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RPG Superstar 8 Season Dedicated Voter. ** Pathfinder Society GM. 383 posts (4,253 including aliases). No reviews. 4 lists. 1 wishlist. 13 Organized Play characters. 22 aliases.


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Thanks for keeping the game going, Shadow.


2 people marked this as a favorite.

Good stuff! Please keep them coming!


Throwing in a dot for this. Concept to follow shortly.


*golf clap*

Congrats and have fun.


Good luck, all!


BELLINDARA AERU

A story of thwarted ambition and lost family:

So many sentenced to die at Branderscar were anathema to their families, rejected disappointments, dashers of the family aspirations. Not Bellindara. She was the culmination of them. At least she was meant to be. When she was arrested as a grave robber, and discovered to be a necromancer, it seemed she would not fulfil the dark hopes of generations of her line. But the intervention of Cardinal Thorne has put the dark ambitions of the Aeru family back into play.

Her family was well off – a cadet line of from a minor noble, now no higher than landed gentry, but still holding comfortable lands and wealth. Just south of the Caer Bryr (She could see the west-marching mountains of its southern border from her northern window…), the modest estate looked out over the sea to the west, and a vast swath of very old settled land to the east, dotted with ruins and, more importantly, graveyards.

Her family had been practicing the dark art of necromancy for generations, the ultimate goal being for a member of the family to rise to Lichdom. Bellindara's tutelage began in her cradle, dead voices whispering blasphemous secrets to her in her sleep. Bellindara’s mother was close to the families goal – so very close. But, as she was securing the last component for the ritual, Bellindara was unaware that she was observed – and the Church was swiftly alerted.

The Inquisitors and the Knights of Alerion raided the estate in the midst of a hideous necromantic ritual. Moments after her mother had committed ritual suicide with a knife that had been being prepared for nearly three hundred years, armored men crashed through the door, and holy swords began hacking done family servants, living and dead. Without her mother’s arcane might, it was all over quickly. They dragged a screaming Bellindara away from the ritual she was desperately trying to complete, the one that would see her mother live eternally. Instead, she just died. Like any other plain old mortal. Such was not to be her fate…but it was.

The new that it would be Bellindara’s as well was hardly surprising. In sullen, numbed silence she rode in the back of the inquisitor’s wagon to Branderscar, wishing only to revenge herself on the self-righteous, short-sighted Mitrans who were content with mere mortal death and whatever afterlife the gods saw fit.

She was less than ten leagues from her final destination when flame blossomed in the night, and the sweet, sweet screams of the guards and priests filled the air. It seemed that not all of the old traces of forgotten gods had been swept away by the purges. Asmodeus might have use for her talents. Her family had never been devout (even when the visiting foreign priestesses of Urgathoa became positively evangelical…), but if the Lord of the Nine Hells could offer her the power and opportunity for vengeance, she would become his devoted servant. And in the downfall of Talingarde, the were sure to be casualties. So many fine corpses for the choosing…


Bellindara:

Bellindara is a precocious 19 years old at the time of her capture. Standing slim and straight, but not very tall, not quite three inches over five feet, her erect carriage often makes her seem taller. Her dark brown hair is worn cropped close, with the barest hint of a curl a the nape of her neck. Her skin tone carries a bit of the olive tone of the south, and her wide eyes are the light brown of the Caer Bryr tribesmen. Should the sun ever shine in them, flecks of green and gold might be seen. She is rarely the first to speak, but when she does, her voice is a rich alto, deeper than what most would expect from her small frame. Her expression tends to detached curiosity or muted, private amusement. In quiet moments, she occasionally cocks her head, as if trying to catch a voice on the very edge of her hearing.

Bellindara Aeru
Human necromancer 3
LE Medium humanoid (human)
Init +0; Senses Perception +3

Defense

AC 10, touch 10, flat-footed 10
hp 14 (3d6)
Fort +1, Ref +1, Will +5

Offense

Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
8/day—grave touch (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +8)
Opposition Schools Conjuration, Transmutation

Statistics

Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15

Base Atk +1; CMB +0; CMD 10

Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead

Traits grave robbery, liar’s tongue

Skills
Bluff +9,
Diplomacy +5,
Disable Device +1,
Heal +3,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +9,
Knowledge (local) +10,
Knowledge (nature) +9,
Knowledge (planes) +9,
Knowledge (religion) +11,
Perception +3,
Sense Motive +3,
Spellcraft +11,
Stealth +3

Background Skills
Knowledge (geography) +10,
Knowledge (history) +10,
Knowledge (nobility) +10,

Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language)

Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp

Special Abilities

Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Grave Touch (1 round, 8/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.


