So I am thinking a fighter//combat type with a Varisian flare or a gunslinger (I think I have a decent story to offer as why a Varisian might find a gun) but I wanted to get your impression of:
2. Wheter or not you think the Varisia book might be fair game, if we start before it comes out then maybe I could just respec if something in there seems better flavor wise? Maybe that is too much work.
I got lost in the warp and wandered in here by mistake... honest...
I'd humbly put myself forward as an alternate if you are unable to fill up with those supplicants drawn from your chosen sources. ;)
By way of explanation I'm in a WH 40K RT PbP with DM Hector and totally didn't stalk the boards and attempt to shoe-horn myself in where uninvited
|Sir Basil de Fermer|
|Sir Basil de Fermer|
I'm open to all core classes, those being the ones from CRB, APG, UM, and UC. The ninja, samurai, and anti-paladin... not so much. Any archetype that you feel fits your character is fine by me. In fact, I'm house-ruling archetypes. Normally you may take multiples so long as they don't offer replacements for the same class ability. I'm adding in that you may do so, but when multiple archetypes replace the same ability, you must choose which ability to take.
Any of the core races are fine, others (I know Advanced Race Guide just came out) are on a case by case basis.
I'll leave character alterations open for your first few levels. IMHO, it takes time to really come to understand a character, and new books are constantly being published. I'll work with you on any alterations to your characters. The last thing anyone wants is a character that sounded good at first, but later you realize you made some mistakes. Once you've been locked in for a while, it might start to stretch believeability, so I'm gonna be flexible about it.
Despite my earlier recommendation to Devon, I'm much more into my players playing character concepts they like than party optimization. I can always tweak encounters to suite the group. That having been said, this is more of a 'dungeon-crawl' than some of their more recent AP's.
Whats the build parameters? Points, Gold, etc?
Also, Devon, I was thinking about one of my traits being the one about coming from a well-to-do family in Magnimar who has been disowned because of his particular gift. Perhaps a family that has a proud heritage of arcane talent when a sudden striking with divine ability makes him sort of a black sheep of the family?
Phil - Alabaster Outcast right? Hmm... I'll probably end up with Ruin Raider or Monument Scholar I am still up in the air about being "naughty" or "nice"... Probably will be female so older/younger sister...twins is another possibility... I take it from your description you won't be straight laced per se but probably more...low key?
Pretty much what I was thinking, Devon. A character who is more subdued and in the background. Good-aligned, though I'm not sure what I'd go with on the law-chaos axis just yet, though I'm leaning in the direction of chaotic.
I'm not definitely going for Alabaster Outcast yet. I would want to know more about the Magnimarian families it presents as an option first...do a little more research on it, though it certainly seems like a good option to me right now.
I also plan on him not being in the Pathfinder Society until the adventure begins. He seeks them out...probably because of some divined fortune that compels him there.
I dont think you really need to know, you are an outcast. I mean , sure, if you had the book you could really elaborate on the family history and so on. Rememver though that great houses are full of winding side branches and you may the cousins to the main family; powet and prestige but no authority in family affairs. Not a stretch that your character might be clueless about the state of the.city or what the city thinks.of the famihutu
Some information taken from the Magnimar Book on the Great Families..no secrets here just what is generally known or rumoured
Along with the Kaddrens and the Indroses, the Vanderales are among the oldest families of Magnimar. In a way, they’re also the most inf luential and successful,for whereas the other founding families either focused on military or magic (or in the case of the Whilwrens, eschewed nobility altogether), the Vanderales saw the true potential for Magnimar as a trading city.
Shynin Vanderale may have been regarded as something of a troublemaker when she journeyed with her companions from Korvosa a century ago, but her legacy lives on today as one of Magnimar’s greatest success stories.
The Vanderales control the Merchants’ Guild and nearly two dozen ships that export and import all manner of goods, all under the watchful and experienced eye of Mivonis Vanderale
The Mindurians made their fortune and name with their impressive skills at stonemasonry. Originally hired by the city founders to help design Magnimar’s more important buildings, the Mindurians made the transition from hired help to aristocracy with ease and grace.
Old Filuvia Mindurian is a wellknown gossip among the nobility.
The Scarnettis are the most successful of the “new blood” nobility. The family is led by Gradon Scarnetti a severe and humorless man who’s not afraid of burning bridges in order to maintain his family’s control over Magnimar’s shipyards.
The Scarnettis have long clashed with the Shoanti of Magnimar, and rumor holds that they’ve even paid Sczarni gangs bounties for Shoanti emblems.
