Curse of the Coral Throne

Game Master That GM Guy!

Read Campaign Information tab for rules clarifications and for fluff, if you need a reference.


51 to 100 of 145 << first < prev | 1 | 2 | 3 | next > last >>

Yay I will put a witch together later today. I will figure out a background and then pick a patron to play with. By all means have fun with it, I enjoy giving the GM ammo and seeing what happens.


Arg. My muse is torn. there's the hanniver gremlin aboleth sorcerer/summoner, and now there's the idea of a grindylow monk/rogue. Both are very appealing in different ways.


Oh and I have never been able to try the gestalt and if I get to play I can go either way. I either continue to not know what I am missing or get to play with something I really want to try out


Sahuagin druid, still torn on shark familiar or aquatic domain, but I'll figure something out.


Doomed Hero here, submitting my Sea Elf Shaman.

Mechanically he kinda does a little bit of everything. Shamans are extremely adaptable, so whatever party role is needed, he can probably fill.

GM, the background is a little vague right now, because I wanted to leave room to be able to work the game background and any of your own ideas into Akula's own motivations. Any suggestions you have are welcome.

If we go Gestalt, Akula's second class will either be Summoner or Skald, depending on the party makeup.


Erm, what sort of alignments are people going for? I was intending my Monk to be Lawful Good, but I'm seeing a lot of people positing races that are usually evil...


JoshB, they are present, yes, alongside the typical Golarion religions. Gozreh is the most venerated deity in Oseanarra, but one of the city's monikers is the 'City of 1,000 Gods' because, as THE major city in the oceans of Golarion, Oseanarra has travelers from all over passing through, bringing their multitude of faiths with them. Evil faiths tend to be a bit more rare, as usual, but they are still present in Oseanarra as well.

Riuk, Occult Adventures is allowed. Also, the ranged touch attack penalty does not apply.

Jubal Breakbottle, most undersea races are equipped to handle this and see as normal. It's pretty much assumed that visibility ends roughly a mile ahead in unlit waters, however. The city of Oseanarra is covered in strange glowing orbs of water and air, a mystic secret that a Kelp Dragon once shared with the city in the earliest days after the sinking of the city beneath the waves. Oh yes, there ARE aquatic dragons! There are some areas, like the Blackscar Reef or one of the trenches, however, where it is too dark even for the aquatic races, save those with natural Darkvision. Make sense?
As for weapons and armor, I am actually going to post a list of weapons and armor unique to aquatic campaigns, but alas, I am too tired to create a spreadsheet at the moment. Bone, leather, coral, and rust-proof metals are all things that make sense.
As far as combat goes, there are no penalties for thrown weapons by aquatic races, because they have built their weapons to be optimized for aquatic use. It never made sense to me how they hunt larger creatures from a distance with those rules, so they have been cut, as per one of my previous posts.

The Dread Pirate Hurley, yes, which ones in particular were you interested in?


GM, are we using Background Skills from Unchained?


Arachnofiend wrote:
Erm, what sort of alignments are people going for? I was intending my Monk to be Lawful Good, but I'm seeing a lot of people positing races that are usually evil...

Probably Lawful Neutral for my druid. Merfolk are friends, not food.


With the generous point buy and the huge buff Merfolk get to stats I am having a hard time deciding on a class because ANYTHING can work. I've already made a basic build for a Bard, a Mesmerist, a Kineticist, a Spirtualist, a Psychic, a Paladin, a Skald, a Rogue, an Arcanist, an Arcane Trickster and a Daring Champion... I have too much free time on my hands.


I really want to ask if we can re-purpouse Mammoth Rider for this, but I'm guessing I wouldn't be able to take a megalodon or kraken indoors.


If I decide to apply, I'm thinking a Wild Child Brawler with an Orca companion would be fun.


The Pale King wrote:
With the generous point buy and the huge buff Merfolk get to stats I am having a hard time deciding on a class because ANYTHING can work. I've already made a basic build for a Bard, a Mesmerist, a Kineticist, a Spirtualist, a Psychic, a Paladin, a Skald, a Rogue, an Arcanist, an Arcane Trickster and a Daring Champion... I have too much free time on my hands.

