GM Umineko's Carrion Crown

Game Master Umineko

Roll20


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Also, if you do want to swap the SLA, you will roll for it and take what you get. Forgot to put that part in there.


Hmm. So Drow Noble is an option, since it's under the Featured Races tab, correct? Nice, gonna start on that one now.


I don't think drow nobles are featured- that's reserved for the regular drow.


But how else will I troll my friend? ;)


That is indeed the case. Regular Drow are the Featured race; Drow Noble is something beyond that. Then again, he knows that.


Fair enough. I guess I should have figured it was a joke.

Ah, decisions... what kind of paladin do I want? Oath against Undead? Vengeance? What archetype? Personality? Hmmm...

Because of that, I'm not sure if I want to risk rolling (yet). That being said, if the SLA doesn't really matter too much for the character, I may yet.


That is more than fair, I was merely curious. I should have a more fleshed out concept soonish (hopefully tonight) and the inklings of backstory/crunch tomorrow/Wednesday.

I am leaning toward a paladin, but fighter and monk are also calling my name... as Daedalus said above, decisions...


One of you with the impressive rolls should really give Vested Regent a look. It needs every stat but INT.


Just finished Lyrena's backstory and stats, I've been wanting to play a dervish of dawn for a while now so I'm excited about this.


4d6 ⇒ (6, 3, 5, 3) = 17 14
4d6 ⇒ (4, 1, 2, 3) = 10 9
4d6 ⇒ (6, 3, 5, 3) = 17 14
4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (3, 2, 5, 6) = 16 14

We'll rounded stats. I'm definitely interested, hope to post something by the end of the week.


Hmmm... GM, there's a few things about Paladin oaths that seem... odd.

Oaths wrote:
When a paladin completes the sacred promise, the oath is fulfilled, and she may abandon the oath if she so chooses; she may then select another oath or become a standard paladin or a different paladin archetype

So, I'd like to have a character built around this, if possible; a paladin who draws just as much power from his own conviction as he does his angelic ancestry, manifested in the form of his Oaths. Mechanically, this would mean that I would swear to 'eliminate the undead menace on this town,' and take the Oath against Undead until that goal is met, then revert to a standard paladin until I swore to 'bring to justice this man's murderer,' taking the Oath of Vengeance for a time, and so on. Would you allow that concept?

(Also, amusingly, the wording of the above suggests that I could retrain my archetype, for free, at any time by making a sacred oath that would be easy to fulfill, then completing it and changing my archetype)

Then, just for clarification (I've seen a few different opinions voiced on this):

Oath Spells wrote:

A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.

If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).

The problem, of course, is that an Oathbound Paladin doesn't have a domain slot. Does taking an oath give me an extra spell for each level? Does it just mean I add that spell to the paladin spell list (even though some spells already are, making it redundant), which can then be prepared normally at a later time?


dot i'll be using point buy.

4d6 ⇒ (6, 1, 5, 4) = 16 15
4d6 ⇒ (5, 3, 6, 1) = 15 14
4d6 ⇒ (2, 2, 1, 3) = 8 7
4d6 ⇒ (3, 1, 2, 3) = 9 8
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (1, 4, 5, 3) = 13 12


Dotting for interest.

4d6 ⇒ (6, 2, 4, 5) = 17 = 15
4d6 ⇒ (5, 2, 4, 3) = 14 = 12
4d6 ⇒ (4, 6, 5, 1) = 16 = 15
4d6 ⇒ (1, 2, 4, 1) = 8 = 7
4d6 ⇒ (2, 2, 2, 2) = 8 = 6 All 2s = reroll
4d6 ⇒ (3, 2, 2, 4) = 11 = 9

rerolling 5th: 4d6 ⇒ (1, 6, 5, 5) = 17 = 16

Hmm. Looks like a 19 point buy. I will read the player's guide and consider character options.


