pad300's page

2,705 posts (12,089 including aliases). No reviews. No lists. No wishlists. 37 aliases.


RSS

1 to 50 of 2,705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

GM_Panic wrote:
pad300 wrote:

@ GM_Panic

The OP has 2% of the population of London being Giblin (presumably Goblin). Are Goblins available as a race? Are Hobgoblins available as a race?

Roll a D100 if you get 01 or 02 Then yes :)

...

OK, if that's how you want to play it.

Hobgoblin or no: 1d100 ⇒ 25 high is good...


@ GM_Panic

The OP has 2% of the population of London being Giblin (presumably Goblin). Are Goblins available as a race? Are Hobgoblins available as a race?


Yeah, have fun folks, I didn't get myself organized either.


I like runes wrote:


Submissions:
Shrikkt, Arcane Trickster build.
Duskeno, kasatha double bow build.
Sumak Wildheart, vanilla shifter.
Emmet Xanderi, brawler with favorite terrain.
Rashk, monk with magic.
Guzzlah. Goblin bottle thrower.
Li Mui. Synthetist summoner with skills
Sekelkek. Druid of the dinosaur.
Radana Alaris. Archer warpriest.
Helina The Beast. Pure Barbarian.
Halfling ranger. Melee slap a lot?

Please don't forget about Nirialdar,

and a slightly revised stat block,
Here.

And note, if the party needs something tricky rather than tanky, that can be accomplished by flipping Kineticist element from Earth to Aether.


And I really shouldn't, but I like rolling dice...

Stat A: 3d6 ⇒ (1, 1, 6) = 8

Stat B: 3d6 ⇒ (5, 4, 3) = 12

Stat C: 3d6 ⇒ (6, 6, 4) = 16

Stat D: 3d6 ⇒ (6, 1, 3) = 10

Stat E: 3d6 ⇒ (4, 4, 5) = 13

Stat F: 3d6 ⇒ (6, 3, 5) = 14

Stat G: 3d6 ⇒ (6, 1, 5) = 12


GM_Panic wrote:
pad300 wrote:

1) I assume shifters and kineticist both count as magic...

2) What level of firearms are available? (Early, Advanced, Modern)

1:Yes they do,

2:early Modern, if you can find a ref from 1887 or before I will say it's available to you as long as it can be found in London

Ok, so lever action rifles (Henry Rifle, 1860) and revolvers (Colt Single Action Army, 1873), but no semi-automatics... (and Gatling Guns, 1861 - but those aren't man portable).


1) I assume shifters and kineticist both count as magic...
2) What level of firearms are available? (Early, Advanced, Modern)


I like runes wrote:

...

@pad300 A comment on your numbers: Nereid’s Grace’s bonus to AC is capped by your monk level.
...

Thanks for catching that. Should a Monk's Robe be on my future shopping list?

Revised Stat Block:

Nirialdar
CG Gathlain
Small Fey
Monk (Water Dancer) 1/Kineticist 1

Deity: The Eldest
Init +6 = +4 (Dex) +2 trait
Speed 20 ft / 30 ft flying
Low Light Vision

Defense
AC: 21 = 10+4 (dex) + 1 (NA)+1 (size) +1 (Dodge, Neried’s Grace)+4 (AC Bonus)
HP: 19 = 8 +(1d8=>5)+2*3 Con
Fort +7 = +2 Monk 1 +2 Kineticist 1+3(Con)
Ref +8 = +2 Monk 1 +2 Kineticist 1 +4(Dex)
Will +3 = +2 Monk 1 +0 Kineticist 1 +1(wis)
+2 trait vs Mind Affecting

CMD: 19=10 +1(bab)+0 (str) + 4 (dex) +1 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size

Offense

BAB : +0
Melee: Unarmed Strike, cestus, short sword
Ranged: Kinetic Blast (+0 bab +4 dex +1 small )
CMB : +0 = +0 (Bab)

Talents
Basic Hydrokinesis (Bonus, Monk 1)
Cold Blast -Kinetic Blast (Water) (Monk 1)
Basic Geokinesis (Bonus, Kineticist 1)
Telekinetic Blast - Kinetic Blast (Earth) (Kineticist 1)

Stats
Str 11 = 11 (Rolled)
Dex 19 = 17 (Rolled) +2 racial
Con 17 = 17 (Rolled)
Int 15 = 15 (Rolled)
Wis 12 = 12 (Rolled)
Cha 18= 16 (Rolled) +2 racial

Feats: (Elephant in the Room)
1st Precise Shot
Monk 1: Improved Unarmed Strike Unarmed Combatant

Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race)

Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 2 ranks + 3 trained +1 wis
Stealth 2 ranks +3 trained +4 dex +4 small
Disable Device 2 ranks +3 trained +4 dex +1 trait
Fly 2 ranks +3 trained + 4 Dex - -8 clumsy +2 small
Use Magic Device 2 ranks +3 trained +4 Cha
Intimidate 1 rank +3 trained +4 Cha
Acrobatics 1 rank +3 trained +4 dex

Background Skills (2*2 = 6 ranks)
Sleight of Hand 2 ranks +3 trained +4 dex
Handle Animal 1 rank +4 Cha
K History 1 rank + 3 trained +2 int

Languages: Common, Sylvan, Draconic (int), Goblin (int),


I like runes wrote:

...

@pad300: Gathlain sounds fine. Random question: are you planning a cute one or a badass one?

...

Nirialdar is a badass build. He's a tank: AC, HP, mobility and firepower... and will build towards clever tricks later.

If it fit the group better, he could become much more of a trickster build by switching his element (Earth >> Aether).


Nirialdar

Description:

3’2” tall (large for a gathlain – the tree-born trait), a shock of bright green hair, and male features. Clean shaven. His wings appear to be ash-wood and tobacco vines.

Background:

Nirialdar was engendered in the first world from the seed of the great Usu tree (who’s branches hold the city of Selona). After drifting far, he sprouted in small community: Baldenton, near to Emergence (the city of machines).

