Freedom...but at what cost


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Zoren Valkith:

Tiefling Magus 9 (Blade Bound)
Lawful Neutral
HP=78
Initiative - +5
Speed 30’
[b[Ability Score:[/b]
Strength - 14
Dexterity – 12
Constitution - 16
Intelligence – 22
Wisdom – 10
Charisma - 12
Combat Statistics:
AC= 19 (Breastplate +2 SR 15 | + Dex Bous)
CMB +8
CMD 19
Base Attack +6/+1
Melee Weapon –+11/+11/+6 – Black Blade Scimitar - 1d6+5 [Keen, Vorpal, Speed] 15-20x2.
Ranged Attack +7 (Spells)
Fort +11
Ref +5
Will +8

Feats:
1) Extra Arcane Pool,
3) Extra Arcane Pool,
5) Improved Initiative,
5 Bonus) Disruptive Recall
7) Arcane Strike
9) Extra Arcane – Arcane Accuracy

Traits:
Desparate Focus +2 Concentration checks [Source: Pathfinder Chronicles - Cheliax: Empire of Devils]
Trap Finder (Fund Traps like Rogue +1 Disable Device)

Special Abilities:
Arcane Pool – 16 ½ (+4 9th Level, +5 Intelligence, +4 Feats, +2 Favored Class Tiefling)
Swift Action to grant a Weapon a +1 Bonus for 1 Minute up to +5 at 17th.

At 5th Level, so long as Blade is +1, can add the following bonuses:
Dancing, Flaming, Flaming Burst, Frost, Icy Burst, Keen, Shock, Shocking Burst, Speed or Vorpal.

Spell Combat – Cast spell and wield weapons at the same time. If use all attacks AND cast spell in same round, get -2 on all attacks. If Casting Defensively, take reduction on attack equal to Intelligence Bonus to increase Concentration checks.

Spellstrike – Cast a spell with range of “touch” through my weapon. Instead of one free melee “touch”, the Magus may opt to take one “free” melee attack to deliver the spell.

Magus Arcana 3rd Level – Swapped out for Black Blade.

Spell Recall – Use arcane spell pool to recall spells already cast. Swift action to recall any single magus spell prepared and cast that day and cast that spell again by expending a number of arcane pool points per spell level.

Magus Arcana 6th Level – Critical Strike – If I score a critical hit may cast a spell with the range of touch as a swift action then make a touch attack with that spell against the target of the critical hit as a free action.

Knowledge Pool – When preparing spells, can expend 1 or more arcane pool points up to intelligence bonus. For each point expended, I can treat any one spell from the Magus spell list as if it were in my spellbook. Lasts until the next time I prepare spells.

Medium Armor – Wear medium armor with no arcane spell failure.

Improved Spell Combat – When using the spell combat ability, I receive a +2 bonus on Concentration checks in addition to any bonus by taking a penalty to attack to increase concentration.

Magus Arcana 9th Level – Spell Shield expend 1 arcane pool point as a swift action to get +6 AC bonus for 1 turn.

Racial Abilities:
+2 Dex & Int -2 Cha
Fiendish Resistance 5 – Cold, Electricity, & Fire.
Darkness 1x Day
Darkvision 60’

Skills:
Acrobatics - +7
Bluff - +10 (+4 when lies are swapped for truth)
Climb - +6
Diplomacy - +7
Disable Device - + 14
Escape Artist - +7
Fly - +6
Intimidate - +7
Knowledge Arcana - +12
Knowledge Dungeoneering - + 15
Knowledge Geography +12
Knowledge History - +12
Knowledge Local - +10
Knowledge Nature - +8
Knowledge Planes - + 12
Knowledge Religion - + 12
Perception - + 14
Ride - +6
Sense Motive - + 8
Spellcraft - + 9
Stealth - +11
Survival - + 6
Swim - +6

Spells:

Read Magic at will.

