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301 posts (20,679 including aliases). No reviews. No lists. No wishlists. 37 aliases.


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Abraham spalding wrote:
wesF wrote:
Davor wrote:


2nd: Remember that Dimension Door takes a standard action to use, so it's not as useful as you might think. Blink can ruin your actions, so steer clear of that as well.
The conjurer (teleport school from APG) Dimension door ability is a free action.
Just remember that it is still D.Door which means you can't take any actions after you use it.

Correct, but you can DDoor away after you complete your other actions.


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:
go ahead. i was also wondering Why Wesf hasn't placed his character inside an alias yet.

This is the character info I posted earlier. The actual sheet is at home. I'll happily transcribe to Alias if someone can tell me what that is.

Evelyn Salt:

Neutral leaning toward NG, but she's very internally conflicted. Her actions usually balance out

Str 12, Dex20, Con16, Int 20,Wis12, Cha12
HP 50 [ooc] I rolled and added con[/occ]
AC 24 (+5 armor/defense bonus chart, +4 Shield (when the spell is cast), +5 dex)
Fort+6 (including trait) Ref+10 Wil +6
BAB +4
SKills - LOTS, but spellcraft, stealth, sleight of hand, sense motive, escape artist, dis dev, acrobatics, appraise, bluff, and climb all have 5 or 6 ranks in them. Every other class skill has at least one point in it.

Feats (I may change some of these, but I specifically want feedback on my feat choices)
1-Point blank shot
3-Precise shot (so I can shoot into melee. It's kind of my thing)
5-arcane strike (Currently adds a +2 magic bonus to hit with mundane weapons)
Wizard bonus @5th - Spell Mastery (summon monIII, Acid arrow, grease, Jump, Spider climb)
Rogue Talent (RT)- Weapon Finess
RT-Combat trick - Focused Shot (adds Int to damage with ranged weapons)
RT - Fast Stealth (full movement while stealthing)

Special abilities
Tiefling Stuff- Darkness 1/d, darkvision 60, cold/electricity/fire resist 5

Rogue Sniper-Evasion, Sneak + 3d6, Accuracy (1/2 range penalty with ranged weapons), Deadly Aim (allows me to use sneak attack at 50 feet at current level)

Conjurer of the Teleport School (replaces Acid Dart)- Shift (can teleport to a nearby space as Dimension Door. Does not provoke an attack of opportunity. Self only +familiar. can move 5 feet per two wizard levels or 30 feet at current level. Can do this 3+int per day

Summoners Charm - Adds 1rd/level to any summon spell. At present level summoned creatures last an extra 6 rounds.

Traits- I like the last two. THe first two i'm on the fence about.

Resilient (+1 fort)
Sacred Touch (stabilizes wounds with touch) Could be a small suggestion that a higher good power is looking over Evelyn.

Poverty stricken (+1 to survival and it's a class skill)
Reactionary (+2 initiative rolls)


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:
go ahead. i was also wondering Why Wesf hasn't placed his character inside an alias yet.

I'm new to PBP. What do you mean by Alias?


in 3.5 it wasnt unheard of for awakened animals to take levels of druid. Once they take wild shape they can turn into medium animals...Meaning humans. ;-)


CaptainSockPuppet wrote:

Ooooh ok. Where to start.

-Replace his pants with a pair that upon him sitting down change their colour to purple, cast prestidigitation on him to change his skin green and cast enlarge person on him.

This is my favorite so far. If you added the rage spell it'd be even more fun.


On a related note;
How would cleave/gr eat cleave interact with spring attack.

Moving both before and after an attack, but what if you have more than one attack?

P.s. I hardly ever play fighter types.


If you have a swim speed already it doesn't stack.

I think they made this bloodline so you can play Aquaman if you want. :-)


It's not the money, per se. It's the freedom.


Paul Miller 769 wrote:

Should play the witch based on Sleeping Beauty rather.

Her name is Maleficent.

Which is a play on the words

Malefic (Evil; malicious) and Magnificent.

Truly one of the best Disney villains ever made in my opinion.

She's my favorite. My second favorite is Ursula, The Sea Witch.


Scrogz wrote:
Gilbert Godfrey....

