DM Mathpro's Academe of Secrets Recruitment


Recruitment

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I've recently been on a kick for higher level play and its been going well so I thought I'd open up a game of Academe of Secrets. Its a pathfinder module released for 13th level players. A summary of the adventure can be found in the spoiler below and a detailed description would be found here.

Adventure Background:

Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year’s festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory—they may rock the very foundation of the Acadamae, and even the entire city!

Those interested please post character concepts here. I don't need full sheets/alias's because putting that much time into a build to not be selected is something I can't ask you to do. But if you wish to build an alias feel free I won't stop you. I just need an outline of classes/abilities/feats/general direction your taking your character. I do want to see a fleshed out background so please read the background spoiler below. Character creation rules are in the spoiler below labeled character creation.

I would like my players to be able to post once a day Monday-Thursday. I am available between 10 AM and 4 PM CST(GMT-6) Monday-Thursday. I will occasionally be able to post on Fridays between 12-5 but that really depends on whats going on and I WILL NOT post on the weekends. I understand a lot of people have jobs and won't be able to post when I can, that's fine as long as your making your 1/day post rate. Posting on the weekends is also fine just understand I will not be able to respond until Monday.

Character Creation guidelines:

-Characters are level 13
-Standard wealth by level(140,000)
-Classes from Core, APG, UM, UC, ACG, and Unchained are acceptable
-NO third party publishing sources allowed
-Core races only.
-2 traits
-No background skills
-Stat generation will be 2d6+6 or 20 point buy which ever is higher.

Backgrounds:

I've seen this method used recently with fabulous results and it really helps flesh out your characters. Though I haven't seen it used for a Module so I'm wanting to see if it has the same results. So please give me the following:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

-Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own. Cool?

Recruitment will close on Tuesday April 19th.

Any other questions can be posted here.

Silver Crusade

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14

Not too shabby, I am thinking spirit guide life oracle


2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14


2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14

Well, that should open up some interesting builds. :)

Liberty's Edge

Always interested in high level play.
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
Maybe a Fighter. I have not used a Fighter in quite some time.
Any problem if I have mastered this before (remember?)


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14

Utility wizard, more to come.

Sczarni

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11

Probably a point buy, with that array.

I'm thinking an unchained rogue or possibly monk, definitely a sneaky stealthy type.


2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13

17 point buy


Corsario wrote:

Always interested in high level play.

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
Maybe a Fighter. I have not used a Fighter in quite some time.
Any problem if I have mastered this before (remember?)

Of course I remember Corsario and welcome back! It will be no problem if you've played this before.


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14

Dotting


I'm thinking an Unchained Rogue. Would you be willing to let me use an archetype from Ultimate Intrigue?


Master Han Del of the Web wrote:
I'm thinking an Unchained Rogue. Would you be willing to let me use an archetype from Ultimate Intrigue?

Can you link to the one your thinking of. I haven't read Ultimate Intrigue yet.


DM Mathpro wrote:
Master Han Del of the Web wrote:
I'm thinking an Unchained Rogue. Would you be willing to let me use an archetype from Ultimate Intrigue?
Can you link to the one your thinking of. I haven't read Ultimate Intrigue yet.

Actually, scrap that idea. Eldritch Scoundrel seems entirely fitting.

Silver Crusade

I am working on my life oracle


Oooooh. I'd definitely like to submit a Half-Elf Unchained Monk!
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 5) + 6 = 17


That's a pretty good stat block, too. I'll have something together later!


Are we doing average for HP or rolling?

Liberty's Edge

Working on my Fighter, liking it very much so far.
A Shoanti Thunder and Fang warrior.


Sooooooo....I know you said not to. But I did full crunch. Because I like it.
So...here is Sagacious Tien.

The guy, mechanically, is built around being a melee force of nature. He's an Unchained Monk. He can move (a LOT), and still get a full attack (because Style Strike and Fast Movement). He has a VERY respectable AC. His damage output is...well, competitive. I wrote the background you required as well as a little extra to help it all make sense.

