Pathfinder: Rise of the Runelords (OOC)

HotKittygirl

Literotica Guru
Joined
Apr 8, 2008
Posts
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I’m going to try my hat at running another group thread. It will be based on Dungeons and Dragons (Pathfinder ruleset specifically) and the campaign Rise of the Runelords, but of course full of lots of sexiness as well as typical DnD action.

I’m seeing if there is any interest in such before I go through the process of getting more information up like background or character creation.

I’ll be looking for 7 or 8 dedicated players who can post semi-regularly and can throw out a coherent paragraph or two. If you’re interested throw me a PM or post in the thread.

The game itself will take place in the Pathfinder world of Golarion. There is a helpful wiki that pretty much covers everything about it:

http://pathfinder.wikia.com/wiki/Golariopedia

For the particular region it will be set in Varisia and the city Sandpoint in general.

There is a Player's Guide for the actual game too that might be helpful. You can download it directly from the Paizo website for free.

http://paizo.com/products/btpy8bd9?Pathfinder-Rise-of-the-Runelords-Players-Guide

For character generation, I will start everyone off at 6th level, with a 25 point buy for attributes and 16k gold for gear. Anything from the SRD is good.

http://www.d20pfsrd.com/

Any other questions or concerns let me know here or PM.

Characters thus far:

Kittenofdeath/Angelus Ashton Human Sorcerer
Diabololos/Eljal Demoleón Human Ranger
Hotkittygirl/Ryiah Human Monk
Talon/Kalinthor (Kal) Serpenthelm Human Fighter
lusciously/Sai Ling Fetchling Ninja
Sylnaeve/Lilia Fireblood Human Sorceress
QGJ/Eliana Human Oracle
Jadeknight/Zanden Lo'luk Human Gunslinger
 
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: O I didn't mean for you to get dragged in! But if you are involved I will not say no at all. I'll gobble you straight up! :B
 
Hi!

I apologize if I should have asked this in a PM, but how much of the game will we need to have or know about?

I ask because I would love to be in a fantasy RP with a DnD style, especially if there was the chance for monster encounters as well as with other players and NPCs (sorry if that's too extreme; I know I've got some strange tastes) but I don't know anything about Pathfinder at all. I have played DnD in the past (a little 3rd and 4th Ed.) but never Pathfinder.

Would that be problematic? If so, I'll be fine to just read along and enjoy, but I figured it was fair to say that before just volunteering myself.
 
I can definitely say that it will be no problem at all - I'm willing to help with rules, and pretty sure Hotkittygirl is too :)
 
Hi!

I apologize if I should have asked this in a PM, but how much of the game will we need to have or know about?

I ask because I would love to be in a fantasy RP with a DnD style, especially if there was the chance for monster encounters as well as with other players and NPCs (sorry if that's too extreme; I know I've got some strange tastes) but I don't know anything about Pathfinder at all. I have played DnD in the past (a little 3rd and 4th Ed.) but never Pathfinder.

Would that be problematic? If so, I'll be fine to just read along and enjoy, but I figured it was fair to say that before just volunteering myself.


No problem. That is why I wanted to poke around and see the interest. If you are familiar with 3.5 then it shouldn't be too much of a leap and like Led said we are all here to help. I'm more worried about an interesting character concept than rolling dice. A character sheet is more of a reference for everyone.

And I am sure we can set up something to fulfill all those tastes. :) That's what it's for!
 
Great! Thank you both then. :D

I will start thinking up character ideas and concepts then. Is there any online resource with general information about the game world/races/etc? Just so I don't start off with something that completely doesn't work.

It would be better to PM futher ideas or questions too, right? I don't want to clog the OOC all by myself.
 
Thank you for the links! I am reading through now, though I admit I am a bit overwhelmed and mind boggled but I will not be denied!

Any thoughts or even requests for what people might like to see or think would be interesting? Or not interesting for that matter, are there any concepts or things I should avoid?
 
Quite the coincidence, I've been eyeing the anniversary edition of Rise of the Runelords due out in a couple of months as something I might be interested in picking up.

I realize that male characters are rarely in short demand for this type of thread, but if you have not yet been inundated with PM's by prospective male writers, I'd like to offer my name up for consideration. :)
 
Are you going to have any class restrictions that can't be used, or will any class be ok?
 
You both are welcome. That makes about 4 males and 1 female, not including myself.

