Voice of Awesomeness wrote:
This may be a problem - I currently have 20 levels of Legendary Medium (Spiritdancer); I pretty much can do it all... and I can do it well.
@Slayde77,
Paizo web extras for the AoW AP THIS at least claims to have a fully PF1'ed set of statblocks for AoW... THIS is a players guide that someone put together (although the parts aren't in order). THIS is a how to run the AP workbook off of GITP forums.
Slayde77 wrote:
That'll be a fair bit of work - there's a lot of classic Greyhawk references in AoW. Although to be fair, converting it to PF1 (it's 3.5) will also be a bunch of work...
@VoA, more equipment buying question...
@VoA
For example a PC who wants to have a
Normal pricing would be 74350 (+8=64000, 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate) In pure ABP, this would require 2 Legendary Gifts (and you could add another +1 armor ability, or have a shield as well), and 10350 gp 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate). Under this partial ABP system, what do you do?
@VoA
Would the Legendary Ranger Natural Gift: Shapeshifter qualify for the entry requirement: "Wild shape* or equivalent class feature at druid level 7th"? (Note that despite the name, Shapeshifter doesn't actually change your form, nor is a polymorph effect; the ranger is only "taking on the aspect of a wild creature".) Or would you prefer an approach through the Skin-changer spell-less ranger variant, which has the Animal Shape ability (which is actual polymorphing).
Even without considering spontaneous casters, Eidetic Spellcaster is pretty insane. Consider a druid who has access to all the good bits of the wizard spell-list... Also, a follow on question. Consider said Druid (with Eidetic Spellcaster). He observes a bard cast Overwhelming Presence. Does he learn it as a 6th level spell (Bard 6), or as a 9th level spell (it's a 9th level spell for all 9 level casters)?
Are there any caps or benchmark limits you want to put on PC's? These things do tend to get a little out of hand... also, HOP Feats, detail question: Ok, Voice of Awesomeness wrote:
How does this interact with a spontaneous caster like a sorceror? I mean it's adding to your spells known...
Phantom Genius wrote:
I guess not getting a reply is in fact enough of a reply...
@Rizzenmagus, deadline was the 10th, but you also only wanted 6 (and have sent 6 to the discussion thread)... Do you want another submission or are you good with what you have? (I up thread rolled,
Rolling, Rolling, Rolling Stat A: 4d6 ⇒ (1, 6, 2, 4) = 13 Stat B: 4d6 ⇒ (5, 1, 2, 4) = 12 Stat C: 4d6 ⇒ (5, 5, 2, 6) = 18 Stat D: 4d6 ⇒ (3, 5, 4, 3) = 15 Stat E: 4d6 ⇒ (2, 2, 5, 4) = 13 Stat F: 4d6 ⇒ (2, 4, 1, 6) = 13 Edit A
Stat B Reroll the one: 1d6 ⇒ 5 Stat F Reroll the one: 1d6 ⇒ 4 Edit B
So this is my wizard, Fionn Caeloran Description:
5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.
