DM Gee-Em's Second Darkness - Shadows Abound


Recruitment

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Okay, I applied last year and didn't make the cut, but thought I would try again with a different character.

Sarai Shae, Rogue 1, at your service.

If we are already second level, I will be adding a level of wizard (eventually will be an arcane trickster), but she would be filling the skills/rogue roll primarily and all those skills would be maxed. If it's alright, I won't level the wizard level unless selected.

It seems you have been bleeding players. I have almost 19000 posts and have been here for quite a while if you are looking for consistency. Thank you for your consideration.


Hi Gee-Em,

I'd be interested in joining this game.

I'm still fairly new to Pbp on this site, so I don't have any characters currently listed, but I have the following characters that are pre-made that may fit in with this AP, with some minor adjustments:

- Human Evocation-focused Occultist. May dip a bit into Investigator.
- Half-Elf Shielded Fighter/Alchemical Sapper Alchemist
- Human Inquisitor of Torag w/ Large Warhammer

Also, as a side thought, I have a Tiefling (Human-looking) Warlock Vigilante with an interesting background as the daughter of a minor noble of Cheliax. She was originally written for PFS play, but could work in this setting fairly well, I think.

Let me know what you think.


RobL submission: just need to finish gear and background


Dotting in


I deleted the unused alias (Flayed) when I wasn't selected last time. Sounds like you need basically anything/everything at this point.

I'll have to see if anything jumps out at me. The Barbarian/wall Fighter is something I'm not currently doing. Still have never touched Investigator or Slayer, either.

2 Rogues submitted already? Funny how that works.


Based on the current interest, I'm wondering if my Human Inquisitor of Torag would be the best choice for this group. She is a bit more front line, and has some protection and healing abilities. And packing around a massive hammer certainly doesn't hurt things, either. :)


hustonj, here. I thought I remembered starting this AP once upon time.

I have this alias from a game which crashed to halt when the GM got seriously sick, very early in the process.

I need to adjust the character for your creation steps, but I would like to have you consider Tilorean, despite the fact he's ANOTHER Rogue already. Not that he does the whole Disable Device bit. At all.

He's going to dial back a bit, but the story shouldn't need to change and the mechanics will just be about a couple of numbers . . ..

Edit: Ooohhh . . .. Was built using Feat Tax rules. I only see one mod for 1st level (which is as far as he was), but that means I will need to check deeper. I want to provide you mechanics within your rule set.

Edit: Actually pretty easy. Lost the +1 on Str, Weapon Focus (Close Weapon Group), and a little bit of gear. Not nearly as much change as I thought would happen.

Edit: Agitator is pretty different from the other Rogues, looking at them, though they have the same Base Class.

I'll wait for direction to increase him to Level 2 or to spend more money.


Finally sorted out the whole alias thing. Character sheet is now listed.

Edit: I will also wait for instruction before increasing level.


I'll reapply. See posts here and here.


Dotting - been wanting to play this one for some time. Should have something up tonight.

What is the expected posting rate?


Thanks for the responses so far!

Start with average starting wealth for characters and then add 300 gold to that. I'm going to give it a couple more days before I make a decision.

EDIT: Posting has been a bit wonky, hoping for about five posts a week from folks.


I'll be doing some writing tonight, so I'll be sure to include a short background, as well as a touch-up/level-up to the character sheet.


Off the top of my head, I think I am going half-orc STR based Magus probably.

More to come ;)


I am new to the boards, but i have been playing rpgs for quite some time. if you will have me apply, i will gladly do so


All are welcome to apply!


So, for hard clarity: That's a 1st level character with average starting wealth+300, right?

Actually plays nicely to simply upgrade my nobleman's primary weapon to MW. Probably better ways to spend the money, but it fits the noble theme.

And if you're not familiar with the archetype I've taken, all the trapfinding stuff a rogue gets is replaced with social skills and bonuses. Still a rogue, so no bardic performances or anything, but they are mechanically built for operating in court, not a dungeon.


Right. Thank you.

So for my application :

Gunslinger Ratfolk (Gulch Gunner Pistolero)


I shall re apply here with my rogue.


