Shrina Xul Recruitment


Recruitment

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The drow lost Celwynvian to the elves, the result of a foolish young matron. Yet the elves could not hold the city, their are still danger's lurking. An organization called the Wovirl have come from the darklands to take back the city. Your going to take back the lost city and more.

I am looking for 2-3 players maybe more depending. The adventure has already started but is still early so anyone chosen will be coming into an existing group. I am looking for players that will use sound tactical thinking otherwise you will get killed. I am not out to kill you but if you do something in poor judgement expect a reaction by the enemy.

The setting is Celwynvian after the drow were driven out, the great houses of Zirnakaynin want the city back in the hands of the drow. Yet none are willing to send their personal forces so they left it to a mercenary organization called the Wovirl which the PC's recently joined. You will be part of a group that is spear heading the mission.

Character Creation
Level-7
Ability Scores-25 point buy
Race-Drow Noble
Class-Any (We already have a Summoner, Magus, and Inquisitor)
HP-Max at 1st lvl, Half +1 afterwards
Traits-2 plus 1 tied to your backstory and approved by me.
Money-25,000 gp

When it comes to your backstory do not have any ties with a House. I think that covers everything. If I missed anything or you have questions feel free to ask.


Duagloth- A Melee fighter, who Joined Wovirl after he trained at the Martial Acadamy for while and realized money was in other business. This is a basic Idea, if you want a more fleshed out story I'll have it in a few hours and an actual alias with the information.


Dotting. I've been thinking about a Monk with one or all of the Nightmare feats, and this might fit the concept nicely. I'll flesh it out and see what comes of it.

EDIT: Question - Alignment. CE? Any Evil? Something else?


A chance to play a drow noble? Nice, I'm thinking wizard, I'll get something statted up soon.


Alignmentwise I would lean towards N and avoid chaotic sense the Wovirl are more structured.

Edit-You can play CE if you think you can play it right. There is one already in the game. The other two are NE.

Sczarni

I will stat out a sneak theif. I'm thinking ninja. Will have it up tonight :)


How evil or adult does the game get? Or is alignment subjective, as in we're nationalist and loyal to the drow...


Interested, currently stating out a Cavern Sniper fighter variant.


Here we go. Done with most of the mechanical aspects - still need to write character description, trait selection, backstory and so on.

Point buy, 25 pts:
Str 17 +1 at 4th level
Dex 17 +4 Racial, +2 belt
Con 14 -2 Racial
Int 8 +2 Racial
Wis 10 +2 Racial
Cha 7 +2 Racial

Silver Crusade

Stating up a Mobile Fighter. Not set on using a two-bladed sword or simply two-short swords/kukri.

Thinking Lawful Evil. Mercenary type and does whatever is necessary to get the job done.

More on that later.

Quick question (not familiar with traits, every game I played never used them)
We choose two trait (thus must be from different lists) but the third one, tied to our background, can it be from one of the same lists or not ?

Also, do you allow the armored kilt ? http://www.d20pfsrd.com/equipment---final/armor


@Hassan
The game wont be any more or less evil and adult then most games unless the PC's choose to make it so. Alignment is mostly how you choose to play. For exmple CE I would not advise sense teamwork and taking orders will be required, failing etheir of these will not be good for the PC or the party.

@Laereth
You can choose any two traits as long as they are PF and you quailify for them. The third one must be tied to your background and meet what was stated above. The list they are in does not matter, thats just a way to help find them quickly in the srd.


Someone had to ask... Psionics? Always wanted an Psion/Elocator. Never mind that.

Female Cleric 3/Monk 4 of Nethys, Rune/Defense (maybe Monk Archetype)

Str 8, Dex 18, Con 11, Int 12, Wis 16, Cha 16

The Exchange

I'm thinking of putting in an application for a ninja/sorcerer leading into arcane trickster.


Sorry no Psionics. I would find that backstory an interesting read considering the choices made.

The Exchange

Do you mind if we combine magic items? Like, a cloak of Elvenkind with Resistance tacked on as well? As per Adding New Abilities, of course.

Edit: Also, do you mind if I use Sonic Slap from these Energy Cantrips SKR put up on his site? They were meant to be used with 3.5, but could be easily brought over. I'd just like a melee touch attack damaging cantrip, and that is my preferred one from the list.

Edit 2: Also, the Penumbra cantrip, from the blog post, Ultimate Cantrips.


