[Super Genius Games] The PreGens for PaizoCon Contest!


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Scarab Sages

Back in January we declared 2011 was the Year of the Genius, and now it's time for another of the special events we've planned to celebrate!

At PaizoCon 2011 I plan to run a Pathfinder session based on Monte Cook's Sprawl of the Demon Liege from level 7 of SGG's Dungeonaday.com megadungeon. I want to run it with pre-generated characters each of whom have some SGG rules element, be that a SGG class, race, feats or spells. I also really want to see what players can do with those rules to make interesting characters. Which is not something that's going to happen if I write all the pre-gen characters myself.

So, I'm opening a contest.

To enter, you must create a 7th level character, with a 20-point ability buy and 23,500 gp of gear (with no item worth more than 11750 gp, and no more than three worth more than 6,000 gp). Each character can use rules from the core ruebook, APG, Ult Magic, and any SGG product. Every character must use one of the following: a SGG class, a SGG template (or specialization, such as the class options in the Genius Guide to ‘X' Magic line), a SGG race, or a total of seven SGG choices of feats, magic items, and/or spells.

Characters should be posted, complete, in this thread no later than April 11th. Every contestant who creates a finished and accurate character gets one free SGG PDF of his or her choice (and yes, you can ask for the next SGG product if you already have everything we've made to date). Then starting April 12th, voting will be open for people to choose their favorite character. The winner of that vote will receive a year-long subscription to the All-Genius Pass, which gets you access to Dungeonaday.com and a copy of every Pathfinder-compatible PDF we produce for the next year.

Questions can be posted here, or sent to owen (at) supergeniusgames (dot) com.

Liberty's Edge

What a great idea!!!

I'm really anxious to se what people come up with!


Is there a limit to how many entries a given person can provide? I am not sure how many are level 7, but I have several dozen genius using characters sitting in my npc binder at home.

Scarab Sages

Kolokotroni wrote:
Is there a limit to how many entries a given person can provide? I am not sure how many are level 7, but I have several dozen genius using characters sitting in my npc binder at home.

That's a great question!

Each person can't win more than one free PDF, but you can enter multiple times if you want multiple entries in the contest to win a year's free All-Genius Pass!


Without giving anything away could you give a brief description of the adventure, the kind of intro you would give your players before they made their characters? Since I have a subcription I could just go look at the adventure, but I want the creation to be a little more organic without more inside knowledge then a player would normally have. For instance I am looking at leveling down a blacksnake inquisitor, who is something of a tracker, and for instance has the huntsman enhancement on his whip. But if there is zero need for tracking/survival in the adventure, it wouldnt be an appropriate piece of equipment for a pre-gen for the adventure.

Scarab Sages

Kolokotroni wrote:
Without giving anything away could you give a brief description of the adventure, the kind of intro you would give your players before they made their characters?

Don't worry too much about that. I'm adapting the adventure (it won't be the 7th level of a megadungeon, for example), and I don't want to stifle creativity at all. So if cool characters that don't match a demon-haunted dungeon get made, I can make sure the adventure matches the characters' abilities and gear.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

What format are you looking for? By that I mean, should we just post stat blocks, or can we also post a character's back-story, current sketch, etc.?

Also on format, should we fully write out special abilities from various products that we use, or simply have them noted in the stat block? Likewise, do you want us to specifically call out (presumably with a parenthetical note next to the item in question) what's from what book?

Dark Archive

First idea to come to mind, since I started with 'A' for Air Magic;
.

Spoiler:

[Note: stuff in <<brackets>> is math stuff, for ease of checking. I could have edited it out, but that seemed mean. :) The Tactics section seemed useful for a player being handed this character as a pregen at a convention, who may not immediately grasp the character's focus.]

Badi’a al-Altair
Human Skyborne Sorcerer 7
CG Medium Humanoid
Init +7; Senses Perception +5

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 mage armor, +1 deflection, +3 Dex)
hp 33 (7d6+6)
Fort +5, Ref +7, Will +7
Defensive Abilities take ¼ damage from falls; DR 1/-

OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee sickle +3 (1d6s/x2) or dagger +3 (1d4p or s/19-20)
Ranged heavy crossbow +6 (1d10p/19-20)
Sorcerer Spells Known (CL 7th; concentration +12)
3rd (5/day) – trade wind*, fly, lightning bolt (Ref DC 19)
2nd (7/day) – beneficent breeze*, flaming sphere (Ref DC 18), glitterdust (Will DC 17), khazri*, mirror image, protection from arrows, resist energy, scorching ray
1st (8/day) – airblast* (Ref DC 17), burning hands (Ref DC 17), charm person (Will DC 16), feather fall, mage armor, magic missile, ray of enfeeblement (Fort DC 16), wind tunnel* (Fort DC 17)
0 (at will) – detect magicl, light, mage hand, mending, message, prestidigitation, read magic
*denotes spells from Air Magic
<<+7 spells from favored class bonus, APG p. 23>>

TACTICS
Before Combat Badi’a casts mage armor at the beginning of the day, and fly during the first round of any major encounter, if possible. If the enemy demonstrates excellent ranged capabilities, a combination of mirror image, protection from arrows and / or resist energy may also be employed.
During Combat Badi’a prefers to lead by creating a wind tunnel between her allies position and their foes, and then unleash a flaming sphere, followed by whatever combination of magic missiles, scorching rays and lightning bolts the situation appears to warrant. She is less inclined to use her more tactical options, such as ray of enfeeblement or glitterdust, unless reminded by someone else. Thanks to her Squallblood feat, she is exceptionally skilled at using airblast to bull rush, disarm or trip foes, and prefers to disarm or trip foes currently engaged with more martial minded foes, although she takes great pleasure in bull rushing foes into danger, such as overboard, during naval combat.

STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 20
<<0 + 7 + 3 + 0 + 0 + 10 = 20; +2 racial bonus to Cha, +1 Dex at 4th, +2 Cha from headband>>
Base Atk +3; CMB +3, CMD 16
Feats Eschew Materials (B), Spell Focus (evocation, B), Squallblood* (B), Spell Penetration, Point-Blank Shot, Precise Shot, Improved Initiative
*denotes Feat from Air Magic
Skills Bluff +9, Diplomacy +11, Fly +11 (+14 if using fly spell), Intimidate +5, Knowledge (arcane) +6, Linguistics +1 (common), Spellcraft +6, Use Magic Device +13
<<Bluff 1 rank +8, Diplomacy 3 ranks +8, Fly 5 ranks +6, Intimidate 0 ranks +5, Knowledge (arcana) 3 ranks +3, Linguistics 1 rank +0, Spellcraft 3 ranks +3, Use Magic Device 5 ranks +8>>
Languages Qadiran (or whatever Persian-esque tongue is appropriate to the setting), Common
SQ wind jaunt (fly 15 ft. as part of a move action, taking 5 ft. of regular movement, 8/day)

Combat Gear potion of cure light wounds (CL 1), wand of cure light wounds (CL 1, 50 charges, UMD DC 21 to activate), heavy crossbow, sickle, daggers (2), 10 cold iron bolts, 10 alchemical silver bolts, alchemists fire (2)
Other Gear cloak of resistance +2, eyes of the eagle, feather tokens – anchor (1), fan (1), swan boat (1), gloves of arrow snaring, headband of alluring charisma +2, ioun torch, ring of protection +1 , ring of sustenance, rod of metamagic (lesser extend), traveller’s outfit, belt pouch, 26 gp 9 sp, 10 cp and a 100 gp pearl

<<50 gp, 750 gp, 50 gp, 6 gp, 4 gp, 2 gp, 21 gp, 40 gp
4000 gp, 2500 gp, 50 gp, 100 gp, 225 gp, 4000 gp, 4000 gp, 75 gp, 2000 gp, 2500 gp, 3000 gp, 1 gp
23,373 gp of 23,500 gp (no more 11,750 gp for any one item, no more than three over 6,000 gp)>>

<<carrying 28.5-ish lbs. of stuff, her Light Load is 33 lbs>>

Badi’a al-Altair was born on a ship at sea, and has spent more of her life since then on ships than off. At first apprenticed to a ship’s mage on merchant vessels, her career took a more militant turn when her nation struck back against pirates and privateers, and recruited her to serve as a battle-mage on naval vessels, using her command of elemental forces of destruction to rain hell down on those who threatened the livelihood of her people.