Are you going to have any class restrictions that can't be used, or will any class be ok?

All the classes from Pathfinder are acceptable. Well all but the Anti-paladin.

http://www.d20pfsrd.com/classes/

Anything from one of the 3rd party companies I would like to approve first though. They don't seem as well play-tested and balanced.
 
Just a heads up

Hullo guys and gal(s). I've informed of my participation in the game to our GM by PMs, but I reckoned it'd be polite for me to make my presense known to the rest of you as well. And if it helps anyone with their character creation decisions and since I seem to be the only one with a finished toon at the moment, I'd want to inform you that I'll be playing a male arrow-shooting full ranger.

Anyhow, I'm looking forward to see what you guys conjure up.
 
Alright. Well I got about 5 males and 1 or 2 females. So I am going to call it on males and request some more females. Everyone seems wanting to go so if you have a sheet throw it up. I have an example here. It's not refined and polished but a good example. She's a PC I'll play, so enjoy:

Appearance:http://browse.deviantart.com/?qh=&section=&q=frost+archer#/d30q0so

Ryiah
Female Human Monk (Zen Archer) 6
LN Medium Humanoid (Human)
Init +7; Senses Perception +15

--------------------
DEFENSE
--------------------

AC 18, touch 18, flat-footed 17 (+1 Dex)

hp 54 (6d8+6)

Fort +6, Ref +6, Will +11

--------------------
OFFENSE
--------------------

Spd 50 ft.

Melee

Unarmed Strike +6 (1d8+2/20/x2)

Ranged

+1 Frost Longbow, Composite (Str +2) +12 (1d8+5/20/x3)

Special Attacks

Flurry of Blows +4/+4/-1, Ki Strike, Magic, Zen Archery

--------------------
STATISTICS
--------------------

Str 14, Dex 13, Con 12, Int 10, Wis 20/22, Cha 12

Base Atk +4; CMB +6; CMD 24

Feats
Deadly Aim -2/+4, Far Shot, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (6/day), Point Blank Master: Longbow, Point Blank Shot, Precise Shot, Rapid Shot, Snake Style, Weapon Focus: Longbow, Weapon Specialization: Longbow

Traits
Frostborn, Outlander - Exile

Skills

Acrobatics +10, Climb +10, Intimidate +10, Knowledge (Religion) +4, Perception +15, Sense Motive +17, Stealth +10

Languages

Common

SQ

AC Bonus +7, Area Map: Sandpoint, Fast Movement (+20'), High Jump (+6) (Ex), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Pool (Su), Slow Fall 30' (Ex), Unarmed Strike (1d8)

Combat Gear

+1 Frost Longbow, Composite (Str +2), Gauntlet, Gauntlet; Other Gear Area Map: Sandpoint, Bag of Holding I, Bedroll, Everburning torch, Flint and steel, Grappling arrow, Headband of Inspired Wisdom, +2, Lantern, hooded waterproof, Mirror, small steel, Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.), Scarf, reinforced, Soap, Bar (50 uses), Waterskin

--------------------
TRACKED RESOURCES
--------------------

Ki Pool (Su) - 0/9
Perfect Strike (2d20) (6/day) - 0/6

--------------------
SPECIAL ABILITIES
--------------------

AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Area Map: Sandpoint A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
High Jump (+6) (Ex) +6 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Perfect Strike (2d20) (6/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
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 combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Background: Born in the frozen north, in the Land of the Linnorm Kings, Ryiah was the daughter of a great warrior with great aspirations. He sought to a Linnorm King himself, a feat that very few could hope to accomplish. The only way to become one was to slay a creature known as the Linnorm in single combat. While her father was indeed a powerful warrior he was in the end no match for the beast he sought to slay. The Linnorm slew the warrior and turned its rage back upon his village, laying waste in the darkness of night. Few survived the horrendous encounter and none without some type of scar, physically or mentally. Ryiah managed to survive with several deep wounds which would leave numerous scars, the most notable one that went from cheek to cheek and across the bridge of her nose.