The way I see how Oaths work, you fulfill the Oath, then select another Oath OR become a standard paladin OR a different paladin archetype. That word, "or," makes it seem like you're choosing one of the options and not going back. If you choose another Oath, the process inevitably continues in a cycle, but once you stop doing Oaths, you've fulfilled all that you need and just go back to doing normal paladin stuff.

If I were to allow that, I feel like it could turn into a situation where the character can go, "Well, I need to be able to do these things now and stop using them when I don't need them," essentially turning him into a Swiss Army Knife. While that may not be a bad thing in and of itself, it may be something that can be abused, intentionally or unintentionally. I'm going to have to say that once the Oath is completed and no other Oaths are taken, then it's back to normal paladin stuff (or paladin archetype stuff). I may be convinced that, should something of drastic concern arise, the same kind of Oath can be taken (i.e., a new undead menace has arisen, so the Oath against Undead must be vowed again), but I'll have to think about that for a while.

As far as the extra spells go, I honestly have no idea how to interpret that. The wording makes it seem like it's treated like a Domain spell, so I'm going to say that, yes, you can prepare them as if they were Domain spells like a Cleric. As in, you get the 1+1, 2+1, that sort of thing.


Here is a tentative build... Too squishy?!

Cencroithi:
Elven Necromancer
Level 1

Str 7
Dex 17
Con 8
Int 18
Wis 10
Cha 15

Initiative: +7
Base attack: 0
Fortitude: 0
Reflex: +2
Will: +2 (+2 vs fear, charm, compulsion, emotion effects)
Armor Class: 12 (Flat Footed 10)
Hit points: 5

SKILLS
appraise 8
Knowledge (religion) 8
Knowledge (local) 8
Knowledge (nobility) 8
Linguistics 8
Craft (caligraphy) 8
Diplomacy 7 (+2 to gather information)
background: knowledge (arcana) 8
background: spellcraft 8

LANGUAGES
Common, Elven, Celestial, Draconic, Sylvan, Halfling, Orc

RACIAL TRAITS

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

FEATS

Additional Traits: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Scribe scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

SCHOOL POWERS

Power over Undead (Su): You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

SPELLCASTING

Opposition schools: transmutation, evocation

level 0 (3 per day): all
level 1 (2 per day): ray of enfeeblement, cause fear, detect undead, true strike, identify, shield, protection from evil

FAMILIAR

Greensting scorpion (+4 initiative)


As squishy as that is, I love the idea of a character having a bad constitution score. So much RP potential.


Good ol' Raistlin...


Stat roll: 4d6 ⇒ (1, 4, 5, 6) = 16 drop 1 = 15
Stat roll: 4d6 ⇒ (6, 3, 1, 6) = 16 drop 1 = 15
Stat roll: 4d6 ⇒ (3, 3, 3, 5) = 14 drop 3 = 11
Stat roll: 4d6 ⇒ (6, 4, 4, 2) = 16 drop 2 = 14
Stat roll: 4d6 ⇒ (1, 1, 5, 3) = 10 drop 1 = 9
Stat roll: 4d6 ⇒ (3, 1, 6, 1) = 11 drop 1 = 10

rolling stats for interest, thinking an occultist trader


4d6 ⇒ (1, 5, 1, 6) = 13 = 12
4d6 ⇒ (4, 2, 5, 6) = 17 = 15
4d6 ⇒ (6, 5, 6, 4) = 21 = 17
4d6 ⇒ (2, 4, 6, 3) = 15 = 13
4d6 ⇒ (4, 5, 6, 3) = 18 = 15
4d6 ⇒ (2, 2, 1, 2) = 7 = 6 (nothing higher than 2, reroll per rules)
4d6 ⇒ (4, 3, 5, 5) = 17 = 14

well, that's quite the set


This is Wanderer82's submission, a tiefling ranger who appeared in the first scene of an ill-fated Carrion Crown game. I have updated him according to the specs for this game.


wanderer82 wrote:

4d6 = 12

4d6 = 15
4d6 = 17
4d6 = 13
4d6 = 15
4d6 = 6 (nothing higher than 2, reroll per rules)
4d6 = 14

well, that's quite the set

Nice 31-pt buy!!

