Need 2 players for ongoing Emerald Spire Campaign. Spellcaster and ?


Recruitment

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I'm looking for 2 new players to join an ongoing Emerald Spire module. We already have 2 melee types & a witch. Need some utility and/or buffing spellcasting different from the witch. NO SUMMONER TYPES. PERIOD. Could also use a healer or trap-finder/lock-picker. Milestone leveling. Preferably players that have never played the Emerald Spire module, but not obligatory as long as you do not use any previous knowledge. Please see My Profile page for more details.

Campaign Page.

Starting at 5th Level, standard wealth, Full HP for 1st, roll in Discussion tab for HP per level, re-roll 1's ONE TIME. Two traits & one drawback. Background skills. Hero-lab characters are a plus.

Knowledge of Azlanti & Aquan language is recommended. We are just starting a level with water hazards, underwater passages, possible in-water fighting, etc, etc. Be prepared!

All choices to be approved by me (the DM = Stormstrider, aka 'The All-Seeing Eye') Anything not in the corebook, you should provide me a link to the info.


Hi there - very interested in this one - I never played Emerald Spire before.

I have two questions Stormstrider:

- Would an Arcane Trickster overlap too much with the witch casting/buffing?
- Would you allow the 'Accomplished Sneak Attacker' feat (even if I am not sure I want to take it :P)?

Stat Array One
Stat 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 2: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat 6: 2d6 + 6 ⇒ (6, 1) + 6 = 13

I assume we can assign the stats to whatever Ability we want?

Sczarni

2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11

2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9

2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12

Thinking an evoker or universalist elf.


I have most definitely played (and run) the spire, but I do greatly enjoy it and given the sheer number of levels I can keep my knowledge separate from my character.

Dice:
Stat Array One
Stat 1: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 4: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Well that first set seems pretty great. I'm thinking... Kitsune Bard. Because it buffs and I have ideas I want to play. Will work on it! Also considering the healer archetype since you say you need that.

Sczarni

Spoiler:
Ilyanaro Balmaris
Male Elf Evoker 5
CG Medium Humanoid (elf)
Init: +4; Senses Low-light vision; Perception +1

DEFENSE:
AC 14 Touch 12 Flat-Footed 12 (Dex +2, Armor +1, Natural Armor +1)
HP: 11+4d6 (5d6+5)
Fort +2 Ref +4 Will +6 ; +2 vs enchantments
Immune: Magical Sleep
OFFENSE:
Speed: 30
Melee: quarterstaff +1 (1d6-1)
Ranged: longbow +4 (1d8 20/x3) range 100, Ammo 10
SA: Force Missiles (1d4+2; 8/day)

STATISTICS:
Str 9 Dex 15 Con 11 Int 20 Wis 12 Cha 9
Base Atk 2; CMB +1 ; CMD 9
SQ: Arcane Bond (staff), Favored Class: Wizard (HP), Intense Spells (+2),
Feats: Scribe Scroll (B), Spell Focus (Evocation), Greater Spell Focus (Evocation), Spell Penetration, Extend Spell
Traits: Desperate Focus, Reactionary
Drawback: Meticulous
Skills:Appraise +13, Linguistics +13, Fly +10, Knowledge (Arcana) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Knowledge (Religion) +13, Perception +1, Spellcraft +13 (+2 to ID items)
Languages: Elven, Common, Draconic, Aquan, Auran, Terran, Ignan Celestial, Infernal, Goblin, Sylvan
Coin: 72 gp
Gear: 1325gp cloak of resistance +1, amulet of natural armor +1, bracers of armor +1, handy haversack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5), waterskin, quarterstaff (bonded item), cold iron dagger, silver dagger, longbow, arrows (10)
Potions: CLW (2), Lesser Restoration
Wands:
Scrolls: Reduce Person (2), Shield (2), Comprehend Languages, Magic Weapon, Ant Haul, Protection from Evil, Invisibility, Spider Climb, Bull’s Strength (2), Fly, Haste
Spells Prepared (Caster Level 5 // Concentration +12 // Ranged Touch +4, +9 vs SR)
[Prohibited Schools: Necromancy, Conjuration]
Save DC = 15 + Spell Level (DC 17 + Spell Level Evocation)
0th: Light, Mage Hand, Detect Magic, Prestidigitation
1st: Magic Missile, Shield, Protection from Evil, Vanish, Enlarge Person, Burning Hands
2nd: Scorching Ray, Cat’s Grace, Invisibility, Shatter
3rd: Fireball, Haste, Water Breathing, Fly