I can at least advise you cut the Bard, since my Monk build has Inspire Courage and we would be directly competing with each other. Otherwise, I have no help for you. :v


Merfolk, probably. I've been itching to play that race for ages.


Ooh is there still time to apply? I would love this!


Doomed Hero, you may select them with basic skill points, yes.

Dave Herman, depends on your definition of indoors. If you mean inside buildings, I don't think they would fit. If you mean like inside the sea cave of Old Oseanarra, then I think it would work quite well!

Threeshades, yes there is!


Well then, would you allow me to make a Mad Dog barbarian with appropriate animal companion, and re-flavor Mammoth Rider to around something aquatic? Cause I totally want to do that.... I'll figure out a way to deal with a Huge creature by level 9.


I have never looked seriously at an aquatic character before. It's interesting how many "amphibious" races still apparently require air to breathe.

I'm leaning toward a merfolk with the darkvision trait or an undine with the water affinity and deepsight racial traits. The deciding factor will likely be whether we expect to spend any time out of the water. I suppose a merfolk with access to alter self wouldn't completely be a fish out of water if that occurred. Sorry, the phrase had to be said.

I am still open on classes somewhat, but I'm leaning toward a ranger, a hunter, or a slayer. Perhaps the unchained rogue, just because I haven't gotten to try it yet. If we gestalt, it would be an arcane caster, probably ending up with a arcane trickster concept (stealth, skills, and spells, anyway) without the arcane trickster prestige class.

I have to admit, I'm a little leery of trying to build a character after watching the last thread with this crew explode - I don't know if I have the time and creativity to put together anything that would compete with some of the exotic ideas that were floating around.


I'm in waaaaay too many games already, but this concept... This speaks to me. And as I've been reading through the enormity that is Cerulean Seas, I'm full of excitement.

I'll see if any ideas come up that I simply HAVE to try, but for now, I'm keeping an eye on this. (And I'm with you, AinvarG!)


OK. So it sounds like the city of Oseanarra is in less than 600 feet of water or sunlight penetrates the water deeper in Golarion than Earth with your comment of "visibility ends roughly a mile ahead in unlit waters." Will there be night and day then?

So aquatic races have special thrown weapons, so they function like land-based one. What about the RAW: "Attacks with other (than thrown) ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range"? Do aquatic races ignore these rules, too?

Also, do aquatic races ignore the penalties for wielding slashing and bludgeoning weapons underwater?

I apologize for all the questions, but I want to ensure that a character accounts for the game mechanic environment. Thanks

FWIW here are the aquatic armors for Paizo.

Lastly (probably for now), I see people proposing to submit Sahaugin player characters. They are a CR 2 creature. Do you have racial build for them? How do you want to handle them?

thanks


Well, most of my crunch is done - though if we do end up going Gestalt, I expect to do a LOT of tweaking for my character's backstory. XD

@GM: Would you be willing to consider a modified Summon list focused around aquatic creatures? Or, failing that, something to automatically apply the Amphibious template to them? Summoning is pretty big for a Words of Power sorcerer, so I'd like to know if that route is worth pursuing, or if I'd be better off working on a different idea. ^^


Dave Herman, yes, Mad Dog archetypes are allowed and, as I metnioned before, you can reflavor Mammoth Rider.

Jubal Breakbottle, Oseanarra is roughly 450 feet under the waves. Visibility will only be an issue when/if the PCs leave the city, which is perpetually lit, and only if they go into deeper water, it is night, or something of that nature. Just assume that, unless I specify otherwise, visibility is normal.
As for the ranged attacks, it really depends on what you are asking. Ray attacks? No penalties. Firearms, crossbows, harpoon guns, ect? Not if they were crafted by aquatic races!
They ignore the penalty for slashing and bludgeoning weapons, because the paragraph before the table specifically states that aquatic terrain poses the penalties on land-based adventurers, implying that it does not affect aquatic races.
No problem on all the questions!
As for the Sahuagin, I am trying to find a way to build them that preserves their racial bonuses, but does not tip them above 19 RP. And what do you mean by 'handle them'? You mean storywise? Most people hate and fear them, viewing the majority of them as butchers and warmongers. They are tolerated, but only just with the barest sliver of respect.

