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About polyfrequencies

Games I GM
Crypt of the Everflame (Table Tavern) [Narrative Sample] [Combat Sample]
Crypt of the Everflame (Table Misfit) [Narrative Sample] [Combat Sample]
Iron Gods: Forged into Legends
Rise of the Runelords: Chosen of Sandpoint

Characters Involved in Campaigns
Brental Fenson: N Male Archon-Blooded Aasimar Green Faith Initiate (Druid) [Sample 1] [Sample 2] [Sample 3] [sample 4]
Gaius Ignatius V: LN Male Vitolian Human Arcane Duelist (Bard), Marshal-Archmage [Sample 5] [Sample 6]
Carmelia Torvé: NE Female Sea-born Changeling Deep Shaman, Executioner (Slayer) [Sample 7] [Sample 8]
Constantine Fioritura: CG Male Chelaxian Human Haunt Collector (Occultist) [Sample 13] [Sample 14]
Hadda Sogard: N Female Iobarian Human Chronicler of Worlds/Studious Librarian (Bard) [Sample 15] [Sample 16]
Petyr Kindler: NG Male Tiefling Lore Warden (Fighter) gestalt Empiricist (Investigator) [Sample 17] [Sample 18]
Ronan Del'Arte: LG Male Samsaran Speaker for the Past (Shaman) [Sample 19] [Sample 20]
Olenna Tucca: NG Female Half-Elf Lamplighter (Investigator) [Sample 21] [Sample 22] [Sample 23] [Sample 24] [Sample 25] [Sample 26]
Raban Kwazeeli: NG Male Mbe'ke Dwarf Halcyon Druid gestalt Ravener Hunter Sanctified Slayer (Inquisitor) [Sample 27] [Sample 28] [Sample 29] [Sample 30]
Albert Glazier: N Male Sylph Beastmorph Alchemist/Fighter [Sample 31] [Sample 32]
Nubnonk: CG Male Goblin Thaumaturge [Sample 33] [Sample 34]
Dolgrin Briskalberd: LG Male Dwarven Scholar Stonesinger (Bard) [Sample 35] [Sample 36]

On Hiatus
Pytheas of Massalia: NG Male Dwarf Sacred Huntsmaster (Inquisitor) [Sample 37]

Other Characters I Have Created
Varys of Kaer Maga: N Male Half-Elf Inspired Blade Noble Fencer (Swashbuckler) / Antiquarian (Investigator) [Sample 9] [Sample 10] (currently inactive)
Erebus the Slip: NG Male Halfling Shadow Oracle [Sample 11] [Sample 12] (currently inactive)
Yau Lie: LN Male Ru-Shi Dhampir Haunt Collector (Occultist)/Mortal Usher (currently inactive)
Pakk Holstad: N Male Half-Orc Beastmorph Dimensional Excavator Ectoplasm Master Alchemist gestalt Panoply Savant Occultist (currently inactive)
Dricar the Mortician: N Male Duskwalker Plague Eater (Spiritualist) (on Discord) (currently inactive)
Nokhir: LE Male Hobgoblin Geokineticist (currently inactive)
Karina Rotarescu: LG Female Varisian Human Chosen One Paladin / Fractured Mind Exciter (Spiritualist) (currently inactive, took over GMing)
Benjamin Regalianus: NG Male Keleshite Human Divine Hunter (currently inactive)

Fozitt Beeldru: NG Male Gnome Sworn of Ng (Inquisitor)
Xalgrilath the Collector: NE Agender Venedaemon Antiquarian (Investigator)
Palantir Merrosett: LN Male Aphorite Occultist
Kendra Stormchaser: LG Female Human Virtuous Bravo (Paladin) gestalt Studious Librarian (Bard)
Zenkichi Inoue: LG Male Hungerseed Tiefling Perfect Scholar (Unchained Monk) gestalt Sanctified Slayer (Inquisitor) of Irori, Champion
Lucian: NE Male Angelkin Aasimar Insinuator (Antipaladin) gestalt Hate-Monger (Mesmerist), Champion
Morgrym Stoneheart: NG Male Dwarf Menhir Savant Druid / Empyreal Tattooed Sorcerer
Sebastian Iolaus/Vincenzo Coltellato: LG/N Male Human Vigilante
Tabitha Ardei: CN Female Human (Varisian) Aberrant Steelblood Bloodrager
Frydda Tar Macridi: LG Genderfluid Dwarf Ancestors Shaman