Spellbook:
Cantrips: All except Necromancy, Conjuration
1st: Burning Hands, Magic Missile, Comprehend Languages, Shield, Protection from Evil, Color Spray, Vanish, Ant Haul, Enlarge Person, Reduce Person, Magic Weapon
2nd: Scorching Ray, Shatter, See Invisibility, Cat’s Grace, Bull’s Strength, Bear’s Endurance, Knock, Levitate, Masterwork Transformation, Rope Trick, Spider Climb, Resist Energy, Invisibility
3rd: Fireball, Haste, Tiny Hut, Water Breathing, Fly

Description: Ilyanaro, or Ilya as he is known to his friends, is a widely traveled elf wizard of 147 years. He stands 6’2” and weighs a slim 145lbs, as is typical of many of his kind. He wears traveling robes in a dark crimson, trimmed in blue, and never goes anywhere without his carved black oak staff. He wears his straight brown hair trimmed nicely about shoulder length, tied back with a slim ribbon across his brow. His eyes are a piercing blue, the color of sapphires in the sunlight, and he has a tendency to stare in a way that makes many non-elves uncomfortable.

Background: Classically trained in Kyonin in all the traditional arts of elven wizardry, Ilya took to the traveling spellcaster lifestyle a few decades ago, in an attempt to further his skills and acquire magical knowledge and items. He now goes wherever he learns of the possibility of magical writings, arcane research, or items to increase his abilities. He eschews the use of magic to travel, preferring to converse with people on the way and cover the world in the ways of the common person, feeling he learns more and hears more in this fashion. He also turned his back on the magic of death and unlife, like many elves, preferring the clean rush of elemental energies and concentrations of force.

Here's my evoker submission. Knowledge guy, zapper & buffer, total NON summoner.


First Crunch iteration for Raziel, the Arcane Trickster is up ;)

Raziel:

Raziel
Male tiefling arcane trickster 1/unchained rogue 1/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 35 (5 HD; 4d6+1d8+11)
Fort +3, Ref +8, Will +5
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Spell-Like Abilities (CL 5th; concentration +4)
. . 1/day—darkness
Evoker Spells Prepared (CL 5th; concentration +10)
. . 2nd—invisibility, scorching ray
. . 1st—grease, monkey fish[ACG], vanish[APG] (DC 16)
. . 0 (at will)—acid splash, detect magic, message, ray of frost
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 20, Wis 12, Cha 9
Base Atk +1; CMB +2; CMD 16
Feats Accomplished Sneak Attacker, Alertness, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Traits magical knack
Skills Acrobatics +12, Bluff +1, Disable Device +15, Escape Artist +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +10, Perception +11, Sense Motive +3, Sleight of Hand +12, Stealth +14, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aquan, Azlanti, Common, Draconic, Elven, Goblin, Infernal, Orc
SQ arcane bond (Arcane Familiar, greensting scorpion), prehensile tail[ARG], ranged legerdemain, trapfinding +1, versatile evocation
Other Gear masterwork thieves' tools, wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Scarab Sages

I'd definitely be interested, and have not played the Spire. Perhaps with a dwarven druid?

Stat rolls:

Stat Array One
Stat 1: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat 6: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 4: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 6: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 2: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat 4: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (4, 2) + 6 = 12


2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 1) + 6 = 12

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18

Third one is the best. With lvl4: 18/15+1=16/15/13/10/10

Something a bit different...a Panalopy of War Occultist Trappings of the Warrior, ranged build.

Race: Greenskin Orc

Str (15+4=19) Dex (16+4+2=22) Con (10+2=12) Int (18-2=16) Wis (13-2=11) Cha (10-2=8)

Feats:
Lvl 1: Point Blank Shot
Lvl 3: Precise Shot
Lvl 5: Rapid Shot

Implements:
Transmutation (+2 Dex), Abjuration (+2 resistance saves), Conjuration (only for healing)

Equipment: Orc Hornbow (+1 adaptive), Butchering Axe, Mithril Chain Shirt, etc

Lvl 1 Spells (5x per day)
- Cure Light Wounds, Alarm, Alter Winds
Lvl 2 Spells (3x per day)
- Cure Medium Wounds, Node of Blasting, Levitate

(Spells will be focused on healing and out of combat utility)

Special Abilities: As a standard action, can give himself "Bane" so that his arrows truly hit home. And at lvl 6, his spells will expand to include comprehend languages and see invisibility. He can also automatically identify all items that we come across via object reading.