Tilorean Vashnarstill wrote:

So, for hard clarity: That's a 1st level character with average starting wealth+300, right?

Actually plays nicely to simply upgrade my nobleman's primary weapon to MW. Probably better ways to spend the money, but it fits the noble theme.

And if you're not familiar with the archetype I've taken, all the trapfinding stuff a rogue gets is replaced with social skills and bonuses. Still a rogue, so no bardic performances or anything, but they are mechanically built for operating in court, not a dungeon.

No, 2nd level characters.


SOLDIER-1st: I just went to see how the growing stack of rogue competition looks, and the link to your original character submission character sheet gives a 404. As much as I would like to take "the" spot in the group, I would rather get it by having a character the GM likes more, not by you missing the fact your character was gone.

TWF, Ranged, and Intimidation feats for the others, Noble Scion and Alertness for me. The feats selected do indicate different paths for each of the rogues I can see.

2nd level, Aye. - I can't tell what people were doing for 2nd level HP?

Now, with this much focused competition, would I be better off retooling as a Bard? Or would that really count as altering the position I'm trying to get?

Edit: With the exception of my guessing half+1 for HP progression, I believe Til is advanced to 2nd level.


Character sheet is done, with a background and tagline. Just need to work on a brief write-up for personality.


Tilorean Vashnarstill wrote:
2nd level, Aye. - I can't tell what people were doing for 2nd level HP?

As per the original recruitment post, HP after 1st level are rolled. So I'm assuming, unless told otherwise, just leave it until we can go over it with Gee-Em.


Ikit No-Ear:

Ikit No-Ear
Ratfolk gunslinger (gulch gunner, thronewarden) 2 (Pathfinder Player Companion: Heroes of the High Court 8, Pathfinder RPG Advanced Race Guide 152, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Combat 9)
N Small humanoid (ratfolk)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 20 (2d10+4)
Fort +5, Ref +7, Will +2; +1 trait bonus vs. charm and compulsion while a friend is within 30'
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d3/19-20)
Ranged mwk pistol +9 (1d6+1/×4)
Special Attacks deeds (flash and shock, gunslinger's dodge, quick clear), grit (2), swarming
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 7
Base Atk +2; CMB +1; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot
Traits fools for friends, reckless contempt
Skills Acrobatics +7 (+3 to jump), Craft (alchemy) +9, Escape Artist +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +9, Sense Motive +7, Survival +7; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Undercommon
SQ gunsmith, hair-trigger reflexes +1, rodent empathy
Other Gear chain shirt, bullet[UC] (30), dagger, mwk pistol[UC], backpack, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, gunsmith's kit[UC], mug/tankard, powder horn[UC], sewing needle, signal whistle, string or twine[APG], thread (50 ft.), 19 gp, 2 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hair-Trigger Reflexes +1 (Ex) Act in surprise round, even if you don't notice your enemies.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.

Input welcome =^^=

I see him as little white rat, always smells like burnt fur, always have a slight layer of powder covering him. He seems a bit reckless in his behaviour, liking to get up close and personal with those he sees as a threat. Very friendly, but he is off putting due to his friendliness and his appearance.

And yes, he is missing most of his left ear. No-one knows exactly how he lost it. He changes stories every time he is asked


Tilorean Vashnarstill wrote:
SOLDIER-1st: I just went to see how the growing stack of rogue competition looks, and the link to your original character submission character sheet gives a 404. As much as I would like to take "the" spot in the group, I would rather get it by having a character the GM likes more, not by you missing the fact your character was gone.

Thanks! Appreciate it. Hopefully I'll be able to find it... >.<


Ok, here follows my first draft for Hedran, an half-orc Hexcrafter Magus hailing from Nirmathas originally. He was adopted by humans at an early age, after his father's roving band out of the Hold of Belkzen was decimated, and lived most of his life in a non-descript village where he was 'tolerated' even if never accepted.

The exception were his parents, definitely the best of what the settlement had to offer, and the only reason why he was allowed to grow strong and healthy - not only that, but there was more about the boy...