Charles Lutwidge Dodgson (Lewis Carroll): LG Male Human Blood Arcanist (Fey)

Lewis Carroll stats:
Lewis Carroll
Male Human Blood Arcanist 3
LG Medium humanoid (human)
Init +6; Senses Perception -1

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
hp 22 (3d6+9)
Fort +4, Ref +4, Will +4

Speed: 30 ft. (woodland stride)
Melee: mwk cold iron dagger +2 (1d4/19-20/x2)
Ranged: mwk light crossbow +4 (1d8/19-20/x2)
Special Attacks: Arcane Reservoir (4/6), Consume Spells (2/day)
Arcanist Spells Prepared (CL 3rd; concentration +9)
1st (4/day)—charm person (DC 16), color spray (DC 15), magic missile
0 (at will)—detect magic, daze (DC 16), light, mage hand, prestidigitation

Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 14

Feats: Improved Initiative, Sacred Geometry (extend, reach), Spell Focus (enchantment), Stealth Synergy
Traits: Focused Mind (magic), Indomitable Faith (faith), Oppressive Expectations (drawback), World Traveler (race)
Skills: Artistry (poetry) +8, Diplomacy +11, Knowledge (arcana, engineering, local, nature, religion) +10, Knowledge (history, nobility) +8, Spellcraft +10, Use Magic Device +8
Languages: English, French, Greek, Latin, Sylvan
SQ: arcane reservoir, bloodline familiar, consume spells, fey bloodline (+2 DC for compulsion spells), woodland stride
Gear: Spellbook (all wizard cantrips; 1st—(alarm, blood healing, charm fey, charm person, color spray, deja vu, grease, heightened awareness, identify, keep watch, mage armor, magic missile, monkey fish, ray of enfeeblement, shield, silent image), cloak of resistance +1, mwk cold iron dagger, mwk light crossbow w/ 10 bolts, quarterstaff, ring of protection +1, scrolls (fly, see invisibility), sleeves of many garments, spell component pouch, wands (10 charges each: alarm, blood healing, comprehend languages, ears of the city, expeditious retreat, heightened awareness, mage armor, obscuring mist, protection from evil), 5 gp

Special Abilities
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.

Bloodline: A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.

This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Bloodline Familiar (Sp): Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your 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 you.

Human Race Traits

  • +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).

    Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

    Oppressive Expectations: You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

    World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

    Thrush Charming Figment Sage
    N Diminutive magical beast
    Init +2; Senses low-light vision; Perception +9

    AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
    hp 5 (3 hd)
    Fort +0, Ref +4, Will +5

    Speed: 10 ft., fly 40 ft. (average)
    Melee: bite +7 (1d2-5)
    Special: Fascinate (10 rd/day, DC 13)
    Space 1 ft., Reach 0 ft.

    Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
    Base Atk +1; CMB -1; CMD 4

    Feats: Skill Focus (Perception)
    Skills: Acrobatics +2, Climb +2, Fly +12, Knowledge (dungeoneering, geography, nature, planes) +4, Knowledge (arcana, engineering, history, local, nobility) +0 (can be rolled untrained), Perception +9, Stealth +18, Swim +2
    Gear none

    Special Abilities
    Sage Skills: A sage treats all Knowledge skills as class skills.

    Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.

    Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.

    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.

    Fey—Amusing Familiar (Su): The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability.

    Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.

    Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

    Master gains a +3 bonus on Diplomacy checks. The thrush familiar is capable of actual speech.