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Wondering_Monster's page

Organized Play Member. 298 posts (1,111 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 17 aliases.


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Sczarni

You missed me. I have played with or spoken with many of you on these boards, but I have been away for abiut a year, and am trying to get back into PBP. Would love to get in on this 5e. What little 5e I have played, I have really liked.

Sczarni

I am thinking of doing a land druid. Still playing with ideas. I might multiclass with cleric.

Sczarni

1 person marked this as a favorite.

How about a shaman medicine man type character?

Sczarni

1: 4d6 - 1 ⇒ (6, 5, 3, 1) - 1 = 14
2: 4d6 - 1 ⇒ (6, 1, 4, 1) - 1 = 11
3: 4d6 - 2 ⇒ (4, 4, 3, 2) - 2 = 11
4: 4d6 - 3 ⇒ (3, 6, 4, 6) - 3 = 16
5: 4d6 - 2 ⇒ (4, 6, 2, 3) - 2 = 13
6: 4d6 - 2 ⇒ (5, 2, 5, 6) - 2 = 16

Sczarni

Interested

Sczarni

I am playing around with the idea of a Drow mesmerist who manipulates those around him, to commit murder for him. Probably Adept1/Expert1

Sczarni

Korak The Boisterous wrote:

Wondering monster, I don't have all the books yet so I have no knowledge of the lich other than it appears, I've seen the feat chain and in fact already mentioned it in case anybody was interested.

Ego, thanks. Just needed to know.

I only know that there is an option to become a lich in a later book. I have never gotten to play Way of the Wicked. I have submitted to it a few times but never gotten picked for a game.

Sczarni

Will the vampire feats be available? What about the lich?

Sczarni

I want to make something for this. I was thinking Goblin even before I saw that everyone else wanted to be.

Sczarni

I do wish you would open up more classes. I have a few ideas but they keep ending up not working without either they Hybrid classes or the Occult classes.

Sczarni

1: 4d6 - 1 ⇒ (1, 5, 2, 6) - 1 = 13
2: 4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
3: 4d6 - 1 ⇒ (1, 6, 4, 5) - 1 = 15
4: 4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12

5: 5d6 - 1 - 1 ⇒ (1, 2, 6, 1, 1) - 1 - 1 = 9
6: 5d6 - 1 - 1 ⇒ (1, 1, 6, 5, 4) - 1 - 1 = 15
6: 5d6 - 2 - 4 ⇒ (6, 2, 4, 4, 6) - 2 - 4 = 16

I could work with that.

Sczarni

This sounds really cool. My vote is on Skulls and shackles.

Sczarni

M

So 10 days now.

Sczarni

Escheton wrote:
How is that show? Heard vague things about it being good. Considered watching it a while now. Wanted to start tonight due to this campaign. Should I?

I really enjoy it. I know I have heard some real life historians say that it is actually really close to accurate, with some givens. Obvious no TV show is going to be perfect. Its a fun show.

Sczarni

My character idea is starting to warp into something similar to the seer (the mystic psychic guy) from the vikings TV show.

Sczarni

How much time will we see on boats and ships? Should we be concerned about Profession sailor?

Sczarni

This sounds really cool. I would love to try it.

Sczarni

Still a bit off.

Sczarni

You guys need to understand that the marvel movies and comics are way off from norse mythology. Especially as far as Loki is concerned but a great deal to Thur as well.

Sczarni

I do not understand what was modern about the Mesmerist. It seems like an alternate to the bard to me.

Sczarni

GM: Are enchantment spells ok? The bard spell list for example has a lot of stuff like hold person, Hideous laughter, and so forth. Are those spells still ok?

Since mesmerist is off the table, I am looking at maybe making him a Paladin/Skald of Loki. If that doesn't work, maybe Warpriest/Inquisitor. I am trying to keep the MAD down.

Sczarni

thunderbeard wrote:

Hmm, could be a good game for a lawful skald, which is something I've wanted to try (and would work with other generally viking rage in the party).

@Wondering: Loki is *definitely* not a lawful good god, so I'm not sure how well it would work with Paladin.

