Kingmaker Existing PbP (Book 4) Looking for an Arcane Caster


Recruitment

1 to 50 of 111 << first < prev | 1 | 2 | 3 | next > last >>

Our existing campaign is at the beginning of the Blood for Blood episode of the Kingmaker AP.

We wish to recruit aa arcane caster (needs not to be a full caster necessarily, though it's preferable), lvl 10, 2 traits (one can be from the Player's Guide, though it is not mandatory), 25 pt buy, core races, APG, UC and UM fair game. HP are max at first, then half +1 after.

I'm mostly away these days, but I'll do my best to answer questions.

Please provide crunch without equipment, appearance, personality and motivation, and background. The fluff weighs probably more than the crunch, so put a lot of attention to it.

Recruitment ends Tuesday, same time as this post. If I see a clear winner, I might stop it earlier.


I would be most interested, and hopefully can throw something together worthy of you and your players review.


Looking forward to it Mark!

Liberty's Edge

Starfinder Superscriber

I'm interested. I should warn you that I've read (at least quickly) all of the Kingmaker AP, as I'm running it with my FtF game, and they've just finished off the Big Bad of Book 3. (They still have some exploration and other things to finish off for that book.) Since I'm about to move (which won't affect a PbP), that game will probably end here. Still, I know a fair bit about where Kingmaker is going. I'm confident in my ability to keep IC knowledge separate from OOC knowledge, but if you'd rather I didn't apply given this, I fully understand.

(As an aside, in my campaign, the group befriended Tyg-Titter-Tut and Perlivash fairly early. The ended up founding a Republic, rather than a Kingdom, and talked me into allowing two Consuls... one of which was Tyg-Titter-Tut. Their magister is Perlivash. It makes me *so* tempted to suggest playing Perlivash as a PC. :) )


Your knowledge of the AP is not a problem rknop. I'm not fond of the idea of presenting Perlivash as a PC though.

Liberty's Edge

Starfinder Superscriber

Yeah, I wasn't really serious about that.

I'll get back to you with some background information today.

Re: integrating crunch and fluff: is the reason you want crunch without equipment because the caster will inherit some equipment upon arriving in (whatever the name of the kingdom is)? That is, would it be worthwhile to create the recent history of the character such that he or she is currently penniless?


However you want, really, but the main reason is to save time. It takes a lot more time to do equipment, especially at higher levels. The other reason is that I wish to have a look at equipment before I accept it.

What I really don't want is a build that is only viable with proper equipment.


I'm thinking about a half-elf diviner. Is the material for core races from the ARG on the table?

Lantern Lodge

If you are still taking submissions, I have one that I would like to put in for this.

Questions:

1) Are there any other characters that do arcane casting of any kind?

2) Are there any specific roles, aka magic item crafting, that the caster being made is going to be expected to fill?


psychicmachinery wrote:
I'm thinking about a half-elf diviner. Is the material for core races from the ARG on the table?

Absolutely.


thestrongangel wrote:

If you are still taking submissions, I have one that I would like to put in for this.

Questions:

1) Are there any other characters that do arcane casting of any kind?

2) Are there any specific roles, aka magic item crafting, that the caster being made is going to be expected to fill?

The group counts a summoner, currently on leave.

There are no specific role, beyond some arcane spellcasting ability, sought.


I have an Emberkin (Aasimar) Void Elementalist Wizard but the Void Elemental school is from Dragon Empires. I can send you the sheet or you can check it out on the PFSRD http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/elemental-arcane-schools/void-elemental-school

Liberty's Edge

Starfinder Superscriber

Can I use the Magaambyan Arcanist class from Paths of Prestige? It's not in the list of resources you list, so I figured I should ask before building a character that uses it. (If not, I can just build the character using Core classes.)

Lantern Lodge

I have a couple of different characters that I have been playing that are around that level, one in particular that I would like to play at that level. I can work on putting together his sheet at 10th level and get it back to you later this afternoon, after I get home from work.

