.

First set: 5d6 ⇒ (1, 2, 2, 2, 2) = 9
First set: 5d6 ⇒ (1, 4, 3, 4, 6) = 18
First set: 5d6 ⇒ (1, 2, 4, 4, 5) = 16
First set: 5d6 ⇒ (3, 2, 4, 3, 4) = 16
First set: 5d6 ⇒ (5, 6, 1, 3, 6) = 21
First set: 5d6 ⇒ (2, 5, 6, 6, 1) = 20
First set: 5d6 ⇒ (1, 3, 4, 1, 4) = 13
14, 13, 11, 17, 17, 11

Second set: 5d6 ⇒ (4, 3, 4, 1, 3) = 15
Second set: 5d6 ⇒ (2, 4, 6, 6, 3) = 21
Second set: 5d6 ⇒ (5, 4, 3, 4, 2) = 18
Second set: 5d6 ⇒ (1, 1, 1, 1, 4) = 8
Second set: 5d6 ⇒ (6, 4, 6, 2, 3) = 21
Second set: 5d6 ⇒ (4, 1, 4, 3, 5) = 17
Second set: 5d6 ⇒ (6, 3, 4, 4, 1) = 18
11, 16, 13, 16, 13, 14

I'm not even sure which set is better! I'll think about it and come back!


Torgald Frostbeard wrote:
I'm shocked we aren't seeing more rogues, or trap specialists

My alchemist gets full trapfinding starting at level 2, so he got that covered!


@GM: Seems like you missed my ratfolk alchemist.


1 person marked this as a favorite.

Hi, this is my submission, Mest Ianosh a ratfolk cook alchemist, as promised. I went with the Trap Breaker archetype which means he also covers trapfinding.
In the opening post, there's a mention that we don't have access to our weapons. That's fine, but... will we also not have access to reagents? I wonder because Mest would totally claim his reagents are cooking ingredients. That's not a total lie, since to him, alchemy is the same as cooking (think Breaking Bad).

Anyway, thanks for running.

Character sheet:

STR 7, DEX 16, CON 13, INT 17, WIS 12, CHA 11

Male Ratfolk
Medium Size
CN Alchemist 1 (Trap Breaker)
BaB +0
Init +5; Senses: Perception +8, Sense Motive +1, Darkvision 60ft
CMB -3 (0BaB -2Str -1 size)
CMD 10 (0BaB -2Str +3Dex -1 size)
Favored Class Alchemist
FC bonus +1 HP

Defense
AC 16, touch 14 flat-footed 13 (+2 Armor +3 Dex +1 size)
HP 10 (8 + 1 (1*1Con) + 1 (1 FC))
Fort +3 (+2 base +1 Con)
Ref +5 (+2 base +3 Dex)
Will +1 (+0 base +1 Wis)

Offense
Speed 20 ft
Melee Dagger -1 (1d3-2/19-20x2 piercing)
Ranged Light Crossbow +4 (1d6/19-20x2 piercing)
Ranged Throw Bomb +5 (Consider PBS feat)
Bomb 1d6+3 (4/day) (20 ft) (Splash DC 13)
Penalties to attack under water reduced by 1
Space 5 ft, Reach 5 ft

Alchemy
Prepared extracts:
1: Touch of the sea, (free slot)

Formula book:
1: Adhesive Spittle, Cure Light Wounds, Reduce Person, Shield, Touch of the Sea

Mutagen
+2 natural armor, +4/-2 alchemical bonus to Str/Int, Dex/Wis, Con/Cha

Other qualities
Swarming:
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Traits
Touched by the sea
Uskwood Hunter
Reactionary

Feats:
Lvl 1 - Point Blank Shot
Alchemist 1 - Throw Anything
Alchemist 1 - Brew Potion

Skills:
Disable Device +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +7 (1 Ranks +3 Int +3 CS)
Knowledge (nature) +7 (1 Ranks +3 Int +3 CS)
Perception +8 (1 Ranks +1 Wis +3 CS +2 racial +1 trait)
Stealth +12 (1 Ranks +3 Dex +3 CS +4 size +1 trait)
Swim +3 (1 Ranks -2 Str +3 CS +1 trait)
Use Magic Device +6 (1 Ranks +3 CS +2 racial)

Background skills:
Craft (alchemy) +9 (1 Ranks +3 Int +3 CS +2 racial) (add 1 to create alchemical items)
Profession (cook) +5 (1 Ranks +1 Wis +3 CS)
Profession (sailor) +1 (0 Ranks +1 Wis +0 CS)

Languages: Common, Aklo, Orc, Halfling

Equipment:
Wealth: 60gp 0sp
Common items
Dagger, Leather Armor, Backpack, Caltrops, Belt pouch, Trail rations x10, Soap, Waterskin, Thieves' tools
Alchemical items
Magic items

Background:

Mest Ianosh was born in the Nidal port city of Orolo's Quay. His mother Yara disembarked from the ship she was hiding in to give birth, but missed the opportunity to climb back onboard. Scurrying away in the town's small places, Mest grew up hearing the wonderful tales of the sea and the undescribable feeling of the night breeze gently touching one's facial fur.