I know it's kind of a weird character but I've had it kicking around for a while. The idea is kind of like if Bruce Lee came back to live. What happened to Jeet Kune Do? What happened to his family? He'd want to know that and also come back and prove that he's still the best of all time.

If there's questions you have please let me know!

Dark Archive

I think I'm gonna Iron Man these rolls and see what happens.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13

So I'm looking at a wizard, alchemist or witch I think if I take these stats as is.


ElegantlyWasted wrote:
Are we doing average for HP or rolling?

Rolling or average which ever is higher

Silver Crusade

HP: 13d8 + 26 ⇒ (4, 2, 4, 3, 1, 8, 6, 1, 4, 1, 6, 5, 2) + 26 = 73...Average of 78


Ok, gonna throw my hat in here. This sounds like a LOT of fun.

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15

Oh man, those are some good rolls. I'm thinking human Alchemist. So now for HP rolls (taking 16 in con).

13d8 + 39 ⇒ (3, 3, 5, 5, 8, 1, 6, 5, 4, 8, 6, 4, 7) + 39 = 104.....yea, yea I like those a lot. (Contemplates toughness feat as well.) OMG I WANT TO MAKE A WITCHER! Doing it.


HP: 12d10 + 54 ⇒ (8, 2, 3, 6, 1, 8, 4, 6, 3, 2, 8, 8) + 54 = 113


Average of 12d10 would be 66, plus 54 would be 120 HP, so I'll go with that

Silver Crusade

Hmm, dotting. Not sure what I want to play. I'll roll stats and see what it suggests.

STR: 2d6 + 6 ⇒ (6, 3) + 6 = 15
DEX: 2d6 + 6 ⇒ (2, 3) + 6 = 11
CON: 2d6 + 6 ⇒ (4, 6) + 6 = 16
INT: 2d6 + 6 ⇒ (3, 6) + 6 = 15
WIS: 2d6 + 6 ⇒ (5, 2) + 6 = 13
CHA: 2d6 + 6 ⇒ (5, 3) + 6 = 14

...

Fascinating. This will require some thought

Dark Archive

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14

definitely submitting something with these stats.


Just about finished


OKay so here is a list of interested parties:

Fleshed out Characters
Sagacious Tien-Unchained Monk
Amarantha van der Griest-Spirit Guide life oracle

Proposed Characters
Master Han Del of the Web-Unchained Rogue
Carsario-Fighter
Mishima-Utility Wizard
Psionichamster-Rogue/Monk
Jim Cirillo-Wizard/Alchemist/Witch
Narcotic Squrl-Human Alchemist

Dotted but no character concept given
Philo Pharynx
JoshB
The Archlich
MattZ
Randavel

If I've missed anything please let me know. Just a reminder things will be closing 1 week from Tomorrow.

Silver Crusade

Dotting and seeing how my rolls turn out.

2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9

Dang. 16 pt buy. I'll do a 20 pt buy and making an Indiana Jones-type character. Prob 1st level brawler and rest archaeologist bard.

Shadow Lodge

Dotting for interest. I've been meaning to scratch an itch to run a switch hitting Myrmidarch Magus/Gunslinger. Gimmicks may include shocking grasp on a scattershot weapon like a Culverin, the Named Bullet spell, and the Dimensional Dervish feat chain. Maybe scratch that last one. But I'm considering it. Either this or run a melee bard of some persuasion.

I guess I'll roll to get me started.

Spoiler:

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11

Quick question about backstory, are we all meant to be Pathfinders from the Society? Or just a party of otherwise famous adventurers?