One idea that I would run by you is a character that I submitted for a different game but might work for what you are asking for. Mystic Theurge of Torag, dwarf character that specializes in smithing and crafting of metal and magical metal based items. I would have to level him up to 10, but I could have the backstory, fluff and a base crunch up when I get home today.

I also have an elven wizard I play in PFS that I could update to level 10. Both an evoker and a foresight diviner.

Liberty's Edge

Is the bonded witch archetype from the ARG OK? I'm not looking at a non-standard race (half-elf), but it's a new witch flavor to try out, if you'll allow it.

Dark Archive

I would love to get to play at this level and prefer to play arcane casters. I have started the AP three times but have never gotten out of book 1.

My question is how do you want us to assign spells to our spell books if we play a wizard. A 10th level wizard would have had years of adventuring to acquire spells. It seems unreasonable to limit him to the 2 per level he gains for free. It would likewise be unfair, in my opinion to make him purchase each spell as a scroll out of his starting funds as this would discount finding spell books along the way or meeting friendly wizards and trading spells.

Liberty's Edge

Starfinder Superscriber

PFS uses the rule that to pay for "access" to spells, you pay half of the scribing cost. That's probably not a bad way to go, but of course it's the GM's ruling.

If you think about it, the various spells that you find during an adventuring career really are part of the WBL that you pick up by getting treasure while adventuring.

Liberty's Edge

If Mastermind does elect to go that way, we're going to need either a figure for starting gold or an "allowance" with which to purchase spells.

Or else he is going to get a ton of sorcerers. LOL


My muse is currently running me in the direction of an elven Magus with the Spell Dancer archetype from ARG. A worshipper of Ashava (True Spark) from Chronicle of the Righteous.


Brother Stelin wrote:
I have an Emberkin (Aasimar) Void Elementalist Wizard but the Void Elemental school is from Dragon Empires. I can send you the sheet or you can check it out on the PFSRD http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/elemental-arcane-schools/void-elemental-school

The link doesn't work. In any case, I'd prefer to stick with Paizo material.


rknop wrote:
Can I use the Magaambyan Arcanist class from Paths of Prestige? It's not in the list of resources you list, so I figured I should ask before building a character that uses it. (If not, I can just build the character using Core classes.)

I should have said any Paizo material. That archetype is fine.


Jeremiziah wrote:
Is the bonded witch archetype from the ARG OK? I'm not looking at a non-standard race (half-elf), but it's a new witch flavor to try out, if you'll allow it.

Works for me.


Skorn wrote:

I would love to get to play at this level and prefer to play arcane casters. I have started the AP three times but have never gotten out of book 1.

My question is how do you want us to assign spells to our spell books if we play a wizard. A 10th level wizard would have had years of adventuring to acquire spells. It seems unreasonable to limit him to the 2 per level he gains for free. It would likewise be unfair, in my opinion to make him purchase each spell as a scroll out of his starting funds as this would discount finding spell books along the way or meeting friendly wizards and trading spells.

As rknop said: They are part of WBL. Let's start with a character, then we'll figure out just how many spells you have found.


Jeremiziah wrote:

If Mastermind does elect to go that way, we're going to need either a figure for starting gold or an "allowance" with which to purchase spells.

Or else he is going to get a ton of sorcerers. LOL

At a minimum, you'll start with level 9 WBL, as it is what the others have. But the specifics will be dealt with the player, once his character is chosen.

Liberty's Edge

Understood, thanks Mastermind.

I'm just framing the crunch with the minimum possible spells known for now, and take it from there if prompted.


Jeremiziah wrote:

Understood, thanks Mastermind.

I'm just framing the crunch with the minimum possible spells known for now, and take it from there if prompted.

That's a good plan. Nothing prevents you from making a wish list for when wealth and access are discussed.