A little more for flavor:

LN Female
Cleric 3/Monk 4 of Nethys
Cleric Domains, Rune/Defense
Monk Archetype, Sacred Mountain/Hungry Ghost

Str 8, Dex 18, Con 11, Int 12, Wis 16, Cha 16

Honestly, I'm not sure how to hook in a backstory... do you have specific material I could study? Don't know enough specifics about the Underdark.

I remember that females have a special place and are associated with Divine Magic (Lolth stuff, old school). Not sure if it's the same here.

Maybe trained as a temple guard, maybe a member of a fallen family/house trying to prove herself... Born Leader (trait), Commando of some sort. Should fit in with a bunch of Mercs.

Weapon Finesse mitigates the low strength (maybe Opening Volley, +4 melee attack after successful ranged attack - shuriken?), AC 19 right out of the box, no items.

Some utility crafting Craft Wondrous Item (Nethys, and all)... something to cast Shield (Defense domain spell) a few times a day. Maybe Mage Armor... AC 23 or 27.

Move 40, Ki & HP Drain (for Underdark flavor). Blast Runes are fitting, too I think with tunnels and such.

And, buffs party defense.

Thinkin' a mystical GI Joe "Snake Eyes".

Sczarni

This is Nyx: Drow Noble Ranger. I am working out his backstory now. So far, he and his Shadow Cat, Nagmerrie, have been hunting the elves for as long as they can remember. Nyx rides Nagmerrie, but does not usually fight from his mount, prefering to flank foes with his cat.

Nyx is a switch hitter with emphasis in melee. He handles many of the Rogue skills too to fulfill that role.

Nyx:

NYX CR 7
Male Drow, Noble Ranger (Skirmisher) 7
NE Medium Humanoid (Elf)
Hero Points 1
Init +5; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18. . (+7 armor, +3 Dex, +1 deflection)
hp 60 (7d10+14)
Fort +7, Ref +8, Will +3
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Keen Falchion +11/+6 (2d4+14/15-20/x2) and
. . Masterwork Cold Iron Dagger +11/+6 (1d4+9/19-20/x2) and
. . Masterwork Silver Ranseur +11/+6 (2d4+12/20/x3) and
. . Unarmed Strike +10/+5 (1d3+9/20/x2)
Ranged +1 Darkwood Longbow, Composite (Str +5) +11/+6 (1d8+6/20/x3)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)
--------------------
STATISTICS
--------------------
Str 18/20, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Boon Companion: Ranger (Skirmisher), Endurance, Improved Precise Shot, Power Attack -2/+4, Precise Shot, Quick Draw
Traits Armor Expert, Darklands Delver: Knowledge (Dungeoneering), Reactionary
Skills Climb +9, Disable Device +12, Disguise +2, Handle Animal +8, Heal +5, Intimidate +10, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +7, Knowledge (Local) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Linguistics +3, Perception +13, Ride +10, Sense Motive +3, Sleight of Hand +4, Spellcraft +12, Stealth +15, Survival +11, Swim +9
Languages Aklo, Drow Sign Language, Elven, Gnome, Undercommon
SQ Animal Companion Link (Ex), Antitoxin (vial), Enemies: Aberrations (+2 bonus) (Ex), Enemies: Humanoids (Elf) (+4 bonus) (Ex), Hero Points (1), Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Vengeance Strike (Ex), Hunter's Tricks (4/day) (Ex), Neck Guard, Poison Use (Ex), Share Spells with Companion (Ex), Skeleton Key, Terrains: Underground (+2 bonus) (Ex), Track +3, Wild Empathy +7 (Ex), Woodland Stride (Ex)
Combat Gear +1 Darkwood Longbow, Composite (Str +5), +1 Keen Falchion, +1 Mithral Breastplate, Arrow, Trip (10), Arrows, Blunt (20), Arrows, Flight (50), Masterwork Cold Iron Dagger, Masterwork Silver Ranseur; Other Gear Adventurer's Sash (empty), Alchemist's Fire Flask (3), Antitoxin (vial) (2), Backpack, Masterwork (empty), Bag, Waterproof (empty), Battle Mask, Bedroll, Bell, Belt of Giant Strength, +2, Bladeguard (3), Chalk, 1 piece, Crowbar, Disguise kit (10 uses), Flint and steel, Grappling hook, Hammock, Measuring Cord (10 ft.) (10), Neck Guard, Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.) (2), Sack (empty) (5), Shaving Kit, Shinobi shozoku, Skeleton Key, Soap, Bar (50 uses), String (50') (2), Thieves' tools, masterwork, Waterskin (2), Whetstone, Wrist sheath, spring loaded (empty)
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire Flask - 0/3
Antitoxin (vial) - 0/2
Arrow, Trip - 0/10
Arrows, Blunt - 0/20
Arrows, Flight - 0/50
Bladeguard - 0/3
Dancing Lights (At will) (Sp) - 0/1
Disguise kit (10 uses) - 0/10
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Hunter's Tricks (4/day) (Ex) - 0/4
Masterwork Cold Iron Dagger - 0/1
Rations, trail (per day) - 0/7
Shaving Kit - 0/50
Suggestion (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boon Companion: Ranger (Skirmisher) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darklands Delver: Knowledge (Dungeoneering) +1 trait bonus on Survival in the Darklands.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Aberrations (+2 bonus) (Ex) +2 to rolls vs Aberrations.
Enemies: Humanoids (Elf) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Elf).
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick: Vengeance Strike (Ex) The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Hunter's Tricks (4/day) (Ex) Various tricks.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Neck Guard +1 AC vs attacks that specifically target your throat when worn with light, medium, or no armor.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Skeleton Key Use a +10 Disable Device for one try to open a lock.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Terrains: Underground (+2 bonus) (Ex) +2 to rolls vs Underground.
Track +3 +3 to survival checks to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

