[Super Genius Games] The PreGens for PaizoCon Contest!


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Liberty's Edge

Doc_Outlands wrote:

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.

Ha ha ... Well then, no brand new, shiny nickle for you!!!

Grand Lodge

well it sucks that i JUST found this.

I'll try to come up with something based upon the extended deadline, but dang... probably no way I can make it.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Wasn't sure I was going to make it, but here she is...

Talia en’Vesh

Female half-elf archon 3/inquisitor of Anshival 4

Spoiler:
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +14

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DEFENSE
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AC 20, touch 11, flat-footed 19
(armor +6, Dex +1, shield +3)
hp 60 (3d10+9 plus 4d8+12)
Fort +8, Ref +4, Will +10 (+12 vs enchantments)
Immune sleep

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OFFENSE
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Spd 30 ft.
Melee +2 light mace +13/+8 (1d6+6, 20/x2)
Ranged mw light crossbow +7 (1d8, 19-20/x2)
Special Attacks cunning initiative, hand of the acolyte 5/day, judgment 2/day, rivenspell (shield), solo tactics
Spell-Like Abilities (CL 4th):
At will – detect chaos/evil/good/law
Inquisitor Spells Known (CL 4th, touch +10, ranged touch +7, concentration +8):
2nd (2/day) – flames of the faithful*, weapon of awe*
1st (4/day) – comprehend languages, divine favor, shield of faith, wrath*
0 – bleed (DC 12), brand* (DC 12), daze (DC 12), guidance, sift*, stabilize
Archon Spells Prepared (CL 3rd, touch +10, ranged touch +7, concentration +7):
2nd – glitterdust (x2)
1st – enlarge person, magic missile
0 – arcane mark, detect magic, read magic
Domain Magic

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TACTICS
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During Combat If the opportunity presents itself, Talia prefers to ready herself for combat with wrath, weapon of awe and/or enlarge person, relying on her rivenspell ability to sacrifice glitterdust for a bonus to her Armor Class rather than wait for shield of faith. Only truly dangerous foes, or those who hunt witches or priests, are worthy of her flames of the faithful spell. Her magic missile and hand of the acolyte abilities are her preferred ranged weapons; she falls back to her crossbow only when she has no other choice.

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STATISTICS
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Str 16 (18), Dex 12, Con 14, Int 14, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 21
Feats Additional Traits*, Arcane Strike, Power Attack, Shielded Caster*, Skill Focus (Spellcraft), Weapon Focus (light mace)
Skills Knowledge (arcana) +12 (+14 identifying monsters), Knowledge (dungeoneering) +9 (+11 identifying monsters), Knowledge (history) +6, Knowledge (planes) +9 (+11 identifying monsters), Knowledge (religion) +9 (+11 identifying monsters), Linguistics +5, Perception +14, Spellcraft +15, Survival +9 (+11 tracking); armor check penalty -1.
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ keen senses, track +2
Traits Elven Reflexes*, Focused Mind*
Combat Gear scroll of cure light wounds (x2), scroll of cure moderate wounds, scroll of see invisibility; Other Gear +2 light mace, +2 chain shirt, +2 buckler, masterwork light crossbow and 20 bolts, belt of giant’s strength +2, cloak of resistance +1, handy haversack, backpack, bedroll, silver holy symbol of Anshival, spell component pouch, hemp rope (50 ft.), flint and steel, rations (10), waterskin, 60 gp
Spellbook 0 – arcane mark, detect magic, read magic; 1st – enlarge person, magic missile; 2nd – glitterdust
*indicates a rules element from the Advanced Player’s Guide

Anshival is the neutral god of magic, secrets, knowledge and power. Of the five gods of the Pentatheon, he is the only god whose benevolent and wrathful aspects entail no alignment shift. Anshival teaches his followers to seek knowledge for the power it brings, and cares nothing for how that power is used – he supports the generous cleric and the power-mad lich equally. It is said that he crafted the first rod of lordly might, and it remains his preferred weapon.