------

And in combat? With a standard action to buff himself...

Ranged To Hit: +5 (BaB) + 7 (Dex) + 1 (Enchantment) + 2 (Bane) -2 (Rapid Shot) -2 (Deadly Aim) = +9/+9
Damage: 2d6+2d6+11

Close Clmbat: +12
Damage: 3d6+2d6+9

So the party gets someone who can identify their items, heal them, and provide ranged support. Plus in a pinch he can grab his butchering axe and wade into melee.


This looks interesting. Might roll up a Cleric.


Out of curiosity what are the two current melee types? Is trapfinding needed?

Silver Crusade

ElegantlyWasted wrote:
Out of curiosity what are the two current melee types? Is trapfinding needed?

Our melee-focused types are a Paladin of Iomedae and a Hellknight.


So that’s a yes in trapfinding.

Might start throwing together an Unchained Rogue.


Links to what I plan on using will be forthcoming. Apologies if these were answered elsewhere but;
Is the Additional Traits feat fair play?

May we select Campaign Traits if we desire?

Is item crafting viable?


Ok, answers AND questions from me (your potential DM) forthcoming:

First let me mention that though I have been playing D&D / Pathfinder for some 18 or so yrs, I am very inexperienced as a DM, and ass such I prefer things be kept fairly simple. If you have not done so yet I highly recommend looking over the House Rules document.

*********************** Answers & Questions **************************

Albion / Raziel

Accomplished Sneak - yes.

Yes, assign stats wherever.

Why do you only have cold resist? Tiefling should have electricity & fire as well correct?

What are your opposition schools?

You are lacking 1 trait & 1 drawback.

***************************************************************************

psionichamster / Ilyanaro Balmaris

I like your character. Simple and to the point. (HINT, hint to others!)

Have you ever played or ran the Spire before?

I would recommend changing 1 language to Azlanti. (Keep Aquan!)

Masterwork Transformation - WOW! Never heard of it before, but sounds quite interesting! Just keep in mind you still have to pay the Gp equivalent in magical reagents, and you will need to have those.

***************************************************************************

Grumbaki

Sorry, but I am not okay with the Greenskin Orc nor the occultist class. If you want to make some other submission you are of course welcome to do so.

And have you ever played or ran the Spire before?

***************************************************************************

ElegantlyWasted

Have you ever played or ran the Spire before?

Additional Traits feat - I am going to say that depends on the feats. I'll want to approve those first.

Campaign traits: Anything chosen must make some sort of logical sense.

Crafting is somewhat viable, but visits back to town have been somewhat limited so far, and I will NOT allow any serious crafting inside the Spire. It is supposed to be a DEADLY environment after all.

***************************************************************************

That said, I will most likely close this recruitment on Monday 3/25.


I am interested.
You mentioned that you want things simple...would this mean you are not allowing Unchained versions of the rogue?
I will have a character up sometime soon.

Set 1:

Stat 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Set 2:

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

Set 3:

Stat 1: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 3: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 6: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Hit Points: 4d8 ⇒ (4, 7, 7, 3) = 21


I have not played or read the Spire before. I understand it’s a superdungeon of sorts.

I will read the house rules and get something up Sunday night most likely.


Also stats!

2d6+6: 2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (6, 6) + 6 = 18

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

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

Second set for sure.


Jovich wrote:

I am interested.

You mentioned that you want things simple...would this mean you are not allowing Unchained versions of the rogue?
I will have a character up sometime soon. ...

I have had some experience with the unchained rogue, and am okay with it, though I may have a tendency to ask for more explanations from you.

And ElegantlyWasted ... Yowzers! All those stat sets look quite good! But yeah, # 2!


Dotting for interest.

I've recently applied to another game, and my joining this one is contingent on not getting into the other one, as I don't want to commit myself to more games than I can handle.

That said, I would like to roll my stats and get approval from you for a few non-core character options, then I'll get the crunch and fluff done within the next few days.

Based on the needs of the party, I am particularly interested in playing:

It's not necessary to look through all of these unless you want to; as long as you approve of one, I'll go with that. Worst case scenario, I'll default to a core Rogue/Wizard/Arcane Trickster.

Set 1:
Stat 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 5: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Set 2:
Stat 1: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Set 3:
Stat 1: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 2: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 3: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 5: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 6: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Sczarni

Answer:

Roger on the languages, no problem there.

As to the playing/reading: I flipped through Emerald Spire back when I got the book from a PFOnline reward tier. Never played, haven't really read through much.