Given the small size of the city, however, it was inevitable that they were found stealing food one day. To win Mest's loyalty, the Kuthanites put his mother to the sword and put him in the service of the Umbral Court. As an Uskwood hunter, he spent a great many years running the streets of Pangolais to help uproot agents against the throne. For a time, he received praise and some glory for his work.

However, the call of the sea grew stronger and stronger in him. He learned that he loved mixing different stuff to discover its results, and he learned to cook as well as some secrets about alchemy. He found out his place is not serving under a throne, but doing what he loves. Being so adept at hiding, he managed to find his way back to a port, and hid in a merchant ship.

He learned that only in the Shackles, he would be able to find the freedom he yearned, so he hid from ship to ship until he found his way to Port Peril. He chose to have a drink in a tavern called the Formidably Maid to celebrate his victory. The world was ready for him to take it, to be free and mix things, discover secrets and find fortune. The winds of luck were on his favor as he looked out the sea into the horizon, when he felt a blow to the back of his head, and the floor approaching him very fast...


Torgald Frostbeard wrote:
A question…is VMC allowed?

In the opening post, GM says it's allowed.

Rolling for alchemist money: 3d6 ⇒ (2, 3, 6) = 11

110gp. Above average! I like it!


Ouachitonian wrote:
My undine will be able to help with that, I get Create Water and can Purify water(as if with Purify Food and Drink) at will as an SLA. You bring the ingredients and heat, and together we can turn anything into a soup! And no one will ever go thirsty!

I love it!

Shadow Dragon wrote:

'What's in this stew?'

'Better to not know...'

Well, definitely not rat, so there's that.


Ok my guy will he a ratfolk alchemist. He'll be the ship's cook!


Decided to try and reroll my 10 pt buy since GM allowed it.

4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (4, 4, 3, 1) = 12
4d6 ⇒ (1, 2, 5, 2) = 10
4d6 ⇒ (3, 4, 6, 5) = 18
4d6 ⇒ (4, 5, 5, 3) = 17
4d6 ⇒ (2, 2, 2, 3) = 9

Rerolling the 7: 4d6 ⇒ (2, 1, 4, 6) = 13

So, a 13, 11, 9, 15, 14, 12. Better, much better. Just a 17 pt buy. At least a character can work now.


Let me roll and see what pops.

4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (2, 6, 2, 2) = 12
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (4, 1, 4, 1) = 10
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (2, 4, 4, 1) = 11

Rerolling lowest.

4d6 ⇒ (5, 1, 3, 3) = 12

So, for future reference, 15, 10, 10, 11, 12, 10.

10 pt buy, average man, here we go.


Thennor wrote:
Whoever Plastic Dragon chooses for the party, I hope there's a face -- I'm seeing a lot of negative CHA modifiers! :D

My Rogue is pretty face-y! All he lacks is Sense Motive, really, but the big 3 are there!


Yep, that completely clarifies it. Thanks guys!


Veniir wrote:

So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

** spoiler omitted **...

@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?


So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

Character sheet:

STR 6, DEX 19, CON 12, INT 14, WIS 10, CHA 14

Male Halfling
Small Size
CG uRogue 1
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0, Lowlight vision
CMB -3 (0BaB -2str -1 size)
CMD 11 (0BaB -2str +4dex -1 size)
Favored Class Rogue
FC bonus: +1 Skill point

Defense
AC 17, touch 15 flat-footed 13 (+2 Armor +4 Dex +1 size)
HP 9 (8 + 1 (1*1 con))
Fort +2 (+0 base +1 Con +1 racial)
Ref +7 (+2 base +4 Dex +1 racial)
Will +1 (+0 base +0 Wis +1 racial) (add 2 vs fear)

Offense
Speed 20 ft
Melee dagger +5 (1d3-2/19-20x2 piercing)
Melee full attack dagger +3/+3 (1d3-2/19-20x2 piercing) (1d3-2/19-20x2 piercing)
Ranged light crossbow +5 (1d6/20x2 piercing)
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Other abilities and SQ
Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Helpful trait:
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Traits:
Helpful