Rednal, I would consider all of those options. Just post a sample summoning list for perusal.


Perhaps using the summon sea monster and summon sea's ally spells/lists from the Cerulean Seas Campaign Setting would be an option? If they're not available online, I could PM them to you, GM.


Hmm... How about this? I'm pretty sure these are all from the official bestiaries, so they SHOULD be CR-appropriate options.

Aquatic Summoning List:

Summon Monster 1: CR 1/3 & 1/2
-Dolphin
-Gremlin, Haniver
-Locathah
-Stingray, Small

Summon Monster 2: CR 1
-Amoeba, Giant
-Barracuda, Medium
-Hippocampus
-Nixie
-Octopus
-Ray, Stingray
-Reefclaw
-Squid

Summon Monster 3: CR 2
-Cave Squid
-Crab, Giant
-Electric Eel
-Kappa
-Sea Anenome, Giant
-Shark

Summon Monster 4: CR 3 & 4
-Bunyip
-Crab Swarm
-Crystal Shark
-Shark, Great White
-Shark, Tiger
-Voonith

Summon Monster 5: CR 5 & 6
-Asrai
-Cecaelia
-Dinosaur, Plesiosaurus
-Elder Thing
-Giant Moray Eel
-Globster
-Grodair
-Jellyfish Swarm
-Orca (Dolphin)
-Sea Serpent, Fanged
-Turtle-Shark
-Vodyanoi

Summon Monster 6: CR 7 & 8
-Charda
-Crab, Shark-Eating
-Dinosaur, Elasmosaurus
-Dinosaur, Tylosaurus
-Giant Octopus
-Naga, Water

Summon Monster 7: CR 9 & 10
-Abaia
-Dire Shark
-Dragon Turtle
-Estuarine Worm
-Giant Squid
-Nereid
-Siyokoy
-Water Orm

Summon Monster 8: CR 11 & 12
-Jellyfish, Sapphire
-Lukwata
-Purple Worm, Aquatic
-Sea Serpent
-Sea Wasp, Monstrous, Gargantuan
-Turtle, Giant Bog

Summon Monster 9: CR 13 & 14
-Charybdis
-Crab, Shipwrecker
-Seaweed Siren
-Sea Serpent, Brine


Alright, She's all done. This is Nehowshgen Min's Character.
Elta Vales is an Undine Soulknife(Soulbolt), and if gestault happens, a marksman as well.

Her backstory is slightly shaky, so if that is an overbearing problem, feel free to tell me to brush it up. As well, if something is wrong or not there, please do tell me.


Rednal, those work! El Ronza is correct though, Summon Sea Monster is a list of really cool spells from Cerulean Seas.


I apparently have the Cerulean Seas book and never knew it. Do I use the spell list from this book instead of the Paizo ones? Oh and do you have a preference for the patron? Portents, Shadow, or Spirits?


Here's my submission of a Merfolk Siren.


Welp, I've made a siren too, working on background right now.