What survivors that remained took whatever supplies they could and set off into the white, leaving the young girl on her own. Knowing next to nothing of the terrain she lived in Ryiah set forth in a random direction with little but a furred cloak and her wits. How she managed to survive the harsh landscape on her own even Ryiah did not recall though she eventually found her way towards the warmer climates of the county now called Varisia. If it weren’t for a traveling band of Varisian gypsies the girl might have wandered forever. The friendly gypsies took the girl in with welcome arms, feeding and covering the girl in new clothes. Though she had nothing to give in return, the gypsies only shook their heads and smiled. For many months she rode in the caravans of the gypsies and for a time thought she might stay with them. Yet tragedy struck once more as the caravan traveled south along The Lost Coast road. They were assaulted suddenly by a large group of small humanoids with green skin and bulbous heads. Ryiah was introduced first hand to the menace of goblins. While pathetic and easily slain one on one, in a group such as this the goblins felt invincible. Ruthlessly the put the gypsies to the sword (or dogslicer) and set the wagons aflame. Ryiah would have been slain too if at the last moment a black fletched arrow embedded itself in the head of a nearby goblin. To her surprise a man in a simple flowing robe and a longbow set about peppering the goblins from afar. Panic broke the goblin ranks and they quickly retreated; their assault pushed back by a single old man with a bow. In the end many gypsies were slain and almost double the number of goblins.

The old man politely introduced himself as Huu Tai, a monk and follower of the way of the bow, the Zen Archer. Amazed by his ability with a bow Ryiah pleaded that the old man teach her. He just smiled and patted her head and said it was not that easy and with that set back down the trail. Without thinking Ryiah abandoned her former companions and followed after the man, pleading and begging. Yet the man would not relent and kept on his slow pace. Ryiah followed regardless for several days, falling asleep within distance of the old man’s fire. Each day she awoke to find him gone, but a bit of food was left beside her. For almost a week she followed after the man, her feet sore and her body weary, yet Ryiah persisted. One the night of the seventh day following after him the man finally relented and invited her to his fire. Together they ate and Tai enlightened Ryiah on just what it would entail to gain even a hint of the ability he wielded. She readily agreed, headless of the trails that lay ahead.

Twelve years later, the former Ulfen woman was now a adept disciple of the bow. Her former master had long since passed on in his search of enlightenment. Ryiah found herself drawn to the city of Sandpoint, namely the House of Blue stones. Having taken up the faith of Irori, Ryiah was welcomed in to the monastery by its current Master, Sabyl Sorn. Here she spent her time meditating and training with her bow, while a burning desire to see the world began to grow in her heart.
 
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Ok, since the men outnumber the ladies so much, and since I am already involved in one such game with the astonishingly sexy Hotkittygirl and another of the equally wonderful female players, I am going to do the honourable thing and withdraw.

Sylnaeve, I'm still more than happy to help you with character creation.

Gentlemen, lavish these lovely ladies with the attention they deserve, or I might have to come back and kick some ass ;)
 
/cries


Noooooooooo. You make me sad. so very sad...

I am not above groveling and shady dealings.
 
Well I've just got the background to write, but the sheet is practically done, I'd post it but I also need to write one up for my familiar, a fiendish Falcon, whose combat role is to drop flasks of alchemists fire on people, which my sorcerer will make with his brilliant alchemy skills, that's synergy.
 
/cries


Noooooooooo. You make me sad. so very sad...

I am not above groveling and shady dealings.

It wasn't an easy choice, but it would be selfish of me to muscle in when there are so many willing players, and I am already getting my fair share of great Hotkittygirl RP ;)
 
but then I will be out of a male and need a replacement. Yer killing me here man. Bustin mah balls.
 
Eljal Demoleón

...my familiar, a fiendish Falcon, whose combat role is to drop flasks of alchemists fire on people...

Now that's what I call hardcore.

Also, character sheet


-----

Character Sheet
Name: Eljal Demoleón
Race: Human
Gender: Male
Class: Level 6 Ranger
Alignment: True Neutral

Ability Scores
STR: 14
DEX: 16 (14+2 racial bonus)
CON: 14
WIS: 14 (+1 from lvl4)
INT: 14
CHA: 12

Base Stats
Hit Points: 72
AC: 18 (10 base + 3 DEX mod + 4 Armored Coat +1 from Dodge (+ 1 with Light Shield)
Saves: 7 Fort / 8 Rflx / 4 Will
Initiative: 3
Attack Bonuses
Melee: Masterwork Scimitar (1d6 + 2, +9/+4)
Ranged: Masterwork Mighty 2 Darkwood Composite Longbow (1d8 +2, +11/+6)
Animal companion: level 3 giant chameleon
Languages: Common, Fey, Giant
Speed: 20ft with the Armored Coat, 30ft without