Her use of trade winds allows vessels she accompanies to make good pace, and when confronted with enemy forces at sea that have arcane support, she uses khazri to prepare herself to counter any fire effects thrown at the ship under her protection, as fire spells are the most feared form of assault in naval combat.

She is a headstrong woman, no longer as young as she used to be, and yet refusing to take a husband, being far too accustomed to getting her own way. She also refuses to learn the more mundane trades of the sailor or navigator. Her role as ship’s mage places her above such things, and, indeed, she has found that navigators, in particular, seem quite prickly about the notion of others learning the secrets of their craft…

Recently, she has found herself ‘at liberty,’ as her ship of assignment in in drydock for extensive refit and repair, giving her some time to herself. She is somewhat at a loss what to do, as her contract does not allow for her to sign on with another ship (particularly not that of a competitor or rival nation!), and yet she’s expected to just wait around in the port city and do nothing.


So I guess I should follow the alphabet with B for Blacksnake

Lucius Atius Aculeo:

Lucius Atius Aculeo

Deity [Insert Setting Appropriate Uncompromising Lawful deity]
Homeland [Insert homeland appropriate for chosen deity]

Character Traits:
Human Inquisitor Blacksnake Archtype (Exchanging the Magister Package) 7
Alignment: Lawful Neutral
Initiative:+4
Speed 20ft

Strength: 18 (20 with Belt of Giant Strength)
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 14
Charisma 8

HP: 49
AC: 21 Touch: 13 Flatfooted: 19 (+7 armor, +2 Dex, +1 Natural +1 deflection)
Fort: +8
Ref: +6
Will: +9
CMD: 22

Skills: Intimidate +15, Sense Motive +15, Survival +12[+1 when tracking something you have wounded that day and an additional +3 to tracking in general],
Perception +12, (add +2 to any knowledge check made to identify a monster's weaknesses)
Knowledge Arcana +7, Knowledge Dungeoneering +8, Knowledge Nature +7, Knowledge The Planes +8, Knowledge Religion +11

Feats: Weapon Focus Whip, Combat Expertise, Improved Disarm, Skill Focus Intimidate, Combat Reflexes[Lash Talent Whip Mastery]Dazzling Display, Extra Judgement,
[Teamwork Feats] Precise Strike, Out Flank, Exotice Whip Profficiency (through Improved whip profficiency)

Offense:
Melee
+1 Huntsman[Apg] Whip - [Threatens out to 10ft] +12 1d2+6 +1d4 cold(+1d6 vs something you tracked) x2
Heavy Mace +10 1d8+7 x2

Ranged
Short bow +7 1d6(x3)
Base Attack: +5 CMB +10 (+18 when disarming with his whip)

Special Abilities: Domain: Protection, Judgement 3 per day, Monster Lore, Stern Gaze, Improved Whip Profficiency, Crack and Chink [Blacksnake Archetype]
Cunning Initiative, Detect Alignment, Track, Solo Tactics, Discern Lies, Bane

Blacksnake Lash Talents: Snap, Snatch, Whip Mastery - Dazzling Display

Combat Gear: Rod of Smashing Doors [Loot for less rods]
+1 huntsman Whip
+1 brestplate
Yeti Claws [Loot for less Gloves]
+1 ring of protection
+1 amulet of natural armor
+2 belt of giant strength
Shortbow
Heavy Mace
Backpack
Bedroll
5days trail rations
50ft silk rope
waterskin
2 torches
Flint and steel
Masterwork Manacles
x3 Potions of Cure Moderate Wounds
42 gold, 3 silver, 8 copper

The lash, there is something primal in our fear of it. The crack of the whip causes a shudder in the strongest hearts. No other means can break the air itself(and the sound barrier). And for some, it will always have it's draw. Lucius was raised in a hard environment. Deep within the church of in the Order of the Black Snake. Self proclaimed protectors, they will stop at nothing protect the people of their church, even from themselves if need be. Those that threaten their way of life are hunted down, and depending on the severity of their blasphemy face the Blacksnakes Lash or the Headsman's blade.

Lucius grew up believing that protecting the people from harm and from sin was his only path in life. So he pursues it where he can. Sometimes that means chasing down heretics and blasphemers, but often that means joining up with adventurers and hunting monsters that threaten the untarnished innocent. All of his prey will eventually face his ever present lash.

Tactics:
Before Combat:
While Lucius is a skilled tracker he does not believe in stealth. His cause is just and he has the law of his god on his side. Intimidation, and brute force are his methods. He is quick to break down doors using his trusty Rod of Door Smashing should they come between him and his quarry. He also makes an effort to identify enemy weaknesses with his monster lore and significant knowledge skills. Every advantage is worthwhile.

During Combat:
Lucius always tries to lead out with a dazzling display from his rather solid intimidate check. If the enemy is wielding weapons he immediately goes for a disarm. He also tries to flank making use of his teamwork feats precise strike and outflank. Once flanking he often uses his bane ability to add bite to his attacks. His threatening reach of 10ft with his whip means this is usually easy to accomplish, and it also means a fair amount of attacks of opportunity. He does try to keep his distance, after all he can attack from up to 15ft away, but as he doesn't provoke attacks of opportunity with his whip, he isnt shy about getting into the thick of things when needed.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I'll go with C then, for, um...er...enjoy the character!

Teris Dantiren

Spoiler:
Male raptor kestrel air master (monk) 7
NG Medium humanoid (halfling, harpy)
Init +3; Senses darkvision 60 ft.; Perception +13
________________________________________
DEFENSE
________________________________________
AC 20, touch 18, flat-footed 16 (+3 Dex, +3 Wis, +1 monk, +1 dodge, +2 armor)
hp 54 (7d8+19)
Fort +9, Ref +10, Will +8 (+10 vs. enchantment spells and effects)
Defensive Abilities evasion, wind warriors; Immune disease; Resist electricity 10
________________________________________
OFFENSE
________________________________________
Speed 45 ft., fly 30 ft. (average)
Melee unarmed strike +8 (1d8+3) or 2 talons +7 (+9 while flying) (1d4+3)
Special Atks lightning arc (6/day; 1d6+3)
Spells Known (CL 7th; concentration +10)
3rd – cure serious wounds (DC 16)
2nd – thunderfist (x2)
1st – airblast (x2) (DC 14)
________________________________________
STATISTICS
________________________________________
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12
Base Atk +5; CMB +9; CMD 25
Feats Air Kata, Dodge (B), Domain Acolyte (Air), Domain Devotee (Air), Improved Unarmed Strike (B), Mobility (B), Stunning Fist (B), Swoop
Skills Acrobatics +10 (+17 when jumping), Fly +13 (+18 to dive through tight spaces), Knowledge (religion) +6, Perception +13, Sense Motive +9, Stealth +10
Languages Common
SQ high jump, slow fall 30 ft.
Gear bracers of armor +2, amulet of mighty fists +1, ring of avoidance +2, ring of stoutness +2, belt of physical might +2

Some notes on character construction follow:

Teris took 1 hit point as a favored class bonus for his first five levels; for his last two levels he took the +1 to Fly in tight spaces that is the monk favored class option for kestrels in Wind and Wing Racial Options.

Teris's stats were constructed via a 20-point buy as follows: Str 14 (5 pts), Dex 12 ( pts), Con 13 (3 pts), Int 10, Wis 16 (10 pts), Cha 10; +1 ability points (4th level) put into Con; -2 Str, +2 Dex, +2 Cha racial; +2 Str, +2 Dex belt of physical might[/]; final array of Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12.

The listing for the air master doesn't explicitly say that Wisdom is it's casting stat - I'm assuming it is, and that it doesn't grant bonus spells for a high Wisdom (since you can only cast a chosen spell once per day anyway).