Crunch:
Corselle

Appearance

Female merfolk sorcerer (crossblooded, wildblooded, wordcaster) 1
NG Medium humanoid (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 5 ft., swim 50 ft.
Special Attacks dissolving touch 1d6 (8/day)
Sorcerer (Crossblooded, Wildblooded, Wordcaster) Words Known (CL 1st; concentration +6)
. . 1st (5/day)—servitor I
. . 0 (at will)—boost, cold snap (DC 15), decipher, spark (DC 15)
. . Bloodline Primal
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 14, Wis 12, Cha 20
Base Atk +0; CMB +1; CMD 13 (can't be tripped)
Feats Eschew Materials, Improved Initiative, Spell Focus (conjuration)
Traits love lost (orphaned), reactionary
Skills Acrobatics +2 (-10 to jump), Bluff +9, Perception +2, Perform (sing) +8, Spellcraft +6, Swim +13, Use Magic Device +9
Languages Aboleth, Aquan, Common, Draconic
SQ amphibious, bloodline arcana: ocean, meta word limit
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Bloodline Arcana: Ocean (Ex) Spells with water or cold descriptor duration's increase by 50%.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dissolving Touch (8/day) (Sp) Touch inflicts untyped energy damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Ocean Spells with water or cold descriptor duration's increase by 50%.
Primal (Water) +1 damage per die for [Cold] spells.
Sorcerer Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Swimming (50 feet) You have a Swim speed.


--------------------
Fluff:
Corselle is a mermaid - one of a race of half-fish humanoids that make their homes in the depths of the ocean. From an early age, her parents recognized that she was something a bit special - it may have had something to do with the way electricity crackled around her fingertips and the ocean itself seemed to have infused her very being.

Unfortunately for her, her parents didn't last long enough to help her explore all of her talents. Her mother died a few years after she was born, and her father was knifed to death in a back alley one night, leaving Corselle alone and requiring her to start fending for herself.

Despite the popular image of mermaids being fantastic singers, the truth is that most of them do other things with their time - it's not like the entire community just floated around and never did any work. Perhaps more relevantly, Corselle was charismatic even for one of her species, and soon realized that she could at least make a decent living by singing - and so she did so.

However, this was just a cover. She was called to the scene of her father's murder by the local guard, and in the process, realized that a ring he'd held was missing - ring that later appeared at a local jewelry shop. While she didn't have enough money to buy it back yet - though she was performing hard, trying to earn that money - she did learn that it had been bought from a man named Gaedran Lamm... who was either a lead or the man who'd killed her father. Corselle had no idea which, but she wanted to find him.

As a mermaid who uses her voice a lot, Corselle's talents have manifested as words of power - she has an innate understanding of how this magic functions, and she can do some rather impressive tricks with it. She's also made use of her Decipher word, helping locals understand texts recovered in other languages. Nobody knows what she'll be like when she's grown more powerful... but after what happened to her father, she has every reason to keep getting stronger.


-------------------
Questions:

Words of Power is a relatively complex system, and the guide I'm using suggests asking a few questions here so we're all on the same page. XD

1) Do Effects that are 'Instantaneous' count as the 'Shortest Duration' in the spells?
Explanation: In Words of Power, the spell lasts for the shortest duration among its effect words, but it's a bit ambiguous as to whether or not Instantaneous durations count for this. As an example, let's say Corselle wanted to cast a burst (circle) of electricity - and add a fog to it to obscure the sight of pursuers. If Instantaneous does count for durations, there would be no point to this - the fog would disappear in an instant. If it doesn't apply, the burst would happen first, and the fog would remain afterwards.

2) Is Indepndent Research permitted for Wordspells? (There's no "Light" spell, and that might be helpful. XD That's about the only thing I plan on researching, actually - this subsystem is complicated enough without trying to add new things to it.)

3) How do feats that apply to spells affect wordspells?
Explanation: Wordcasters don't really have spells, per se - they have parts of spells. Overall, the guide I'm using seems to feel that things that affect certain spells would then affect certain words, and apply to any full spells that use that word. It's was noted that applying the effects to only that specific word doesn't make much sense - you can't really have half of a spell be Silent or Still, for example.


Did we get a decision on gestalt? Several people were for it and I heard no nays.

Oh, and what about occult adventures playtest classes?


Sanity has returned - I don't have time to do another game justice. I'm looking forward to lurking, however. Have fun!


Deaths Adorable Apprentice, all of the spells from Cerulean Seas are available for use. And, in cases like Steamball (Or whatever the Fireball substitute is called,), those are quite necessary for being able to use fire spells undarwater.
As for your Patron, I can work with ANY of those!

Ligeia, nice reference to Poe's classic tale with your name!