Stormstrider wrote:

*********************** Answers & Questions **************************

Albion / Raziel

Accomplished Sneak - yes.

Yes, assign stats wherever.

Why do you only have cold resist? Tiefling should have electricity & fire as well correct?

What are your opposition schools?

You are lacking 1 trait & 1 drawback.

Yeah, that was just a first iteration of the character to give an idea of what he would be built like.

He would have cold resist only because I went with the Tiefling Racial Trait:

Scaled Skin:
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Though after taking a second look, I decided to change it to Fire instead.

Opposition Schools are always a HUGE problem for me - I want ALL spells! :D (I've chosen one - Enchantment. Still mulling on the second one...).

Added the second Trait and a Drawnback - Loner seems cool for a deep scout.

Updated Crunch (working on equipment now):

Raziel
Male tiefling arcane trickster 1/unchained rogue 1/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 35 (5 HD; 4d6+1d8+11)
Fort +4, Ref +8, Will +5
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Spell-Like Abilities (CL 5th; concentration +4)
. . 1/day—darkness
Evoker Spells Prepared (CL 5th; concentration +10)
. . 2nd—create pit[APG] (DC 17), invisibility, scorching ray, scorching ray
. . 1st—color spray (DC 16), grease, magic missile, monkey fish[ACG], vanish[APG] (DC 16)
. . 0 (at will)—acid splash, detect magic, message, ray of frost
. . Opposition Schools Enchantment
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 20, Wis 12, Cha 9
Base Atk +1; CMB +2; CMD 16
Feats Accomplished Sneak Attacker, Alertness, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Traits magical knack, resilient
Skills Acrobatics +12, Bluff +1, Disable Device +15, Escape Artist +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +10, Perception +11, Sense Motive +3, Sleight of Hand +12, Stealth +14, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aquan, Azlanti, Common, Draconic, Elven, Goblin, Infernal, Orc
SQ arcane bond (Arcane Familiar, greensting scorpion), loner, prehensile tail[ARG], ranged legerdemain, trapfinding +1, versatile evocation
Other Gear masterwork thieves' tools, wizard starting spellbook
--------------------
Special Abilities
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Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Albion-

I am another player from Stormstrider's campaign.

I have a suggestion about Raziel.

He currently has a BaB of +1 at level 5, which means their is not much point in having precision strike as he will never be able to hit anything.

If you take 1 level of snakebite striker rather than unchained rogue this will improve to a wondrous +2. You will need to take this trait as well-

Vagabond Child (Urban)
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Benefits: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Don't know how this fits with your build in other ways but no harm mentioning it.


Set #1:
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18

Set #2:
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 1) + 6 = 9

Set #3:
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10

I was thinking perhaps a Merciful Healer Cleric, if that would be useful to the group. Clearly I'd go with set #1. Have the bones of a character here


Boudacia wrote:

Albion-

I am another player from Stormstrider's campaign.

I have a suggestion about Raziel.

He currently has a BaB of +1 at level 5, which means their is not much point in having precision strike as he will never be able to hit anything.

If you take 1 level of snakebite striker rather than unchained rogue this will improve to a wondrous +2. You will need to take this trait as well-

Vagabond Child (Urban)
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Benefits: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Don't know how this fits with your build in other ways but no harm mentioning it.

Hi Boudacia, thanks for the input!

I pondered a lot about taking Snakebite Striker exactly because of the BAB. However, I ended up going with Unchained Rogue for four reasons:

- Character consistency (Yeah... Just because it feels kinda 'wonky' to be an Arcane Trickster without ever being a Rogue :P);
- Skills. It IS possible all skills are covered by Snakebite Striker+Wizard+AT, I still have to check that. But I am a sucker for skills;
- Trapfinding. I just wanted to give him the ability to deal with everything 'rogue like' :D
- Ranged Touch Attacks. These will be bread and butter. I realize he isn't a broken build, or I would have suggested something different, but the idea is to provide Arcane Support to the group, and offensively use Ranged Touch Attacks + SA. I don't intend to ever fire an arrow, and instead will default to Acid Splash, or Ray of Frost, etc. For now that's 1d3+1+2d6 with a level 0 spell (will increase to 1d3+1+3d6 in one level), and I can always save harder hitting spells (like Scorching Ray) for harder fights. His to-hit is currently +5 (+6 with PBS) without any magical items to improve Dex. Taking into account the overwhelming majority of touch ACs usually falls around 10-12, I am expecting him to hit fairly often with Precise Shot ;)

Even if I did take Snakebite Striker (please keep in mind I am still building the character, so there is still a good chance I could :D), I don't think Vagabond Child would be required? The three skills are class skills for the Arcane Trickster, and I don't need to have them as class skills to qualify, only ranks in them, right?

