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| Ralani |
| Female Vedalken Wizard (Void) 5 / Pathfinder Savant 1 |
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Cuàn here
First the RP breakdown of the Atran race,
Juveniles exchange Climb and Hold Breath for Amphibious and exchange Pyromaniac for another daily use of Grease and a second Powerful Swimmer
My character itself would be most likely be an Oracle, most likely picking the Seer archetype and either the Flame, Lore or Nature mystery.
| Balasiel |
| Male HP: 39/81 5 Cavalier(Standard Bearer)/2 Knights of Order(Hell Knight) |
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Here is Balasiel Paladin of the Light. Back story and race points are in profile I can post it if you want it here. As for the character sheets I had a question how did you want them to be set up?
I forgot to put his personality and what the race looks like so going to put that in this post.
| Jangol Soot |
| male Reave Exile Cavalier (Order of the Seal) 1 |
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Reave Exiles stand roughly as tall as humans, though they tend to be slightly shorter. They are however nearly as broad as dwarves in the chest. Their wiry, conjoined arms split just below the shoulder, one in front of the other and end in three fingered hands. Their short legs are thin and knobby contrasting greatly with their thick torsos. Four eyes are spaced evenly across their faces and instead of hair boney ridges adorn their heads, unique to each Reave Exile. All Reave Exiles wear armor and full faces helms or voluminous cloaks with deep, shadowed hoods to conceal these alien visages. It is taboo, even amongst their own kind, to reveal their faces.
Reave Exiles are famed for their lack of fear and relentless style of combat, full of shield bashing, weapon sundering, bull rushes, ovverruns and glorious charges. In the past this hellborn race was known to be able to wield a pair of shields, polearms, or heavy blades but in the centuries since coming to this world their might has dwindled. Now a Reave Exile must use both conjoined arms to wield their mighty implements of war. Ironically this atrophe has increased the deftness of their hands and many Reave Exiles have traded arms and armor for cloak and dagger.
Type: outsider native 2 RP
Size: Medium 0 RP
Speed: Normal 0 RP
Ability: Advanced 4 RP (physical)
Languages: Standard 1 RP (Infernal, common, abyssal, celestial, draconic, tamur, hohenbaurg, old language)
Racial Abilities
-Defense abilities-
Defensive training, greater 3 RP
Natural Armor 2 RP
Imp Nat Armor 1 RP
Fearless 1 RP
-Offense abilities-
Gatecrasher 2 RP
Relentless 1 RP
-Skill & feat abilities-
Quick Reactions 2 RP
Stalker 1 RP
Sitting atop a lanky camel's back a barrel chested figure in dark armor scans the marketplace, his four beady eyes peering out from a massive greathelm. The warrior bristles with weapons. A lance, twisted like a unicorns horn, and an oviod shield are lashed to his saddle. Across his lap rests a flail, its chains ending in four cast-iron gauntlets, lazily swaying with the camels gait. A curved dagger is tucked in a colorful sash according to the eastern fashions of Tamur while several wickedly barbed javelins lie in easy reach over his shoulder pauldrons.
Jangol Soot is typical of his race, a somber warrior obsessed with uncovering the Secret of the Seal. Not a gifted tracker himself, Jangol relies on his industrious camel Drakhma to lead him where he needs to be. Jangol is not your typical mounted knight, he'd rather face an enemy toe-to-toe in melee. Fond of combat manuevers Jangol intersperses trips, bull rushes, and overruns with demoralizing insults. Wholly mercenary when not pursuing the goals of his Order, Jangol adheres strictly to the letter of any contract he enters into.
| Rootandry Tumbleleaf |
| M Mandragora (plant) Druid 1 |
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Late to the party, am I? a raspy, bass voice rolls out from a small , rotund figure wearing a motley of formal dress. His overcoat, three ties (including one bow), and spats doesn't seem to fit any sort of fashion sense that you've seen. It appears as though he cobbled together the most formal pieces of garb as an attempt to fit in without any knowledge of how such pieces should interact.
nightflier
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I'm still waiting for two more players to post their concepts. If they do not do so in the next two days, I'm gonna start with the reviews without them and close the recruitment. Also, I'll wait till then to answer all the questions you may have, but that shouldn't stop you from posting them here. It will only give me more time to think about them. :)
| Rootandry Tumbleleaf |
| M Mandragora (plant) Druid 1 |
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Three questions:
1) Nature deity in your setting? I couldn't find a list.
