• The Infractions Forum is available for public view. Please note that if you have been suspended you will need to open a private/incognito browser window to view it.

OOC [Pathfinder]Gaurdians of Golarion: Episode V: Chaotica Lives!!!

Yeoman

Registered User
Validated User
Okay, OOC thread for now, post up your final character sheets, IC thread later today.
 

Silvercat Moonpaw

Quadruped Transhuman
Validated User
Shirin (Googledocs sheet)

Shirin is the daughter of a Keleshite Pathfinder who never quite gave up relic hunting but swore off the sea after having her pirate crew mutiny and strand her with her infant daughter. At least, that was mostly true except for the "sea" and "Keleshite" parts. Eventually Shirin's mother's past caught up with her, and one of her old enemies came looking for "the only space pirate bold and stupid enough to raid Skydock". Shirin and her mother were abducted and separated. She's been searching ever since, using the "adventurer" (read: "pirate") training her mother taught her.

EDIT: Did I mention she gets distracted easily?
 
Last edited:

Mitch

Flying high
Validated User
Spoiler: Show

RPGnet Pathfinder: Revenge of Chaotica!

Arial
Female Android
Monk 5 (aspiring darechaser)
Lawful Good

Str 14
Dex 16
Con 14
Int 14
Wis 14
Cha 8

HP: 38/38
AC: 18
BAB: +3 (CMB +5)
Initiative: 5
Ki Pool: 5/5
Speed: 40'
Fort: 6
Ref: 7
Will: 6
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleepeffects.
+2 bonus on saving throws against enchantment spells and effects.

Unarmed Strike: +5, 1d8+2
Flurry of Blows: +5/+5, 1d8+2
Crossbow: +7, 1d8, 80', 19/20 x2

Languages: Common +2

Skills: 7/level
Acrobatics 4:11 (16 to jump, ki bonus)
Bluff -5
Climb 4:11 (-2 to accelerate)
Craft (firearms) 3:8
Escape Artist 4:10
Knowledge History 4:9
Perception 4:11
Sense Motive 4:9
Stealth 4:10
Swim 4:11


Alert: Androids gain a +2 racial bonuson Perception checks.
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleepeffects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical.

Stunning Fist: The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Fort DC 15. A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
At 4th level, he can choose to make the target fatigued.

Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Maneuver Training: a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.

Still Mind: +2 bonus on saving throws against enchantment spells and effects.

Ki Pool
As long as he has at least 1 point in his ki Pool, he can make a ki strike. ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

Slow Fall: a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.

High Jump: a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body: a monk gains immunity to all diseases, including supernatural and magical diseases.


Feats
Athletic: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Traits
Reactionary: You gain a +2 trait bonus on initiative checks

Acrobat: You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.

Equipment: 10,500gp
Bracers of Armor +2 4000
Bag of Holding, type I 2500
Telescope (x10/+2) 2000
Cure light wounds potion x4 200
Lighter 10
Masterwork Dagger 302
Masterwork Crossbow, light 335
Bolts, normal (10) 1
Bolts, fire (10) 500
Bolt, grappling (2) 2
Rope, silk with grappling hook 11
Artisan tools, Craft (firearms), masterwk 55
/9916

Background: Ship she was traveling on had an accident. She was the only survivor. Kree'zakk picked up their distress signal, and found her in the wreckage.

Her heart is in the right place, but she can be abrasive in social interactions. She finds lying offensive, and rarely even attempts to do it herself.

Appearance: Arial stands 5'10", with caramel-colored skin, and black shoulder-length hair. Her irises have a golden sheen, and her circuitry-tattoos occasionally flare red.
 