Feats:
Lvl 1 - Two-weapon fighting
Finesse Training - Weapon Finesse

Skills:
Acrobatics +10 (1 Ranks +4 Dex +3 CS +2 racial)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Climb +4 (1 Ranks -2 Str +3 CS +2 racial)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Disable Device +8 (1 Ranks +4 Dex +3 CS) (add 1 against traps)
Escape Artist +8 (1 Ranks +4 Dex +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Knowledge (local) +6 (1 Ranks +2 Int +3 CS)
Perception +6 (1 Ranks +0 Wis +3 CS +2 racial) (add 1 against traps)
Stealth +12 (1 Ranks +4 Dex +3 CS +4 size)
UMD +6 (1 Ranks +2 Cha +3 CS)

Background skills:
Perform (flute) +6 (1 Ranks +2 Cha +3 CS)
Slight of Hand +8 (1 Ranks +4 Dex +3 CS)

Languages: Common, Halfling, Gnome, Goblin

Equipment:
Wealth: 41gp 8sp
Common items
Dagger x2, Leather armor
Backpack, Bedroll, Crowbar, Winter blanket, Belt pouch, Grappling hook, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools, Flute, Hooded lantern, Oil (1 pint)
Alchemical items
Acid x2, Sunrod x5
Magic items
Wands

Background:

Ukter Quickmug was born in a family of traveling merchants. Wanderlust was one of the first feelings he learned, and the joy of life was never lost to him. Being small in a world of human-sized people, however, brings many opportunities, most of which involve taking things that aren't, strictly speaking, his. These new habits, however, created a rift between him and his famliy.

Choosing a fun life, he decided he was old enough to leave and left to find his own path. Having no particular plan for life, he lived village to village, caravan to caravan. This went on until he talked himself onto a caravan to little town of Belhaim...


Let us see what we get.

4d6 ⇒ (2, 3, 1, 1) = 7
4d6 ⇒ (3, 4, 1, 3) = 11
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (2, 3, 6, 5) = 16
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (1, 2, 2, 6) = 11

Meh, 20-pt buy.


Galahad0430 wrote:

UPDATE:

I have decided to go with two distinct parties. I will create a new campaign thread after selection. It will look like this:

1) One group will follow the standard storyline and be focused on the area from Oleg's Trading Post to the Tuskwater and Candlemere Lake. The second group will follow the Varnhold storyline and will be exploring to the East of the other group, seperated by the Northern spur of the Tors of the Levine, exploring Eastward into the Dunsward.

2) After the two towns are founded, I'll run a parallel barony development. Also, may invite additional people who are willing to take a slightly background role.

3) About a third to half way into the campaign, the groups will combine.

4) This will make it easier to have multiple quests going at once.

This sounds like fun. My character is open to both groups.


Thanks for the list Sven! Your read of my character is correct. My only ask is that you use the updated link for my character: here, with background skills and equipment. Thanks again!


Hi, I am reposting my character, now including Background skills and average wealth for the paladin (175gp) with equipment bought. He is a potential baron, an Erastilian paladin with 2 archetypes!

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 15, touch 10 flat-footed 15 (+5 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Ranged Shortbow +1 (1d6/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +3 CS -4 ACP)
Sense Motive +4 (1 Ranks +3 CS)

Background skills:
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Knowledge (nobility) +4 (1 Ranks +3 CS)

Languages: Common

Equipment:
Wealth: 9gp 1sp
Common items
Greatsword, shortbow (20 arrows), Scale mail
Backpack, Bedroll, Winter blanket, Flint and steel, Ink, Inkpen, Bullseye lantern, Oil (1 pint), Parchment x10, Belt pouch, trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Whetstone x10

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


Hey, is it possible to know what the other players are playing? Will make it easier to narrow down the options.


Hi, this is my submission for a potential baron, an Erastilian paladin with 2 archetypes! Since there was no mention of how to make starting gear in the opening post, I did not buy equipment, except for weapons and armor, but I'm not even sure I can afford that! Will of course repost the character if this information is provided.

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Melee 2H heavy flail, pwr attack +4 (1d10+9/19-20x2 bludgeoning)
Melee 2H lance, pwr attack +4 (1d10+9/19-20x2 piercing)
Ranged Longbow +1 (1d8/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +0 Dex +3 CS -4 ACP)

Languages: Common

Equipment:
Wealth: 0gp
Common items

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


I'm interested. Full disclosure: I'm already in a Kingmaker game, but by your description, it seems the game will be unique enough for a separate experience and that makes me excited.

Quick question: the original game is not planned to go up till level 20, that's possible in the Owlcat video-game. What is the level cap for this game? I ask to plan for point buy abilities array.


Here is my submission. A deep shaman. With a Hex choice, he can breathe underwater and gains a swim speed, so that's covered. Since the archetype forces the waves spirit, it also means he can buff other party members with water breathing too!