Nirialdar had a terrible encounter with a ghost, which is what brought forth his rare connection to the ethereal plane (which is what makes a kineticist).

Although there were none in Baldenton who could train a budding kineticist, the mage Delgrim Sneed recognized Nirialdar’s gift. It was arranged to foster Nirialdar with the Nereid Fallahandra Wavekissed (who makes her home near the Frothripper waterfall, on the Isle of Kortos). Under her tutelage (over two decades), he was able to extend his gift to the water element; she taught him the basis of the Water Dancer’s art. Having completed his apprenticeship, left with a visiting group of pathfinders (who had come to consult Fallahandra about the history of Allegro College). As fey, he had found the discipline of the monk lifestyle difficult and little to his liking (Mechanically, a change to a Chaotic rather than Lawful alignment – he is an ex monk). Also, he has begun to feel a call from a different element (earth) than the water of the Wave Dancer tradition...

He has come to Absalom with the pathfinders, and they, recognizing his unique talents, offered him the opportunity to earn membership...

Stats:

Nirialdar
CG Gathlain
Small Fey
Monk (Water Dancer) 1/Kineticist 1

Deity: The Eldest
Init +6 = +4 (Dex) +2 trait
Speed 20 ft / 30 ft flying
Low Light Vision

Defense
AC: 24 = 10+4 (dex) + 1 (NA)+1 (size) +4 (Dodge, Neried’s Grace)+4 (AC Bonus)
HP: 19 = 8 +(1d8=>5)+2*3 Con
Fort +7 = +2 Monk 1 +2 Kineticist 1+3(Con)
Ref +8 = +2 Monk 1 +2 Kineticist 1 +4(Dex)
Will +3 = +2 Monk 1 +0 Kineticist 1 +1(wis)
+2 trait vs Mind Affecting

CMD: 22=10 +1(bab)+0 (str) + 4 (dex) +4 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size

Offense

BAB : +0
Melee: Unarmed Strike, cestus, short sword
Ranged: Kinetic Blast (+0 bab +4 dex +1 small )
CMB : +0 = +0 (Bab)

Talents
Basic Hydrokinesis (Bonus, Monk 1)
Cold Blast -Kinetic Blast (Water) (Monk 1)
Basic Geokinesis (Bonus, Kineticist 1)
Telekinetic Blast - Kinetic Blast (Earth) (Kineticist 1)

Stats
Str 11 = 11 (Rolled)
Dex 19 = 17 (Rolled) +2 racial
Con 17 = 17 (Rolled)
Int 15 = 15 (Rolled)
Wis 12 = 12 (Rolled)
Cha 18= 16 (Rolled) +2 racial

Feats: (Elephant in the Room)
1st Precise Shot
Monk 1: Improved Unarmed Strike Unarmed Combatant

Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race)

Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 2 ranks + 3 trained +1 wis
Stealth 2 ranks +3 trained +4 dex +4 small
Disable Device 2 ranks +3 trained +4 dex +1 trait
Fly 2 ranks +3 trained + 4 Dex - -8 clumsy +2 small
Use Magic Device 2 ranks +3 trained +4 Cha
Intimidate 1 rank +3 trained +4 Cha
Acrobatics 1 rank +3 trained +4 dex

Background Skills (2*2 = 6 ranks)
Sleight of Hand 2 ranks +3 trained +4 dex
Handle Animal 1 rank +4 Cha
K History 1 rank + 3 trained +2 int

Languages: Common, Sylvan, Draconic (int), Goblin (int),

Class Abilities:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom Charisma (Nereid’s Grace) bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike (1d4): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Elemental Focus (Su and Sp): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
This replaces flurry of blows, stunning fist, and quivering palm.

Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
This replaces the bonus feat the monk normally gains at 1st level.

Unarmed Strike: A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level).

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su) (Earth): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
2nd: Elemental Whispers - Hedgehog

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

1st: Extended Range

Race Abilities:

+2 Dexterity, +2 Charisma, –2 Constitution: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile.
Fey: Gathlain are fey.
Small: Gathlains 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 CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Normal Speed: Gathlains have a base speed of 30 feet and a fly speed of 40 feet (poor maneuverability).
Tree-Born: Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). This replaces the penalty to Constitution and alters speed.
Low-Light Vision: Gathlains can see twice as far as humans in dim light.
Natural Armor: Gathlains have a +1 natural armor bonus.
Spell-Like Abilities: 1/day—entangle, feather step (caster level equals the gathlain’s character level).
Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.

FCB: Kineticist
Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies). 1*(1/6) = 0

Equipment, 60 gp:

Magic Items: Wayfinder

Weapons (15 gp): Cestus (5 gp), Short Sword (10 gp)
Armor (0 gp):
Equipment (37.46 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Wandermeal 5 days (5 cp), 2 Sunrods (2gp), Thieves’s Tools (30 gp)

7.54 gp

Build Development:

Kin 2: Elemental defense (Shroud of Water), utility wild talent (Elemental Whispers – Hedgehog),
Kin 3: Elemental overflow +1, infusion (Kinetic Blade)
Kin 4: Utility wild talent (Earth Climb)
Kin 5: Infusion (Entangling Infusion), infusion specialization 1, metakinesis (empower)
Kin 6: Elemental overflow +2, internal buffer 1, utility wild talent (Tremorsense), FCB: Gather Power +1
Kin 7: Expanded element (Earth, Metal Blast, Kinetic Cover)
Kin 8: Infusion specialization 2, utility wild talent (Expanded Defense, Flesh of Stone)
Kin 9: Elemental overflow +3, infusion (kinetic whip), metakinesis (maximize)
Kin 10: Utility wild talent (Earth Glide)
Kin 11: Infusion(Wall), infusion specialization 3, internal buffer 2, supercharge
Kin 12: Elemental overflow +4, utility wild talent (Shimmering Mirage) FCB: Gather Power +2


So that's 11, 12, 16, 17, 15, 17.

Gathlain allowed?