First there were those arcane symbols etched all over his back - they were there when he was first encountered, and seemed to 'grow' as Hedran grew also? And then that old crone which had lived for years and years on the outskirts of the village kept bumping into him in the woods, and offering the boy trinkets and tokens and whatnot - "Ye're a different one aren't ya?" - she would say with a cackle - "Ye know it, and ye know I knows it also".... Everyone was kind of scared of the damned old crone, but not him - for some reason he actually enjoyed being around her, as she went on and on about fey realms, nixies and sprites and other woodland apparitions.

His father tried to put a stop to it, even threatened the woman, and made her run off more than once. But she never hurt him, and came to play a very important part in his life years later...

So, Hedran's background is a work in progress - I'll keep adding to it as time allows. Also, personally I like leaving things a little open ended even if most of it is thought out in my head.

Hedran:
Hedran
Male half-orc magus (hexcrafter) 1/ranger 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort +8, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . mwk cold iron morningstar +5 (1d8+3)
Ranged sling +3 (1d4+3)
Special Attacks arcane pool (+1, 3 points), favored enemy (humans +2), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +3)
. . 1st—frostbite[UM], shield, vanish[APG] (DC 13)
. . 0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits fate's favored, looking for work, magical lineage
Skills Climb +5, Craft (weapons) +7, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +5, Knowledge (arcana) +6, Knowledge (planes) +6, Linguistics +4, Perception +5, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7, Survival +5, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ hex arcana, orc blood, pride, track +1, wild empathy +0
Combat Gear scroll of monkey fish, monkey fish, vermin repellent[UE] (4); Other Gear lamellar (leather) armor[UC], dagger, mwk cold iron morningstar, sling, sling bullets (30), bandolier[UE], bandolier[UE], bedroll, blanket[APG], cold weather outfit, crowbar, magus starting spellbook, masterwork backpack[APG], scroll case, silk rope (50 ft.), smoked goggles[APG], trail rations (8), waterskin, weaponsmithing tools, wrist sheath[UE], 30 gp
--------------------
Tracked Resources
--------------------
Arcane Pool +1 (3/day) (Su) - 0/3
Dagger - 0/1
Sling bullets - 0/30
Trail rations - 0/8
Vermin repellent - 0/4
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

The crunch is mostly done - I am missing a language and only spent about 600 gold. Still mulling where to spend the rest.

Any feedback or questions are welcome ;)


Albion, The Eye wrote:
The crunch is mostly done - I am missing a language and only spent about 600 gold. Still mulling where to spend the rest.

Umm... based on what Gee-Em has told us, you should only have a total of 440 gp to spend (average at 1st level; 140, plus 300).


DM Gee-Em wrote:
Tilorean Vashnarstill wrote:

So, for hard clarity: That's a 1st level character with average starting wealth+300, right?

Actually plays nicely to simply upgrade my nobleman's primary weapon to MW. Probably better ways to spend the money, but it fits the noble theme.

And if you're not familiar with the archetype I've taken, all the trapfinding stuff a rogue gets is replaced with social skills and bonuses. Still a rogue, so no bardic performances or anything, but they are mechanically built for operating in court, not a dungeon.

No, 2nd level characters.

Easy to correct that, but I thought this reply meant otherwise?

Average level 2 wealth + 300? :P

(In any case I am correcting mine now)


@GM

Is the ratfolk rogue still in the game? I hope he has the swarming trait =^^=


Albion, The Eye wrote:


Easy to correct that, but I thought this reply meant otherwise?

Average level 2 wealth + 300? :P

Hmm... I don't think that was how it was meant, but I could be wrong.

I got it from this:

DM Gee-Em wrote:
Start with average starting wealth for characters and then add 300 gold to that.


Nope, just me, the tiefling sorceress as far as I know.


The one thing that's going to make this (very) interesting is the lack of a proper healer.

Make sure to stock up on potions, people! :p


Another question, i saw there are more advanced guns, will those be allowed to be bought or crafted later? (not the laser guns, just like revolvers etc?)


Let's hope there are many things making it interesting.