Silver Crusade

HP: 5d10 ⇒ (3, 6, 6, 10, 6) = 31
8d8 ⇒ (6, 2, 2, 7, 7, 3, 6, 5) = 38

background:
1) Illinois (aka Illy) grew up in the slums, having to fight and claw his way for sustenance and shelter. Some higher power must've been looking out for this kid because one day, out of the blue, he met and was taken in by a wealthy elderly gentleman, Mr. Joseph Johnson (or perhaps a prominent scholar in Korvosa that has ties to the Acadamae), who raised Illy as his own. Mr. Johnson was an avid collector of mythical artifacts and treasures from lost civilizations. Illy spent numerous afternoons wandering the halls of the Johnson estate admiring rare collections of coins, weapons, and magical items with powers beyond our understanding. Thus, a child of the streets was afforded a top-tier education and access to one of the rarest collections of scholarly subjects in Golarian.

2.) Illy has no memory of his parents. Why did they abandon him? Upon completion of his studies at the age of 18, Illy bid Mr. Johnson good-bye and he set out to try and find his birth parents. The questions in his head have been gnawing for over a decade and he felt compelled to seek the truth, however painful that might be. His second goal is to become a world-renown explorer and collector of legends and myths, just like Mr. Johnson.

3.) Illy was always ashamed of his status as an orphan. While Mr. Johnson did his best, he was only partially successful in insulating Illy from the scorn and wayward glances. What Illy doesn't know is that Mr. Johnson is actually his grand-uncle. Joseph Johnson's brother is Illy's grandfather and Mr. Johnson knew Illy's parents. However, neither one knew that they were related as Mr. Johnson lost touch with Illy's parents before his birth.

4.) First, Illy's parents, Roland and Yamir Cristophus, ran into some trouble with some criminal elements of the city (not Korvosa). In order to ensure the safety of Illy, they abandoned him and went into hiding, hoping to keep the nefarious elements from finding out about Illy and using him as leverage against them. Second, Joseph Johnson. Although neither are aware of their blood relation, the fact that Mr. Johnson raised Illy means Illy views him as a father figure. Unfortunately, while Illy was away searching for his parents, Mr. Johnson passed away. His original intent was to leave a portion of his estate to Illy but Mr. Johnson's child by birth, Arnaut, purposefully rewrote Mr. Johnson's will upon the elder's death to ensure he received the entire estate. So the third relation is Arnaut. He was always jealous of Illy and found ways to try and undermine him throughout their childhood. While they are close in age, that underlying swirl of jealously always kept an invisible wall between them.

5.) Illy's first memory is of intense hunger. The kind where he seriously contemplated chewing on his toe. Miserable and alone, he looked for scraps and ate rotten food to stay alive. This was around the age of five or six. The next memory is of warmth and comfort. Illy was laid out in front of the fireplace with Mr. Johnson reading a historical text nearby. He half listened to the amazing accomplishments of Aroden as he drifted off to sleep. Finally, Illy will always remember how he felt when he returned one day to find out that the man who saved him from the streets and raised him was dead. The pain of loss was so great, he didn't even care that Arnaut cut him off from the will.


stat block:

20 pt buy
Str 16 +2 Human = 18
Dex 14
Con 14
Int 8
Wis 10
Cha 14
Illinois Johnson (Archaeologist’s Luck)
Male Human Bard 8/Brawler 5
CG medium humanoid
Init: +8 Senses: Normal Vision Perception +23 (+26)
-----------------
DEFENSE:
AC: 28, touch: 19, flat-footed: 26 (Armor +9, Dex +2, Defl +2, Brawler +2, Insight +1, Luck +2)
hp: 103 (5d10+8d8+34) rolled 69
Fort: 10 (13) Reflex: 14 (17) Will: 10 (13)
---------------
OFFENSE:
Speed: 30 ft
Melee: +2 Adamantine Dueling Cestus* +15 (+18)/+15 (+18)/+10 (+13)/+5 (+8) (1d8+15+1d6 acid (1d8+18)/19-20/x2) or Trip* +22 (+25)
+1 Ghost Touch Tekko-kagi (iron claw)* +14/+14/+9/+4 (1d8+14+1d6 acid/x2) or Trip* +20
Unarmed Strike* +15/+15/+10/+5 (1d10+15+1d6 acid/x2) or Trip +22
Special: *Brawler’s Flurry, Power Attack
Space: 5 Reach: 5