+1


Whatever you choose just don't forget to have the highest "form of the Dragon" spell you can. ;-)

You just gave me an idea. The APG has a Serpentine bloodline that fits pretty well with the queens enchantment/transformation theme. You'd have to play the "snake and fangs" part of the class down, but I can see it being just underneath her public persona.


MaxBarton wrote:
Might open up a hobby shop though... I must spread Pathfinder to the rest of the world!

I thought about that as something for me to do daily. Though I wouldn't need to make much I would want the business to at least support itself. With what I presume rent/purchasing a space in Midtown Atlanta (where I live) I doubt It would be anything more than a very entertaining money pit.


Davor wrote:


2nd: Remember that Dimension Door takes a standard action to use, so it's not as useful as you might think. Blink can ruin your actions, so steer clear of that as well.

The conjurer (teleport school from APG) Dimension door ability is a free action.


A million isn't what it used to be is true. However, If invested properly It's enough to have an Upper-middle class lifestyle without havign to work. It's not enough for anything extravagant for very long, but I certainly wouldnt complain if it fell in my lap.

Now, a billion dollars is where the "i'd buy France" dreams come into play.


Ravingdork wrote:
BenignFacist wrote:
*shakes FIREBALL*
Shakes fireball? No, my friend. Fireball shakes YOU.

In Soviet Russia Fireball shake you.


Shar Tahl wrote:


The fact is, most players choose human for the bonus feat and because it's the safest and easiest to role play for most people since they are humans as well. I, for one, never choose human unless I need the feat very badly or the concept I have in mind fits human. I don't like being a slave to power mechanics and choosing the most mechanically superior combination of Race, Class, Feats and Skills every time I make a character.

The goal is to have fun. No one wins for having the best character.

I generally avoid playing human also. Mostly because I find them dull. I tend towards elves, because I wish I was one. ;-)

It's kind of the same reason I don't like dressing up as "military" for Halloween. Though I'm no longer in the military it's not pretend for me. Playing human isn't pretend for me and thus is less fun, but that's just my psychosis.


Put it in a stable fund and live off the interest. My new "job" would be gaming. It would be epic.


Tarantula wrote:
LazarX wrote:
The burden of rules proof is your own. You can't adjust a cost when there is no cost to adjust.

APG, 165, "A merciful spell does not use up a higher-level spell slot than the spell’s actual level."

APG, 329, "Magical Lineage: ... Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level."

Merciful says it does not take a higher level slot. Magical lineage says it is treated as one lower. Going with magic missile on this example. Magic missile is 1st level. Merciful magic missile is still 1st level. Merciful magic missile with magical lineage applied is 0 level.

Now please, provide the quote that says you cannot do this. You say you cannot adjust the cost because there is not one. Magical lineage does not say it reduces the cost. It says that you treat the level of the spell as one lower.

It appears as far as the technical aspects of the rules you can do this first level spell as a zero level spell. However, I suspect most DM's wouldn't allow this due to the ultra cheeze factor.

So as with most legal rules "breaking" (for lack of a better word) it's going to be up to the DM if he wants it in his game.


Dampir's sparkle only if they're moody with phetophelic tendencies. (after all she's only 15ish and he's how many hundreds of years old?)


the David wrote:
I'm gonna run Second Variety (Screamers) for 2 beginning players.

That sounds cool.


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:
the object is fine.

Groovy. Just let me know when start.


Lvl 12 Procrastinator wrote:
Yeah. We didn't make it to the kobolds that day.

Lol. You did bring it upon yourself. Its a "good dad" thing to do, but seriously you're talking to little girls about shopping. lol.


Lvl 12 Procrastinator wrote:

For comic relief, I'll tell you how I started a campaign I run for my three daughters. Their ages are 7, 10, and 12, and this was their introduction to role-playing games. They had already written their character backgrounds, and I had given them some details about how they arrived separately at a village.

After they met each other, they figured it was time to go shopping. They all started talking at once, and they all went shopping for completely unrelated items from different merchants. Pandemonium ensued, and to bring order to the chaos I was forced to declare, "Roll for initiative!"

Initiative. For shopping. Shopping for dresses. To adventure in.

That's awesome.


Must...Beat....Dead...Horse...


Talynonyx wrote:


Eschew Materials isn't a metamagic feat and it has nothing to do with spell level.

