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
NG Male Half-Elf
Wizard 2 (Air Elementalist > Smoke subschoool)
Deity: Nesirie
Init: +1 (Dex) +2 (trait) +4 Improved Initiative
Speed 30 ft
Low Light Vision
Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana 1 ranks +3 trained +4 int +3 skill focus
Spellcraft 2 ranks +3 trained +4 int
Perception 2 ranks +3 trained +2 keen senses
Diplomacy 2 ranks +3 trained +4 int (trait)
K Planes 1 rank +3 trained +4 int
K religion 1 rank +3 trained +4 int
K Local 1 rank +3 trained +4 int
K Nature 1 rank +3 trained +4 int
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 a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
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.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
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).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
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.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
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).
I have heard they are smart. So I think we have to set up something that attracts them, not traps them.
When we wanted Bats to be near our homes, we set up a place they could live and ready access to with food and water.
I think we might have to do the same thing for the drakes. Make it just comfortable enough for us to have them next near us, and like us, but not so easy they get lazy…
Does anyone know if they can talk?
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
5 ranks -1 int
K Arcana:1d20 + 5 + 3 + 4 + 2 + 2 ⇒ (5) + 5 + 3 + 4 + 2 + 2 = 21
5 rank +3 trained +4 int +2 bloodline+2 aid another
I repeat, the easy option is a cat... A small cat that will know better than to muck with Bun-bun.
Any restrictions on classes?
Any restrictions on races?
Traits? (yes or no? If yes, how many, and is a drawback allowed for an extra trait?)
Any variant rules in play? (For example, many people use the background skills rules. Another popular option is the Elephant in the Room revised feat set.)
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.
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…
2) To scratch his curiosity itch (which will never happen). Arronus wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
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
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC: 20 = 10+5 (armor) +2 (heavy shield)+1 shield Focus+2 (dex)
HP 24 = 8 +2*5 + 3*2 (con)
Fort +6 = +3 Occultist +2 Con +1 resistance
Ref +4 = +1 Occultist +2 Dex +1 resistance
Will +4 = +3 Occultist + 0 Wis +1 resistance
+2 racial vs Enchantments
CMD 17 = 10+2 Bab+3 Str+2 dex
Offense
Melee:
Ranged:
BAB : +0
CMB : +5 = +2 Bab +3 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 13, 3+1): Cause Fear, Enlarge Person, Shield
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 3 rank +3 trained +0 wis +2 racial +4 Skill Focus
Spellcraft 3 ranks +3 trained +2 int
Disable Device 3 ranks +3 trained +2 dex+1 trait
Use Magic Device 3 ranks +3 trained -1 cha+1 Magic Item Skill
Stealth 1 ranks +3 trained +2 Dex+1 trait)
K Arcana 3 ranks +3 trained +2 int
Background Skills (2+2/lvl) (Ranks, skill roll)
K History 3 ranks +3 trained +2 int
Appraise 1 ranks +3 trained +2 int)
Linguistics 2 ranks +3 trained +2 int
Occult Skill Unlocks (Appraise, Perception, K Arcana)
Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
FCB: Occultist, 3* +0.5 points of mental focus /lvl
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.
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
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. “
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)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), 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), MW Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 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,
in previous recruitments (1, 2) of yours, you have given several free feats:
(Free feats if have prerequisites: power attack, deadly Aim, combat expertise, scribe scroll. A character with scribe scroll as a character ability gains skill focus instead.)
Are you giving those free feats in this recruitment?
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.