And finally, the breakdown on what Super Genius material was used to make this character:

Race: Kestrel ([i]Genius Guide to Races of Wind and Wing), Raptor alternative racial trait (Wind and Wing Racial Options)
Class: Air Master (Monk; Genius Guide to Air Magic), monk kestrel favored class ability (Wind and Wing Racial Options)
Feats: Air Kata (Genius Guide to Air Magic), Swoop (Genius Guide to Races of Wind and Wing), Domain Acolyte (Air domain; Genius Guide to Feats of Divine Might), Domain Devotee (Air domain; Genius Guide to Feats of Divine Might)
Magic Items: ring of avoidance +2 (Loot 4 Less: Pretty, Pretty Rings), ring of stoutness +2 (Loot 4 Less: Pretty, Pretty Rings)
Spells: Thunderfist (Genius Guide to Air Magic), airblast (Genius Guide to Air Magic)

Liberty's Edge

Aw man! At this rate, it'll be FOREVER berore we see a Vanguard character!

Hay wait, if we're on 'C' .... let's see a cavalier with one of the new Advanced Option cavalier orders! ;P

Heck, how about a cleric with an Exalted Domain? :P

OK, ... I'm done now :)

Dark Archive

Marc Radle wrote:
Aw man! At this rate, it'll be FOREVER berore we see a Vanguard character!

I wouldn't mind seeing someone do an Archon, so hopefully no one takes the alphabetical thing too seriously. :)

That Air Master Monk intrigued me. If only it didn't hurt my head trying to work in Combat Expertise, Improved Disarm, Improved Trip, Greater Disarm, Greater Trip, Heightened Spell, Squallblood, and a 'spell list' filled with nothing but Airblast and Heightened Airblast. The character would be insanely overspecialized around disarming and tripping people, but it would be hilarious. The stat requirements were just brutal, though (Int 13 for Combat Expertise and the Disarm/Trip stuff, Cha 13 for Squallblood, leaving less room for the necessary Str, Dex, Con and Wis...).

House-ruling would have been necessary, I think.

The differences between PF and 3.X keep tripping me up. I'm used to throwing Combat Expertise on to my Wizard builds, and then using ranged touch spells (like scorching ray), so that I can get away with +X to AC and -X to accuracy without much pain, but PF Combat Expertise is much more restricted, and not worth taking for a Wizard until high enough level that the few points of AC aren't really worth it anyway...


Marc Radle wrote:

Aw man! At this rate, it'll be FOREVER berore we see a Vanguard character!

Hay wait, if we're on 'C' .... let's see a cavalier with one of the new Advanced Option cavalier orders! ;P

Heck, how about a cleric with an Exalted Domain? :P

OK, ... I'm done now :)

With all the awesome stuff SGG is put out I am sure we could go through the whole alphabet ;). And actually I had been planning to post the blacksnake all yesterday, just an amusing coincidence with Set's choice. I am definately interested to see what other characters are inspired by the SGG material (and I can post a fair number more of my own with a little tweaking to match the level and gear considerations).

Dark Archive

One downside of following the NPC guidelines for my character writeup is that NPCs don't have Traits, so it wasn't until after the edit time had expired that I noticed that the pregen didn't have any Traits...

(Only the APG traits are legal, but still, that's something I totally flunked on. I suppose they would go between Feats and Skills.)

Edit: NPC Guide places traits in the SQ category, for the most part.

Formatting, the bane of my existence. :)


hmmm i didnt include any traits, I mean I didnt take the feat, not sure if Owen wanted to Pregens to have starting traits or not. How about it owen do you want the pregens to have starting traits from the APG?

Dark Archive

Kolokotroni wrote:
How about it Owen do you want the pregens to have starting traits from the APG?

And if so, take two, or take one and save the other for a 'campaign trait' specific to the adventure in question?

.

Cheesy trait alert: Magical Lineage reduces the final spell level of a specific spell adjusted by metamagic by one. In theory, you could take Magical Lineage - magic missile, take the Merciful Spell feat, and prepare merciful magic missile as a *cantrip,* casting 4d4+4 nonlethal force magic missiles all the ding-dong day.

I would *assume* (and / or house rule, as necessary) that the final adjusted spell level shouldn't reduce the spell to below it's original level, even if the Trait doesn't make that distinction.

Edit: Just checked the APG eratta, and that doesn't seem to have been addressed. Still, I don't think that trait was intended to potentially give a spellcaster unlimited castings of nonlethal burning hands or magic missile...

Scarab Sages

Alzrius wrote:

What format are you looking for? By that I mean, should we just post stat blocks, or can we also post a character's back-story, current sketch, etc.?

Also on format, should we fully write out special abilities from various products that we use, or simply have them noted in the stat block? Likewise, do you want us to specifically call out (presumably with a parenthetical note next to the item in question) what's from what book?

Stat blocks (with special abilities noted by source, but no need to copy out the whole text of them) is all that's required. You may add as much other material as you wish, in an effort to increase your odds of winning the Grand Prize.

Set wrote:
Kolokotroni wrote:
How about it Owen do you want the pregens to have starting traits from the APG?
And if so, take two, or take one and save the other for a 'campaign trait' specific to the adventure in question?

Let's say no automatic traits, but you may burn a feat for two APG traits if you wish.

Dark Archive

And another idea, skipping right over a bunch of letters and going for 'I' for Ice Magic;

Again, stuff in <<brackets>> is for convenience of checking math, and can be nuked off of the sheet handed to a player.

Spoiler:

Laek Ayoti
Elven Wizard (cold specialist, Ice Magic) 7
LN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +11
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 Dex)
hp 40 (7d6+14)
<<FC bonus to hit points>>
Fort +3, Ref +8 (includes +2 for familiar), Will +6; +2 vs enchantment spells & effects
Immune sleep; DR 3/- vs. arrows; Resistance cold 10
OFFENSE
Speed 40 ft. as free action, 80 ft. as move action
Melee +5 rapier (1d6+2/18-20)
Ranged +1 sharp willing composite (+2) longbow +7 (1d8+2/19-20/x3 or 2d6+2/19-20/x3 +1d6 cold) or 2 arrows +5/+5 (as above); +1 to hit and damage if target is within 30 ft.
Wizard Spells Prepared (CL 7th; concentration +12)
4th – black tentacles, wall of fire**
3rd – fireball** (Ref DC 18/20), flame arrow**, lightning bolt** (Ref DC 18/20)
2nd – serac* (cast), arrow eruption***, scorching ray** x2
1st – biting wind* (Fort DC 18) x2, burning hands** (Ref DC 16/18), mage armor (cast), magic missile** x2
0 (at will) – acid splash**, create ice*, detect magic, mage hand
*denotes spells from Ice Magic
**denotes acid, electricity, fire or force spell that can be changed to a cold subtype spell to benefit from Cold Focus feat (or electricity or fire, if needed), thanks to Iceflame runic feat. DC is normal type / cold type.
***denotes a spell from the APG
TACTICS
Before Combat Laek uses his lesser metamagic rod of extend to double the duration of both his mage armor and his serac to 14 hours at the beginning of the day, saving one use for later.
During Combat If the situation appears to warrant spellcraft, Laek unleashes one or more castings of biting wind, enhanced by his Cold Focus and Intense Cold features (1d6+3 damage, Fort DC 18), and while those attack foes, he rains magic missiles, scorching rays, etc. on the targets, modified by Iceflame to be [cold] spells. If he determines that the threat is lesser, he uses his wands of biting wind and gravity bow and then spends the remaining rounds using archery. In either case, his serac moves him as a free action at a speed of 40 ft. per round, and if he feels particularly threatened, he can use a move action to have the serac move him up to 80 ft. away from danger while he continues to fire a single arrow (or spell) a round. If anyone attempts to engage him in melee, the serac is treated as a grease spell (Ref DC 18 or fall) to those who are not welcome, and he will keep it oriented so that a foe without reach will have to step up onto the serac to strike him, as well as taking advantage of create ice, caltrops and the superior mobility afforded him by the serac to keep himself out of close combat. After a particularly well-placed archery shot, he will use arrow eruption, but will generally only do this if he has also used flame arrow, to increase the effectiveness of the tactic.
STATISTICS
Str 14, Dex 16, Con 10, Int 20, Wis 10, Cha 10
<<3 + 5 + 2 + 10 + 0 + 0 = 20; +2 racial bonus to Dex & Int, -2 racial penalty to Con, +1 Str at 4th, +2 Int from headband.>>
Base Atk +3; CMB +5, CMD 18
Feats Scribe Scroll (B), Iceflame** (B), Cold Focus*, Point-Blank Shot, Rapid Shot, Toughness
* denotes Feat from Ice Magic, ** denotes feat from Feats of Runic Might
Skills Acrobatics +5, Appraise +10, Craft (alchemy) +10, Craft (bowyer/fletcher) +10, Fly +3, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10 (Aquan, Auran), Perception +11 (includes +2 racial and +2 for familiar), Spellcraft +15
<<Acrobatics 2 ranks CC +3, Appraise 2 ranks +8, Craft (alchemy) 2 ranks +8, Craft (bowyer/fletcher) 2 ranks +8, Fly 0 ranks +3, Knowledge (arcana) 7 ranks +8, Knowledge (dungeoneering) 2 ranks +8, Knowledge (engineering) 2 ranks +8, Knowledge (geography) 2 ranks +8, Knowledge (history) 2 ranks +8, Knowledge (local) 2 ranks +8, Knowledge (nature) 2 ranks +8, Knowledge (nobility) 2 ranks +8, Knowledge (planes) 2 ranks +8, Knowledge (religion) 2 ranks +8, Linguistics 2 ranks +8, Spellcraft 7 ranks +8>>
<<7 ranks of Perception from headband of vast intelligence>>
Languages Common, Elvish, Draconic, Gnome, Goblin, Orc, Sylvan, Aquan, Auran
SQ elven magic, weapon familiarity, arcane bond (familiar – weasel), cold mastery (Ice Magic), intense cold (Ice Magic)
Combat Gear +1 sharp* willing* composite (+2 Str) longbow, 40 cold iron arrows (weapon blanched silver, APG), scroll of flame arrow, wand of biting wind (CL 1, 50 charges, Ice Magic), wand of gravity bow (CL 1, 50 charges, APG), spellforged* remedy* (arrows) bracers of armor +0, lesser rod of metamagic extend, 2 tanglefoot bags, 4 bags caltops, potions of cure light wounds x4, potion of lesser restoration; Other Gear headband of vast intelligence +2, cloak of resistance +1, handy haversack, ioun torch (APG), campfire bead (APG), monk’s outfit, wizard’s spellbook, 50 ft. silk rope, 2 spell component pouches, empty spellbook (for taking notes, etc.), 2 inkpens, 4 vials ink, blue salve** (2), boilwort** (2), iron soup** (2), mummy leeches** (2), spiderbane pot** (2), wayfarer loaf** (2 wks), waterskin, 5 gallons ale, 5 tankards, 281 gp, 2 sp and 10 cp.
*denotes weapon/armor qualities from Loot 4 Less Armor & Weapons.
**denotes gear from Kragnar’s Alchemy Shop

<<8600 gp, 24 gp, 1000 gp, 375 gp, 750 gp, 750 gp, 3000 gp, 100 gp, 4 gp, 200 gp, 300 gp
4000 gp, 1000 gp, 2000 gp, 75 gp, 720 gp, 10 gp, 10 gp, 15 gp, 1.6 gp, 32 gp, 20 gp, 40 gp, 40 gp, 70 gp, 40 gp, 40 gp, 1 gp
23,218.7 of 23,500 gp>>
<<+487 gp if he could use craft (alchemy) and craft (bowyer) to halve the cost of some of his gear.>>

Laek (pronounced Lie Ek) Ayoti was nearly died in a blizzard as a child, and has developed a powerful respect for the element of cold as a result. Recognizing that his elven stamina made him vulnerable to the forces of nature in the first place, he bent his arcane studies to ensure that he would never feel cold again, and he dresses in loose monk’s clothing, even in the coldest of surroundings, to demonstrate his mastery of the elements that once laid him low.

Like most elves, he’s still not exactly a rugged individual, despite his wiry strength, and he tends to overcompensate when it comes to boiling water before drinking it, eating only food that he has verified is free of contaminants, and regularly ingesting various alchemical curatives to stave off this illness or that contagion (at least half of which are likely made up on the spot).

Laek loves to practice his archery, and uses flame arrow (often modified to ‘frost arrow,’ through the use of his Iceflame runic training) and gravity bow to greatly increase his damage potential, even though he is truly not the world’s best bowman, due to his focus on his arcane arts over more martial training. Still, he is an enthusiast in the bow, and is a fairly skilled craftsman, who uses only the most specialized bow and arrows (cold iron, blanched to also function as silver).

Since learning the serac spell, he has hardly walked under his own power, preferring to glide over the ground on his moving sheet of ice, and even sometimes sitting down upon it for extended journeys, only getting up if he needs to peer a distance or expects trouble, creating a somewhat comical sight as he sits cross-legged jotting notes in his journal, while moving along at a brisk pace.

While he is overly fond of his hand-crafted bow (which he’ll proudly tell anyone who listens that he crafted himself), his most useful possession has to be his handy haversack, which contains most of his worldly possessions, including five one-gallon hand-casks of ale, as well as enough wayfarer bread to ensure that he needed drink or eat anything that he’s not sure is safe for his delicate metabolism. Unlike most elves, he has a taste for dwarven ale (although any dwarf who samples his selection will find that it is mostly watered-down halfling fare, as he is a bit of a lightweight), and he loathes the taste of more delicate elven wines.

I thought airblast, from Air Magic, was kinda neat, but biting wind and serac are both tactically *very* interesting.

Serac is probably too good, for what it does, although it would be more sharply limited in closed quarters. Adjudicating which squares around the caster are affected by the 5 ft. radius can also be a bit odd, since it will occupy four squares on the map, with the caster being offset on one of them, since he's not suppposed to really be sitting on the intersection of the four spaces...

I made a sand-dune-riding version of this for the Scarred Lands open call for Relics & Rituals 2, but it wasn't this good. :)

Being able to cast biting wind and then forget it, leaving it potentially doing 1d6 nonlethal (or 1d6+3, for Mr. Intense Cold) every round with no action requirement on the casters part, is a lower-damage but easier to 'fire-and-forget' option to flaming sphere, kinda like a longer duration, weaker damage spiritual weapon. Being able to cast it round after round, and stack these puppies up, could be brutal...

I was gonna make a Death Mage, but this dude pushed him out of the way and demanded to be made instead. :)

Scarab Sages

Set wrote:
I thought airblast, from Air Magic, was kinda neat, but biting wind and serac are both tactically *very* interesting.

You should consider adding a "tactics" section to the actual character sheet! I think that would add a lot of interest to the character.

Dark Archive

Owen K. C. Stephens wrote:
Set wrote:
I thought airblast, from Air Magic, was kinda neat, but biting wind and serac are both tactically *very* interesting.
You should consider adding a "tactics" section to the actual character sheet! I think that would add a lot of interest to the character.

I did! But that was drier, and I tried to keep it brief (which was easier for Badi'a than for Laek).

Liberty's Edge

I have a strange idea I think I'm going to have to get out of my head before I can do anything else. In order to do *that*, though, I need the answer to a question: what pantheon should we be using, if we have need to reference one?

Scarab Sages

Shisumo wrote:
I have a strange idea I think I'm going to have to get out of my head before I can do anything else. In order to do *that*, though, I need the answer to a question: what pantheon should we be using, if we have need to reference one?

Since the Golarion pantheon and the various D&D pantheons aren't open, you'll need to either use real ancient-world deities, or make up your own. Either option is fine, but do try to keep things serious. I'd like to avoid "Bob, God of Peanut Butter." :)

Scarab Sages

So far we have four entries, and the grand prize includes access to Dungeonaday.com and every Pf PDF SGG makes for a year! Anyone else want to throw a hat in the ring?