I just looked it up. You're right. I think in a previous version is was considered a metamagic feat with a +0 adjustment. Regardless it's never been an issue before.


Diffan wrote:
Yea, but so does an Unseen Servant dragging a 100lb sack of flour across the floor to trigger traps. One is just as useful and requres a 1st level wand and a sack of flour.

I'm totally using that idea.


In October we have halloween games that are generally based on movies. Extra points if you guess the movie. If memory serves last year's was based off of goonies. Only the skeletons moved.


Devastation Bob wrote:
Ok, i understand dies, but what about lost? And in the case of the improved familiar feat, do you just give your old familiar a pink slip? Seems kinda harsh.

Once They're dismissed they loose their Int. So they're just animals again. Ignorance is Bliss.


You rock! Thank you.


I know it's a rather stupid question, but I can't seem to find the correct place under the settings.


Male Mime 2 geek/ 10 smartass

Evelyn Salt's Bonded Object (final draft pending DM approval)

Psi Eye

This item was originally created by the "archmage" Garrion the Blue. Who eventually got tired of having his items lost/stolen during his adventuring career. This item enhances the brain power of the user as well as giving him/her a number of telekenetic abilites.

This blueish grey stone is shaped like a robins egg with one side perfectly flat. When the flat side is placed on the forehead of an arcane caster and the proper command word is spoken the stone fuses with the casters skull in a quick but painful manner (no actual damage). The stone can only be removed by a command word spoken by the wearer or a remove curse. When Evelyn took posession of this item she had a silver circlet made so it would appear the stone was part of the circlet and not fused to her head.

I did the calculations using the ring of the ram function first as it was the most expensive. That's why the powers are listed the way they are. However I would consider it "primarily" a headband of Int +2. I calculated the cost of secondary additions using the (Retail cost*.5*.8 or Retail *.4 for simplicity)Formula.

The eye functions as:
Ring of the ram 4300GP player cost(It would be nice if this function recharged slowly over time, perhaps 1 charge per week as it feeds of latent psychic energy or ability to convert spell energy into charges something like that, but I have no clue how to calcualte that)
Headband of Int +2 1600GP player cost
Ring of Force sheild 3400GP player cost
Ring of Protection +2 3200GP player cost
Hand of the mage 360GP player cost
Boots of Levitate 3000GP player cost

15,860GP total player cost


Xabulba wrote:

Full article.

If I didn't realize it was comedy my head would have exploded.

"Decimal points anger and confuse us. We had to do something. It was for america. 9/11" ~ Republicans


Male Mime 2 geek/ 10 smartass
Wolfman DM wrote:

there is no 50% markup price in this game for the bonded object, but enchanting it comes with a 20% discount off of the crafting price. the 50% markup applies to other items though.

the idea was to encourage overloading the bonded object.

Got it. I'll edit my Mage Eye Idea to fit this.


Male Mime 2 geek/ 10 smartass
Galita Ido wrote:
I built a bonded item that acted like a wand of burning hands and a wand of fireball.

Did that work with charges or no?


Male Mime 2 geek/ 10 smartass
Galita Ido wrote:

Adding abilities to your bonded item works like this:

Market value * .5 *.8 or for simplicity:
Market value *.4

This is confirmed by wolfman in a post on the first page in response to a post where I built a bonded item that acted like a wand of burning hands and a wand of fireball. I would quote it but I'm posting from my phone.

I can work with that. Yay for math formula! The univeral language.


I just looked up the ability. It doesn't specifically say it works like the spell. So he can call it vigorous activity if he wants.

As a sorcerer your primary ability is to spellcast. This flight comes from the magic of your bloodline. I would rule that it works like magical flight.

He's in his rights to call it vigorous activity, but my personal opinion is that if it were "vigorous activity" it would be called such in the description of the ability.


Ha8eraid wrote:

I am currently playing a 9th lvl celestial blooded sorcer, I just got my wings of hevean ability and am quite excited to fly around and cast spells, My GM told me that he considers flying a "vigorous actvity" and will require me to make Concentration checks to cast while using my Wings ablity.

