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The Cult of Norgorber is a complex organism, but the God of murder secrets, greed, and poison would have it no other way. The cult's legacy in Magnimar stretches back to the city's founding over a century ago, when a figure known today in whispers as the Forever Man laid his own foundations within Magnimar's - he ensured that the cult of Norgorber would always have a place in the city's heart, mind, and soul. Today, several branches of the cult function side by side, although not necessarily in full cooperation. The cult of the Skinsaw Man, in particular, has its own goals in mind for the city...
Hello everyone! One of our players just had a newborn baby, and won't be able to play for the foreseeable future. We're looking for a replacement player who can fill a niche we've been missing for quite some time. We would like an arcane caster who's an expert on all things Thassilonian.
Level 8 (you do not need to make the entire character in order to make an application, see Application spoiler)
Max hp for the first 3 levels, half+1 for the remainder
20 point buy, final ability scores (not including magic) must be no higher than 20, and no lower than 8
28,000gp please do not spend more than half on a single item
1 trait, and either your choice of a campaign trait or a regular trait, no drawbacks
Core races are preferred. Aasimars and Tieflings are allowed, but do not have access to variant heritages or abilities. If you would like, you could design a half-orc character and call it a half-ogre.
No evil alignments, CN alignment must be willing to work with the group
We're looking for a full arcane caster who is quite skilled in at least: Arcana, History, and Spellcraft
It's preferred that you're an intelligence based class, primarily for high knowledge skills
You would have a strong desire to learn about Thassilon and explore its ruins
Speaking Thassilonian would be required (you can either take the campaign trait, or put a skill rank in linguistics)
We don't have much of an opinion about damage/buffs/debuffs/utility, etc.
Please include in your application:
A rough idea of your character's build. This might include basic stats, expected feats to take, general spell selection, highest skills, a level 1 character sheet, etc. I just want to get a decent idea of how your character would function mechanically.
A summary of where your character fits in the world, how they grew up, what they believe in, what they fear, and how they got to level 8
Variant multiclassing, background skills, and fractional bonuses are allowed
The book does not allow much time for crafting. I try to put some extra time in there, but there's no guarantee.
This game is not PFS legal
Posting requirements are 1/day, however I'm not strict about it. My mental health occasionally demands a day to recuperate, and in the past I've been absent for far longer periods of time. I may choose to bot a character who hasn't posted their turn in combat after 24 hours, but this doesn't always occur.
We are currently on the last bit of book 2. The party is currently level 7 and will hit 8 after the boss encounter. We're situated in the city of Magnimar, though we won't be staying for long.
This game has been going on since 2015. Many of the players have been here since the beginning, and have supported me when I've been at my worst.
Wabbit, an indestructible raging Halfling dodge tank paladin. Quite happy go lucky until evil is detected
Cleo, a Halfling cleric of Erastil who tries her best to be peaceful and diplomatic (original character and player)
Furnok, a Human ranger who kicks butt with his lucerne hammer and his cheerful boar companion Bacon (original character and player)
Janis Scarnetti, a Human rogue who's a bored scoundrel, with a practical mindset and interest in Thassilon (original player)
Brelin, our now retired character. She's a cartomancer witch with a Varisian flavour. She may return one day if parental duties lessen, but we have no plans at the moment.
Aggah, who is a homebrewed goblin companion for Cleo. She's extremely chaotic, a bit evil, really dumb, and occasionally hits enemies. She's kind of our lovable mascot.
While I keep the overarching story the same, I do homebrew the game fairly heavily. I change enemy races and stats, allow the story to flow with a bit more player choice, alter locations, change or create NPCs, and more. I have to admit that sometimes these things don't work out the way I've intended, and some of them worked wonderfully and I'm quite proud of them.
I do run a slightly lower magic setting, with a bit less gold. I prefer having the items you want in a treasure hoard from enemies rather than giving you the gold to buy them. So if you'd like certain items, please ask me and I may include them.
Occasionally the tone gets dark in this adventure path. While I have no intentions of bringing up player traumas and past experiences, I do at times push the line a little further than the average DM. I sometimes choose to describe death with gruesome details, explore a bit more sexuality before fading to black, look at slavery and other human atrocities, and create dark encounters one might expect from eldritch horror. For these reasons I request that you are 18 years old or more, and approach these situations with a certain amount of respect and maturity.
I'm a Canadian man in his later twenties, with a strong desire to run d&d-like games for a living. I like to explore and experiment on both game systems and stories, and focus on the story that both DM and players are trying to tell. I enjoy researching about topics of the game, even if they have very little relevancy or importance in the great scheme of things. I once was planning to run a pirate game, and spent nearly a week looking into the effects barnacles have on a ship's hull.