Bellindara's numbers:

Bellindara Aeru

Human necromancer 3
LE Medium humanoid (human)
Init +0; Senses Perception +3

Defense

AC 10, touch 10, flat-footed 10
hp 14 (3d6)
Fort +1, Ref +1, Will +5

Offense

Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
8/day—grave touch (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +8)
Opposition Schools Conjuration, Transmutation

Statistics

Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15

Base Atk +1; CMB +0; CMD 10

Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead

Traits grave robbery, liar’s tongue

Skills
Bluff +9,
Diplomacy +5,
Disable Device +1,
Heal +3,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +9,
Knowledge (local) +10,
Knowledge (nature) +9,
Knowledge (planes) +9,
Knowledge (religion) +11,
Perception +3,
Sense Motive +3,
Spellcraft +11,
Stealth +3

Background Skills
Knowledge (geography) +10,
Knowledge (history) +10,
Knowledge (nobility) +10,

Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language)

Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp

Special Abilities

Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Grave Touch (1 round, 8/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.

Background to follow soon.


Bellindara, a work in progress.:

1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10

That gets me to 29. Adding one more.


1 person marked this as a favorite.

Sorry to hear, GM Tal.

I've actually been lurking on your thread - I've enjoyed the game so far. I'm working on a necromancer. Crunch and Fluff to follow shortly.


Let's check out the north-pointing doors we saw as we approached the bridge. I've moved Lawdrak's token into place on Roll20.


3 people marked this as a favorite.

In the songs-in-other-tunes genre, there is always the classic Green Acres/ Purple Haze:

https://www.youtube.com/watch?v=LGEK_uOAbEw


The riders.


D'oh!..lost a post over the weekend, but it was basically a "I'm still here" bit.


Happy New Year, all!
Zed, if you don't mind me asking, where have you landed?


Took the Weapon Versaility feat instead of Weapon Specialization.


No worries. I'll fix it. A casualty of making a non-first level character on HeroLab...


For your consideration:

Spoiler:

Brother Cyriphrain
Human warpriest of DIktats 4 (Pathfinder RPG Advanced Class Guide 60)
N Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 27 (4d8+4)
Fort +5, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +6 (1d8+9/19-20)
Special Attacks blessings 5/day (Nobility: inspiring word, War: war mind), channel positive energy 4/day (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +7)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 12, Int 13, Wis 17, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Associate, Extra Channel, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits armor expert, child of the temple
Skills Acrobatics -4 (-8 to jump), Diplomacy +9 (+13 to influence members of Church of Diktats of Inotis or making gather information checks about them.), Handle Animal +6, Heal +7, Knowledge (history) +3, Knowledge (nobility) +7, Knowledge (religion) +8, Perform (oratory) +4, Ride +0, Sense Motive +10
Languages Common, Dwarven
Other Gear +1 full plate, +1 longsword, 1,035 gp
--------------------
Tracked Resources
--------------------
Blessings (5/day) (Su) - 0/5
Fervor (1d6, 5/day) (Su) - 0/5
Sacred Weapon +1 (4 rounds/day) (Su) - 0/4
Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) - 0/4
--------------------
Special Abilities
--------------------
Associate (Church of Diktats of Inotis) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

I took the Associate feat as a way to give him some measure of standing in the church.


I'm thinking about a cleric or warpriest of the main religion - someone ambitious from a minor family looking to use the church to climb the social ladder.

Thoughts?


pitch coming tonight...


I have the feeling that if we leave the body, it won't be there when we get back. Split the party, lug it along, or try our luck with leaving it?


Nevynxxx wrote:
Aubrey the Malformed wrote:
Disappointment and frustration is definitely how I feel, but it is what it is. Thanks guys for being there, it's been a real pleasure.
Just remember, when you get out the other side (which you will) and want to come back to the fold. We'll *still* be here. ;)

What he said!


Aubrey, I've enjoyed reading your threads for years, and it was a real privilege to join, recently. I hope to see you on the boards, and You'd be among the very first I'd invite to any game I'd start.