NAGMERRIE CR 10
Male Shadow Cat
NN Large Animal
Init +7; Senses Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 23, touch 12, flat-footed 20. . (+4 armor, +3 Dex, -1 size, +7 natural)
hp 63 (6d8+36)
Fort +11, Ref +11, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Tiger) +16 (2d6+8/20/x2) and
. . Claw x2 (Tiger) +17 x2 (2d6+8/20/x2) and
. . Rake x2 (Tiger) +16 x2 (1d8+8/20/x2) and
. . Unarmed Strike +16/+11 (1d4+8/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 26, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +18 (+22 Grappling); CMD 31 (35 vs. Trip)
Feats Eldritch Claws, Improved Initiative, Improved Natural Attack: Claw x2 (Tiger), Skill Focus: Perception, Weapon Focus: Claw
Skills Acrobatics +11, Climb +11, Escape Artist +2, Fly +0, Perception +10, Ride +2, Stealth +9, Swim +12 Modifiers +4 Stealth in areas of tall grass
Languages
SQ Devotion +4 (Ex), Hero Points (1)
Combat Gear Masterwork Lamellar, leather; Other Gear Animal Harness, Bit and bridle, Saddle, Exotic (Military), Saddlebags (empty)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in areas of tall grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Darksmokepuncher wrote:
This is Nyx: Drow Noble Ranger...

Very cool! Have you considered giving up Favored Terrain for adding the "Infiltrator" archetype? Becoming the monsters you hunt.

With Humanoid (Elf) and Aberrations, could use Weapon Familiarity (Elven Curved Blade, seems poetic, I know it's not much more than Falchion). And, +2 Natural Armor.

Just a thought considering... how many combats should we really have a day... 3, 4... 7?

Just a thought.


@Edgar
Having custom magic items is fine as long as the price is right as per the rules. If you dont mind have the math out for such items so I can check, I know from exp how tricky custom item cost can be sometimes. As for sonic slap I will have to say no. While penumbra will not be needed if your worried about light blindness on the surface, if its for something else I am fine with it.

@Hassan
Pathfinder has Into the Darklands, they dont call it the Underdark. Also their are a number of articles about the drow in the Second Darkness AP. If you do not have access to any of these PM me. Pathfinder drow are a good deal different then 3e, I can say that much.

@Darksmokepuncher
Off the top of my head I have never heard of a shadow cat in PF. Could you let me know the source?

The Exchange

@DM Irthos, might I be able to use one of the other melee cantrips possibly? Perhaps with a reduced damage die?

Edit: I'll have the math for the custom items, no problem.

Edit2: I forgot to ask. There's not a written Extra Ninja Trick. Can I pick up an extra one with Extra Rogue Talent?

Sczarni

Oh yeah. My fault. I used that name for flavor. I used a Tiger.


@Edgar
If you reduce the damage die its the same as the PF spells, only those can all be foiled by SR unlike the PF spells. I really dont see the point of it. Is there a certain reason you want those spells?