Lantern Lodge

Here are the non-crunch aspects for a character I had worked up for another game, but I think might adapt well to Kingmaker. Name is Darius of clan Hammerhand, dwarven wizard (evoker) 3/Cleric of Torag 3/Mystic Theurge 4. The crunch that I had done was for a character of much lower levels, so I will have to put together the crunch when I get home, and can put it up without having any items or spells listed for now if that will help.

Background:
Darius is a young dwarf, with what many call an old soul. While many people see his young features and bright eyes, they hide the struggle and pains that he has carried through his young life.

When Darius was barely a month old, he was left with his aunt and uncle while his parents went away on some secret mission. To this day, they have never been heard from and presumed dead. His aunt and uncle chose to take him in as their own son. His parent's last wish was that Darius be trained in their art as Riftwardens, and left him an inheritance to be able to afford the training to do so.

When Darius completed his apprenticeship, and was to begin his work as a journeyman wizard, tragic news that his aged uncle had passed came to him. After several days of self reflection and inner debate, he chose to return to his adoptive family and help to support and prosper them.

Much of his life since that time has been learning to work the forge, support the family, training in weapons and armor and combat. His affinity for magic did not stop with his Riftwarden heritage however, and quickly his mind for magic took to the teachings of Torag. His uncle had 2 possessions that he left to his nephew, one was a copy of Hammer and Tongs and an iron wrought holy symbol of Torag.

Appearance:
Darius is a stocky build for a dwarf. He is of middling height for a dwarf, and built broad and stout. Oft times he wears his apron and clothes suitable for smithing, and always seems to have minor scorch marks, grease, oil, metal shavings and other such things all around his person while at work. He seems to be right at home in a forge. He has the callouses and scars of a man that has spent his time hard at work in the forge, and as such his appearance doesn't win any awards.
When he is not working in a forge or similar area, Darius does his best to keep his appearance clean, though his callouses and minor scars and such tend to mar his features. He wears a chain shirt of mithral links, and carries a light shield also made of the silvery metal, and hefts a warhammer made from fire forged steel that he has a very close attachment to.

Personality:
Darius is very inquisitive, a feature of his youthful years. He is also very duty driven. Much of his life he has been carrying out the wishes of his parents to train as a Riftwarden, or providing for his family as a Smith, and as a result it has fueled with him both a steady determination and also a thoughtful demeanor. He does not act rashly, and prefers careful planning and preparation over acting in haste, and his training in the works and knowledge of Torag has lended to his planning nature, both in battle tactics and also in his everyday working life. Darius views magic as both a tool to build and create with, and also as his means of carrying battle out against foes. Oft times he shows affinity for fire and metal magics, as well as repairing and magics of creation. He has been known to wear armor into battle, though also will do without if the situation calls for its absense.

Dark Archive

Other Mastermind wrote:
Skorn wrote:

I would love to get to play at this level and prefer to play arcane casters. I have started the AP three times but have never gotten out of book 1.

My question is how do you want us to assign spells to our spell books if we play a wizard. A 10th level wizard would have had years of adventuring to acquire spells. It seems unreasonable to limit him to the 2 per level he gains for free. It would likewise be unfair, in my opinion to make him purchase each spell as a scroll out of his starting funds as this would discount finding spell books along the way or meeting friendly wizards and trading spells.

As rknop said: They are part of WBL. Let's start with a character, then we'll figure out just how many spells you have found.

I can do that. But I do disagree with rknop. I know its campaign specific, but when a wizard finds another wizards's spellbook and scribes those spells and then the group sells the spellbook it is not included in WBL. And when two wizards trade knowledge of spells, that is also not included. Wizards will go out of their way to deal with other wizards to fill their books. Having played the first part of book 1 I know of at least one wizard NPC that might have been be willing to trade spells and suspect others have shown up in the other books.

I do not mean to be contrary, but only to explain my premise. If a 10th level wizard has to buy at scull costs every spell beyond what he learns from leveling much of his wealth will be taken up by his book and indeed the player would be better off with a sorcerer.