Dot

Stat A: 5d6 ⇒ (3, 2, 3, 1, 3) = 12

Stat B: 5d6 ⇒ (4, 4, 3, 4, 4) = 19

Stat C: 5d6 ⇒ (5, 3, 6, 5, 5) = 24

Stat D: 5d6 ⇒ (6, 6, 5, 1, 4) = 22

Stat E: 5d6 ⇒ (1, 4, 6, 5, 4) = 20

Stat F: 5d6 ⇒ (3, 6, 5, 6, 3) = 23

Reroll A: 1d6 ⇒ 5

Reroll D: 1d6 ⇒ 3

Reroll E: 1d6 ⇒ 2


@Nightmare Knight

Are the retraining rules in play?

Why:

I am thinking an apprentice sleepless detective. Build is Arcane Trickster, starting with U-Rogue 1>Wizard3>AT X, but at a later date, taking Sleepless Detective 1 and re-training the U-rogue to Wiz...


brvheart wrote:
pad300 wrote:
brvheart wrote:
pad300 wrote:
[dice=HP]5d10
Have not forgotten about you, just doing one at a time! Will try and finish this morning after I do the evoker

No problem, here is a relatively complete version of:

The Monkeyman (and Tweeter the monkey), Victor Nesteruk

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I have no issues with any of this, but you might consider a mount to carry some of your gear! The monkey isn't going to be of any help there. The handu haversack helps, dot gameplay and join discussion.

We have ourselves a party! Meet everyone on the dock in Zelkor's Ferry. Not sure what they are going to say about the goblin and the half-orc but they will let them de board!

I missed this, sorry, I will get an alias up ASAP.

I haven't actually done the math on encumbrance; what did you end up with from Herolab?


Ok, I rolled for this, way back when, but apparently didn't get myself sufficiently organized to submit, so I'm gonna re-use that...

pad300 wrote:

dot

[dice=Things I probably shouldn't do]4d6

edit: so that's 18, 16, 14, 13, 11, 8 before racial mods...


brvheart wrote:
pad300 wrote:
[dice=HP]5d10
Have not forgotten about you, just doing one at a time! Will try and finish this morning after I do the evoker

No problem, here is a relatively complete version of:

The Monkeyman (and Tweeter the monkey), Victor Nesteruk

Description:

A one handed man with a monkey on his shoulder.

23 years old, ½ orc male. 6’ even, and 156 lbs, skin and bones. There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows. Steel cap over the stump of his left hand (over a handkerchief). Has five visible daggers sheathed in various places

The monkey on his shoulder is small, about 10 inches tall, and dressed up in a lamellar cuirass and a heavy wooden shield.

Background:

Victor was born in Exeter province, to Kizziar (his dad) and Tevaga (his mom); he is a second generation 1/2 orc. He has four siblings (Tsadok (older brother), Davor (younger brother), Makoa (youngest brother), and his older sister Zeljka). The family lives in a small town south of Albor Broce.

He lost his left hand to the jaws of a ghoul when he was 7, but was rescued by his uncle Makoa (yes, his younger brother was named after his uncle). Uncle Makoa, a shaman, was also the one who gave Victor his tribal tattoos, and taught him the shaman’s principles which let him take Tweeter as a familiar.

He has fought witches in the Sundered Kingdoms (where he took his athame; he says it’s the best blade he ever owned). Since then, he’s been lured northwards by the stories of unbelievable wealth in Rappan Athuk

Stats:

The Monkeyman (and Tweeter the monkey), Victor Nesteruk
CG Male Half-Orc
Swashbuckler (Flying Blade) 5, Ranger (Trapper) 1

Deity: Tykee
Init +7 = +5 (Dex) +2 swashbuckler’s init
Speed 30 ft
Darkvision 60 ft

Defense
AC: 22 = 10+5 (dex) +4 (armor) +1 armor enhancement +1 shield + 1 dodge (nimble)
HP: 54 = 10 + (5d10=>(9, 6, 10, 2, 7) = 34) +5*2 Con
Fort +9= +2 Ranger 1 +1 Swashbuckler 5 +2 (Con) +2 resistance +2 luck (sacred tattoo)
Ref +15 = +2 Ranger 1 +4 Swashbuckler 5 +5 (Dex) +2 resistance +2 luck (sacred tattoo)
Will +7 = +0 Ranger 1 +1 Swashbuckler 5 +2 (wis) +2 resistance +2 luck (sacred tattoo)
+ Charmed Life
+1 trait vs charm and compulsion
+2 trait vs Mind Affecting

CMD: 22 =10 +6(bab)+0 (str) +5 (dex) +1 (dodge, Nimble)

Offense

BAB : +6
Melee: Athame +14 (+6 Bab +1 WF +1 FB training +1 enhancement +5 dex ) / 1d6 + 12 (5 dex +5 precise strike+1 enhancement +1 FB training)
Ranged: Dagger +13 (+6 Bab +1 WF +1 FB training +5 dex) / 1d4+11 (5 dex +5 precise strike+1 FB training)
CMB : +0 = +6 (Bab)

Stats
Str 10 = 10 (0 pts)
Dex 21 = 16 (10 pts) +2 racial +1 lvl 4 +2 enhancement
Con 14 = 14 (5 pts)
Int 10 = 10 (0 pts)
Wis 14 = 14 (5 pts)
Cha 14 = 14 (5pts)

Feats:

1st Extra Traits
Weapon Finesse: light or one-handed piercing melee weapons (Swashbuckler 1)
3ed Weapon Focus (Dagger/Athame)
Quickdraw (Bonus Feat: Swashbuckler 4)
5th Slashing Grace
Improved Critical: Daggers & Starknives (Flying Blade 5)
7th Point Blank Shot
9th Rapid Shot
??? (Bonus Feat: Swashbuckler 8)
11 th ????
13th Signature Deed – Disrupting Counter
Combat Reflexes (Bonus Feat: Swashbuckler 12) [/s]

Traits:
Monkey Hand (101 Pirate and Privateer Traits, pg 7): You are missing an arm; you cannot wield a weapon that requires two hands but you suffer no penalties when spellcasting. You gain a monkey as a familiar as if you were a wizard with a class level equal to your character level. This monkey assists you in key ways for most two handed tasks so that you suffer no penalties such an opening locks and climbing. If you have other means (such as from your class) to gain a familiar, the monkey from his trait takes the place of that familiar (you cannot have two).