He is a support caster and debuffer with the shaman spell list and hexes, but serves as an off-healer as well. With the wandering spirit ability he has immense versatility to cover any holes in the party's ability range.

Renshaw Blackburn:

STR 8, DEX 10, CON 14, INT 10, WIS 18, CHA 14

Male Human
Medium Size
NG Deep Shaman 1
BaB +0
Init +0; Senses: Perception +9 (+11), Sense Motive +4 (+6)
CMB 11 (0BaB -1str)
CMD 9 (0BaB -1str)
Favored Class Shaman
Fav Class bonus +1 skill point

Defense
AC 14, touch 10 flat-footed 14 (+4 Armor)
HP 11 (8 + 2 (1*2 Con) + 1 (1 FC))
Fort +4 (0 base +2 Con +2 Great Fortitude)
Ref +0 (0 base)
Will +6 (+2 base +4 Wis)

Offense
Speed 20 ft
Ranged Crossbow +0 (1d8/19-20x2)
Space 5 ft, Reach 5 ft

Divine magic
CL 1
Concentration (CL + Wis): +5

DC: 14+spell level

Prepared (slots+spirit):
Orisons (4/4): Detect Magic, Guidance, Dancing Lights
1 (2+1): Bless, Entangle + (spontaneous)

Spirit magic:
1st: Hydraulic Push

Spirit:
Waves

Spirit Animal
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.

Spirit Ability
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.

This alters spirit ability and greater spirit ability.

Hexes:

Traits:
Following in the Footsteps
Seeker

Feats:
Lvl 1 - Great Fortitude
Human -

Skills:
ACP: -3
Diplomacy +7 (1 Ranks +2 Cha +3 CS +1 trait)
Heal +8 (+10) (1 Ranks +4 Wis +3 CS) (add with Healer's kit)
Perception +9 (+11) (1 Ranks +4 Wis +3 CS +1 trait) (add 2 when spirit animal is at arm's length)
Spellcraft +4 (1 Ranks +3 CS)
Survival +8 (1 Ranks +4 Wis +3 CS)
Swim +3 (1 Ranks -1 Str +3 CS +3 Spirit Animal -3 ACP)

Background skills:
Handle Animal +6 (1 Ranks +2 Cha +3 CS)
Profession (accountant) +8 (1 Ranks +4 Wis +3 CS)

Languages: Common

Equipment:
Wealth: 11gp 6sp
Common items
Light Crossbow (10 bolts), Hide Armor
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Flint and Steel, Trail rations x10, Hemp rope, Sewing needle, Signal whistle, Soap, Waterskin
Tools
Healer's kit (10)
Alchemical items
Antitoxin
Magic items

Familiar:
Pooky
Blue-Ringed Octopus
N Tiny animal (aquatic) (amphibious)
Init +5; Senses low-light vision; Perception +1
Alertness, improved evasion, share spells, empathic link

DEFENSE

AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +0, Ref +5, Will +3
Defensive Abilities ink cloud

OFFENSE

Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison

Ink Cloud (Ex)

While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)

The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Background:

Renshaw Blackburn is the second son of a family of accountants. Leading a boring life working for a Chelaxian family didn't sit right with him. Always looking up to his brother Amos, Renshaw ended up leaving the country. To the despair of their parents, Amos was keen on adventuring. After learning how to swing a sword, he set out to travel.

Renshaw followed his brother although he wasn't really for fighting. Helping sort out the accounts for the various caravans is what kept him employed and useful. for a few years, he was happy. However, as much as Amos loved his little brother, he always felt held back. For this reason, he applied for and got accepted for an expedition which turned out to be to found Talmandor’s
Bounty.

While Renshaw believed his brother Amos when he said that both would go together, he was caught by surprise when only Amos was accepted to go. Amos faked his disappointment well, but Renshaw noticed that he was happy. Rather than take the hint, Renshaw decided to follow his brother and applied again, this time highlighting his accounting skills above his adventuring.

As he spent so long waiting for the selection process in Almas, Renshaw started to hear the ocean calling to him. Not to dive or to drink, something else. As he walked the piers trying to understand what was calling to him, he was startled by a small octopus who was creeping toward him. Instead of getting scared, he approached the octopus and, without understanding how, knew how to communicate with him. He named the octopus Pooky, for having spooked him earlier.

About this time, he received information that he was accepted for the second wave of colonizers. Happy to go meet his brother, Renshaw boarded the Peregrine. For the first few days, he only commuted with Pooky, learning about the sea. Slowly thereafter, he started to also talk to the people onboard. He traded some information with Anya Sandstrider, tried learning some from Eamon Caranth and tries learning something about Luetin Calewick's line of work. And he enjoys the smell of the sea as the wind washes over his face.


