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02:26, 11th May 2024 (GMT+0)

GM to run a Pathfinder Game.

Posted by Luney1
Luney1
member, 314 posts
I'm Awesome
...no, Seriously, I am
Fri 26 Jul 2019
at 14:16
  • msg #1

GM to run a Pathfinder Game

I'm looking for a GM to run a Pathfinder game (preferably set in Golarion, or Faerun).

I have an 18th level Hellknight Signifer/Wizard/Inquisitor I'd like to continue to play.

I've had this character since level one and would like to see it through till level 20.

I can play either solo or in a group, I don't care.

Any takers?

I can get a group together if you wish.


Venture-Captain Signifer Kaylynn Skarsol
Female human (Chelaxian) Hellknight signifer 10/inquisitor (spellbreaker) of Asmodeus 2/conjurer (teleportation[APG]) 6
LN Medium humanoid (human)
Init +7; Senses see in darkness; Perception +28
--------------------
Defense
--------------------
AC 40, touch 21, flat-footed 36 (+14 armor, +5 deflection, +3 Dex, +1 dodge, +1 insight, +5 natural, +1 trait)
hp 204 (18 HD; 6d6+12d8+117)
Fort +22, Ref +17, Will +21; +8 circumstance vs. vision-based effects, +2 competence vs. vision-based effects
Defensive Abilities hard to kill; DR 5/chaotic; Immune blindness, dazzled, poison; Resist negative energy 10, positive energy 10
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee +5 cold iron halberd +17/+12/+7 (1d10+5/×3) or
. . gauntlet (from armor) +12/+7/+2 (1d3) or
. . unarmed strike +12/+7/+2 (1d3)
Special Attacks assiduous gazes (elucidation, veracity), inspired spell[MA], judgment 1/day, mythic power (5/day, surge +1d6), wild arcana[MA]
Hellknight Signifer Spell-Like Abilities (CL 10th; concentration +12)
. . 5/day—discern lies
Inquisitor Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—detect alignment
Inquisitor (Spellbreaker) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—bless, comprehend languages, cure light wounds
. . 0 (at will)—create water, detect magic, guidance, light, read magic
. . Domain Persistance inquisition[UM]
Conjurer Spells Prepared (CL 18th; concentration +31)
. . 8th—greater bestow curse (3, DC 31), summon monster VIII, summon monster VIII
. . 7th—banishment (DC 30), caustic eruption[UM] (DC 31), limited wish, phase door, summon monster VII (2)
. . 6th—disintegrate (2, DC 29), globe of invulnerability (2), summon monster VI, summon monster VI
. . 5th—acidic spray (DC 29), baleful polymorph (DC 28), hold monster (2, DC 28), hungry pit (DC 29), roaming pit (DC 29), summon monster V (2)
. . 4th—acid pit[APG] (DC 28), acid pit[APG] (DC 28), black tentacles (2), lesser globe of invulnerability (2), summon monster IV (2)
. . 3rd—haste (2), hold person (DC 26), slow (2, DC 26), spiked pit[APG] (DC 27), vampiric touch, water breathing
. . 2nd—create pit[APG] (DC 26), create pit[APG] (2, DC 26), mirror image, resist energy, spider climb, web (2, DC 26)
. . 1st—grease, grease (2), shield (2), touch of the sea[APG] (DC 24), vanish[APG] (3, DC 24)
. . 0 (at will)—acid splash, mage hand, mending, prestidigitation
. . Opposition Schools Divination, Evocation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 20, Int 36, Wis 12, Cha 14
Base Atk +11; CMB +12; CMD 31
Feats Acadamae Graduate, Additional Traits, Alertness, Alignment Channel, Arcane Armor Mastery, Arcane Armor Training, Augment Summoning, Dodge, Dual Path[M], Expanded Summon Monster, Feral Speech[UM], Great Fortitude, Improved Familiar, Improved Unarmed Strike, Lightning Reflexes, Spell Focus (conjuration), Step Up, Superior Summoning[UM], Toughness, Warrior Priest[UM]
Traits clever wordplay, defender of the society, magical knack, student of philosophy
Skills Acrobatics +11 (+7 to jump), Appraise +15, Bluff +25 (+27 vs. lawful creatures, +29 vs. lawful outsiders, +36 to lie (as a result of using Int instead of Cha)), Climb +11, Craft (tattoo) +26, Diplomacy +25 (+27 vs. lawful creatures, +29 vs. lawful outsiders, +36 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise +4 (+6 vs. lawful creatures, +8 vs. lawful outsiders), Escape Artist +5, Fly +22, Heal +3, Intimidate +37, Knowledge (arcana) +36, Knowledge (dungeoneering) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (nobility) +31, Knowledge (planes) +36, Knowledge (religion) +31, Linguistics +36, Perception +28, Ride +5, Sense Motive +7, Spellcraft +28, Stealth +30, Survival +3, Swim +15
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Undercommon, Varisian; telepathy 100 ft.
SQ arcane bond (Lex, imp consular), diabolic harbringer, mighty summons[MA], Order of the Nail[ISWG], relentless footing, shift 16/day (15 feet), signifer mask, stern gaze +1, strong-willed, summoner's charm (3 rounds), track +1
Combat Gear bracelet of second chances[UE], maximize metamagic rod, potion of lesser restoration (5), wand of cure critical wounds, wayfinder of spellbreaking, weapon tattoo; Other Gear hell's contract[ISWG], +5 cold iron halberd, amulet of natural armor +5, bag of holding iv, belt of mighty constitution +6, cloak of resistance +5, crimson gown, deep red sphere ioun stone, dusty rose prism ioun stone, feather step slippers[UE], greater rod of giant summoning, greater rod of giant summoning, headband of mental prowess +6 (Int, Cha), pale green prism ioun stone, ring of feather falling, ring of protection +5, signifer mask, stone of good luck (luckstone), tome of clear thought +5, masterwork tool, 9,215 gp
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Tracked Resources
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Assiduous Gaze: Elucidation (5 rounds/day) (Su) - 0/5
Assiduous Gaze: Veracity (5 rounds/day) (Sp) - 0/5
Bracelet of second chances (7 uses) - 0/7
Detect Alignment (At will) (Sp) - 0/0
Determination (1/day) - 0/1
Discern Lies (5/day) (Sp) - 0/5
Feather Fall (Constant) - 0/0
Feather step slippers (1/day) - 0/1
Greater rod of giant summoning (3/day) - 0/3
Greater rod of giant summoning (3/day) - 0/3
Judgment (1/day) (Su) - 0/1
Maximize metamagic rod (3/day) - 0/3
Mythic Power (5/day, Surge +1d6) - 0/5
Potion of restoration, lesser - 0/5
Relentless Footing (4/day) (Ex) - 0/4
Shift (15 feet, 16/day) (Sp) - 0/16
Wand of cure critical wounds - 0/50
Weapon tattoo - 0/1
--------------------
Special Abilities
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Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Assiduous Gaze As a swift action use a gaze effect while wearing signifer mask vs. a single creature, object, or 5-foot square within 30 feet.
Assiduous Gaze: Elucidation (5 rounds/day) (Su) Discern each active spell on the target, including the spell's effect and CL.
Assiduous Gaze: Veracity (5 rounds/day) (Sp) Observe the target as if using true seeing.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Damage Reduction (5/chaotic) You have Damage Reduction against all except Chaotic attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Diabolic Harbringer (Su) +2 to all Cha-based checks with lawful creatures, +4 if it is also an outsider.
Discern Lies (5/day) (Sp) At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. These rounds need not be consecutive. His caster level is equal to his total character level.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Expanded Summon Monster You can summon allies beyond the reach of most conjurers.