I have an elven wizard in mind that I will build for this occasion. The idea is that he is from the Elven lands to the south and wants to make sure this new kingdom represents both elves and fey fairly. I have no idea how your group treated the encounters early on with the fey though. And I am unsure about other encounters in the other books. I hope my idea does not clash with your players. :)


I present Agrona, half orc leader of clan Rivertusk...

Agrona, the Witchdoctor:

Agrona was born into clan Rivertusk and rose to the position of Witchdoctor by pretending to be much weaker then her fellow witchdoctor candidates, while the strong ones died as the witchdoctor killed them (fearing a threat to his position) Agrona gathered he rown allies and followers and in a night of butchery killed the witchdoctor and either put his followers to the axe or absorbed them into her own followers. Agrona is just as ruthless as her full orc brethren, although not as evil. This is simply because Agrona prefers to keep her position and sees the general "moral" attitude of the orcs to be a problem in meeting with that goal.

Agrona has at long last completed one of her major goals, she has reorganized the entirety of tribe in a way that suits her. She has instituted a new way of leadership among the Rivertusk clan, first she has created a new position for herself (Matron Mother) which in effect runs the clan. She has also created the subordinate position of "War chief" for her most devoted follower, the full blooded orc ranger Murdut. As "warchief" he has only one responsibility and that is leading the clan in war... Even then he is still Agrona's devoted subordinate.

Agrona's goals:

Agrona is quite attuned when it comes to seeing the winds of change which blow across the stolen lands... She sees the wind blowing in a way that is rather unfortunate for clan Rivertusk, the Stolen Lands are being tamed and with them clan Rivertusk's way of life is under threat. Now Agrona marches with her clan just outside the borders of the new Kingdom of Frieland to begin "talks" which will hopefully preserve clan Rivertusk...

As far as mechanics go Agrona would be a half orc witch with the Witchdoctor archetype, she would have the Leadership feat (which represents Murdut and her bodyguards/adepts who serve her). If you like what you see so far I can describe clan Rivertusk in greater detail if you so desire.

Liberty's Edge

Starfinder Superscriber

I am submitting Nomusa, Mwangi wizard and Magaambyan Arcanist.

If accepted into the game, I will create a message board alias for the character.

Summary of Crunch:

NG Female Human (Mwangi) Wizard/5 Magaambyan Arcanist/5
Str: 10 Dex: 12 Con: 14 Int: 18 Wis: 13 Cha: 16
Arcane School: Divination (Opposition: Necromancy)
Arcane Bond: Improved Familiar (Pakashiel, Silvanshee (Agathion))

Full stats and character portrait can be found here

Description, Personality, and Background:

Nomusa, Magaambyan Arcanist

Race: Female Human (Mwangi/Zenj)
Class: Wizard/5, Magaambyan Arcanist/5
Age: 32

Favorite Food: Say what you will about diabolists, they have access to great spices. Nomusa has become very fond of mutton spiced with a particular combination of spices imported from Cheliax

Favorite Drink: In a drinking establishment in Abslaom, Nomusa discovered a liquorice spirit that was claimed to use both ingredients and a recipe out of the Mwangi Expanse. During her time at the Magaambya, she learned that it was based on a Mwagni recipe, but had been heavily modified in Absalom. She eventually figured out how to brew it herself.

Strengths: Very smart, talented with magic, good-hearted, tolerant and open-minded, makes friends easily, curious

Weaknesses: Despite long experience, she remains somewhat gullible and naive, too willing to trust the good nature of people.

Joys: Learning about magic, learning about nature; music, playing the harp; helping people.

Dislikes: Insect swarms; constriction of freedom of movement; heated argument

Description: A medium-short slim Zenj woman with thick, shoulder-length curly hair, deep brown skin, and brown eyes. In warm weather, she affects dress as if she were going to travel in the jungle, with a loose top that covers her upper torso, a skirt slit up the sides for easy movement, and sensible boots. In colder climates, she will dress in forest green scholar's robes with gold filagree trim, wearing an earth-toned brown cloak on top of it.