Fools For Friends (Campaign)
Fate’s Favored (Religion)
Deathtouched (race)

Skills 26 =1*6+5*4 +6*0 (int) /lvl) (Ranks, NOT INCLUDING ACP)

Perception 6 ranks + 3 trained +2 wis (+1 trapfinding vs traps)
Stealth 6 ranks + 3 trained +4 dex
Disable Device 6 ranks + 3 trained +4 dex (+1 trapfinding vs traps)
Acrobatics 6 ranks + 3 trained +4 dex +3 familiar
Survival 1 rank +3 trained +2 wis (track +1)
Climb 1 rank +3 trained +0 str

Languages: Common,

Class Abilities:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex) (Undead): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)(+1): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Flying Blade Training (Ex): At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
Every 4 levels thereafter, the bonus on attack and damage rolls increases by 1, and the range increment increases by 5 feet. This ability replaces swashbuckler weapon training.

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Shaman Enhancement: Certain half-orcs know rituals to enhance the strength and brutality of their allies. These half-orcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FCB: Swashbuckler = Human X5 = +1.25 panache

Equipment (16000 gp):

Magic Items (10075 gp): Handy Haversack (2000 gp), + 2 cloak of resistance (4000 gp), Belt of Incredible Dexterity +2 (4000 gp), Ioun Torch (75 gp), Feather Token (Tree) 400 gp

Weapons (2313): Athame +1 (2305) (Cults of the Sundered Kingdom, pg 44), 4 daggers (8 gp)
Armor (2186): Darkleaf Leather Lammellar Armor +1 (1810 gp), MW Darkwood Buckler (205 gp), Tiny Leather Lamellar Cuirass Barding (7.5 gp), Tiny Darkwood Heavy Shield (163.5 gp)
Equipment (139.21 gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Pomander (12 gp), Ear trumpet (with worm screen) 10 gp, MW Thieves Tools (100 gp), Whetstone (2 cp), Spring-Loaded Wrist Sheath (5 gp)
Alchemy (585 gp): Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin X 2 (100 gp), Alchemist’s Fire X2 (40 gp), Ghast Retch Flask X5 (250 gp), Shard Gel X3 (75 gp),
301.79 gp

Tweeter, the monkey:

Monkey Familiar (Protector Archetype)

HD: 6
HP: 27
BAB: +6

N Tiny animal
Init +2; Senses low-light vision; Perception +10
Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size +3 NA +1 Armor + 1 Shield)
Fort +3, Ref +9, Will +2
Offense
Speed 30 ft., climb 30 ft.
Melee bite +9 melee (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 3, Dex 17=15+2 (shaman enhancement), Con 10, Int 8, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +17, Climb +14, Perception +10; Racial Modifiers +8 Acrobatics

Equipment: Tiny Leather Lamellar Cuirass Barding, Tiny Darkwood Heavy Shield

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.[s]

[s]Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
This replaces alertness and improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
This replaces deliver touch spells and speak with animals of its kind.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


HP: 5d10 ⇒ (9, 6, 10, 2, 7) = 34


All right, a front line type... This is the mechanical skeleton of the Monkeyman:

Stats:

The Monkeyman (and Tweeter), ***
CG Male Half-Orc
Swashbuckler (Flying Blade) 5, Ranger (Trapper) 1

Deity: ???
Init +6 = +4 (Dex) +2 swashbuckler’s init
Speed 30 ft
Darkvision 60 ft

Defense
AC: 19 = 10+4 (dex) +4 (armor) +1 shield + 1 dodge (nimble)
HP: 11 = 10 + 5d10 +5*2 Con
Fort +7 = +2 Ranger 1 +1 Swashbuckler 5 +2 (Con) +2 resistance
Ref +12 = +2 Ranger 1 +4 Swashbuckler 5 +4 (Dex) +2 resistance
Will +5 = +0 Ranger 1 +1 Swashbuckler 5 +2 (wis) +2 resistance
+ Charmed Life

CMD: 21 =10 +6(bab)+0 (str) +4 (dex) +1 (dodge, Nimble)

Offense

BAB : +6
Melee:
Ranged: ???
CMB : +0 = +6 (Bab)

Stats
Str 10 = 10 (0 pts)
Dex 19 = 16 (10 pts) +2 racial +1 lvl 4
Con 14 = 14 (5 pts)
Int 10 = 10 (0 pts)
Wis 14 = 14 (5 pts)
Cha 14 = 14 (5pts)

Feats:

1st Combat Reflexes
Weapon Finesse: light or one-handed piercing melee weapons (Swashbuckler 1)
3ed Weapon Focus (??? Dagger/Athame???)
Quickdraw (Bonus Feat: Swashbuckler 4)
5th Slashing Grace
Improved Critical: Daggers & Starknives (Flying Blade 5)

Traits:
Monkey Hand (101 Pirate and Privateer Traits, pg 7): You are missing an arm; you cannot wield a weapon that requires two hands but you suffer no penalties when spellcasting. You gain a monkey as a familiar as if you were a wizard with a class level equal to your character level. This monkey assists you in key ways for most two handed tasks so that you suffer no penalties such an opening locks and climbing. If you have other means (such as from your class) to gain a familiar, the monkey from his trait takes the place of that familiar (you cannot have two).

Fools For Friends (Campaign)

Skills 26 =1*6+5*4 +6*0 (int) /lvl) (Ranks, NOT INCLUDING ACP)

Perception 6 ranks + 3 trained +2 wis (+1 trapfinding vs traps)
Stealth 6 ranks + 3 trained +4 dex
Disable Device 6 ranks + 3 trained +4 dex (+1 trapfinding vs traps)
Acrobatics 6 ranks + 3 trained +4 dex +3 familiar
Survival 1 rank +3 trained +2 wis (track +1)
Climb 1 rank +3 trained +0 str

Languages: Common,

Class Abilities:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex) (????): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)(+1): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Flying Blade Training (Ex): At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw.
Every 4 levels thereafter, the bonus on attack and damage rolls increases by 1, and the range increment increases by 5 feet. This ability replaces swashbuckler weapon training.

