Tomb of Annihilation for 1 Player only


Recruitment

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I've decided to run for 1 Player and only 1 Player, not 2, and there will not be a 2nd group.

1. Create a Pathfinder character using 35 point buy, any paizo race without fly speed, using Trisalt classes, any paizo class. We use Pathfinder Gods. 500 gold to start, 2 traits.
2. You are a alone hero trying to break the death curse in a sandbox mode game in the Land of Chult. The death curse means that people cannot be brought back from the dead and that anyone who was brought back from the dead before the curse was here is slowly withering away.
3. This land is filled with Dinosaurs, undead, snakes and snake people, and sea monsters if you go into the sea. And most of this place is the jungle and the jungle is a dangerous place. There are guides to choose from, so you don't go into the land alone, they are however noncombatants and only do just that, guide. This place is also filled with ruins and cities.
4. Why your character fits and why he/she is here, I'm only picking one of you, so make it convincing.

Edit: 5. I am tracking normal advancement exp and cause I'm converting 5e to Pathfinder the gold you would normally gain is upped, since in 5e, you don't need as much gold. You can go beyond level 20.


This seems very interesting! Are you dead set on paizo classes, or would you consider third party materials on a case by case basis?


This sound interesting and I'm dotting prior to creating a character. By 'tristalt' I assume it's the gestalt rules but with 3 classes?


It must be Paizo classes, it is hard enough I'm converting and making this work for one person I don't need a massive headace.
Tristalt is gestatl rules but with 3 classes.


I had an idea in mind for Third Party content, but I'll have to put some thought into paizo only. I'll have something more concrete in the next few days, when I can get to sitting down and looking into things.


Hard dot. Definitely got something in mind.


Dotting for interest. In regards to tieflings/aasimar/similar races, are variant heritages permitted?

Dark Archive

Still interested. Working on a character build now.


Very interested in this. Been waiting for something like this to come along. Working on a character.


This sounds interesting, I've never done a solo game before. Dotting for interest.


Sounds awesome, I'll put something together now.

Dark Archive

Out of curiosity, how much background are you looking for?


I'm looking for a background that would explain why are here in Chult and why you want to end the death curse and why you are cut out for the land. Variant racial traits are allowed.

And with this many people, I'm cutting it there. Recruitment is semi-closed. If you dotted already, go ahead and make your character, if you haven't, you missed out. If you dotted, you have till Thursday morning Eastern time to make your character.

And I'm upping buy points to 40. You will need it


I have a strong concept for an Azlanti Pureblood if that's kosher.


Also will we be using background traits?


Dodekatheon wrote:
Also will we be using background traits?

We are not using background skills or traits. Paizo decided to add more rules instead of just options to give us more headaches to make Players and DMs learn more stuff.


Derp. Meant skills. Typo :p


Presenting for your consideration, Nymalia 'Have You a Moment to Hear of Our Saviour and Heritor Iomedae?' Bonsé.

Crunch:
Nymalia Bonsé
Tiefling Ranger/Inquisitor/Investigator 1
LN Medium Outsider (Native)
Init +4; Senses Darkvision 60ft., Perception +2
-----
DEFENSE
AC 18, Touch 14, Flat-Footed 14 (+4 Armor, +4 Dex)
HP 12 (1d10+2)
Fort +4, Ref +6, Will +4
Resist Cold 5, Electricity 5, Fire 5
-----
OFFENSE
Speed 30ft.
Melee Two-handed Longsword +5 (1d8+6; 19-20/x2) OR Two-handed Power Attacking Longsword +4 (1d8+9; 19-20x2)
Ranged Composite (+1) Longbow +5 (1d8+1; 20/x3)
Special Attacks Favored Enemy (Undead +2)
Racial Spell-Like Abilities (CL 1st; Concentration +1)
1/Day— Darkness
Investigator Extracts Prepared (CL 1st)
1st— Cure Light Wounds, Endure Elements
Inquisitor Spells Known (CL 1st; Concentration +3)
1st (2/day)— Cure Light Wounds, Protection from Evil
0 (at will)— Create Water, Detect Magic, Read Magic, Stabilize
-----
STATISTICS
Str 18 Dex 18 Con 14 Int 12 Wis 14 Cha 11
Base Attack Bonus +1; CMB +5; CMD 18
Feats Power Attack, Step Up
Traits Broken, Not Beaten; Inspired
Skills Bluff +2, Craft (Alchemy) +6, Disable Device +6 (+8 sans ACP), Heal +6, Knowledge (Dungeoneering) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +2, Sense Motive +2, Stealth +4 (+6 sans ACP), Survival +6, Use Magic Device +4
Languages Abyssal, Common
SQs Alchemy (+1 Craft (Alchemy)), Inspiration, Judgment, Monster Lore, Stern Gaze, Track, Trapfinding, Wild Empathy
Combat Gear Arrows (40)
Other Gear Alchemy Crafting Kit, Bandolier, Chain Shirt, Composite (+1) Longbow, Flasks (3), Formula Book (contains; Cure Light Wounds, Endure Elements, Negate Aroma), Longsword, Masterwork Thieves' Tools, Inquisitor's Kit (contains: backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), 26gp & 4sp

Fluff:

Whether it was the act of parents ashamed to have brought such a creature into the world or of a single mother who had died in childbirth is unknown to Nymalia, but what is known to her is that she was taken in by the church of Iomedae in a sleepy rural town as an infant.
She was always ever-too-aware of the stain of her fiendish heritage and as she grew older, she fervently dedicated herself to her training and Iomedae in an effort to prove any who would hold it against her wrong. Many long hours were spent practising beneath the sun with bows and longswords, and many an evening was spent sitting curled in the darkness studying books of medicine and alchemical formulae.
At the cusp of adulthood she left that sleepy little village she'd grown up in to persue her career in the church at a larger temple. Her fervor and dedication paid off and she soon began studying under the inquisitor Jahaysa Morin; within a few years, Nymalia was proudly calling herself a fully-fledged Inquisitor of Iomedae herself.
Yet it did not include nearly as many heroics as she thought it would have, and even fully-fledged, her youth led to her generally getting the more mundane of things requiring an inquisitor's attention. 'Misplaced' funds, mostly.
... Nymalia would not like to think it was joy she felt when she finally found her opportunity for the adventure and heroics she'd been craving — not when she only found her opportunity because her former mentor Jahaysa had gone missing in Chult while attempting to investigate the going-ons there — but she certainly had felt a rush of excitement, and no sooner had the church given its sanction for her to pick up Jahaysa's investigation into the curse than Nymalia was off.

edit: Realized I left her Domain/Inquisiton outside of the statblock. Nymalia has the Persistance Inquisiton.


I'm most of the way through my creation and realized I should probably check to make sure it's kosher. Right now my build is Anti-Paladin (Knight of the Sepulcher)/Cleric (Undead Lord)/ UC Rogue. Is AntiPaladin a fair choice for this game? I believe in 'Smart Chaotic Evil' rather than 'Random death, kill everyone' CE.

Thanks.


Ok, so I would like to submit Ashtalion Greywind, CE Male Angelkin Aasimar Anti-Paladin (Knight of the Sepulcher)/Cleric (Undead Lord)/ UC Rogue (now that's a mouthful).

Crunch is below and I provided a full (and long) backstory as well. The short pitch for Ash is that he is a devotee of Zura, a Demon Lord of the Abyss and the Vampire Queen. He and his wife are seeking immortality through this deity but their attempts to commune with the Demon Lord were interrupted when the Death Curse struck and began withering his wife, who had been raised from the dead before. He is now going on a quest to find the source of the Death Curse and end it, or perhaps even turn it's powers into the immortality they seek. He will be pleasantly surprised, and also a little perturbed, that his Necromancy won't need to be hidden in Chult.

While Chaotic Evil, that represents his willingness to do anything necessary to achieve his goals to the point of savagery and cannibalism when trying to commune with the Vampire Queen. Mechanically he is a Necromancer and Heavy Melee, but the levels in Rogue help balance out for Social and Adventuring (I can only imagine a solo game ending to a trap being very anticlimactic.)

Overall it was a fun character to theory out and create a story for, and I think I put the 500g start to good use and got to splurge on some fun non-magic items that don't see the light of day in a lot of games. As a note, I took 'Ethical Leader' as a trait assuming that in a solo-game Leadership wouldn't be a no-go feat (particularly because I'm not looking for a Combat follower) but this can be swapped out fairly easily if that's not the case.

I've been thrilled to play Tomb since it was announced, and a solo Pathfinder game is a great fit since 5e is lower on my 'to play with group' list. Thanks for the opportunity to submit!

Statistics:

Ashtalion Greywind
Male Angelkin Aasimar Antipaladin (Knight of the Sepulcher) 1/Cleric (Undead Lord) 1/UC Rogue 1
CE Medium Outsider (Native)
Init +1; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 18, touch 17, flat-footed 17 (6armor + 1shield + 1dex)
hp 12 (1d10 + 2con)
Fort +4 (2base + 2con), Ref +3 (2base + 1dex), Will +5 (2base + 3wis)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee (1bab + 4str) or (1bab + 1dex with Light)
Longsword +5, 1d8+4 S
Cold Iron Flail +5, 1d8+4 B
Silver Shortsword +5, 1d6+3 P

Ranged (1bab + 1dex)
Sling +2, 1d4+4 B
------------------------------
STATISTICS
------------------------------
Str 18, Dex 13, Con 14, Int 12, Wis 16, Cha 18
Base Atk +1; CMB +5 (1bab + 4str); CMD 15 (10 + 4str + 1dex)
Traits
1) Necrotic Aura: +1trait on Saves v Necromancy and Negative Energy Damage
2) Ethical Leader: +1trait to Leadership score.
Feats
1) Spell Focus (Necromancy): +1 to DC of Necromancy spells
CBF) Command Undead: Std act use Channel Negative Energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 15 (10 + 1/2 your cleric level + your Charisma modifier). Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
RBF) Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills (9 points; 8 class, 1 INT)
ACP -5

*ACP applies to these skills
Non-Standard Skill Bonuses
*Acrobatics: +1 (1dex + CS)
Appraise: +5 (1int + 1rank + CS)
Bluff: +4 (4cha + CS)
*Climb: +4 (4str + CS)
Craft: +1 (1int + CS)
Diplomacy: +8 (4cha + 1rank + CS)
*Disable Device: +5 (1dex + 1rank + CS)
Disguise: +4 (4cha + CS)
*Escape Artist: +1 (1dex + CS)
Handle Animal: Untrained (4cha + CS)
Heal: +5 (3wis + CS + 2racial)
Intimidate: +4 (4cha + CS)
Know(Arcana): +5 (1int + 1rank + CS)
Know(Dungeoneering): Untrained (1int + CS)
Know(History): Untrained (1int + CS)
Know(Local): Untrained (1int + CS)
Know(Nobility): Untrained (1int + CS)
Know(Planes): Untrained (1int + CS + 2racial)
Know(Religion): +5 (1int + 1rank + CS)
Linguistics: +5 (1int + 1rank + CS)
Perception: +7 (3wis + 1rank + CS)
Perform: +4 (4cha + CS)
Profession: Untrained (3wis + CS)
*Ride: +1 (1dex + CS)
Sense Motive: +3 (3wis + CS)
*Sleight of Hand: Untrained (1dex + CS)
Spellcraft: +5 (1int + 1rank + CS)
*Stealth: +5 (1dex + CS)
*Swim: +4 (4str + CS)
Use Magic Device: +8 (4cha + 1rank + CS)

Languages Common, Celestial, Draconic, Necril

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
ARA) SLA - Alter Self: Cast 1/day
RA) Celestial Resistance: Acid 5, Cold 5, Electricity 5
ARA) Skilled: Heal/KnowPlanes
RA) Darkvision 60ft.

