Need One Replacement For Carrion Crown (Book 5)!


Recruitment

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Our Oracle player has vanished into thin air, and we need someone to replace them. The current party line-up is:

Endoralis: Darius Ral'Algul, Half-Orc (formerly Half-Elf) Inquisitor 8/Alchemist 2/Warder 1. He's a Belmont, basically. Werewolf and vampire hunter by trade. A bit stern and serious.

Idiot Cube: Jones Shei'Lac (half-elves like their apostrophes), Half-Elf Investigator 11. Uses a rapier and stabby stabs his way to victory. More laid back, but very dedicated to helping people.

Dual Jay: Samuel Sledge, Human Brawler 9/Monk 2. Standard Pummel/Dragon charger. Literally a hobo they found squatting in Schloss Caromarc.

You would be replacing Zin'Retatarianna Mor, Human Oracle (Flames) 10/Sorcerer 1. Hotheaded, in more ways than one. All about the boom, and has a hair trigger temper to match. Obsessed with curing her Oracle Curse. Will be rejoining the party if her player comes back.

Former characters include:

List of the Dead:
Cassiel Cogito (Idiot Cube), Elf Wizard 1. Coup de graced by skeletons.

Jules Jericho, Half-Elf Magus 1 (Comeau). Horribly ripped apart by Harrowstone spirits because his player left and he wanted a dramatic detah.

Shoukichi Hisei, Kitsune Bard 2 (Evil Brain). Lost a battle of wills with Father Charlatan.

Steef Kraflslayer (Alexgndl), Dwarf Zen Archer Monk. Blinked out of existence when his player left.

Azrin Nemarosa (Idiot Cube), Human Cleric 5. Coup de graced by Ghouls.

Ezekiel Andervalts, Tiefling Barbarian 6 (Dual Jay). Slammed and dropped off a 200 foot cliff by an Elder Air Elemental. Body drifted down river into a ghoul infested swamp.

Bulldozer, Duergar Aegis 6 (Evil Brain). Riddled with arrows by an Erinyes, fell out of the air into the same river as Ezekiel. From even higher up.

Amanorn Preyedan, Elf Fighter/Wizard/Eldritch Knight/Arcane Archer level 10 (GreenTeaGamer). Feebleminded after attacking a creature the party had made peace with. Nobody liked him much anyway, and he was not fixed (as his player's preference).

Vanne Morkvinter (GreenTeaGamer), Dhampir Tattooed Sorcerer 10. Popped out of existence after his player needed to take a step back from the boards.

Honorable Mentions go to Darius and Jones failing their saves vs Circle of Death, but being saved by divine intervention in the form of a one-shot "Undo the effects of any spell or curse" Maguffin I gave them earlier. Another honorable mention goes to Zin's hopes of getting her Curse removed any time soon after its use to save their lives.

Just one more and I get lucky 13!

As you can see, people tend to die. Usually due to bad luck or bad choices. If, with that in mind, you want to join, here's the character creation rules:

-25 point buy

-1.5x HD at 1st level, average round up hereafter (4 for d6, 5 for d8, 6 for d10, 7 for d12)

-Wealth By level for 11th level

-3 Traits

Material available:

-Any Paizo, though Summoners may be low priority since I need to audit them very carefully. If it's not on the SRD or another online resource, you'll need to post the material in its entirety so I can look at it.

-Dreamscarred Press' Ultimate Psionics material, and their Path of War material. Yes, Feats and such included for both. Kn. Psionics and Kn. Martial will be mostly worthless, as a heads up. Kn. Martial may occasionally come up if I restat a classed NPC as an Initiator, but it will be minimally and situationally useful at best.

-Most other 3rd party on a case-by-case.
---Exceptions: No Spheres of Power. I want to run a SoP game at some point, but I need a good long read of those classes to fully "grok" them and their subsystems make that less feasible for one person.
----If you ask for a Godling I will slap you.

-You are not required but are heavily encouraged to play either a ranged character, a full caster, or both. We have reach melee, and we have two close melee guys. I'll probably barely glance at any more melee dudes unless they reeeeaaaaaaaallllllly stand out as a character.

-I'll be honest, if I've seen you around the boards a lot and have played or applied to games with you, you probably have a better chance of getting in, mostly because we're in the home stretch of this AP and I want to avoid rotating in and out any more characters.

Relevant Houserules:

-An Amulet of Mighty Fists is, for all intents and purposes, a weapon. It takes up your amulet slot but otherwise works as a weapon. Same cost, +10 total bonus.

-Any BOUGHT gear may be sold back for full price. I see no need to penalize you half your investment if you, for example, have a +1 Flaming sword and want it to be +1 Frost instead. FOUND gear is sold for half as usual.

-Pummeling Bully now reads:

Prerequisite(s): Any Two Improved Combat Maneuver Feats, Improved Unarmed Strike, Pummeling Style; base attack bonus +9, brawler level 5th, or monk level 5th.

Benefit: When you hit with a Pummeling Style attack, you can attempt a combat maneuver check for any maneuver you have the Improved Maneuver Feat for as a free action.

-Alignment restrictions don't exist. Exception: Paladin/Anti, but Anti-Paladins may be Lawful Evil.

-Don't bother tracking Encumbrance if you have a positive Str modifier. You may be audited if it's below 10.

-I assume you can find normal ammunition in any quantity you need.

Mostly just quality of life sorta things. There may be some other minor ones I can't recall ATM.

Something to keep in mind, but not build for is I have considered, if everyone is still on board afterward, continuing the AP after its conclusion into some high level Mythic shenanigans. This is not a done deal, so if you build your character with the intent of "When I hit Mythic Tier 3 this will be godly" you have only yourself to blame when it sucks.

Ask any questions you like and I'll try to answer them as quick as I can. Recruitment goes until I pick a guy.


I have an idea for a character.

A party member that died, and the resurrection went strange. Now they are 2 but one.

Unchained summoner. Race is race builder though.


Dot I have a couple ideas.

Thinking flame Kinectisict. A follower of Saarenrea who believes her fire abilities a gift of the diety.

Silver Crusade

Hey there, one of the main players in the group and pilot of the character Darius. If there are questions I'll be glad to answer them too while I'm still awake.