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Shaman Enhancement: Certain half-orcs know rituals to enhance the strength and brutality of their allies. These half-orcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FCB: Swashbuckler = Human X5 = +1.25 panache

Equipment (16000 gp):

Magic Items: Handy Haversack (2000 gp), + 2cloak of resistance (4000 gp)

Weapons: Athame +1 (2305) (Cults of the Sundered Kingdom, pg 44)
Armor: Darkleaf Leather Lammellar Armor +1 (1810 gp), MW Darkwood Buckler (205 gp), Tiny Leather Barding (5 gp), Tiny Darkwood Heavy Shield (163.5 gp)
Equipment (??? gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Pomander (12 gp),, Ear trumpet (with worm screen) 10 gp
Alchemy (??? gp): Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin X 2 (100 gp), Alchemist’s Fire X2 (40 gp), Ghast Retch Flask X3 (150 gp), Shard Gel X3 (75 gp),

Tweeter, the monkey:

Monkey Familiar (Protector Archetype)

HD: 6
HP: ???
BAB: +6

N Tiny animal
Init +2; Senses low-light vision; Perception +10
Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size +3 NA +1 Armor + 1 Shield)
Fort +3, Ref +9, Will +2
Offense
Speed 30 ft., climb 30 ft.
Melee bite +9 melee (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 3, Dex 17=15+2 (shaman enhancement), Con 10, Int 8, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +17, Climb +14, Perception +10; Racial Modifiers +8 Acrobatics

Equipment: Tiny Leather Barding, Tiny Darkwood Heavy Shield

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
This replaces alertness and improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
This replaces deliver touch spells and speak with animals of its kind.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Obviously, his equipment is incomplete, and there are other bits to fill in, but I thought I had better put a marker down.

Some questions for Brvheart:
1) The Athame weapon (pg 44, Cults of the Sundered Kingdom), is it similar enough to a dagger to be used with class abilities intended to be used with daggers?

2) Any suggestions for a ranger's favored enemy?


1) Drawback for an extra trait allowed?

2) Are we playing with the background skills option?


@Brvheart, is Okayo Corsair Archetype on your list of acceptable archetypes?


brvheart wrote:
Who is interested in Starting this RA game again?

RA is always horrible fun, so yeah, interested. But what level? Also, what source list (you usually have restrictions...)?


Interested


Have a good game folks!


Good luck to everyone. I am somewhat surprised that we only ended up with 15 applicants...


Toral Troutickler

Description:

3’3” tall, brown hair, green eyes, clean-shaven. Complexion is youthful, but slighly weathered from a lot of time spent outdoors. Looks almost like a human child, 9 or 10 years old. He is actually 50 years old. He has a white scar on his left cheek (it has been there since birth), that looks like an animal fang. (This is his Aasimar feature)

Background:

Toral is thirdborn to Boram and Marra Troutickler, in the town of Galduria. He had an older brother Miro. He has two sisters Rilka (older), and Etune (younger). His family are halflings, but somewhere in the woodpile, there is a celestial, as Toral is an aasimar.

Toral was born in a small village (Two Deers), but halfling luck let Troutickler family escape (save for Miro unfortunately) when a giant raiding party levelled the place. They moved on to Galduria with little but the clothes on their back... The family is poor, but Marra is a good baker, and Boram a hard worker, so they got by.

Toral is blessed with a rare connection to the ethereal plane (which is what makes a kineticist), and was perhaps even luckier when his family moved to Galduria (following the giant’s raid). One of the mages (Delgrim Sneed) at the Twilight Academy recognized his gift, and was able to arrange for Toral to be fostered with the Nereid Fallahandra Wavekissed (who makes her home in Ember Lake). Under her tutelage (over two decades), he was able to extend his gift to the water element; she taught him the basis of the Water Dancer’s art. However, he found the discipline of the monk lifestyle difficult and little to his liking (Mechanically, a change to a Neutral rather than Lawful alignment – he is an ex monk). Also, he has begun to feel a call from a different element than the water of the Wave Dancer tradition...

After his apprenticeship, he has left the lake and come Sandpoint, seeking to use his gifts and avenge his family against giant-kind...

Stats:

Toral Troutickler
NG Male Aasimar (formerly lawful good)
Monk (Water Dancer) 1

Deity: Iomadae
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC: 19 = 10+2 (dex) +1 (size) +3 (Dodge, Neried’s Grace)+3 (AC Bonus)
HP: 11 = 8 +1*3 Con
Fort +10 = +2 Monk 1 +3 (Con)
Ref +8 = +2 Monk 1 +2 (Dex)
Will +4 = +2 Monk 1 +1(wis) +1 trait
+1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
acid resistance 5, cold resistance 5, and electricity resistance 5.

CMD: 17=10 +0(bab)+0 (str) + 2 (dex) +3 (Dodge, Neried’s Grace)+3 (AC Bonus) – 1 size

Offense

BAB : +0
Melee: unarmed strike, cestus, shortsword
Ranged: Kinetic Blast ( +2 dex +1 size +1 PBS, 1d6+1+1 pbs)
CMB : +0 = +0 (Bab)

Talents
Basic Hydrokinesis (Bonus, Monk 1)
Element water; Type utility (Sp); Level 1; Burn 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
Cold Blast -Kinetic Blast (Water) (Monk 1)
Element water; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage cold
You emit a beam of utter cold to freeze a single foe.