I've run Rise of the Runelords Anniversary Edition at the table 3 times, each with massively different stories. I'm very familiar with books 1 and 2, but have never played beyond them. This forum game has been going since 2015, and yes, the post rate has been horrible at times. I'm proud to say that I'm in a better place, and our pace has returned to something far more respectable. I also run a Hell's Rebels game here with some of the same players.
I watch a lot of Youtube videos regarding d&d. My favourites at the moment are Matthew Colville, MonarchsFactory, and How to be a Great Game Master.
Here's a character that I was playing through another rise game. She was originally a sorcerer, but I rejiggered her to be a wiznerd. She should tick all the boxes for someone you're looking for, and I tried to keep her in line, power-wise, with the rest of your group (based on their description).
In combat, she specializes in shutting down one enemy at a time, although she goes have some multi-target capability. I left some money open as well, so at the very least I can add some spells if I don't need to get anything specific to the game.
I like her too! She was captured by the party back in book 1 and was fed and befriended by Cleo over the course of several days. I want to give her more screen time, as lately she's been way too well behaved.
I don't have any issue with witches. Our previous player was a cartomancer witch, and I have a ley line witch in my other game. From a casual glance, I would say that Ancestors, Decadence, Mountain, Portents, and Stars are the most thematic patrons. Any would be fine. Healing isn't a concern for the group.
@Jereru I would be willing to allow alternate races for the Scion of Humanity trait. My caveat is that I would like you to remain medium size. Scion of Elvenkind for example would look like the following:
Scion of Elvenkind: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (elven) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for an elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
@Trawets71 I don't mind you using the venerable penalties and bonuses, however I would still like to see the final results within scores of 8 and 20 (not including magic). I expect that it would be difficult to engineer.
@Pad300 We're looking for an arcane caster specifically, not a psychic caster.
Male Elf Sorcerer Sage 8
Age 80; Descriptive Trait (Hazel Eyes, Red Hair, 5'4", 120 lbs)
NG Medium Humanoid (Elf)
Init +7; Senses Lowlight vision; Perception +14
AC 18/22 (+4 mage armor, +3 Dex, +1 natural, +4 Shield spell),
touch 13/17, flat-footed 15/19
HP 52 (6*3+4*5+6con+8fcb=52); DR -; SR -
Fort +5*, Ref +7*, Will +9*
Melee: by spell;
Ranged: Crossbow +5 (1d8/19-20), by spell
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 21* (+5), Wis 13 (+1), Cha 10 (+0)
Base Atk +4; CMB +4; CMD 17
Str 10 Dex 14 Con 14 Int 15 Wis 13 Cha 10
Elf +2 Dex, +2 Int, -2 Con
Str 10 Dex 16 Con 12 Int 17 Wis 13 Cha 10
Level 8: +2 Int
Magical Lineage: Pick one spell (Fireball) when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Fey Thoughts: Select two of the following skills: Perception, Stealth. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
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.
Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
Metamagic Adept: At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
1-Spell focus evocation
3-Spell focus necromancy
7-Greater spell focus evocation
Acrobatics 3 (0 rank, 3 Dex)
*Appraise 12 (4 rank, 3 class, 5 Int)
Climb 0 (0 rank, 0 Str)
*Craft (Alchemy) 15 (7 rank, 3 class, 5 int)
*Knowledge (Arcana) 18 (8 rank, 3 class, 4 Int, 1 trait, 2 Sage)
*Knowledge (History) 16 (8 rank, 3 class, 4 Int, 1 trait)
Linguistics 5 (1 rank, 4 Int)
*Perception 14 (8 rank, 3 class, 2 race, 1 Wis)
*Spellcraft 18 (8 rank, 3 class, 5 Int, 2 Sage)
Sense Motive 0 (0 rank, 0 Wis)
*Stealth 10 (4 rank, 3 class, 3 Dex)
*Use Magic Device 11 (8 rank, 3 class, 0 Cha)
Swim 0 (0 rank, 0 Str)
Favored Class Bonuses
+8 hit points
Common, Elf, Celestial, Sylvan, Draconic, Thassilonian (trait), Goblin, Giant (skill)
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Handy Haversack (2000)(candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit)
Rod of empower (9000)
Cloak of resistance +2 (4000)
Amulet of natural armor +1 (2000)
Headband of Intelligence +2 (4000)
Wand of cure light wounds 50 chgs (750)
ioun torch (75)
Assorted alchemy to be chosen later
Current Load 8-10 lbs (light up to 33 lbs)
Total cost: 22000 gp
600 pp 0 gp 0 sp 0 cp
1 Acid Splash
2 Read Magic
3 Detect Magic
4 Mage Hand
8 Touch of Fatigue
1st (6 per day + 1)
1 Mage Armor
3 Ray of enfeeblement
4 Magic Missile
5 Shocking grasp
2nd (6 per day +1)
1 Create pit
3 Spectral Hand
Next: Glitter dust Resist energy, summon swarm, see invisibility, touch of idiocy, mirror image, cat's grace, scare
3rd (5 per day +1)
BL Dispel Magic
Next: magic circle against evil, resist energy communal, spiked pit, swarm of fangs, displacement, invisibility sphere, ray of exhaustion, vampiric touch, lightning bolt
4th (3 per day +1)
1 Bestow Curse
Next: stone skin, dimension door, black tentacles, phantom steed communal, detonate, fire shield, flaming sphere greater, bone shatter, enervation
Tosun've was a wizard of some renown who settled in a small community southwest of Magnimar. He wanted to study the Thassilonian ruins of Magnimar without having to deal with the crowds. He would make a daily commute by boat up the Yondabakari river and back in order to study the great bridge and other artifacts of the past.