Concentration +17

Spellbook
0th – Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1st – 9 – Chill Touch, Color Spray, Corrosive Touch, Magic Missile (5d4+5), Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, True Strike
2nd – 8 - Bear's Endurance, Bull Strength, Cats Grace, Elemental Touch, Invisibility, Mirror Image, Scorching Ray, Spider Climb
3rd – 8 – Arcane Sight, Dispel Magic, Displacement, Fireball, Fly, Gaseous Form, Lightning Bolt, Vampiric Touch

Per Day
0th – 5 -
1st – 6 -
2nd – 6 -
3rd – 3 –

Bonus From Knowledge Pool If Used – Burning Hands, Floating Disk, Frigid Touch, Minor Image, Monstrous Physique I, Water Breathing

Gear:
Wand Unseen Servant (50)
Wand Expeditious Retreat (50)
Headband of Intellect +2
Belt of Dexterity +2
Cloak of Resistance +2
Boots of Levitation

Black Blade
+3 Scimitar
Arcane Pool - 3
Intelligence 14
Wisdom 10
Charisma 10
Ego 12
Languages – Common (2 more languages DM choice)
Alertness – Per Feat
Black Blade Strike – Free action spend point from Blade’s pool to add +1 to damage +1 point per 4 levels (+3)
Telepathy -
Unbreakable – Immune to breaking so long as it has 1 arcane pool point
Energy Attunement – Free action expend 1 point – cold, electricity or fire. Free action expend 2 points – force or sonic. Energy Damage in lieu of weapon damage.
Teleport Blade – Call Black Blade up to 1 mile away.

Appearance:
Zoren has black hair slightly receding. His eyes are green by day but glow in the dark of night. He is 6’ tall 165 lbs. His only obvious Devil feature is a long tail which he hides within clothing.

Languages:
Common, Infernal, Abyssal, Celestial, Draconic, Dwarven, Elven, Orc.

Background:
Zoren grew up in Cheliax learning the secrets of the Magi from his father a human wizard who had a Devil as a consort. As his powers grew, he inherited coveted Black Blade of his father. The evils his father had planned turned Zoren’s stomach. During a vital experiment, Zoren struck and slew his father and is paramour and claimed the Blade as his own.

He struck out on his own for a life of adventure on the road. Unfortunately, the Blade was as corrupt as his father. While Zoren slept, the Blade possessed him in a trancelike state where he slew several villagers in a small farm community.

Horrified by what he had done, Zoren fled. As the process kept repeating itself, the authorities finally were able to track Zoren’s travels and brought him to justice. Zoren was glad to be rid of the sword as he sat in prison contemplating how to escape and leave the sword behind. To his horror, the sword would reappear just as the guards came to speak with him, hopefully about redemption


GG: I have no preconceptions, I am interested in letting you play whatever floats your boat

SS: Glad to be of service, I have 1 session left in my MM game and I myself the sorceror wound up taking that trait as we had the same problem

Silver Crusade

I may take it as well if its an option. Fits the dungeon delving background


R55: You are certainly welcome to if you wish


Alright, I've shaped 3 potential candidates for this campaign: a kasatha monk (unchained), an ifrit sorcerer (elemental fire bloodlines), and my recent build is a trox barbarian (unchained). Was considering the barbarian for danger sense so that the party could be less worried about traps. Your thoughts?


Soli: I believe Zoren took the trapfinding trait and Mia is considering it so I would not base your decision on that. All 3 of your choices would be cool.

Silver Crusade

I may revert to my alchemist character. Mostly because from what I've seen we have an extremely heavy melee party... 30AC, I will miss you.

However, gm, I was wondering, if do swap back, would you allow for inspired blade to replace all the words "rapier" with "sword cane" instead? He is a gentleman after all. Mostly.


It was more a nod to the party than a game changer for me :). All three are looking fun to play. Just wanted to see if the trox would be okay with you. I'll be translating the stats from paper to post tonight.


R55: You are right, it is pretty heavy duty melee.

Soli: I try not to put to many limits on what a player wants to play. Especially for a one-shot. So make your thri-kreen...er Trox 8>)


It looks like we're pretty sparse on divine - I can see about putting together a divine caster? It probably won't be until tomorrow night, though.


Alright, here's my first attempt at using the text formatting. Forgive me if I have to edit the hell out of it, lol.