Personality: Open, eager, curious, communicative. Wants to learn and know as much as possible as there is to know. She's good-hearted, and she hates to see people suffer. She's also a little naive, and even though she's run into enough deviousness and people with hidden agendas in school and in life, she still tends to give people the benefit of the doubt and assume that they will be friendly... and she is most likely to be friendly and helpful herself. She likes to think of herself as being a creature of the jungle but of course she's a born-and-bred city girl, and her time at Magaambya did little to ruralize her.

Background: Nomusa was born in Absalom to her parents, who were (and still are) succesful traders. Her parents (!Kunat and Xabala) had both been born in a small fishing village in the Mwangi expanse, but as young adults had travelled together on an expedition to Absalom. Both of them proved to have a very good head for business, and opened an import/export business there, specializing in imports from the southern continent and in particular from Savarga and the Mwangi expanse. Nomusa was born and raised in a this wealthy household, and always had everything she wanted. Her parents taught her a lot about their homeland and their culture, so Nomusa likes to fancy herself a "real" native Mwangi, but of course she grew up as a wealthy child in Absalom and so is a city girl through and through.

At a young age, Nomusa demonstrated that only was she whip-smart, but also that she had some talent for the arcane. Her parents, not feeling any need to have her follow in the family trade even though she is an only child, enrolled her in the Arcaramirium, where she learned the basics of her craft. At that school, she studied magic widely, eager to learn as much as possible about it. She found herself leaning towards the school of Divination; the possibility of seeking the unknown, of uncovering both the future and the past, and of somehow piercing the vale that the Age of Lost Omens had placed over the world appealed to her. As she became more advanced in her studies, she chose to focus on that school, opting to spend less time learning about enchantment and necromancy.

In her last couple of years at the Arcanamirium, she came under the tutelage of two mentors. One was an aged Mwangi man by the name of Humbaba. Although he was not a diviner himself, but a transmuter, Humbaba became Nomusa's primary scholarly mentor, leading her in studies of magic itself, and in studies of the Great Beyond. Humbaba also assisted Nomusa in the attraction of her familiar, a small dinosaur whom she has dubbed Lula-- a creature similar to those that might, if you looked hard enough, be found in the Mwangi expanse. Her other mentor was a half-elven woman and Abasalom native by the name of Jyrillia. Relatively young herself, but an accomplished diviner, Nomusa came to view Jyrillia as a friend as much as a mentor. Not only did she learn most of her skills as a diviner from Jyrillia, but also Nomusa learned some of the more interesting night-spots in Absalom from her.

After spending several years studying at the Arcanamirium, she finally set off to the Mwangi expanse, following her dream of studying at Magaambya, and learning in the tradition of Old-Mage Jatembe (whom she reveres as a sort of mythic folk hero). Arriving in Nantambu, the instructors there recognized her talent and promise right away, and she enrolled there. She spent several years studying magic there, and eventually began to teach some classes, spending a few years on the faculty. Her mentor on the faculty of Magaambya is an old Mwangi enchanter by the name of Yekskya. He laid the ground work that would allow her to eventually fully understand the school of enchantment, overcoming the limitations she'd had from neglecting it in her earlier studies. Nomusa will sometimes teasingly call him "old-Mage Yekskya". Since she's been on the faculty, she's also had favored students. Her favorite student was a halfling woman by the name of Berry Holdbriar, an extremely talented mage who had started life as a slave in Cheliax, only to be freed as a young woman by an Andoran corsair when Berry's master was travelling by sea. Berry took her freedom and came to Magaambya, where she studied under the faculty there, but made a particularly strong bond with Nomusa. Berry left Magaambya several years ago, and now lives in Andoran. Nomusa tries to keep in touch with Berry, exchanging letters, and sometimes using her arcane powers to communicate with her.

Eventually, as middle age started to be visible on the horizon, Nomusa realized that she had spent her life studying and learning, and that while she was reasonably well-travelled (after all, anybody from Absalom assumes they are as worldly as can be), she had spent most of her life cloistered in one academy or another. She decided it was time to move on, travel, and try to do some good in the world-- and perhaps even to have an adventure or two. She has gone on indefinite leave from her teaching position at Magaambya, and is now travelling the world to see what there is to see.