APA) Aura of Evil: Equal to Antipaladin level. A paladin who uses Smite Evil on me deals 2 per Paladin level on first attack.
APA) Detect Good: Detect Good at will as the spell. As a move action concentrate on single item or individual within 60ft, learning the strength of its aura as if having studied it for 3 rounds. While focusin on one individual or object, the antipaladin does not detect good in any other object or individual within range.
APA) Smite Good 1/day: Swft action choose one target within sight to smite. If it is good the Antipaladin adds Charisma bonus to Attack and Antipaladin levels to Damage. If it is an Outsider(good), a good Dragon or a good creature with levels of cleric or paladin, the bonus damage on the first successful attack increases 2 points/level. Smite Good attacks ignore all DR of the of the creature. In addition, while in effect, gain Deflection bonus equal to Cha mod to AC made by the Smite target. If the target is not Good the smite is wasted.

CA) Aura: Chaotic and Evil
CA) Channel Negative Energy 1d6: 7/day (3+Cha), Std Act Negative energy to damage living creatures or heal undead creatures. 30ft radius, Will save DC15 to halve (10+1/2level+Cha). Choose to include self or not.
CA) Domain: Death (Undead)
Power: Death's Kiss - 5/day (3+Wis) cause a creature to take on traits of undead as a melee touch attack. They are treated as undead for purposes of effects that heal or damage based on Energy, lasting 1/2 level rounds. Does not apply to Turn Undead or Command Undead feats.
CA) Spontaneous Casting: Convert stored spells into Inflict spells
CA) Corpse Companion: With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.

RA) Finesse Training: Weapon Finesse as Bonus Feat
RA) Sneak Attack 1d6
RA) Trapfinding: Add 1 (1/2 level) on Perception to locate traps and on DD checks. May DD on magical traps.

Proficiencies: All Simple/Martial, All Armour, Shields (except Tower)

Spells:

------------------------------
Cleric Spells
------------------------------
DC 10 + Spell Level + 3wis (+1 to Necromancy spells)
[b]0th (3 at will)
DC13
P: Detect Magic
P: Purify Food and Drink
P: Create Water

1st (2+1/day) DC14
D: Cause Fear
P: Command
P: Comprehend Languages
S: Inflict Light Wounds (DC15)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-100(+16) lb. Medium 101-200(233) lb. Heavy 201-300(350) lb.
Current Load Carried 128.5 lb.
Headband:
Head:
Eyes:
Neck:
Shoulders:
Chest: Tabard (Black, Grey trim); 1lb
Body: Explorer's Outfit (blacks and grays); 8lbs
Armour: Breastplate (+6AC, +3Dex, -4ACP, 25%ASF, 20ft); 30lbs
Hands:
Ring:
Ring:
Belt:
Feet: Fire-Resistant Boots (Fire Resist 2); 2lbs
Main Hand Held: Longsword (1d8S 19-20/x2); 4lbs
Main Hand Worn: Gauntlet (1d3B x2); 1lb
Off Hand Held:
Off Hand Worn: Gauntlet (1d3B x2); 1lb
Off Hand (Extra): Buckler (+1Shield, -Dex, -1ACP, 5%ASF, -ft); 5lbs
Extra Weapon: Cold Iron Flail (1d8B x2); 5lbs
Extra Weapon: Silver Short Sword (1d6-1P 19-20/x2); 2lbs
Extra Weapon: Sling (1d4 B x2 50ft)

Worn: Adventurer's Sash (Six pouches, 1 Satchel); 3lbs
1)Smoked Goggles; -lb
2)Barbed Manacles; 2lbs
3)Basic Maps with major landmarks (from Mwrk Survival Kit)
4)Caltrops (from Rogue Kit)
5)Thieves Tools (from Rogue Kit)
6)Iron Holy Symbol (Zura); 1lb
Satchel) 20x Sling Bullets, Guide to identifying flora and fauna (Gives +2circumstance to Survival in wild, dealing with severe weather, getting lost, avoiding natural hazards and predicting weather)(from Mwk Survival Kit)

Worn: Masterwork Backpack (Count Str as +1 for Carrying Capacity); 4lbs
-)Outfit, Hot Weather; 4lbs
-)Cooking Kit (iron pot, iron skillet, ladle, skewer, wooden cutting board, cutting knife, iron tripod for pot, selection of seasonings); 16lbs
-)Masterwork Survival Kit (flint and steel, mess kit, two waterskins, small utility knife; 5lbs
-)Rogue's Kit (bedroll, chalk (10), grappling hook, mirror, pitons(10), rope 50ft, trail rations(5 days)); 30.5lbs
-)Waterproof Bag (8); 4lbs

Money 14 GP 9 SP 0 CP

Background:

Ashtalion Greywind was called a 'blessing from the gods' when he was born. Perfect in every way, at least physically, the young Aasimar lad was brought up in a rich household in Magnimar. The City of Monuments is, by most accounts, a relatively safe city and renowned as the City of Monuments, and Ashtalion's early years were filled with stories of the heroes those monuments told stories of, and of the local legends of Empyreal Lords visiting Golarion, and how his celestial blood came from one of those Lords.