He shared his interest in Thassilon with his son Orin've and even taught him to read and speak the language. Orin've had just turned the age of majority when a visitor from Meirari forest arrived. Their fellow elf asked Tosun've to accompany him back to homeland in order to aid his people. After much consideration he agreed to return with the elf.
Tosun've then asked Orin've to stay and continue his work. After his family's departure, Orin've reviewed his father's notes and decided to start a new chapter in the exploration of Thassilonian artifacts. He had heard about the old light in Sandpoint and thought that would be a good place to begin.
He was present the day the goblins attacked at the festival. His actions and travails have somewhat mirrored the heroes of Sandpoint and he stands ready to assist them should his talents be required.
Took awhile to put this together.....
Female human (Varisian) transmuter 8 (Pathfinder RPG Adventurer's Guide 63)
NG Medium humanoid (human)
Init +1; Senses Perception +5
AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 54 (8d6+16)
Fort +5, Ref +5, Will +9
Speed 30 ft.
Melee +1 dwarven giant-sticker +7 (2d6+4/×3) or
. . dagger +6 (1d4+2/19-20)
Ranged heavy crossbow +5 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dwarven giant-sticker)
Spell-Like Abilities (CL 8th; concentration +9)
. . 3/day—mage hand
Arcane School Spell-Like Abilities (CL 8th; concentration +14)
. . At will—change shape (beast shape ii or elemental body i, 8 rounds/day)
. . 9/day—telekinetic fist (1d4+4 bludgeoning)
Transmuter Spells Prepared (CL 8th; concentration +14)
. . 4th—beast shape II, controlled fireball[UI] (DC 20), elemental body I (2), stone shape
. . 3rd—blink, fly (2), haste (2), slow (DC 20)
. . 2nd—bull's strength, cat's grace (2), glitterdust (DC 18), steal breath[ARG] (DC 19), telekinetic volley (2)
. . 1st—burning disarm (DC 18), enlarge person (DC 18), enlarge person (2, DC 18), feather fall, long arm[ACG], mage armor, touch of gracelessness[APG] (DC 18)
. . 0 (at will)—light, mage hand, mending, open/close (DC 17)
Str 14, Dex 12, Con 12, Int 22, Wis 12, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Alertness, Anointing, Exotic Weapon Proficiency (dwarven giant-sticker), Fast Learner[ARG], Improvisation[ARG], Scribe Scroll, Spell Focus (transmutation), Varisian Tattoo[ISWG]
Traits transmuter of korada
Skills Acrobatics +3, Appraise +17, Bluff +3, Climb +4, Craft (tattoo) +17, Diplomacy +3, Disable Device +1, Disguise +3, Escape Artist +3, Fly +15, Handle Animal +3, Heal +3, Intimidate +3, Knowledge (arcana) +22, Knowledge (dungeoneering) +13, Knowledge (engineering) +8, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +17, Knowledge (religion) +11, Linguistics +17, Lore (Thassilonian) +17, Perception +5, Perform (dance) +3, Ride +3, Sense Motive +5, Sleight of Hand +3, Spellcraft +17, Stealth +3, Survival +3, Swim +4, Use Magic Device +3
Languages Aboleth, Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Ignan, Infernal, Orc, Shoanti, Terran, Thassilonian, Varisian
SQ anointing uses, arcane bond (Skrate, flying squirrel), physical enhancement (+2)
Other Gear +1 dwarven giant-sticker, crossbow bolts (20), dagger, heavy crossbow, amulet of mighty fists +1, cloak of resistance +2, headband of vast intelligence +2, ioun gauntlet, mossy disk ioun stone, ring of protection +1, ring of sustenance, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 10 gp, 9 sp
Anointing Uses (11/day) An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an
Change Shape (beast shape ii or elemental body i, 8 rounds/day) (Sp) Use beast shape II or elemental body I as a Spell-Like ability.