Hi I'm very interested, thanks for running. Thinking of a shaman who's an accountant.

Point Buy: 1d4 + 15 ⇒ (3) + 15 = 18


1 person marked this as a favorite.

Hi, I'm submitting Leo Wulff, empiricist investigator.

About the submission:

This is obviously a skill monkey. He has the face skills as well, but if the selected party has another face, I'll consider redirecting Bluff and Intimidate if that's ok.
He'll cover the important knowledges, the very important trapfinding and spellcraft too. Perception will be very high.

He'll also giev a lot of party versatility via extracts. Starting level 3 he'll be able to share his extracts with the infusion alchemy discovery. That gives some unique buffs (like shield spell on anyone).

In combat, the empiricist is a late bloomer. He'll start doing little damage, but he'll eventually get dex to damage and studied combat, which scales slow but really powerfully.

About me:

I have a few games going on and am a very consistent poster. I inform the party of my absenses beforehand, like a trip or some other reason. My posting quality can vary, because sometimes I don't have much time to post, but I make sure to post at least something short, in the very least to keep things rolling.

Character sheet:

STR 13, DEX 16, CON 10, INT 18, WIS 10, CHA 10

Male Elf
Medium Size
LG Investigator (empiricist) 1
BaB +0
Init +3; Senses: Perception +6, Sense Motive +4, Lowlight vision
CMB 0 (+BaB)
CMD 13 (10 0+3Dex)
Favored Class Investigator
FC bonus: +⅓ inspiration

Defense
AC 15, touch 13 flat-footed 12 (+3 Dex +2 Armor) (mind shield extract)
HP 11 (8 (1st investigator) + 3 (Toughness))
Fort +1 (+1 Con +1 trait)
Ref +5 (+2 base +3 Dex)
Will +3 (+2 base +0 Wis +1 trait) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee rapier +3 (1d6+1/20x2)
Space 5 ft, Reach 5 ft

Magic
Spell-like ability
At will: Detect Magic

Alchemy
CL 1

DC: 14+extract level

Prepared (slots):
1 (2): Shield, free slot

Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Long arm, Shield, Tears to wine

Inspiration:
Inspiration pool: 4
Die: 1d6
Free uses: Knowledge, Linguistics, Spellcraft

Other abilities and SQ:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:
Accelerated drinker
Forlorn
Missing child (own son)
Grudge keeper (flaw)

Feats:
Lvl 1 - Toughness

Skills:
Bluff +4 (1 Ranks +3 CS)
Disable Device +8 (1 Ranks +3 Dex +3 CS +1 trapfinding)
Diplomacy +4 (1 Ranks +3 CS)
Intimidate +6 (1 Ranks +3 CS +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +3 CS +2 racial) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Craft (alchemy) +8 (1 Ranks +4 Int +3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)

Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc

Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools

Magic items
-

Background:

Leofel Wulff came to Korvosa with his family when he was young. They were coming to spend some time expanding their business. However, after only 10 months, they had not yet secured all the contacts they needed, they were all killed in a street robery. Leofel was barely a young adult, so he was not allowed to go on the business talks. When the Korvosan guard came to give him the news, he could not understand it.

As a young elf in a human city, Leofel was quickly scammed out of his family's money. All he managed to keep for himself was enough money to buy himself a small apartment in Old Korvosa. After learning how humans work, the elf started to go by the name of Leo, and started to try and get his family's business back on track.

It took Leo many years to realize he is not meant for commerce. Instead, he started a small private investigation office. It turned out that this business was better suited for him. He found enough clients to keep his office afloat and for a while he thought he'd make it.

A few years went by. One day he was hired by Yecza, a beautiful yet poor woman to find a watch of sentimental value to her. Even though he did find the watch, she couldn't afford his fee. She became his assistant to eventually have money to pay her debt. It was not entirely surprising that they fell for each other. Soon, the debt was forgotten, and they had a son together. They named him Cooper and they were happy.

Cooper was 8 years old when he disappeared from Leo's side one day at the market. The elf went mad with rage. Yecza didn't forgive the elf and hasn't since been able to form a coherent sentence due to grief.

Today Leo spends his days running the streets, mad to find any clue of his son.


Veniir wrote:

So I went to see the current party and submissions. It seems that melee and healing is covered. I think some Int character would be nice to take some weight off the bard's shoulders. Here is an evoker trying to fit that role.

** spoiler omitted **...

BTW, I'm missing one language. That'd be Goblin.


@Desdemona: I think we had the same thought. But I still stand by my submission.


So I went to see the current party and submissions. It seems that melee and healing is covered. I think some Int character would be nice to take some weight off the bard's shoulders. Here is an evoker trying to fit that role.