Liberty's Edge

I'll even up the ante!

Wait for it ...

I've got a brand new, shiny nickle for anyone that creates a vanguard, a cavalier with one of the new Advanced Option cavalier orders or a cleric with an Exalted Domain!

What, I didn't bring these up already, did I? ;P


Gah - I saw this thread when you started it, Owen, but it slipped my mind.

I'll toss an entry into the proverbial ring later tonight or tomorrow!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Nuts, I was hoping to run the clock out without anyone else entering! ;)

Dark Archive

Marc Radle wrote:
I've got a brand new, shiny nickle for anyone that creates a vanguard, a cavalier with one of the new Advanced Option cavalier orders or a cleric with an Exalted Domain!

Just for you;

Stuff in <<brackets>> is me showing my work.

Spoiler:

Elo Shon
Human Vanguard 7
CG Medium Humanoid
Init +3; Senses Perception +6
DEFENSE
AC 23, touch 17, flat-footed 20 (+5 +1 mithral shirt, +4 +1 tough* darkwood shield w/shield focus, +3 Dex, +1 natural)
hp 56 (7d8+14 +7 (favored class bonus))
Fort +9, Ref +7, Will +7
OFFENSE
Speed 30 ft.
Melee +1 keen rapier +10 (1d6+1/15-20)
Ranged mw comp (+1 Str) longbow +9 (1d8+1/x3)
Special Attacks channel spell (touch of fatigue, chill touch, shocking grasp, touch of gracelessness, touch of idiocy, vampiric touch)
Vanguard Spells Known (CL 7th; concentration +11)
3rd (2/day) – haste, vampiric touch
2nd (4/day)– bull’s strength, mirror image, resist energy, touch of idiocy
1st (5/day) – chill touch (Fort DC 15 or Will DC 15), shield, shocking grasp, touch of gracelessness (APG p 249-250, Fort DC 15)
0 (at will) – detect magic, daze (Will DC 14), mage hand, touch of fatigue (Fort DC 14), read magic
TACTICS
Before Combat Elo likes to start combat with a dazzling display of weapon prowess with his rapier, attempting to demoralize as many foes as he can (DC 10 + HD of foe + Wis mod of foe), while using swift spell to throw up either mirror image or shield, when he feels that the combat would warrant extra defensive ability (he’ll only throw up one before combat). If the target seems more likely to be breathing fire or using some other elemental effect, he’ll instead use swift spell to prepare with resist energy against the appropriate energy type.
During Combat In what appears to be a significant combat, Elo will throw up either mirror image or shield (whichever he didn’t cast before the combat started), using swift spell, during the first round of combat, and then begin attempting to land a blow with a channeled shocking grasp or vampiric touch, depending on the strength of the enemy. Against many weaker foes, or a foe that he expects to take some time to fell, he channels chill touch, attempting to reduce its strength, and counting on critical hits to try and increase the damage output of his channeled spells. Against a spellcaster, he draws upon channeled touch of idiocy, and uses a channeled touch of gracelessness to attempt to reduce the difficulty of hitting a target that is proving difficult for himself and his allies to hit. On any round where he is not casting a swift spell, he will take advantage of Arcane Strike to add another +1 to his damage. Thanks to the Missile Shield feat, he can avoid a single missile attack per round, as if he had Deflect Arrows, so long as he is aware of the attack, not flat-footed and has his shield equipped.
STATISTICS
Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 18
<<(3 + 5 + 5 + 0 + 0 + 7 = 20; +2 racial bonus to Cha, +1 Cha at 4th, +2 Dex from belt)>>
Base Atk +5; CMB +7, CMD 18 (21 vs. attempts to disarm or sunder bonded weapon)
Feats Weapon Focus (rapier, B), Arcane Strike (B), Weapon Finesse, Combat Casting (B), Shield Focus (APG), Dazzling Display (B), Missile Shield (APG), Extra Swift Spell
Skills Climb +8, Fly +1, Handle Animal +4, Intimidate +14, Knowledge (arcana) +6, Perception +6, Ride +7, Spellcraft +10, Stealth +7, Survival +6, Swim +8
<<4 + 0 (int) +1 (human) x7 = 35 Appraise 0 (+0), Climb 3 (+8), Craft 0 (-), Fly 0 (+1), Handle Animal 0 (+4), Intimidate 7 (+14), Knowledge (arcana) 3 (+6), Knowledge (dungeoneering) 0 (-), Knowledge (engineering) 0 (-), Knowledge (nature) 0 (-), Linguistics 0 (-), Perception 3 (+6), Profession 0 (-), Ride 3 (+7), Spellcraft 7 (+10), Stealth 3 (+7), Survival 3 (+6), Swim 3 (+8)>>
Languages Common
SQ arcane bond (rapier), iron grip (+3 CMD vs. attempts to disarm or sunder bonded weapon), weapon channel (touch spells), vanguard’s spell penetration (+1), swift spell 3/day, favored class bonus (+7 hit points)
Combat Gear +1 keen rapier, +1 mithral shirt, +1 tough* darkwood shield, mw composite (+1 Str) longbow, 20 cold iron arrows (weapon blanched to function as silver as well), +2 cloak of resistance, potions of cure light wounds x4, potion of lesser restoration, +2 belt of incredible dexterity, +1 amulet of natural armor, weapon cord (APG), cold iron dagger, silver dagger; Other Gear ioun torch, masterwork backpack (APG), waterskin, belt pouch, traveler’s outfit, 5 days rations, weapon blanche (1, silver, APG), weapon blanche (1, cold iron, APG), 385 gp, 3 sp and 9 cp
*tough armor property from Loot4Less (+1 hardness, +10 hit points)

<<8315 gp, 2100 gp, 1507 gp, 500 gp, 12 gp, 4000 gp, 200 gp, 300 gp, 4000 gp, 2000 gp, 1 sp, 4 gp, 22 gp, 75 gp, 50 gp, 1 gp, 1 gp, 2.5 gp, 5 gp, 20 gp >>
<<2 lbs, 15 lbs, 5 lbs, 3 lbs, 3 lbs, 1 lb, 1 lb, 1 lb, 1lb, 4 lbs, 4 lb, ½ lb, 5 lbs, 5 lbs, ½ lb, ½ lb>>

Spent: 23,114.6 out of 23,500 gp
Encumbrance: 51.5 lbs out of 58 lbs (lt load 58, med load 59-116, hvy load 117-175)

Elo was raised in the big city, fourth son of a minor something or other, and heir to nothing so much as the keys to the wine cellar. He left home, where his parents were arguing about which hideous creature would be the most politically advantageous to marry him off to, and took up a scandalous career of ‘adventuring.’

In the world without servants and soirees, he has learned every lesson about the ‘great outdoors’ the hard way, learning to climb, to swim, to hunt game for his own dinner, and how to get out of the weather, and so forth, only after a near disaster forced him to buckle down and accept that the great wide world does not have hot meals or warm beds or a wine selection or interesting bath conversation.

He’s become almost competent in the ‘out of doors,’ so much so that some of his more socially adept fellows, who have avoided this ‘adventuring’ lark he’s taken a shine to, whisper that he’s lost touch with what’s really important. He doesn’t know whose currently in favor at court, he doesn’t know the punchline to the latest scandalous gossip and he’s utterly clueless about who was seen talking to who at the opera. Hopeless, really, but he has good stories of the adventuring life, and so his childhoods friends put up with his infrequent returns to the capital, rolling up the good carpets (since he’s bound to track something on them) and keeping the more delicate flowers from his uncouth company.

Still, he’s no fool, and he recognizes when his stories have run long and his former friends are glancing at the door, and he moves on again, to the next grand adventure. He recognizes now that he’s spent the last ten years of his life thinking himself ‘just visiting’ the world of the adventurer, like a nobleman’s holiday touring some backwards land on the frontier, and in the process lost any true connection with the home he’s left behind. He’s stuck betwixt and between, having burnt enough bridges with his airs and pretensions that many reputable adventuring companies want nothing to do with the spoiled ‘tourist,’ and his family and former peers certainly have no home for him among their genteel company. For the first time in his life, the blush has gone off the rose, as he realizes that, in gallivanting about, he’s become an eternal traveller, welcome to visit in any port, but to stay in none...