I have GM'd several lower level games and have not run into this myself,but I feel like this is wrong and I am not sure how to broach the subject to him,

Any advice? either on how to talk to him about it, or if the ruleing he is making is correct or not?

thanks

I assume your ability works like the fly spell with the wings just being for show. The fly spell specifically states that it "requires no more concentration than walking so the subject can cast spells normally."

Show him in the ability where it works like the fly spell then show him that line in the spell description. If he further object than he's just being difficult.


89 Entombed

Standard 30 foor deep pit covered in an illusion of the floor. The top inside rim of the pit is covered in soverign glue. The floor of the pit acts as a pressure trigger. When the trigger is sprung (by someone falling in the pit) a large stone falls into the pit. The stone is shaped to perfectly fit the pit but leave a 5 foot gap between the bottom of the stone and bottom of the pit. The top of the stone is created to match the floor above. The soverign glue makes this seal essentially permanent.


Male Mime 2 geek/ 10 smartass

My original gear was calculated without having a bonded item. I dont have the prices off hand, but it consisted of the following items.

Headband of Int +2
Ring of Feather falling
Boots of striding and springing
A single piece of paper with explosive runes prepared on it (inside an envelope for saftey)
Wand of Acid arrow
Wand of true strike

Purse of holding (as bag of holding I but more fashion forward) Picture hermione's bag from the latest harry potter.

Crap tons of mundane gear in the bag. Mostly for entertainment value. Wizards and rogues are both classes where being prepared is mandatory for long term survival. This bag serves that purpose.

I'm considering just making my bonded item a single useful item that I would not otherwise be able to afford.


Male Mime 2 geek/ 10 smartass
LazarX wrote:
wesF wrote:
I was looking at the defense bonus mechanic. Correct me if i'm wrong, but it's an armor bonus right? Meaning it does not stack with regular armor or Mage armor. Is that correct?
That is correct. It took one of my oracle revelations off the table.

It saves me the trouble of casting mage armor as well as being slightly better. It may be worth my while to concentrate on some armor items since my main defense is essentially nil.


Male Mime 2 geek/ 10 smartass
jlord wrote:
If I'm wrong, let me know, but i think i got it down.

I appreciate the opinions, but I was hoping to get an official DM ruling for this game.


Goth Guru wrote:


That would work lol. You should also glue the brick to the floor.

Alternately you could just give it a strength check.

I edited the name.


Goth Guru wrote:
wesF wrote:
Goth Guru wrote:

20. Gold Bricker's Lament

A gold brick worth 500 gold and weighing as much as that many coins. It's sitting right there on the floor. (It's also sitting on 2 electrical contacts so anyone who touches it takes 6D6 electrical damage. Good luck moving it off the contacts. If you take damage, you flinch involuntarily back.
May want to include how tight they are attached. Otherwise I'd just use mage hand.

Nothing Sovern Glue won't fix.

I would call 87. A Very Special Delivery. :)

That would work lol. You should also glue the brick to the floor.

Alternately you could just give it a strength check.


Madclaw wrote:

88. Kitty Pit

A 10'X10'x50' foot pit is in front of you. At the bottom of the pit lays an adorable kitty cat. On one side of the pit is a ladder that goes down 30'.

DM: Once the player crosses the last 20' after the ladder they are immediate targeted by a unique reduce person spell in which they are reduced to diminutive size. The kitty is hungry.

I'm totally using that one.


87. Mail Call/ A Very Special Delivery

You find a small envelope made of expensive paper sealed with a wax seal. Why is this envelope in the middle of a dungeon?

The wax seal breaks easily as it is mundane wax. Inside the envelope is a single piece of paper folded in half. Curiosity gets the better of you and you unfold the paper. A single sentence written in common with good penmanship says "I prepared explosive runes today."

***BOOM***

Edit: Added a name.


Goth Guru wrote:

20. Gold Bricker's Lament

A gold brick worth 500 gold and weighing as much as that many coins. It's sitting right there on the floor. (It's also sitting on 2 electrical contacts so anyone who touches it takes 6D6 electrical damage. Good luck moving it off the contacts. If you take damage, you flinch involuntarily back.

May want to include how tight they are attached. Otherwise I'd just use mage hand.