Let's see how I'll do...

4d6 - 1 ⇒ (1, 3, 1, 6) - 1 = 10
4d6 - 1 ⇒ (1, 1, 3, 5) - 1 = 9
4d6 - 4 ⇒ (4, 4, 4, 6) - 4 = 14
4d6 - 1 ⇒ (4, 4, 1, 3) - 1 = 11
4d6 - 3 ⇒ (2, 4, 6, 3) - 3 = 12
4d6 - 2 ⇒ (2, 5, 6, 5) - 2 = 16

18 pt buy... guess, I'll go with the 20-pt option.


I can see a theme starting to form in the backstories here (yes, I am reading them in full), and I think it's best to nip this little reoccurring theme in the bud.

Not every character should have had a past crush on Kendra!

Let's try to avoid any sort of complicated love triangles/squares/tetrahedrons. I'm considering only accepting one and only one character that mentions a previous infatuation with Kendra, but I may overlook it if it's something that she wouldn't have been privy to. If you feel that your character just isn't complete without some sort of unrequited love with Kendra, it's probably best to discuss it with me beforehand. I'm not angry about this, and I'm not trying to sound angry; I just want to make sure that there isn't a heavy focus on attempted romance that may lead to PVP.


lol. Do you want those of us who did include said theme (who, me?) to rewrite? Or do you prefer for people to wait until a decision has been made, and discuss details and modifications at that point?


If you wish to rewrite, that's fine. If you want to keep it, that's also fine, though you will be in competition with everyone else that wants to include it. If you want to discuss particulars privately with me to convince me that it's worth keeping it in your background despite others' entries, then you may do that, as well. I'm not trying to stifle anyone's creativity; as I mentioned, I'm just trying to keep focus away from romantic squabbles.


GM Umineko wrote:
Not every character should have had a past crush on Kendra!

Those that do and survive to the end get her hand in marriage though, so...


It was a single sentence reference in my background that plays little into the character's personality, so I have already happily deleted it. She is a few years older than Mathias, so instead I figure it was more a big sister, little brother dynamic between them.


I am glad I have no plans for my character to have a crush on her.


OH, OH! Can I have a crush on someone who has a crush on Kendra while also inadvertently being the target of her affections and thus establish a real love triangle?


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Better yet, can we build some sort of complicated love polygon with the party? Perhaps a non-euclidean love-polyhedron with lines of strong and weak affection linking all points and lines of enmity providing opposing but structurally vital force?


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You will be the first to die.


No doubt horribly!

In all seriousness, I'm building a Corpse Hunter/Divine Tracker Ranger right now. The idea being he was a ward of the Professor's when Kendra was still a tot, being the only survivor of the predations of some kind of bizarre undead entity that left its mark upon him (prematurely grey hair and a godsdamned unsettling shadow). He certainly has no crush on Kendra, in case you were worried and ended up leaving the Lorrimor household after a big argument with the old man over a difference in opinion on the matter of the undead and how best to deal with them.

The Professor championed understanding and study as much as destruction while my character was much more in the camp of 'burn them all and let the gods sort out their own' hunting. He left and spent several years hunting and killing what undead he could, picking up more scars than successes along the way. Now he is back, much wiser and smart enough to recognize how much he owed the Professor but too late to mend the bridges between them.

To that end I am trying to decide between Soulblade or Ghostslayer as my one of my first level feats (the other being Favored Defense)

Also I chose Feronia (the mother of Ragathiel) as my patron deity as she represent contradictions I feel would appeal to him while also providing a useful favored weapon for him. I pictured his relationship with her rather business like, having picked up her name from the Professor's library and performing rites to her in order to gain shallow but useful favors.