Seth, tell me more about the character and what EXACTLY are you trying to build with Race builder that cant be done already? I don't really care what type of summoner you play.

thelizardwizard, You'll be glad to know that there is another worshiper of Sarenrae. You will be less than glad to know he is not a cheery sort.


Here you go. Seth here

Built her for a similar game. But i believe start of book 4? Or something. Been a while ago

Silver Crusade

I see someone plays League of Legends. Let me see what you did with it.


Endoralis wrote:
I see someone plays League of Legends. Let me see what you did with it.

Since they were released they are my favorite =^^= and with the summoner i could make it similar =^^=

Silver Crusade

Looking at it I'm assuming your main method of fighting involves being mounted and shooting with your Eidolon? ( Wolf doesnt seem to have a fly speed but thats easily remedied. )

The more concerning feature I would say is that with your spell choices not seen the only thing I can look at is your other capabilities and it seems hat your numbers are a bit low as far as combat is concerned. I assumed they included you Deadly Aiming/ Power Attacking on. 1d6+7 os very low while 1d8+18 is fine, the to hits could be better.

I would have to see what other things this character brings to consider them truth be told. Another issue I see is more how this character would interact with the rest of the group or their dynamic.


I the end the spells arent that big of deal. Since its up to the group what is needed. Interaction i cant say much either. Since i do not know the group that well (at all)

But this just a application to see if its valid. Can work on it a bit more. Otherwise. I can make a new one to help out for the last bit of the campaign =^^=


Statistics:
Male half-elf Kineticist 11
Alternate Racial Traits: Blended View, Dual minded
N Medium Humanoid (Human)
Init +6; Senses Perception +17
------------------------------
DEFENSE
------------------------------
AC: 28, touch 18, flat-footed 21(+9 armor, +6 dex, +0 shield+2 deflection)
HP:163(11d8+99)NLD:33, Real HP: 130
Fort +17, Ref +15, Will +13 +2 vs enchantment
Searing Flesh: 9 fire damage to anyone that hits me with natural attacks, double damage to grappled/grappling creatures
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Internal Buffer: 2
Burn: 3 (Searing flesh, +3/+6 kinetic blast, +2/+2 physical stats)
Melee
Kinetic Whip: +14/+9

Ranged
Kinetic blast(flame blast): +14 vs touch (SR and resistance apply)
Damage: 6d6+4

Composite Kinetic Blast: (SR and resistance apply)
Blue-flame Blast: +14
Damage: 12d6+4

3+ burn Blasts,(+3/+6 from Elemental overflow, +6 doubled by Fires Fury)
Kinetic blast(flame blast): +17
Damage: 6d6+16

Composite Kinetic Blast:
Blue-flame Blast: +17
Damage: 12d6+16
------------------------------
STATISTICS
------------------------------
Str: 10, Dex: 20(22), Con: 25(27)+2(levels,+2race), Int: 10, Wis: 14, Cha: 08
Base Atk +8; CMB +0; CMD 10
Traits: Indomitable Faith (Sarenrea), Subject of Study(undead),
Drawbacks:
Feats:
1- Point blank shot
3- Precise Shot
5- Weapon focus Kinetic Blast
7- Iron Will
9- Spell Penetration
11- Extra Wild Talent
Skills (44 points; 4 class, 0 INT)

ACP -2
Perception: 10
Stealth*: 9
Acrobatics*:7
Intimidate: 7
Escape Artist: 7
Heal: 5

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Magical Items: Belt of Physical Might (Dex/Con), Celestial armor, Ring of Protection +2, Cloak of resistance +3,
Money 0 GP 0 SP 0 CP

------------------------------
SPECIAL ABILITIES
------------------------------
Infusions: 6
Burning Infusion:

Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Kinetic Blade:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Eruption:

Element(s) fire; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts blue flame, fire, magma, steam
Saving Throw Reflex half

Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.

Flash Infusion:

Element(s) fire; Type substance infusion; Level 4; Burn 3
Associated Blasts blue flame, fire, plasma
Saving Throw Will negates

Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast's damage by half to increase the DC of this save by 2.

Kinetic Whip:

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) kinetic blade
Associated Blasts any
Saving Throw none

You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage.

Snake:

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Utility Wild Talents: 6
Basic Pyrokinesis: (free)

Element(s) fire; Type utility (Sp); Level 1; Burn 0

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Fire's Fury

Element(s) fire; Type utility (Su); Level 1; Burn —

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Flame Jet:

Element(s) fire; Type utility (Sp); Level 3; Burn 0

You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Flame Jet, Greater:

Element(s) fire; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) flame jet

You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

Searing Flame:

Element(s) fire; Type utility (Su); Level 2; Burn —
Prerequisite(s) burning infusion

Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level.

These decreases stack, to a minimum resistance of 0.

Fire Sculptor:

Element(s) fire; Type utility (Sp); Level 1; Burn 0

You can sculpt shapes out of flame or alter a fire's spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire's edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

Elemental Defense:
Searing Flesh:

Element(s) fire; Type defense (Su); Level —; Burn 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Class Abilities:

Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Gather Power Su:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Elemental Overflow (Ex):

At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (3) (Ex):

At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.

She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su):

At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.

When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su):

At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Expanded Element (Su):

At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element.

If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Supercharge (Su):

At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

[spoiler=Appearance and Personality]

here is the crunch for the character, I am writing up the background atm. I have not entirely decided fully on the background, The main constant is he is a devout follower of Sarenrea, however I am unsure to have him be a redemption story, which is extremely tempting, or have been following Sarenrea after he gained his powers after almost being killed by some decently powerful undead. After that he would work as a more "purge" focused follower in his hunt for undead (as undead would have killed some of his family, bit of revenge thrown in for flavor). He enjoys purging evil and undead in the "holy flames of Sarenrea" haha.

As for my character, I see him as being fairly cheery, but also a bit of a pyro (obviously) And more focused on the "fiery" aspects of Sarenrea over the other aspects. As a matter of fact, he would likely get along very well with your um, ex-oracle haha

Silver Crusade

Considering the Oracle did not worship Sarenrae and was kept under control by said Darius I'm going to go with probably not. She has threatened to scorch peasants before.