Anshival turns his benevolent aspect on those who seek out hidden and lost lore, who use mystic strength to achieve worldly ends, and who trust in knowledge to aid their foes and destroy their enemies. He shows his wrath to those who conceal lore and attempt to repress the users of the arcane or divine arts. His holy symbol is a mace-like rod – his rod of lordly might – superimposed on a mystic rune, and his favored weapon is the light mace. His domains are Artifice, Glory, Knowledge, Magic, and Rune. Although he is the creator of the gnomes, many elves and half-elves are among his followers, as well as magic-users of every stripe.

(Anshival and the Pentatheon are from my homebrew world, just in case anyone was wondering.)


Rus Ironhoof, Ash Speaker:

Rus Ironhoof
Death Mage (Reaper Mage) 7
N Medium humanoid (Asterion)
Init +1; Senses Low-light vision; Perception +1

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DEFENSE
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AC 19, touch 12, flat-footed 18, Warding Spirits (+3 vs. Fetish Attuned)
(+6 armor, +1 dex, +1 deflection, +1 natural)
hp 74 (7d8+42), Deny Death
Fort +5, Ref +3, Will +6

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OFFENSE
------------------------------------------------------------------------

Spd 40 ft.
Melee falchion +11 (2d4+8/18-20 *2)
Charge (with all attack options) falchion +14 (7d4+4d6+14/18-20 *2)
Charge (with all attack options) v. Undead falchion +16 (7d4+8d6+14/18-20 *2)
Attack Options Power Attack, Devastating Charge, Vicious, Deadly Blow, Vigorous Charge, Reap
Special Abilities Healing Spirits (4/day, 40 ft range, 2d6 healing)
Death Mage Spells Prepared(CL 7th, touch +10, ranged touch +6, concentration +10):
4th level: False Vigor
3rd level: Vampiric Touch *2, Speak with Dead
2nd level: Death Knell *2, False Life, Ghoul Touch
1st level: Deathly Pall, Deathwatch, Grave Shield, Ray of Enfeeblement, Remove Fear
Cantrips: Bleed, Detect Poison, Disrupt Undead, Stabilize

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TACTICS
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Rus's primary tactic should be very apparent - a powerful opening charge is his favorite way to start any fight. He uses his spells primarily for self-buffing, False Vigor, Vampiric Touch, Death Knell, False Life and Grave Shield all doing their part to make up for his relatively low AC and hit points for a front-line melee character. Ghoul Touch can be useful against a foe that his typical attacks are ineffective on, and Ray of Enfeeblement is important in those rare occasions where he cannot close to melee easily. He prefers to save his Reap for use against undead foes, but then, he also prefers to fight undead in general. The charges above include the numbers for Power Attack, Devastating Charge, Vicious, Deadly Blow, Vigorous Charge and Reap already factored in.

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 19 (21), Dex 12, Con 16, Int 8, Wis 12, Cha 16
Base Atk +5; CMB +10; CMD 21
Feats Vicious (Races of Hoof and Horn), Toughness, Power Attack, Devastating Charge (Feats of Battle), Endurance
Skills Climb 0 (+9), Intimidate 7 (+13), Knowledge (Nature) 7 (+6), Survival 7 (+10), ACP -1
Languages Common, Giant
SQ Pale Road (Reaper Mage), Deny Death, Reap 6/day (+3 to hit, +2d6 damage, +4d6 v Undead), Death Bond (Fetish), Fetish (Deadly Blow, Healing Spirits 4/day, Instrument of Death, Warding Spirits) Voice of the Dead, Secrets of the Dead
Equipment +1 Undead Bane Falchion (Fetish), +2 Chain Shirt, Belt of Giant Strength +2, Amulet of Natural Armor +1, Ring of Deflection +1, Ring of Climbing, 3 Potions of Cure Light Wounds, 225 in general gear and coins