Rednal, it depends on the effect, honestly. Whatever makes the most logical sense is what I will go with. If you were to, say use a Ray of Frost and expect it to apply a Burn effect, I would say no. In the case of the electricity/fog combination that you used, since lightning causes water to steam, I would say that it creates a fog cloud with a relatively short duration. Make sense?
Independent research is allowed, if a bit on the pricey side.
Feats apply to the entire Wordspell, Metamagic Feats included.

Philo Pharynx, I am letting the final group decide on gestalt. As it stands, I would prepare for it, but don't update your sheet. Just make a reference to what you would gestalt.
Occult Adventures is allowed, with the obligatory 'changes must be made if changes exist in the omega version' caveat.


Magic is good at breaking logic to pieces. XD Still, I think my submission is pretty much finished for now. I'll have to update things if we go gestalt, of course, but I think I've got most of this stuff figured out.


Drat but I like all three... I rolled dice to decide and it is Portents. I will stat her out along with the fluff later tonight. And I Think I will, if I get picked and we gestalt, The Oracle with the Seer Archetype. For the beautiful I see the future! fluff. If I get to do this could I take the third party curse branded and it have come from the patron? And I think it will be the Heavens Mystery.


Right now I'm having trouble picking an appropriate companion. All the most fitting ones are either the wrong size or will need to come up for air all. That could be a huge pain.


The ring that is mentioned in the lost love trait is there a chance to get it back?


Aquatic campaign!

Dotting with major interest, I will be following up with a character when I get a chance.

Count another vote for Gestalt.

GM, would you be okay with a Duettist Bard? I've been curious to try that archetype for a while. I'm picturing a dolphin familliar and Perform(Sing).

I'd likely make the character a rogue, if we go for Gestalt.

Bonus question: Are you fine with some of the crunchier aspects of character creation (namely modifier calculations and equipment acquisition) being left for after character selection?


Deaths Adorable Apprentice, yes, you will get the ring back, assuming that you can find it.

Cydrius, Deuttist is a perfectly fine archetype! As for the crunchier aspects, I would like a basic idea of crunch before recruitment over, but it doesn't need to be 100% complete.


Another vote from here for Gestalt!

Also could not resist the lure of some unique campaings (I am real sucker for these things)

Thinking about Sea Elf Ranger (+ Druid if gestalt) combination


Pathfinder Adventure Path, Rulebook Subscriber

I like the idea and I will be working on something after work today when I have both time and more consciousness to do it with.


Actually, what is your opinion on Merfolk race as a playable race. Homerules there or its fine to take as starting race?

I just noticed the possibility to play as a Wave Warden (Merfolk) so wanted to have an opinion on that. It seems a bit buffed compared to others but wanted to hear your opinion first on it


Pathfinder Adventure Path, Rulebook Subscriber

I'm looking at some form of charisma based undine, not sure on what class yet. Due to the nature ofbthe campaign would you consider re-texturing, or possibly minor replacement, of class features/bonus spells?


OK. Actino will be an Undine Adept (druid). Everything besides this is in process.

cheers


would the attaced be alright? I would take it for the ring which would have been a wedding band.


Would you allow this feat: Swim-by Attack?


Pathfinder Adventure Path, Rulebook Subscriber

Here is my submission, Krysta, an unlettered arcanist. I'll likely worry about more equipment when we get closer to the end of recruitment. If chosen I will talk to you about the shawl, there's something I'd like to do with it but I won't bug ya now unless you want me to.