Skills (with points invested in – All favored class points used on skill ranks)
Climb: 8 (3 points + 2 STR Bonus + 3 Class Skill)
Heal: 11 (6 points + 2 WIS Bonus + 3 Class Skill)
Perception: 11 (6 points + 2 WIS Bonus + 3 Class Skill)
Stealth: 13 (6 points + 3 DEX Bonus + 3 Class Skill + 2 from Stealthy - 1 Arm. Coat)
Survival: 11 (6 points + 2 WIS Bonus + 3 Class Skill)
Sense Motive: 8 (6 points + 2 WIS Bonus)
Sleight of Hand: 10 (6 points + 3 DEX Bonus + 2 from Deft Hands - 1 Arm. Coat)
Knowledge Nature: 8 (3 points + 2 INT Bonus + 3 Class Skill)
Knowledge Geography: 8 (3 points + 2 INT Bonus + 3 Class Skill)
Disable Device: 10 (6 points + 3 DEX Bonus + 2 from Deft Hands - 1 Arm. Coat)
Escape Artist: 10 (6 points + 3 DEX Bonus + 2 from Stealthy - 1 Arm. Coat)
Ride: 8 (3 points + 3 DEX Bonus + 3 Class Skill - 1 Arm. Coat (+ 4 when regarding his companion))

Feats
Provided by class:
Favored enemy – Humanoid (human)
Favored enemy – Humanoid (giant)
Favored terrain - Urban
Track
Wild Empathy
Combat Style – Archery
Point-Blank Shot
Far Shot
Hunter’s bond, animal companion - Chameleon, Giant
Endurance
Chosen feats:
Weapon Focus (Longbow)
Stealthy
Deft Hands
Dodge

Prepared spells
1 Gravity Bow
1 Alarm

Equipment
Carried with (if not stated otherwise) – 51.5lbs.
Masterwork Mighty 2 Darkwood Composite Longbow
Masterwork Armored Coat
Masterwork Scimitar
Masterwork Light Shield
40 Arrows
Traveler’s Outfit
Adventurer’s Sash containing: 2 vials of antitoxin, 2 vials of antiplague
Map of Varisia
Waterskin
Whetstone
Ring of Chameleon Power
A pouch with 50 pieces of gold

A Heavy horse mount with – 78 lbs
Riding saddle
Saddlebags
160 Arrows
Spyglass
Bedroll
Blanket, common
Rope, hemp
Waterskin
A bag of 389 pieces of gold


Description

Standing at roughly 6 feet tall, Eljal is a wiry man with shaggy but rather short black hair and a light shade on his chin of the same colour. Angular in his features, he wouldn’t really be called beautiful by men’s standards, but he holds his own charm in his masculine features. Surprisingly this man who looks like a mercenary that just had good luck with preserving all of his body parts with just minor fading scars here and there seems to prefer the pen instead of his sword (or rather the jet black composite longbow usually strapped behind his back), usually speaking in a polite manner with a slight accent resembling slightly what the unluckiest of us might call English in our cultural ignorance.

For that matter it should be admitted that he might not know himself where his journey started and that he has indeed spent most of them as a mercenary. Dressing in ordinary, perhaps even slightly plain traveller’s clothes, he is usually seen with an armour plated leather overcoat slung over his garb when at work with the aforementioned longbow, a small steel shield and a finely made scimitar on his belt. Usually working as a bounty hunter to be more precise of the nature of his work, he has been now led to the unfamiliar land of Varisia; perhaps in search for work, perhaps in something else.


---


Animal Companion

Name: Zygodac
Race: Chameleon, Giant (Large)
Gender: Male
Class: Level 3 Animal
Alignment: True Neutral

Ability Scores
STR: 16
DEX: 12
CON: 16
WIS: 11
INT: 2
CHA: 7

Base Stats
Hit Points: 33
AC: 17 (10 base + 2 DEX mod +4 natural)
Saves: 6 Fort / 5 Rflx / 1 Will
Initiative: 1
Melee: Bite(1d8 + 4, +5)
Speed: 40ft
Special Attacks: pull (tongue, 5 ft.), tongue.