Okay. Most of the oaths are pretty focused, and already have a method to prevent overlap. For instance, I can't have both Oath against Undead and Oath of Vengeance at the same time (they both replace the same aura). It would be much more of a "there is a great evil that must be smote! I need to kill it!" (Taking oath of vengeance), then once that's done, "A lich is threatening the peace! I must guide it to its final rest!" (Then going to Oath against Undead). It would be less of a 'swiss army knife' and more of a 'my abilities will be useful for this current story arc,' especially as it wouldn't be a multiple times per day (Oh, a ghost! Oath against Undead! An abberation? Oath against corruption! You must die! Oath of Vengeance!), which could absolutely be a problem. Perhaps a minimum of 1/week or 1/month spent on each oath? Then my abilities wouldn't suddenly be useless if we have to go kill evil dragons for a while, leaving all my undead powers unused.


Having your Oaths become useless is part of the gamble of taking them, I would think. I do understand feeling somewhat powerless in a game due to a poor choice, but that's just sometimes how the game works. I'm not trying to say "tough luck, suck it up," I'm just trying to say that I'm a little uncomfortable changing the way the archetype works in such a fundamental way. I think it would best be kept the way it works; finish an Oath(s) before moving on to the next one(s), or becoming a standard paladin or a different archetype of paladin. It's just really hard for me to see just how much of a potential powersink that could turn out to be. I'm of the philosophy that if the challenge is taken out of a game, then the fun always taken out with it. I would need a bit of a better explanation as to what the idea would entail before I can truly say yes or no to it. I would prefer to do that in private so that the thread isn't clogged up.


Yeah, that's basically it. I would finish one, take on a new one. Just occasionally using a different one.


My Submission: Toad Tongue
Goblin Occultist

Crunch:

Toad Tongue
Male goblin occultist 1 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 46)
CN Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rapier +3 (1d4+1/18-20)
Ranged light crossbow +3 (1d6/19-20)
Implement Schools
. . Necromancy (Brother's Finger Bone, 1 point) Resonant—necromantic focus; Focus—mind fear
. . Transmutation (Ancient Dagger with long-since faded enchantment, 2 points) Resonant—physical enhancement (strength); Focus—legacy weapon, size alteration
Occultist Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—inflict light wounds (DC 13), magic weapon
. . 0 (at will)—mage hand, touch of fatigue (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 15, Int 15, Wis 11, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse
Traits reckless, teacher's pet
Skills Acrobatics +3 (-1 to jump), Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (history) +8, Knowledge (religion) +6, Ride +2, Stealth +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Goblin
SQ implements 2, mental focus (3/day)
Other Gear scale mail, light crossbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 6 gp, 20 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Implements (Su) Gain a series of items which grant access to schools and powers.
Mental Focus (3/day) (Su) You have a pool of points that activate your focus powers.
Necromancy (Brother's Finger Bone) Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Transmutation (Ancient Dagger with long-since faded enchantment) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
--------------------

Summary: Tongue Toad was a psychic sensitive goblin who Professor Petros cultivated into a functioning member of society.

Background:

Toad Tongue was born your average goblin of the Dog Skull tribe living in swamps of Sinaria. He grew fighting his fellow cagemates for scraps of dead bird and possibly the ears he ripped off in the fight. When he reached old enough he was released from his cage and taught the ancient arts of horse and dog slaying. The horse and dog skull in the elder’s hovel marveled Toad Tongue not because they were the mighty prey that the elder had said but he ran his fingers over the animal skulls they echoed into his mind images. The first was of a nasty horse beast sinking into a bog its eyes wide with panic --which amused Toad Tongue. The other image was a dog being bitten by another dog and there was a circle of humans cheering the dogs on. Toad Tongue could feel the pain of the teeth into the throat of the dog as it died. Toad Tongue was not sure what to make of these image but they certainly were not the stories the elder had told.
As time went on Toad Tongue would go out the trash dumps in Karcau and scavenge for food. Occasionally a bone, shiny picture (locket), an old sword or something like that would fall into Toad Tongue’s possession each giving the picture like the old skull of the elder’s. Toad Tongue had no idea what to make of these images but collected the items. This was how life was for a goblin of the Dog Skull tribe was until the day it wasn’t.
One day the tribe was dead, humans killed them. Well except the goblin that was at the garbage dump. Toad Tongue came back with a dagger he had found to find a dead human in the center of the village with a sword drawn and everyone else he knew dead around him. So he did the only thing he thought reasonable he went over to the elder and attempted to take his crown. The crown was being tightly grasped by his hand so Toad Tongue began removing fingers. Only one finger was removed before he heard movement behind him. A human pursuit party chased poor Toad Tongue to the Vhatsuntide River where he lost his footing and fell in. Slowly the water filled his lungs and he went unconscious.
A deity must have been watching over Toad Tongue because he awoke very far from home in the Lake of Lias near the town of Ravengo. The only things from home left to the goblin were the elder’s finger and the dagger he had recovered from the dump, both instantly seemed to mean more to him than food ( and that’s odd for a goblin ). Stuffing his precious items into his rags Toad Tongue began to explore the new area he had been brought to. The trash dump of Ravengo began to serve as home and gathering point for Toad Tongue’s odd collecting obsession.
Unbeknownst to Toad Tongue someone began watching him and his collecting habit. Professor Petros Lorrimor he taken notice of the little goblin at first puzzled at his behavior and eventually beginning to understand the peculiarity of Toad Tongue. To finally confirm his hypothesis he found an old blanket that had been at a children’s hospital that had seen more children die in its embrace than memory recall and baited a trap. As expected, Toad Tongue was lured in and captured.
What Professor Petros found when he examined his catch was beyond belief. Using a combination of hand gestures and broken goblin Professor Petros discovered Toad Tongue had a large vocabulary and concepts of empathy and suffering unknown to any other goblin he had seen. The Professor was curious what this specimen could grow into and began a regiment of stimuli and instruction for Toad Tongue.
Toad Tongue began to learn. He wasn’t sure it was learning at first because he wasn’t being injured but eventually he knew things like how to talk to humans and tales of the past (history). Toad Tongue grew and began to understand the pictures in his head and how to focus his mind. He learned the certain objects like his finger and dagger could be used to make things happen outside of his mind. He left the Professor with his head open, to most things… (reading obviously didn’t steal the words from his head like the elder said and shiny bits of metal can be used to buy things; however, morality still confused Toad Tongue). Toad Tongue left Professor Petros changed. He was ready to explore the world and actually prepared to contribute to it.


Ok final question. Leadership?


Backstory and character sheet have now been completed.
Officially submitting Silas for inspection!


SOLDIER-1st wrote:
Ok final question. Leadership?

I lied.

I want to take the feat Nameless One. To make group cohesion easier, I'd prefer to take it at first level, since it'd be weird for the group to suddenly get a new member and lose an old one. However I probably won't have 200 gp to actually do this. I could take a trait that would give me a sufficient amount of starting gold, but I'd prefer no to do this if possible.

Would it be possible to take it at level one and either have no starting gold or a very reduced amount? Or should I just wait until level 3 and attempt to rp it out?

Nevermind, just saw that we can take drawbacks.


Ehh... how long will recruitment be open for?


Reckless Apprentice wrote:

My Submission: Toad Tongue

Goblin Occultist

This is a great use of the Goblin race. I love it.


Here is the character, with adjustments to backstory!


Okey, here we go. Malachi Vezivo.

Backstory:

"Come now," said the man. A professor of some sort. The child gave a shuddering sigh and turned away from the wreckage of his former home.