Stats
Str 9 = 9 (-1 pts)
Dex 14 = 14 (5 pts)
Con 16 = 14 (5 pts)+2 racial
Int 12 = 12 (2 pts)
Wis 13 = 12 (2 pts)
Cha 16 = 12 (2 pts) +2 racial +2 variant aasimar ability

Feats:
1st Point Blank Shot
Monk 1: Improved Unarmed Strike
3ed Precise Shot

Traits: Giant Slayer (Campaign), Purity of Faith (religion, Iomadae)

Skills 1*(4+1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Perception 1 ranks + 3 trained +1 wis +1 trait
Stealth 1 ranks +3 trained +2 dex +4 small
Intimidate 1 ranks +3 trained +3 cha
Acrobatics 1 ranks +3 trained +2 dex
Sense Motive 1 ranks +3 trained +1 wis +1 trait

Background Skills (1*2 = 1ranks)
Sleight of Hand 1 ranks +2 dex
Perform (Dance) 1 ranks +3 trained +3 Cha

Languages: Common, Sylvan(int),

Class Abilities:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom Charisma (Nereid’s Grace) bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike (1d4): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Elemental Focus (Su and Sp): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
This replaces flurry of blows, stunning fist, and quivering palm.

Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
This replaces the bonus feat the monk normally gains at 1st level.

Unarmed Strike: A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level).

Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Race Abilities:

Aasimar (Idyllkin)

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated.
Ability Modifiers +2 Con, +2 Cha

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Small: Small creatures 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. Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Alternate Skill Modifiers Handle Animal, Survival

Spell-Like Ability: Aasimars can use [s]daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Alternate Spell-Like Ability Idyllkin gain summon nature’s ally II as a spell-like ability.[/s]

Variant Aasimar Abilities: Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace an aasimar's spelllike ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.
90 You gain an additional +2 racial bonus to your Charisma score.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

FCB: Kineticist (Human)

0*(1/6) = 0

Equipment (60 gp):

Weapons (15 gp): Cestus (5 gp), Short Sword (10 gp)
Armor (0 gp):
Equipment (17.56 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp), Wandermeal 5 days (5 cp), 2 Sunrods (2gp)

27.44 gp

Future Development:

Follow on levels will be Kineticist.


age: 8d6 ⇒ (2, 4, 6, 6, 2, 1, 4, 5) = 30

variant aasimar abilities: 1d100 ⇒ 90

aasimar features: 1d100 ⇒ 30


@GM Nightmare Knight,
Standard Starting Cash? (3000 gp at 3ed lvl)


@GM Nightmare Knight,
I submitted
Arronus Triari
previously in this recruitment. However, that build is in use elsewhere right now, so, if you don't mind, I will come up with another build.


Rolling some dice is always fun...

Ability A: 1d4 + 10 ⇒ (2) + 10 = 12

Ability B: 1d4 + 10 ⇒ (4) + 10 = 14

Ability C: 1d4 + 10 ⇒ (3) + 10 = 13

Ability D: 1d4 + 10 ⇒ (3) + 10 = 13

Edit:
So 18, 14, 13, 13, 12, 8

Let me think...


Dot for interest, although I may not have the bandwidth available.


The Search Posts function does not appear to be functioning properly; it is not finding stuff it should:

This shows all my posts under the pad300 alias..
If I use the search function for "Diamond Lake", I get THIS PAGE

But I have made at least one post where the phrase "Diamond Lake" is in the text:

POST A, in the background spoiler.

Another example
THIS is a campaign thread I am participating in. I wanted to find out if we had heard an NPC's name before, so I searched "Andaisin" and get
THIS PAGE

I know there are posts in thread with the name Andaisin in them:

POST A (inside the spoiler)

POST B

POST C

There may be more in thread (IIRC we have heard that name before), but I can't find them with this search engine.


GM Spazmodeus wrote:

Ok.

I'll do it. After having to shut down my own age of worms campaign a while back, it's been an itch I can't scratch.

I'll review those of you not chosen for GM Slayde's game and let you know. On that note, GM Slayde....there's a spot reserved for you should you want it.

Al

Happy to see you step up to the plate. Yes, I am still interested...


Have a fun game!


Armond Caydenson

Background:

Armond was born in Korvasa, to Ilsa Zeferrin a “barmaid” (and whore), whose who’s alchemical protections failed her with a customer. He has never met his father (a visitor from the Meirani Forest); thus the surname Caydenson. She ended up leaving the world’s oldest profession as she got older, becoming a seamstress. She did not marry afterwards; things were tight while Armond grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew the attention of a disreputable drunk; the sage Ricabbede Vospiculus. Armond 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.
Much of the treasure from the initial looting of the Cain Hills made it to Korvosa, where Riccabede has significant contacts earned with his esoteric skills (object reading). He has been allowed to examine some of the artifacts that were found. Among these artifacts was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede).
Mauro can feel the power of the coin, and is convinced the coin holds more secrets to be unlocked…He values the silver coin greatly, and keeps it held against his skin, typically under gloves or his cestus. He is also convinced there are more such relics still to be found in the Cairn Hills (as most objects of occult significance are not lootable treasure in their own right, and are difficult to identify without psychic senses...)
Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Diamond Lake and found a position as clerk to Dietrick Cicaeda, the town cartographer. (This position is particularly of interest to Armond as it allows him to look at Diamond Lake’s historical records of the cairns opened, including where they are.). Since he has come to Diamond Lake, he has been having disturbing dreams of writhing things rising in the dark...

What Armond doesn’t know: how old that silver coin is. It’s actually one of a pair of funeral coins that were placed on the eyes of a ranger who fell fighting against Kyuss when he first rose to power, millenia ago. The coin is actually haunted by the spirit of said ranger, who is attempting to warn Armond about the threat posed by the coming ages of worms (thus the dreams).