Again thanks for the feedback, I'm gonna crunch some more options but what do you think about my reasons for choosing Rogue (I could possible get around most of the rest, but Trapfinding is making me hesitate - maybe I should't worry much about it? Dunno...)?


Quick question, Stormstrider... You pointed out the simplicity of one of the single class caster builds you liked. Are you less inclined to choose a multi-class combo like Caster 4/Skill Monkey 1?

Thanks!


Albion, The Eye wrote:
Even if I did take Snakebite Striker (please keep in mind I am still building the character, so there is still a good chance I could :D), I don't think Vagabond Child would be required? The three skills are class skills for the Arcane Trickster, and I don't need to have them as class skills to qualify, only ranks in them, right?

You are dead right. Not sure what I was thinking about.

I have heard of these Arcane Tricksters that attack with ranged touch spells but never played one or seen them in operation. So if you wind up playing I will be able to observe.

Incidentally I have an AT idea I may try out one day.

You need a race with a natural attack, and start with 3 levels of Witch, Ashiftah Archetype and 1 of Snakebite Striker, then a 4th of Witch [you want the Flight Hex] then into AT.

Ashiftah gives you the following abilities, and the first is just brilliant with precision damage.

"Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanish APG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.

This ability replaces the hex gained at 2nd level.

Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered."

Finally you take the Hex Strike feat, with the slumber hex.

The idea is you start invisible, easy to do, hit an enemy, do natural attack plus precision damage and Hex Strike as well, then use Ghostwalk.

It isn't a build that breaks the game, but it loses only 1 level in casting, the combo in the last para is nasty and you can be invisible as much as you like from level 2. And it's original.


This is my submission from jovich.
I have never played in it nor have I read any of it.
This character has been in several different games over the years but never really got anywhere. Dragon Mountain..twice..I tried to get this into a spire game before but no luck.
Still adjusting the character but the background is almost finished.


Albion / Raziel

You don't have Mage Hand on your spell list & that is a requirement for the Arcane Trickster.

I forgot to mention, I realize the RAW says the greensting scorpion as a familiar grants a + 4 bonus to Initiative. However I am a DM that requires logic or common sense for things to work, and how having a scorpion familiar would make a person react any faster just makes no sense to me. I'll give you a chance to convince me otherwise, but it's going to be a hard sale.

And I usually find Necromancy or Illusion to be good opposition schools. Just a reminder, you can still use spells from the opposition schools, they just cost two slots.

***************************************************************

CBie

The Oracle is fine.

I'm not sure I understand, on the Rogue/Wizard, I think your saying you would plan to go Arcane Trickster in the future? If that is correct I'm ok with it.

Swashbuckler / Investigator is also ok, though the level of Swashbuckler seems a bit pointless? (The two melee types are very effective.)

Archaeologist Bard is also ok.

***************************************************************

The KGB

Nice and simple. I like!

***************************************************************

Everybody, I forgot to mention that one of the players we lost was an Inquisitor who was mapping the Spire (Cartographer) as we went. The party had an agreement with a noble back in town to map out the Spire and he has been paying decently per level mapped. If someone wants to take up Cartography and take over that, I only require 1 check per level, and depending on how good the maps are, it can be a significant income for the party. This is NOT obligatory.

Also, just a reminder, whoever is chosen, your characters have been warned of a level with underwater sections, with some strong currents and possible underwater encounters. BE PREPARED!!!

That said, I have received several good submissions and I may decide to allow 3 players to join, but no more. Which means I am going to have some difficult choices to make. Thank you to all who have submitted! This is still open for the time being though, just to be clear.

Sczarni

I have no issue taking Craft Cartographer, can swap some ranks from Appraise or Fly as needed.


1 person marked this as a favorite.
J`Victus wrote:

This is my submission from jovich.

I have never played in it nor have I read any of it.
This character has been in several different games over the years but never really got anywhere. Dragon Mountain..twice..I tried to get this into a spire game before but no luck.
Still adjusting the character but the background is almost finished.

There is NO way I am allowing a race with +4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha. An extra TEN to your ability score? Vrs the normal + 4. I do not know of any DM that would. If you look at the RP cost of a standard Drow (14 RP) vrs a Noble drow (41 RP!!!) there is a reason for that 27 point difference!