Rus comes from a mixed mountain tribe consisting primarily of asterion, humans and orcs. Life on the frontier is already difficult enough, but the particular range his clan inhabits has been plagued by necromancers and their ilk for centuries now. No one is sure if it is because of a preponderance of ancient tombs in the area, the lack of a powerful army nearby to drive them off, or some sort of confluence of ley lines, but every group in the area has been cremating its dead as long as even the oldest elders can remember. Despite this, the necromancers always seem to find material somewhere. Thus, the tradition of the Ash Speaker was born. In every generation, a member of the tribe is touched by the spirits of the dead. This is usually apparent early in the child's life through some dream, vision, or hearing of voices. Regardless of the child's race, they are taken from their parents and live with the current Ash Speaker, learning from them proper respect for the dead and hatred for all those who would defile corpses. An Ash Speaker in combat with undead is an odd mix of hot fury and respect, almost reverence. They despise the unholy creature in front of them, but feel a deep duty to ensure that its soul is dispatched properly, and every follower of the path is trained in the proper rituals for releasing the soul of such a tormented creature after defeating it. While their fellows may spend time after a battle cleaning their blades and armor in disgust, the Ash Speaker immediately begins praying and preparing the cremation of those it has slain. From the lowliest skeleton or zombie up to vampire lords, Ash Speakers never despise the undead they are fighting, but rather whatever force created such an abomination (liches, as a voluntary transformation to undeath, are of course an exception.)

Mechanically speaking, every Ash Speaker is a Death Mage following the Pale Road of the Reaper Mage. All Ash Speakers prefer a Fetish to an Unbreathing Companion, though not all Ash Speakers necessarily take a weapon as their fetish. A few Ash Speakers have been known to take the Repose domain, but it is less common than a Fetish by far.

Rus's life has been fairly typical, as far as an Ash Speaker's life can be considered such. He experienced an extremely vivid dream at the age of 5 involving defending his tribe against a horde of ghouls, and was from then on raised by the tribe's current Ash Speaker, an orc named Ghlok. Ghlok was later slain by spectres serving a lich, and Rus is still seeking them for vengeance. However, his duty to his tribe is typically too great for him to go off adventuring. That said, Rus could easily become an ally of any adventurers traveling in his lands, as a guide or as a comrade in battle, so long as the adventurers showed proper respect for the dead, his tribe and his tribe's ways. The falchion he wields was his master's, and Rus was trained in the blade by Ghlok before his death.

In terms of decisions, I knew as soon as I first downloaded the Death Mage I wanted to make a Reaper Mage with Instrument of Death that was an absolute brawler against undead. When this contest came up, I looked at the Asterion and thought, hey, it'd be fun to use an SGG race too, and the mechanics line up nicely. From there Devastating Charge was a natural choice to match up with the racial Vigorous Charge, and the idea of a charge-focused character was born. I chose the falchion over the scythe partially because the scythe seemed too obvious, and partially because of the mixed nature of Rus's tribe and the association between falchions and orcs. If I were actually playing Rus, I probably would have balanced his stats more with a slightly higher dex, but for flavor pumping strength felt right - this character is more concerned with hurting his foe so badly it cannot hit him back than he is with surviving a counterattack. Gear was fairly easy, starting with the falchion and then making some decisions to make up for the low AC. The Ring of Climbing was to reflect the need for climbing prowess in his mountainous home, despite his lack of training. Rus is more like a tribal shaman than a trained priest, and thus Knowledge (Nature) seemed fitting over Knowledge (Religion). Were this character to be advanced further, I could easily see him multiclassing into Ranger for Favored Enemy (Undead), the greater selection of skills, and maybe even Favored Terrain (Mountains). Weapon Focus (Falchion) would have been included had I had one more feat to spare, though Great Fortitude or Iron Will could also be nice.

I imagine Rus's fetish would be attuned to Undead, Humanoid (Asterion), Humanoid (Human), and Humanoid (Orc), but as there seemed to be no particular guideline for how many attunements a given character should have, I left that off the official stats.