This character works just as well as Eli Shon, a young lady who ran off to go adventuring rather than marry some hideous old merchant to advance her family's fortunes (or inbred slobbering fourthborn noble cretin, to advance their status).

I did everything in my power to make those very few spell slots per day worth using on the relatively small selection of available touch spells, by jacking his critical modifier. An elf, with a curveblade, having less of a threat range but a x3 crit multiplier, was also an option, but I didn't want to lose a feat being an elf. :)

I probably could have gotten some good use out of wands, potions and / or scrolls, perhaps even a lesser metamagic extend rod, but, frankly, I ran out of money. Having to buy armor and weapons, and assuming that you'll be close enough to combat to need AC and / or save boosting items, tends to eat up the cash, fast.


Here's another Vanguard (dang blasted Egyptian ninja-deities...), though not a full one. I have a one-shot coming up and I like this guy so much I think I'll wind up using him as my character.

Tarion Strongheart:

Halfling Cavalier 2/Vanguard 5
NG small Humanoid (halfling)
Init +2; Senses Perception +11
DEFENSE
AC 22, touch 12, flat-footed 20 (+1 champion mithral breastplate, +1 heavy steel shield, +2 Dex)
HP 54 (2d10 + 5d8 + 14)
Fort +10, Ref +4 , Will +6 (+2 vs fear)

OFFENSE
Speed 20 ft. (base) :: 15 (current – medium load) / 50 ft when mounted
Melee +1 bonded heavy pick +8 (1d4+2 / x4)
or adamantine dagger +7 (1d3+1 / 19-20 x2)
Ranged +1 halfling sling staff +9 (1d6 +2 / x3) rng 80 ft

Vanguard Spells Known
2nd – bull's strength, ghoul touch, touch of idiocy
1st – chill touch, expeditious retreat, shield, shocking grasp
Cantrips – acid splash, light, mending, message, spark*
*denotes a spell from the APG
Vanguard Spells Per Day
2nd - 3
1st - 5
Cantrips – at will

TACTICS
Before Combat

  • Thanks to his share spells ability, if Tarion has time to prepare before combat, he likes to cast shield and expeditious retreat upon Fang.
  • If he's expecting considerable trouble, Tarion casts bull's strength upon himself, drinks one of his potions of barkskin, and Fang drinks the other.

    During Combat

  • When facing casters of any sort, Tarion closes to melee range as quickly as he can and utilizes touch of idiocy with his weapon channel ability.
  • Tarion loves to open with a Ride-by Attack, loop around, and then charge back in and position himself and Fang in such a way so as to get plenty of mileage out of his Tactician ability (Precise Strike) with the rest of the party.
  • Tarion quickly helps allies who are in a bind and as such often provides the benefit from his Lucky Halfling feat at the first opportunity. Additionally, he's not shy about using his Lion's Call ability should an ally fall victim to a fear effect.
  • Tarion can become very hard to hit when he utilizes his challenge ability thanks to an additional +2 AC from his armor's champion special ability – however he normally saves this trick for especially tough foes.
  • If forced to retreat for any reason, Tarion breaks the elemental gem hoping the large earth elemental will buy him and his allies enough time to regroup.

    STATISTICS
    Str 12 (+1)
    Dex 14 (+2)
    Con 14 (+2)
    Int 13 (+1)
    Wis 12 (+1)
    Cha 16 (+3)
    (Base Stats: 13 (3pts) / 12 (2pts) / 14 (5pts) / 13 (3pts) / 12 (2pts) / 14 (5pts) = 20 pt buy)
    (-2 Str, +2 Dex, +2 Cha from race, +1 Str @ lvl 4)

    Base Atk +5; CMB +5, CMD 17 (+1/2 vanguard lvl vs disarm/sunder w/ bonded weapon)

    Feats Lucky Halfling (lvl1), Precise Strike (Cavalier1), Mounted Combat (lvl3), Arcane Strike (Vanguard1), Combat Casting (Vanguard2), Boon Companion (lvl5), Ride-by Attack (Vanguard4), Spirited Charge (lvl7)

    Skills
    Skill Points/level: cavalier 5 = 4 + 1 (int mod), vanguard 6 = 4 + 1 (int mod) + 1 (favored class)
    Total: 40 (bold indicates class skill)

    Acrobatics: +2
    Appraise: +1
    Bluff: +3
    Climb: +5 (1 rank)
    Craft: +1
    Diplomacy: +11 (5 ranks)
    Disable Device: +2
    Disguise: +3
    Escape Artist: +2
    Fly: +2
    Handle Animal: +13 (5 ranks) (+4 with Fang)
    Heal: +1
    Intimidate: +11 (5 ranks)
    Knowledge (Arcana): +5 (1 rank)
    Knowledge (Dungeoneering): +5 (1 rank)
    Knowledge (Engineering): +5 (1 rank)
    Knowledge (Geography): +1
    Knowledge (History): +1
    Knowledge (Local): +1
    Knowledge (Nature): +5 (1 rank)
    Knowledge (Nobility): +5 (1 rank)
    Knowledge (Planes): +1
    Knowledge (Religion): +1
    Linguistics: +1
    Perception: +11 (5 ranks)
    Perform: +3
    Profession: +1
    Ride: +12 (5 ranks) (armor check penalty doesn't apply when riding Fang)
    Sense Motive: +7 (3 ranks)
    Slight of Hand: +2
    Spellcraft: +10 (6 ranks)
    Stealth: +6
    Survival: +1
    Swim: +1
    Use Magic Device: +3

    Armor Check Penalty: Armor = -1 / Armor + Shield = -3

    Languages Common, Halfling, Elven
    SQ fearless (+2 to saves vs fear), halfling luck (+1 to all saves), keen senses (+2 to perception checks), outrider* (+2 to handle animal and ride checks), weapon familiarity, arcane bond
    *alternate racial trait from APG

    Inventory +1 champion mithral breastplate, +1 heavy pick (bonded weapon), +1 halfling sling staff, sling bullets (20), +1 heavy steel shield, adamantine dagger, ring of feather falling, elemental gem (earth), ioun torch, common backpack, traveler's outfit (clothing) (x2), trail rations (x10), bullseye lantern, belt pouch (x2), silk rope (50 ft), signal horn, smokestick (x3), barkskin potion (x2), exotic riding saddle, +1 chain shirt barding, 77 gp

    costs in gp: 8200 + 2000 (weapon and masterwork costs free thanks to arcane bond) + 2320 + 2 + 1170 + 3002 + 2200 + 2250 + 75 + 2 + 2 + 5 + 12 + 2 + 10 + 1 + 60 + 600 + 10 + 1500

    FANG
    Wolf
    Initiative +3
    Senses low-light vision, scent; Perception +4
    --Defense--
    AC 24, touch 13, flat-footed 21 (+1 chain shirt barding,+3 Dex, +6 natural)
    HP 36 (6d8+12)
    --Offense--
    Speed 50 ft (80 w/ expeditious retreat)
    Melee bite +7 (1d8+2 plus trip)
    --Statistics--
    Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +4; CMB +6; CMD 23 (27 vs trip)
    Fort +7; [b]Ref +7 (evasion); Will +5 (+4 vs enchantment)
    Feats Armor Proficiency (light) (bonus – Cavalier1), Iron Will, Weapon Focus (bite), Improved Natural Attack (bite)
    Tricks Combat Training [attack, come, defend, down, guard, heel] (free – Cavalier1), seek, stay, track
    Skills Perception +4, Survival +4 (+8 scent tracking); Racial Modifiers +4 survival when tracking by scent
    Special Link, share spells, evasion, devotion

  • Astride Fang, Tarion is an awesome skimisher. I tried to build him in such a way that he could either be a speedy blur, zipping past and pummeling the bad guys, or a stalwart figure in the thick of combat his allies could rally around.