I am disinclined to allow even a 'Standard Racial Trait' Drow, for 2 reasons. Spell Resistance from the start and it goes up as you level up? And we have a Paladin in the group.


stormraven wrote:

Quick question, Stormstrider... You pointed out the simplicity of one of the single class caster builds you liked. Are you less inclined to choose a multi-class combo like Caster 4/Skill Monkey 1?

Thanks!

I will consider anything within reason. Your example (Caster 4/Skill Monkey 1) is still relatively simple. It is these that start going 3 classes when they are only 5th level that start to boggle my mind.

I'll put it this way. Being a DM is a difficult task in and of itself. I have a very suspicious nature and so insist on verifying everything I can about your character and keeping up on it as you level up. If you make my job more difficult, I like your character less right?

Thank you for the question!


psionichamster wrote:
I have no issue taking Craft Cartographer, can swap some ranks from Appraise or Fly as needed.

Thank you. Liking your character (or probably more about your attitude!?!?) more and more as we go.


Another thing, if chosen, I will need an email address to be able to invite you to the Google drawings where I do our maps. Otherwise you will only be able to view them. I prefer to give editing rights so you can move your own icons/avatars and place your spell templates (they are at the bottom below the map) but we've had issues on multiple occasions of some stranger going in and messing with it when I left it set on anyone 'with the link can edit', so I had to change it to give editing rights to only specific people.

I go through a good bit of work to make the maps look proper and all, so not allowing others to mess it up anymore.

So if for some reason or other you have an issue with giving me an email address, let me know please.


Stormstrider wrote:
I will consider anything within reason. Your example (Caster 4/Skill Monkey 1) is still relatively simple. It is these that start going 3 classes when they are only 5th level that start to boggle my mind.

Makes sense. FWIW, I'm not a fan of 'dipping' builds. I was thinking two classes only, no PrC, and no whacky multiple archetypes for either class.

I looked at your original recruitment thread and it said no Unchained content. Are you still against Unchained classes (Rogue or Monk)?

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

Array #2
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 4) + 6 = 12

Array #3
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13


I am interested in playing. I do own Hero Lab.

Stat Array One
Stat 1: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat 3: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (2, 5) + 6 = 13

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 3: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat 4: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat 6: 2d6 + 6 ⇒ (3, 3) + 6 = 12

My best numbers are Stat Array One.
With these numbers I would run a Merciful Healer as an aasimar. Another option would be a Bard/Rogue build, I am unsure about an archetype yet for the dual class idea.


Sorry, noticed after the fact that you offered a tentative yes on Unchained Rogue to another player. ignore that question.


Paul Clay 853 wrote:
... With these numbers I would run a Merciful Healer as an aasimar. Another option would be a Bard/Rogue build, I am unsure about an archetype yet for the dual class idea.

I do like Aasimar's. Not trying to push or direct you in any way, but by any chance where you considering taking the True Speaker ability? I really like to do that when I play an Aasimar - 2 languages per rank in Linguistics? YES! I currently play an 8th level wizard Aasimar with the True Speak, and he knows about ... 21 or 22? languages! :D


Sorry, I just remembered something else. Don't bother buying a mount or related gear. No place to leave them when you go into the Spire, and they can't navigate the interior.


stat rolls:
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10

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

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 4) + 6 = 14


That last array is pretty sweet. I played the first few levels of the spire, but that was quite a while ago. I don't have hero lab. Let's see if I can adjust ne of my chars quickly enough until tomorrow.


Stormstrider wrote:

Albion / Raziel

You don't have Mage Hand on your spell list & that is a requirement for the Arcane Trickster.

I forgot to mention, I realize the RAW says the greensting scorpion as a familiar grants a + 4 bonus to Initiative. However I am a DM that requires logic or common sense for things to work, and how having a scorpion familiar would make a person react any faster just makes no sense to me. I'll give you a chance to convince me otherwise, but it's going to be a hard sale.

And I usually find Necromancy or Illusion to be good opposition schools. Just a reminder, you can still use spells from the opposition schools, they just cost two slots.

I haven’t yet posted my spell list - will get to it eventually.

As for familiars... Magic? No but really, which familiar effects do you consider ‘logic or common sense’? Would perhaps make the process easier for me instead of trial and error?

Illusion as opposite school... I shiver thinking about my Invisibility spell ;)


Hey Stormstrider,

Are we using wealth by level for 5th for gear? Also, what is your verdict on crafting. I was thinking of taking Craft Rods to get some more versatile combat healing.


You have to be level 9 to take Craft Rod Elise. :( I just looked it up.