Gavrin Strongstone, War Master:

Gavrin Strongstone
War Master 7
LN Medium humanoid (dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +11
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Defense
========
AC
17, touch 11, flat-footed 16 (+6 armor, +1 Dex); +4 dodge against giants
hp 61 (7d10+14 plus 4)
Fort 4, Ref 6, Will +6; +2 against poison, spells, and spell-like abilities
Defensive Abilities Stability, DR 2/-
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Offense
========
Speed
30 ft.
Melee +1 greataxe +10/+5 (1d12+4/x3) or dagger +9/+4 (1d4+2/19-20)
Ranged +1 composite longbow +2 +9/+4 (1d8+3/x3) or dagger (+8/+3/19-20)
========
Statistics
Str
14, Dex 12, Con 14, Int 12, Wis 12, Cha 14
Base Atk +7; CMB +9; CMD 20
Feats Cleave, Improved Initiative, Power Attach, Quick Draw, Armor Proficiency (Light, Medium, Heavy), Martial Weapon Proficiency (All), Shield Proficiency, Simple Weapon Proficiency (All)
Skills Appraise +8, Bluff +9, Knowledge (nobility) +12, Linguistics +9, Perception +11, Sense Motive +7, Stealth +0, Survival +11, Swim +0
Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran
SQ Battle Tactics (18 rounds/day) Genius Guide to the War Master, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity (dwarven weapons) all from Core Rules
Battle Tactics Consule
Equipment +1 greataxe, +1 composite longbow +2, adamantine breastplate, arrows (20), boots of striding and springing, 4 daggers, explorer's outfit, handy haversack, potions of cure moderate wounds (2), silk rope, coins (about 63 gp)
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Special Abilities
========
Battle Tactics (Ex)
Assail, Battle Tactics: Move Action, Consul, Countering Tactics, Covering Maneuvers +2, Deployment, Goad, Guarded Tactics, Hold!, Individual Tactics (2/feat), Mark of Quality, Realm of Expertise (Intelligence), Shout of Warning all from Genius Guide to the War Master
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Tactics
========

As a war master, Gavrin lives his life to smite his enemies and to defend his allies. In battle, he tries to use Countering Tactics as frequently as possible, although Covering Maneuvers, combined with Deployment, make for quick work of most enemies. He prefers closing to melee, relying upon his AC and DR from his breastplate for defense and his greataxe for offense, but does not hesitate to Quick Draw his bow when he cannot close.

Gavrin is fiercely loyal to his teammates, his dwarven homelands, and to his country, but is largely indifferent to politics. He fights evil because of the threats it poses to those he holds dear, rather than because he is trying to improve the world. He acts cautiously but decisively.

He sees his role in a party as a decision maker and stalwart defender, but will follow others if their reasoning is sound. He feels that his training and experience make him a natural leader, and he does not hesitate to use his Consul abilities to sway others to his way of thinking. His aspiration is to lead a warband on a just cause, such as the establishment of a new mine or a new country.

War Master Specifics:

For those who do not have access to the Genius Guide to the War Master, Knowledge (Nobility) is a strong skill for war masters. Consul uses this skill to replace of Diplomacy, while Countering Tactics uses it to deny enemies certain bonuses. Most of the rest of the tactics Gavrin uses are team-oriented. They're not teamwork feats, such as found in the Advanced Player's Guide, but they act on the team, giving bonuses or buffs to allies based upon the war master's abilities, skills, or chosen feats.

Gavrin is based upon the worldview of a character I used in 3.5, mixed with my interpretation of a PC in my ongoing campaign.


not happening this time. Interesting character, tho! I'll have to finish her out later. Times like this remind me I need to actually finish my "how to quickly equip your advanced PC or NPC" guide...


Pathfinder Starfinder Roleplaying Game Subscriber
Doc_Outlands wrote:
not happening this time. Interesting character, tho! I'll have to finish her out later. Times like this remind me I need to actually finish my "how to quickly equip your advanced PC or NPC" guide...

Now that is a product I am certain would be in high demand. Sometimes I feel for highlevel npcs/pcs the longest pert (except maybe choosing a wizard's spells) is sorting out equipment.