I was planning to play him, loyal to my village to a fault, and good as my village is concerned, but a trickster in battle. Something along those lines. Lawful Good can mean a lot of things. Not just lawful stupid, as most paladins are. As long as a only kill justly and follow the viking code, then I am good to go.

Sczarni

I have an idea for a Mesmerist / Paladin of Loki if the occult adventure classes are allowed.

Sczarni

What all are you considering Hypnotists? As in all enchantment spells are off the table? Certain classes?

Sczarni

I too would like to know if you would allow the occult adventure classes?

Sczarni

The GM posted a link. Here it is. http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /lizardfolk-8-rp

Sczarni

I am toying with the idea of a Lizardfolk, diplomat, using the Mesmerist from the new Occult adventure classes.

Sczarni

OH good. I see that now.

Sczarni

SET 1
1: 4d6 ⇒ (4, 1, 2, 3) = 109
2: 4d6 ⇒ (2, 2, 3, 2) = 97
3: 4d6 ⇒ (4, 1, 1, 4) = 109
4: 4d6 ⇒ (3, 2, 3, 3) = 119
5: 4d6 ⇒ (2, 3, 3, 1) = 98
6: 4d6 ⇒ (2, 6, 5, 4) = 1715

SET 2
1: 4d6 ⇒ (5, 2, 3, 1) = 1110
2: 4d6 ⇒ (6, 1, 1, 4) = 1211
3: 4d6 ⇒ (4, 2, 3, 5) = 1412
4: 4d6 ⇒ (4, 3, 6, 1) = 1413
5: 4d6 ⇒ (2, 5, 2, 5) = 1412
6: 4d6 ⇒ (2, 3, 4, 6) = 1513

Wow 2 terrible sets. Any chance at a 3rd set?

Sczarni

15 point buy is rough.

Sczarni

I have never played it either. Would the new occult adventure classes be allowed? They are up here http://www.d20pfsrd.com/classes/occult-classes

Sczarni

http://www.d20pfsrd.com/classes/occult-classes/occultist

This is the class that I had in mind. It uses the magic contained in items. Would you allow it and if so how would that work out? Or is everyone just supposed to play a fighter, or rogue?

Sczarni

Is this still open?

Sczarni

So when will we be seeing recruitment on this. I am still interested.

Sczarni

Is the occult adventure classes allowed? I was thinking the Occultist might fit in with what you are doing here. Though I am not sure how you would work in the magic and when. Please elaborate.

Also where do I find the rules for E8?

Sczarni

Dang. I just saw this, would have loved to get in on this one.

Sczarni

give me some rolls please

Sczarni

Am I to late for this?

1: 4d6 ⇒ (3, 4, 6, 4) = 17 14
2: 4d6 ⇒ (3, 6, 6, 6) = 21 18
3: 4d6 ⇒ (3, 5, 5, 2) = 15 13
4: 4d6 ⇒ (4, 5, 2, 3) = 14 12
5: 4d6 ⇒ (2, 5, 3, 1) = 11 10

Plus free 18

Sczarni

Can our money be spent on upgrading the free masterwork weapon?

Sczarni

I am thinking Psychic Investigator. Still tinkering.

Sczarni

Does anyone have a link to legacy items? I can't find it on srd site.

Sczarni

can stats go above 24 at initial creation with racial bonus?

Sczarni

Count me in for a Ranger/Psychic/Cleric. Deity = Me

Sczarni

I am picturing a Ranger,Psychic, Cleric. Deity = ME.

Sczarni

Working on something will have it done in time.

Sczarni

I was sorta working up an Antipaladin when I realized everything we fight down there is going to be evil, so my ability to smite good is a waste. So that sucks.

Sczarni

interested in the interesting

Sczarni

That sounds cool. Let me see what I can come up with.

Sczarni

Are drow proficient with the Elven Curved blade? Or would that require exotic weapon proficiancy?

Sczarni

So what happened here? Did this die?