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.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Greed (Transmutation) Transmuters use magic to change the world around them.
Mercurial Oil (Su) Increase weapon damage 1 step, or add DR 2/— to armor.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+4 bludgeoning, 9/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Skrate CR –
Flying squirrel (Pathfinder RPG Bestiary 3 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +1
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 27 (1d8-1)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +8 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Acrobatic, Weapon Finesse
[b]Skills Acrobatics +15, Appraise +7, Climb +10, Fly +11, Linguistics +7, Spellcraft +7; Racial Modifiers +11 Acrobatics, +8 Climb
Languages speak with animal (same kind only), speak with master
SQ empathic link, glide
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Clumsy) You can fly!
Glide (Ex) When flying cannot hover, must end movement at least 5 ft lower than started.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
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will be adding details for story and personality tomorrow.
EDIT: I see someone else had a similar idea.....
Okay, sorry, sorry for being a pest, but I found out a feat that will allow me to more or less represent in game what I had in mind, which was a character who died and was reincarnated in the body of a different race. It's the feat Racial Heritage. It doesn't really states that, but I think it's a feasible way of depicting it, even if it needs a bit of reflavouring (similar to the half-orc being a half-ogre, yes?).
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@Gerald yes, Thassilonian specialists (sin magic) is welcome. Just make sure our paladin can't smite you.
@Kaouse my players have specifically asked for a full arcane caster capable of level 9 spells
@Jereru it's alright, no worries. Go ahead with the racial heritage feat. Yes, so far no one has submitted a half-orc flavoured as a half-ogre, but the majority would just be reflavouring. I'd probably change their subtype from humanoid (human, orc) to humanoid (human, giant) despite medium size, and they MIGHT get access to ogre racial feats. I haven't really looked into that.
It isn't often that a low-born Varisian girl from Old Dock gets interviewed, much less accepted by the Acadamae in Korvosa, but Andreste's thirst for knowledge could be quenched in no other way. Excelling in her studies as a Tranmuter due to her faith in Korada, she pushed her studies beyond even the Acadamae's stringent requirements.
Finding a repository of ancient lore, Andreste began studying the ways of Thassilonian magic- the complete focus of one school while eschewing two opposing phulosophies of magic. She was quickly drawn to the magic of charity- that which was perveted to the sin of greed during Xin's fall. Andreste felt that the Thassilonian virtues of rule were a worthy object of redemption.
Transformation is central to Andreste's character as much as it is to her powers; transforming herself from a lowborn child of the streets to a mighty wizard, transforming the legacy of Thassilon back into Xin's promised virtues, and transforming her mind by gaining new knowledge, expanding her thoughts by learning new languages and cultures.
Andreste is an expert on all things magic and Thassilon. She has been seeking to expand this knowledge to help her understand where it all went wrong in ancient times.
She began her career as an adventurer much as she began her life. Returning to Old Docks, she helped take on a gang of thugs running a protection racket against the folks of her childhood home. While she found some satisfaction in freeing the streets from this menace. she soon left Korvosa for Magnimar and its famous monuments of ancient Thassilon.
The past few months have been spent exploring one of the pillars of the Irespan (illegally, unfortunately) with a group of treasure seekers. Andreste went along with their scheme in the hopes of discovering hidden Thassilonian secrets, and in that respect. it was a sucessful mission, but Andreste didn't appreciate the mercantile appetites of her fellows and is now looking for a group with more benevolent leanings.
That is more or less the background of Luximandros Eliazar Throttlepan,
Gnome Half Orc Harrowed Society Arcanist.
In short, his an old friend of Brelin who happens to be around and comes to see her after quite some time and some changes :P
Luximandros has always been a cheerful guy. He was born with a keen for magic, like some other Throttlepans, and followed a career as an Arcanist. He left his small gnomish community in Janderhoff in order to gather some experience and adventures, and also to witness by himself the wondrous and magnificent ruins of the old Thassilonian culture.
During his travels, he was enriched by many different people and places, from the wild Shoanti clans to the wonders of Kaer Maga, the activity in the port district of Magnimar or the wine by the campfire of a Varisian wandering troupe. It was actually one of those nights by a campfire that he met someone who would play a pivotal role in the events of our dear Luximandros’ future.
Her name was Brelin, and she was reading cards in one of the wagons. Luximandros has always been quite sceptical about cartomancy, but that night the girl really proved otherwise, telling him things about his past that no one would have been able to know. He forged a friendship with her, and his life took a new focus, to the point of entering the secret Harrowed Society, in the prestiged Twilight Academy of Galduria. He dedicated himself to the study of the Harrow Deck and all related, wondering which kind of forces would be beyond this and whether it would be possible to master them.