"I'll have my men collect what can be saved," the Professor said kindly. The child nodded, eyes dim and vacant.
---
Your father was a very persuasive man.
The adolescent's eyes went wide as he stumbled away from the large, ornate tome. He looked around wildly, but heard and saw nothing else. It would take him almost a month of preparation and planning before he would touch the book again.
---
My studies are going well sir. Already the draft of my essay on the similarities and symmetry between alchemical symbology and psychic manifestations is being passed around. My colleague from the Stone of the Seers says that it is quite comprehensive. I had hoped to get your opinion as well. An annotation from the great Professor Lorrimor can only add to its veracity after all!

I eagerly anticipate your response.

Very Respectfully
Malachi Vezivo

---
Masks are more than just symbols. They're more than just representations. The are abjuration, illusion, and transmutation all together. Now tell me, what is the psychic significance of such a concept?

"The Principle of the True Name. Identity holds power over manifestation. While Quintessence holds less power than a True Name, representation of an Identity can still be used in many useful magics, particularly abjurative and divinative, but also conjuration, though to a lesser extent," the man replied will little hesitation, staring at the deceptively ornate mask on his desk.
---
"So the professor is finally dead," the masked man said to the empty room.

You had a great fondness for him.

"Yes. You, him, and my parents. Were it not for you all, who would I be?"

I wonder.

He read the letter again.

"You're the only one left," he said.

Fear not. There are few things in all existence that could tear me from you now.

"Hm. Well. Let us go pay our respects."

Stats and other meta:

Str 7, Dex 10, Con 11, Int 14, Wis 17+2, Cha 14

Class: Lore Spirit
Shaman (Possessed/True Silvered Throne)

Traits: Inspired by Greatness (Barbed Chains), Fiend Blood (Bluff), Rich Parents
Drawback: Meticulous

Feat: Nameless One

Skills: Bluff, Diplomacy, Knowledge (Arcana, Planes, Religion), Spellcraft Will put points into other Knowledges, Linguistics, and Use Magic Device as needed.

Role: magical utility, social skills, and eventual summoning/crafter

Thanks to the shamans wide variety of spells, the human fcb, and eventual Arcane Enlightenment from the Lore spirit, will be very flexible. Solid emphasis put into social skills both for practical use and for eventual outsider calling/binding. Will also attempt to get a cohort via the Leadership feat if allowed.

Current plan is to fill in whatever magical role party needs until summoning really comes online. Also will be able to start crafting at approximately level 10.

Backstory: His father was a member of the Esoteric Order of the Palatine Eye that fell to diabolism (as is noted in cannon to be not uncommon). Sometime before he was discovered, he bound a Uniila to his personal grimoire.

He was eventually found out and his holdings destroyed, but his book (and the devil bound within) survived, to be passed down to his son.

Eventually, with the help of the professor, Malachi was able to at the very least gain a place in the academic circles of the world, and with the help of the Uniila devil Astiela, he slowly began work on translating and learning from his fathers grimoire.


Intro Kendra's Overbearing half-sister. still being completed.


For your consideration, Cassandra Blackmoore, Changeling Oracle (life).


For your consideration with thanks to Perspicacious Wanderer for the idea.

Character Sheet:

Name: Zhu Jin
Race: Human
Class: Monk
Archetype: Invested Regent/Perfect Scholar
Favored Class: Monk
Alignment: Lawful Neutral
Ht/Wt:
Hair/Eyes:
Gender: Male
Age: 18

STR: 17/19 (+4)
DEX: 16 (+3)
CON: 14 (+2)
INT: 08 (-1)
WIS: 18 (+4)
CHA: 17 (+3)

STR: 17 (+3)
DEX: 16 (+3)
CON: 14 (+2)
INT: 08/10 (+0)
WIS: 18 (+4)
CHA: 17 (+3)

BAB: +1
CMB: +5
CMD: 21

FORT: +2(4)
RFLX: +2(5)
WILL: +0(4)