Build:

Krista
female undine arcanist (unlettered) 1
CN (with good tendencies) medium outsider (native, aquatic, amphibious)
Init +2; Senses darkvision 60 ft, Perception +0
--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 ( +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2
Defensive Abilities resist cold 5, hydrated vitality
--------------------
Offense
--------------------

Speed 30 ft., swim 40
Melee -1 (varies)
Ranged +2 (varies)
Special Attacks dehydrating touch (7/7 per day),
Arcane Reservoir 3/4 per day
Spells (CL 1; concentration +5):
1st (3/day)— spell 1, spell 1
0 (at will)— spell 1, spell 1, spell 1, spell 1
--------------------
Statistics
--------------------

Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats aquatic ancestry, skill focus Profession (courtesan)
Traits love lost, suspicious
Skills Diplomacy +5, Knowledge (arcana) +8, Knowledge (local) +8, Profession (courtesan) +9, Sense Motive +5, Spellcraft +8, Swim +6
Languages common, aquan,
SQ cantrips
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear belt pouch, thin shawl, spell component pouch, 734 gp
--------------------
Special Abilities
--------------------

Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
Bloodline Development (Aquatic) The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline's 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her arcane reservoir). If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
[i]Dehydrating Touch (Sp)[/b] Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Familiar An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her spells as a witch does, though she does not gain a witch's patron. Treat her arcanist level as her witch level for determining the abilities and benefits granted by the familiar. Anything that would allow an unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead.
This ability replaces spellbooks.
Hydrated Vitality An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Love Lost (Orphaned) The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on Profession (courtesan) checks.
Nereid Fascination (Su) Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability. This racial trait replaces the spell-like ability racial trait.
Suspicious You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Witch Spells An unlettered arcanist follows a different arcane tradition. She uses the witch spell list instead of the wizard/sorcerer spell list.
This ability alters the spells class feature.

Spells Known:

0- arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, purify food and drink, read magic, resistance, spark, stabilize, touch of fatigue
1- nereid's grace, ear piercing scream, cure light wounds, lock gaze, charm person, beguiling gift

Familiar (emissary):

Aneera (blue ringed octopus)
N Tiny magical beast (aquatic)
Init +5; Senses low-light vision; Perception +1
DEFENSE
AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 natural armor)
hp 4 (1d8)
Fort +2, Ref +7, Will +3
Defensive Abilities ink cloud
OFFENSE
Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse, Improved Initiative, Empathic Link
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison
SPECIAL ABILITIES
Divine Guidance (Sp) An emissary can cast guidance at will.
This ability replaces alertness.

Familiar
The master of a blue-ringed octopus familiar gains a +3 bonus on Swim checks.
Ink Cloud (Ex)
While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)
The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
Share Will (Su)
Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well.
If this second save succeeds, treat the original save result as a success, and the emissary and its master can't use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn't ordinarily be a valid target.
This ability replaces share spells.


Description and Personality:

Krysta is a 68 year old undine woman standing 5'7" and weighing 95 lbs. Her skin is very pale for an undine, more like that of her gilman masters with deep, sea green eyes, and long black hair. She owns little and rarely wears much more than a diaphanous shawl she inherited from her mother and is constantly accompanied by her only companion Aneera, an octopus, who spends most of her time riding along on her head when Krysta needs to move too fast for Aneera to keep up. She emits a great amount of allure, sometimes so powerful that those who wish to hurt her can't bring themselves to do it. She has a kind streak but it has largely been beaten out of her over the years. She is learning how to live independently after having spent most of her life as a slave but has a lot of trouble as she finds it hard to trust anyone due to the nature of her previous life and sometimes is called standoffish by people she meets.

Back Story:

Krysta is an undine woman who was born in an undine relocation camp setup by the gillmen forces of Oseanarra. She was raised by her father there, an undine man by the name of Ondir, until a visit by a bored gillman noble. The noble had three undine women taken to his pavilion and then returned them dead from his depredations. Their deaths incited a riot and in the end the noble was killed. The ensuing slaughter saw the nobleman's family exterminate the village and Krysta, at forty-five years old, was taken as a slave due to her great beauty, her only possession a shawl that was said to belong to her mother.
Krysta never knew her mother, now she had no father, and suddenly she found herself sold into a brothel in the Wrecks. She quickly learned the skills of a prostitute and began to make good money due to her beauty and youth. The brothel that trained her treated the girls well, kept them fed, and free of disease, Krysta was even allowed to go out of the brothel at times after she proved her worth and ability to be trusted. On one of these trips she found a group of children tormenting a tiny octopus and tried to intervene. The youth turned on her instead and came close to killing her, until she managed to draw on an innate connection to water and nearly killed the leader of the group. Now very vengeful, the leader beat her nearly to death, forgetting the octopus, and stripped from her body the shawl that was all she had left of her parents. The octopus somehow got help for her and she awoke back in the brothel.
Now in despair over the loss of the last connection to her family, and the advent of the frightening power, Krysta's work began to slide, she wasn't earning as much, she couldn't determine her clients needs as well, the only bright side was that the octopus stayed. Krysta could swear that the creature talked to her, and was convinced that it could help her. She began to listen to "Aneera" and her work again improved. As she regained her place in the hierarchy of the brothel strange things began to happen, at one time she said a few brief words and her beauty caused someone intent on harming her to miss as he stared at her in fascination, another time her scream as someone attacked her staggered the assailant so she could flee, and another saw an attacker take a stone she had in hand after dropping his blade. While she tried to learn different spells, she found she couldn't, it seemed that there were only so many she cold use for now and that she had to commune with Aneera to get them.
Recently, while shopping for new shawls, Krysta found it, the shawl that belonged to her mother, in a shop that was a known fence. While she couldn't afford to purchase the shawl she did use her charms to find out who sold it to him. Having proved her worth, Krysta was freed from her slavery provided she would continue her work for the brothel for a period of time, a price that she readily agreed to. Now, with the ability to keep most of her income, Krysta is working on getting the money to buy back the shawl, and to take revenge on the man who sold her into servitude and stole her mother's shawl.


Merfolk are fine as a playable race as written.

Grovo, the Wave Warden archetype is allowed.

Drogeny, reflavoring many class abilities is perfectly fine, in most cases. As for the shawl, we can discuss it now, if you so choose.

Deaths Adorable Apprentice, Attached is fine for a drawback.

Jubal Breakbottle, Swim-By Attack is allowed.


I've got my background up. Working on the rest of the character now.

Ellios Glint, Background:
Ellios Glint, the son of a successful fisherman of the Midlands was never on good terms with his parents. He had little interest in his father’s profession, and held a dream of becoming a successful performer.

Ellios would often sneak away in the middle of the day, and make for the Wrecks, the one part of town he knew his father would avoid like the plague. Like many other aspiring artists, he knew it to be a good spot for street performers : The city watch forbade unauthorized performance within the Midland, and he could not hope to afford the license required. Meanwhile, the wrecks offered a free stage, one which the more adventurous patrons of the art often frequented in search of new talent. There, he earned some pocket money, and began making a name for himself.

As fate would have it, however, his father one day caught him in the act. "No son of mine will be a burden on society, begging for money!" he roared. The two traded vicious words for a long time, and could very well had come to blows had a member of the city watch itself not come to mediate between them. In the end, Ellios dared his father to disown him, challenging the man to choose between allowing him to pursue his dream or to be the one to cut ties.

His father chose the latter option. "If you like performing here so much, I’m sure you’ll fit in just fine with the vagrants and the thieves!"

Feeling more liberated than abandoned, Ellios wasted no time making a life for himself. He moved into a small apartment with a few friends, and redoubled his effort to make a name for himself with his songs, to minor success.

Amongst other achievements in the lyrical arts, he found that his song was of a certain appeal to the marine wildlife, and most particularly to the dolphin pods which often came coasting above the city streets in hopes of being given food from passersby.

One of these dolphins, day to day, appeared to be paying particular attention to Ellios as he sang. Noticing the animal, the singer began giving it morsels of food daily, and building a relationship of trust. Before long, he and the dolphin had formed a bond of friendship and music, and the animal would often come to join him in performance, whistling and clicking in rhythm. This had a great impact on passing audiences, growing Ellios’s popularity surely and steadily.

Though Ellios was no longer on speaking terms with his father, he had not cut family ties entirely. Ellios enjoyed a great relationship with his mother’s sister, his aunt. He frequently visited her and her young daughter, and she often helped him out in times of tight finances or illness.