Going through the rest You are aware that Deadly Aim does not apply to your blasts correct? Unless you plan on using some physical form of it. Also the Searing Flesh ability basically only works on Natural attacks base unless you too the other Talent to make it better.

Another issue Im seeing is that it is not possible to have two level 5 Talents.


Oops, I keep forgetting the extra wild talent has more restrictions than most extra X talents.

You are right, thats my bad, it only affects natural attacks that strike me.

I remember reading a thread with the designer specifying that deadly aim worked with the blasts, due to that I forgot the touch thing.

All easy fixes. And, well, at least we would both have had a love of fire.

edited, will be checking over the crunch again after I finish up the background to make sure everything is prim and proper.

I'll also be flavoring Flame Jet as flaming wings in a resemblance of those of an angel.


Okay, I have a concept in mind, Sundakan, for which I would require an answer to a little question: Firearms are yay or nay?

Actually, I lied, as I would need you to answer another question: how much balls-to-the-walls long should I go with backstory? Cuz I can go from a short description with an image and a snarky One Liner or work on a more full fledged backstory for an 11th level character. With a snarky One Liner, that's mandatory.

As I see there's been reference to that popular MOBA game I totally don't play and I'm not totally waiting for a game to start right now, someone may be able to recognise where did I grab inspiration from for the concept: a gun totting human who happens to be real good at killing what should stay dead, and kill them for good. Two guns, to be specific. And I may or may not be a descendant of the people of Garundi.
Obviously backstory wouldn't mimic the one I'm inspired on, only aesthetics and combat style. And levels of kickassery.
For those of you whose soul still hasn't been claimed by Hell's Archlord Riot
Barebones crunch would be Gunslinger 5 and the rest on Ranger (Undecided on archetype, Corpse Hunter seems to be a tad overkill in Carrion Crown), using all the usual Two Weapon Fighting feats plus Mixed Combat from PoW:Expanded to allow dual reloading. This would provide a safe combination of skills, ranged damage and a couple ranger spells.

Note: If firearms are a nay but Gunslinger is still a yay, all of this would still work with a Bolt Ace rocking hand crossbows. Like, really, the difference would be touch attacks and crit multiplier.


ah, yes, how much background do you want? I had inteded to describe how Davien Solaar came to be level 11, some of his feats, as well as his early background of his story. If you don't want this I can summarize it up.


Maybe I'll update the diviner wizard I have from a failed game. He's 7th or so now, but a jump to 11th wouldn't be difficult. He's no blaster, but by that level should be pretty mean. I'll look into it.


OK, the guy is a crafter (craft wondrous). How do you want me to handle that?

Haven't bought anything yet.


So, let's tackle some questions/assumptions in order

1.) Race Builder is a no-no. I'm pretty liberal about re-flavoring if you want to be a lamb-like Skinwalker or Tiefling or something, but no to building your own.

2.)Firearms yea, but early firearms only. I might be using some houserules that tweak how they work (nixing Touch AC but removing misfires, among other things) though.

3.) Keep backstories relatively short, I don't want to have to read a novel. I'd say 3 paragraphs at most, with one paragraph being dedicated to the blurb about what their personaity and appearance boils down to.

4.) A crafter is not likely to fare well. Downtime is pretty slim in this AP as a whole, and really slim going forward from here (a book and a half from the end of the AP).


I can remove the crafting stuff. Doesn't really bug me. Gets me two feats back.


ooookiedokie lokie


Here's my submission. Will make an alias if accepted.

Appearance:

This is a statue of a winged humanoid, bearing a shield marked with the holy symbol of Aroden. A longsword is at his side, and his hand is outstretched. Upon closer inspection, it greatly resembles depictions of Osric, the Angel of Aroden, a legendary Aasimar cleric who disappeared while fighting with the Shining Crusade against the forces of the Whispering Tyrant. At its feet is a skeleton, apparently of an orc, wearing tattered robes.

Background:

Arazni had fallen. She would be avenged.
Osric was a priest of Aroden, working a missionary in Varisia during much of the war against the Whispering Tyrant. He was a kind and gentle soul, devoted to ensuring that humanity took its place among the great races of the multiverse. As to the Shining Crusade, the Knights of Ozem had summoned Arazni, and she would lead them to victory. His work was elsewhere.
Then disaster struck. Tar-Baphon slew the demigod, and the call went out among the faithful. Every cleric, every paladin, every soul devoted to Aroden descended upon Lastwall, to strike back at the Whispering Tyrant. Osric trained with armor and sword, studied all that was known about undead, and marched with General Arnisant against the lich.
In battle after battle over the next four years, Osric earned his legend. Legions of the undead fell to his spells, sword, and angelic power.
As General Arnisant moved to the final battle, he sent Osric and a band of paladins to deal with one of Tar-Baphon’s lieutenants, a half-orc necromancer named Balgar, lest he catch the Crusade army from behind. Osric and his band broke through Balgar’s defenses and destroyed his army of reinforcements. When all others had fallen, it came down to Osric and Balgar. Osric’s Holy Smite mortally wounded the half-orc, but Balgar’s bestial ferocity allowed him to strike one last blow before dying – the final Calcific Touch that petrified the angel.
The Knights looked for Osric and his band, but could not locate Balgar’s keep. Some magic that had kept it hidden has now worn off.

Five Things:

1) Aroden’s death will be a shock to him. He will need to find a new deity. He does remember Iomedae, and although it will be strange to worship someone that he knew as a mortal, she is the most likely choice. If she will have him.
2) The turmoil in the world since he was petrified will also be shocking at first, then a topic of study. He will have a lot of questions for other PCs, and will start taking ranks in Knowledge (History) to catch up.
3) Had he been fully human, Osric might have been in line to be High Priest of Aroden someday, but he did not resent his divine heritage. He was happy to use his angelic powers to aid humanity, without seeking to steal their glory for himself.
4) He is partial to humans. He likes elves, dwarves, gnomes, and halflings, but humans are his favorite race. A legacy of being a priest of Aroden. He is, perhaps unfairly, suspicious of tieflings, though not overly hostile.
5) The First World intrigues Osric greatly. A land where death and undeath are virtually nonexistent (at least for the natives). While he understands that death gives life meaning, he wonders if that is the only way.