You can't see it, but I just went up to my attic, drew my longsword, and saluted in the vague direction of the UK. Ignore the part where I accidentally stabbed my insulation, please.

Thanks again!


...Ear Seekers.


mellowgoth
Threign
Zuun 20152-701
Wayfinders
no day job.


Color me interested. LEt me lay hands on the 5ed rules...


I have played very little Starfinder myself. PPB is nice that way - if it takes you five minutes to do the math on your attack, no-one at the table is glaring at you, looking at their watch...


I can easily re-work THIS GUY for the game: Armor Storm/ heavy gun soldier.


Also interested, happy to work with a group on a build


No worries! It's a game worth waiting for!


I have not used any of those, but my local gang and I use Roll20 in a play-by-post fashion, and it works pretty well.

That being said, I'd like to stick to the Paizo site, if it proves to be over its difficulties.


5 people marked this as a favorite.

Take 10 and 20 are great ways to keep a game moving, and not be paralyzed over trivial tasks. I have not had a chance to see Assurance in action in a alive game, but my initial reaction is that it is too costly to require a feat to do something that was openly available and to do it worse and for only one skill.

I'd strongly recommend bringing back take 10 and take 20 in some form.


I noticed several of these on a quick spin through the Bestiary. Demona, dark creepers - those id not bother me, but the Ankheg kind of threw me.

As I mentioned under the switch from gp to sp: If it is a design intent (as the blogs seem to indicate) is to carry on in the Golarion through which we've been adventuring for the last decade, and to actually tie the rules more closely to the setting (I believe James Jacobs talks about this a bit in his "ask anything' thread), then changing names we've been using seems jarring and unnecessary.


2 people marked this as a favorite.

If it is a design intent (as the blogs seem to indicate) is to carry on in the Golarion through which we've been adventuring for the last decade, and to actually tie the rules more closely to the setting (I believe James Jacobs talks about this a bit in his "ask anything' thread), then the switch from gp to sp seems jarring and unnecessary.


My opinion is not backed by actualy play, yet (on day 2...go figure...), but I strongly agree with james014Aura on this. I hope to a longer, more constructive post on this later.


No worries, 'thrope. Thanks for the game, and we'll catch you on the boards.


Zed, Communal Align Weapon has been an a$$-saver for my party in PFS. All it takes is one dr15/good to ruin a party's day...

just a suggestion.


So sorry to hear it, Feral. Take care.


Dare I say..Woot! Thanks and gratz, all around.

I'll have an alias and profile up by tonight sometime.


Eberron is such a rich setting, this stuff practically writes itself. But thanks!


Folks, for your consideration:

Vaisyrharath, Kalshtar Psion (Telepath) background:

A number of the Quori share a deep interest – one might say an obsession – with the anceint battelgrounds of Xen’drik, where the last iteration of the Dreaming Dark actually physically invaded Eberron. The empire of Riedra has invsted considerable resources in investiagting the ruined continent – and where the Inspired plot, the Kalashtar must needs oppose them.
Kidistenharath left Adar nearly forty years ago, tracking the empty vessels and Inspired of the city of Dar Ulatesh as they launched a major expedition to Xen’Drik. He arrived in Sotrmreach, via Adar and Sharn, nearly a year after, and began a wide search, eventually fidning the Ulateshi exploring a set of ruins near Bazek Mohr. For over a decade, he hunted, scouted, investigated and, where he could, hindered the servents of the Dreaming Dark, eventually making allies among the rougues, scoundrels and explorers of the outlands. Eventually, he bceame close to a half-drow guide and smuggler named Shifara, and, in due course, their son was born.
Kidistenharath had never explained the nature of the kalashtar in great detail, so the boy’s apearance and nature were a bit of a surprise for Shifara. Other than a bit of odd coloration – Vaisyrhrath has platinum-blonde hair and darker sin than most kalashtar – he was the image of his father.
Vaisyrharath grew into his father’s work, studying the works of the Quori that had gone before, the psychic and magical might of the giants that coutnered it in the ancient war, and the intrigues of the Riedrans of the presnt day. Quite apart from the deadly servents of the Dreaming Dark, Xen’drik is s lethal envrionemnt all on its own. Vaisyrharath’s mother died before he was ten, never returning from a raid into a rumoured storm giant lich’s tomb. His father was evetually cornered by the Riedrans, exactnig a heavy toll while hoe forced them to kill him, but gone nonetheless.
Since his eighteeth year, Viasyrharath has been largely on his own. He is a known figure in the netwrok of exploreers, smuggelrs, rogues, and guides working the ruins – ostensibly a half-elf from Stormreach. He made occasional journies to Stomreach to meet and report to kalashtar there, and, once, crossed the Thuder Sea to Sharn, spedning a month among his kin there.
He has been carrying on his father’s work – Harath’s work, the Path’s work – for over fifteen years, now. The harsh environemnt has made him formidible, but the pervasive dangers and necessary paranoia have made him a bit brittle.
Recently, there was a great stir in the Inspired encampment. Several senior agents – deadly old foes, better known to him than family – were aburptyl recalled , literally vanishing into thin air – before he had a ahcne to get close enough to trace their psychoportation. With the allies he had close to hand, and all fo the Inspired and the msot powerful Empty Vessels gone, Viasyrharath was able to finally crush the expedition. But it did not seem that the excitement in the camp had been caused by anything that they discovered in the ruins.
With a dreadful feeling that something big was up, Vaisyrharath turned the ruins over to his allies and made for Sdtormreach. There he discovered a number fo Inspired had left the Riedran embassy – abruptly and with no explaination beyond a vague “Riedran matters of State…” His kin in Stormreach had no further information, so he booked passage on a lyrander elemental galley bound for Sharn.
He arrived there a day or two after Rodegro’s Reavers batteld the Horned Guard in the presence of half the royalty of Khorvaire. His elders have informed him of the errand, and its potential import to the Path and all of Eberron. Vaisyrharath was already packing when they asked if he would lend his assistance…

Crunchy bits:

Vaisyrharath
Kalashtar (Xen'drik) psion 13 (Ultimate Psionics 49)
N Medium humanoid (kalashtar)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 78 (13d6+24)
Fort +5, Ref +5, Will +9; +2 racial bonus vs mind-affecting spells and effects.
Defensive Abilities no dreams
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 psychokinetic longsword +7/+2 (1d8+1/19-20+1d4 ectoplasmic)
Psion Powers Known (power points 186, ML 13th; concentration +31)
7th—bend reality, crisis of life (DC 21)
6th—aura alteration, defer fatality, disintegtration (DC 20), sustained flight
5th—catapsi (DC 19), mind probe (DC 19), psychic crush (DC 19), shatter mind blank (DC 19), tower of iron will
4th—correspond, deadly fear (DC 18), detect remote viewing, memory modification (DC 18)
3rd—dispel psionics, eradicate invisibility (DC 17), guarded sleep, psychoport (DC 17)
2nd—brain lock (DC 16), cloud mind (DC 16), compelling voice (DC 16), thought shield
1st—detect compulsion, force screen, mind thrust (DC 15), mindlink
0 (at will)—conceal thoughts, crystal light (DC 14), detect psionics
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 19, Wis 12, Cha 12
Base Atk +6; CMB +6; CMD 17
Feats Access Psionic Talent, Combat Manifestation, Expanded Knowledge, Extra Power Known, Greater Power Penetration, Light Armor Proficiency, Martial Weapon Proficiency (longsword), Open Minded, Power Penetration, Psion Weapon Proficiencies, Telepathic Link
Traits suspicious, telepathic talent
Skills Autohypnosis +10, Bluff +12, Diplomacy +7, Disguise +11 (+13 to impersonate a human.), Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +14, Knowledge (psionics) +20, Knowledge (religion) +8, Sense Motive +15, Spellcraft +20, Stealth +9, Survival +10; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Intimidate, social interaction
Languages Common, Draconic, Elven, Giant, Quori, Riedran
SQ discipline (telepathy [telepath]), dual spirts, human looking, mental intrusion, mindlink, naturally psionic, talents, telepathy
Other Gear +3 lamellar (leather) armor[UC], +1 psychokinetic longsword, 122,475 gp
--------------------
Tracked Resources
--------------------
Mindlink (1/day) (Ps) - 0/1
--------------------
Special Abilities
--------------------
Access Psionic Talent Gain five talents.
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Dual Spirts +2 racial bonus vs mind-affecting spells and effects.
Expanded Knowledge (Psion, Psychoport) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Extra Power Known (Psion) You know an additional psionic power.
Human Looking +2 racial bonus on Disguise checks made to impersonate a human.
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC.
Mindlink (1/day) (Ps) Psi-Like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar's Hit Dice (minimum 1st level).