Prerequisite: Ability to cast a summon monster spell.

Benefit: For each spell level 1–9, select two creatures from Table 2 below. You then add these creatures to t
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Poison You are immune to poison.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Spellbreaker) Domain (Persistance Inquisition) Deities: Asmodeus, Iomedae, Urgathoa.

Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
Relentless Footing (4/day) (Ex) Swift, gain +10 ft enhancement bonus to speed.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15 feet, 16/day) (Sp) Short-range teleport
Signifer Mask (Su) While wearing the mask, +2 to Sense Motive and vs. spells that rely on visual effects.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleportation Associated School: Conjuration
Track +1 Add the listed bonus to Survival checks made to track.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


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

Lex      CR –
Imp consular (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +25
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 102 (3d10); fast healing 2
Fort +8, Ref +8, Will +14
Defensive Abilities improved evasion; DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +16 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +11; CMB +12; CMD 23
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +12 (+8 to jump), Bluff +23, Climb +9, Diplomacy +20, Fly +28, Intimidate +20, Knowledge (arcana) +22, Knowledge (planes) +22, Linguistics +19, Perception +25, Spellcraft +14, Stealth +32, Swim +13
Languages Common, Infernal; speak with master, telepathy 50 ft.
SQ change shape (Small or Tiny animal; beast shape II), empathic link
Combat Gear wand of greater infernal healing (50 charges), wand of vanish (CL 5th, 50 charges); Other Gear first aid gloves, 12,000 gp
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Tracked Resources
--------------------
Augury (1/day) - 0/1
Breath of Life (2) - 0/2
Commune (6 questions, CL 12th, 1/week) - 0/1
Cure Critical Wounds (2) - 0/2
Cure Light Wounds (10) - 0/10
Cure Light Wounds, Mass (2) - 0/2
Cure Moderate Wounds (5) - 0/5
Cure Serious Wounds (3) - 0/3
Detect Good (Constant) - 0/0
Detect Magic (Constant) - 0/0
First aid gloves (10 charges) - 0/10
Invisibility (self only, At will) - 0/0
Suggestion (1/day) - 0/1
Wand of greater infernal healing (50 charges) - 0/50
Wand of vanish (CL 5th, 50 charges) - 0/50
--------------------
Special Abilities
--------------------
Change Shape (Small or Tiny animal; beast shape II) (Su) You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 15) (Ex) Sting—injury; save Fort DC 15; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.

This message was last edited by the user at 17:49, Sat 27 July 2019.
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