Two Goals:

1) Ensure that the Whispering Tyrant remains imprisoned.
2) Rescue Arazni and either restore her to life or set her soul to rest.

Two Secrets:

1) He had odd dreams while petrified. DM’s choice. Maybe something about this AP, or about another PC’s secret, or the potential Mythic follow-on?
2) Although he claims not to be, he is somewhat resentful of the Knights of Ozem (including Iomedae) for leaving him behind.

Three Memories:

1) In Varisia, his proudest moment was mediating a conflict between rival Shoanti tribes, averting bloodshed.
2) A favorite memory is flying over Vigil, in Lastwall, when his wings emerged. The armies of the Shining Crusade arrayed beneath him, ready to march.
3) In battle alongside General Arnisant, calling on the power of Aroden to divert a death blow from a skeletal giant’s scythe (first use of Divine Interference).


Character Sheet:

Osric
Aasimar (Deathless Spirit) Cleric 11 (Divine Paragon of Iomedae); Domains Heroism (spells only), Sun
LG Medium Humanoid
Init +2; Perception +25
-----------------
DEFENSE
-----------------
AC 27, touch 12, flatfooted 26 (+2 fullplate +11, +2 heavy shield +4, Dex +1, deflection +1)
HP 106 (11d8+44)
Fort +16, Ref +9, Will +19 (+3 cloak of resistance, +2 from Stone of Good Luck); +2 vs necromantic/death
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee +1 Adamantine Longsword +11/+6 (1d8+3/19-20x2)
Ranged MW Heavy Crossbow +10 (1d10/19-20x2)
-----------------
STATISTICS
-----------------
Str 13 (15), Dex 10 (12), Con 14 (16), Int 12, Wis 20 (24), Cha 16
BAB +8/+3; CMB +10; CMD 22
Feats Angelic Blood, 3rd-level feat (retrained at 10th to Divine Interference), Heavy Armor Proficiency, Heavenly Radiance (Wandering Star Motes), Heavenly Radiance (Sunbeam), Angel Wings, Deific ObedienceB
Traits Gifted Adept (Greater Dispel Magic), Fate’s Favored, Resilient
FCB Cleric +1 Hit Point
Skills (3 per level) Perception +25 (11 ranks, +7 Wis, +2 racial, +5 eyes of the eagle, +2 luck), Diplomacy +21 (+25), Knowledge (Religion) +17
Languages Common, Celestial, Varisian
Equipment
+2 fullplate (5,650)
+2 heavy steel shield (4,170)
+4 headband of wisdom (16,000)
+2 belt of physical perfection (16,000)
+3 cloak of resistance (9,000)
+2 ring of protection
+1 adamantine longsword (5,015)
Eyes of the Eagle (2,500)
Luckstone (20,000)
Special Daylight 2/day (can also use for Sunbeam; CL 11, DC 20); Channel 6d6 6/day (DC 18); +11 damage channel vs. undead; Nimbus of Light 11 rds/day; Searing Light 1/day, Righteous Strike 1/day.


Perdix the scholar

Perdix is a scholar out of Oparra who has traveled extensively studies the ruins of the many ancient civilizations of the Inner Sea region. Jistka, Ancient Osirion, Thassalon, and even ancient Azlant are all familiar to Perdix, in his researches. He is well known in the museums of his home city, often hired as an expert in authenticity of artifacts.

He has been working on a new history tome on the Silver Crusade, and has thus travelled to Ustalav to further his researches into the topic with firsthand viewing. (not sure how this will get him in touch with the party).

He looks to be the absent minded professor type, with his hair askew, his clothes disheveled, and spectacles perched on the end of his nose. He doesn't always notice things around him, but he can react with alarming alacrity nonetheless. His best friends are generally his books and his pet scorpion, kept in it's pouch. He doesn't particulary like to use his arcane abilities for violence, rather for protecting himself and his expedition members, or to reveal secrets he wishes to know. He is genial in a rather forgetful sort of way.

Stats:

Perdix the Scholar 11
Male human (Taldan) diviner 11
N Medium humanoid (human)
Init +13; Senses Perception +11
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 68 (11d6+22)
Fort +11, Ref +9, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 11th; concentration +20)
. . Constant—detect scrying
. . 12/day—diviner's fortune (+5)
Diviner Spells Prepared (CL 11th; concentration +20)
. . 6th—analyze dweomer
. . 5th—thoughtsense[OA]
. . 4th—arcane eye
. . 3rd—arcane sight, haste, heightened piercing slow (DC 24), persistent slow (DC 24)
. . 2nd—carrion compass (DC 21)
. . 1st—detect undead, mage armor, protection from evil, snowball (DC 20)
. . 0 (at will)—detect magic, disrupt undead, prestidigitation
. . Opposition Schools Enchantment, Evocation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 28, Wis 10, Cha 8
Base Atk +5; CMB +5; CMD 17
Feats Combat Casting, Great Fortitude, Greater Spell Focus (transmutation), Heighten Spell, Improved Initiative, Persistent Spell[APG], Piercing Spell[UM], Scribe Scroll, Spell Focus (transmutation), Spell Penetration
Traits magical lineage, reactionary, wayang spell hunter
Skills Appraise +23, Fly +16, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (engineering) +23, Knowledge (geography) +14, Knowledge (history) +19, Knowledge (local) +23, Knowledge (nature) +23, Knowledge (nobility) +14, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +23, Perception +11, Spellcraft +23
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Daemonic, Draconic, Elven, Ignan, Infernal, Jistka, Necril, Shory, Terran, Thassilonian, Varisian
SQ arcane bond (Daedalus, greensting scorpion), forewarned, scrying adept
Other Gear cloak of resistance +4, headband of vast intelligence +6, wizard starting spellbook, 30,000 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +5 (12/day) (Sp) As a standard action, touch grants ally +5 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 5 (Su) Can always act in surprise rounds.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.

Haven't bought all his stuff yet, I can do that in due course. He's build to nail things with some save or suck stuff after making sure the party gets a fast haste set up.