A year or so ago, she found herself in Kyonin. There, she partnered with the elves fighting the battle against Treerazer. Although she had seen nastiness and evil in the world in her previous travels, the battles against the demons opened her eyes to just how bad it can get. It was here that her original familiar, Lula, a compsognathus, was killed, which Nomusa took as quite a blow. She bonded with an outsider, a Silvanshee Agathion by the name of Pakashiel. Pakashiel had been lurking in the Fierani Forest for quite some time, keeping an eye on the further excursions of demons from Tanglebriar. When Nomusa and Pakashiel met, the two of them recognized that they had both been called for each other, and quickly bonded as arcanist and familiar.

Of course, being human, Nomusa came to recognize that while the elves were grateful for her support in their battles against Treerazer's hordes, she was never entirely welcome inside Kyonin, and moved on. She considered travelling to Mendev and joining the crusade against the demons of the Worldwound, but through a couple of adventures, she's found herself in the River Kingdoms. She's heard tell of a new kingdom trying to establish itself in the historically contested Stolen Lands, how the founders of this kingdom defeated a bandit lord plaguging the area, a nest of trolls, an enormous owlbear, and perhaps most significantly, an undead cyclops lich that potentially stood to be as big a threat to the region as perhaps even the Whispering Tyrant had been, had the lich been given time to grow in strength. Intruiged by the renown of these leaders, Nomusa has decided to seek them out and see if they will be willing to allow her to join them for a time, in hopes that she might be able to do some good in this part of Golarion.

Notes: As requested, I've purchased no equipment. I will definitely be picking up a lot of spells. Currently, because of the prestige class, she has no fourth or fifth level spells in her books, clearly untenable for a 10th level wizard caster. I'm hoping you'll go with the PFS standard of "pay half the scribing cost for access, and then the scribing cost to scribe" for adding spells. (If it's the purchase price of scrolls plus scribing costs, the number of spells will be accordingly lower.)


Dotting for Interest

Lantern Lodge

thestrongangel wrote:

Here are the non-crunch aspects for a character I had worked up for another game, but I think might adapt well to Kingmaker. Name is Darius of clan Hammerhand, dwarven wizard (evoker) 3/Cleric of Torag 3/Mystic Theurge 4. The crunch that I had done was for a character of much lower levels, so I will have to put together the crunch when I get home, and can put it up without having any items or spells listed for now if that will help.

** spoiler omitted **

** spoiler omitted **...

Here is a basic crunch with no spells, items or anything else of that matter. This particular build is very focused on crafting, but can be adapted depending on the needs of the party.

Crunch minus spells or items/money:
Darius Hammerhand
Dwarf Cleric of Torag 3/Mystic Theurge 4/Wizard 3
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
Aura metal fists
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 75 (3d8+7d6+30)
Fort +8, Ref +3, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks artificer's touch, channel positive energy 2/day (DC 10, 2d6), +1 on attack rolls against goblinoid and orc humanoids
Cleric Spells Prepared (CL 7th; concentration +10):
4th—[/i]
3rd—[i]

2nd—[/i]
1st—[i]

0 (at will)—[/i]
[D] Domain spell; Domains Artifice, Earth, Metal
Wizard Spells Prepared (CL 9th; concentration +13):
4th—[i]

3rd—[/i]
2nd—[i]

1st—[/i]
0 (at will)—[i]