Demeanour:
Stern, aggressive. Background:
Fionn was born in the Sielwode, product of a coupling between his lady mother ( the Marchioness Fiona Caeloran, an elven noblewoman ) and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province… It was his mother who got him his apprenticeship with High Mage Aelies, his older half -brother (on their mother’s side). Fionn usually claims Aelies is his uncle (and himself Aelies’s nephew), due to the several century age difference. (It should be noted that Fionn has a lot of distant relatives out there; the Marchioness is at least 2000 years old, and usually has a kid every 50 or so...She remembers times before humans had set foot on Cerilia). This apprenticeship became particularly welcome, as the bloodline he inherited from his father, was of Masela. Coming to the Erebannien brought him to the sea for the first time. It calls to him, and fills hole in his soul that he didn’t know he had... Now having spent a couple of decades in human lands, his attraction to the sea brought him to the faith of Nesirie. As Aelies’s active apprentice, he inherited the High Mage’s source network, when Aelies dissappeared (what happened is up to the DM; magical accident? Assassins? Stats:
Fionn Caeloran
Defense
CMD : 12=10 +1 (bab)+0 (str) + 1(dex) Offense BAB : +1
Spells Prepared
Stats
Feats:
Traits: Elven Reflexes (race), Clever Wordplay (Social, Diplomacy) Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills
Languages: Sidhelien (elf), Anuirean, Brecht (int), Basarji (int), Kharamul (Dwarven, int), Cellwair (Halfling, int) Class Abilities:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or Arcane School (Elemental Air > Smoke Subschool, Opposition School:Earth): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Race Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). FCB: 2 HP
Bloodline:
Derivation: Masela Bloodline Strength: Lesser Blood Score: 22 Abilities: Animal Affinity (Minor, Dolphins), Detect Lie Spell Book:
Cantrips: All (except Earth 1st: 2nd: Equipment ( incomplete):
Weapons (39 gp): Light Crossbow (35 gp), Dagger (2 gp), 20 bolts (2 gp)
Equipment (31.41 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spellbook Familiar:
??? I have to build his familiar yet or pick his spells known. Also, @Elton, how much money/gear are we starting with?
Tisha Nerifaren wrote:
Narciso delves into the depths of his education, to answer Tisha's question, and too see what other relevant details he can bring to the discussion: K Arcana, bun-bun, aid another, take 10: 10 + 5 - 1 = 14
K Arcana: 1d20 + 5 + 3 + 4 + 2 + 2 ⇒ (5) + 5 + 3 + 4 + 2 + 2 = 21
I repeat, the easy option is a cat... A small cat that will know better than to muck with Bun-bun.
@Elton, all your links in the initial post are going to the Deluxe Heroes Handbook for mutants and masterminds... That aside, dice: stat A: 2d6 + 6 ⇒ (3, 2) + 6 = 11 stat B: 2d6 + 6 ⇒ (3, 1) + 6 = 10 stat C: 2d6 + 6 ⇒ (2, 4) + 6 = 12 stat D: 2d6 + 6 ⇒ (6, 5) + 6 = 17 stat E: 2d6 + 6 ⇒ (4, 2) + 6 = 12 stat F: 2d6 + 6 ⇒ (3, 1) + 6 = 10 Bloodline Strength: 1d100 ⇒ 30 Bloodline Derivation: 1d100 ⇒ 14 and let's see what we get...
I probably won't submit; my plate is pretty full right now, but I do like to throw dice... Main Stats Stat A: 2d4 + 10 ⇒ (3, 2) + 10 = 15 Stat B: 2d4 + 10 ⇒ (2, 2) + 10 = 14 Normal Stats Stat C: 1d6 + 10 ⇒ (4) + 10 = 14 Stat D: 1d6 + 10 ⇒ (3) + 10 = 13 Sub Stats Stat E: 14 - 1d6 ⇒ 14 - (3) = 11 Stat F: 14 - 1d6 ⇒ 14 - (6) = 8
Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon. WRT to items, not sure that I fully grasp the method, but I will try to work things out. Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class... Also, I will be happy to chip in towards a healing wand.
Apologies for being slow... Arronus Triari
Background:
Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew him to Pathfinder Society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear. Riccabede has access to many of the artifacts retrieved by the Pathfinder Society, and among those was a silver coin, believed to be Azlanti in origin, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…). Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet. Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in Azlanti ruins. Thus, he has struck out on his own. Apprentice no longer, he has wandered to the Mwangi searching for Azlanti antiquities. After an expedition, he found himself in Bloodcove, where he heard the rumours of newly discovered Azlanti ruins... Motivation:
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this. Demeanour:
Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand. Mechanics:
Arronus Triari N Male ½ Elf Occultist 3 (Haunt Collector) Init +2
Defense
CMD 17 = 10+2 Bab+3 Str+2 dex Offense
Stats
Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills (2+2/lvl) (Ranks, skill roll)
Occult Skill Unlocks (Appraise, Perception, K Arcana) Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
Class Abilities:
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Mental Focus: 8 (3 lvl + 2 int + 2 feat +1.5 FCB),
Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Equipment:
“DO NOT EQUIP CHARACTER. THAT WILL BE DONE IN THE DISCUSSION THREAD. “ Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Future Mechanical Development:
Trappings of the Warrior at 6th level, probably Illusion implement at 10th Tactical Role: Melee brute with self buffing and utility magic (and a minion w/Necromantic Servant). Has near-rogue trap and scouting capabilities. Can pull nearly any skills with soulbound Puppet games.