Character sheet:

STR 8, DEX 14, CON 14, INT 18, WIS 12, CHA 10

Male Human
Medium Size
CG Wizard (evoker-generation) 1
BaB +0
Init +2; Senses: Perception +6, Sense Motive +1
CMB -1 (0BaB -1 str)
CMD 11 (0BaB +2 dex -1 str)
Favored Class Wizard
FC bonus: +1 Skill Point

Defense
AC 12, touch 12 flat-footed 10 (+2 Dex) (Consider Mage Armor, Shield)
HP 7 (6 + 2 (1*2Con))
Fort +2 (+0 base +2 Con)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +1 Wis)

Offense
Speed 30 ft
Ranged touch attack +2
Space 5 ft, Reach 5 ft

Arcane magic
Specialization: Evocation - generation
Opposed schools - Divination, Enchantment

CL 1
Concentration (CL + Int +2 trait): +7
Arcane bond: Ring

DC: 14+spell level
DC for evocation: 15+spell level

Prepared (slots+specialization):
Cantrips (3): Dancing Lights, Detect Magic, Daze
1 (2+1): Grease, Thunderstomp + Burning Hands

Spells known
Cantrips: All
1 (7): Burning Hands, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement, Silent Image, Thunderstomp

Other abilities and SQ
Lingering Evocations (Su): Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 20th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.

Wind Servant (Sp): As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Seeker
Scholar of the Ancients
Focused Mind

Feats:
Lvl 1 - Spell Focus (Evocation)
Human - Precise Shot
Wizard 1 - Scribe Scroll

Skills:
Knowledge (arcana) +9 (1 Ranks +4 Int +3 CS +1 trait)
Knowledge (dungeoneering) +8 (1 Ranks +4 Int +3 CS)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature) +8 (1 Ranks +4 Int +3 CS)
Knowledge (planes) +8 (1 Ranks +4 Int +3 CS)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +1 Wis +3 CS +1 trait)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Knowledge (history) +9 (1 Ranks +4 Int +3 CS +1 trait)
Knowledge (engineering) +8 (1 Ranks +4 Int +3 CS)

Languages: Common, Varisian, Elven, Draconic, Thassilonian

Equipment:
Wealth: 29gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Healer's kit (10)

Background:

Sergyn Falfer was born in Sandpoint and lived there for the first 21 years of his life. Upon first seeing Nualia and her beautiful hair and eyes, he was immediately infatuated by her. However, timid as he is young, he never said anything to her. He only walked around with Brodert Quink, studying and entertaining his strange theories. The only friend he really had at that time was Ameiko Kaijitsu, who tried giving him advice, but he was too focused on his inner thoughts to do anything palpable.

One day, after having a bad dream, he worked up the courage to talk to Nualia about how he felt. However, when he found her, she dismissed all his words as background noise. Shortly after, the Late Unpleasantness started. Upon hearing of Nualia's death, Sergyn shut himself down and found passion in nothing. After his mother Gaceem talked with Ameiko, they both decided that he should have something to occupy himself with. She gathered all the money she could borrow from the family and sent him to Magnimar to study under the great elf Pririeh Aan, mage and historian.

Sergyn had no time to grieve in his time in Magnimar. Master Aan put him through rigorous studies of magic and history. The elf was determined to learn the secrets of the great Thassilonian magic, which is why she traveled to Magnimar in the first place - a city with many ancient Thassilonian secrets to find.

The young Sergyn had no time and no intention to come back to Sandpoint to visit. He couldn't even bring himself to come for the inauguration of the Sandpoint cathedral, the monument to the healing of the town. The only thing that could bring him back is what unfortunately happened. Shortly before the cathedral consecration, a goblin raid happened and his mother was one of the very few people killed in it. Master Aan, of course, understood the need for him to go back, but insisted he returned as soon as he could to continue studying under her.

As Sergyn arrived in Sandpoint, he met with his family and they started mourning together. Sergyn spent most of his time in the Rusty Dragon, talking with Ameiko, letting his rage out. He wanted to get back at the goblins...

For the GM only:

So, with this backstory, Sergyn has a lot of growth opportunities during the 1st book of the campaign. Upon learning that Nualia was the one that ordered the attack that killed his mom, he will struggle with his feelings. His friendship with Ameiko seems to be a good way to get him into the action, since he is so close to her. Also, when the 1st book is done, he will have to stay in town to deal with family trying to seize his mother's house in town, so he will have to study a bit of law to know how to defend his house (through a Lore skill). But in the end he will regain the love for his hometown and will learn how to make friends. He will also feel protective of the Sandpoint folk being harmed, thus he will also be very emotionally affected when a certain few murders happen in the beginning of the 2nd book, feeling more in tune with the town.