(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:
Dwarf Trained (campaign): You gain a +2 dodge bonus to AC against creatures with the giant subtype and a +1 trait bonus on attack rolls against creatures with the orc subtype
Defensive Strategist (Religion): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Birthmark (faith): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Perception 1 rank +3 trained +1 wis (+1 vs traps)
Stealth 1 rank +3 trained +4 Dex +2 racial +4 size
Disable Device 1 rank +3 trained +4 Dex (+1 vs Traps)
Bluff 1 rank + 3 trained-1 Cha +2 racial
Sense Motive 1 rank + 3 trained +1 wis
Escape Artist 1 rank +3 trained +4 Dex
Climb 1 rank +3 trained
K Dungeoneering 1 rank +3 trained +2 Int
Use Magic Device 1 rank + 3 trained -1 Cha
Acrobatics 1 rank +3 trained +4 dex
Background Skills (1*2 = 2 ranks)
Craft (Alchemy) 1 ranks + 3 trained + 2 int
Sleight of Hand 1 ranks +3 trained + 4 dex
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.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
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.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
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 a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
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: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
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
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (all the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
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
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Hero Points: 1
Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 10= 8 + 2 (con)
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +2 = +2 Occultist + 0 Wis
+2 racial vs Enchantments
CMD 16 = 10+0 Bab+4 Str+2 dex
Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending,
L1 (DC 13, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 18
Dex 14 = 14 (Rolled)
Con 14 = 12 (Rolled) +2 racial
Int 14 = 14 (Rolled)
Wis 12 = 11 (Rolled)
Cha 8 = 8
Occult Skill Unlocks (Appraise, Perception, K Arcana)
Languages : Common, Elven, Osiriani, Ancient Osirian
FCB: Occultist, +0.5 points of mental focus /lvl
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)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), 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), Thieves Tools (30 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), 4 gp, 9 sp
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.
@Colin Mercer, 1) damn you for beating me to the punch with a half-orc Menhir Savant druid; I have him 3/4 written up, and now I have to think of something different... 2) Boon Companion feat was originally introduced in Seekers of Secrets (Oct 2009), so you can take it...
is at least close to mechanically complete. I have some more money to spend, and I need to add some feats, as well as totaling all of everything up... But the mechanical bones are there, I think.
Now he needs a background story, description and so forth...
@Pasha, I don't see anything in the houserules, but just to confirm, as per RAW a natural 1 does not necessarily fail a concentration check or a skill check.
Ok, I have a question about the availability and cost of sphere spellcasting services.
Godwyn Blaecwulf has the following under sphere talents:
Quote:
Alteration Sphere
**** Lingering, Permanent, Agile, Bestial Reflexes
- Dodge: The target gains a +2 dodge bonus to AC. - Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor. - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - Uncanny Dodge: The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. - Pounce
As I read that, that lets him cast a permanent blank form transformation on anyone that has 5 traits from Agile and Bestial reflexes. He has used this on himself to give himself Dodge (+2 to AC), Evasion, a +4 init bonus, Uncanny Dodge and pounce...
Can you purchase this sort of thing as a spellcasting service? How much?
Found it
Quote:
Buying Casting Services [TS]
Sometimes, you may want to buy spellcasting services from NPCs, either as one-time transactions (such as for curing otherwise-permanent ailments) or repeated support (for item crafting or other long-term projects). The price for casting services is 10 gp * the caster level of the effect * the effective spell level. The effective spell level of an ability starts at 0 for caster level 1, then goes up by one at every even caster level. For example, getting an NPC to cast a caster level 6 effect costs 10 * 6 * 3, or 180 gp. Payments per-day for crafting include all of the talents an NPC knows, so player characters do not have to purchase them separately if only hiring one NPC.
And I thinks it's broken... Consider Godwyn's permanent buff, above, theoretically costs 2000 gp (20 CL * 10 effective CL * 10 gp).
You can't use feats to qualify for talents, but here is what you can do:
Instead of gaining the Dirty Trick Master feat from L. Ninja, you can get the Savage Dirty Trick talent, as long as you have the Scoundrel Sphere. This way, you already meet the pre-requisites for Devastating Tricks. Also important to remember that Legendary Talents need to be allowed by the GM.
Now, if you actually want the feat instead of the talent, then you'd have to spend a talent on the Savage Dirty Trick, save GM fiat.
Unfortunately, the way the build is currently, I only get Scoundrel Sphere at L16... So I already have Dirty Trick Master.
A question about associated feats from spheres of might.
Ok, some talents have associated feats, which is to say that they count as said feat for pre-requisites. Does it work in reverse?
For example, I got Dirty Trick Master as a bonus feat (Legendary Ninja 11). Dirty Trick Master is associated with Scoundrel: Savage Dirty Trick. If I want Scoundrel: Devastating Tricks, which has a pre-requisite of Savage Dirty Tricks, do I have to spend a talent on Savage Dirty Trick, or can I substitute my Dirty Trick Master feat for that pre-requisite.
@Fury of the Tempest: I'm not really allowing sweeping template changes because it could open a whole can of worms where my adjudication is required for potentially dozens of requests.