Motivation:

Armond has come to the Cairn Hills on the theory that there are still items of occult significance in the Cairns, which could 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 (29 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. Blonde hair, piercing green eyes, no facial hair. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of brown skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

In a single word: 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:

Mauro Ocella
N Male ½ Elf
Occultist 1 (Haunt Collector)
Init +2 (dex)
Speed 30 ft
Low Light Vision

Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 8 + 2 (con) = 10
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +3 = +2 Occultist + 1 Wis

CMD 16 = +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 +4Str
Spells Prepared
L0 (DC 13, *): Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 14 (5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 16 = 16 (10 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)

Feats:
Skill Focus: Perception (adaptability):
Extra Mental Focus (1st)

Traits:
Armor Expert (Combat),
Pragmatic Activator (Magic)

Skills (4+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+11 = 1 rank +3 trained +1 wis +2 racial +4 Skill Focus)
Spellcraft (+7 = 1 ranks +3 trained +3 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+7 = 1 ranks +3 trained +3 Int (pragmatic activator))
Stealth (+6 = 1 ranks +3 trained +2 Dex)
K Arcana (+6 = 1 ranks +3 trained +3 int)
K Religion (+7 = 1 ranks +3 trained +3 int)

Background Skills (2/lvl) (Ranks, skill roll)
K History (+7 = 1 ranks +3 trained +3 int)
Appraise (+7 = 1 ranks +3 trained +3 int)

Occult Skill Unlocks (Appraise, Perception)

Languages: Common, Elven, Undercommon (int), Aklo(int), Draconic (int)
FCB: Occultist (Elf), +0.5 points of mental focus* 1 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 : 6 (1 lvl + 3 int + 2 feat +0.5 FCB),

Necromancy Implement – Funeral Coin (3 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)

Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)

Racial 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).

Equipment (140 gp):

Weapons (27 gp): Cestus (5 gp) Longsword (15 gp), 6 Chakrams (6gp), sling (0 gp), 20 bullets (1 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (33.11 gp): Explorer’s 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),
22 gp, 8 sp, 9 cp

Future Mechanical Development:

Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th
At 2nd level, his Necromantic Instrument will become a Haunted Implement with the Champion Spirit.


Dot For interest.

This does sound a bit like a recruitment that didn't go anywhere a couple of years back...


So who's in?

Submissions:

Godwyn Blaecwulf - Grumbaki.

Corwin Vossar - TheWaskally

Jasper Jade - Shajnal

Erebechi Bol Kon - pad300, part 1
Erebechi Bol Kon, part 2

Tuk Nimbleguts - Spazmodeus

Lucien Reich - Kaouse

Celima - Maniacwyrm

Mareena Luzie - Lapyd

Aros - Evindyl

Ophellia (Partial character sheet) - Smiles-a-lot

Seth86 had a character concept, but I haven't found links to the character sheet...


Not sure how "old" (in D&D terms) the various people in this thread are, but I have the first edition Greyhawk folio...
With that said, Age of Worms is a reference to something other than worms or wyrms.

This is a hint:

K(Religion) is going to be skill the party should have an expert in.


Erebechi Bol Kon, revised background with new names...

Background:

When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Nkechinyere) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters (Chiamaka, and Kianga, twins, 11 years old) presumably among them. He made a pyre of the dead, and then set off in pursuit...

The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn...

He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...


DM Slayde wrote:
pad300 wrote:

@DM Slayde, a couple of questions about traits:

1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
Trap Finder, Finding Haleen

2) Is a Drawback allowed for an extra Trait?

I'm going to say no to both of these. In regards to campaign traits from other APs, there is just really no way to incorporate them into your backstory unless you are playing that ap. Haleen doesn't exist in AoW so how would trying to find her work for your backstory? Campaign traits are supposed to tie you into the story, give you a reason for being there. I couldn't find a set of campaign traits I liked that did that and that's why there are none in the players guide

For drawbacks, I'm just not a fan of them. They are too situational and are often forgotten. I think paizo really missed the mark with them. They really should have been like 3.5 flaws

Thank you for the quick reply.


@DM Slayde, a couple of questions about traits:

1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
Trap Finder, Finding Haleen

2) Is a Drawback allowed for an extra Trait?


EltonJ wrote:
pad300 wrote:
...
Wow, that's extremely sufficient. What I get is that your character are after some slavers that took your people, including your daughters. Is that correct?

Yep. But right now he has a problem.

In the wilds, he could follow the slavers, no problem. He was able make his way through, and get the information he needed in Port Nyanzaru with magic and few judicious threats to eat people from the feet up... He can't play that game in Athkatla. He needs help from someone who has the skill to play in an urban environment, to find wherever his daughters got shipped off to...

Also, I really need to put names on his daughters, but I wasn't getting anywhere with Chultan girl's names... I don't really like the name I came up with for his wife, so that may change as well.


Here's Erebechi Bol Kon, a Chultan import...

Description:

Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard, with mild greying. Is rapidly wandering towards middle aged (33 years old).

Demeanour:

Quiet, depressed and angry. If and when he catches up to the slavers, folks are gonna get hurt!

Background:

When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Ufala) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters presumably among them. He made a pyre of the dead, and then set off in pursuit...

The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn...

He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...

Stats:

Erebechi Bol Kon

CG Male Human
Druid (Saurian Shaman) 10
Deity: Ubtao
Init +3 = +2 dex +1 competence (ioun stone)
Speed 30 ft

Defense

AC: 22 = 10+3(dex) + 6 (armor) +1 (Armor Enhancement) + 2 (Shield)
HP: 96 = 8 + (9d8 ⇒ (6, 7, 2, 8, 6, 7, 1, 4, 7) = 48) +10*3 Con + 10 FCB
Fort +7 Druid 10+3 (Con) +3 (Resistance)
Ref +3 Druid 10+3 (Dex) +1 (Snake Blood) +3 (Resistance)
Will +7 Druid 10+6 (wis) +3 (Resistance)
+2 Fort vs Poison (Snake Blood)

CMD: 20 = 10 +7 (bab)+0 (str) + 3 (dex)

Offense

BAB : +7
Melee: Natural Attacks
Ranged: Sling, Spells
CMB : +7 BAB+0 str

Stats
Str 12 = 12 (2 pts)
Dex 16= 14 (5pts) +2 Enhancement
Con 16 = 14 (5 pts) +2 Enhancement
Int 14 = 12 (2 pts)
Wis 23 = 15 (7 pts)+2 racial +1 lvl 4 +1 lvl 8 +4 Enhancement
Cha 9 = 9 (-1 pts)