Statistics for Davien Solaar:
Male half-elf Kineticist 11
Alternate Racial Traits: Blended View, Dual minded
N Medium Humanoid (Human)
Init +6; Senses: lowlight vision Perception +17
------------------------------
DEFENSE:
------------------------------
AC: 31, touch 18, flat-footed 23(+9 armor, +6 dex, +2 shield+2 deflection)
HP:163(11d8+99)NLD:33, Real HP: 130
Fort +17, Ref +15, Will +13 +2 vs enchantment
Searing Flesh: 9 fire damage to anyone that hits me with natural attacks, double damage to grappled/grappling creatures
------------------------------
OFFENSE:
------------------------------
Speed 30 ft.
Internal Buffer: 2
Burn: 3 (Searing flesh, +3/+6 kinetic blast, +2/+2 physical stats)
Melee
Kinetic blade: +14/+9

Ranged
Kinetic blast(flame blast): +14 vs touch (SR and resistance apply)
Damage: 6d6+4

Composite Kinetic Blast: (SR and resistance apply)
Blue-flame Blast: +14
Damage: 12d6+4

3+ burn Blasts,(+3/+6 from Elemental overflow, +6 doubled by Fires Fury)
Kinetic blast(flame blast): +17
Damage: 6d6+16

Composite Kinetic Blast: 2 Burn
Blue-flame Blast: +17
Damage: 12d6+16

3 burn reduction +2 more if using move action to gather power
------------------------------
STATISTICS:
------------------------------
Str: 10, Dex: 20(22), Con: 25(27)+2(levels,+2race), Int: 10, Wis: 14, Cha: 08
Base Atk +8; CMB +0; CMD 10
Traits: Indomitable Faith (Sarenrea),
Drawbacks:
Feats:
1- Point blank shot
3- Precise Shot
5- Iron Will
7- Spell Penetration
9- Greater Spell Penetration
11- Extra Wild Talent
Skills (44 points; 4 class, 0 INT)

ACP -2
Perception: 10
Stealth*: 9
Acrobatics*:7
Intimidate: 6
Escape Artist: 7
Heal: 5

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

------------------------------
GEAR/POSSESSIONS:
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Magical Items: Belt of Physical Might (Dex/Con), Celestial armor, Ring of Protection +2, Cloak of resistance +3, Ring of Force shield

Potions: 3 CLW potions
Money 0 GP 0 SP 0 CP

------------------------------
SPECIAL ABILITIES:
------------------------------
Infusions: 6
DCs:
Burning Infusion:

Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Kinetic Blade:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Eruption:

Element(s) fire; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts blue flame, fire, magma, steam
Saving Throw Reflex half

Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.

Snake:

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Wall:

Element(s) universal; Type form infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none

You create a wall of churning elements, falling debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast).

Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Utility Wild Talents: 6
Basic Pyrokinesis: (free)

Element(s) fire; Type utility (Sp); Level 1; Burn 0

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Fire's Fury

Element(s) fire; Type utility (Su); Level 1; Burn —

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Flame Jet:

Element(s) fire; Type utility (Sp); Level 3; Burn 0

You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Flame Jet, Greater:

Element(s) fire; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) flame jet

You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

Searing Flame:

Element(s) fire; Type utility (Su); Level 2; Burn —
Prerequisite(s) burning infusion

Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level.

These decreases stack, to a minimum resistance of 0.

Fire Sculptor:

Element(s) fire; Type utility (Sp); Level 1; Burn 0

You can sculpt shapes out of flame or alter a fire's spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire's edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

Elemental Defense:
Searing Flesh:

Element(s) fire; Type defense (Su); Level —; Burn 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Class Abilities:

Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Gather Power Su:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Elemental Overflow (Ex):

At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (3) (Ex):

At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.

She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su):

At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.

When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su):

At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Expanded Element (Su):

At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element.

If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Supercharge (Su):

At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

background:

Davien was always feared as a child. His powers manifested at the age of 10, and ever since he nearly burned down his home by accident he had always been treated as an outcast. Eventually, this stirred a burning hatred in him, it boiled and boiled until one day he lost it. In a fit of anger at another townsfolk he called on his power over flame to burn the visiting man and his family to a crisp. His mother attempted to stop him, but in his fury he merely burned her to death as well. He felt powerful, and to this day, he still remembers how beautiful he thought the burning house and flames looks. However Not long after the incident, he began to realize what he had done. He cried, holding his mother's burnt corpse, he cried for hours. He would go on to become a small terror, threatening folk with fiery destruction if they didn't give him what he wanted until one day, due to the disturbance a paladin of Sarenrea made her way to the town and fought and defeated Davien. Yet, instead of killing the young man, she sat and talked with him. She showed him compassion, and gave him a second chance. On that day he turned to the light of Sarenrea, and he now devoutly follows the deity with a faith that burns fiercer than any fire. He works in a hope to atone for his misdeeds, and hopefully, to one day, maybe, just maybe, be worthy of the forgiveness he had been given. The one thing that haunts him however, is that to this day, he still remembers the burning embers of his home when he killed that family and his mother. He remembers how beautiful that fire was, and he remembers the touch of power he felt that day. And those thoughts scare him.

Ever since his time at the temple, he has dedicated himself to traveling the land and purging evil away in the fires of Sarenrea. He has gained some renown for his deeds, and is good at acting like it is purely in atonement. But he can't deny that he enjoys it, more than he would like.

Appearance and Personality:

Appearance

personality: His personality is as fiery as the flames he wields. To his friends, he is warm, delightful, and surprisingly compassionate. To undead, or people he views as evil, he is deadly, and unpredictable as a wild fire. He learned the basics of medicine during his stay at a temple of Sarenrea, however it was never his strongest suit. He is flamboyant and energetic with a penchant to act unpredictably, however rarely does he act in a way to endanger himself or his companions. He has very passionate opinions. However, he never loses his temper anymore. Not sense that day.

okay, here is a fairly finished character, However I didn't connect him to lorrimar, I am unsure if you wanted us to connect our submissions to the now, late late professor.


No, forget being connected to Lorrimor, I dropped that after the first batch of deaths in book 2. That's why you guys get 3 Traits instead of 2 Traits plus a Campaign Trait.


OK, I'll fix that.

Changed the traits, which made me change a bunch of other stuff. He now tosses amped up slows.