That's fair. A shame, would have been nice to have an extra 10 talents to play around with, but I'll have to deal without it.
Might consider the Great Mind PrC, possibly in conjunction with the Boon of the Well Travelled Wanderer.
Ah, I see that I forgot to take the Lycanthropic drawback, as I hadn't even considered casting this on an ally. But now that it is brought up, I don't think that there is anything stopping him from doing so. It would just cost 4 spell points per ally.
1 spell point for blank transformation. 1 spell point for pounce. 2 spell points for Permanent Transformation.
Godwyn wouldn't charge for blessing an ally. Though assuming 5 allies, it would take him down to just 7 spell points per day for other abilities. As I see it, members of a group should help each other where possible. And spell points are there to be spent. The only consideration would be whether or not an ally would want heaven's blessing.
Ok, maybe I missed something. I thought permanent made the spell effect instantaneous; it doesn't go away (not even dispellable and could be cast years ago... maybe an anti-magic field would suppress it, but those changes could be extraordinary abilities... I don't see anything in the rules specifying it.)
And now I have found the rules for magic item creation... Down the rabbit hole I go.
Ok, I have a question about the availability and cost of sphere spellcasting services.
Godwyn Blaecwulf has the following under sphere talents:
Quote:
Alteration Sphere
**** Lingering, Permanent, Agile, Bestial Reflexes
- Dodge: The target gains a +2 dodge bonus to AC. - Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor. - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - Uncanny Dodge: The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. - Pounce
As I read that, that lets him cast a permanent blank form transformation on anyone that has 5 traits from Agile and Bestial reflexes. He has used this on himself to give himself Dodge (+2 to AC), Evasion, a +4 init bonus, Uncanny Dodge and pounce...
Can you purchase this sort of thing as a spellcasting service? How much?
Fury of a Single Blade (Su): At 8th level, when the marksman moves before making a single ranged attack with a thrown weapon, including using the Shot on the Run feat, he rolls as if he had made a full attack, although he only throws a single weapon. Roll each attack in the sequence and determine the number of attacks that successfully struck the target. If at least two of the attacks were successful, the attack deals double damage. Additional dice of damage from sources such as precision damage, weapon special abilities, or the like are not multiplied.
At 12th level, if at least three of the attacks were successful, the attack damage is multiplied by 5.
At 16th level, if at least four of the attacks were successful, the attack damage is multiplied by 7.
This does stack with Mythic Vital Strike, as he is "making a single ranged attack with a thrown weapon", and not using some other specific action (like say charging) that allows an attack as part of the action.
I think you've made some major mistakes when making your character which has boosted your numbers to where they are.
When making a gestalt character you don't add things like BAB, base saves, HD and skill ranks together you just take the highest one from one side of gestalt.
I haven't done that; I understand how Gestalt builds work.
Since it was suggested that I confirm whether the benchmarking numbers are representative of what people should build to, let me go into that a little bit. So the blue numbers in the benchmarking spreadsheet, normally considered as exceptional and optimal, are just decent in this game. Some of the tankier foes will have ACs that break 60 and one that soars all the way into the 70's (and that one can actually expend two uses of mythic power to force touch attacks to target his FULL AC, although he's definitely more vulnerable to spells since he focuses on physical defenses). Saves are generally acceptable around the 25-30 range, although something nearing 40 is probably an optimal number if you don't want to fail too many and that's the basis I operated under when designing encounters. A lot of martial foes have 50+ attack and those on the lower end are usually touch attack characters. Hopefully that all gives people an idea of the number game.
...
@Pasha
Ok, I think I need you take a long look at what my submission is starting to look like; I think have broken your benchmarks to pieces...
All saves in the 50+ range, an AC that's approaching triple digits, and an attack bonus of at least +75 (on a number of attacks in a full attack that could be over 20...) and damage of at least +46 per attack (sans power attack).
Also a pile full of special abilities, including significant spellcasting, buffing for his friend and debuffing for his enemies. A +82 to stealth... and Hide in Plain Sight, Dampen Presence, Immunity to Scent and Tremorsense.
Access to a variable suite of 13 mythic path abilities, that can be changed on a day to day basis.
And I haven't spent more than about half his starting gold, and have more than few corners to fill in...
I am currently going to down pencil on this, as I don't think it fits your game. I will see if I come up with something else.