Hi GM Spazmodeus. I participated in the original thread and ended up GMing a RotRL game of my own with a group of unselected players from the thread. It is going really well and I'm having a lot of fun with it. Group is currently level 4 and wrapping up book 1.

Having said that, I hope I can still be considered for your game. I'd be submitting a battle oracle. As such, I provide another melee to join your cavalier. As a non-martial character, he won't steal the cavalier's thunder, but he'll be a main healer in a party, as well as a level 9 caster, and some swift action healing (with combat healer revelation at level 7).

I'll need a few days to flesh him out though.


Ouachitonian wrote:
I’m not much for full casters, but I might could go for one that still has some combat ability; maybe a Sorc->Dragon Disciple or a Druid. It’s been a long time since I’ve tried a Druid, that could be fun. What a Druid is doing on the Plane of Fire I’m not completely sure, but presumably they have nature there too. Weird nature that needs studying.

So, I'm not participating in this recruitment as this game is not for me, but I like to lurk in some recruitment threads. I might have a suggestion for you.

It seems that the Elemental Ally druid archetype would fit the campaign and your proposal very well. You could be in the plane of fire to help an elemental friend that asked for your aid.


I can see and move George in Roll20.

BTW, I loved the map.


rdknight wrote:

Hello and good morning! Thanks for selecting me GMMichael!

Here's the tentative build for Sidonia: Sidonia

A few things to mention.

1. I've wavered quite a lot on whether to go the Dex 4 and Cha 3 versus Dex 3 and Cha 4. I think it's fairly obvious the idea with Sidonia is to be more on the face and social side of things compared to straightforward combat and thievery. This would suggest a Cha 4. On the other hand, the first couple of levels at least tend to be more 'all hands on deck' where combat is concerned, with characters really finding their niche after a few levels. This would suggest a Dex 4. I'm open to opinions and suggestions here.

2. Possibly connected to Thing 1, I haven't decided on an archetype for level 2. Mostly I'm looking at out of melee options like Bard, Sorcerer, Dandy, Captivator, or Celebrity(?). Again leaning more into non-combat development. This could be misguided? I was ready to consider knowledge oriented archetypes, but with an Investigator in the party it seems there's no need.

3. When I saw the background with a connection to Jubrayl Vhiski I almost scrapped this version of the character in favor of a Thief racket Rogue instead. That one would be a person looking to get out from under Jubrayl's thumb, having reconsidered their life choices thus far. Such a move would require protection, and attaching to a new group of heroes in town would be just the right opportunity to make the move. This version is still possible. There might not be enough for a more specialized social character to do?

Anyway, as I mentioned I have very little experience with 2e so I'm leaning into the confessions of uncertainty with an aim toward getting feedback form others.

So, Tiny George will be trained in all 3 social skills, but won't have Cha 4. Also, your pathbuilder link led me to the initial page, not a build. Not sure if it's my problem.

Anyway, for archetype I am fairly sure I'll go Marshal, which means I'll make everyone better for combat. You should factor that in.


Hi GM Michael. Thanks for the invite.

I can only create my alias tomorrow, but here we go.

Any other players from Sandpoint want to have a previous relationship? I can see that Barbie has a similar story to Tiny George, my character. We both are children of one of the Pixie's Kitten's workers with unknown father. We could easily be (spiritual) siblings.


George is Varisian, btw.


Ok, I have a character concept for you. I have a question though. You say a free archetype feat at 2nd level. Does this mean that this is not the free archetype optional rule, just one single extra feat at 2nd?

Mechanics:

Ancestry: Human
Heritage: Versatile
Background: Militia Member (Seven Dooms for Sandpoint Player's guide)
Class: Barbarian with the Giant instinct
Archetype planned: Either Marshal or Beastmaster. Not yet set in stone.

Others:
Planned skill training: Athletics (from background), Deception, Diplomacy, Intimidation. Think of him as a largely built Columbo (Peter Falk). Whenever called by the militia, he investigates whatever is asked by talking to people.

Character story:

George Oriun, or "Tiny" George as he's known, is the son of a sailor with one of the nice women that works in the Pixie's Kitten called Nuevi Oriun. At a young age, he wanted to meet his father, but never managed to. At his mother's protests, he even joined the crew of a few merchant ships to look for him. Sadly, all he learned was how to swim and brawl. He both admired and hated his father, the conflicting combination manifested in rage.

He finally decided to come back home and look for another way to live his life. He finally noticed his mother and hated what she had to do only to feed herself, and himself when he was young. He decided to focus on the parent he knew and loved.