Okay I'm still working on backstory, but here's a ranged blaster-style character who would do well in the game. He's not a 'good' person, so to speak, but he'd rather there not be terrible undead cults bringing back ancient evils, all things considered.

Orvus is a Wayang void kineticist. He primarily works with gravity blasts, but also has darkness/negative energy effects he can bring into play. Stuff like battlefield control would be easy with his wall and singularity infusions, and he's really hard to track down once he's using stealth or flying.

Orvus the Blackflame:

Orvus the Blackflame
Male wayang chaokineticist 11 (Pathfinder RPG Bestiary 4 274, Pathfinder RPG Occult Adventures 10)
N Small humanoid (wayang)
Init +7; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 19 (+6 armor, +2 deflection, +3 Dex, +1 size)
hp 128 (11d8+66)
Fort +13 (+2 trait bonus against effects that inflict negative levels.), Ref +10, Will +3 (+2 vs. channeled negative enrgy and inflict spells, +1 vs. emotion effects); +2 trait bonus vs. death effects, +2 vs. shadow spells
Defensive Abilities fortification 5%; Resist negative energy 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 obsidian dagger +11/+6 (1d3+1/19-20) or
. . unarmed strike +10/+5 (1d2 nonlethal)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 11th; concentration +11)
. . 1/day—ghost sound (DC 10), pass without trace, ventriloquism (DC 11)
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—darkness infusion, extended range, grappling, mobile blast (DC 18), singularity, wall
. . Blasts—gravitic boost (gravity blast), gravity blast (6d6+12), negative blast (6d6+3 negative energy)
. . Utility—basic chaokinesis, elemental whispers, gravity control, gravity control, greater, no breath, spark of life
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 22, Int 14, Wis 11, Cha 11
Base Atk +8; CMB +8; CMD 22
Feats Ability Focus (singularity), Point-Blank Shot, Precise Shot, Shadowy Dash[ARG], Wayang Soothsayer, Weapon Focus (elemental blast)
Traits child of the temple, ghost survivor (ustalav), inured to death
Skills Acrobatics +6 (+2 to jump), Heal +4, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +13, Knowledge (planes) +10, Knowledge (religion) +14 (+16 to identify incorporeal undead creatures.), Perception +20, Sense Motive +2, Stealth +27, Use Magic Device +12; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Draconic, Wayang
SQ basic chaokinesis, burn (3 points/round, max 9), elemental overflow +3, emptiness, expanded element (void), gather power, infusion specialization 3, internal buffer 2, light and dark, no breath, shadow speaker, supercharge, umbral unmasking
Combat Gear wand of cure light wounds (50 charges); Other Gear +2 shadow chain shirt, +1 obsidian dagger, amethyst pyramid ioun stone, clear spindle ioun stone, pale ruby trillian ioun stone, belt of physical might +2 (Dex, Con), cracked pale green prism ioun stone (attack), dark life ring, flawed pearly white spindle ioun stone, ring of protection +2, torc of innocuous gems, backpack, belt pouch, blanket[APG], hat[UE], trail rations (5), waterskin, 76 gp, 9 sp
--------------------
Special Abilities
--------------------
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 3/round (11 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Darkness Infusion Each squire in path of ranged atk kin blst, targ mel kin blst, or AoE kin blst, treated as darkness.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortification 5% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Grappling +19 You can attempt to grapple your blast's target.
Gravitic Boost (Gravity Blast) (Sp) Level 5; Burn 2
Gravity Blast (Sp) Level 5; Burn 0
Gravity Control (Sp) You use your gravitic abilities to move yourself, as per flame jet.
Gravity Control, Greater (Sp) You use your gravitic abilities to move yourself, as per greater flame jet.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobile Blast (6 rounds, DC 18) Blast becomes a mobile object that can last many rounds and be moved
Negative Blast (Sp) Level 5; Burn 0
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shadow Resistance +2 on saves vs. shadow spells.
Shadow Speaker +3 (4/day) (Su) As a free action once per turn, gain listed bonus to a d20 roll.
Shadowy Dash Move full speed in areas of dim light or darkness with no Stealth penalty
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Singularity (DC 22) You create a growing singularity.
Spark of Life (Sp) Use summon monster to summon elements.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Supercharge (Su) Increase effectiveness of gather power by 1.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Wall (6 rounds) Blast becomes a wall

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

Voidskitter
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 21 (+3 Dex, +1 dodge, +9 natural, +2 size)
hp 64 (1d8)
Fort +7, Ref +10, Will +3
Immune mind-affecting effects; SR 16
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +13/+8 (1 nonlethal) or
. . sting +13 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 11, Wis 10, Cha 2
Base Atk +8; CMB +9; CMD 16 (28 vs. trip)
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +7, Climb +11, Heal +1, Intimidate -3, Perception +18, Stealth +29, Swim +7, Use Magic Device +5; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Spell Resistance (16) You have Spell Resistance.

[EDIT] Dang! I didn't see that Thelizardwizard also posted a Kineticist... :(


You have your guy a cool famed name I must now do the same! Honestly I had planned to give him the name The Flame of Ustalav. Now it just looks like I'm copying /: lol

Grand Lodge

Dotting...

Going for xeph mobile knife or elan crpytic. But the questions below might change my mind.

(1) For telekineticist attunement, do we need to complete in game or can we write it in our fluff as if we had completed it pre-game?

(2) Is alternate per day crafting rules available?


I've got an idea for an Avowed, from Forrestfire, if you'd be willing to consider it, filling the ranged/casty sort of role fairly decently, quite a lot like ye olde 3.5e warlock, which the class is based upon.

Otherwise, with some thought, I can certainly get another idea up and running.

Edit: I'm thinking either Celestial Pact or Elemental, focusing on Aether Wrath/Blast, and probably using Lingering Pulse to create zones of "nope" that enemies don't want to step into. Clauses chosen will likely be mostly utilitarian, with some (hopefully) interesting modulations thrown in to help with my Battlefield Control/Debuffing/Blasting. Leaning towards Aasimar and Celestial, but could go any of a number of ways with it, honestly.


In the end I decided upon a simmilar yet different character. Prepare yourselves to meet Brother Gascoigne!