    He has several abilities that benefit the whole party, and he's got a nasty trick for being a mage/cleric killer should the group run afoul of any casters. Should any flying foes present themselves, he can show off his abilities with a sling staff as well.

    I nearly always try to avoid typical, run of the mill weapons when I make characters and for some reason, I love the ones that are x4 crit. Ideally, Tarion's would have also had the thundering special ability, but he would have had 2 items worth more than 6,000 gp at that point.

    All in all, I'm really looking forward to busting this guy out.

    Dark Archive

    Dal Selpher wrote:
    Here's another Vanguard (dang blasted Egyptian ninja-deities...), though not a full one.

    It may not happen often, but the day you get that 4d4+8 pick crit with a channeled shocking grasp rider for an extra 4d8+20 is the day people talk about for years afterwards. :)

    A +1 keen scythe crit and a channeled vampiric touch would be just mean, but I wanted to stick to a one-handed weapon.

    Liberty's Edge

    I have an archon/inquisitor statted out, but I got distracted before I cold get the deity and tactics write-ups to go with it. I'll see if I can find time to do that tonight before I have to go back to the other writing I'm way behind on...


    Set wrote:

    A +1 keen scythe crit and a channeled vampiric touch would be just mean, but I wanted to stick to a one-handed weapon.

    Ha! That was actually the foundational idea I had - a scythe-wielding vanguard. It's always fun as a PC when you get to invoke the massive damage rules on a target.

    I opted for the heavy pick for the same reason - that and his Str wasn't high enough to really warrant a 2-hander.


    Shisumo wrote:
    I have an archon/inquisitor statted out

    Sweet idea.


    Oh.

    Oh, my.

    This is about to get painful...

    All due the 11th... That's 4 days the birth awesomeness. I see ... pain. Lots of pain in my near future. But good pain.


    Pathfinder Rulebook Subscriber

    Aww man I was workin up a Ninja/Shadow Assassin then saw it didn't say Ultimate Combat...
    I'll look at something else...


    Would archetypes also qualify?

    Scarab Sages

    Azazyll wrote:
    Would archetypes also qualify?

    Absolutely, which I crudely referred to as a template in the contest description (although i think I defend archetypes as a "specialization, such as the class options").

    Yes, any of the SGG archetypes qualify your character for this contest!

    Scarab Sages

    DEADLINE EXTENSION!

    Since the Paizo website is going to be down for a lot of Saturday, and numerous people have mentioned they hoped to enter over the weekend, and Sunday is often busy with family stuff, I'm extending the deadline to get a character posted, to 10am PST, Tuesday April 12th.

    Voting will then start on the 13th, and run to 10am PST on April 20th.

    The prizes are the same. Everyone who gets a complete character in gets to select one PDF to get free. The character with the most votes wins its creator a year-long All Genius Pass to Dungeonaday.com, which has hundreds of rooms designed by Monte Cook, is about to hit level 17 of it's 20-level Mega dungeon, and earns you every Pathfinder-compatible PDF SGG produces for a year! It's a $99 value, so get your character design skill cracking!

    Questions can be posted here, or sent to owen (at) supergeniusgames (dot) com.

    Dark Archive

    Owen K. C. Stephens wrote:
    Questions can be posted here, or sent to owen (at) supergeniusgames (dot) com.

    Totally unrelated question;

    Spoiler:

    Will you be releasing more of the Bastards & Bloodlines races in SGG products? I was flipping through the book last night and making notes in my head as to how to strip them down to be PC-level PF races (most probably between dwarf and aasimar for power level, so 'LA+0' by PF standards), but realized that I'd just be re-inventing the wheel if you already have that iron in the fire...


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Liada the Corpse Yard Whore

    Spoiler:
    When Liada was born she did not cry out or fuss or even breathe, and the Midwives feared she was still born. Cradled in the arms of her weeping mother long minutes slowly passed by until even the mourning mother was forced to accept that her daughter held no breath of life. Then ever so slightly and ever so quietly she began to breath. As Liada grew older she held a curious interest in her father’s profession as a Cleric to the God of Death and Last Rites. The town’s folk and the girl’s parents saw nothing untoward in this interest and all assumed that she would one day take her father’s place in the temple. However, as Liada became a young woman her interest in the recent dead grew deeper and more passionate. She began spending long nights with the recently deceased and her parents even found her lying with corpses in a way that was much too familiar for their liking. After expressing their concern Liada kept her interests more private and started spending time in the Yard of Old Graves far out of town. Here the town’s folk said the ground had become unhallowed and no longer buried their dead in its soil. Here, in the Yard of Old Graves, Liada found a corpse that responded to her touch. A corpse that would hold her and caress her and please her as she had done with so many others of the lifeless dead. That night the corpse gently whispered in her ear about a Goddess of Lust and Death, a Goddess who could lead her to other corpse yards and other living dead where she could fulfill all her desires. As time passed and Liada traveled far and her dalliances with the undead became well known, she came to be called the Corpse Yard Whore, a title Liada bears proudly.

    Liada, the Corpse Yard Whore
    Human death mage 7 (Genius Guide to the Death Mage)
    N Medium humanoid (unbreathing) (Genius Guide to the Death Mage)
    Init +1; Senses Perception +6
    Defense
    AC 20 touch 11 (13 vs Incorporeal) flat-footed 19
    HD 39 (7d8+7) *(1 full d8 for first level + 1/2 d8 each additional level + 1hp for favored class/level)
    Fort +5 Ref +4 Will +9
    Defensive Abilities: Anchored Soul (Genius Guide to Feats of Divine Might pg. 4), Cold Resistance +7
    Offense
    Speed 30 feet
    Melee mwk spiked gauntlet +6 (1d4)
    Ranged mwk light crossbow +7 (1d8 19-20)
    Special Attacks Dirge of Command
    Death Mage Spells Prepared
    4th – Dance Macabre IV, Inflict Light Wounds, Mass
    3rd – Animate Dead, Dance Macabre III, Speak with Dead
    2nd – Command Undead, Dance Macabre II, False Life, Inflict Moderate Wounds
    1st – Dance Macabre I, Deathly Pall, Deathwatch, Grave Shield, Inflict Light Wounds, Spectral Eye
    0 (at will) – Bleed, Detect Magic, Guidance, Virtue
    Statistics
    Str 10 Dex 12 Con 17 Int 10 Wis 14 Cha 20 *(20 point buy +2 for human +1 at 4th level)
    Base Atk +5 CMB +5 CMD 16
    Feats Anchored Soul, Spell Focus (Conjuration), Spell Focus (Necromancy), Augment Summoning, Iron Will *(4 for being 7th level, +1 for human)
    Skills Bluff +5, Craft (fetish) +4, Diplomacy +7, Intimidate +4, Knowledge Arcana +5, Knowledge Dungeoneering +4, Knowledge Geography +5, Knowledge History +4, Knowledge Local +4, Knowledge Planes +4, Linguistics +4, Perception +4, Spellcraft +10, Stealth +4, Use Magic Device +8 (Skill Points 35: 4/level for class + 1/level for human)
    Languages Common, Elven, Dwarven, Undercommon, Voice of the Dead
    SQ Pale Road (Corpse Mage), Voice of the Dead, Death Bond (Fetish), Secrets of the Dead
    Gear (23,500gp, No single piece over 11,750gp, No three more than 6,000gp apiece)
    Fetish (Powers: Death Focus, Healing Spirits, Instrument of Death, Warding Spirits / Attunements: Animal, Humanoid Dwarf, Humanoid Elf, Humanoid Giant, Humanoid Goblinoid, Humanoid Halfling, Humanoid Human, Monstrous Humanoid, Undead)
    Masterwork Spiked Gauntlet / Fetish 305gp, Mistmail 2,250gp (Advanced Players Guide pg. 285), Cowardly Crouching Cloak 1,800gp (Advanced Players Guide pg. 303), Bracers of Armor +2 4,000gp, Amulet of Natural Armor +2 4,000gp, Ring of Sustenance 2,500gp, Robe of Bones 2,400gp, Gravewalkers 2,000gp (Loot for Less Fantastic Footwear pg. 5), Rod of Rings 2,500gp (Loot for Less Hot Rods pg. 4) *On Rod of Rings, *Ring of Aptitude +2 (Diplomacy), 400gp (Loot for Less Pretty Pretty Rings pg. 3), *Ring of Avoidance +1 350gp (Loot for Less Pretty Pretty Rings pg. 3), *Tinder Ring 36gp (Loot for Less Pretty Pretty Rings pg. 9), Masterwork Crossbow, Light 335gp, Bolts (10) 1gp, Elixir of Hiding, 250gp Unguent of Timelessness (2) 300gp, Spell Component Pouch 5gp, Entertainer’s Outfit (3) 9gp, Backpack 2gp, Silk Rope 10gp, Mirror, Small Steel 10gp, Spade 2gp, Manacles 15gp, 20gp
    Tactics
    Liada will be the first to tell you that she is more of a lover than a fighter and prefers to let undead or summoned unbreathing do her fighting for her. Although Liada spends most of her time with undead she is not of an evil alignment. Liada’s interest in the dead and undead is mostly necrophalic so while her morals are loose she rarely acts with specifically evil intentions. Her spiked gauntlet also serves as her fetish and she has affixed various pieces of former favored lovers to the gauntlet. Because of this Liada is very protective of her fetish and is quick to react negatively if she feels that it is threatened. Liada hopes to one day become an undead and is currently considering lichdom. She is fond of taking pleasure travels to locations she can both pursue her necrophalic interests and her studies into lichdom. Liada is also a little vain and most of her gear is intended to enhance her personal protection or pleasure.

