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<blockquote data-quote="Pathologik" data-source="post: 5045391" data-attributes="member: 87129"><p>Well, snap, looks like I might be a little bit too late. Took a bit longer than expected, Pathfinder has some interesting material to it, kept on redoing little bits and pieces. Well, here he is anyway, I'd hate for him to just sink, and I enjoyed writing him. Any items that have been altered (e.g. ornate lanterns, spell component pouch cloaks) are done purely for flavor, and I tossed some extra gold down on them. Because yes.</p><p></p><p>If you need an alternate, I'm always available. If I am called upon, I'll put in a background and description, I've got the gist of it figured out.</p><p></p><p>Happy looting to all!</p><p></p><p>[code]Name: Nirenz</p><p>Goes By: Remedy</p><p>Player: Pathologik</p><p></p><p>Race: Half-Orc</p><p>Class: Mystic Theurge 2 / Cleric 3 / Wizard 3</p><p>Level: 8</p><p>XPs: 55,000 / 75,000</p><p></p><p>Patron God: None. He seeks to remove all that do not</p><p>belong to this world, and would seek to despoil it, by</p><p>any means necessary. He borrows power from any</p><p>divine being willing to hear his call and aid his cleansing –</p><p>fortunately, there is no shortage of such figures.</p><p>Alignment: Neutral</p><p>=================================== </p><p>Str: 8</p><p>Dex: 10</p><p>Con: 14</p><p>Int: 22 (+2 level, +2 headband of mental superiority)</p><p>Wis: 22 (+2 racial, +2 headband of mental superiority)</p><p>Cha: 18 (+2 headband of mental superiority)</p><p>=================================== </p><p>HP: 70 (2d6 + 3d8 + 3d6 + 16)</p><p>AC: 14 (+4 bracers of armor)</p><p>Init: +0</p><p>Speed: 30 feet</p><p>BAB: +4</p><p>Mel: +3</p><p>Rng: +4</p><p>Fort: +7 (5 class + 2 ability)</p><p>Refl: +3 (3 class)</p><p>Will: +12 (6 class + 6 ability) </p><p>=================================== </p><p>Special Abilities </p><p></p><p></p><p> Race: Half-Orc</p><p> - +2 Wisdom</p><p> - Darkvision 60 ft.</p><p> - Intimidating - +2 Intimidate</p><p> - Orc Blood</p><p> - Orc Ferocity – Once per day, when brought below 0 hit</p><p>points but not killed, may function as disabled for one more</p><p>round, before falling unconscious and beginning dying as</p><p>usual, unless healed above 0.</p><p> - Weapon Familiarity – Proficient with Falchion and Greataxe,</p><p>treat any weapon with the word “orc” in its name as martial.</p><p></p><p>Class: Mystic Theurge</p><p>- Combined Spells (1st) - A mystic theurge can prepare and</p><p>cast spells from one of his spellcasting classes using the</p><p>available slots from any of his other spellcasting classes.</p><p>Spells prepared or cast in this way take up a slot one level</p><p>higher than they originally occupied. This ability cannot be</p><p>used to cast a spell at a lower level if that spell exists on</p><p>both spell lists. This ability may be used to prepare 1st-level</p><p>spells in another class' 2nd-level spell slots.</p><p> </p><p></p><p> Class: Cleric</p><p> - Aura – Moderate lawful aura.</p><p> - Channel Energy – Usable 7/day, channel 2d6 positive energy</p><p>damage / healing in a 30-ft radius centered on the cleric, Will</p><p>DC 15 for half damage.</p><p> - Domains – Glory and Knowledge.</p><p> - Glory Domain – Touch of Glory: 9/day, touch a creature as</p><p>a standard action and give a +3 bonus on a single Charisma-based</p><p>skill check or Charisma ability check, lasting for one hour or until</p><p>a roll is made.</p><p> - Knowledge Domain – Lore Keeper: With a successful touch</p><p>attack, you gain information as if you made the appropriate</p><p>Knowledge skill check with a result equal to 24.</p><p> - Orisons – The cleric can prepare 4 0th-level spells per day,</p><p>which are not expended upon casting.</p><p> - Spontaneous Casting – The cleric can channel stored spell</p><p>energy into healing spells that they did not prepare ahead of</p><p>time. The cleric can “lose” any prepared spell that is not an</p><p>orison or domain spell in order to cast any cure spell of the</p><p>same spell level or lower (a cure spell is any spell with “cure”</p><p>in its name).</p><p> - Bonus Languages – A cleric’s bonus language options include</p><p>Celestial, Abyssal, and Infernal (the languages of good, chaotic</p><p>evil, and lawful evil outsiders, respectively). These choices are</p><p>in addition to the bonus languages available to the character</p><p>because of her race.