Gascoigne's Statblock:

Brother Gascoigne (Nathaniel Julius Gascoigne)
Male, CG, Human Gunslinger(Musket Master) 5 / Cleric(Devout Pilgrim) 6
Deity: Desna
Domains: Liberation, Travel
Init +5; Senses Darkvision Perception +18

Defense
AC 22 ; Touch 16 ; Flat Footed 16 (6 armor, 5 Dex, 1 Dodge )
Hit Points: 91 (5d10 + 6d8 +22 = 15 + 6*4 + 5*6 + 22)
Saving Throws:
Fort +14; 4 Guns, 5 Cler, 2 Con, 3 Magic
Ref +14; 4 Guns, 2 Cler, 5 Dex, 3 Magic
Will +13 1 Guns, 5 Cler, 4 Wis, 3 Magic

Offense
Speed: 50ft. , 50ft. armored
Melee
Pistol Whip +8 (1d10 / 20 x2)

Ranged
The Crossroad +16/+11 (1d10+6 plus 2d6 against evil/20 x4) or
The Crossroad +14/+14/+9 (1d10+6 plus 2d6 against evil/20 x4) using Rapid Shot or
The Crossroad +13/+8 (1d10+12 plus 2d6 against evil/20 x4) using Deadly Aim or
The Crossroad +11/+11/+6 (1d10+12 plus 2d6 against evil/20 x4) using Deadly Aim and Rapid Shot or

+1 Musket +16/+11 (1d10+6 /20 x4) or
+1 Musket +14/+14/+9 (1d10+6 /20 x4) using Rapid Shot or
+1 Musket +13/+8 (1d10+12 /20 x4) using Deadly Aim or
+1 Musket +11/+11/+6 (1d10+12 /20 x4) using Deadly Aim and Rapid Shot or
Special Attacks: Point-Blank Shot(+1 to hit and damage under 30'), Deadly Aim(-3 to hit, +6 to damage), Rapid Shot(-2 to all attacks, make extra attack at highest bonus), Improved Snap Shot(Threathen up to 10' using ranged weapon), Combat Reflexes(5 extra AoOs per round)

Spells
Caster Level: 8st
Spells per Day: 4/3+1/2+1/1+1
Spells Prepared:
0th: Create Water, Spark, Purify Food and Drink, Light
1st: Ant Hault, Sanctify Corpse, Detect Undead, Hide From Undead, Remove Fear(Domain)
2nd: Blessing of Courage and Life, Consecrate, Lesser Restoration, Remove Paralysis(Domain)
3rd: Magic Circle Against Evil, Communal Align Weapon, Fly(Domain)

Statistics
Str 8 Dex 18(20) Con 14 Int 12 Wis 16(18) Cha 14
Base Attack: +9; CMB: +8; CMD: +23
Feats: Precise Shot(Human), Point Blank Shot(1st), Rapid Reload(Musket)(Musket Master Bonus), Rapid Shot(3rd), Deadly Aim(Gunslinger 4), Weapon Focus(Musket)(5th), Snap Shot(7th), Combat Reflexes(9th), Improved Snap Shot(11th)
Traits: Birthmark,

Skills: (6*5 + 5*6 = 60)
Craft(Alchemy) +8 4 ranks, 3 class, 1 Int
Knowledge(Religion) +15 , 11 ranks, 3 class, 1 Int
Perception +18 , 11 ranks, 3 class, 4 Wis
Profession(Driver) +13 , 6 ranks, 3 class, 4 Wis
Sense Motive +12 , 5 ranks, 3 class, 4 Wis
Spellcraft +15 , 11 ranks, 3 class, 1 Int
Stealth +15 , 7 ranks, 3 class, 5 Dex
Survival +12 , 5 ranks, 3 class, 4 Wis

Languages: Common, Elven
Cleric SQ: Channel Energy(3d6, DC 15, 5/day), Domain Powers(Blinding Flash 6/day, Touch of Glory 6/day), Caravan Bond(12 allies)
Gunslinger SQ: Deeds(A lot), Grit Points(4 Max), Nimble +1, Musket Training, Gunsmith
Racial Abilities: Skilled, Extra Feat
Favored Class: Cleric(Goes into Skill Points), Domain Powers(Liberation 6rounds/day, Agile Feet 7times/day)
Gear: Mithral Plated +2 Deathless Armored Coat , +1 Holy Distance Musket (Called the Crossroad), +1 Musket, Belt of Agility +2 , Headband of Inspired Wisdom +2 , Cloak of Resistance +3 , Boots of Striding and Springing, Wand of Cure Light Woundsx2, Wand of Cure Moderate Wounds, Hewards Handy Haversack
Other more Mundane Gear: Cleric's Kit, Gunslinger's Kit, Gunsmith's Kit, Carriage plus Two Combat-Trained Light Horses, Parrot, Bandoliers(2), Lessay 200 bullets and powder either on the bandoliers and backpack or the Carriage
Spare Money: 1630 gp

Special Abilities Explained: CLERIC:

Channel Energy: Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Caravan Bond: At 1st level, by leading a group prayer for 1 minute, a devout ilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch.

Domain Powerss:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Special Abilities Explained: GUNSLINGER:

Grits: A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

[/i]Pistol-Whip (Ex): [/i]At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Backstory & Personality:

Varisian born and bred, Nathaniel grew travelling the roads. Son to Marcus -an andoran travelling gunsmith- and Irene -a varisian card reader and diviner-, Nathaniel thought his call to travel was part tradition and part learned from his parents.It weren't until much later on his adventuring life that he discovered he was following Desna's tenets all along. Deciding to answer the call, Nathaniel joined one of the Starsong's covenants and learned to be one with Fate itself.

After finishing his training, Nathaniel kept travelling where the winds brought him, but he did so named Brother Gascoigne: one of many Desna's pilgrims. It was his Lady's whispers what brought him to Ustalav, as darkness and the beasts that lurked within impeded the free will of its inhabitants.

Brother Gascoigne is pretty laid back, considering he is a priest. He enjoys a good song, a long day at the roads and a pleasant night at an inn. Gascoigne doesn't particularly hate undead, but he pities them as those that return from death usually do unwillingly and under the control of others.

As for description, I've always thought an image is worth more than a thousand words. So here, have two thousands worth of words:
Here we see Brother Gascoigne vigillant yet relaxed.
PRAISE DESNA AND PASS THE AMMO!

