Way of the Wicked (Pathfinder) Recruitment Thread

Started by Pointless Digression, December 10, 2012, 05:49:47 PM

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Joslyn

#50
EDIT: Updated to fix ability scores and skills (which I did the 3.5 way before) and add information.




Juliette
Half-Elf Female
Cleric of Asmodeus
Lawful Evil
Age: 19
HP: 8
Str 8  Dex 10 Con 10 Int 14 Wis 20 Cha 14

Saves (Base+Mod+Misc)
Fort 2+0+0 = +2
Reflex 0+0+0 = +0
Will 2+5+0 = +7

Attacks (Base+Mod+Misc)
Melee 0-1+0 = -1
Range 0+0+0 = +0

Background

Juliette is the daughter of Lord Varian Bloodcrown, a human necromancer and warlord who once terrorized the land. She has no memory of her mother, an elven sex slave who died not too long after giving birth.

As a child Juliette (originally named Sophia) was pampered by her father, and assisted him in brutal magical experiments. She also helped him plan his reign of terror. Their relationship was unnaturally close. Five years ago Lord Varian was finally defeated and slain. Juliette faked her own death by killing a half-elf servant she had kept for that purpose. She changed her name and started life anew. The lesson she took from her father’s defeat was that his devotion to Chaos was his undoing—his treachery had led to isolation from potential allies and the peasants of his lands had been all too eager to help do-gooder invaders.

Juliette devoted herself to attaining power and avenging her father through more subtle means. She supplicated herself to Asmodeus with the goal of gaining his favor as a cleric. She became well-known among the faithful with a series of essays on political authority. The half-elf advocated for a theocratic empire run on a “bread and circuses” approach—disloyalty in the weak can be eliminated by keeping their physical conditions tolerable and distracting them with sex and entertaining violence.

In order to prove her loyalty to her faith, Juliette volunteered to work as a courtesan to bring in gold and stolen secrets. This went well for several years, until an attempt to defraud a noble out of a large amount of money went awry. She was shipped off to Bleakguard to be tortured for information on her activities.

Race

+2 Wisdom
Medium
Normal Speed
Low-Light Vision
Adaptability
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Multitalented: +1 Skill Point.
Languages: Common, Elven, Necril, Infernal, Celestial.

Class

Hit Die: d8.
Skill Ranks per Level: 6
Weapon and Armor Proficiency
Aura (Ex)
Spells:

1st Level (3+1): Cure Light Wounds x 3, Disguise Self

Channel Energy (Su): 1d6, 30-ft. radius, 5 / day, Will Save DC 13
Domains: Magic, Trickery
Orisons: Detect Magic, Detect Poison, Stabilize
Spontaneous Casting

Magic Domain

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Traits, Feats, Skills

Fraud: You receive a +2 trait bonus to Bluff checks and Bluff is always a class skill for you.

Selective Channeling (1st Level)
Skill Focus (Bluff) (Half-Elf)

7 Skill Points (Ranks+Mod+Misc)
Bluff (Cha) 1+2+8 = +11
Diplomacy (Cha) 1+2+3 = +6
Knowledge (Religion) (Int) 1+2+3 = +6
Linguistics (Int) 1+2+3 = +6
Perception (Wis) 0+5+2 = +7
Profession (Courtesan) (Wis) 1+5+3 = +9
Sense Motive (Wis) 1+5+3 = +9
Spellcraft (Int) 1+2+3 = +6

Gear

Tattered Prison Clothes

ManyMindsManyVoices

"How did you determine your ability scores, Jos? By my count it only comes to 19 in point-buy, and isn't possible using the other method (as your Str would be 8 and Wis would be 20)."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

PaleEnchantress

#52
(Stealing Joslyn's Format)

Tristessa
Male Changling (Object of Desire Feature)
Witch
Lawful Evil
Age: 19
Stats (Point Buy) Str: 8, Dex 10, Con 10, Int 20, Wis 10, Cha 16




Unlike some green hags Tristessa's mother lived a rather cosmopolitan life. She had killed a dowager baroness and used her magic to assume her form to take her place. The hag hated men with a passion, though remarkably she did not grow angry when her child turned out to be a rare male example of his species. She saw the boy as an opportunity to further her vendetta against all men. (She wasn't particularly kind to women either). She gave the boy an archaic female name and tutored him well in the magic of the dark fey. As he came into adolescence he showed a greater attraction to men than women, just as his mother had hoped. All seemed to be going well except Tristessa wasn't particularly hateful.  As he got into his older teen years he took a young knight in training as a lover. Their romance was was like a beautiful fable, and while Tristessa's mother hoped it would break apart like most young loves, it seemed t only get stronger with time.