</p><p> </p><p></p><p> Class: Wizard</p><p> - Bonded Item – Masterwork cold iron falchion. When casting</p><p>a wizard spell without the weapon in hand, the wizard must</p><p>make a DC 20 + spell level check or lose the spell. The weapon</p><p>can be used once per day to cast any one spell that the wizard</p><p>has in their spellbook and is capable of casting, even if the</p><p>spell is not prepared. This spell is treated like any other spell</p><p>cast by the wizard, including casting time, duration, and other</p><p>effects dependent on the wizard's level. This spell cannot be</p><p>modified by metamagic feats or other abilities. The weapon</p><p>cannot be used to cast spells from the wizard's opposition</p><p>schools. If a bonded object is damaged, it is restored to full</p><p>hit points the next time the wizard prepares his spells. If the</p><p>object of an arcane bond is lost or destroyed, it can be replaced</p><p>after 1 week in a special ritual that costs 200 gp per wizard level</p><p>plus the cost of the masterwork item. This ritual takes 8 hours</p><p>to complete. Items replaced in this way do not possess any of</p><p>the additional enchantments of the previous bonded item.</p><p> - Arcane School – Abjuration. Opposition schools Illusion</p><p>and Transmutation. Spells prepared from these schools must</p><p>use two spell slots of that level. In addition, a specialist takes</p><p>a –4 penalty on any skill checks made when crafting a magic</p><p>item that has a spell from one of these schools as a prerequisite.</p><p>Each arcane school gives the wizard a number of school powers.</p><p>In addition, specialist wizards receive an additional spell slot of</p><p>each spell level he can cast, from 1st on up. Each day, a wizard</p><p>can prepare a spell from his specialty school in that slot. This</p><p>spell must be in the wizard's spellbook. A wizard can select a</p><p>spell modified by a metamagic feat to prepare in his school slot,</p><p>but it uses up a higher-level spell slot.</p><p> - Abjuration School – Resistance: You gain resistance 5 to an</p><p>energy type of your choice, chosen when you prepare spells.</p><p>This resistance can be changed each day.</p><p> - Abjuration School – Protective Ward: 9/day, as a standard</p><p>action, you can create a 10-ft. radius field of protective magic</p><p>centered on you that lasts for 6 round, granting all allies in this</p><p>area (including you) a +1 deflection bonus to AC.</p><p> - Cantrips – The wizard can prepare 4 0th-level spells per day,</p><p>which are no expended upon casting. A wizard can prepare a</p><p>cantrip from an opposition school, but it uses up two of his</p><p>available slots.</p><p> - Spellbooks - A wizard must study their spellbook each day to</p><p>prepare their spells. They cannot prepare any spell not recorded</p><p>in their spellbook, except for read magic, which all wizards can</p><p>prepare from memory.</p><p>=================================== </p><p>Feats: </p><p>Class: Scribe Scroll</p><p>1 Extend Spell</p><p>3 Arcane Armor Training</p><p>5 Brew Potion</p><p>7 Arcane Armor Mastery</p><p>=================================== </p><p>Languages: </p><p>Abyssal</p><p> Celestial</p><p> Common</p><p> Draconic</p><p>Giant</p><p> Infernal</p><p> Orc</p><p>=================================== </p><p>Skills </p><p>Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other)</p><p>Diplomacy +13 (6 + 4 + 3)</p><p>Intimidate +18 (7 + 4 + 2 + 2)</p><p>Knowledge (arcana) +17 (8 + 6 + 3)</p><p> Knowledge (planes) +17 (8 + 6 + 3)</p><p> Knowledge (religion) +17 (8 + 6 + 3)</p><p> Sense Motive +15 (6 + 6 + 3)</p><p>Spellcraft +17 (8 + 6 + 3)</p><p>===================================</p><p>Spells</p><p>Cleric Caster Level 5, base DC 16 + spell level</p><p>Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1</p><p> Spells Prepared</p><p> </p><p></p><p> Wizard Caster Level 5, base DC 16 + spell level</p><p>Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1</p><p> Spells Prepared</p><p></p><p></p><p> Spells Known</p><p> 0 – acid splash, arcane mark, bleed, dancing lights, daze, detect</p><p>magic, detect poison, disrupt undead, flare, light, prestidigitation,</p><p>ray of frost, read magic, resistance, touch of fatigue</p><p> 1 – burning hands, cause fear, charm person, detect undead,</p><p>obscuring mist, protection from chaos, protection from evil,</p><p>protection from law, shield</p><p> 2 – protection from arrows, resist energy, scorching ray, see</p><p>invisibility</p><p> 3 – dispel magic, magic circle against evil</p><p></p><p>=================================== </p><p>Magic Items </p><p>+3 mithral breastplate (13200g), headband of mental superiority</p><p>+2 (16000g), ring of sustenance (2500g), hand of the mage (900g),</p><p>handy haversack (2000g)</p><p> </p><p></p><p> Magic Items (In Haversack)</p><p> Blessed book [w/ arcane mark] (12500g), 2 silversheens (500g),</p><p>1 oil of protection from chaos (50g), 2 oils of protection