Full Name

Daeron Gwadestael

Race

Elf

Classes/Levels

Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Gender

Male

About Daeron Gwadestael

[ Tracking Info | Party | Personal ]

Name: Daeron Gwadestael

Str (14), Dex (17), Con (12), Int (18), Wis (10), Cha (10) +1DEX for Transmuter

Senses low-light vision; Perception +5
Init +5; Speed 30 ft.
BAB +1; CMB +3; CMD 16
Concentration +6
Fort +1, Ref +4, Will +2 (+2 vs Enchantments)
Immune: magical sleep effects
AC 13, ff 10, touch 13; (+3 Dex)
hp 23/23 ( HD:3)

Melee Quarterstaff +3 (1d6+3, 20×2)
Range 030 +2STR MW Composite Longbow +6 (1d8+2+1, 20×3)
Range 110 +2STR MW Composite Longbow +5 (1d8+2, 20×3)
Range 220 +2STR MW Composite Longbow +3 (1d8+2, 20×3)

ARCANE POWER

Prepared Spells:


  • Level 0 (4)
    - Dancing Lights (DC:)
    - Detect Magic (DC:)
    - Spark (DC:)
    - * Mending

  • Level 1 (4)
    - * Enlarge Person
    - Mage Armour
    - Grease (DC:15)
    - Magic Missile
  • Level 2 (3)
    - Glitterdust
    - Create Pit
    - * Gravity Bow

Spellbook: 35/100 pages:

Spells:

  • All 0-Level Cantrips
  • 1st-Level
    - Color Spray(DC:17)(std)
    - Mage Armor (3hrs_std)
    - * Feather Fall(2medium creatures/30ft/3rnds)
    - * Gravity Bow (3mins_std)
    - Magic Missile (130ft/2missile_std)
    - Magic Weapon (3mins_std)
    - * Enlarge Person (3mins_rnd)
    - Grease(DC:17)(3mins_std)
    - * Expeditious Excavation (30ft/5ftcube_std)
    - Alarm

  • 2nd-Level
    - Glitterdust(DC:17)(130ft/3rnds/10ft/std)
    - Create Pit(DC:17)(130ft/10x10ftx10ft/4rnds/std)

Race: Male
   Age: Adult (appears to be about in human terms)
   Size: Medium, 5' 5", 123 lbs
   Type: Humanoid (Elf)
Level: 3
   Classes: Wizard (Transmuter-Enhancement)
   Favored: WIzard
Social:
   Faith: Nethys, not so pious
   Home: Kyonin
   Jobs: Looking for adventure
Languages: Common, Celestial, Draconic, Elven, Gnome, Sylvan, Dwarven

Looks:
Considered on the shorter end for Elves, Daeron prefers to keep his dark brown hair shoulder length in a manageable loose tie. Having a minimal whitish sclera typical of his race, his large black eyes is often expressive, especially when trying to recall a past memory or while concentrating. Usually a bow is slung across his back while his travelling stick is kept close at hand, either as support or to prod the underbrush while walking through the woods. Often garbed in clothing descriptive of a scholar, Daeron sometimes is seen in more form fitting clothes especially during archery practice.

SKILLS
+3 Acrobatics ( ) ( ) [ ]
+8 Appraise ( ) ( ) [ ]
+0 Bluff ( ) ( ) [ ]
+2 Climb ( ) ( ) [ ]
+0 Diplomacy ( ) ( ) [ ]
+0 Disguise ( ) ( ) [ ]
+3 Escape Artist ( ) ( ) [ ]
+6 Fly ( ) ( ) [ ]
+0 Heal ( ) ( ) [ ]
+0 Intimidate ( ) ( ) [ ]
+8 Craft:Bow ( ) ( ) [ ]
       Knowledge:
+9 Arcana ( ) ( ) [ ]
+8 Dungeoneering ( ) ( ) [ ]
+8 Nature ( ) ( ) [ ]
+9 Planes ( ) ( ) [ ]
+8 Religion ( ) ( ) [ ]
+8 Local ( ) ( ) [ ]
+8 History ( ) ( ) [ ]

+8 Linguistics=Dwarven ( ) ( ) [ ]
+5 Perception ( ) ( ) [ ]
+3 Ride ( ) ( ) [ ]
+2 Sense Motive ( ) ( ) [ ]
+10 Spellcraft ( ) ( ) [ ]
+4 Stealth ( ) ( ) [ ]
+0 Survival ( ) ( ) [ ]
+2 Swim ( ) ( ) [ ]
  
FEATS


    * Alertness
    You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. [Paizo Publishing - Core Rulebook, p.117]

    * Point-Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [Paizo Publishing - Core Rulebook, p.131]

    * Scribe Scroll
    You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information. [Paizo Publishing - Core Rulebook, p.132]

    * Precise Shot
    You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

TRAITS


    * Magical Lineage (Magic Missile)[Paizo Publishing LLC - Advanced Player's Guide, p.329]
    One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Magic Missile, treat its actual level as 1 lower for determining the spell's final adjusted level.