Skills
Stealth: +10 when still

Feats
Low-Light Vision
Link
Share Spells
Evasion

----

I admit this is my first character using the Pathfinder rules set, so please do PM me if you feel there is something wrong or missing here.
 
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Ok, here's my character sheet for my character, Angelus 'Ash' Ashton, artificer and alchemist extraordinaire.

http://imageshack.us/f/687/1313244020249.jpg/

Code:
Name: Angelus Ashton, Ash to his freinds.
Race: Human
Age: 23
Gender: male
Class: Sorcerer (arcane bloodline)
Alignment: Chaotic neutral

Strength 	8	(-1)
Dexterity 	14	(+2)
Constitution 	10	(+0)
Intelligence 	14	(+2)
Wisdom 		12	(+1)
Charisma 	20	(+4)

Size: 		medium
Height: 	6'2

Total Hit Points: 17

Speed: 30ft

Armor Class: 12

    Touch AC: 12
    Flat-footed: 10 

Initiative modifier:	+ 2	= +2 [dexterity]
Fortitude save:		+ 4	= +2 [base] +2 [cloak or resistance]
Reflex save:		+ 6	= +2 [base] +2 [dexterity] +2 [cloak or resistance]
Will save:		+ 8	= +5 [base] +1 [wisdom] +2 [cloak or resistance]
Attack (handheld):	+ 0	= +3 [base] -1 [strength] -2 [noncombatant]
Attack (missile):	+ 5	= +3 [base] +2 [dexterity]
Combat Maneuver Bonus:	+ 2	= +3 [base] -1 [strength]
Combat Maneuver Defense:+ 14	= 10 +3 [base] +2 [dexterity] -1 [strength]

Languages:	
    Common
    Dragonic
    Sylvan

Traits:
    Magical Lineage (burning hands)
    Rich Parents

Flaws:
    Noncombatant
    Inattentive

Feats:
    Exotic weapon proficiency.
    Craft Wondrous Item
    Craft magic weapon
    Master Alchemist
    Improved Familiar
    Focused Spell

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Perform(string)	 Cha		11=		5			4	
knowledge(arcana)Int 		9 = 		2			4	+3 [class skill]
Knowledge(planes)Int		6 =		2			4	+3 [class skill]
Spellcraft	 Int 		11= 		2			6	+3 [class skill]
Craft(alchemy) 	 Int 		8 = 		2			5 	+3 [class skill]
Use Magic Device Cha		10=		5			2	+3 [class skill]
Diplomacy	 Cha		8 =		5			3
Bluff		 Cha		9 =		5			1	+3 [class skill]
Intimidate	 Cha		6 =		5			1
Perception	 Wis		0 =		1			0	+3 [familiar] -4 [Inattentive]
	



Favored class points: 
    Hit points 		0
    Skill points 	0
    Extra spells	6

Class Skills:
    Arcane Bond (familiar)
    Cantrips
    Eschew materials
    Spells known
	
	0level
	Prestidigitation
	Mage Hand
	Detect Magic
	Mending	
	Spark
	Message
	Breeze

	1level
	Forcewave
	Color Spray
	Floating Disk
	Energy Missile
	Burning Hands
	Resist Energy

	2level
	Invisibility
	Steal Voice
	Fiery Shuriken
	Burning Arc

	3level
	Fireball

Race Skills:
    Skilled
    Bonus feat

Equipment:
    Handy Haversack				2000 (1000 crafted)
    Cauldron of brewing				3000 (1500 crafted)
    boots of levitation				7500 (3750 crafted)
    Longcoat or resistance +2			4000 (2000 crafted)
    goggles of darksight			4000 (2000 crafted)
    Flaming repeating darkwood crossbow +1	8550 (4550 crafted)
    Violin of sounding				1800 ( 900 crafted)
    Darkwood Violin case			  50
    Noble's Outfit x3				 225
    Embroided Gauntlet, falconry		  15
    Tricorn cap					  10
    eyeglasses					   5
    Scarf					   5
    waterskin					   1	
    15 flasks of alchemists fire                 300 ( 100 crafted)
    6 vials of acid				  60 (  20 crafted)
    3 fuse grenades				 300 ( 100 crafted)
    Quality bedroll				   1
    alchemists kit				  25
    2 vials of ink				  18
    quill					   1
    Book (blank)				  15
    Pathfinder Chronicle (arcana)		  50
    Pathfinder Chronicle (dungeonearing)	  50
    Pathfinder Chronicle (the planes)		  50
    repeating crossbow magazines x10		  10
    Morningstar					   8

Gold:	401

Things that need clarification from GM:
I crafted a whole bunch of stuff, but all of those things were doable with a take 10 action, was this allowed?
I took two 3rd party spells that need approval, one is 'energy missile' which is literally magic missile but with any element other than force. the second is 'forcewave', which is a jedi force push type thing.