The point of the stories was supposed to encourage Ashtalion to greatness, but his tutors and the clergy of Desna who taught him didn't see the questioning and hardening in his heart as Ashtalion began to grow up. He became a strong young man aware of two things - heroes die, and luxury was worth anything. He watched his merchant-lord father backstab and scheme to bolster the family ever above their competitors, and listened to his mother bicker and connive and gossip amongst her so-called friends. They built their lives on the backs of lesser men, and their lives were very good indeed.

True to the expectations regarding his heritage, Ashtalion grew up to be a beautiful young man of exceptional strength and talents. He could run and fight, match wits with adults twice his age, and seemed to be the talk of the town as the most eligible bachelor by far amongst the noble class. Such were the rumours of his beauty and strength of mind and body, matched with the wealth and power of his family, that Ashtalion received suitor calls from noble houses as far away as Cheliax, Osirion and Taldor. He and his father bargained and cajoled, insulted and flattered, building their mercantile empire but never giving away the prize, though enough noble daughters from across the lands did just that while trying to woo Ashtalion into a marriage pact. In the end, it was Ambrosia Sigritdotter who Ashtalion married. The daughter of a powerful Linnorm King from the lands to the north, the Greywinds would claim the marriage was to secure the protection of Magnimar from the raids with Sigrit the Red threatened the entire Varisian coast and beyond with. The city rejoiced, and their reputation rose all the more.

The true reason Ashtalion married Ambrosia was that he had finally found someone who was his equal - a tall, statuesque blonde woman of exceptional fitness and training, with a keen mind and a heritage of fey ancestry giving her a glamour of magical power. All of this would have made her a fine bride, but it was during a meeting between the families that Ashtalion knew he had found a kindred spirit - Ambrosia loved power and luxury, and she didn't fear death and instead sought to conquer it. Immortality, or a desire for it, bonded them together more than any physical lust or pledge of allegiance.

And so Ambrosia Sigritsdotter Greywind came and joined Ashtalion in Magnimar, and they lived for some time in the richness of the Greywind manor, and in the dark nights, and long vacations, they sought out the means to true immortality. It lead them down many dead end trails, to hedge witches and wizard alchemists promising much but offering little. And then it led to the Vampire. Trolmin von Heathead promised much and could deliver, for a price. They set to work, spending two years as the vampires secret servants, learning from him. They learned of necromancy and death, of the workings of souls, and the truth about the world hidden from the world where cities were rife with secrets. Most of all they learned of Urgathoa, Lady Despair, the Pallid Princess. Trolmin explained that while many of Lady Despair's worshippers focused on the simple concepts of her worship - the spreading of disease and plague primary to the overall detriment of her followers - she was also the goddess of other factors, such as physical excess and luxury, and of Undeath.

Tolmin promised to turn them, to make Ashtalion and Ambrosia into immortals like him, but he became angered when he discovered that Ambrosia had been doing her own research. Urgathoa was not the only deity of the Vampire - in fact, there was one even more specific; Zura, the Vampire Queen, Demon Lord of the Abyss. Turning upon his servants, Tolmin took Ambrosia and, while Ashtalion struck down the thralls and other servants of the vampire in combat with his blade, Tolmin sacrificed Ambrosia on an altar to the Pallid Princess. Cutting out the heart of the last thrall standing, Ashtalion looked at the vampire and swore himself to Zura, sealing the pact with the demon patron of cannibals and vampires by biting the heart and swallowing the muscles and blood. With a ringing sound of wicked laughter in his ears, Ashtalion charged Tolmin and struck him down, cutting off the head and dragging the body out into the courtyard, staking it to the ground and waiting until sunrise. He watched as it dissolved into ash, and then returned inside to home and washed his face and changed clothes before going to the altar and took Ambrosia up in his arms.

The blessing of the Vampire Queen had already subsided, though Ashtalion could still feel the darkness within him. That darkness didn't wither as he entered the Temple of Desna, distraught and weeping, presenting the clerics with Ambrosia's body and promising them donations from his family vaults if they could manage to bring his wife back after they were attacked on the street in the early morning hours.

The ritual was done and Ashtalion payed for it gleefully as Ambrosia, confused but alive, kissed him again.

She converted, and together Ashtalion and Ambrosia spent the next years researching what they could of their new patron. Information was difficult to come by, but for a year they made slow progress and prepared for a distant expedition. They heard rumours of the distant Mwangi Expanse where savage tribes worshipped a cannibal goddess - a place to start, if nothing else.

Nearly ready for their journey, lacking only the final plans for ship and overland travel, Ambrosia began to whither. The Clerics of Desna, and others in the city, could not explain it, but in the weeks to follow it slowly came out that others who had enacted the rituals had were suffering from the same strange effects. Of even more concern to the clerics, and to Ashtalion, was that the rituals no longer seemed to work - death, even for the rich and powerful, could not be avoided.

Stories came from other cities and other lands. Great minds pondered and gathered, enacted rituals both arcane and divine, and they named it the Death Curse.

Ashtalion, neither a great arcane mind nor holy man, did the only thing he could think of. He took the still beating heart of a man and ate it, praying for guidance from the Vampire Queen. The vision took him quickly, speeding across the ocean to an ancient city in an ancient land. Exotic, colorful, a jungle similar to what the Mwangi Expanse was supposed to be but different. He had studied the maps carefully and this was not it, the vision had brought him further. It was the Land of Chult.