Our hero Throttlepan was still to have another vital experience, though, and also related to Brelin. Well, to be precise, Brelin told him what would happen, albeit in such a cryptic way that Luximandros didn’t understand the prediction until it finally happened. He had been studying some spells in Kaer Maga and was travelling to Magnimar when he had an ill-fated encounter with some aurochs. It was quick and clean, his corpse was soon feeding the vultures. He was lucky enough, though (given the situation), that some friendly Shoanti were able to tell what happened and called for help. They managed to cast a Reincarnate spell on him, giving him back the spark of life... in a Half-Orc’s body.
Luximandros had to get used to his new recipient, with tattoos, tusks and all that, and even today he’s still not hundred percent accustomed. It was a real pain to get back to the Academy and convince the personnel that he was who he was telling he was. He mostly got his life back on trail, though something has really changed and he’s not the cheerful and light-hearted Luximandros anymore - as much as he tries to pretend otherwise. What’s more, he hasn’t been able to go back to Janderhoff and see his family. He just doesn’t know what to say, and he doesn’t know what they will say. He knows he has to one day, but he’s always postponing the moment, excusing himself on a new investigation or some friends who need help.
It’s actually during one of these investigations that he receives a letter from Brelin, with whom he has been exchanging letters all this time sharing discoveries and ideas, telling him she and her friends would be at Magnimar. Being very close himself to the city, he decides it might be a good test to go see her old friend, and witness her reaction. If she reacts well, then this might give Luximandros some inner strength and force of will to go back to Janderhoff.
I'll include the crunch when I'm able to put it in the alias, but expect a fairly typical Arcanist, focused in different knowledge skills and using different tricks with Magic Missile in combat (Magic Missile+Dazing Spell being one of them, with no problems changing it if Dazing Spell is banned).
@David_Bross sorry sir, the group is looking for a mage capable of eventually getting 9th level spells.
Feat: Dazing Metamagic
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.
Dazing is a mind-affecting effect. And therefore creatures immune to those effects like undead are not affected.
Once a creature has been affected by Dazing, every round after the first it can make a Will save to act normally for that round. If the creature is subject to continuous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round.
Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not inflict damage do not benefit from this feat.
|The Lion Cleric|
Here is Mr. Hebeme’s submission - Finn Gingerberry, uncle of Cleo Gingerberry [I got permission]. As promised he is a Wizard (spell sage)6 sphere singer 2 VMC bard. He can buff with performances or spells. He will eventually cast 9th level spells but is more of a toolbox caster with the ability to cast from the wizard, cleric, druid, or bard spell lists; hopefully getting the right spell at the right time. Plus he has got a lot of skills ( going forward he gains 11 skill points /level) plus versatile performance and bardic knowledge (+1/2 level to knowledge checks. +4 right now).
Fair warning I rarely play 9 level casters so my build might not be very powerful but I like the versatility. I will put the crunch in a more professional format if selected. I am will to make changes if necessary. Anyway, I had fun putting it together and good luck with your recruitment!
I write you this quick missive with glad tidings! I have just heard this very hour, from an acquaintance of mine that, a Halfling matching your wayward daughter’s description, was at the temple of Desna this morning. The word I received is that she appeared to be in good health and high spirits. It appears that she is traveling with another halfling and a few humans one of which was reputed to be a noble and they are searching for something or someone. Very mysterious and the details are scarce but I am sure the lass is not in trouble.
Although, I thought my search for your daughter was fruitless it appears the time, valuable time mind you, I spent away from my studies hounding the streets for a rumor of Cleo has born fruit. Have no fear, I am off this very moment to see if I can catch up with the girl.
He returns the letter to the desk and scribbles a post script.
P.S. – Remind my brother to ship me some more tobacco the last batch was better than I remembered and the prices here in Magnimar are outragious.
He shakes his head in satisfaction as he seals the letter with a bit of wax.
Finn’s father Jaks owned a small tobacco farm, along the Turndark River, about a two day walk from the town of Sandpoint. When Finn's father Jaks wed Wyssal, Finn's mother, their future looked bright and soon they were blessed with many children, twelve boys Nim, Jymmie, Tuck, Clem, Jaymes, Ferdwin, Hob, Newt, Sandie, Finn, Thom and Samford. With the family’s growth and hard work their future abounded with many prospects and possibilities. The farmhouse the family lived in was spacious and overlooked the Whisper Wood Moor and the rugged tors of the surrounding countryside.