Forcewave
<Evoc[force], VSF(string, water), 1StdAct, Mediumrange,
Fort½, SR applies>
– One target takes 1d4+1 damage plus Bull
Rush (Str 18, Medium-size, & Charging). If
the target’s save is successful, it takes 1 hp.


And my lovely assistant.

Code:
Name: Sachiel, or Featherface
Race: Falcon
Gender: male
Class: Familiar
Alignment: Chaotic neutral

Strength 	6	(-2)
Dexterity 	17	(+3)
Constitution 	11	(+0)
Intelligence 	8	(-1)
Wisdom 		14	(+2)
Charisma 	7	(-2)

Size: 		Tiny 

Total Hit Points: 8

Speed: 10ft, fly 60ft (average)

Armor Class: 18

    Touch AC: 15
    Flat-footed: 15

Initiative modifier:	+ 3	= +3 [dexterity]
Fortitude save:		+ 2	= +2 [base]
Reflex save:		+ 5	= +2 [base] +3 [dexterity]
Will save:		+ 7	= +5 [base] +2 [wisdom]
Attack (handheld):	+ 6	= +3 [base] +3 [dexterity]
Attack (missile):	+ 6	= +3 [base] +3 [dexterity]
Combat Maneuver Bonus:	+ 2	= +3 [base] -1 [strength]
Combat Maneuver Defense:+ 14	= 10 +3 [base] +3 [dexterity] -2 [strength]


Feats:
    Weapon Finesse


Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
fly		 Cha		7 =		3			1	+3 [class skill]	
Perception	 Cha		14=		2			1	+3 [class skill] +3 [Racial]


Class Skills:
    improved evasion
    share spells
    empathic link
    Deliver touch spells
    Speak with master

Race Skills:
    Spell resistance 6
    Smite Good (Su)
    Resist Cold and Fire 5
    darkvision 60 ft.



And background for Ash.

The son of two powerful wizards, who both came from illustrious magical pedigrees, Angelus 'Ash' Ashton was not conceived in love, he was spawned by curiosity. His parents were researching the effect of magical energy on the unborn, and used their own child as a test subject, Ash doesn’t bare them any ill will for this, try as he might not to, he finds their actions to be the simplest and most logical course of their studies. The end result was a child with an innate connection to the constant ebb and flow of magic, not quite the Uberchild they had hoped to conceive, but enough of a success to validate their theory that it could be done safely.

Ash was raised as their child, but again, not out of love, curiosity was their driving force, they were gauging their success before trying to improve and refine the process, Ash showed great potential as a spellcaster, but lacked the studious nature that his parents wanted. They wanted him to learn the basics, he wanted to shoot deathrays from his eyes, while the parents were more than happy with him learning how to shoot deathrays from his eyes, they wanted him to learn all the boring magical theory crap first.

Eventually, his immediate trials were completed and they turned their attentions to trying to improve the process, so Ash was put on the back burner, kept around to see the long term effects, but no longer a priority. They had their wonder boy and girl in a set of twins, not only did they have his innate magical connection to an even stronger degree, they had their own bond that shared their knowledge, meaning that as they two little brats studied like good little kids they knew everything the other learned. Ash was obsolete, but again, he was useful as a long term study, if he randomly started to liquify then they would know what too look out for to save the kids they liked.

Needless to say, Ash didn’t see any reason to stick around. He left in the night, getting passage on a small wagon to a nearby port town, known by most for its willingness to accept the odd pirate ship every now and again, but known to him as somewhere his parents didn’t like. He found work as a bard in one of the more rowdy waterfront establishments, his tricks with his magical violin getting the pub quite a few extra patrons, so his stay was comped as long as he kept bringing them in, not that he really needed it for long, the inexperienced youth had caught the eye of a pirate captain known as the 'Red Mermaid', for the duration of her stay as her ship was being repaired, Ash's nights were well and truly occupied by her elven beauty.