Feats:
Spell Focus (Conjuration) (Human Bonus)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Vaporous Potion (Lvl 1)
When you brew a potion, you can brew it in such a way that when exposed suddenly to air and force, it diffuses into a cloud of vapor that can be inhaled. The potion can still be consumed normally, but it can also be delivered by throwing it at another creature as a splash weapon. The potion vial has a range increment of 10 feet and is considered an improvised weapon. On impact, the vial breaks and a cloud of barely visible potion vapor fills the square it lands in (this vapor does not obscure normal sight in any way). If a creature is in that square, it gains the benefits of the potion immediately as though it had imbibed the potion.
Otherwise, the vapor persists for 1d3+1 rounds in only that square before dissipating, and the first creature to enter the square before the vapor dissipates gains the potion’s benefits. A creature entering the vapor’s space can hold its breath to refrain from inhaling the potion. No more than one creature can benefit from a potion’s vapor, and if more than one creature is in the potion’s space after it is thrown, the potion is wasted and has no effect. The thrown potion deals no damage to creatures or objects it hits. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.

Augment Summoning (Lvl 3)
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Craft Wondrous Item (Lvl 5)
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Natural Spell (Lvl 7)
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

Superior Summoning (Lvl 9)
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Vital Strike (Saurian Shaman 9 Bonus Feat)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Traits:
Snake Blood (Regional Feat): The taint of the Yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more – or less – than entirely human. You gain a +2 bonus on fortitude saves vs poison, and a +1 bonus on all reflex saves
Finding Haleen (Campaign):
(Druid) This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

Skills (10*(4+1 int +1 human+1 Finding Haleen) /lvl) (NOT INCLUDING ACP)
Perception 10 rank +3 trained +6 wis
K Nature 10 rank +3 trained +1 int +2 Nature Sense
Survival 10 rank +3 trained + 6 Wis +2 Nature Sense

Spellcraft 10 ranks +3 trained +1 int
Heal 10 ranks +3 trained + 6 wis
Fly 5 ranks +3 trained + 3 dex
Swim 4 ranks +3 trained + 1 str
Stealth 4 ranks + 3 Dex
Sense Motive 3 ranks +6 wis
Intimidate 3 ranks
Diplomacy 1 rank

Background Skills (10*2 = 20 ranks)
Profession (Herbalist) 10 rank +3 trained +4 wis
Linguistics 1 rank
Handle Animal 6 ranks + 3 trained + 0 Cha
K Geography 3 ranks +3 trained +1 int

Languages: Common, Chuultan, Sylvan (int), Druidic (class), Thorass (Linguistics)

FCB: +1 HP * 10 + 1 Skill Point * 10 (Finding Haleen)

Class Abilities:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. (Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.)

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. (She can apply the young template to any reptile/dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.)

Wild Shape (Su) (12th level Dinosaurs, 8th level all others, 3/day +1 vestements +2 dinosaur shapes): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. This ability replaces wild shape.
At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

Race Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Equipment (62000 gp, ):

Magic Items
8750 (CWI) Shifter’s Headband of Wisdom +4
5000 (CWI) Belt of +2 Con +2 Dex
16700 +1 Wild Agile Breastplate (Dragonhide)
1000 (CWI) Handy Haversack
4500 (CWI) Cloak of Resistance +3
1875 (CWI) Druid’s Vestment
3500 Ring of Eloquence
8000 (CWI) Amulet of Mighty Fists +1 Guided
4250 (CWI) Triceratops Helm (Renamed Helm of the Mammoth Lord)
2500 (CWI) Polymorphic Pouch
2250 (CWI) Cauldron of Overwhelming Allies
250 (CWI) Cracked Dusty Rose Prism Ioun Stone
375 (CWI) Snapleaf
750 Wand of Cure Light Wounds
200 (CWI) Feather Token: Tree

(59900)

Armor:
Darkwood Heavy Shield (257 gp)
Weapons:
Sling, 20 bullets

Gear
bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), trail rations 10 days (5gp) , belt pouch(1 gp), , String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp) , mess kit (2 sp), spell component pouch ( X2, 10 gp), waterskin (X2, 2 gp), mess kit (2 sp), Mistletoe Divine Focus ( X2), Healer’s Kit (50 gp), Hanging Tent (20 gp)

31 gp in assorted coinage
1000 gp in assorted raw gems


Dot


HP: 9d8 ⇒ (6, 7, 2, 8, 6, 7, 1, 4, 7) = 48


@Elton, can you give us some idea of what the adventure is about? What are we doing? This enables writing backgrounds that justify our participation/interest in the adventure... (Eg. if we're fighting slavers, a PC could have escaped slavery, and thus is carrying a grudge....)


@Slayde77, recruitments what have come before (and which you might want to borrow stuff from if you're making a player's guide.)

https://paizo.com/campaigns/v5748p75ivlsn/recruiting#

https://paizo.com/campaigns/v5748p75ivlt9/recruiting&page=1


shajnal wrote:
pad300 wrote:
DM DoctorEvil wrote:
Since it appears AoW is the fan favorite, is there any interest in playing RotRL for PF2?
I don't particularly like PF2; a PF1 version would be much more of interest.
PF2 is ,I think, suited to PbP much like dmd 4e was, with spells and effects and conditions short, well-defined, and with very "gamey" mechanics with resists at the start/end of the turn.

Well suited it may be... But that doesn't mean I like it as a game. I am not well fond of fourth and fifth edition either.


DM DoctorEvil wrote:
Since it appears AoW is the fan favorite, is there any interest in playing RotRL for PF2?

I don't particularly like PF2; a PF1 version would be much more of interest.


@Elton, is arcane magic illegal in your version of Amn (unless, of course, you're a member of the cowled wizards)? If yes, does Alchemy count as arcane casting?


Amn overview.

Athkatla overview.