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 16, Int 18, Wis 16, Cha 8
Base Atk +5; CMB +7; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Scribe Scroll, Spell Focus (evocation)
Traits defensive strategist, magical knack
Skills Appraise +11, Craft (armor) +12 (+14 on checks related to metal or stone), Craft (blacksmith) +12 (+14 on checks related to metal or stone), Craft (weapons) +12 (+14 on checks related to metal or stone), Heal +11, Knowledge (arcana) +17, Knowledge (religion) +17, Profession (miner) +9 (+11 on checks related to metal or stone), Spellcraft +17; Racial Modifiers craftsman
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Infernal
SQ arcane bonds (arcane bond [object]), aura, combined spells, domains (artifice, metal), force missile, intense spells, opposition schools (enchantment, necromancy), specialized schools (evocation)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 3 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Metal) Associated Domain: Earth
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4+1
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Metal Fists (6/day) (Su) Swift action: Your fists feal 1d6 damage, do not provoke AoO, and ignore hardness 10
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.


OK, I'm thinking about creating a words of Power EK, the question is, do you allow Words of Power variant? If so, how would Traits and Feats that normally affect a single spell interact with words of power? (e.g. Magical Lieage, Spell Perfection, Spell Specialization)?


Gavmania wrote:
OK, I'm thinking about creating a words of Power EK, the question is, do you allow Words of Power variant? If so, how would Traits and Feats that normally affect a single spell interact with words of power? (e.g. Magical Lieage, Spell Perfection, Spell Specialization)?

Ouch! I'm afraid I must say no to this option. Especially starting right off at level 10, and me not knowing anything about it. Best to stay on the safe side. Sorry about that.


Here is Merten Falstaff, half-elf foresight diviner:

Crunch:

Merten Falstaff
Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +10; Senses low-light vision, Perception +18(+22)
-Defense--------------------
AC 13 (17), touch 13, flat-footed 10 (14) (+3 dex) (+4 mage armor)
hp 72 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +5, Ref +5, Will +7
-Offense--------------------
Spd 30ft.
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Special Attacks
Arcane School Spell-Like Abilities (CL 10th; concentration +19)

3 + Int Mod / day - Prescience (Su)
10 rounds / day - Foretell (Su) 30’ aura +2 allies or -2 enemies luck bonus / penalty to ability
checks, attack rolls, caster level checks, saving throws and skill checks.

Wizard Spells Prepared (CL 10th; concentration +19)

5th 4/day -
4th 5/day -
3th 5/day -
2nd 6/day -
1st 7/day -
0th (at will) 4/day -

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats Skill Focus (Perception), Scribe Scroll, Elven Spirit, Spell Focus (Conjuration), Craft Wondrous Item, Augment Summoning, Superior Summons, Improved Familiar, Craft Rod, *Alertness
Skills (70 skill points total) acrobatics +3, appraise +5, bluff +0, climb +0, craft(alchemy) +11, diplomacy +0, disguise +0, escape artist +3, fly +10, handle animal +0, heal +0, intimidate +0, kn(arcana)+18, kn(dungeoneering) +13, kn(engineering) +10, kn(geography) +10, kn(history) +10, kn(local) +10, kn(nature) +13, kn(nobility) +10, kn(planes) +13, kn(religion) +13, linguistics +11, perception +18(+22), perform +0, profession +0, ride +3, sense motive +0(+2), spellcraft +18(+20), stealth +3, survival +0, swim +0
Traits Elven Reflexes, Focused Mind
Languages Common, Elven, Draconic, Abyssal, Infernal, Celestial, Sylvan
SQ adaptability (skill focus(perception)), arcane bond (faerie dragon), arcane training, elf blood, keen senses
Spellbook
0th - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st - burning hands, color spray, comprehend languages, grease, mage armor, protection from evil, shield, true strike, vanish (9 total)
2nd - detect thoughts, glitterdust, resist energy, see invisibility (4 total)
3rd - arcane sight, clairaudience/clairvoyance, fly, haste (4 total)
4th - paragon surge, scrying, share senses, summon monster IV (4 total)
5th - contact other plane, prying eyes, summon monster V, wall of stone (4 total)

Appearance:

A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder telepathically asking overly personal questions to passerby.

Backstory:

Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian gentleman or that Taldan lord, always committing his contracts to writing and leaving satisfied customers until he chanced to spy the beautiful consort of a Qadiran merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had minimal interactions with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.