Crinos

Next to me you're all number two!
Validated User
Susan
Female changeling cleric of Azathoth 3/sorcerer 2 (Pathfinder RPG Bestiary 4 29)
CG Medium humanoid (changeling)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+4 armor, +1 natural)
hp 27 (5 HD; 2d6+3d8+3)
Fort +3, Ref +1, Will +11
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 warhammer +4 (1d8+1/×3) or
2 claws -2 (1d4)
Special Attacks channel positive energy 7/day (DC 15, 2d6), it came from beyond
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—touch of chaos
Sorcerer Spells Known (CL 2nd; concentration +6)
1st (5/day)—cause fear (DC 15), color spray (DC 15)
0 (at will)—dancing lights, mage hand, prestidigitation, ray of frost, touch of fatigue (DC 14)
Bloodline Accursed
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—align weapon (chaos only)[D], contact entity I, hold person (DC 15)
1st—entropic shield, inflict light wounds (DC 14), protection from law[D], sanctuary (DC 14)
0 (at will)—detect magic, guidance, read magic, resistance
D Domain spell; Domains Chaos, Void (Dark tapestry[ISWG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 10, Int 13, Wis 17, Cha 18
Base Atk +3; CMB +3; CMD 13
Feats Combat Casting, Eschew Materials, Iron Will, Turn Undead
Traits dangerously curious, unspeakable bond
Skills Acrobatics -6 (-10 to jump), Bluff +4 (+6 vs. creatures sexually attracted to her), Diplomacy +12 (+14 vs. aberrations), Knowledge (arcana) +9, Knowledge (religion) +9; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Celestial, Common
SQ horrific visage
Combat Gear elixir of truth, feather token (swan boat), potion of magic circle against law (3), wand of detect secret doors; Other Gear chain shirt, +1 warhammer, dream candle, horror dust (2), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Azathoth holy text)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Azathoth, 622 gp
--------------------
Special Abilities
--------------------
Accursed Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag's foul influence entered your bloodline.

You may actually be related to the hag, or you may still be suffering the effe
Cleric Channel Positive Energy 2d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Dark Tapestry) You worship not only the vast emptiness of space, but the sinister and alien powers that reside therein.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Horrific Visage (1 round, 7/day, DC 15) (Su) At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charism
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Susan Brown was always a strange girl, mainly because her mother was a green Hag who dropped her off with her family as all Hags do. Luckily Susan this particular hag was rather clumsy and was caught and killed by adventurers shortly after trying to swap Susan in with another child. As a result, Susan and her twin sister Sally were raised together, and Susan never had to fear being called by her mother to become a Hag herself. As mentioned, Susan was always strange, so when she stumbled upon an ancient cavern used by profane rites to the Gods of the Dark Tapestry, she latched on to the teachings of Azathoth, and vowed to use the crawling chaos' powers as a force for good in the world. Unfortunately most of the good people of Golarion were not exactly accepting or receptive of her beliefs, and she frequently found herself being hunted by agents of the various good aligned churches, in particular the church of Desna. After many strange misadventures, Susan found herself cryogenically frozen on a space ship with a bunch of other people, and now finds herself on an alien world.... Will her attempts to estabish a good aligned church of Azathoth finally take root on this new world? Will her powers continue to grow until she becomes a full fledged Mystic Theruge? Watch and find out.
 

Yeoman

Registered User
Validated User
You realize at some point Susan and Jenny are going to meet. And they're realize one serves Pharasma and the other soulless things from beyond so now they must duel in Hungry Hungry Hippos.
 

Crinos

Next to me you're all number two!
Validated User
You realize at some point Susan and Jenny are going to meet. And they're realize one serves Pharasma and the other soulless things from beyond so now they must duel in Hungry Hungry Hippos.
Yes, and I have made peace with that.

Of course, I also want to work on Susan's pitch for trying to recruit people to her church.

"Want divine magic without the obligations?

Organized religions getting you down with their hierarchy and judging you and stuff?

Into tentacles? Like really super into tentacles? (Look we're not judging if you are, trust us we're hip.)

Then ask me about joining the Church of Azathoth!

Do you know that Azathoth has absolutely no plan for your life whatsoever? He's basically a big mindless star with tentacles. So you can worship him however you like! Its totally freeform! You want to just sit on the couch all day and smoke pesh, get fat and weird reading pathfinder journals and watching the crystal ball? Well if you want to call that Azathoth worship you can! Whose gonna stop you? Your dad? (Well okay your dad might, but you seem like a big guy I'm sure you can take him),"
 

Dweller in Darkness

Excelsior
Validated User
I'm trying to figure out the skill check for Hungry Hungry Hippos, which is complicated only because the game involves basically no skill whatsoever.
 
Top Bottom