from</p><p>evil (100g), 1 oil of protection from law (50g), 3 oils of remove</p><p>fear (150g), 3 potions of cure light wounds (150g), 2 potions of</p><p>cure moderate wounds (600g), 1 potion of restoration (300g)</p><p></p><p>=================================== </p><p>Other Equipment</p><p> Masterwork cold iron falchion [bonded item w/ arcane mark] (450g),</p><p>explorer's outfit [w/ feathered cloak, ornate gloves, ornate boots]</p><p>(25g), iron mask [masterwork intimidate tool] (50g), silver holy symbol</p><p>[built into falchion hilt] (25g), spell component pouch [built into cloak]</p><p>(5g), scroll case (1g)</p><p> </p><p></p><p> Other Equipment (In Haversack)</p><p> Bedroll (1s), bullseye lantern [ornate] (15g), 20 candles (2s), 5</p><p>pieces of chalk (5c), bottle of fine wine (10g), 3 empty flasks (9c),</p><p>flint and steel (1g), 2 flasks holy water (50g), hooded lantern</p><p>[ornate] (10g), 2 ounces ink (16g), 2 inkpens (2s), 5 pints oil (5s),</p><p>silk rope [50 ft.] (10g), silver ritual bell (5g), small steel mirror (10g),</p><p>10 tindertwigs (10g), trail rations [10 days] (5g), 5 empty vials (5g),</p><p>waterskin (1g), whetstone (2c), 2 wine glasses (2g)</p><p> </p><p></p><p> Other Equipment (In Scroll Case)</p><p> 5 sheets parchment (1g)</p><p> </p><p></p><p> Mount</p><p> Light warhorse (150g), riding saddle (30g)</p><p></p><p>----------------------------------- </p><p>Money </p><p>GP: 110</p><p>SP: 16</p><p>CP: 24</p><p>----------------------------------- </p><p>Load </p><p>Light: 0-27 lbs.</p><p>Medium: 28-53 lbs.</p><p>Heavy: 54-80 lbs.</p><p>Current: 35.5 lbs.</p><p>===================================</p><p>Description (include Age, gender, height, weight, physical description): </p><p></p><p></p><p>===================================</p><p>History:</p><p></p><p></p><p> [/code]</p></blockquote><p></p>
[QUOTE="Pathologik, post: 5045391, member: 87129"] Well, snap, looks like I might be a little bit too late. Took a bit longer than expected, Pathfinder has some interesting material to it, kept on redoing little bits and pieces. Well, here he is anyway, I'd hate for him to just sink, and I enjoyed writing him. Any items that have been altered (e.g. ornate lanterns, spell component pouch cloaks) are done purely for flavor, and I tossed some extra gold down on them. Because yes. If you need an alternate, I'm always available. If I am called upon, I'll put in a background and description, I've got the gist of it figured out. Happy looting to all! [code]Name: Nirenz Goes By: Remedy Player: Pathologik Race: Half-Orc Class: Mystic Theurge 2 / Cleric 3 / Wizard 3 Level: 8 XPs: 55,000 / 75,000 Patron God: None. He seeks to remove all that do not belong to this world, and would seek to despoil it, by any means necessary. He borrows power from any divine being willing to hear his call and aid his cleansing – fortunately, there is no shortage of such figures. Alignment: Neutral =================================== Str: 8 Dex: 10 Con: 14 Int: 22 (+2 level, +2 headband of mental superiority) Wis: 22 (+2 racial, +2 headband of mental superiority) Cha: 18 (+2 headband of mental superiority) =================================== HP: 70 (2d6 + 3d8 + 3d6 + 16) AC: 14 (+4 bracers of armor) Init: +0 Speed: 30 feet BAB: +4 Mel: +3 Rng: +4 Fort: +7 (5 class + 2 ability) Refl: +3 (3 class) Will: +12 (6 class + 6 ability) =================================== Special Abilities Race: Half-Orc - +2 Wisdom - Darkvision 60 ft. - Intimidating - +2 Intimidate - Orc Blood - Orc Ferocity – Once per day, when brought below 0 hit points but not killed, may function as disabled for one more round, before falling unconscious and beginning dying as usual, unless healed above 0. - Weapon Familiarity – Proficient with Falchion and Greataxe, treat any weapon with the word “orc” in its name as martial. Class: Mystic Theurge - Combined Spells (1st) - A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. This ability may be used to prepare 1st-level spells in another class' 2nd-level spell slots. Class: Cleric - Aura – Moderate lawful aura. - Channel Energy – Usable 7/day, channel 2d6 positive energy damage / healing in a 30-ft radius centered on the cleric, Will DC 15 for half damage. - Domains – Glory and Knowledge. - Glory Domain – Touch of Glory: 9/day, touch a creature as a standard action and give a +3 bonus on a single Charisma-based skill check or Charisma ability check, lasting for one hour or until a roll is made. - Knowledge Domain – Lore Keeper: With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 24. - Orisons – The cleric can prepare 4 0th-level spells per day, which are not expended upon casting. - Spontaneous Casting – The cleric can channel stored spell energy into healing spells that they did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). - Bonus Languages – A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Class: Wizard - Bonded Item – Masterwork cold iron falchion. When casting a wizard spell without the weapon in hand, the wizard must make a DC 20 + spell level check or lose the spell. The weapon can be used once per day to cast any one spell that the wizard has in their spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The weapon cannot be used to cast spells from the wizard's opposition schools. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. - Arcane School – Abjuration. Opposition schools Illusion and Transmutation. Spells prepared from these schools must use two spell slots of that level. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of these schools as a prerequisite. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. - Abjuration School – Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. - Abjuration School – Protective Ward: 9/day, as a standard action, you can create a 10-ft. radius field of protective magic centered on you that lasts for 6 round, granting all allies in this area (including you) a +1 deflection bonus to AC. - Cantrips – The wizard can prepare 4 0th-level spells per day, which are no expended upon casting. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots. - Spellbooks - A wizard must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook, except for read magic, which all wizards can prepare from memory. =================================== Feats: Class: Scribe Scroll 1 Extend Spell 3 Arcane Armor Training 5 Brew Potion 7 Arcane Armor Mastery =================================== Languages: Abyssal Celestial Common Draconic Giant Infernal Orc =================================== Skills Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other) Diplomacy +13 (6 + 4 + 3) Intimidate +18 (7 + 4 + 2 + 2) Knowledge (arcana) +17 (8 + 6 + 3) Knowledge (planes) +17 (8 + 6 + 3) Knowledge (religion) +17 (8 + 6 + 3) Sense Motive +15 (6 + 6 + 3) Spellcraft +17 (8 + 6 + 3) =================================== Spells Cleric Caster Level 5, base DC 16 + spell level Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1 Spells Prepared Wizard Caster Level 5, base DC 16 + spell level Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1 Spells Prepared Spells Known 0 – acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, light, prestidigitation, ray of frost, read magic, resistance, touch of fatigue 1 – burning hands, cause fear, charm person, detect undead, obscuring mist, protection from chaos, protection from evil, protection from law, shield 2 – protection from arrows, resist energy, scorching ray, see invisibility 3 – dispel magic, magic circle against evil =================================== Magic Items +3 mithral breastplate (13200g), headband of mental superiority +2 (16000g), ring of sustenance (2500g), hand of the mage (900g), handy haversack (2000g) Magic Items (In Haversack) Blessed book [w/ arcane mark] (12500g), 2 silversheens (500g), 1 oil of protection from chaos (50g), 2 oils of protection from evil (100g), 1 oil of protection from law (50g), 3 oils of remove fear (150g), 3 potions of cure light wounds (150g), 2 potions of cure moderate wounds (600g), 1 potion of restoration (300g) =================================== Other Equipment Masterwork cold iron falchion [bonded item w/ arcane mark] (450g), explorer's outfit [w/ feathered cloak, ornate gloves, ornate boots] (25g), iron mask [masterwork intimidate tool] (50g), silver holy symbol [built into falchion hilt] (25g), spell component pouch [built into cloak] (5g), scroll case (1g) Other Equipment (In Haversack) Bedroll (1s), bullseye lantern [ornate] (15g), 20 candles (2s), 5 pieces of chalk (5c), bottle of fine wine (10g), 3 empty flasks (9c), flint and steel (1g), 2 flasks holy water (50g), hooded lantern [ornate] (10g), 2 ounces ink (16g), 2 inkpens (2s), 5 pints oil (5s), silk rope [50 ft.] (10g), silver ritual bell (5g), small steel mirror (10g), 10 tindertwigs (10g), trail rations [10 days] (5g), 5 empty vials (5g), waterskin (1g), whetstone (2c), 2 wine glasses (2g) Other Equipment (In Scroll Case) 5 sheets parchment (1g) Mount Light warhorse (150g), riding saddle (30g) ----------------------------------- Money GP: 110 SP: 16 CP: 24 ----------------------------------- Load Light: 0-27 lbs. Medium: 28-53 lbs. Heavy: 54-80 lbs. Current: 35.5 lbs. =================================== Description (include Age, gender, height, weight, physical description): =================================== History: [/code] [/QUOTE]
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