Melee: Masterwork Cold Iron Scorpion Whip +16/+11/+6 (1d3+19+1d6 acid/x2) or Trip +23
Wield Two-Handed Power Attack
Space: 5 Reach: 15
-------------------
STATISTICS:
STR: 24 DEX: 14 CON: 14 INT: 10 WIS: 12 CHA: 16
BAB: 11 CMB: 20 (23), 25 Trip (28) CMD: 37
Feats: Power Attack, Skill Focus (Intimidate), Combat Expertise, Lingering Performance, Improved Trip, Combat Reflexes, Vicious Stomp, Skill Focus (Use Magic Device), Greater Trip, Arcane Strike, Additional Traits, Enforcer
Skills: Acrobatics 7, Appraise 4, Bluff 7, Climb 11, Diplomacy 9, Disable Device 24, Disguise 7, Escape Artist 5, Fly 1, Handle Animal 7, Heal 1, Intimidate 32, Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Knowledge (engineering) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 8, Knowledge (nature) 8, Knowledge (nobility) 8, Knowledge (planes) 8, Knowledge (religion) 8, Linguistics 5, Perception 23, Perform (Act) 8, Ride 5, Sense Motive 5, Sleight of Hand 5, Spellcraft 4, Stealth 5, Survival 1, Swim 10, Use Magic Device 22
Languages: Common, Ancient Osiriani, Azlanti, Androffan
Gear: +1 Ghost Touch Tekko-kagi (iron claw), Masterwork Cold Iron Scorpion Whip, +2 Adamantine Dueling Cestus, Kit - Pathfinder’s, Thieves' tools - masterwork, Potion of Darkvision (CL: 3), Metamagic; Extend lesser (Rod) (2), Ioun Stone; dusty rose prism, Ioun Stone; dusty rose prism - cracked, Ioun Stone; Magenta Prism - cracked, Ioun Torch, Snapleaf, Wand of Comprehend Languages (5 charges), Wand of Mirror Image (5 charges), Wand of Shield (20 charges), Wand of Burning Hands (20 charges), Wand of Magic Missile (20 charges), 71gp


Human Traits:

• Alternate Racial Traits: Focused Study
• Focused Study (ARG 72): At 1st, 8th, and 16th level, you gain
Skill Focus in a skill of your choice as a bonus feat.*
• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Traits:

• Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1*.
• Prehensile Whip (AA 31): You can use a whip as if it were rope with a grappling hook at the end.
• Vagabond Child (urban) [Disable Device] (APG 332): You gain +1 trait bonus on Disable Device* and it is always a class skill for you*.
• Magical Knack (APG 329): Your Bard caster level gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.

Class Features:

• Archetype: Archaeologist
• Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) *
• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Handaxe; Longsword; Rapier; Shortbow; Sword, short; Whip; Scorpion whip. You are proficient with weapons from the close fighter weapon group.
• Uncanny Dodge (Core 34): You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.
• Bardic Knowledge (Ex) (Core 35): You add +4 to all Knowledge skill checks* and may make Knowledge skill checks untrained*.
• Lore Master (Core 38): You can take 10 on any knowledge check you have ranks in and 1 time(s) a day you can take 20 on a knowledge check.
• Archaeologist’s Luck (Ex) (UC 32): As a swift action, you can call on fortune’s favor, giving you a +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. You can use this ability for a total of 7 rounds a day.
• Clever Explorer (Ex) (UC 32): You gain a +4 bonus on Disable Device and Perception checks*. You can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. You can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
• Trap Sense (Ex) (UC 32): You get a +2 bonus to Reflex save to avoid traps and a +2 Dodge Bonus to Armor Class on attacks made by traps
• Rogue Talents (UC 32): You have acquired new skills. Only one talent can be applied to any one attack.
• Combat Trick (Combat Reflexes) (Core 68): You gain Combat Reflexes as a bonus combat feat*
• Strong Impression (Ex) (APG 131): You gain Intimidating Prowess as a bonus feat.*
• Evasion (Ex) (UC 32): If you make a successful Reflex saving hrow against an attack that normally deals half damage on a successful save, you take no damage. A helpless character does not gain the benefit of evasion.
• Brawler's Cunning (Ex) (ACG 23): Your Intelligence counts as at least 13 for the purpose of qualifying for combat feats.*
• Martial Flexibility (Ex) (ACG 23): You can gain the benefit of a combat feat you don't have for one minute. You can select one feat as a move action. If you use this ability again before the duration expires, you can replace a previous feat with another choice. You must meet the prerequisites of each feat gained. Each individual feat selected counts towards the daily uses of this ability.
• Martial Training (Ex) (ACG 23): Your brawler levels count as both monk and fighter levels for the purpose of qualifying for feats.* You count as both a Fighter and Monk for the effects of feats* and magic items.
• Unarmed Strike (ACG 23): You gain Improved Unarmed Strike as a
bonus feat.* Your unarmed strike does 1d8 damage*. It can deal lethal or non-lethal damage and is treated as both manufactured and natural weapon for the purpose of spells and effects.
• Brawler's Flurry (Ex) (ACG 24): You can make a brawler's flurry as a full-attack action, using any combination of unarmed strikes, weapons from the close fighters weapon group or weapons with the "monk" special ability. You can substitute disarm, sunder and trip combat maneuvers for unarmed attacks.
• Maneuver Training (ACG 24): You have additional training in the following combat maneuvers: Trip
• AC Bonus (Ex) (ACG 24): While wearing light or no armor, and carrying less than a medium load, you gain a +1 dodge bonus to AC and CMD.*
• Knockout (Ex) (ACG 25): 1 time per day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making the attack roll. If you hit and deal damage, the target must succeed at a Fortitude save (DC 19) or fall unconscious for 1d6 rounds. Each round on its turn, the target can attempt a new saving throw as a full-round action to end the effect. Creatures immune to critical hits or non-lethal damage are immune to this ability.
• Brawler's Strike (Ex) (ACG 25): Your unarmed strikes are treated as magic weapons for the purposes of overcoming damage reduction.
• Close Weapon Mastery (Ex) (ACG 25): When wielding a close weapon, you can use the unarmed strike damage of a Brawler four levels below yours. (1d8)*

Feats:

• Power Attack (Core 131): You can choose to take a –3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased to +9 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased to +3 if you are making an attack with an off-hand weapon or secondary natural weapon.
• Skill Focus (Intimidate) (Core 134): You get a +6 bonus on all checks involving the chosen skill.*
• Combat Expertise (Core 119): You can choose to take a –3 penalty on melee attack rolls and combat maneuver checks to gain a +3 to your Armor Class.
• Lingering Performance (APG 164): The bonuses and penalties from your archaeologist's luck continue for 2 rounds after you cease performing.
• Improved Trip (Core 128): You do not provoke an attack of opportunity when performing a trip combat maneuver, you receive a +2 bonus on checks made to trip a foe and you also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
• Combat Reflexes (Core 119): You can make 2 additional attacks of opportunity per round. You can make attacks of opportunity while flat-footed.
• Vicious Stomp (UC 123): Whenever an opponent falls prone adjacent to you, that opponent provokes an unarmed attack of opportunity from you.
• Skill Focus (Use Magic Device) (Core 134): You get a +6 bonus on all checks involving the chosen skill.*
• Greater Trip (Core 126): You receive a +2 bonus on checks made to trip a foe. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
• Arcane Strike (Core 118): As a swift action, for 1 round, your weapons deal +3 damage and are treated as magic for the purpose of overcoming damage reduction.
• Additional Traits (APG 150): You gain 2 bonus traits
• Enforcer (APG 159): Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
• Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
• Intimidating Prowess (Core 128): Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.*
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*

Magic Items:

• +3 Brawling Mithral Agile breastplate (APG 179): Brawling: You gain a +2 bonus on unarmed attack and damage rolls*, including combat maneuver checks made to grapple. Your unarmed strikes count as magic weapons.
• Belt of Giant Strength +4 (Core 502): You receive a +4 enhancement bonus to strength*
• Robe, Monk's (Core 528): If not wearing armor, you gain the AC bonus of a 5th level Monk
• Deliquescent Gloves (UE 234): Reshape to fit any hand, claw, tentacle, or alien limb. Melee touch attacks with that hand deal 1d6 acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability. The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strike or natural attack without risk of harm from contact and never cause an ooze to split.
• Jingasa of the Fortunate Soldier (UE 245): Grant +1 luck bonus to AC*. 1/day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
• Headband of Mental Superiority +2 (Core 517): The headband grants the wearer an enhancement bonus to Intelligence, Wisdom, and Charisma of +2.*
• Ring of Protection +2 (Core 481): This ring provides a +2 deflection bonus*
• Cloak of Resistance +2 (Core 507): Gives a +2 resistance bonus to all saves*.
• Ioun Stone; dusty rose prism (Core 520): You gain a +1 insight bonus to AC.* Wayfinder resonance +2 insight bonus to CMB and CMD.
• Ioun Stone; dusty rose prism, cracked (SoS 50): You gain a +1 insight bonus on Initiative.*
• Ioun Stone; Magenta Prism, cracked (PSP 22): This stone gives you a +2 competence bonus on checks with one skill. The skill can be changed once per day at a time unique to the stone.
• Ioun Torch ( APG 306): This is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free.
• Snapleaf (UE 319): As an immediate action you can activate a snapleaf to gain the benefits of feather fall and invisibility.
• Wayfinder (SoS 52): Can (on command) shine light. You gain +2 bonus on Survival checks not to get lost. Can hold an Ioun Stone (Dusty Rose Prism).
• Metamagic; Extend lesser (Rod) (Core 485): The wielder can cast up to three spells per day of 3rd level or lower that are extended as though using the Extend Spell feat.


Hey MathPro! I'm working on a Shield Champion Brawler. Throwing my shield around :)


I should warn you guys today is my 2 year wedding anniversary so I won't be on much after 4 PM CST today. I'm also taking my wife on a vacation this weekend so I won't be on at all after 5 PM CST Friday until Monday at 10 AM CST.


Hell yeah! Happy anniversary, man! Hope you have an awesome time

Silver Crusade

As a married man myself, it is in your best interest to avoid the boards during times like this. Happy Anniversary!


I would also enter a brawler

Shadow Lodge

I think I'm going to drop. Happy gaming and good luck all!


Happy belated anniversary. I'll have the backstory up either tomorrow or friday. I'm fine tuning some things, and changing some things that I think I would like better.


Hi Mathpro! Archlich here with my submission.

Liberty's Edge

Hi DM Mathpro.

This is my submission for your game, I hope you like it as much as I do.

Reikananths, Shoanti embassador and adventurer.

Five points that capture the concept and story of the character.:
1. Reikananths, member of the Shundar-Quah (The Spire) Clan, has been chosen by his tribe elders to leave the Cinderlands, and go explore the wide world, in hope to learn what lies beyond their ancestral lands, and also let the rest of Golarion know about the Shoanti culture and courage. It is important for Reikananths not to let the Shoanti culture to become stagnant and isolated from the rest of the world, which he sees as a road to extinction.
2.- He has strived all of his life to master the "Thunder and Fang" Shoanti fight style. He sees it as the pinnacle of Shoanti fight culture.
3.- He believes in mobility. On foot, in combat, on horseback, in ideas and beliefs. Not to stay fixed in one place, in one belief.
4.- He is a firm believer in Gorum's creed. Strength to survive, to grow, to protect.
5.- Reikananths has always found the feminine women of other cultures very beautiful. This travel is also a way for him to indulge in his preferences. Nevertheless, as in everything, he don't want to get stuck in one woman, as with everything else.
6.- He loves to try new things. New food, new drinks, new dances or new challenges.