But hey, there's at least one submission packing some divine power, and two which can use a wand of CLW ;)


Albion, The Eye wrote:
But hey, there's at least one submission packing some divine power, and two which can use a wand of CLW ;)

Fair point. I didn't even consider that.

@Gee-Em: Btw, just curious at what point we'll be looking at a deadline. No rush, but inquiring minds and such. ;)


@Gee-Em: I have to change my submission. I got hit with a burst of inspiration and can't get over it. So, please ignore Enzi and say hello to Marouk (the shaman)


Did we ever figure out whether it's 1300 or 3300 gp we start with?


SOLDIER-1st wrote:
Did we ever figure out whether it's 1300 or 3300 gp we start with?

Lol... both of those are way too high.

Best to go with Average 1st level gold +300. If it's different, then it just means you get more. :)


Finally got around to writing up a background for my character sheet. Let me know if anything is missing, or should be adjusted. :)

(waits impatiently by the window, checking the clock every 30 seconds or so.)


Sorry for the wait, folks.

Yes, it was level 1 starting wealth plus 300. Revolvers/etc shall become available. Yeah, the original ratfolk character couldn't make it, so we carried on without him. Tomorrow midnight EST will be the deadline.

I like the line up, guys! Gonna be tough.


Okidoki. Looking forward to see what happens. Good luck to all


DM Gee-Em wrote:

Tomorrow midnight EST will be the deadline.

I like the line up, guys! Gonna be tough.

Looking forward to it, Gee-Em.

(fidgets in place.)


Indeed - good luck to everyone.

(I'll sort my gear if I get selected :D)


Well, I had to recreate my character, since the old character sheet disappeared on me. Link to sheet plus outline here. Don't have equipment yet, I'll do that tomorrow as well as put the backstory and description in.

Basically will be an oradin (oracle/paladin) to be both melee and healer. At later levels will go Holy Vindicator to improve casting power.


Played Oradins before - they are amazing :D


Albion, The Eye wrote:
Played Oradins before - they are amazing :D

Well hopefully I’ll get to play it! I’ve never actually gotten to play one before. If I have any questions I know who to ask =P


I just realized that I'm about to go on a week-long cruise where I will not be able to post, and figured that'll probably be a wee bit irritating if I'm chosen. So I'm going to go ahead and drop. Have fun guys.


Anticipation.... rising..... :p


Tried to come up with something the group really needs.

Part of the way through the build. Need to purchase gear, build the combat block, select default prepared spells, come up with a name . . .. But, hey, I went from thinking about a class to where I am now in less than 3 hours, all things considered. But, it is about bedtime and I will be gone after work Friday until sometime Sunday afternoon for a Boy Scout campout, so I'm providing what's complete from this evening. Always slower to do it all by hand with cut'n'paste.

M half-orc CN Ecclesitheurge of Calistria (positive channel)

Raised in Riddleport by Varisian mother, was pushed toward Calistria through typical anti-orc prejudice stacked on top of anti-Sczarni prejudice. Lived a much better childhood than he thinks he did.

Major aspect of his devotion to Calistria is about distributing vengeance to those who have wronged his mother, himself, or his friends, both from the church and the Gold Goblin. Calistria has taught him patience not common among half-orcs, though . . ..

Skills and Languages Known:
Class+2+Int+0=2 Adventuring Skills and 2 Background Skills per character level
Bonus Skill Attribute+Ranks+Class+Specfiied(+Conditional)
+10 Diplomacy 3+2+3+Burning Assurance+2
+ 2 Knowledge (Local) 0+0+0+City-Raised+2 - Untrained
+ 5 Linguistics (Background) 0+2+3
+ 9 Perform (Dance) (Background) 3+2+3+Looking for Work+1
+ 8 Sense Motive 3+2+3

Languages Known: Taldane, Orcish, Varisian; Celestial


Feats & Traits:
Feats
Weapon Finesse

Traits
Campaign: Looking for Work: Pick the following skill: Perform (any). You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Race: Child of Two Peoples: You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.