The green hag had to do something to turn her son against his lover. She carried out a plan to make her son think his lover had betrayed him, so he would learn all men were worthless at heart. She did so by taking Tristessa's form and seducing the young knight. When her son walked in on them she simply turned back before he noticed, the heavy drinking she encouraged in the knight left him confused and unable to explain himself before an angry Tristessa. The changeling screamed for the guards to remove his former lover from the chateau. While he was hurt and vulnerable his mother went in. She told him how his lover dishonored him, and how he must take revenge. Tristessa agreed, and rubbed a magic oil on his body that would poison any who touched him. When his lover saw him he was thrilled to see Tristessa and rushed to embrace him. With tearful eyes he explained how Tristessa's mother had looked just like him. It wasn't long before the poison took it's toll. The knight realized what was happening, and in his last few moments of life he told Tristessa that he would forgive him for anything, and that he loved him still.

The green hag's plans worked but she underestimated her son's sinister nature. He did not forgive her for the part she played, and when he killed again it was she who was his victim.

Tristessa took control of his mother's lands and tried to raise a cult up around himself that he hoped to eventually topple the political structure of the kingdom with. He enjoyed moderate success for a while. Merchants would frequently travel through his lands on their way to  greater places. In one particularly rowdy group he was able to entice one of their guards into worshiping him. To prove his loyalty Tristessa demanded the rugged man kill the men he traveled with. Griff obeyed with out question, and since the two have been inseparable.


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PaleEnchantress

Just noting that I may alter the character a bit to make my race human. Not sure.
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Roketto

#54
The Necromancer.

He's the irritable, cynical, anti-social, master of the undead that really just wants you to stuff a sock in it, sod off, and leave him alone.  Accused of the heinous crime of Grave Robbery, Jhonan has been sentenced to death by the Albion Magistrates, despite his insistence that, "Those corpses were already walking around in the bloody swamps!  I just put them to good use!"

In his youth, he and his brother were intrepid young adventurers, sent to go retrieve some supposedly "ancient" and "powerful" artifact.  Along with the rest of their adventuring party, they fought their way through the dungeon, past the mid-boss and end-boss, and finally found their treasure.  Upon entering the artifact's chamber, the rest of the party became entranced by the object's luring aura (aka - failed their will saves).  As the party slowly approached, shadowy creatures from beyond the grave reached out for them, beckoning them closer while the young Jhonan screamed at them and tried to break them from their trance.  Unable to free them from the artifact's hold, and seeing no other way to save his brother and companions from the vile thing, he went to the artifact and let it take him, sacrificing himself to save the others.

For the most part, it worked, and as soon as the thing had him in its clutches, the others were freed from the spell; horrified to see the young man being corrupted by the artifact.  Luckily, his selflessness is what saved him, the act too pure, too good, to let him succumb to death or its control.  Horribly maimed by the artifact's corruption, only the Jhonan was able to carry the foul thing, and they high-tailed it out of there with the artifact in hand and were the heroes of the day.

Hooray for them.  Yaaay.

Unfortunately, the artifact's corruption brought the young man far closer to the grave than he'd realized, and over time strange things began to occur around him.  Namely, as he worked to recover from his terrible wounds, small undead creatures started showing up in town, especially around the Leroung manor.  At first, it was believed to be the lingering taint from the artifact, but when Jhonan ended up face to face with one of them, not only was the creature drawn to him, but oddly enough it seemed as though it regarded him as a companion, rather than a meal.  Horrified, he destroyed the creature and retreated back to the safety of the manor, but it just seemed that necromantic energies were drawn to him, whether he liked it or not.  More and more, the creatures appeared, and more and more it became apparent that Jhonan had a seemingly innate talent for manipulating them; an affinity for the dead. 

Of course, as soon as his brother caught on, he warned Jhonan away, urging him to flee to an isolated part of the world where he wouldn't be a danger to those around him, or in danger of being accused of black magics.  So he did, retreating into the murky depths of the swamplands at the edge of the great kingdom.  There, for years, he lived in relative peace, undisturbed by civilization as he slowly came to terms with his newfound power, beginning to practice on the shambling dead that inhabited the cursed swamp.

Then, one fateful day, an adventuring party "just happened" to be traveling through his domain, after hearing reports of the walking dead in the region.  Locating the budding Necromancer's tower, they reported their findings to the local authorities.