The Exchange

@DM Irthos, I'm looking for a melee damaging cantrip. I don't intend one to be my primary tactic, it's more of an "I'm in melee, and I'm out of 1st level spells, what do" sort of thing.

Also, PF ranged cantrips do 1d3, like the ranged cantrips on that page.

Edit: Fixed my formatting.

Edit 2: Can I also get an answer regarding picking up an Extra Ninja Trick with a feat?


@Edgar
Yeah I am still going to have to say no. In that case escape should be the only thing on your mind. As for the extra ninja trick, the class is just a different version of rogue so its fine. Its the same thing really.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I'm interested in joining. How about this character?

SOLNISS CR 7

Build:
Female Drow, Noble Ninja 7
NN Medium Humanoid (Elf)
Hero Points 1
Init +7; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16. . (+5 armor, +1 shield, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +4
Defensive Abilities Uncanny Dodge; DR 15/magic; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft., Light Steps
Melee +1 Agile Wakizashi +10 (1d6+6/18-20/x2) and
. . +1 Keen Wakizashi +10 (1d6+2/15-20/x2) and
. . Unarmed Strike +10 (1d3+2/20/x2)
Ranged Shortbow +10 (1d6/20/x3) and
. . Shuriken +10 (1d2+2/20/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
STATISTICS
--------------------
Str 14, Dex 21, Con 12, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 22
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Wakizashi
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +15, Bluff +13, Climb +12, Diplomacy +12, Disable Device +17, Disguise +14, Escape Artist +15, Perception +13, Sleight of Hand +15, Stealth +20 Modifiers Ki Jump (Running Start), No Trace +2
Languages Drow Sign Language, Elven, Undercommon
SQ Hero Points (1), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Poison Use (Ex)
Combat Gear +1 Agile Wakizashi, +1 Keen Wakizashi, +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Shortbow, Shuriken (10); Other Gear Bedroll, Caltrops, Candle (2), Chalk, 1 piece, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (35 @ 47.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Arrows, Flight - 0/10
Dancing Lights (At will) (Sp) - 0/1
Disguise kit (10 uses) - 0/10
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Everburning torch - 0/1
Ki Pool (Su) - 0/5
Rations, trail (per day) - 0/7
Shuriken - 0/10
Suggestion (1/day) (Sp) - 0/1
Sunrod - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (15/magic) (Su) You have Damage Reduction against all except Magic attacks.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
--------------------
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Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.

Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.

When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.

Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.

The Exchange

Alrighty, Irthos.

The Exchange

DM Irthos, in the SLA secton of Drow Noble, it says that in some cases, Drow Nobles don't necessarily have that assortment of SLAs. Would you entertain the idea of switching one or two out?I'm looking specifically at Divine Favor and Suggestion.

The Exchange

This looks awesome... because I am DMing the opposite campaign "Quest of the Shin'Rakorath" (band of Drow-hunting elves in Celwynian, described in second darkness).

I would really like to get involved in a campaign like this.

Likely a devout female Demonic Apostle (Cleric) 7.

I'll get to fleshing this puppy out ASAP.


Oh, I forgot to ask: Are we using the Hero Point system? If so, can I use the Antihero optional rule?

Second, I'd like to have a Masterwork item that gives a bonus to Stealth checks, such as a dark grey cloak or similar. Would that be acceptable?

The Exchange

Alright, here's the initial concept mechanically. Backstory and gear to come:

Stat Block:

BRIXANA CR 7
Male Drow, Noble Cleric (Demonic Apostle) 7
NE Medium Humanoid (Elf)
Init +7; Senses Darkvision, Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 45 (7d8+7)
Fort +6, Ref +5, Will +9
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +5 (1d3/20/x2)
Special Attacks Touch of Evil 3 rounds (7/day)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Touch of Evil 3 rounds (7/day)
Cleric (Demonic Apostle) Spells Prepared (CL 7, 5 melee touch, 8 ranged touch):
4 (2/day) Cure Critical Wounds (DC 18), Unholy Blight (DC 18), Protection from Energy, Communal
3 (3/day) Cure Serious Wounds (DC 17), Magic Circle against Good (DC 17), Summon Monster III, Dispel Magic
2 (4/day) Restoration, Lesser (DC 16), Bear's Endurance (DC 16), Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Align Weapon (DC 16)
1 (5/day) Summon Monster I, Shield of Faith (DC 15), Shield of Faith (DC 15), Protection from Good (DC 15), Remove Fear (DC 15), Cure Light Wounds (DC 15)
0 (at will) Stabilize, Stabilize, Read Magic (DC 14), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 18
Base Atk +5; CMB +5; CMD 18
Feats Combat Casting, Improved Channel, Improved Initiative, Selective Channeling
Traits Birthmark (Proposed Backstory Trait) , Focused Mind, Sacred Conduit
Skills Bluff +6, Diplomacy +10, Heal +10, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +10, Sense Motive +10, Spellcraft +4
Languages Elven, Undercommon
SQ Arcane Familiar Nearby, Aura (Ex), Cleric (Demonic Apostle) Domain: Evil, Cleric Channel Negative Energy 4d6 (7/day) (DC 17) (Su), Deliver Touch Spells Through Familiar (Su), Demonic Familiar, Empathic Link with Familiar (Su), Murder Variant Channeling (±2 Profane), Poison Use (Ex), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Spontaneous Casting