Once one of Magnimar’s most successful families, with interests in shipping, fishing, and logging, the Valdemars have fallen on hard times,
primarily because of competition from the Scarnettis and a series of family tragedies.
The villa today is run by Kaleb Valdemar, son of the actual family patriarch Ethram who prefers to remain in Sandpoint these days.
No one in the Magnimarian aristocracy gives better parties than the Versades, an indisputable fact and the family’s current leader, Savasha Versade seems to revel in throwing ever more extravagant parties.
One of the oldest families in Magnimar, the Derexhis are currently led by Randred Derexhi a member of the Justice Council. Unlike most other
aristocrats, the Derexhis money comes not from trade or industry, but from what many would term mercenary work.
The family employs sentinels, rumor-gatherers, and—in honor of their founding ancestor Aitin Aioldo Derexhi— bodyguards, but their primary source of income are the family’s scions, a well-trained team of adventurers who hire out to other aristocrats and important citizens to solve unusual and dangerous problems, such as kidnappings and even murders.
The eldest Derexhi scion is a mousy woman named Luma , whose unusual faith in the city makes her not only something of a pariah among other druids, but also something of a burden to her siblings, who constantly underestimate her value and skills. Despite her seniority, she is treated in condescending a manner that better befits the youngest and most inexperienced members of the family because of her illegitimate birth
One of the founding families of Magnimar, the Kaddrens continue to focus their interests in magic, just as their founder, Antholus Kaddren did.
They are strong supporters of the Golemworks, though they are careful to avoid becoming full-on sponsors of the construct makers, as they value the separation between nobility and industry. The family often sends its scions abroad to study at prestigious magic schools throughout the Inner Sea region before recalling them home to bring what they’ve learned back to the family. (The Kaddrens have never, however, sent any of their children to Korvosa’s famed Acadamae out of general principle.)
The current matriarch of the family, Zimandi Kaddren, only recently inherited the position after her parents vanished during an expedition to mysterious fortress known as Viperwall in central Varisia.
Cheiskaia Nirodin is a member of the Council of Ushers and well-to-do patron of the arts. Whispers that Cheiskaia has a hidden allegiance to Korvosan interests have dogged the woman for years, but most believe these to be mere rumors inspired by her somewhat scandalous interest in Korvosan decor.
Although the Indroses command a fine home, they are not generally counted these days as being among Magnimar’s movers and shakers, and their role in politics is more ceremonial than anything else
Well I'm settling on an Ex-Sczarni small time crook / fence who was noticed by a Pathfinder and recruited into plying his wares for them. Amoral and cash motivated - though there's a heart beating down in there somewhere.
Just need an ok on the Sin Inquisition from Blood of Fiends. Is that an ok thing to take DM Hector?
Sin Sense (Su): As a full-round action, you can determine which sin most strongly influences a target by quickly reading its mind. Once you learn this fact, you gain a +4 bonus on your next Charismabased
skill check made against the target as long as it somehow incorporates a temptation that relates to that sin. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mindaffecting effect.
Indulge (Su): At 8th level, once per day as a standard action, you can awaken a creature’s vice and overwhelm its senses with urgency. You must decide to use this ability before using your sin sense ability
on a creature, and the target receives a Will save to negate the effect. If the creature fails its saving throw, for the next 24 hours, whenever the affected creature is given an opportunity to indulge in its
favored sin, that creature must yield to the impulse or make
a second Will saving throw to avoid becoming sickened for 1 minute. This is a mindaffecting effect.
Still ironing out the details... but here's the bare bones.
Str: 8, Dex: 16, Con: 12, Int: 13, Wis: 14, Cha: 16
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed,
but their small stature makes them weaker than other races.
Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: base speed of 20 feet.
Fearless: +2 racial bonus on all saving throws against fear.
Adaptable Luck: 3/day, +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Keen Senses: +2 racial bonus on Perception checks.
Shiftless: +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill.
Weapon Familiarity: proficient with slings and treat any weapon with the
word “halfling” in its name as a martial weapon.
Languages: Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Ex-Sczarni: +2 on Bluff to pass secret messages and +1d6 damage on coup de grace.
Skills: (6 + Int + FC)
Bluff (Cha): 11 (1 +3 Class +3 Cha +2 LoE +2 Racial)
Sense Motive (Wis):
Sleight of Hand (Dex):
Weapon and Armor Proficiency: all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (whip). Proficient with light armor, medium armor, and shields (except tower shields).
Lore of Escape (Ex): adds Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Hide Tracks (Ex): Creatures attempting to track take a –5 penalty on rolls to find or follow his tracks.
Stern Gaze (Ex): a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level (minimum +1).