Unfortunately, the proximity of the farm to the untamed countryside subjected them to the occasional raid by giants or more frequently goblins. As a consequence, on more than one occasion, an entire season of work was lost. Frustrated by the destruction of his farm, time and again, Jaks decided he would rebuild the farm one last time. However, this farmhouse was like no other, it was built underground in the side of a hill, with a stout round door. Jaks named the farm Brook-burrow and he stubbornly continued to farm the land.
However, the land proved more stubborn than Jaks, or the giants, and the family struggled. Poor crops coupled with dying livestock left the struggling family with few choices. So with heavy harts Finns's youngest brother, Samford, was shipped off to apprentice with the clergy in Magnimar. While Tuck, Finns's second youngest brother, was apprenticed to a traveling bard.
While Finn was given to a family of Varisian wanderers, travelers of the open road. They migrated along the Dawn Shadow Path peddling their tonics, elixirs, and herbal remedies following the Caravan Route between Korvosa and Kaer Maga. It was among these people that his love for exploration, Desna, and singing grew.
Over the next two decades Finn explored much of Varisia following the next puzzle, rumor, or adventure occasionally stopping by the growing farm to swap stories. He currently is in Magnimar where his study of the monuments was interrupted by sister-in-law’s plea for Finn to help find his runaway niece Cleo.
1. He has over 50 nieces and nephews.
2. There are a warren of burrows where the family farm was.
3. He is only 14 years older then Cleo.
The Gingerberrys are known for their reddish colored hair and Finn is no exception. His head is topped by a thick, unruly mop of cinnamon colored hair which frames his round weathered face. He has a warm smile and his emerald colored eyes appear to miss little.
Wizard (spell sage)6, sphere singer 2, vmc bard, Here is a link to the Sphere Singer
S: 8, D 18 (16+2), C 12, I 18 (16+1+1), W 10, Ch 10 (8+2)
Traits: adopted =Varisian tattoo (prof w/star knife & bladed scarves), pragmatic activator (Int to umd)
Melee +1 returning starknife +11 1d3+5
Ranged +1 returning starknife +11 1d3+5
1. (Feat =Weapon finesse) focus spell 1/ day
3. (Feat lost - gain bardic knowledge)
5. (Feat = lingering performance) (bonus feat = arcane discovery=Multimorph)
6. Spell study 2/day
7. (Feat lost - gain inspired courage & competence) (bonus feat = starry grace)
Skills (ranks 70 = 40 int, 12 arcanist, 12 sphere singer, 6 favored class bonus)
K. Arcana +20 (8 ranks+3 class +5 int +4 bard knowledge)
K. Local +16 (4 ranks +3 class +5 int +4 bard knowledge)
K. Planes + 16 (4 ranks +3 class +5 int +4 bard knowledge)
K. Dungeoneering +16(4 ranks ++3 class +5 int +4 bard knowledge)
K. Religion/engineering/nobility/nature +13 (1 rank each, 4 total +3 class +5 int +4 bard knowledge)
Appraise + 12 (4 ranks +3 class +5 int )
Spellcraft + 16 (8 ranks +3 class +5 int)
Linguistics +16 (8 ranks, +3 class +5 int [8 bonus languages])
Perception +11 (8 ranks +3 class)
Use magic device +16(8 ranks +3 class +5 int )
Stealth +12(4 ranks + 4 size + 5 dex)
Diplomacy 9 (6ranks +3 class)
Bluff +11 (from versatile performance)
Sense motive +11 (from versatile performance)
Background skills (16 ranks)
Perform sing + 11 (8 ranks)
K. History +16 (4 ranks)
K. Geography +16 (4 ranks)
Headband of vast intellect +2 (4,000gp)
Belt of incredible dexterity +2 (4,000gp)
Cloak of Resistance +2 (4,000gp)
Ring of Protection +1 (2,000gp)
+1 returning starknife (8,000gp)
Lesser Extend Metamagic Rod, (3000gp)
Ring of feather falling (2,200gp)
800 gp to sort out
I've only ever gotten to the end of Book 2 so interested in throwing my hat in the ring here. Going for something a bit more flavorful with a gnome sorcerer/wizard/tattooed mystic. Will get to 9th level spells but not until right at level 20.
Haven't completely finished up but here are the close to finished bones:
Female gnome sorcerer (crossblooded, seeker) 1/tattooed mystic 3/wizard (exploiter wizard) 4 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Ultimate Magic 69)
CN Small humanoid (gnome)
Init +8; Senses low-light vision; Perception +11
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 50 (8d6+16)
Fort +4, Ref +4, Will +6; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities defensive training
Speed 20 ft.