--------------------
SPECIAL ABILITIES
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Demonic Apostle) Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Channel Negative Energy 4d6 (7/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonic Familiar 3rd level: Familiar gains Fiendish Template. 7th level: choose Quasit without Improved Familiar.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Focused Mind +2 to Concentration checks
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Murder Variant Channeling (±2 Profane) Bleed effect
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Touch of Evil 3 rounds (7/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.


As you can see, she prepares healing spells each day. Since she's evil, I cannot get positive healing, and cannot get variant healing, unless somehow you'd consider an unaligned Drow, in which case i've got more options there. Though, I'm not too keen on going against the true alignment of Drow. Any thoughts on that?

Bottom line, she will be preparing cure spells for the party as an evil cleric. I'm open to feedback if you'd like to share any thoughts on my build so far.


Done! Oh, I should clarify my feats on my character's page and clarify the gold spent on gear, as well as get some cheap inconsequential items, but my traits, physical description, backstory and personality are finished, so mostly, Laele Tuin is now a finished character. Yay!

Do speak up if you have opinions on the build/character.

The Exchange

Updated with gear:

BRIXANA CR 7
Male Drow, Noble Cleric (Demonic Apostle) 7
NE Medium Humanoid (Elf)
Init +7; Senses Darkvision, Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 24, touch 14, flat-footed 21. . (+7 armor, +2 shield, +3 Dex, +1 natural, +1 deflection)
hp 45 (7d8+7)
Fort +7, Ref +6, Will +11
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +5 (1d3/20/x2)
Ranged +1 Darkwood Crossbow, Light +7 (1d8+1/19-20/x2)
Special Attacks Touch of Evil 3 rounds (8/day)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Touch of Evil 3 rounds (8/day)
Cleric (Demonic Apostle) Spells Prepared (CL 7, 5 melee touch, 8 ranged touch):
4 (2/day) Cure Critical Wounds (DC 19), Unholy Blight (DC 19), Protection from Energy, Communal
3 (3/day) Cure Serious Wounds (DC 18), Magic Circle against Good (DC 18), Summon Monster III, Dispel Magic
2 (4/day) Restoration, Lesser (DC 17), Bear's Endurance (DC 17), Cure Moderate Wounds (DC 17), Cure Moderate Wounds (DC 17), Align Weapon (DC 17)
1 (6/day) Summon Monster I, Shield of Faith (DC 16), Shield of Faith (DC 16), Protection from Good (DC 16), Remove Fear (DC 16), Cure Light Wounds (DC 16), Cure Light Wounds (DC 16)
0 (at will) Resistance (DC 15), Stabilize, Read Magic (DC 15), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 19/21, Cha 18/20
Base Atk +5; CMB +5; CMD 19
Feats Combat Casting, Improved Channel, Improved Initiative, Selective Channeling
Traits Birthmark, Focused Mind, Sacred Conduit
Skills Acrobatics +0, Bluff +7, Climb -3, Diplomacy +11, Escape Artist +0, Fly +0, Heal +11, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +11, Ride +0, Sense Motive +11, Spellcraft +4, Stealth +0, Swim -3
Languages Elven, Undercommon
SQ Arcane Familiar Nearby, Aura (Ex), Cleric (Demonic Apostle) Domain: Evil, Cleric Channel Negative Energy 4d6 (8/day) (DC 21) (Su), Deliver Touch Spells Through Familiar (Su), Demonic Familiar, Empathic Link with Familiar (Su), Murder Variant Channeling (±2 Profane), Poison Use (Ex), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Spontaneous Casting
Combat Gear +1 Darkwood Crossbow, Light, +1 Mithral Breastplate, +1 Mithral Buckler; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bedroll, Cloak of Resistance, +1, Flint and steel, Headband of Mental Prowess, WIS & CHA +2, Noble's outfit, Ring of Protection, +1, Signet ring, Silver necklace, ruby pendant, Spell component pouch
--------------------
SPECIAL ABILITIES
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Demonic Apostle) Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Channel Negative Energy 4d6 (8/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonic Familiar 3rd level: Familiar gains Fiendish Template. 7th level: choose Quasit without Improved Familiar.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Focused Mind +2 to Concentration checks
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Murder Variant Channeling (±2 Profane) Bleed effect
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Touch of Evil 3 rounds (8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.