Inquisition: Sin: You know how to stoke the seven sins in others (envy, gluttony, greed, lust, pride, sloth, and wrath), and twist their dark desires to suit your own purposes.
Sin Sense (Su): full-round action, determine which sin most strongly influences a target by quickly reading its mind. Once you learn this fact, you gain a +4 bonus on your next Charisma based skill check made against the target as long as it somehow incorporates a temptation that relates to that sin. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mindaffecting effect.
Judgement 1/day as swift action
Gear: 140gp start
Studded Leather – 25gp
Light Crossbow – 37gp (inc 20 bolts)
+11 on Bluff at first level that will go up to +15 in he can set up the Sin Sense beforehand... not bad :)
After doing some more reading and researching, I've decided that I don't think I want to go with the original backstory that I proposed on account of the fact that it's almost exactly the same as the iconic Oracle, Alahazra.
I am now thinking of playing a Derexhi that is the son of one of the house scions, intent on following in his parents' footsteps and becoming an adventuring representative of the house in and of himself.
However, when he is in his mid-late teens, he is mysteriously struck blind. As a result, his parents start treating him too delicately, a condition which he eventually rebels against because he wants to prove he is capable, both to his family and to himself. So he runs away, intent on proving himself by joining the organization that he believes will give him the best chance of proving his worth: the Pathfinder Society.
If y'all are familiar with the series, it's very similar to Toph's background in Avatar: The Last Airbender.
I still don't even have the adventure yet, so take your time. We won't start without you, I promise lol.
@Nirthuus: Wizard of any stripe would be a good choice, as would rogue (but I doubt you'd want to play another one). Since we seem to haev a well-rounded group, how about a bard? Really, as it is, any class you choose would fit in well.
Hector, is it required that both our traits be from the Shattered Star Player's Guide? One campaign trait and one Pathfinder trait? I wasn't planning on my character having been in the Pathfinder Society for a very long time, so it may make more sense for him to have a non-PFS trait in addition to the campaign one.
Here's what I've got for my Oracle so far; I'd like some feedback from the others if you wouldn't mind giving some. I'm waiting on the second trait until I hear back about having a non-PFS trait on the sheet and not purchasing gear until I've further coordinated with Devon about our character's histories. Without further ado:
Male Human (Varisian) Oracle (Seer) 1
CG Medium Humanoid (Human)
Init +1; Senses Clouded Vision, Darkvision; Perception +4
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Oracle (Seer) Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Protection from Evil (DC 15), Bless, Cure Light Wounds (DC 15)
0 (at will) Stabilize, Read Magic (DC 14), Detect Magic, Guidance
Str 10, Dex 13, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Extra Revelation, Harrowed
Skills Diplomacy +8, Knowledge (Arcana) +5, Knowledge (Religion) +5, Perception +4, Perform (Fortune-Telling) +5, Spellcraft +5, Use Magic Device +8
Languages Common, Draconic, Varisian
SQ Knowledge of the Ages +4 (4/day) (Su), Natural Divination (1/day) (Su)
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Knowledge of the Ages +4 (4/day) (Su) You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this abi
Natural Divination (1/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h.
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The two that I was planning on going with are Alabaster Outcast and Charming, since I wasn't going to have Gideon being a member of the Pathfinder Society from the get-go, but having only relatively recently joined to prove to both his parents and himself that he can be a capable adventurer, despite his curse.
Additionally, since his Charisma is his highest score, I wanted to cast him as more of a honey-tongued diplomat and aider of his allies than as a direct fighter.
Well with an Oracle, Paladin and a Sorcerer I think we have Charisma covered...
So Phil I'm thinking: older sister (always an odd duck what with tattoo magic and what not) is angered when parents essentially outcast younger brother. When she protests the behavior she essentially walks out/ is kicked out with Gideon. Joins up with PFS to prove herself also but probably also does it to protect little brother which probably a source of affection and irritation. Since she's a little older and was a little more supported shes probably a bit more feisty. Thoughts?
Sounds good to me. We still need to have an arcane caster in the group, but if Nirthuus goes with his teleportation school wizard, we've got that covered, too. That would give us a divine caster, an arcane caster, two kinda-frontline combatants, and a ranged combatant. Sounds like a pretty good mix to me! We're missing a trapfinder with that mix, though.
We have a self healing trap finder in the paladin. His saves and lay on hands will keep him alive, heh. "Basil, walk the hall, let me know if something tries to kill you, yeah?"
Hector are advanced firearms like revolvers a possibity at some point? Obviously not to start but It will help me to know to finalize my options...