Elise Wardyn wrote:

Hey Stormstrider,

Are we using wealth by level for 5th for gear? Also, what is your verdict on crafting. I was thinking of taking Craft Rods to get some more versatile combat healing.

As stated in the original post, Standard wealth for 5th level. And crafting is not very viable as trips back to town are minimal.

*******************************************************

Albion / Raziel

After looking over the list of familiars, I see several that give that so I'm going to say ok to the scorpion. I still find all the level dipping to make a complicated character.


Ok cool, thanks Stormstrider!

In this case combining a class with sneak attack and another able to cast 2nd level spells is the only way to get into the Prestige :P


1. I have completed a Merciful Healer (Aasimar) in Hero Lab. Do you want to see the PDF of that character? I have only to add hit points to complete.

2. I am curious if you added True Speak ability in Hero Lab? I cannot see where I can modify Aasimar abilities and I own that package in Hero Lab. I would have to replace Celestial Resistance for True Speak but Hero Lab does not seem to offer that option.


Stax, the Aasimar Sage Sorcerer, typical scoundrel and skill monkey:

Stax
Male Aasimar (Peri-Blooded) sorcerer 5 Archetypes Seeker, Wildblooded
TN Medium outsider (native, peri-blooded)
Init +7, Senses darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 42 ((5d6)+20)
Fort +5, Ref +5, Will +7
Resistances acid 5, cold 5, electricity 5
=================================================
OFFENSE
=================================================
Speed 30 ft.

Ranged Arcane Bolt +5 (1d4+2 force, 8/day) (+1/+1 within 30 ft.)

Ranged Ray of Frost +5 (1d3 cold) (+1/+1 within 30 ft.)
Ranged Ray of Enfeeblement +5 (1d6+5 STR penalty, DC 16 Fort for half) (+1 within 30 ft.)
Ranged Scorching Ray +5 (4d6 fire) (+1/+1 within 30 ft.)
Ranged Wand of Mudball +5 (blinded, DC 11 Ref to end on their turn) (+1 within 30 ft.)

Innate Spell-Like Abilities pyrotechnics (DC 12, 1/day)
Sorcerer Spells Known (CL 5th; concentration +10)

2nd (5/5 /day)-alter self, glitterdust(DC 17), protection from evil (communal), scorching ray, invisibility

1st (7/8 /day)-air bubble, burning disarm(DC 16), enlarge person, expeditious retreat, mage armor, ray of enfeeblement(DC 16), identify
0th (at will)-detect magic, disrupt undead, mage hand, prestidigitation, ray of frost, read magic
=================================================
TACTICS
=================================================
Temporary Effects mage armor
=================================================
STATISTICS
=================================================
Str 11, Dex 16, Con 16, Int 21, Wis 14, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Appraise +9, Bluff +7, Disable Device +13, Knowledge (Arcana) +15, Knowledge (Engineering) +6, Knowledge (Geography) +6, Knowledge (History) +7, Knowledge (Nobility) +6, Linguistics +12, Perception +7, Perception (Trapfinding) +9, Sense Motive +4, Spellcraft +15, Stealth +12, Use Magic Device +13
Traits Clever Wordplay (Use Magic Device), Bandit
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Ignan, Infernal, Orc, Read Lips, Sylvan, Undercommon
Combat Gear Wand of Mudball (50 charges), Wand of Cure Light Wounds (50 charges), scroll (lightning bolt), scroll (restoration (lesser)), scroll (resist energy), scroll (spider climb), scroll (beast shape i)
Other Gear liquid ice (flask), headband of vast intelligence +2, assisting gloves, sleeves of many garments, outfit (scholar's), cloak of resistance +1, buckler +1 (mithral), scroll case, masterwork backpack, sorcerer's kit, thieves' tools (masterwork), spell component pouch, 211.0 gp
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:

Sorcerer
Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Scholars of the arcane are always creating new means to use magic.

Arcane Bolt (Sp) You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 + 2 points of damage. This damage is treated as a spell of 2nd level, and is a force effect. You can use this ability 8 times per day. This bloodline power replaces arcane bond.

Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Seeker Lore (Ex) By 3rd level, a seeker has already learned much about his mystery or bloodline, and is more comfortable using the bonus spells gained by that mystery or bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. For an oracle, this ability replaces the revelation gained at 3rd level. For a sorcerer, this ability replaces the bloodline power gained at 3rd level.

Tinkering (Ex) Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.

Racial
Truespeaker (Ex) There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces the skilled.