Appearance and Backstory:

Name: Kor, Breaker of Chains
Skin Color: Black tapering to blood red at the extremities.
Chitin Color: Steel gray with bright white streaks.
Eye Color: Golden yellow
Height: 9ft 7in
Weight: 376lbs
Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world.
Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox.
After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all.
This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious.
Upon awaking he found himself stripped of his gear and yet again without his freedom…

Silver Crusade

Just a question, would the group rather an alchemist or an investigator ?

The alchemist would have some good mid-short ranged AoE stuff, but the investigator would be more single target melee... Ofc he comes with strong almost rogue utility. Either one fits the character concept I have. And either one seems to fit better than another magus.


I'd probably go investigator. I think we're missing it more, especially if traps are going to be a big thing. Inspiration on Disable Device is AWESOME. :)


As an alternate to Nadiriel, since we're looking fairly physical-heavy, I'm considering an oracle of some kind. Question as I'm considering possibilities: are third-party curses that are listed on d20pfsrd acceptable? There's some that just FIT some of the ideas I have, and the standard ones are kind of meh.

Silver Crusade

So I've decided to make both, and let the fellow party/potential party members decide. To be honest, I'm really liking the investigator.

alchemist:

Half-elf alchemist Grenadier 8/ inspired blade 1
Alternate racial traits: dual minded
FCB: +1 range increment on splash weapons (+5) +1 HP.
Traits: student of philosophy, trap finder
Str 12
Dex 16 (20)
Con 10 (14)
Int 20 (24) (+2 race +2 levels)
Wis 14
Cha 07

Vitals:
Hp: 75 (1d10+8d8+23)
AC: 22 T:17 FF: 17
Saves:
Fort: +11
Ref: +14
Will: +12 +2 versus enchantment
BaB:7/2

Offense: move 30ft fly 60ft
Bombs(16/day): +15/+10 Rapid shot: +13/+13/+8
Damage: 5d6+8

Longbow +13(+14)
Damage: 1d8+2(3)

Rapier: +15/+10 (+17/+12)
Damage: 1d8+7 (+10)

Feats:
1- weapon finesse, weapon focus rapier, fencing grace
3- point blank shot, throw anything
5- Iron will
7- Rapid shot
9- additional discovery

Discoveries (in alchemist levels)
2- precise bomb (free), tanglefoot bombs
4- explosive bombs
6- Grease bombs
8- fast bombs, force bombs

Gear:
Belt of physical might +4/+4
Headband of Intelligence +4
Cloak of resistance +2
Ring of sustenance
Ring of protection +1
Amulet of natural armor +1
Bag of holding I
+1 leather shirt
+2 rapier
+1 composite longbow

(I assume I am allowed to craft alchemical items...)
Alchemists fire x15 150g
Acid flask x5 60g
Flash powder x5 125g
Itching powder x5 150g
Sneezing powder x5 150g
Foaming power x20 100g
Smoke pellet smog x10 200g
smoke stick x5 50g
Thunder stone x5 75g

Extracts
1st 7/day
Ant haul
Targeted bomb admixture
Hieghtened awareness
Endure elements
Detect secret doors
Long shot
Shield
Touch of the sea

2nd 6/day
Alchemical allocation
Barkskin
Invisibility

3rd 4/day
Fly
Orchids drop
??

Skills: 4+Int(11/level)

Know. Arcana- 6
Know. Nature-5
Know. Planes-5
Know. Nobility-2
Know. Geography-2
Craft alchemy- 7
Perception- 9
Disable device- 9
Stealth- 7
Sleight of hand- 5
Survival-5
Swim-5
Climb-5
Acrobatics-5
Linguistics-5
Sense motive-5
Diplomacy-5
Spell Craft-5

And,

The Investigstor, Alex Valen:
investigator(Empericist)8/inspired blade1

Appearance

Elf- fey thoughts and envoy alternate racials
FCB: +1/3 inspiration
Ability scores:
Str: 12
Dex: 18 (20)
Con: 12 (14)
Int: 20 (24) +2 levels
Wis: 12
Cha: 07

Traits: student of philosophy, resilient

Vitals:
HP: 70
AC: 21 (25) (T:17 (19) FF: 15 (17))
Saves:
Fort: +9
Ref: +16
Will: +13 (+2 vs enchantment, +4 vs illusions or spells/SLA with will to disbelieve)
Inspiration: 13