Backstory still to come. I'm done for the night though.


I'll post my Full stats tomorrow, or later tonight. But here's a Hint. Rogue 3, Fighter 3, Assassin 1. Wields Elven Curve Blade. It works trust me.


I put together a build/crunch here for my LE Hungry Ghost Monk: Zendross Zil'Doren.

I decided to go with the Moonlight Stalker rather than Nightmare fist as it fit with the concept. I still need to write the background, make purchases and perhaps a few minor tweaks. Let me know if you have any questions or concerns.

Question: What era is this set in? Any source books that players can look at to get an idea of the area and the history? I'd like to know a bit more before putting together a background to be sure it's not anachronistic.


I just gotta say as fair warning, I dropped out of this game after almost dying in the first combat, and then being killed in the first round of the next combat (from full health). Expect brutally difficult encounters, with lots of ability drain. Have fun, and good luck!


Putting my name in for interest to play either a Ranger (focused on tracking, trapping and enslaving) or possibly a Druid (still playing with how that would look).


A good deal of post today. I will try to address everything and if I miss something let me know. But a few things I would like to start off with. We lack a healer so those characters will get a bit more consideration, still everyone will be considered carefully. Also I said from the start that tactics would play a part and poor tactics would have an effect. Jelani's poor choice of tactics got his character killed, the encounters are not overly brutal but tough at times. Sometimes the dice will just give you a tough enemy, I use a table for random encounters. You want to live and more so win then your going to have to think on your options for combat, knowing what your dealing with helps too.

@Edgar
That depends on what you want to change it to and if you can come up with a reason you would be born with that SLA over the norm for other drow nobles.

@Laele
I am not using the Hero Point system. As for the stealth item, Cloak of Elvenkind kinda covers it. Any masterwork item of that kind would only work on certain terrain so it would just be better to get the magic item as its not that costly and does not hold such a limitation.

@Drider
Due to the adventure I would prefer no demonic connection sense the Wovirl are lawful in nature, their goal's by extension may go against demonic interest. As for alignment I am open to any with reason, any good better have a great backstory, so not impossible but not the norm. The Wovirl is made up of mostly LN, LE, NE, and N.

The Exchange

DM Irthos wrote:

@Drider

Due to the adventure I would prefer no demonic connection sense the Wovirl are lawful in nature, their goal's by extension may go against demonic interest. As for alignment I am open to any with reason, any good better have a great backstory, so not impossible but not the norm. The Wovirl is made up of mostly LN, LE, NE, and N.

Sounds good, I'll get that fixed ASAP. This will really open up my possibilities. I'm thinking N as her Brixana's alignment. I'll be taking positive affinity for spontaneous curing, with Versatile Channeler for an offensive kick. This will also open up my spell selection.

As a question of back-story, does "Drow Noble" necessarily mean that she's from a "noble" bloodline?

Edit: Will also have to get rid of Demonic Apostle template.


@Drider
Drow nobles are born at 1 out of 20 drow. So being born one does not mean your from a house or even the child of nobles. For the adventure its some what needed not to be tied to a house. So its pretty much open for what you want to do background wise.

P.S. Yes I know way to much about drow. xP

Shadow Lodge

Is the tiger ok? Any other tips or tweaks for the ranger?


@DSP
The tiger is fine. Your ranger looks good to me. I would change terrain from underground to forest sense you wont be spending much time underground for a good while. Also what are you going for with him?

Sczarni

I will switch the terrain and thanks.

I am trying to make him a consistent damage dealer and fill much of the rogues role with skills.


I guess my post got lost in the masses.