If we are to analyse what Gascoigne's has to offer regarding mechanics, he is a pretty decent ranged damage dealer with a nice amount of skills added to it. As a 6th level cleric in an 11th level party, his spells would serve as secondary buffs, utility and specialized debuffing against undead.

He also has a nice carriage with horses and a pet parrot named "Duetto".


So is this supposed to be a prequel to Bloodborne?


Being The Dude(tm) like you are I should have supposed you'd knew the name.

What can I say? It has a nice priest-y ring to it.

And believe me, if it were easier recreating a Hunter in Pathfinder, I'd do it... but as it is there's no reliable parry mechanic, dual wielding firearms is s%*& and the class most close to them would be a mix of Ranger/Slayer and Alchemist/Investigator. Plus no trick weapons, that makes me sad.


Yas392 wrote:

Dotting...

Going for xeph mobile knife or elan crpytic. But the questions below might change my mind.

(1) For telekineticist attunement, do we need to complete in game or can we write it in our fluff as if we had completed it pre-game?

(2) Is alternate per day crafting rules available?

1.) Gonna need a bit more context. Mobile Knife is an archetype of what class? Telekinetist I'm also not familiar with off the top of my head. Link, or at least give me the full name of the class.

2.) No.


Árpád Domonkos wrote:

I've got an idea for an Avowed, from Forrestfire, if you'd be willing to consider it, filling the ranged/casty sort of role fairly decently, quite a lot like ye olde 3.5e warlock, which the class is based upon.

Otherwise, with some thought, I can certainly get another idea up and running.

Edit: I'm thinking either Celestial Pact or Elemental, focusing on Aether Wrath/Blast, and probably using Lingering Pulse to create zones of "nope" that enemies don't want to step into. Clauses chosen will likely be mostly utilitarian, with some (hopefully) interesting modulations thrown in to help with my Battlefield Control/Debuffing/Blasting. Leaning towards Aasimar and Celestial, but could go any of a number of ways with it, honestly.

This seems like a really cool class, but I'd have to wait for the final version before allowing it. I don't allow Playtest content unless I'm actually doing a playtest. Even for stuff I know I will be using later (like the Path of War: Expanded content).


EmissaryOfTheNorth wrote:

Being The Dude(tm) like you are I should have supposed you'd knew the name.

What can I say? It has a nice priest-y ring to it.

And believe me, if it were easier recreating a Hunter in Pathfinder, I'd do it... but as it is there's no reliable parry mechanic, dual wielding firearms is s+## and the class most close to them would be a mix of Ranger/Slayer and Alchemist/Investigator. Plus no trick weapons, that makes me sad.

You can make a swashbuckler/gunslinger and get opportune parry/riposte. Mix that with the pistol-whip deed or empty quiver style feats, you can melee with guns and use them to parry attacks.


here is my character from a Carrion Crown game that has had a list of come and go DM's which has been silent for over a month (I think two actually)

we got to the middle of book 4 and this character has been through it all from the start.

some adjustments may be needed.


Will a LE character be allowed?


Normally I'd welcome it wholeheartedly (it's my favorite alignment), but in this case the party is so geared towards Good, and I'm liking the vibe, so no.


I have come up with an idea :)

Hope this one works for you.

Ranged paladin. Silver Champion. Goblin

Grand Lodge

Mobile knife is a marksman archetype exclusive to xeph in ultimate psionic.

Telekineticist is kineticist with the aether as the main element. Attunement is a side quest in order to learn a rare power that cannot be learned normally. e.g primal aether. You can find the side quest in the page under aether saturation.


Go for it. If I pick you I'll probably buff Drake Companions once I read over them, I've heard from pretty much everyone that they're hella weak (and you're trading 75% of your class features for it...).


Yas392 wrote:
Mobile knife is a marksman archetype exclusive to xeph in ultimate psionic.

Cool, I need to look at it but if it's in Ultimate Psionics it's in automatically anyway.

Yas392 wrote:
Telekineticist is kineticist with the aether as the main element. Attunement is a side quest in order to learn a rare power that cannot be learned normally. e.g primal aether. You can find the side quest in the page under aether saturation.

Gotcha. You went from Psionics to Occult, I assumed you might have made a mistake with calling a Psychokinetic a Telekinetic or something and were referencing an ability of that I didn't know about.

In that case, yes, so long as you are able to casually make the Survival and Knowledge checks required to complete the ritual.


Seth here, presenting Xexik "The Not So Dull"
Noble paladin, defender of the just and harrier from above


umm it clearly says goblins are evil on their beastiary page so goblins cant be paladins?!?!?


Depends where they are raised etc. Thats just a monster entry, not a PC entry =^^=


Actually, looking back over it, I may submit an arcane Archer wizard. Both to fill ranged and arcane casting. I've been wanting to play a pyrokineticist but I've also been wondering about making an effective Arcane Archer. Will see about it.

If I do, would you be OK with allowing the arcane Archer prerequisite of weapon focus be allowed for crossbows or guns instead of only bows? (In the gun case for if I go spell slinger wizard)


Sundakan wrote:
Normally I'd welcome it wholeheartedly (it's my favorite alignment), but in this case the party is so geared towards Good, and I'm liking the vibe, so no.

It's funny because only Darius is actually good... and he is a HARD Good.


Eh, Sledge has probably shifted good by this point. I should probably change it over to NG.


As I recall Jones is Neutral Good, and Sledge is...Sledge. He seems more good-hearted recently anyway.

Besides there was enough belligerent sexual tension with just Zin and Darius, I don't want to play out a full on Narusasu slash fic in this thread.


Yep. I want to make the world a better place, but that could involve either lawful or chaotic means, depending on the situation.

Also, hi, everyone!


well, nevermind on the arcane archer. Saw some FAQs that make it meh for me. On that note... How would you feel about a necromancer wizard, (LN alignment). He wouldn't be one of those insane "wants to become undead" necromancers or the like. He would have mostly his own selfish motives, but would tend to want to follow "good" over "evil" if possible in pursuing his goals. If you want to know more I'll give you a big run down. I can promise it won't cause issues in the party, and wouldn't cause many issues even if you had a paladin.

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