    * Warrior of Old [Paizo Publishing LLC - Advanced Player's Guide, p.331]
    As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

RACIAL TRAITS


    * Elven Immunities [Paizo Publishing - Core Rulebook, p.22]
    Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    * Elven Magic [Paizo Publishing - Core Rulebook, p.22]
    Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

    * Keen Senses [Paizo Publishing - Core Rulebook, p.22]
    Elves receive a +2 bonus on Perception skill checks.

    * Weapon Familiarity [Paizo Publishing - Core Rulebook, p.22]
    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.

CLASS ABILITIES


    * Arcane Bond [Paizo Publishing - Core Rulebook, p.78]
    You have selected to establish a powerful arcane bond with a creature.

    * Augment [Paizo Publishing LLC - Advanced Player's Guide, p.145]
    As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts 1 rounds. You can use this ability 7 times per day.

    * Cantrips [Paizo Publishing - Core Rulebook, p.79]
    You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

    * Familiar [Paizo Publishing - Core Rulebook, p.82]
    A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

    * Transmutation School [Paizo Publishing - Core Rulebook, p.82]
    You have chosen to specialize in transmutation spells.

    * Physical Enhancement [Paizo Publishing - Core Rulebook, p.82]
    You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

    * Precise Shot - Precise Shot (Combat) - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    * Necromancy Opposition School [Paizo Publishing - Core Rulebook, p.78]
    You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

    * Enchantment Opposition School [Paizo Publishing - Core Rulebook, p.78]
    You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Baldric/ Carried: 12 lbs:

Baldric: (1 lbs)

  • Melee Weapons:
    — Quarterstaff (4 lbs)
    — spring loaded wrist sheath with +1 silver ghost touch dagger with Pharasmian markings
    — Adamantine Dagger in combat scabbard

  • Ranged Weapons:
    — STR 14 MW Composite Longbow (2 lbs)

  • 2 x Quiver
    — 22 Arrows
    — 19 Cold Iron Arrows
    — 10 Mithril Arrows
  • Spell Component Pouch (2 lbs)


Belt Pouch: 5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Candle(5) Increases light level (5') for 1 hr. (0 lbs)
  • Chalk(1) (0 lbs)
  • Charcoal Stick
  • Ink (1 oz. Vial) (0 lbs)
  • Ink-pen (0 lbs)
  • Waterproof Bag
    — Spell-book (3 lbs)
  • potion of remove paralysis
  • potion of remove disease
  • Mithril Dagger +10ft thrown range

Pack/Droppable: 44.5 lbs:

Backpack: (2 lbs empty)

  • hooded lantern
  • lamp oil (10 pints)
  • silver blanch (2)
  • 3 quivers of cold iron arrows (60 arrows)
  • masterwork artisan tools
  • 2 unstrung composite longbows [str 18]
  • 1 unstrung MW composite longbows [str 18]
  • 1 unstrung shortbow
  • Bedroll (5 lbs)
  • Rations(12) (Trail/Per Day) (12 lbs)
  • String (50 ft.) (0.5 lbs)
  • Twine (50 ft.) (0.5 lbs)
  • Torch(10) (10 lbs)
  • Waterskin(2) (8 lbs)
  • Quiver with 32 arrows(5 lbs)
  • Adamantine Scroll Case
  • Quiver with 20 adamantine arrows(3 lbs)
  • Shirish's adamantine longsword and heavy shield
  • Case (Map or Scroll) (0.5 lbs)
    - Parchment(2) (Sheet) (0 lbs)
    - Paper(4) (Sheet) (0 lbs)

WEALTH
pP:
gP: 1450
sP:
sP:

EQUIPMENT

Equipped/Worn: lbs:

Magic Item Slots:
  • Head:

  • Headband:

  • Eyes:

  • Neck:

  • Shoulders:

  • Body:

  • Armor:

  • Chest:

  • Waist:

  • Wrists:

  • Hands:

  • Rings:


  • Feet:

Non-Slotted Items:








Capacity
(1) —[/b] light: 3, medium: 6, heavy: 10
(2) —[/b] light: 6, medium: 13, heavy: 20
(3) —[/b] light: 10, medium: 20, heavy: 30
(4) —[/b] light: 13, medium: 26, heavy: 40
(5) —[/b] light: 16, medium: 33, heavy: 50
(6) —[/b] light: 20, medium: 40, heavy: 60
(7) —[/b] light: 23, medium: 45, heavy: 70
(8) —[/b] light: 26, medium: 53, heavy: 80
(9) —[/b] light: 30, medium: 60, heavy: 90
(10) —[/b] light: 33, medium: 66, heavy: 100
(11) —[/b] light: 38, medium: 76, heavy: 115
(12) —[/b] light: 43, medium: 86, heavy: 130
(13) —[/b] light: 50, medium: 100, heavy: 150
(14) — light: 58, medium: 116, heavy: 175
(15) —[/b] light: 66, medium: 133, heavy: 200
(16) —[/b] light: 76, medium: 153, heavy: 230
(17) —[/b] light: 86, medium: 173, heavy: 260
(18) —[/b] light: 100, medium: 200, heavy: 300
(19) —[/b] light: 116, medium: 233, heavy: 350
(20) —[/b] light: 133, medium: 266, heavy: 400
(21) —[/b] light: 153, medium: 306, heavy: 460
(22) —[/b] light: 173, medium: 346, heavy: 520
(23) —[/b] light: 200, medium: 400, heavy: 600
(24) —[/b] light: 233, medium: 466, heavy: 700
(25) —[/b] light: 266, medium: 533, heavy: 800
(26) —[/b] light: 306, medium: 613, heavy: 920
(27) —[/b] light: 346, medium: 693, heavy: 1,040
(28) —[/b] light: 400, medium: 800, heavy: 1,200
(29) —[/b] light: 466, medium: 933, heavy: 1,400
(30) —[/b] light: 533, medium: 1,066, heavy: 1,600

BACKGROUND

History:

Hailing from the elven nation of Kyonin, Daeron was born as a middling child from the union of talented battlemages, who was also known for its large number of offspring. As tradition, the family pressed their children in the arcane arts. Unfortunately for Daeron, his sibling all possessed some degree magical talent inherited from their parents. Unable to shine, Daeron decided to travel, seeking knowledge and experience which he hopes would give him an edge. Little known to him was the latent magical talent within him that just needed the right touch of experience to burst out.

Motivation:

Daeron currently is focused on seeking new spells and sources of arcane power. Hearing of an expedition to the forgotten mines, he hopes that some forgotten spells may reside within, if not else for the experience it may bring.

FAMILIAR

Ghema, Bat:

GHEMA
Male Bat Animal 3
NG Diminutive magical beast
Init +2; Senses Blindsense (20 ft.), Low-Light, Perception +6,

DEFENSE
AC 18, touch 16, flat-footed 16 (+4 size, +2 Dex, +2 natural, )
hp 11
Fort +0, Ref +4, Will +4
Defensive Abilities Improved Evasion,
OFFENSE
Speed 5 ft. Fly 40 ft. (Good)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 4
Feats Weapon Finesse
Skills Acrobatics +3, Acrobatics (Jump) -10, Appraise -1, Bluff -3, Climb +3, Craft (Untrained) -2, Diplomacy -3, Disguise -3, Escape Artist +3, Fly +17, Heal +2, Intimidate -3, Knowledge (Arcana) -1, Knowledge (Dungeoneering) -1, Knowledge (Nature) -1, Knowledge (Planes) -1, Perception +8, Perform (Untrained) -3, Ride +2, Sense Motive +2, Spellcraft -1, Stealth +16, Survival +2, Swim +2,
Communication Empathic Link,
Special Qualities Empathic Link, Share Spells, Deliver Touch Spells
SPECIAL ABILITIES


    * Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
    * Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
    * Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
    * Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.