It ended there, dissolving at the edge of the city, looking into the forest.

Paying a hefty some to the local Desnites, the clerics tutted at his requests but agreed. They saw Ashtalion, a desperate nobles son, finally living up to his potential as he went to find a cure for his perishing wife, asked to keep her body whole and clean until his return when he had lifted the Death Curse.

The man who left was Ashtalion Greywind, Necromancer and Crusading Antipaladin of the Demon Lord Zura. He would lift the Curse and find the one responsible for threatening the life of his wife, and if he could find a way to gain further blessing's from his dark mistress along the way perhaps find the immortality he and Ambrosia desired at the source of such a curse.

Appearance and Personality:

Ashtalion is an Angelkin Aasimar, a pure bloodline known for the immense beauty and traditionally high virtues. He has long shock-white hair only slightly paler than his perfect alabaster skin, refined and sharp features and a statuesque, almost unbelievably fit physique. He wears blacks and greys in contrast to his skin, and his broad smiles hide the strange, cold calculations in his golden eyes.

Generally giving off a charismatic air of friendliness back home which he has practiced over years to hide his crueler and selfish inner thoughts, he can still fall back on this personality but due to the nature of his quest he is more demanding and businesslike. Ever the nobleman, in the strange city Ashtalion will be somewhat guarded and suspicious but expect proper treatment for a man of his station, even if the people of Chult have never heard of Magnimar or possibly even Varisia.


I should have mentioned this, but no evil aligned characters, you should be good or neutral. This isn't Freddy vs Jason or Alien vs Predator. Though I'll give you till tomorrow evening to change it considering the circumstances before I pick.


Well, that's unfortunate. I guess I'm out in that case. My only other Tristalt concept that I'm excited about right now includes Gunslinger, which doesn't mix with Chult very well, and even if I play around with class mix'n'match I won't develop another backstory in time that I'll be happy with like the one I posted.

Too bad, this sounded like fun and I had a good time putting a couple of nights into developing Ashtalion.

Dark Archive

My submission:

Vulas Rockslide

Male oread fighter / monk / inquisitor 1
LG Medium outsider (native)
Init +3; Senses darkvision 60'; Perception+8; Sense Motive +9

Background:

There isn't as much Dwarven blood in his family line these days. However, the faith in Torag remains strong in Vulas' family. He was always more reserved and less charismatic, but still very inspired to serve the faith in some way. He tried his hand at the clergy but couldn't handle the community interaction aspect of it. He quickly settled into the role of an inquisitor, rooting out enemies of the faith, particularly those of Gorum, Nethys, Rovagug, Zon-Kuthon, and Lamashtu. He went on with this for a while, but being less outgoing his efforts were often drowned out by others in his densely populated homeland. So, he decided to set out on a personal pilgrimage in the arid semi-desert, reconnecting with the rocky lands of his Terran roots. He travels between edge settlements, rooting out the agents of destruction and unmaking. Then, he happens upon Chult, where something unnatural has settled upon its people...

Personality:

Vulas is a stoic loner. He reserves his words at first but when he identifies an enemy of the faith he becomes more active and determined.

Defense:

AC 18, touch 18, flat-footed 14 (+3 Dex, +4 Monk AC, +1 dodge)
hp 14 (1d10+4)

Fort +5, Ref +5, Will +6

Acid resistance 5

Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

Offense:

Speed 20 ft.

Melee
Unarmed Strike +5 (1d6+3, x2)
Flurry of Blows +3/+3 (1d6+3 x2)

Ranged
Acid dart +4 (1d6, 30')
Composite longbow +4 (1d8+3, x3, 110')

Tracked resources:

Magic stone (sp) 1/1
Stunning fist (ex) 1/1
Acid dart (sp) 7/7
Judgement (su) 1/1
Crystalline Form deflect ray 1/1

Arrows 40

Inquisitor spells (CL 1; concentration +5)
0 (DC14, at will): Detect Magic, Disrupt Undead, Guidance, Resistance
1 (DC15, 2/2): Cure Light Wounds, Divine Favor

Statistics:

Str 16, Dex 16, Con 16, Int 10, Wis 19, Cha 10

Base Atk +1; CMB +4; CMD 21

Feats Combat Casting, Dodge, Improved Unarmed Strike, Weapon Focus (unarmed strike)

Skills
Acrobatics +3
Appraise +0
Bluff +0
Climb +3
Craft (any) +0
Diplomacy +0
Disguise +0
Escape Artist +3
Fly +3
Heal +8
Intimidate +1
Knowledge (religion) +4
Perception +8
Perform (any) +0
Ride +3
Sense Motive +9
Stealth +7
Survival +8
Swim +3

Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Languages Common, Terran

SQ Acid Dart, Crystalline Form, Judgement, Magic Stone, Stern Gaze, Stunning Fist,

Equipment:

composite longbow (STR rated +3), arrows (40), backpack, bedroll, flint and steel, trail rations (per day) (7), waterskin

90gp, 4sp


I guess now i will have to get a GM to run another Tristalt campaign


Keep the submissions coming, due to site issues, I'll give people till Friday afternoon to submit.


Thanks. I've been having a heck of a time with the forum outages. I'll try to get something up tonight.

The Exchange

Here's my submission. The site outages were screwing me up too. I just managed to log on.