Scarab Sages

Aaaaand time!

Okay, the contest entry period is over, and we have some strong contenders. Tomorrow morning I'll create a post with all the entries, and the rules for voting!

I'd also like to thank everyone who took the time to create a character for this contest. I'm already loving the creativity, and looking forward to putting some of them through their paces at PaizoCon! Also, you've each earned yourself a free SGG PDF, so let me know what you want at owen@supergeniusgames.com, and we'll get your prize out to you!

(Those of you with an interest in my thoughts on modern characters in Pathfinder-compatible games may want to wait a week before selecting a PDF. I have a small offering along those lines en route.)


Pathfinder Starfinder Roleplaying Game Subscriber
Owen K. C. Stephens wrote:

Aaaaand time!

Okay, the contest entry period is over, and we have some strong contenders. Tomorrow morning I'll create a post with all the entries, and the rules for voting!

I'd also like to thank everyone who took the time to create a character for this contest. I'm already loving the creativity, and looking forward to putting some of them through their paces at PaizoCon! Also, you've each earned yourself a free SGG PDF, so let me know what you want at owen@supergeniusgames.com, and we'll get your prize out to you!

(Those of you with an interest in my thoughts on modern characters in Pathfinder-compatible games may want to wait a week before selecting a PDF. I have a small offering along those lines en route.)

Will this small offering be covered in dungeon a days all genius pass? If so then i'll see if there are actually any super genius pdfs i dont own, i think there are a couple besides the one night stands.

Scarab Sages

Kolokotroni wrote:
Will this small offering be covered in dungeon a days all genius pass?

Yep!

The All-Genius Pass covers absolutely every Pathfinder-compatible PDF we produce during your subscription period. So if it's for Pathfinder, and we release it as a PDF, and you have an All-Genius Pass, you get it. Full stop.

Kolokotroni wrote:
If so then i'll see if there are actually any super genius pdfs i dont own, i think there are a couple besides the one night stands.

This is a great way to pick up anything of ours you somehow missed. :)


Owen K. C. Stephens wrote:
(Those of you with an interest in my thoughts on modern characters in Pathfinder-compatible games may want to wait a week before selecting a PDF. I have a small offering along those lines en route.)

Are you alluding to something in the pipes, Mr. Stephens?


I sure hope so!!!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Owen K. C. Stephens wrote:
I'd also like to thank everyone who took the time to create a character for this contest. I'm already loving the creativity, and looking forward to putting some of them through their paces at PaizoCon! Also, you've each earned yourself a free SGG PDF, so let me know what you want at owen@supergeniusgames.com, and we'll get your prize out to you!

...

I just bought a copy of Alchemists' Discoveries.

*headdesk*

Oh well. Guess I'll just look for the next thing I want...

By the way, Owen, thanks for the opportunity! It was fun!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Owen K. C. Stephens wrote:

Aaaaand time!

Okay, the contest entry period is over, and we have some strong contenders. Tomorrow morning I'll create a post with all the entries, and the rules for voting!

Did I miss where this post is? I haven't seen it.

Scarab Sages

Alzrius wrote:
Owen K. C. Stephens wrote:

Aaaaand time!

Okay, the contest entry period is over, and we have some strong contenders. Tomorrow morning I'll create a post with all the entries, and the rules for voting!

Did I miss where this post is? I haven't seen it.

No, you didn't miss it. It's suffer an "I have flu" delay. I hope to get it up today.


Well, I run virus-scans on all outgoing messages, so you did NOT get mine!! :D

Otherwise, ew! Hit Lillith up for some cookies of flu-banishing. (I figure if *any*one knows how to make them, it would be her!)


Owen K. C. Stephens wrote:
Alzrius wrote:
Did I miss where this post is? I haven't seen it.
No, you didn't miss it. It's suffer an "I have flu" delay. I hope to get it up today.

Yikes. I hope you feel better soon! (I wonder what the next publication will look like if it is created while under the influence of flu-induced hallucinations.)

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