Several dead adventuring parties later, the authorities actually sent out a competent bunch that managed to get past all the mindless dead wandering the swamp, through his meager tower, and beat the snot out of the poor man to drag him back to face "Justice". 

Turns out Necromancy is illegal.

Go figure...

----------------------------------------------------------------------------------------------------

Character
(Finalized Character Sheet)

Name Jhonan Thanatos Leroung
Sex Male
Age 32
Height 6'4"
Weight 187 lbs

Ability Scores

Strength 8
Dexterity 12
Constitution 14
Intelligence 15
Wisdom 13
Charisma 20

Saves

Fortitude 2 (0 Base +2 Con)
Reflex 1 (0 Base +1 Dex)
Will 3 (+2 Base +1 Wis +2 Feat -2 Class)

Spells

Level / Known / Per Day (Bonus)
04-
123 (2)
2-- (1)
3-- (1)
4-- (1)
5-- (1)

Spell List

-0-
Daze (DC 18)
Detect Magic
Mage Hand
Prestidigitation
-1-
Hypnotism (DC 19)
Keep Watch

Skills
Ranks = 8 (+2 Class +2 Int +1 Racial +2 Campaign Bonus)

Bluff 9 (+5 Cha + 1Rank +3 Trained)
Intimidate 9 (+5 Cha +1 Rank +3 Trained)
Knowledge (Arcana) 6 (+2 Int +1 Rank +3 Trained)
Knowledge (Religion) 6 (+2 Int +1 Rank +3 Trained)
Perception 6 (+1 Wis +1 Rank +3 Trained +1 Trait)
Spellcraft 6 (+2 Int +1 Rank +3 Trained)
Use Magic Device 9 (+5 Cha +1 Rank +3 Trained)

Flaws

Corruption of the Grave -4 to all weapon attack rolls1; base land speed reduced by 10 feet2

Traits

Crime: Grave Robbery +1 to Perception checks and Perception is a class skill
2nd Trait To be determined

Feats

Spell Focus (Enchantment)
Iron Will
Expanded Arcana2

Other Abilities

Undead Servitude (Su)1  You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.

----------------------------------------------------------------------------------------------------

Human
Racial Features

Ability Score +2 Charisma
Size Medium
Base Speed 20 feet
Languages Common, Draconic, Celestial
Bonus Feat Spell Focus (Enchantment)
Skills +1 skill rank per level

Crossblooded Sorcerer (Fey/Undead)
Class Features

Proficiencies Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodlines

-Fey-
Skill Knowledge (nature)
Arcana Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Powers You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
-Undead-
Skill Knowledge (religion)
Arcana Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Powers You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

(Under Construction)

ManyMindsManyVoices

Quote from: Roketto on December 11, 2012, 10:50:33 PM
Turns out Necromancy is illegal when they think you're stealing bodies.

"That last part feels tacked on (probably because it is)... I think it was fine with just 'Turns out Necromancy is illegal...' Why shouldn't it be? The problem with stealing bodies is 'desecration of the dead', right? So wouldn't necromancy, by definition, be illegal?"
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

PaleEnchantress

The hex im thinking of taking seems like one of the weakest, but I just cant resist it for coolness factor: Child-Scent.
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ManyMindsManyVoices

#57
Janus grew up in Albion, and was a relatively normal boy, minus the fact that he was born with Angelic heritage. Most people never knew this about him, but he aged slowly and had a bit of an otherworldly handsomeness. Janus's aasimar father was some hero or paladin or something somewhere. All Janus really knew is that his mother was lonely, and always afraid, and distant from the son who reminded her of the man who wouldn't return.

Janus tried to fight the memory of his father for his mother's attentions... The raven-haired beauty, with the exotic smile, she became less and less his mother, and more the woman he could never have... Janus practiced with the sword, day and night, promising to kill the man who hurt his mother, promising vengeance on all such fools. Of course, he was just a foolish boy himself.

However, his initial goal fueled his studies, and he became not only a great warrior, but learned to use arcane magic to make himself an even greater fighter. Any weapon that he touched could be an enchanted blade, as good as, or better than, any sword crafted by a master artisan. Months of practice became years, and years turned into a decade or more, Janus had forgotten time, or his old purpose, but never his mother. However, his mother was merely a human, and a lonely, grief-stricken one at that. She fell ill, and passed on, and Janus was left with no purpose or reason, even a poor one.

In time, Janus became a mercenary, preferring to wear no armor, and definitely not to fight for any man with a 'just cause'. His father's 'just cause' had forced his mother into a lonely, bitter life and an early grave. So, Janus's brilliant mind, impressive skill, and otherworldly physical prowess made him a reasonably desirable ally to anyone with the right amount of coin.