One day, however, the shadow of an infamous man was cast upon Ellios’s life. As he was in the middle of a song, his aunt came careening down the street, well and truly panicked.

"She’s gone! Nellia’s gone!"

Nellia Glint, Ellios’s nine-year-old cousin, had disappeared during a trip to the marketplace. When the city watch had failed to locate Nellia, her mother had turned to the one she thought would best be able to help. She implored Ellios to try and find his cousin, and he immediately accepted. He knew the street life well, and had no doubts he would be able to locate the girl before long.

Several weeks’ time proved him wrong, but he refused to give up on the search. He owed too much to his aunt to give up.

As luck would have it, however, fate would soon smile to him…

Some crunch questions:

1. Can a starting stat be 18 before stat modifier, which puts it to 20?
2. I could really use the mechanics behind Maestro of the Society (the duettist is very hungry for perform rounds), but the flavor is rather unfitting. Any hope I could reflavor it in some way?
3. I think I saw something about ignoring ranged weapon penalties. Is that correct?
4. Does Acrobatics still function for the purpose of avoiding AoOs and such?
5. What are some languages spoken within Oseanarra, other than common and aquan? Is there an equivalent to the Shoanti in the original adventure?


Here's Skimber, Hanniver sorcerer of the Aboleth Bloodline.

Crunch:

Skimber
Haniver gremlin sorcerer 1 (Pathfinder RPG Bestiary 4)
N Tiny fey (aquatic)
Hero Points 1
Init +8; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 13 (1d6+4)
Fort +4, Ref +4, Will +7
DR 2/cold iron; SR 11
--------------------
Offense
--------------------
Speed 10 ft., fly 20 ft. (average), swim 20 ft.
Melee bite +0 (1d3-2)
Ranged slime glob +6 touch (1d4+1 acid (1 splash))
Space 2½ ft.; Reach 0 ft. (15 ft. with tentacles)
Special Attacks misplacement, slime glob
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—prestidigitation, ventriloquism (DC 16)
. . 1/day—scare (DC 17)
Sorcerer Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—bungle[UM] (DC 16), snowball (DC 16)
. . 0 (at will)—acid splash, arcane mark, detect poison, disrupt undead
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 16, Int 14, Wis 10, Cha 20
Base Atk +0.5; CMB +2; CMD 11
Feats Dodge, Eschew Materials, Improved Initiative, Point-blank Shot
Traits drug addict (personal)
Skills Acrobatics +4 (-4 to jump), Disguise +6, Fly +8, Perception +1, Sleight of Hand +7, Stealth +13, Swim +10; Racial Modifiers +2 Sleight of Hand
Languages Aquan, Common, Elven, Sylvan
SQ amphibious, hero points
Other Gear 750 gp
--------------------
Special Abilities
--------------------
Aboleth Use Charisma modifier instead of Wisdom on Will saves.
Amphibious (Ex) You can survive indefinitely on land.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (20 feet, Average) You can fly!
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misplacement (Su) After make a sleight of hand check, next draw action requires a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Slime Glob (8/day) (Sp) Hurl glob of acid as ranged touch attack for 1d4+1 acid (1 acid splash)
Spell Resistance (11) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

Skimber was only following his instincts. Stuff was so interesting. He just wanted to look at it. But Gaedren was so angry. Unreasonably so. He took poor Skimber and locked him in a cage and sold him. The slaver had a special client. The tentacled master. Skimber was put in a vat of ooze. Things were injected into him, into his brain. Similar things happened to other slaves, and most died. Skimber didn't die, he changed. He found the part inside him that wanted to do this to Gaedren. That gave him focus. That gave him purpose. Skimber's new powers helped him escape. From there he returned to find Gaedren. Nowadays stuff is not quite so interesting. He has new toys to play with.

51 to 100 of 145 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Curse of the Coral Throne: An Aquatic Campaign Recruitment All Messageboards

Want to post a reply? Sign in.