Traits
Bandit (Stealth) Since you were young, you've been a member of one River Kingdoms bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Clever Wordplay (Use Magic Device) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Misc
Background Skill (Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (Nobility), Linguistics, Linguistics, Linguistics, Linguistics, Linguistics)
FCB 5 x hp


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BACKSTORY
=================================================
Stax, or Stanis Barixon originally, is a Peri-blooded Aasimar. From his looks he's obviously not human, and he prefers to hide his bright yellow eyes. He doesn't really know anything about his heritage as he never met his parents. He grew up in a low life community with his adoptive parents that found, loved and raised him to be a good man. But they were simple fishermen barely getting by and he was young, wanting to see more of the world. He didn't get far, though.
As usual, the River Kingdoms are a hard place to grow up. When he left home at age 16, he quickly spiraled down and fell in with a group of bandits. They loved his innate pyrotechnics which made him quite useful in attacking river ships and he loved the freedom. Yes, he never felt truly OK with what he was doing, but there seemed no other way. This could be the end of Stax' story, because of that one time he fell into the river at a particularly strong current and a vortex pulled him down. But despite being a very bad swimmer he wouldn't drown. Instinctively he spoke unknown arcane words and a bubble of air formed around him. He's a very intelligent person. He knew this wasn't some divine miracle. HE did that. He must have arcane heritage in his half-celestial blood.
He stayed a while longer while thinking about how to explore this further, but eventually left the life of crime. Making money was easy once you had magic powers. So he started traveling for several years. He pursued speaking to people of knowledge and reading arcane books in all languages from famous libraries. He became obsessed with his bloodline and seemed answers. Finally rumors of the Emeral Spire intrigued him and he was quite confident he'd find ancient knowledge that could help him there.


Paul Clay 853 wrote:

1. I have completed a Merciful Healer (Aasimar) in Hero Lab. Do you want to see the PDF of that character? I have only to add hit points to complete.

2. I am curious if you added True Speak ability in Hero Lab? I cannot see where I can modify Aasimar abilities and I own that package in Hero Lab. I would have to replace Celestial Resistance for True Speak but Hero Lab does not seem to offer that option.

I would like to see the PDF if you can please.

As far as the True Speak you do have to have the book "Advanced Race Guide" checked in you 'Configure Hero' section. /the option is under the 'background' tab, under the 'Add Alternate Racial Traits. And according to it the True Speak replaces the 'skilled' trait. It also gives you a + 2 to Linguistics & Sense motive checks, besides learning 2 languages per skill point in Linguistics.

Again, this is just something I like. Do no feel obligated to do it.

Silver Crusade

Here is Signifier Remy Vane, spear throwing Hellknight of the Order of the Pike

Stat Block:

Sir Remy Vane / Signifier Vane
M LG Human Vigilante (Zealot), Level 5, Init 4, HP / , Speed 30
AC 21, Touch 14, Flat-footed 17, CMD 20, Fort 4, Ref 9, Will 7, CMB +6, Base Attack Bonus 3
+1 Spear (ranged) +10 (1d8+7, x3)
+1 Spear (melee) +8 (1d8+7, x3)
Spiked Gauntlets +7 (1d4+3, x2)
+1 Agile Mithril Breastplate (+7 Armor, +4 Dex)
Abilities Str 16, Dex 18, Con 15, Int 13, Wis 15, Cha 12
Condition None

Background
The son of two crusaders that settled in Fort Inevitable on their way back from the World Wound, Remy Vane grew up in the Fangwood and spent most of his life in the area around the fort. Raised by knights, and idealizing the monster fighting Hellknights of the Order of the Pike as a child, it was only natural that Remy would enter the Order himself. That choice was reinforced the first time he put on a helmet and armor. Sheathed in steel, he found a connection to the Inheritor, Iomedae, that he hadn't felt before. Able to channel the goddess's might, he joined the Signifiers of the Order.

Signifier Vane has served the order for many years, distinguishing himself in battles against beasts and monsters, and caring for his fellow knights in the field through the grace of Iomedae. Most recently he helped locals apprehend a band of river pirates. On return to Fort Inevitable he received orders from Lady Commander Drovust to aid in clearing out the monsters in the Emerald Spire.


Signifier Remy Vane wrote:
Here is Signifier Remy Vane, spear throwing Hellknight of the Order of the Pike ...

We already have one character almost exactly like this. NOT what I requested.


Boudacia wrote:
You have to be level 9 to take Craft Rod Elise.

Right, of course, duh... how did I forget that?

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