Again, he lost track of time as the years passed, putting him at least four decades from his birth, he eventually ended up in Bleakguard after a rather strange incident. Janus had gotten into a fight with a knight, and convinced the man to duel him, one-on-one no armor, no horses, just a sword for each one. They met at dawn, each man provided a simple, crude blade taken from the dungeons from brigands. However, in Janus's hands, the blade was enchanted, and between the enchanted blade and Janus's agile movements and attacks, the man stood no chance.

Janus left him mortally wounded, but too many of the knight's fellows had seen Janus call on their companion to duel. Poor sports that they were, they disregarded that their honorable companion had not pointed a finger at Janus, and hunted him down, taking him to Bleakguard to await his sentence.




"There's the pitch, which can be added to or changed if the GM so desires. I'm flexible on that. The sheet isn't completed yet."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Roketto

Quote from: Ryuka Tana on December 12, 2012, 12:18:26 AM
"That last part feels tacked on (probably because it is)... I think it was fine with just 'Turns out Necromancy is illegal...' Why shouldn't it be? The problem with stealing bodies is 'desecration of the dead', right? So wouldn't necromancy, by definition, be illegal?"

Yeah, I was just adding it on for "teh lulz".  I can't help it, I'm a comedic writer at heart.

ManyMindsManyVoices

My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Roketto

Ugh, now I either have to draw up a reference sheet or type out a physical description...

But that's a task for another day.

Tydorei

Two confirmed already? I guess I better make my app asasp

Joslyn

I forgot some info on my character sheet like saves, I'll add that in soon.

Quote from: Ryuka Tana on December 11, 2012, 09:42:09 PM
"How did you determine your ability scores, Jos? By my count it only comes to 19 in point-buy, and isn't possible using the other method (as your Str would be 8 and Wis would be 20)."

Is the point buy method in pathfinder different from 3.5? Because I have 1+2+2+4+10+6=25 (wisdom is 16 originally and points above 14 cost extra).


Pointless Digression

http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Generating-Ability-Scores

There are subtle differences between Pathfinder and 3.5. Not a ton, but they are there. I've heard Pathfinder called "3.75" both complimentary and derogatorily, and I don't know that I disagree.
         

Joslyn

Quote from: Pointless Digression on December 12, 2012, 07:17:29 AM
http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Generating-Ability-Scores

There are subtle differences between Pathfinder and 3.5. Not a ton, but they are there. I've heard Pathfinder called "3.75" both complimentary and derogatorily, and I don't know that I disagree.

Neat, the new system is a little more generous. I'll fix that up too.

Roketto


PaleEnchantress

Are we using Pathfinder's backwards compatibility with 3.5? I know there are some feats, spells, and prestige classes I'd love to make use of.
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ManyMindsManyVoices

#67
Quote from: Tydorei on December 12, 2012, 06:09:12 AM
Two confirmed already? I guess I better make my app asasp

"Is anyone confirmed? I didn't see that."

EDIT: "Oh, hey, look at that."


EDIT2: @Roketto "I must be missing something, you have a number of abilities, and I can't figure out where they all came from. Before I note any of that, though, based on what I can tell, your Charm Person spell DC is 17. Charm is not a compulsion."

"So, I don't understand where Undead Servitude comes from, but I presume the denotation with it implies that your flaw gives it to you, as well as Expanded Arcana. However, you then have 3 other feats, Spell Focus, Iron Will, and Skeletal Summoner... Shouldn't you only have 2, even if your flaw(s) gives you two more abilities?"

"Sorry, I GM a lot, and I was looking over our two confirmed characters now that I can be sure who I may be playing with, and these things stood out."

@Joslyn "Since you haven't played Pathfinder, I'm guessing you also missed the rule about Favored Classes. I may be wrong, but any class you take (and I think since you're a Half-Elf, actually two classes of your choice) are considered Favored Classes. As long as you are taking levels in your favored class(es) you get +1 HP or +1 Skill Point each level."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

ExisD

#68
The Fiery Rose

As a child Rosita grew up among the elven lower class. Her parents were both laborers that wish for nothing more than a simple and peaceful life for their daughter. Though as it turns out she would not desire that type of sedentary lifestyle in the slightest.

She just drifted through life without any sort of goal. Her family lived a very rough life-style, but the girl's frailty was too much for her to keep up with her parents. Then in her seventies the elf awoke to her true power when she lit the side of her house on fire by accident. She'd always been fascinated by the colors and way fire danced, but she'd never before been able to use it to such an extent.