Two goals to accomplish in-game:
1.- Be able to earn the respect of friends and enemies with his Shoanti fight style.
2.- Be able to return home, with honor and respected.
2.- To have a love in every port.
3.- Far fetched... to create a Shoanti colony in a place far away from the Cinderlands.

Two secrets:
1.- To himself. He was banished from his tribe, not sent out as an embassador. He is a Tshamek, ashamed and unable to return. A woman killed herself after he failed to marry her.
2.- There is a group of Shoanti, part of the woman's clan, out to find and kill him.

3-5 related people.:
1.- The woman betrothed to him, since childhood, which he left at the altar as he didn't want to get married. He liked her, but his cowardice (to fail to tell her, or do something "honorable" about it) made her kill herself.
2.- The woman's father, a great Shoanti chief, trying to restore his damaged honor with blood. Reikananths' blood.
3.- Another Shoanti warrior, in love with the woman in question, now hating Reikananths because of the dead the woman he loved, in secret, dearly. Now the leader of the group hunting Reikananths.
4.- Reikananths' teacher, shamed by his actions, but praying for him to find redemption. A possible ally if he ever returns?

Three key memories:
1.- The night he escaped his tribe, the night he failed to tell his betrothed he was going away, causing her suicide.
2.- As a child, seeing his teacher, a young brave at the time, defeat an orc war party, singlehandedly, using the Thunder and Fang fight style. That was the day he decided he wanted to be a brave.
3.- The first time, as a teenager, he met a non shoanti woman. The Varisian prostitute was his first, and he loved the (feigned) tenderness and sweetness, something he had never seen in Shoanti girls.

Fear or Paranoia:
Sickness. He can't stand it. To smell it. To touch a sick person. He would be a Microbiophobe if that thing existed in that place and time.

Crunch:
It is almost done, there are a few details missing, but the main points are here:
Reikananths
Male Human (Shoanti) fighter 13
CG Medium humanoid (human)
Init +5, Senses Perception +22
=================================================
DEFENSE
=================================================
AC 36, touch 19, flat-footed 31 (+10 armor, +2 deflection, +4 Dex, +1 dodge, +2 natural, +5 shield, )
hp 125 ((13d10)+49)
Fort +16, Ref +13, Will +12, +3 Will vs. fear

=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee earth breaker +3 (adamantine) +26/+21/+16 (2d6+12/x3)
Melee klar +4 (as a weapon) +26/+21/+16 (1d6+12)
Ranged masterwork composite longbow str (+6) +19/+14/+9 (1d8+7/x3)
Melee gauntlet +19/+14/+9 (1d3+6)

=================================================
STATISTICS
=================================================
Str 22, Dex 18, Con 16, Int 11, Wis 16, Cha 11,
Base Atk +13; CMB +19; CMD 37 (38 vs bullrush) (38 vs disarm) (38 vs grapple) (38 vs overrun) (38 vs sunder) (38 vs trip)
Feats Dodge, Double Slice, Flanking Foil, Improved Shield Bash, Improved Two-Weapon Fighting, Mobility, Power Attack, Shield Master, Shield Slam, Spring Attack, Thunder and Fang, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (Earth Breaker, Klar)
Skills Acrobatics +13, Acrobatics (Jump) +22, Handle Animal +5, Intimidate +5, Knowledge (Dungeoneering) +5, Perception +22, Ride +9, Survival +14,
Traits Defender of the Society, Fate's Favored,
Languages Common, Shoanti
SQ armor training, bonus cmd (3x), bonus feat, bonus feats, bravery, dodge, double slice, heart of the wilderness, humanoid traits, improved shield bash, improved two-weapon fighting, mobility, power attack, shield master, shield slam, spring attack, two-weapon fighting, two-weapon rend, weapon focus, weapon training, , ,
Combat Gear
Other Gear amulet of natural armor +2, eyes of the eagle, headband of inspired wisdom +2, jingasa of the fortunate soldier, earth breaker +3 (adamantine), gloves of reconnaissance, ring of protection +2, sleeves of many garments, full plate +1 (mithral), belt of physical might (str/dex) +2, cloak of resistance +3, quick runner's shirt, boots of striding and springing, klar +4 (as a shield), stone of good luck (luckstone), wayfinder, handy haversack, bedroll, blanket (winter), flint and steel, mess kit, coin (gold piece) (6), coin (silver piece) (7), klar +4 (as a weapon), masterwork composite longbow str (+6), ioun torch, arrow (20), arrow (cold iron) (20), gauntlet, ioun stone, clear spindle, ioun stone, dusty rose prism - cracked, ioun stone, pale green prism - cracked ~ saves, explorer's outfit, belt pouch, rope (silk/50 ft.) (2), soap (per lb.), 3980.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 3 and increase the maximum Dexterity bonus allowed by your armor by +3

Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Bull Rush

Bonus CMD Disarm

Bonus CMD Grapple

Bonus CMD Overrun

Bonus CMD Sunder

Bonus CMD Trip

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +3 bonus to Will saves against fear effects.

Defender of the Society Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Dodge When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.

Double Slice When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Shield Bash When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn.

Improved Two-Weapon Fighting When making an attack of opportunity, you can spend 5 stamina points to also make an attack of opportunity with your off-hand weapon. That second attack takes a -5 penalty.

Mobility Your dodge bonus to AC from the Dodge feat combat trick is doubled against attacks of opportunity provoked by movement. If you don't have the Dodge feat, you can still use its combat trick.

Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Shield Master Just before you roll a Fortitude or Ref lex saving throw, you can spend 5 stamina points to add your shield's enhancement bonus as a bonus on the saving throw.

Shield Slam Instead of attempting a free bull rush when using the Shield Slam feat, you can spend 2 stamina points to attempt a disarm, repositionAPG, trip, or sunder combat maneuver. This combat maneuver attempt does not provoke an attack of opportunity from the target.

Spring Attack You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.

Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.

Two-Weapon Rend You can spend 5 stamina points to use this feat's benefit a second time in a single round.

Weapon Focus Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn.

Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +2 Bows +1 Hammers +3


Tien is updated with more memories and some fears.


Updated submission list for ease of use! Ton of melee concepts, we could definitely use more casters. I provided links for the people that have profiles for their characters. Let me know if I missed anyone!

Submissions-

Martial Characters:

Arcane Casters:

  • slin2678- Illy, Bard 8/Brawler 5

Divine Casters:

Proposed Characters:

  • Master Han Del of the Web-Unchained Rogue
  • Mishima-Utility Wizard
  • Psionichamster-Rogue/Monk
  • Jim Cirillo-Wizard/Alchemist/Witch
  • Narcotic Squrl-Human Alchemist

Dots:

  • Philo Pharynx
  • JoshB
  • MattZ
  • Randavel


Think I'll put together an alternate character with some decent arcane capabilities.
Or more than one. I'm bored :p


Gonna roll a Wizard and a Synth Summoner, for funsies.


Wizard HD rolls!
Wizard HP: 13d6 ⇒ (6, 3, 6, 5, 3, 2, 2, 2, 5, 6, 3, 4, 4) = 51


Summoner/Eidolon HD rolls!
Summoner HD: 13d8 ⇒ (3, 1, 4, 5, 3, 6, 7, 2, 5, 5, 4, 4, 7) = 56
Eidolon HD: 10d10 ⇒ (7, 6, 5, 7, 8, 4, 10, 2, 9, 9) = 67


Average on 13d8 is actually 58, so I'll take that instead (every little bit, right?)


I think I'll be submitting the crunch and background for an arcane trickster either tonight or tomorrow.

HP: 12d6 ⇒ (5, 6, 1, 3, 1, 1, 4, 5, 4, 1, 5, 3) = 39

lot of ones ....

Dark Archive

Pathfinder Adventure Path Subscriber

Also dotting and rolling, to see if I have any inspiration here...

2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 2) + 6 = 11

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