Special Attacks arcane reservoir (2/7), hatred
Spell-Like Abilities (CL 8th; concentration +10)
. . 3/day—daze (DC 15)
. . 1/day—arcane mark, comprehend languages, message, read magic
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—laughing touch
Sorcerer (Crossblooded, Seeker) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—celestial healing
. . 0 (at will)—detect magic, prestidigitation, read magic
. . Bloodline Fey, Serpentine
Wizard (Exploiter Wizard) Spells Prepared (CL 6th; concentration +10)
. . 3rd—deep slumber (2, DC 20), hold person (DC 20)
. . 2nd—hideous laughter (2, DC 19), invisibility (2)
. . 1st—charm person (2, DC 16), crafter's fortune[APG] (DC 15), grease
. . 0 (at will)—acid splash, dancing lights, disrupt undead, ghost sound (DC 14)
Str 7, Dex 14, Con 14, Int 18, Wis 10, Cha 15
Base Atk +3; CMB +0; CMD 12
Feats Improved Initiative, Inscribe Magical Tattoo, Scribe Scroll, Spell Focus (enchantment), Tattoo Attunement, Varisian Tattoo[ISWG]
Traits excitable, scholar of the ancients
Skills Acrobatics +2 (-2 to jump), Appraise +8, Bluff +9, Craft (tattoo) +15, Diplomacy +6, Disable Device +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +11, Perception +11, Sense Motive +4, Spellcraft +15, Use Magic Device +6; Racial Modifiers +2 Craft (tattoo), +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Sylvan, Thassilonian
SQ bloodline arcana (+2 DC for compulsion spells), familiar tattoo, magical linguist[APG], mystic tattoo (twisting script), trapfinding +1
Other Gear wizard starting spellbook, 28,000 gp
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Familiar Tattoo (Su) Gains a familiar that can transform itself into a tattoo that is carried in your flesh.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Inscribe Magical Tattoo You can craft magical tattoos.
Laughing Touch (5/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Tattoo Attunement Standard action, summoned creature touched turns into tattoo.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twisting Script (30 ft) (Su) Creatures within 30 ft are affected by all language-dependent enchantment spells
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
Don't mind adjusting some if there is a preference for level 9 spells sooner, was just thinking of a perky, flirtatious, semi-goth, gnome enchanter with lots of tattoos. Figure it would likely get interesting with all the other small folk already in the group!
Here is my submission.
Human Sorcerer 8th Wildblooded (Sage bloodline), Razmiran Priest
Traits: Extremely Fashionable (Diplomacy), Scholar of the Ancients
Feats: Focused Study (Skill Focus: Knowledge Arcana, Use Magic Device), 1: Lingering Performance [if retraining is allowed or spell focus conjuration if not], 1: bonus False Focus 5: Deific Obedience (Irori) 7th bloodline: Improved Initiative
VMC Bard +4 to all knowledges, bardic performance (Inspire Courage and Inspire Competence as 10th level bard, 10 rounds per day)
Skills (8+2 (background))
Bluff +13 
Diplomacy +8 
Knowledge:Arcana +25 
Knowledge:Dungoneeering +20 
Knowledge:Local +20 
Knowledge:Geography +18 
Knowledge:Nature +20 
Knowledge:Religion +21 
Knowledge:Planes +21 
Knowledge:History +26 
Knowledge:Nobility +18 
Knowledge:Engineering +18 
Perception +13 
Profession: Librarian +8 
Spellcraft +17 
Use Magic Device +19 [+23 divine] 8ranks
1st Glue Seal, Grease, Heightened Awareness, Magic Missile, Identify, Liberating Command, Mage Armor, Protection from Evil
2nd Glitterdust, Web, Aid, Darkvision, False Life, Resist Energy
3rd: Dispel Magic, Haste, Heroism, Remove Disease
4th: Greater Invisibility
Items: Headband of Vast Intellect +2 (4000gp), Cloak of Resistance +2 (4000 gp), three reasons to live (9000gp), Circlet of Persuasion (4500 gp), lesser meta magic extend rod (3000 gp), eyes of the eagle (2500 gp), courtier's outfit, 50gp necklace with the golden open palm of irori (100 gp golden holy symbol), spell component pouch, scroll of remove fear 2x, scroll of remove sickness 2x, 710 gp
str 8, dex 12, con 14, int 22, wis 10, cha 14
Hiya, I previously played this character in a Rise of the Runelords game that died when the DM had to fold things up, and I would be delighted to revisit her. I can push her up to level 8 easily. As an exploiter wizard she is an intelligence-based spellcaster with a lot of flexibility and many knowledge skills, and personality-wise she was built specifically to be a scholar of history. (She was the one being stalked by the killer in book 2 in the prior game!)