Bedir:

Male Inquisitor 1 (Ravenous Hunter + Santified Slayer)/ Monk 1 (Zen Archer)/ Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +0; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14
hp 11
Fort +6, Ref +7, Will +8;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +2 (1d6+2)
Ranged Composite Longbow (+1 str rating), (1d8+1)
Spells known Summoner: (CL 1st; concentration +4)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash
Lv 1 spells(2/day): Mage Armor, Lesser restore eidolon

Spells known Inquisitor: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Detect Poison, Read Magic
Lv 1 spells(2/day): CLW, Keep Watch

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Arcane Strike
Traits Trap Finder, Fates favored
Alternate Racial Traits
Skills Perception +16, Spellcraft +7, Survival +8, Diplomacy +7, Disable Device +7, Knowledge Religion +7, Knowledge Nature +7, Knowledge Arcana +7
Revelation Prophetic armor

Gear MW Thieves tools, Adamantine durable arrow, Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Will pass backstory in a jiffy. I couldn't see this thread for a while.


I'll have my entry up tonight; much like everyone else this is the first time I've been able to get on all day.

The Exchange

Backstory:

Bedir lived in the Wealdarth forest with the Smoketooth tribe. The catfolk there, the Sharpclaw clan, lived together with them in harmony. They would often hunt in the forest and sell the produce to the nearest city, Amn. The Sharpclaw clan had taught Bedir the ways of the wild, as well as the ways of the Great Stag God. All seemed well and peaceful, until the shaman of the Sharpclaw clan, Nerren was struck with a wasting disease. Bedir knew that the survival of both tribes depended on the Shaman's wisdom - for who else would be able to cure their ills and pass on their ways? Bedir went to Athakala – the city of coin – which was rumoured that everything could be bought, to see if their magics could help the shaman, then heard for the first time that all over Faerun, people were being struck by the death curse – a wasting disease afflicting everyone who had once been raised form the dead. And even the temples and scholars of divine magic were at a loss in explaining what happened. There were no answers, just more questions. Not knowing what to do, he prayed to the Great Stag for guidance, and in his dreams was given a vision of a primeval land filled with dinosaurs. Asking around Athakala, he heard that that was the land of Chult – the lost continent. Thinking that the answer lay there – Bedir took the nearest ship to Chult – in order to find the cure.

Also sorry my unfused form perception is +8, disable device +6.

The Exchange

Bedir's fused form:

Male Inquisitor 1 (Ravenous Hunter + Santified Slayer)/ Monk 1 (Zen Archer)/ Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +1; Perception +16
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 18
hp 10 + 6(Eidolon's hp)
Fort +5, Ref +7, Will +8;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite +3 (1d6+3), Claw +3 (1d6+3), Claw +3 (1d6+3)
Ranged Composite Longbow (+1 str rating), +1 (1d8+1)

Spells known Summoner: (CL 1st; concentration +4)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash
Lv 1 spells(2/day): Mage Armor, Lesser restore eidolon

Spells known Inquisitor: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Detect Poison, Read Magic
Lv 1 spells(2/day): CLW, Keep Watch

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +3; CMD 18
Feats Arcane Strike
Traits Trap Finder, Fates favored
Alternate Racial Traits
Skills Perception +16, Spellcraft +7, Survival +8, Diplomacy +7, Disable Device +7, Knowledge Religion +7, Knowledge Nature +7, Knowledge Arcana +7
Revelation Prophetic armor
Evolutions – Improved Natural Armor (1), Bite, Skilled (Perception +8)

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.


Alrighty, here's my submission.

Crunch:
Gillian
Male Elf fighter/unchained rogue/sacred huntsmaster 1
N Medium Humanoid (Elf)
Init +6 Senses Perception +9, low-light vision
----------------
DEFENSE
----------------
AC 19
T 14
FF 15

hp 13
Fort +4
Ref +6
Will +5
----------------
OFFENSE
----------------
Spd 30ft
Melee +3
elven curved blade +5
1d10+2 18-20/x2

rapier +5
1d6+2 18-20/x2

dagger +5
1d4+2 19-20/x2
Ranged +5
composite longbow +5
1d8+1 x3
110 ft.
ammo: IIIII IIIII IIIII IIIII IIIII IIIII

dagger +5
1d4+2 19-20/x2
10 ft.

Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 14
Dex 18
Con 14
Int 14
Wis 16
Cha 10
Base Atk +1
CMB +3
CMD 17
Feats
weapon finesse
power attack
point blank shot
Traits
fate’s favored
elven reflexes
Skills
acrobatics +8
diplomacy +4
handle animal +4
intimidate +5
knowledge (nature) +6 (+3 monster lore)
knowledge (religion) +6 (+3 monster lore)
perception +9
sense motive +8
stealth +8
survival +7
Languages Elven, Common, Sylvan, Draconic
Combat Equipment
elven curveblade
rapier
dagger
composite longbow (+1 str)
30 arrows
chain shirt
armored kilt
heavy steel shield
Other Possessions
58 gp

----------------
SPECIAL ABILITIES
----------------
elven immunities
keen senses
woodcraft
weapon familiarity
lose-light vision
finesse training
sneak attack +1d6
trapfinding
trickery domain
copycat 6/day
animal companion - Mokele-Mbembe
trickery domain
monster lore
stern gaze
----------------
SPELL CASTING
----------------
CL 1 DCs =
Spells Known:
0th - create water
detect magic
light
read magic
1st - cure light wounds
divine favor
Spells Per Day
1st - 2

Scrapper:

Scrapper is a Mokele-Mbembe, a strange creature normally found in tropical lake/riverside caves. Scrapper of course left his home to travel with Gillian as his friend and hunting companion. Scrapper is still young, much smaller than your average Mokele-Mbembe. His skin is rough to the touch, mottled gray all over, with speckles of brown. Short spines run down his back and tail. Scrappers mouth is full of razor sharp teeth.