Armor Class: 17
Flat-Footed: 14
Touch AC : 17

Hit Points: 12
Initiative: +5
Base Speed: 30ft

RACIAL FEATURES
Bonus Feat
Skilled

CLASS FEATURES
Flurry of Blows (bonus attack)
Investiture (Su) (1/2 Monk Level + Cha modifier points)
Stunning Fist
Unarmed Strike (1d6 damage)

SKILLS
Acrobatics (Dex): 1(7)
Knowledge (history) (Int): 1(3)
Knowledge (nobility) (Int): 1(3)
Linguistics (Int): 1(3)
Perception (Wis): 1(8)
Sense Motive (Wis): 1(8)

LANGUAGES
Common, Tien

FEATS
Level 1 : Power Attack
Racial : Weapon Focus (Sansetsukon)

TRAITS
Trait #1: Chance Savior (Campaign)
Trait #2: Fate's Favored (Faith)
Trait #3: Mizu Ki Hikari Rebel (Regional)
Drawback: Mark of Slavery

GEAR (Money: 11 gp 3 sp)

Monk's Outfit

Sansetsukon (8 gp/Dmg 1d10/Crit 19-20,x2/Type B/Wt 3 lbs.)
-Special blocking, disarm, monk

Sling (Dmg 1d4/Crit x2/Range 50 ft./Type B)
-Sling Bullets (20) (2 sp/Wt 10 lbs.)

Monk's kit (Price 8 gp; Weight 22 lbs.)
Grooming kit (1 gp/Wt 2 lbs.)
Shaving Kit (15 sp/Wt 0.5 lbs.)
Survival kit (5 gp/Wt 4 lbs.)

Background:

Jin was born in the Tian Xia region of Chu Ye, the Kingdom of the Oni. Life was hard in Chu Ye with evil creatures in charge. As a slave populace forbidden to carry weapons, there were those that wished to fight their oppressors and they trained in secret in the ways of martial arts. After his grandfather was killed by the oni for accidentally spilling a drink on it, Jin's parents Bi and Mai joined the Mizu Ki Hikari rebels, taking their son with them to the Chuyokai Forest. Jin learned how to fight as well, even from a young age. Martial Arts discipline is not the easiest on a childhood either, but Jin was motivated in honor (or revenge) of his grandfather.
His parents didn't want him to be unable to defend himself should the need arise but forbade him from taking an active part in the rebellion. Of course, like many children, when told not to do something, they do the opposite. Jin was captured while attempting sabotage. He was branded with his new master's mark and enslaved, beaten and tortured for pleasure. His parents rescued him, though it took several months to put together and pull of, and in the process killed one of the oni. This required them to flee the country as they were too hunted even to hide with the rebels at that point.
The small family fled to Avistan in a long journey taking the better part of a year, and finally ended up in Jalmeray. Things were fine for a little while, and though life was hard as foreigners, it was much better than where they had come from. Jin began to have strange dreams, visions of things terrible and wondrous. After several weeks of it, he traveled to a seer to try and make sense of what was happening. The seer performed a ritual and told him that there was greater destiny awaiting him, that he needed to leave Jalmeray soon or his family would suffer as the fates were watching him and had ways of making things happen.
Not wanting more hardship for his family and sensing the truth in the seer's words and his dreams, he said his goodbyes and traveled north. He came upon a monastery and stayed for a few nights during a bad storm. He seemed to find a sense of peace here and the strange dreams stopped, so he decided to stay. He worked there for over a year, learning how to read and learning more of the world and the gods. But after that, he began to have the dreams again and knew it was time to move on.
So he left the monastery and visited several cities before arriving in Absalom. He happened upon a man being attacked in an alley, and without thinking he jumped in to help save the man. Jin was badly wounded and the man, Professor Lorrimor, took the young man back to his inn and cared for him. The two talked at length over the many days it took for Jin to heal and became friends. Jin even traveled with the Professor for a time before they parted ways, though they occasionally wrote letters to one another. And then the letter came that Jin hadn't known he'd been dreading - news of the Professor's death and a request for his presence.