Made some further refinements and have started to play around with the purchases. Tactics-wise, I see him making copious use of the Deeper Darkness (he gets to re-roll miss chances and also gets a bonus from concealment). Growth-wise, over the next few levels, he'll be staying as monk and finish picking up the Snake Style feat chain.

Dark Netwerk wrote:

I put together a build/crunch here for my LE Hungry Ghost Monk: Zendross Zil'Doren.

I decided to go with the Moonlight Stalker rather than Nightmare fist as it fit with the concept. I still need to write the background, make purchases and perhaps a few minor tweaks. Let me know if you have any questions or concerns.

Question: What era is this set in? Any source books that players can look at to get an idea of the area and the history? I'd like to know a bit more before putting together a background to be sure it's not anachronistic.


"DM Irthos wrote:

@Laele

I am not using the Hero Point system. As for the stealth item, Cloak of Elvenkind kinda covers it. Any masterwork item of that kind would only work on certain terrain so it would just be better to get the magic item as its not that costly and does not hold such a limitation.

Of course it does not hold that limitation - it is the difference between a competence bonus and a circumstance bonus. On one hand, a Inherent bonus in talent versus taking advantage of the enviroment and resources for a circumstantial benefit on the other hand.

I am picking a masterwork cloak that gives a +2 cirumstance benefit to visual Stealth checks in forests and similar. Here we go:

Masterwork Cloak, Dark Green
This masterwork item gives a +2 benefit to visual Stealth checks as appropriate, mainly Forests/Jungles.

This item is enchanted as a +2 Cloak Of Resistance.


@Laele
I have never seen that item could you give me the source so I can check it out. Also I dont get the last part, are you adding it to a cloak of resistance +2?

@Dark Netwerk
Sorry I missed it. You may want to pick up common as you'll be on the surface a good deal. Other then that it looks good. As for the era without spoiling anything it takes place after the events of Second Darkness but I left things vague so as not to tie to much into that. The drow were pushed out of the city and the Wovirl are there to take it back. For source books they have articles in the Second Darkness AP that talk about the city as well as drow related things, the city is in the Mierani Forest in Varisia. So you can look up things in that area as well, nothing from the new Varisia book sense I dont have it yet.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Any comments/suggestions about my character, Solniss, DM Irthos?


DM Irthos wrote:

@Laele

I have never seen that item could you give me the source so I can check it out. Also I dont get the last part, are you adding it to a cloak of resistance +2?

Masterwork Items

No wonder you have not seen it before. Essentially, the way I understand masterwork items, any item designed to help someone complete a skill can be made as a masterwork item, costing 50 gold and giving +2 circumstance bonus - with the obvious ones being instruments, climbing kits, and so on. I just suggested a masterwork item I considered reasonable, after you rightly pointed out its circumstantial nature.

Another Masterwork item I'd consider reasonable would be a set of books worth roughly 500g that gives a +2 bonus to each separate knowledge check when there is opportunity to check these books for help.

As for the second question - exactly. A Masterwork Cloak enchanted by a caster as +2 Cloak of Resistance.

Obviously, you are the GM. Forbid, allow, house rule or modify the above – or anything else- as you see fit.

The Exchange

Laele Tuin wrote:
Masterwork Items

Just as a commentary, I've never seen masterwork tools interpreted that way. I believe that is referring to a masterwork tool associated with any given crafting profession, to improve your chances of success.


DM Drider wrote:
Laele Tuin wrote:
Masterwork Items
Just as a commentary, I've never seen masterwork tools interpreted that way. I believe that is referring to a masterwork tool associated with any given crafting profession, to improve your chances of success.

Eh, the text describing masterwork tools/items (both words are used within the text) is unspecific enough that that does not suprise me. The previously mentioned set of books was my first introduction to masterwork tools, as an aside, that my GM at the time threw at the party. Made the wizard happy, that.

Example of non-crafts:

Tools, Thieves', Masterwork

Source Core Rulebook

This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Healer's Kit

Source Core Rulebook

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.


@Maverick
You should consider picking up Common, where did you get DR 15/magic? Also what role do you see your guy playing?

@Laele
Yeah I dont feel good allowing that sense that would pretty much allow you to get a +2 to any skill by spending very little gold. As for the books that give a bonus to knowledge they already exist, Pathfinder Chronicle's. You just need to buy one for each knowledge and they are cheaper. So in this case I am sticking with what PF already has, just saved you 450 gp a pop. ;)

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