Rosita had applied to the school of wizardry given her incredible wit, but pulled her own application when it turned out that magic came to her naturally. Unfortunately, others in the community noticed this and investigated. Fiendish ancestry was determined to be the reason behind her new-found gifts and the community shunned her. Though part of that was her own fault, having lit fires at random which did nothing to assuage their fears.

Forced to leave her home for being a menace the elf found herself under attack by a group of goblins. By a stroke of good luck she scared them into compliance with a display of magic. It wasn't too hard for her to take over the group through fear of being incinerated. For several years she stayed there, practicing her art and living in relative comfort. Relative for being in a cave in the forest and eating rat meat for most meals anyway.

However, none of this would last. Eventually her impulsiveness got the better of her and Rosita lead her minions in an raid against a nearby town. The first one worked well, they came out of it with a few captured slaves and quite a few goods. They did not survive the reprisal from a community looking for their daughters. When the militia arrived Rosita was captured, having managed to kill only one of the assailants with traps, and her minions slaughtered.

Character:
Name   Rosita Aberqueo
Sex   Female
Age   122
Class Sorcerer
Height   5'
Weight   70lbs


Stats: mostly empty, to be determined as I go
Spoiler: Click to Show/Hide

Ability Scores: dice
Strength   16
Dexterity   15
Constitution 7   
Intelligence 18   
Wisdom   8
Charisma   18

Saves:
Fortitude   0-2
Reflex 0+2   
Will   2-1

Spell List
0th level
Spark
Light
Jolt
Detect Magic

1st level
Charm Person
If 3.5 stuff is available then Ray of Flame, if not Burning Hands

Skills: 

Feats:

Traits: Crime: Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Albion instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Flaws:

Other Abilities:

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Racial Features: Elf
Size: Medium.
Base Speed: 30 feet.
Languages: Common, Elven, Goblin, Orc, Infernal, Draconic
Skills:

Class Features:
Eschew Materials

Infernal Bloodline



Joslyn

Quote from: Ryuka Tana on December 12, 2012, 12:01:01 PM
@Joslyn "Since you haven't played Pathfinder, I'm guessing you also missed the rule about Favored Classes. I may be wrong, but any class you take (and I think since you're a Half-Elf, actually two classes of your choice) are considered Favored Classes. As long as you are taking levels in your favored class(es) you get +1 HP or +1 Skill Point each level."

Fortunately I already saw that and took the extra skill point. Between that, her int, and the extra two house rule points Juliette is quite the talented little evil-doer.  >:)

ManyMindsManyVoices

"Damn, this is a squishy party. A Necromancer with a penalty to HP, and a Cleric with practically no physical scores to speak of... Plus the only two other sheets up for review are more squishies. Good thing I don't need armor to be fully protected, that will probably come in handy early on."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

PaleEnchantress

Quote from: Ryuka Tana on December 12, 2012, 01:31:44 PM
"Damn, this is a squishy party. A Necromancer with a penalty to HP, and a Cleric with practically no physical scores to speak of... Plus the only two other sheets up for review are more squishies. Good thing I don't need armor to be fully protected, that will probably come in handy early on."

At least Griff should be pretty beefy.
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ExisD

Hopefully my goal of acquiring minions as meat shields will succeed. If not, well I think I have the squishiest character so far.

Shjade

#73
Quote from: Ryuka Tana on December 12, 2012, 01:31:44 PM
"Damn, this is a squishy party. A Necromancer with a penalty to HP, and a Cleric with practically no physical scores to speak of... Plus the only two other sheets up for review are more squishies. Good thing I don't need armor to be fully protected, that will probably come in handy early on."

I was considering something of a tanky-ish Monk, if such a thing is possible, but looking over the player interest so far I think I'd be too inexperienced to keep up with this crew, having played a grand total of one session of Pathfinder before. x.x;

Just an aside: these characters are all supposed to be level 1? I ask as, well, I mean...is it normal for a level 1 necromancer to have enough minions to kill multiple adventuring parties by himself? Or to raid a village? I don't really know how power works in D&D in general or Pathfinder specifically; it just sounds like a pretty strong starting point if things only get better from there.
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

ExisD

Inexperience with the system I've found only matters a lot when you're playing a caster. For more martial characters choices are a bit more obvious and it's much harder to make a character that's bad statistically. On the flip side, once a certain level is reached they won't be able to do anywhere near as much compared to the casting classes.