After the first time he fought with a Kitten patron, he was forbidden to go there. He only wanted to protect his mother, but Madam Kaye assured him that she was perfectly able to manage her business. Still, he didn't let it go and started asking around that particular patron. Soon he found out he hung out with bad elements. Sheriff Hemlock took notice of young George's efforts. Despite the man's large size, it was only a matter of time until he angered the wrong person and wound up in a tiny alley with a shiv between his ribs.

After trying to get Tiny George to join the town's guard, he was too unruly and reckless when a fight broke out. He, instead, offered to have George join the unofficial town's militia. He'd help where needed, even doing unofficial investigations, as the sheriff learned he was good at learning stuff just by talking to people. This gave George some purpose, although he was usually very bored with waiting for something to happen. At least he wasn't getting stabbed, which made his mother happy.


I'm interested. No idea what to submit yet, so I'll see what I come up with.


All right, here is my submission. This is a Kensai Magus. He abandons armor and diminishes spellcasting to focus on the weapon.

He can reach decent AC over time, especially if there's mage armor in the group. He can also dish out decent damage over time. Right now, he's just average, though. He just scales really well.

Character sheet:

STR 11, DEX 19, CON 11, INT 17, WIS 12, CHA 13

Male Elf
Medium Size
CG Magus (Kensai) 2
BaB +1
Init +4; Senses: Perception +9, Sense Motive +0, Low-light vision
CMB +1 (1BaB+1str)
CMD 15 (1BaB +1dstr +4dex)
Favored Class Magus
FC bonus +2 HP

Defense
AC 16, touch 16 flat-footed 10 (+4 Dex +2 dodge (Int)) (Consider Shield spell)
HP 15 (8 + 5 (5*1Magus) + 2 (2*FC))
Fort +3 (+3 base)
Ref +4 (+0 base +4 Dex)
Will +4 (+3 base +1 Wis) (immune to sleep) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee Rapier +5 (1d6+4/18-20x2)
Melee Rapier, power attack +4 (1d6+6/18-20x2)
Melee Rapier, spell combat +3 (1d6+4/18-20x2)
Melee Rapier, power attack, spell combat +2 (1d6+6/18-20x2)
Ranged Longbow +5 (1d8/20x3)
Space 5 ft, Reach 5 ft

Arcane magic
CL 2
Concentration (CL + Int + trait): +7 (add 2 against spell resistance) (add 2 to cast defensively)

DC: 13+spell level

Prepared (slots):
Cantrips (4): Arcane Mark, Dancing Lights, Detect Magic, Mage Hand
1 (1+1): Shield, Shocking Grasp

Spellbook
Cantrips: All
1: Burning Hands, Corrosive Touch, Feather Fall, Hide Weapon, Jump, Reduce Person, Shield, Shocking Grasp

Other SQ
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Pool (current pool: 4)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) - Rapier
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Alternate racial trait: Arcane Focus

Traits:
Seeker
Focused Mind

Feats:
Lvl 1 - Fencing Grace
Kensai - Weapon Focus (Rapier)

Skills:
Intimidate +6 (2 Ranks +1 Cha +3 CS)
Knowledge (arcana) +8 (2 Ranks +3 Int +3 CS)
Knowledge (planes) +8 (2 Ranks +3 Int +3 CS)
Perception +9 (2 Ranks +1 Wis +3 CS +2 racial +1 trait)
Spellcraft +8 (2 Ranks +3 Int +3 CS) (add 2 to identify properties of magical item)
Use Magic Device +6 (2 Ranks +1 Cha +3 CS)

Background skills:
Craft (Weapons) +8 (2 Ranks +3 Int +3 CS)
Knowledge (nobility) +5 (2 Ranks +3 Int)

Languages: Common, Elven, Celestial, Draconic, Sylvan

Equipment:
Wealth: 50gp 2sp
Common items
Rapier, Longbow
Dagger x2, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Artisan's tools
Alchemical items
Alchemist's fire x2, Acid flask x2

Background:

Finniel Leafblow was born in Kyonin. The rigorous magical training did imprint on him 2 things: The importance of magic and how to stay focused. It also taught him that a life of obedience and close-mindedness was not for him. As soon as he found a way out, he took the opportunity and started to travel the world.

Finniel's traveling years were his happiest ones. He met so many people and learned so many new things that he thought he would spend his entire life travelling. That was until the sundering. The elf saw friends die and many other horrors. Angry, he decided to do something about it. He learned the sacred art of fighting with his trusted rapier and magic, forgoing armor entirely. He learned that Passbog had clues about the sundering and set out to travel there.


Another question. I'm thinking of a Dex magus. For the Slashing Grace feat, it specifically requires your other hand to be free or unoccupied. Do you consider that spell combat/spellstrike occupies the hand in this sense?


Say GM, would you allow Estoc to work with either Slashing Grace or Fencing Grace?

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