Evil Lincoln wrote:
Dragonsong wrote:
Am I the only one who thought that what the warlock really brough to the table was long duration sensory / divinatory enhancments to me that was where you could bring your utility to the table. The damage was Meh even with the warlock damage boosting items.
Dragonsong, I don't understand... what do those have to do with combat? ;)

+1


Male Mime 2 geek/ 10 smartass

Once the game gets going I promise not to be a crazy poster, as I apparently am now.

Here is the final draft of my Bonded object including the math for pricing as I currently understand it.

Archmages Third Eye

This item was originally created by the "archmage" Garrion the Blue. Who eventually got tired of having his items lost/stolen during his adventuring career. This blueish grey stone is shaped like a robins egg with one side perfectly flat. When the flat side is placed on the forehead of an arcane caster and the proper command word is spoken the stone fuses with the casters skull in a quick but painful manner (no actual damage). The stone can only be removed by a command word spoken by the wearer or a remove curse. When Evelyn took posession of this item she had a silver circlet made so it would appear the stone was part of the circlet and not fused to her head.

The "eye" functions primarily as a ring of Wizadry I. (20K retail *50%=10K)
It also functions as a headband of Int +4 (16K retail *50%=8K. Then 8K*50%=4k)Two skills attached are UMD and Diplomacy.

Helm of comp languages and read magic (5200 retail *50%=2600 then 2600*50%=1300)

Detect magic at will (250g)

Total cost to player 15,550g

For this game is this correct or no?


Male Mime 2 geek/ 10 smartass
ithuriel wrote:
to reduce clutter:
wesF wrote:

SInce I have levels of mage do I get a normal familiar also or does this item count as my mage bonded object? I'm a little unclear on that.

I'm kinda drawing a blank on what would make a good Bonded Object for this character.
I'm also a little unclear on the creation cost. I was under the impression it's calculated as if we created the item. Then additional abilities have a 50% discount to add.

For lack of a better idea I have what I call my Rogue's Utility Ring

As a Ring of Invisibility (10,000g) Plus:

  • The ring constantly cast Magic Aura on all gear in the wearers possession. The overall effect is that under the scrutiny of detect magic I will not appear to have any magic gear. However if I pick up a magic item it will detect as magic until the ring gets around to casting magic aura. I figure it takes no more than about ten minutes. I over-calculated the cost just to be on the safe side, but it still only came out to 1,000g.
  • Ghost Sound 3/d (50g)
  • reduce person (weilder only) @ will (500g)
  • Disguise self @ Will (500g)
  • Mage Hand @ Will (250g)
  • Total cost 11,300

Magic item creation costs WAY more than you are estimating there.

Magic Aura, Continuous, 1 x 5 x 2000 = 10,000, [10,000 / 2] = 5000. Only covers up to 25 pounds of items.

Ghost Sound (3/day), Command Word, 0.5 x 1 x 1,800 = 900, [900 / (5/3)] = 540 gp

Reduce Person (At Will), Command Word, 1 x 1 x 1,800 = 1,800. Duration of 1 minute. If you want it to always work once you activate it until you say otherwise the cost is 4,000 gp.

Disguise Self (At Will) I'm not sure how they figured the price, but this is a Hat of Disguise which costs 1,800. That price apparently reflects a 10 minute activation time, though I always thought a hat of disguise worked continuously.

Mage Hand (At Will) This is an item called Hand of the Mage. It costs 900 gp.


Total Cost: 22,240 gp. That is for the original ring of invisibility and each of the other items individually. But you...

I've already discarded this item, but I do want to make sure I understand how to do the math. So here is my thinking.

I'm sure I have some of the pricing wrong.

However this is not calculated using purely core rules. I was calculating as though I am making the item which I thought was instructions(-50%).

Also Wolfman instructed that for the bonded item additional abilites have a 50% discount instead of 20% markup.

So for example: Reduce Person (At Will), Command Word, 1 x 1 x 2000 squared(It should be continuous and I did forget to square in the original calculation) = 4000 Retail price.

The cost is -50% to create so that brings us to 2K.

Since this is an additional ability and not the primary it would have another -50% discount bringing the cost to add this ability to 1K.

If Wolfman, or a Dm he is teaming with for this game, could correct me (or tell me I'm correct) that would be appreciated.


Male Mime 2 geek/ 10 smartass
Quote:
You can't modify the metamagic cost below zero.

That's what I figured.