When she left, Ash went with her, not by choice, he just woke up in her cabin with a strong pain on the back of his head and the ship was already in motion. At first he objected, but his captor was delightfully persuasive, in return for the odd spell and a bit of alchemical know how, as well as some other 'services' he was given a good life aboard ship. After a few months, the ship was attacked in the middle of a dark, cold and storm wracked night, aquatic elves who had a past with the good captain raided the ship, all looked lost, that was, all looked lost until Ash saw his captain about to be killed.

He lashed out, fire leaping from his hands in a spectacular display of violence, he wasn’t enough to kill them all, but having him wade though the enemy burning people to a crisp all around him was more than enough to turn the tide of the battle. The priates rallied, the captain used the distraction to lop off the elven leaders leg, then laughed as he bled out, the day was won, and Ash, who had previously been seen as the dabbling mage and captains plaything, was now seen as the sorcerer that he was.

The crew loved him, and the captain was more than appreciative of his last second save, but when they hit the next port, he was cut loose, apparently he was too good, the captain couldn’t bring herself to let him stagnate on the ship with the rest of them, he was destined for greatness as she wouldn’t be the one to stop it. If he remembered his friends when he was a bigshot magelord, then all the better for her, and she made that fact no secret, but Ash knew that wasn’t why, she cared... It felt nice to have someone care.

He didn’t really know what to do with himself once he was off the ship, he considered going back to being a bard, but that would be a waste, and his captain had told him to go make it big, being a bard wasn’t making it big. He could have gone back to his parents, but he didn’t intend to go groveling back to them, but he knew it was magic that was going to make him, so he started asking around for where he could go to learn more on his own. His question brought him something else though, once he had proved that he was a spell caster of skill, he was quickly enlisted by locals to solve some bandit problems, which he solved through liberal application of fire and dramatics, getting most of them to surrender rather than face his 'godly magical might' as he had put it too them.

He was rewarded well, and was pointed in the right direction about where he could go to do some independent research, or at least where he could go to find out where to go. Before he left he took stock, he had money, he was loved by those he helped, and he was on the road to more power, the choice became clear, he would go from place to place, learning what he can, hiring himself out as he went to keep his pockets nice and full, what could go wrong?

It was a few years later when Ash came to Sandpoint, apparently there was going to be a festival or something the next day, but he didn’t care, he had come following rumors of a new kind of alchemical healing powered. As one of the best alchemists in the land, he felt it was his duty to investigate this new discovery so that he could learn its secrets and it them to his own. What he found when he tracked the creators down though, was a shoddy drug scheme, they had been using a mix of rather rubbish spices gained through the towns ports to dilute the drug known as 'Zerk', surprisingly good idea for a few bandits, at the dilution they were using they could sell the stuff at almost double the price and do it in front of a town guard without a second thought. By the time any detrimental effects would have been felt they could have been long gone before its linked back to them.

He shut them down regardless, quietly, destroyed their stock and chased them out of town, putting a good a righteous fear in to them not to repeat the offense against him and every other self respecting alchemist in the world. He didn’t do it because it was inherently wrong or against the law, many alchemists brew up drugs from time to time, he himself had made a batch or two in his time, he did it because they were claiming to have made something when they had not, they spat in the very face of his trade, that he took personally.

His business concluded, and a nice bit of looted coin in his pocket from the dealers, he retired to a local inn called the rusty dragon, spending a good deal of the night charming his way in to the bed of a young serving girl. But the tavern was so busy that by the end of the night she was willing, but far from able, so like the gentleman he so often pretended to be, he sent her on her way rest and relax, turning in for the night himself.
 
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Things that need clarification from GM:
I crafted a whole bunch of stuff, but all of those things were doable with a take 10 action, was this allowed?
I took two 3rd party spells that need approval, one is 'energy missile' which is literally magic missile but with any element other than force. the second is 'forcewave', which is a jedi force push type thing.




Wow. That is the most unique sorcerer I have ever seen. I'm not a big fan of them but I would really want to see this one in action at a table. Damn you Kitten. But excellent. As for the spells, they are fine. The energy one needs a ranged touch attack and the force wave is nice get the fuck away from me. So done and done. Looks good. As for using your feats for the item creation, that's fine. That's what they are there for.

So we got a ranged Ranger, a sorcerer, and a monk archer. Looking good so far. Hope we get some meat shields. :p
 
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