    Scarab Sages

    Set wrote:

    Totally unrelated question;

    Will you be releasing more of the Bastards & Bloodlines races in SGG products? I was flipping through the book last night and making notes in my head as to how to strip them down to be PC-level PF races (most probably between dwarf and aasimar for power level, so 'LA+0' by PF standards), but realized that I'd just be re-inventing the wheel if you already have that iron in the fire...

    I have a lot of love for those races, and B&B was my first solo freelance book, so the answer is yes, but not all of them and not quickly. Some already have the interest of other publishers (Rite has redone the wyrd and is working on the lurker, and more than one has told me they're thinking of doing to blinking). Some I've already redone (aellar and kestrel in Races of Wind and Wing, Pipers in Races of Hoof and Horn).

    Everything else is something I'd like to get to, but only in appropriate products. A GGT Races of Scale and Fang is a likely contender for both green men and sthein. GGT to Races of Brawn and Brutality might well hold jovians. But those products take quite a bit of time to put together, and we don't release on all that often, so it'd be quite a while before I get to all the B&B options.

    Scarab Sages

    Brinebeast wrote:

    Liada the Corpse Yard Whore

    ** spoiler omitted **...

    Well the name is going to draw attention!


    Owen K. C. Stephens wrote:
    Brinebeast wrote:

    Liada the Corpse Yard Whore

    ** spoiler omitted **...
    Well the name is going to draw attention!

    Exactly my thoughts. :P


    I'm working on an Asterion Death Mage (Reaper Mage) right now, he's nearly done, but one quick question.

    You've already mentioned we only get one free PDF if we submit multiple characters, but will votes be aggregated for the grand prize? If I have three characters with 5, 5 and 5, do I have 15 votes total, or is each counted individually?

    Thanks.

    Scarab Sages

    Tim4488 wrote:
    If I have three characters with 5, 5 and 5, do I have 15 votes total, or is each counted individually?

    Each character's total is treated separately, and the single character with the most votes earns the grand prize for its creator.


    There is no Time Thief? Well, allow me to rectify that discrepancy.

    Spoiler:
    Giselle
    Female elf Time Thief 7
    Alignment CN Size Medium
    Init +4; Perception +12
    ===== Defense =====
    AC 20, touch 16, flat-footed 16; (Mithril Shirt (2,100gp) +4, Dex +4, deflection +1, dodge +1)
    hp 56 (7d8)
    Fort +3, Ref +10, Will +6; +2 vs. enchantment
    Special Defenses Time Thief abilities – see below
    ===== Offense =====
    Spd 30 ft.
    Melee Adamantine Kukri of Wounding (11,008gp) +9 (+11 if used alone) (1d4+1/18-20/x2) and (main hand)+1 Longsword (2,015gp) +8 (+10 if use alone) (1d8+1/19-20/x2)
    Ranged +1 Shortbow (2030gp) +10 (1d6+1/19-20/x2)
    Special Attacks Time Thief abilities – see below
    ===== Statistics =====
    Str 11, Dex 18, Con 10, Int 18, Wis 10, Cha 10
    Base Atk +5; CMB +5; CMD 19
    Feats Weapon finesse, Two-weapon fighting, Dodge, Mobility.
    Skills Acrobatics +14, Climb +10, Craft(Alchemy) +14, Disable Device +17, Escape Artist +14, Knowledge (planes) +14, Perception +12(+15 Find Traps), Sense Motive +10, Sleight of Hand +14, Stealth +14.
    Gear Cloak of Resistance +1 (1,000gp), Ring of Protection +1 (2,000gp), Bag of Holding I (2,500gp), Quiver w/ 20 arrows (1gp), 50’ silk rope (10gp), Alchemical supplies (Tanglefoot bags(4) (200gp), Antitoxin(4) (200gp) , Alchemist’s fire(10) (200gp) , Thunderstone (4) (120gp)), Thief’s tools (30gp), 86 gp. ((Total value of all items: 23,500gp))
    ===== Special Abilities =====
    Mote of Time (10) Gain +1 bonus to Attack Roll, Skill Check, Ability Check, Saving Throw, Damage Roll or +1 AC(dodge) for one round; Reduce duration of negative condition 1d6 rds.
    Temporal Talents Evasion (per rogue), Uncanny Dodge (per rogue), Trap Finding (1/2 class level + Perception to Find traps and add 1/2 class level to Disable Device checks)
    Aevum Bolt Time (7 rd.) – One extra attack at max BAB during full attack, +1 Attack rolls, +1 AC (dodge), +1 Reflex saves, Movement +30’ (up to double speed), Automatically dodge first ranged attack (must be aware of it).
    Description: Giselle is lithe and of medium height. Her coloring is dusky and nondescript, making it easy for her to blend in the shadows. She has thin dull brown hair which she usually keeps tied into a knot with a leather strap to keep it out of her way. She usually wears her cloak hood over her head and speaks when she has to in soft tones. Giselle has had a traumatic past and never tells it to anyone. A person with a skill in Linguistics might note a slight accent common to the fear-shrouded state of Nidal. She appears nervous around spellcasters, particularly priests or druids. She is always trying to stay one step ahead of time but knows in her heart that eventually it will catch up with her. This gives her a fatalistic view of the world and everyone in it.

    Not flashy, but then why would a Time Thief want to attract attention?

    Scarab Sages

    Dark Sasha wrote:
    There is no Time Thief? Well, allow me to rectify that discrepancy.

    Thank you! I didn't want to sway what anyone created by dropping hints, but I was hoping someone would do a time thief!


    I'm still hoping to get an entry worked up. But, eh, Sunday snuck up and handed me a delightful surprise in the form of an email asking me to contribute to another project. I've got the "heavy lifting" on it done, now it is out for proofing and I'm planning to sit and tinker with this contest.

    eta: And I mean "delightful surprise" in the "giddy with shock and excitement" sense!

    Scarab Sages

    Doc_Outlands wrote:
    I'm planning to sit and tinker with this contest.

    Well you have until tomorrow morning! (And congrats on getting the call to contribute to something!)

    Liberty's Edge

    So far, I have two brand new, shiny nickles to hand out ;) I think I might have one more for the gallant soul that stats up a cavalier with one of the new cavalier's orders ...

    It's a REALLY shiny nickle ...


    Yep, got until noon my time. In fact, I'm working on her right now. (this despite feeling as if I am rapidly approaching a status that would interest a PC posted above...)

    Sorry, Marc - not a Cavalier from me.

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