If you are not using the Ultimate Psionics in your game, use this description of
Naturally Psionic (Ps) Gain 1 extra power point per character level, regardless of whether you choose a psionic class.

Note: This ability works with Ultimate Psionics that can be found in the Community 3PP Pack.
No Dreams Immunity to the dream and nightmare spells
Open Minded You are naturally able to reroute your memory, mind, and skill expertise.
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Social Interaction (Ex) Kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers and gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link Your experience with joining minds has progressed to the point that you are now able to maintain a permanent telepathic connection with others.

Prerequisites: Manifester level 3rd, ability to manifest mindlink.

Benefit: As
Telepathy (Su) You gain telepathy out to 450 feet. While maintaining psionic focus, detect others using telepathy within 30 feet.
Telepathy (Telepath) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.


IS it the plan to return to Sharn before setting off for Adar?


Are you using Dreamscarred psionic classes or Paizo occult classes? Or both?


Aubrey:

I think I'll start outside, grumbling in the courtyard. Here is Ivori, for your consideration:

Ivori Zalakura
Human (Varisian) fighter 11
NG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 25 (+11 armor, +2 deflection, +2 Dex, +2 natural)
hp 103 (11d10+33)
Fort +12, Ref +7, Will +6 (+3 vs. fear, +2 trait bonus vs. charm and compulsion effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine morningstar +14/+9/+4 (1d8+12) or
+1 keen cold iron greatsword +21/+13/+8 (2d6+21/17-20) or
mwk dagger +14/+9/+4 (1d4+11/19-20) or
mwk silver heavy mace +14/+9/+4 (1d8+11)
Ranged mwk composite longbow +13/+8/+3 (1d8+6/×3)
Special Attacks weapon trainings (heavy blades +2, bows +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +13; CMD 30
Feats Associate (pathfinder Society), Combat Reflexes, Critical Focus, Critical Versatility[ARG], Furious Focus[APG], Greater Weapon Focus (greatsword), Improved Vital Strike, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits free agent, world traveler
Skills Diplomacy +14 (+18 to influence members of the Pathfinder Society or making gather information checks about them.), Handle Animal +5, Intimidate +6, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +3, Linguistics +3, Profession (siege engineer) +5, Profession (soldier) +5, Ride +4, Survival +11, Swim +7
Languages Common, Giant, Shoanti, Thassilonian, Varisian
SQ armor training 3
Combat Gear cold iron arrows (50), oil of bless weapon (4), oil of daylight, potion of fly (2), silver arrows (50), wand of cure moderate wounds; Other Gear +2 full plate, mwk heavy steel shield, +1 adamantine morningstar, +1 keen cold iron greatsword, arrows (20), blunt arrows[APG] (20), mwk composite longbow (+6 Str), mwk dagger, mwk silver heavy mace, amulet of natural armor +2, belt of physical perfection +2, boots of the cat[UE], clear spindle ioun stone, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, pathfinder pouch, ring of protection +2, wayfinder[ISWG], 3,507 gp, 5 sp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Blunt arrows - 0/20
Cold iron arrows - 0/50
Masterwork dagger - 0/1
Oil of bless weapon - 0/4
Oil of daylight - 0/1
Potion of fly - 0/2
Protection from Evil (burn out ioun for immediate cast, 1/day) - 0/1
Silver arrows - 0/50
Wand of cure moderate wounds - 0/50
--------------------
Special Abilities
--------------------
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Associate (Pathfinder Society) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Versatility Gain one critical feat you meet the requirements for.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows


Aubrey:

I think, specifically, when the giants attack, our chum recruited or rallied a bunch of younger, lower-level redshirts...er....NPC adventurers, and, giants being giants, they got squished. So, yeah, some revenge and guilt as motivation.

I don't recall if the hellknights are there at the explicit invitation of Magnimar or Korvosa or whichever city-state ostensibly holds sway over the area, or if they just showed up because they could. If the latter, our new PC would certainly have no problem bloodying their nose. I could see him sitting in jail "because i haven't figured out how many of them I'd need to kill, and I'm not quite sure how violent I am feeling today...", or he could be on the outside.