Full Name

Zordt Gnulm

Race

Half-Orc

Classes/Levels

Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

Gender

Male

Size

Medium

Age

18

Alignment

CG

Languages

Common, Orc, Goblin, Dwarven, Elven, Old Common

Strength 16
Dexterity 20
Constitution 15
Intelligence 13
Wisdom 13
Charisma 15

About Zordt Gnulm

Requested Format:
Zordt Gnulm
Male Half-Orc Bard (Arrowsong Minstrel) 5
CG Medium Humanoid (Half-Orc)
Init +8; Senses Perception +11; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 41 (5 HD; 1d8+2)
Fort +4, Ref +10, Will +6
Shawl of Life Keeping Activates when HP reduced below 0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Falchion +7 (2d4+4/18-20 x2)
Morningstar +6 (1d8+4/x2)
Dagger +6 (1d4+3/19-20 x2)

Ranged All ranged attacks within 30 feet +1 to hit/damage
Orc Hornbow +9 (2d6+3/x3)
Orc Hornbow +7/+7 (2d6+3/2d6+3/x3)

Bard Spells Known (CL 4th; concentration +7)
. . 0th (at will) - detect magic, light, mage hand, message, prestidigitation, read magic
. . 1st (4/day) - alarm, cure light wounds, gravity bow, saving finale
. . 2nd (2/day) - heroism, ricochet shot, invisibility
------------------------------
STATISTICS
------------------------------
Str 16, Dex 20, Con 15, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +6; CMD 21
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Arcane Strike
Skills acrobatics +15, bluff +10, climb +9, diplomacy +12, intimidate +6, knowledge (arcana) +5, knowledge (local) +5, knowledge (nature) +5, knowledge (planes) +8, knowledge (religion) +5, perception +11, sense motive +5, spellcraft +5, stealth +13 ; Background Skills craft (bows) +5, knowledge (geography) +5, linguistics +7, perform (sing) +8
Traits Reactionary, Heirloom Weapon
Languages Common, Orc, Goblin, Dwarven, Elven, Old Common
SQ Bardic Performance (countersong; inspire courage +2)


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Statistics:
Male Half-Orc Bard (Arrowsong Minstrel) 5
CG Medium Humanoid (Half-Orc)
Init +8; Senses Perception +11; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 41 (5 HD; 1d8+2)
Fort +4, Ref +10, Will +6
Shawl of Life Keeping Activates when HP reduced below 0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Falchion +7 (2d4+4)
Morningstar +6 (1d8+4)
Dagger +6 (1d4+3)

Ranged All ranged attacks within 30 feet +1 to hit/damage
Orc Hornbow +9 (2d6+3)
Orc Hornbow +7/+7 (2d6+3/2d6+3)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 20, Con 15, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +6; CMD 21
Traits Reactionary, Heirloom Weapon
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills (45 points; 30 class, 5 Int, 10 background)
ACP -0
(5) Acrobatics* +15
(5) Bluff +10
(1) Climb* +9
(1) Craft (bows) +5
(5) Diplomacy +12
(1) Intimidate +6
(1) Knowledge (arcana) +5
(1) Knowledge (geography) +5
(1) Knowledge (local) +5
(1) Knowledge (nature) +5
(4) Knowledge (planes) +8
(1) Knowledge (religion) +5
(3) Linguistics +7
(5) Perception +11
(3) Perform (sing) +8
(1) Sense Motive +5
(1) Spellcraft +5
(5) Stealth* +13
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Diplomacy (race)
+2 Perception (race)
+2 Acrobatics/Climb (item)
Languages Common, Orc, Goblin, Dwarven, Elven, Old Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Burning Assurance Desert half-orcs lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks.

Bestial The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks.

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.

Darkvision Half-orcs can see in the dark up to 60 feet.

Reactionary You gain a +2 trait bonus on initiative checks.

Heirloom Weapon You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain proficiency with that weapon.

Bardic Performance (12/12) A bard can use this ability for a number of rounds per day equal to 4 + his Charisma modifier + 2 for each additional level after first. Starting a bardic performance is a standard action, but it can be maintained as a free action. Changing a bardic performance from one effect to another requires a standard action.