Offense: 30ft.
BaB: 7/2
Rapier: +15/+10 (17/12)
Damage: 1d6+7 (+9)

Feats:
1- weapon finesse, weapon focus rapier, fencing grace
3- iron will
5- extra investigator talent
7- combat reflexes
9- extra investigator talent

Investigator talents
3- alchemist discovery (mutagen)
5- inspired alertness, expanded inspiration
7- quick study
9- applied engineering, sickening offensive

Gear:
Headband of Intelligence +4
Belt of physical might +2/+2
Cloak of resistance +3
tophat of disguise
Investigators pipe
Ring of sustenance
Ring of protection +1
Boots of striding and springing
Bag of holding I
+2 Rapier
+1 leather armor
Travellers any-tool

Permanent spells:
See invisibility
Dark vision

Alchemical items-
Flash powder x5
Itching powder x5
Sneezing powder x5
Foaming power x20
Smoke pellet smog x10
smoke stick x5
Thunder stone x5

Skills: 6+Int (13/level)
Know. Nature-5 +15
Know. Arcana-5 +15
Know. Religion-5 +15
Know. Dungeoneering-5 +15
Know. Planes-5 +15
Know. History-5 15
Know. Nobility-1 +11
Know. Local-1 +11
Know. Engineering-9 +20
Perception-9 +22 (+26 to spot traps)
Disable Device-9 +25
Stealth-9 +18
Escape Artist-9 +18
Sleight of hand-7 +16
Craft alchemy-7 +25
Acrobatics-7 +16
Sense motive-5 +15
Spell Craft-5 +15
Disguise-5 +14
Climb-5 +10
Swim-5 +10
Linguistics-7 + 17
Diplomacy-5 +15
Survival-3 +7
Bluff-1

Extracts-
1st- 7/day
Hieghtened awareness -3
Endure elements -1
Detect secret doors -2
Longarm -1
Shield
Touch of the sea
Cure light wounds
Blend-2

2nd 6/day
Alchemical allocation
Investigate mind -3
Invisibility -2
Perceive Cues -1
Enshroud thoughts. -

3rd 4/day
Fly -2
Orchids drop -1
Seek thoughts -1


To be honest, I like the Investigator, go for it :D.
Here's my character: Kor, Breaker of Chains. Critique, please. I appreciate constructive criticism.

Appearance and Backstory:

Name: Kor, Breaker of Chains
Skin Color: Black tapering to blood red at the extremities.
Chitin Color: Steel gray with bright white streaks.
Eye Color: Golden yellow
Age; 27
Height: 9ft 7in
Weight: 376lbs
Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world.
Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox.
After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all.
This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious.
Upon awaking he found himself stripped of his gear and yet again without his freedom…

Core Statistics and Information:

Race: Trox
Class/ Levels: Barbarian (Unchained)/9
Favored Class/ Benefits: Barbarian/ +3 Hit Points & +6 Skill Points
Size: Large (10ft x 10ft) Reach: 10ft
Alignment: Chaotic Neutral (CN)
Religion: Ancestor Worship
Languages: Common, Terran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, and Undercommon.
Movement Speed: 40ft Burrow Speed: 20ft
Strength: 22 Mod: +6
Dexterity: 12 Mod: +1
Constitution: 14 Mod: +2
Intelligence: 12 Mod: +1
Wisdom: 10 Mod: +0
Charisma: 14 Mod: +2
Initiative: 1
Base Attack Bonus: +9(+15)/ +4(+10)
AC: 19 Flat-footed: 19 Touch: 10
CMB: +16
CMD: 27
Rage Rounds/ Day: 22
Danger Sense: +3
Hit Points: 72
DR: 1
FORT: +8
REF: +4
WILL: +3

Feats and Race/Class Abilities::