With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a mage-for-hire with all manner of unsavory sorts in the River Kingdoms He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any group that sought to carve out a space for itself among the warring lands.

However, all that came to an end recently. Merten’s most recent employer hid his foul deeds behind fair words, and it was only through the use of his divination magics that Merten was able to discover the atrocities that the self-styled bandit-king had committed in his quest for power. Merten separated his employer from his band and left him in the tender care of a band of particularly nasty Quicklings before striking out on his own, seeking for a group where he could be an equal partner and build something lasting instead of a hired mage who only left destruction in his wake.

Merten’s goal is to found a settlement that can withstand the chaos of the riverlands and thrive on its own. A place where others can freely trade and learn and live in these fertile lands. He would like to found a wizard's college of his own, and pass on what he has learned about life and arcana to some promising young minds. He still thinks of Griselle from time to time, wondering where she has gone, and if there was ever anything more to their dalliance than relieving him of his goods and good name.

Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. However, he has a soft spot for those who have suffered through no fault of their own, and will often go out of his way to aid widows, orphans, and those who have come to harm through no fault of their own.

GM:

Is the leadership feat in play? If so, Merten will probably have a young mage cohort who stays back in town and crafts magic items for the group. This isn't a requirement by any means, just a way to help out the party without taking out time for down time. If that's ok, Merten will forego the item creation feats for some metamagic. I'd also like for this character to be able to establish a tower or something. I'm not sure how much kingdom building you guys have done, but if it fits in, I'd like it a lot.


Psychicmachinery:
I would prefer to leave the leadership feat out of it for now. Perhaps at level 11 though, as another player is looking at it.


Other Mastermind wrote:
Gavmania wrote:
OK, I'm thinking about creating a words of Power EK, the question is, do you allow Words of Power variant? If so, how would Traits and Feats that normally affect a single spell interact with words of power? (e.g. Magical Lieage, Spell Perfection, Spell Specialization)?
Ouch! I'm afraid I must say no to this option. Especially starting right off at level 10, and me not knowing anything about it. Best to stay on the safe side. Sorry about that.

NP, I'll just go with a vanilla Arcane Sorceror then.


OK, next question: Will you allow leadership?


Gav, check under the GM's spoiler to me for the answer to your question.


psychicmachinery wrote:
Gav, check under the GM's spoiler to me for the answer to your question.

TY! (I'd actually left it out anyway, but it's still good to know.)


I'd like to take Improved familiar, is there any restriction on what creature i can have as my familiar?


gm is Agrona story wise a go or not(leadership can be skipped or delayed as you prefer)?


Gavmania wrote:
I'd like to take Improved familiar, is there any restriction on what creature i can have as my familiar?

I'm pretty sure anything on the Paizo list is fine.


Viluki wrote:
gm is Agrona story wise a go or not(leadership can be skipped or delayed as you prefer)?

I'm not sure what you mean by 'a go'. If it's your application, then it's what I'll be looking at, no?

As for Leadership, it's no for now.


Agrona is indeed the application, I won't bother to stat her up until I know whether or not if she can contend with what is already here.


Viluki wrote:
Agrona is indeed the application, I won't bother to stat her up until I know whether or not if she can contend with what is already here.

Ok, I understand. No worries.

Liberty's Edge

I'm going to be submitting something today, probably by 1PM EDT or so. Herolab ate my homework, haha.


Im gona work up an Arcanist to submit..

Liberty's Edge

Just to make sure I understand what is meant by "half+1" for HP, that's meaning PFS-style, right?


Jeremiziah wrote:
Just to make sure I understand what is meant by "half+1" for HP, that's meaning PFS-style, right?

Yes. So if it is a d6 hit die class, they would get 4 hit points per level after the first, d8=5 hit points, etc.

1 to 50 of 111 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Kingmaker Existing PbP (Book 4) Looking for an Arcane Caster All Messageboards

Want to post a reply? Sign in.