Countersong: A bard can counter magic effects that depend on sound. Each round of the countersong he makes a Perform check. Any allies within 30 feet that are affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of their saving throw if, after the saving throw is rolled, the Perform check result is higher.

Inspire Courage: A bard can use his performance to inspire courage in his allies. Affected allies receive a +2 morale bonus on saves vs charm/fear effects and a +2 competence bonus on attack and weapon damage rolls.

Diminished Spellcasting An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.

Arcane Archery An Arrowsong minstrel selects a number of spells equal to her Charisma modifier and adds them to her bard spell list as bard spells of the same level. At 4th level she adds an additional spell. An Arrowsong minstrel can select spells from the following list: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and all sorcerer/wizard evocation spells. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

For the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus. Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands.

Precise Minstrel An Arrowsong minstrel gains Precise Shot as a bonus feat. Any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

Spells:

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Spells
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0th (at will)
Detect Magic
Light
Mage Hand
Message
Prestidigitation
Read Magic

1st (4/day)
Alarm
Cure Light Wounds
Gravity Bow
Saving Finale

2nd (2/day)
Heroism
Ricochet Shot
Invisibility

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 85 lb.

Money 20 GP 0 SP 0 CP
MWK Orc Hornbow (rating 3) (730gp) (7 lb.)
- Arrows x40 (2gp) (6 lb.)
- Blunt Arrows x20 (2gp) (3 lb.)
- Splintercloud Arrows x4 (100gp)
- Tangleshot Arrows x2 (40gp)
- Thistle Arrows x20 (20gp) (3 lb.)
- +1 Seeking Arrows x3 (480gp)
MWK Falchion (375gp) (8 lb.)
Morningstar (8gp) (6 lb.)
Dagger x2 (4gp) (2 lb.)
MWK Studded Leather (175gp) (20 lb.)
Shawl of Life Keeping (1000gp) (1 lb.)
Claws of the Ice Bear (1300gp) (1 lb.)
Cracked Dusty Rose Prism Ioun Stone (500gp)
Cold-Weather Outfit (8gp) (7 lb.)
Masterwork Backpack (50gp) (4 lb.)
Canteen (2gp) (4 lb. (when full))
Bedroll & Winter Blanket (1.5gp) (8 lb.)
Artisan's Tools for crafting bows & arrows (5gp) (5 lb.)
Potion of Lesser Restoration (party purchase)
Elixir of Vision (250gp)
Scroll of Feather Step (25gp)
Scroll of Floating Disk x2 (25gp)
Scroll of Identify x2 (25gp)
Scroll of Cure Light Wounds (25gp)
Scroll of Abundant Ammunition x2 (50gp)

Background:
Two decades ago a human woman came to the Sky Plateau, a sorceress named Ethiria. A stunning woman even by human standards. She took a great interest in Kjarl and wormed herself behind his throne. Her presence unnerved many of the tribe, as she seemed to be able to influence Kjarl's decisions. She became pregnant shortly after arriving, and her influence only seemed to grow. But as soon as the child was born, Ethiria vanished in the middle of the night, never to be seen again.

Zordt was the child born of Kjarl and Ethiria. Unlike his dozens of siblings, Kjarl and the tribe elders paid close attention to him as he grew up. He grew as strong as his orc brethren, but was much faster, and developed a sharp mind and force of personality that was reminiscent of his mother. Kjarl was both optimistic and cautious; this offspring showed incredible promise as a strong and capable asset to his rule, but he worried that Zordt may be too competent, and thus overthrow him. He kept Zordt directly under his wing, both to groom him and to control him.

Zordt was far from blind to the situation he was born into. He took cautious steps to be useful without seeming a threat, always playing a balancing act with his life. It was a stressful existence; he rarely slept, and could never relax. Training and learning and advancing publicly to show his potential, while privately pushing himself ever further should things take a turn for the worse. But his world was rocked to a halt when he came of age, and the spark of magic flew from his fingertips. He knew he could not hide it. It was either roll over and accept his fate, embrace his power and size the throne to ensure his own safety, or flee. Remembering the stress, the sleepless nights, and the constant looking over his shoulder that comes from all the politics, he knew his decision. Mirroring his own mother, he vanished in the dead of night, and never looked back.

Appearance and Personality:
Unfinished

Orc translator