@GMMichael,
Are you giving those free feats in this recruitment?
And slipping in at the last minute... Gefirist Rivenhelm Background:
Gefirist was born Janderhoff in 4691 AR. His parents, Jynbit and Flangna were surprised to have a tiefling child (although given both Jynbit and Flangna’s arcane experiments it was perhaps unsurprising), but raised him anyways. He showed no talent for the arcane arts, but some promise in the field of alchemy. Unfortunately for him, he fell in with bad company and was thrown out of an apprenticeship for excessive entrepreneurship (he was dealing on the side). Through nepotism, he was still able to get a job as a delivery agent with Gabbnap’s Sundries and Incendiaries (A gnome owned alchemical supply company in Janderhoff). Gabbnap being his grand-uncle (who owed Flangna a favor). They use him for odd jobs, like long distance deliveries that no one else wants to take on. Gefirist has come to Trunau with a visiting trade caravan. He was delivering a shipment of alchemical weapons. Having fulfilled the contract he planned on leaving with the caravan; Fate has other plans for him though... Description:
3’7”,44 lbs. 23 years old. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow. He generally wears a concealing cloak and a mask when not at home. Stats:
Gefirist Rivenhelm
Hero Points: 1
Defense
CMD: 13 =10 +0 bab +0 str +4 dex -1 size Offense BAB: +0
Stats
Feats: (1st) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Rog 1) Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Traits:
Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Background Skills (1*2 = 2 ranks)
Languages: Common, Infernal, Dwarven (In), Draconic (Int) FCB +1 HP Class Abilities:
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. 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. 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. Race Abilities:
Tiefling (Gnome descent) +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated. Native Outsider: Tieflings are outsiders with the native subtype. Gnome descendent: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic. Small: Gnomes are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Small Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Equipment (200 gp): Weapons: (34 gp)
Armor (10 gp):
Equipment 52.41 gp
Alchemy
1 gp, 5 sp, 9 cp
Arronus Triari Background:
Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari. He has never met his father, he left before the birth. (Alena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke). The appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew him to the fringes of the pathfinder society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear. Riccabede has access to many of the artifacts retrieved by the pathfinder society, and among those was a silver coin, retrieved in Osirion, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…). Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin (Occult Bargain drawback). He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet. Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in the ruins of Osirion. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Wati and signed up to enter the tombs...
Motivation:
Arronus has come to Wati on the theory that treasure hunting in the tombs will make him rich. It also promises a limitless field for his curiosity… Goals
Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this. Demeanour:
Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mechanics:
Arronus Triari N Male ½ Elf Occultist 1 (Haunt Collector) Init +2
Defense
CMD 16 = 10+0 Bab+4 Str+2 dex Offense
Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Background Skills (2+2/lvl) (Ranks, skill roll)
Occult Skill Unlocks (Appraise, Perception, K Arcana) Languages : Common, Elven, Osiriani, Ancient Osirian
Class Abilities:
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB), Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1) Transmutation Implement – Weapon (spiked gauntlet) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1) Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Equipment (240 gp):
Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp) Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
26 GP, 8 SP, 9 CP Future Mechanical Development:
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion implement at 10th Tactical Role: Melee brute with self buffing and utility magic. Has near-rogue trap and scouting capabilities.
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