RACIAL ABILITIES
Darkvision 60 ft.: Trox can see in the dark up to 60 feet.
Frenzy: Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Grabbing Appendages: A trox’s smaller arms are useful for little more than aiding grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms.
FEATS
BONUS FEAT: Improved Grapple (Combat): You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Source: PRPG Core Rulebook
1st Level: Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Source: PRPG Core Rulebook
3rd Level: Cleave (Combat): You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
7th Level: Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Source: Ultimate Combat
5th Level: Great Cleave (Combat): You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
9th Level: Improved Cleaving Finish (Combat): You can cut down many opponents in a single strike.
Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.
Benefit: You can use Cleaving Finish any number of times per round.
Source: Ultimate Combat
CLASS ABILITIES
1st Level: Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
1st Level: Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
2nd Level: Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
3rd Level: Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
5th Level: Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
7th Level: Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage reduction can reduce damage to 0, but not below 0.
RAGE POWERS
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
2nd Level: Intimidating Glare (Ex): The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian’s current rage.
4th Level: Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
6th Level: Ground Breaker (Ex): The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.
8th Level: Greater Ground Breaker (Ex): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

Equipment:

Weapon:
Masters’ End (+5 Adamantine Earth Breaker)
Damage: 3d6
Critical: 20/ x2
Type: Bludgeoning
Special: Adamantine, Speed, Mighty Cleaving, and Furious
Weight: 28lbs
Cost:[i] 25,000gp

Armor:
Umbral Embrace (+5 Dragonhide Lamellar)
[i]AC:
+9
Max Dex Bonus: +3
Armor Check Penalty: 0
Arcane Spell Failure: 20%
Speed: 30ft
Weight: 50lbs
Special: Dragonhide (Umbral), Comfort, Restful, and Light Fortification
Cost: 11040gp

Wondrous Items
Belt Slot: Heavyload Belt: This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). COST: 2000gp
Shoulder Slot: Cape of Resistance +2: Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will). COST: 4000gp
Container: Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. COST: 2000gp

Standard Gear
Deluxe Dungeoneering Kit: A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch. COST: 130gp
Masterwork Survival Kit: A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. COST: 50g
Area Map: A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. COST: 50g
Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions. COST: 1sp
REMAINDER: 1729gp 99sp/ 46000gp

Traits and Skills:

TRAITS
Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Source: Ultimate Campaign pg. 61
Prophesied (Faith): Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation.
Source: Ultimate Campaign pg. 55

SKILLS
Skill Points: 51
Acrobatics (Dex): 5
Bluff (Cha): 10
Climb (Str): 11
Diplomacy (Cha): 14
Disable Device (Dex): 5
Intimidate (Cha): 14
Knowledge(History)(Int): 10
Knowledge(Dungeoneering)(Int): 5
Knowledge(Nature)(Int): 5
Linguistics (Int): 14
Perception (Wis): 5
Sense Motive (Wis): 5
Survival (Wis): 5
Swim (Str): 11


Renn: You still have plenty of time to change if you wish

The Exchange

Sol: Here is an example of an alias if you do not have hero lab.

Silver Crusade

DM, I was wondering if you would be applying any restraints to the following ability-

Applied Engineering (Ex): The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area


Look any better, DMTFY? This is my alias. No trox avatars :(


R55: No restraints, in fact that ability will help me out a great deal

Kor: I have seen some bug avatars on the board , but if you are happy with that no problem. I have no issues with the layout.

Well what do you all say to going with the 5 I have on here now

Magus, Investigator/Alchemist/Magus, Sorceror, Brawler/Cleric, Barbar.

That looks like a pretty good mix


I'm cool with starting whenever we can :)

Silver Crusade

I'll finish up the investigator in that case


Ok then I have opened up the discussion page, please pop on over and check in. We will wait for Zoren aka Storyteller Shadow to begin

Edit Wow 1 second difference


Works for me. It looks like the divine casting will probably be more helpful than the brawler, so I'll work on that tonight. Instead of cleric, I'm actually thinking oracle (not a big prepared casting person for some reason).

I'll know for sure later which direction I'm going, but right now, I'm leaning toward a controller-type role, using summons, the misfortune revelation from the dual-cursed archetype, and some save-or-suck spells to make things easier for everyone. I'll pick up some wands or scrolls for healing and status removal, too.

Silver Crusade

I'll finish up the investigator in that case. GM. Would you be okay with me fluffing the rapier + scabbard to be like a sword cane?


RECRUITMENT IS CLOSED

Let's bring these conversations over to the discussion thread.

Ren: Dual cursed is one of my favorite classes to play

R55: Going for a gentlemanly type eh? not a problem

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