So, I have mu submission:

Ragath Arget:
Angelkin Aasimar Paladin 1
LG Medium Outsider (native)
Init +4; Senses Darkvision 60, Perception +1
—————
Defense
—————
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +3
—————
Offense
—————
Speed 20 ft (30 ft in armor)
Melee Greatsword +5 (2d6+6/19-20), cold iron dagger +5 (1d4+4/19-20), or light mace +5 (1d6+4)
(power attack)Greatsword +4 (2d6+9/19-20), Ranseur +4 (2d4+9/x3) or light mace +4 (1d4+6)
Ranged cold iron dagger +3 (1d4+4/19-20)
Special Attacks Smite evil (1/day)
Spell-Like abilities
At-will- Detect Evil
—————
Statistics
—————
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 17
Base Atk +1; CMB 5; CMD 17
Feats power attack
Traits Magical Knack, chance savior
Skills Diplomacy +7, handle animal +7, Heal +7, knowledge (nobility, religion) +5 (-4 ACP)
Languages Common, Celestial, Draconic
SQ Aura of Good,
Combat Gear: Greatsword, Ranseur, cold iron dagger, alchemical silver light mace, scale mail
Other Gear: Paladin's kit (backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), silk rope, whetstone, string (5), bandolier, 5 gp, 4 sp, 3 cp
—————
Special Abilities
—————
Backstory:

Ragath was born to a noble family in Varisia, and never quite fit in. While his celestial heritage didn't manifest until he was in his late teens, he had a strong sense of morality that often conflicted with his family's goals, a scheming Korvosan family. He often spent his days on the streets, getting to know the street children. He also disapproved of the endless devil summoning that happened within the walls, and joined with the Korvosan Guard as soon as he was old enough. Once there, he quickly showed his prodigious strength, and his exceptional natural charm, pioneering the Korvosan phrase of 'speak softly and carry a big stick.' He was still restless, though, and when his angelic heritage manifested, eyes, hair, and skin transforming overnight; he discovered a well of power within him. Drawing power from his oaths and respect of the law, he quickly became one of the most trusted; if not always the most skilled, members of the otherwise-corrupt watch. As he aged, Ragath became increasingly aware of this fact, and, upon hearing of the horrors of the Worldwound, set off in the dead of night, taking little with him, swearing to purge corruption from Golarion.

He slowly made his way through Nirmathas, traveling up through Molthune, largely without incident. However, when he was in Ustalav, just about to cross Lake Lias, he heard a cry for help. Charging into battle, Ragath found a group of bandits robbing a bookish man. Charging forward, the aasimar cut the bandit leader nearly in half, and routed the rest in seconds. The man he rescued was, of course, Petros Lorrimor, and Ragath traveled with him as the professor made his way to Clover's Crossing. Along the way, the two firmly enjoyed each other's company, and Ragath said that he would visit the professor in a year's time. One year later, as he was making his way to visit Professor Lorrimor, Ragath was greatly saddened to learn that his friend had passed away unexpectedly, and, as requested, came to attend his friend's funeral.


I left out the SLA, because at this point, I still haven't made up my mind yet. Take a chance that I'll get something useless? Or be happy with what amounts to a 1/day +2 boost to Str or Dex, with other versatility?


Hmm apparently my post as Ignuspyre had some issues so please ignore since I can't edit and use Zhu Jin here instead as my entry.


Still working on it, had some RL issues today that made my time/energy for creative thought more limited than normal. For record I am not considering romantic interest with the daughter of our deceased friend... at best I might have a character who viewed her as somewhat of a rival (if I go for the teacher's pet trait) or pseudo acquaintance (if I go for the chance savior/on the payroll traits).

Apologies for the delay.


I still plan on getting a character out too.


I'm going to withdraw, good luck.

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