If he is not in the cells when they meet, I think a smash-and grab rather than a stealthy sneak, might be better if the break-out crew is a fighter and a druid.

I'm working in Herolab as we speak...I'll have a sheet for you soon.

20 point buy, standard wealth-by level?


I'm thinking of a native of one of the smaller Varisian towns - Nybor or Wolf' Ear or some such. He went off to Absolom to join the Pathfinders, had a long career there. Came home to retire, and all of a sudden there are @#$%in' giants all over the place! He and a couple of buddies have just finished fighting off the wave of giant attacks (like the one that hit Sandpoint) and have been pushing the remnants back into the mountains, maybe doing some exploring to find the source. His colleagues split off in the Iron Peaks, and he figured that he would check in on Fort Rannik, see if they have any information.
He was probably planning on staying longer, but Hellknights annoy him, so he's looking to move on shortly.
How long ago, in-game time, was player's attack on the Stone Giant wizard?

Crunch-wise, I am probably looking at a straight-up heavy armor two-handed fighter. A few adventure/pathfinder skills, but otherwise concentrating on hitting things very hard with a big stick.

Thoughts, suggestions?


Hi, all, and thanks for the invite!

I've been following a couple of Aubrey's games for a few years, now, and I'm tickled at the chance to jump in.

I've been RPGing since the early 80's (1980, actually...) and stumbled on Pathfinder around 2010. I'm in Eastern Time in the U.S. (Pittsburgh, GMT+5) with an office job that usually lets me post a couple of times a day.

If I have a type, I lean toward blaster-casters or straight-up fighters, but I do like to branch out now and then. I'm happy to round out any corners that the party might need. I've done some higher-level play, so I should be able to get up to speed pretty quickly.

Any thoughts on the type of character you might want to see in the party?

Again, thanks!

mellowgoth


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(Start about :30 in...)
https://www.youtube.com/watch?v=fUKO_Y6RqEk


As of this morning, I am able to list threads again! many thanks to the tech team!

Happy dance


Still accepting? If so...

Threign, Human Soldier:

Orvyn Threign
Male human Soldier (Mercenary) 1 Homeworld: Akiton Atheist
Init +2, Perception 0
SP 8 HP 11 RP 3
STR 14 DEX 14 CON 12 INT 12 WIS 10 CHA 11
EAC 15 KAC 17 ‘CMD’ 25 Fort 3 Rflx 2 Will 2
Skills:
Acro -3(+2)
Ath -2 (+2)
Bluff 0
Comp +1(x)
Culture 2
Diplo 0
Disg 0
Engr+ 5
Intim+4
Lifesci+1(x)
Med+5
Myst0(x)
Per 0
PhysSci +1(x)
Pilot +1(+6)
SensM 0
SoH -3(+2)
Stlth -3 (+2)
Surv+4

Features
PrFiSt: Armor Storm
PrStTcqn: Hammer Fist (+3)

Feats:
Weapon Focus: Heavy Weapons
Weapon Focus: Simple Melee Weapons

Reaction Cannon (40 rounds) (6 round magazine) +4 1d10P Penetrating 90’
Battleglove (cestus) +4 1d4+3B Analog

Hidden Soldier Armor
Personal Comm unit
Consumer Backpack
Hygien kit
Formal clothing
Travel clothing
1 week field rations

Tiring of the ceaseless tribal wars in the Akitonian backcountry, Threign ("Thrane"), who is Golarian-decent human, not the ruddier native Akitonian species - decided not to return to the red planet after his last bit of off-world mercenary work. With the Vesk quiet and the Swarm a more distant threat at the moment, the tragedy befalling the Starfinder Society - and their need for new Starfinders - has caught his eye.

Threign grew up in a military family, and served in local militias and mercenary bands most of his life. He has seen some fighting, but not too much. He has never been in a position of independence or leadership, and the probably looser structure of the Starfinder Society has him wondering how he'll adapt. The flat, bored countenance he show the world conceals the slightest bit of nervousness, which he might not admit even to himself.


Seeing additional archers, Kazamir decides to take advantage of the exceptional speed with which he has been gifted, racing across the ground to join Hazel and Vermundr.

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