Kiera is a bright, enthusiastic participant and enjoys both the small-city life of Sandpoint (where she moved after originally hailing from Magnimar) and occasional sailing (a big chunk of her cash in the original game was spent on a sailboat, which we used to tool around the coastline a bit!).
Korihor's honey eyes are soft and warm and stark against her bronze skin. Her dark brown dreadlocks grace her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sigil tattoo's, forming the image of a tree.
Korihor is a hard woman to love. She's brilliant and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.
She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.
Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.
She was born to the north of Corentyn in Cheliax, in the small village of Little Mingin, a dirty fishing village on the Arcadian Ocean. Her family sent her away to school in West Crown because "weird things always happened around her", the final straw was when she gave the mayor's daughter's a purple beard.
At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside-down tree, made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.
At the age of 21, she awoke in an inn she was staying at in the city of Manaket in Rahadoum while working as a freelance researcher for Venture-Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back.
She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.
Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin.
Fleeing, she jumped a ship heading up the Uta river, up over the pass and down into the Sodden Lands. Over the next year, driven by fear of hurting anyone, she made her way to The Shackles, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a ship bound for Magnimar.
She is a human, and rumor had it her grandmother was a tiefling, being from Cheliax, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she sees it in practice.
She is not a hero and has done nothing she considers special.
I have her built as a cross-blooded sage/ wild-blooded arcane sorcerer (INT is her main ability) who has learned wizardry to help "control" the magic. I had originally intended to give her the Ultimate magus prestige class, merging and accenting the two caster classes in a unique way, and would love to still do that if allowed. At 8th level, she'd (likely) be a 1st level sorcerer/ 3rd level wizard/ 4th level Ultimate mage.
I've never been able to play this character beyond second level, so the "story" I have currently is of her still very uncomfortable with magic, but that can be "grown" into something farther on in her development.
I work from home and have two businesses I run, so I have the time to post. I've been playing for 30 years, and have been lucky enough to have played at the tables of some brilliant story-tellers, and would love the opportunity to hear yours.
Thank you. Yeah, you mean the lighthouse, right? I almost forgot about it, honestly :p
Since Dazing Spell has been slightly nerfed, I was looking for a way to lower is level boost a bit more, so my traits might change a bit (and consequently my background, though the core will be more or less the same). Outlander won't help with that, but it will add a small oomph to the Will save DC and SR checks.
@Jereru Outlander looks like it fits the game quite well. Sandpoint would be the best fit for the town in question. As you may know, Sandpoint is home to the Old Light, and is a pretty good base of operations for ruins in the surrounding area.
One of my long-term goals in the previous game iteration was to purchase the Old Light and turn it into a wizard tower. ;)
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Alright, just making a list for ease of reference. Let me know if I accidentally missed you. I've only taken a very cursory glance so far, but come Friday I'll go through them properly. Don't worry if the mechanics aren't finely tuned yet, I'm really just looking at the big picture. We can talk about the little bits later on if you're selected. Feel free to keep working on your character and their story.
- Claudia Iancu, by Vrog Skyreaver, CG human exploiter wizard
- Orin've, by Ironperenti, NG elven sorcerer sage
- Andreste Velleti, by Reckless, NG human sin magic wizard (greed)
- Amyia, by Gerald, CG elven sin magic wizard (greed)
- Finn Gingerberry, by Mr. Hebeme, halfling spell sage wizard, sphere singer, VMC bard
- Amolenna Bonnet, by Dakcenturi, CG gnome crossblooded seeker sorcerer, tattooed mystic, exploiter wizard
- Valuk Magewright, by David_Bross, human sage sorcerer, VMC bard
- Kiera Videns, by Jesse Heinig, NG human exploiter wizard
- Korihor, by Mittean, human sage sorcerer crossblood with something, interested in ultimate magus
- Luximandros, by Jereru, reincarnated half-orc arcanist
You mentioned that you'll provide some crunch, so I'm curious to see that. Otherwise I have a fairly good idea of what your character would do.
- The Archlich
- The Lion Cleric
Alright, yes, sorry. This is Luximandros Cheng Throttlespan. It underwent some changes, mostly now having reincarnated in a human body and coming from Minata (yes, I know). Also, I disregarded Racial Heritage, since I'm actually using no mechanic benefit for being a gnome (just fluff).
I hate to change the story to fit the mechanics, but in this case since my plan was to use Dazing Spell and I had no heart to change it all, I decided to adjust a minor thing to get more profit from the feat. It being toned down is what kept me sure using it would be no abuse (saves every round, mind-affecting).
I still have about 5k to spend, and spells have not their links properly done, but mostly this is it, you now know what you get. I hope you like it, because I'd really to play this AP and I've loved every part of the character creation.