Scrapper
Male Mokele-Mbembe Animal Companion
N Medium Animal
Init +3 Senses Perception +, low-light vision, scent
----------------
DEFENSE
----------------
AC 18
T 13
FF 15

hp 13
Fort +3
Ref +6
Will +2
----------------
OFFENSE
----------------
Spd 30 ft., swim 30 ft.
Melee +4
Bite +4 1d8+3
x2

Tail Slap +4 1d8+3
x2
10 ft.
Space 5 ft.; Reach 5 ft. (10 ft. with tail)
----------------
STATISTICS
----------------
Str 16
Dex 17
Con 10
Int 2
Wis 15
Cha 11
Base Atk +1
CMB +4
CMD 17
Feats
toughness
Skills
Perception +6
Stealth +7
----------------
SPECIAL ABILITIES
----------------
low-light vision
scent
link
share spells

Description:
Gillian is rather rough looking for an elf. His skin is weathered and his clothes are worn. He's tall and fit, but a bit slim. His hair is white, but greasy and stringy, he normally wears a ratty hood over his head anyway. Gillian dresses in simple hunter's garb. Leather boots and pants, a chain shirt hidden beneath a dirty linen shirt and a fur vest. An old orange cloak with a deep cowled hood is draped over his shoulders. His weapons and shield are nothing special, but they're well made and taken care of.
Height: 6'2''
weight: 150 lbs
Hair: white
Eyes: Green
Skin: tan, weathered

Gillian is driven by a thirst for a revenge, and more recently a desire to end the death curse. He sometimes likes to imagine seeing Aéla again, but he's mostly given up hope on that count. He works alone, except for scrapper, and he has for a long time. This means that he isn't terribly adept at playing with others, but he can when its called for. Gillian can be a bit grim, but sometimes he lets our a more humorous and light hearted side. There is always a soft spot for scrapper though.

Background:
Gillian was raised by his father in a small elven village at the edge of the Jungle. His father was a simple man, content to live out his life as a blacksmith. Gillian on the other hand yearned for adventure, and from a young age he was running around town and traipsing through the jungle. He was close friends with a village girl named Aéla. The two of them got up to all sorts of trouble. Around Seventy Aéla and Gillian decided to gather supplies and take a long trek into the jungle. They headed deeper into the jungle than ever before and stayed there for three years. As one might expect the time spent alone was conducive to various feeling being brought into the open. The last two years of their trip were spent largely in their tent. When Gillian and Aéla returned to their village they were welcomed back with open arms. Gillian built a small house on the edge of the village and there he and Aéla raised their family, three daughters and a son.

When Gillian’s youngest was only twenty-six a strange group of travelers came to the village. The strangers told tales of brave heroes (themselves of course) and terrifying monsters. The travelers were amiable for the most part, except for one. A young dwarven woman with a penchant for cussing and bar fights. A few nights before the adventurers planned on setting out was the full moon. That night a terrible secret came to light. The dwarven woman, Valda, was revealed to be a wear-wolf. The first victim was one of her own companions. When it became apparent what had happened Valda ran. The path she took just happened to lead past Gillian and Aéla’s home, and it just so happened that this is where Valda chose to hide. Gillian chased the wear-wolf into all the way to his home, but when he entered it was too late. Gillian entire family lay on the floor of his house, blood pooling around their bodies. All four of his children were gone but when Gillian knelt by Aéla’s side he could still hear a faint breath. The elders of the village managed to save Aéla’s life, and she came out physically sound save for some nasty scars.

After that night Gillian swore to Aéla that they would get their children back. So together they set out for the nearest city, the bodies of their children in the back of their cart. On this journey is when the curse struck. Of course the grieving parents heard nothing of the curse on the road. When they arrived and offered the high priest their life savings for the lives of their children he explained to them what had happened. Gillian was crushed, but not half so much as Aéla. Gillian’s wife went mad with grief and ran off in the night, and although he searched for weeks, he hasn’t seen her since. Gillian himself couldn’t handle the weight of his sadness and turned to drink. He wandered around the streets of the city, homeless, and drunk.

After several months of drunken stupor a priestess of Calistria heard Gillians rambling on the street. She cleaned him up and spoke to him of her lady, The Savored Sting. Gillian poured his heart and soul into the teachings of Calistria, and he vowed vengeance on Valda, the woman who stole his family from him. Gillian set out from the city with a new purpose, and his head held high. He ventured fist into the jungle to find food and a place to camp. When he woke the next morning a strange creature had set itself up right in his pack, a little critter with a long neck and tail. The creature seemed very comfortable with Gillian and insisted on following him along. The creature grew rapidly in size, and so too did Gillian’s attachment to the creature, whom he named Scrapper.

Gillian, with scrapper at his side made his living as a sellsword and scout. sometimes doing jobs for the church of Calistria on the side. He always kept an ear out for news of Valda, and several times he found her trail, only to lose it a few weeks later. But recently Gillian heard a rumor, a rumor that is even more compelling than news of Valda. It might be possible to end this death curse.


I'm going to have to drop out of this one. None of my concepts are really coming together.


And that's it on submissions, I'll have a decision later today.
We have PaleDim, Lady Gray Rose, Just a mort, and BillyBrainpan's submission.


I like that all four of us chose to be inquisitors. What a solid class.


Billybrainpan wrote:
I like that all four of us chose to be inquisitors. What a solid class.

No matter who gets chosen, one thing is certain... Chult WILL hear the word of a deity brought to them by an angry inquisitor.