Gear:
440 GP budget

up to #: Light (by armor)
up to #: Medium (+3/-3/20'/x4)
up to #: Heavy (+1/-6/20'/x3)


Domains:
Charm (Captivation) Primary
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Entrancing Aura (Su): At 8th level, you can emit an imperceptible 30-foot aura of distraction as a standard action for a number of rounds equal to your cleric level. These rounds need not be consecutive. Enemies within this aura take a –5 penalty on Perception checks and are treated as though they had 2 fewer Hit Dice (minimum 1 Hit Die) for the purpose of your effects that would give them the fascinated condition. At 16th level, they are instead treated as if they had 3 fewer Hit Dice for such effects
Domain Spells: 1st—hypnotism, 2nd—hypnotic pattern, 3rd—suggestion, 4th—rainbow pattern, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster
Trickery (Deception) Secondary
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—mass invisibility, 9th—time stop

Other domain spell lists
Chaos (Azata): 1st—expeditious retreat, 2nd—align weapon (chaos only), 3rd—fly, 4th—chaos hammer, 5th—dispel law, 6th—planar ally (azata only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
Knowledge (Memory): 1st—comprehend languages, 2nd—memory lapse, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—modify memory, 7th—legend lore, 8th—moment of prescience, 9th—foresight.
Luck (Curse): 1st—bane, 2nd—aid, 3rd—bestow curse, 4th—freedom of movement, 5th—break enchantment, 6th—eyebite, 7th—spell turning, 8th—moment of prescience, 9th—miracle.


Half-Orc (ARG):
Half-Orc Racial Traits
+2 to One Ability Score: Wisdom
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet. {90 feet after Acute Darkvision}
Burning Assurance: Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin

Cleric (Ecclesitheurge) of Calistria:

Alignment: A cleric's alignment must be within one step of CN.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Points at each Level: 2 + Int modifier.
Class Features
Spells Per Day
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons 3 1+1 - - - - - - - -
2nd +1 +3 +0 +3 — 4 2+1 - - - - - - - -
3rd +2 +3 +1 +3 Bonded holy symbol 4 2+1 1+1 - - - - - - -
4th +3 +4 +1 +4 — 4 3+1 2+1 - - - - - - -
5th +3 +4 +1 +4 Channel energy 2d6 4 3+1 2+1 1+1 - - - - - -
6th +4 +5 +2 +5 — 4 3+1 3+1 2+1 - - - - - -
7th +5 +5 +2 +5 Channel energy 3d6 4 4+1 3+1 2+1 1+1 - - - - -
8th +6/+1 +6 +2 +6 — 4 4+1 3+1 3+1 2+1 - - - - -
9th +6/+1 +6 +3 +6 Channel energy 4d6 4 4+1 4+1 3+1 2+1 1+1 - - - -
10th +7/+2 +7 +3 +7 — 4 4+1 4+1 3+1 3+1 2+1 - - - -
11th +8/+3 +7 +3 +7 Channel energy 5d6 4 4+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +9/+4 +8 +4 +8 — 4 4+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +9/+4 +8 +4 +8 Channel energy 6d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
14th +10/+5 +9 +4 +9 — 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
15th +11/+6/+1 +9 +5 +9 Channel energy 7d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16th +12/+7/+2 +10 +5 +10 — 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17th +12/+7/+2 +10 +5 +10 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 — 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 — 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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 channeled 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. A cleric must be able to present her holy symbol to use this ability.
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

Attributes:
20 Point Buy
Base Race Level Magic Current
-2 xx8 +0 x8 +0 x8 +0 S x8 -1
x5 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 C 12 +1
x0 10 +0 10 +0 10 +0 I x10 +0
x5 14 +2 16 +0 16 +0 W 16 +3
10 16 +0 16 +0 16 +0 H 16 +3


I'd like to thank everyone for applying to this re-re-recruitment, but I am only able to take on three more.

Thyra Osouf, female human inquisitor of Torag
Hedran, male half-orc magus/ranger
and Sarai Shae, female tiefling rogue

Please report to the Discussion thread and we will work on getting your characters plugged into the story as it currently stands.

Everyone else, best of luck in your gaming and IRL endeavors.


Thank you very much, Gee-Em. :)

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