The Exchange

Eh, I don't see the point of fighting dinosaurs. I mean, can't we all be friends?

I don't picture Bedir as being that angry. Right till something riles him off.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Hard dot!


Because of Paizo seeming to have too many site problems and many of my players in other games have slowed down and lost interest, I'm sorry to say, but I want be Dming this after all. I will however DM the final fight for anyone who is interested. 1 or 2 people per group. Level character to level 13. But only for the four people who posted full characters and backstories.

read if you do. But create your character and roll init before you read this:
init: 4 + 1d20 ⇒ 4 + (10) = 14 of the enemy.


I believe I'll be bowing out then.

Best of luck, and sorry to hear about your other games.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Bowing out as well, best of luck everyone!

The Exchange

I will try it - though it would have been interesting to see the character develop all the way from 1-13 - what WBL + are item creation feats allowed?

Dark Archive

Ditto. I’ll take a crack at it.


Sorry to hear it. I'm out too.

Dark Archive

Full hit points at every prior level or make all the rolls here?


PFS style hit points and gold is whatever you would have at level 13 according to the charts. The battle will just be in here since it is only one battle, no use making a thread for it.

The Exchange

Here's some idea.

Bedir:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +8; Perception +28
--------------------
Defense
--------------------
AC 28, touch 28, flat-footed 23
hp 110
Fort +19, Ref +21, Will +23;
--------------------
Offense
--------------------
Speed 70 ft.
Melee Unarmed Strike +12 (2d6+3)
Ranged +1 Adaptive Longbow +18 (1d8+6)
Flurry of blows +19/+19/+13/+13/+8 (1d8+6)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser restore eidolon, Long arm, Grease, Enlarge Person, Shield, Reduce Person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport

Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +16; CMD 39
Feats Arcane Strike,Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly Aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour)
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, 10 Spell Component pouches, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp ,Sack filled with wet earth, page of spell knowledge reduce person
+1 Holy, Adaptive Greenwood Longbow (Large)(with fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlets, Cracked Pale Green Prism,3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 durable adamantine arrows, 1000 large sized cold iron arrows, 3.5k gp left over, 1000 normal arrows
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)

At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart (Ex)

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

Bedir's fused form:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +10; Perception +28
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Defense
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AC 46, touch 27, flat-footed 42
hp 123+95(temp)
Fort +24, Ref +25, Will +27; +4 v enchantmments
Has Evasion when fused.
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Offense
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Speed 30 ft.
Melee Unarmed Strike + 20(2d6+11)
Ranged +1 (Large) Holy Adaptive Longbow (fortifying stone attached)+18 (2d6+14)
Flurry of blows +18/+18/+12/+12/+7 (2d6+14)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport

Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
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Statistics
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Str 32, Dex 15, Con 18, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +24; CMD 48
Feats Arcane Strike,Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly Aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour),
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Evolutions: Large (3), Shadow Blend (2), Improved Natural Armor (2), Blindsense (3), Immunity Fire (2), Immunity Cold(2), Resistance Acid (15), Resistance Lightning (15), Magic Attacks (1)

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Holy, Adaptive Greenwood Longbow (Large),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlet, Cracked Pale Green Prism,3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser rejuvinate Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 large sized durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Sack filled with wet earth, 3.5k gp left over, Page of spell knowledge reduce person
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)

At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart (Ex)

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

The Exchange

Additional Notes About Bedir:

Bedir does not sleep - with keep watch and a ring of sustenance - he never has to. Therefore he is in his fused form, all the time. Belt of the weasel gives compression - so he can go anywhere a medium creature can go. His fused forms evolutions are not really monstrous so he can walk around town with them.

These buffs are on every single hour per day (using lesser rod of extend - they last 26 hours):

Greater Magic Weapon (on both bows) - giving them a further +2 to attack and damage.
Greater magic fang (on his unarmed strike and all his natural weapons) - both claws - giving him a +1 to attack and damage
Mage armor - giving him a further +4 to his armor class.
Delay poison - giving him immunity to poison (he'll pay for it later but that's beside the point).

If he is about to go into any kind of dangerous situation, he will cast
the following on himself:

Heroism (+2 morale bonus to attacks and saving throws - not factored into stats).
Barkskin (+5 to natural armor) - not factored into stats either)
Resist Energy (Acid + Lightning) giving him a total off 30 resistance to both elements.
Magic Circle Against Evil (just prevents possession)
Heightened Awareness (+2 to all knowledge checks) - can drop to gain +4 to init for one battle.

They last for 260 min (4h, 20 min)

He will drop Freedom of movement on himself - it lasts for 2h, 10 minutes.

In any condition of illumination other than bright light, Bedir disappears into the shadows, giving it concealment (20% miss chance). He can choose to suppress it as he chooses.

The Exchange

Breakdown of his armor class:

10 base
+7 from wis bonus +3 from monk.
+5 from charisma (Prophetic armor)
+2 from ring of deflection
+1 from dusty rose ioun prism stone (insight)

Total 28 touch AC

When fused - Improved natural armor taken twice gives +4 to nat armor
Eidolons at 13 have base 10 natural armor.
Large evolution gives +2 natural armor, -1 for size, which also affects his touch ac.

Total 46 AC.

I hope I didn't get the calculations wrong, Trisalt at high levels is...complicated.

Dark Archive

I'm almost done, just choosing spells then I'll transcribe the updates to the character...

Dark Archive

Whew! Okay, finally updated. I checked over the feats pretty carefully, but let me know if you think something is wrong. Anyway....

Initiative: 1d20 + 15 ⇒ (10) + 15 = 25

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