2) Animal companion: Is it alright to have a constrictor vine instead of a constrictor snake? Same stats, just different flavor (and maybe plant subtype?)
3) Can I add toxic (it's not given the plant subtype, but I think it would make sense for Mandragoras)?
Plant traits 8
Toxic 1
Treespeech 2
camouflage 1
Elemental resist 3 (acid, electric, cold)
Natural armor 1
Improved natural 1
Linguistic Array 2
Normal speed 0
small size 0
Standard Modifiers 0
Bite 1
Total : 20
| Hasmir Talari |
| male Half-elf Bard 2 |
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Here is my idea for Draconic lizardmen - basically a race that is somewhat of a missing link between common reptilian races and dragons, either the precursor of both or a not-quite-degenerate offshoot of dragons. Ideas about the race's roots have been lost to time, and a lot of their philosophical and spiritual theories have to do with just how they are related to the greatest of magical beasts. What can be said for certain is that draconic and elemental sorcerers and oracles are notably more frequent than among other races. Naturally, draconic or reptilian deities are favoured, but others are far from unknown - even if they are often "localized" via more relatable aspects.
Standard lizardman traits - 10 RP
- native outsider - 2 RP (to simulate draconic abilities)
- standard language array (I imagine those lizards are a bit more integrated) - 1 rp
- swim - 1 rp (if water-based, this may be flexible)
- elemental affinity (this may need to be slightly reworked as draconic affinity) - 1 RP
- hardy - 1 rp (to play on the draconic resiliency or mental fortitude aspect)
- +1 natural armor - 1 rp
- Draconic immunities (aka elven immunities) - 2 RP
- Elemental resistance (cold for sea lizardmen) - 1 RP
BTW, would darkvision 120 be +1 rp since darkvision 60 is already covered by the outsider traits? It might make sense for deep sea-dwelling creatures.
Idea for stats if going sorcerer (as for now I intend to):
Str 14 (5) +2
Dex 14 (5)
Con 14 (5) +2
Int 12 (2)
Wis 10 (0)
Cha 17 (13)
nightflier
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Okay, I think that I've given enough time to everyone. Those who were wanted to join this game are her.
Now, to answer some questions:
I'm using traits. Players may choose any two traits from official Pathfinder sources. Since the main idea behind this game is playtesting, I'll not be using any house rules.
I would like to keep this game alive until the Advanced Races hits the bookshelves, and then I'll give you guys an option to a) Finish the game; b) Finish this game, but start another in the same setting, with new characters and bonuses based on your old characters; c) Continue the game as is.
nightflier
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Three questions:
1) Nature deity in your setting? I couldn't find a list.
2) Animal companion: Is it alright to have a constrictor vine instead of a constrictor snake? Same stats, just different flavor (and maybe plant subtype?)
3) Can I add toxic (it's not given the plant subtype, but I think it would make sense for Mandragoras)?
1) There are two: Arun and Gaia.
Arun is the god of the uncontrolled wilderness, storms, mountaintops, winds and atmosphere in general. He brings rains, but he is god of thunder as well. He is CN in alignment and a personification of savage nature.
Gaia is the spirit of the earth. She is goddess of fertility, women, agriculture, deep woods and soil in general. She is N in alignment.
You should keep in mind that there are only five Elder Gods and that they have many roles and aspects, but there are a lot of Small Gods as well. Local divinities and saints, dedicated to particular river or forest, perhaps. Example is Grath Wetbeard, Old Man of the River, a god of River Grath. On the surface of the river he is greater god, but his power is almost nonexistent at the distance of 5 miles from the river coast.
Essentially, that means that you can create a divinity that suits you character and his race.
2) Okay.
3) It makes sense, but I'd like to keep it close to the RAW, since the goal is to playtest them, so no.
| Hasmir Talari |
| male Half-elf Bard 2 |
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"Arun is the god of the uncontrolled wilderness, storms, mountaintops, winds and atmosphere in general."
Sounds like a cool guy, I wonder if he has a see aspect or a sibling taking care of that. BTW, would the 3.5 draconic deities or something like them be present?
Also, nightflier, let me know if the below are ok with you:
- draconic affinity - like elemental affinity, but for the draconic/linnorn bloodline. As there are no dragon domains for clerics or oracles afaik, it still applies for the elemental domains for those classes - dragons are tied to the elements, after all.
- draconic bloodline 1st level ability - it gives you claws for some rounds per day, but lizardmen also have claws. Instead, is it possible that it upgrades their claws instead, as below:
- at level 1, instead of granting calws, it increases their base damage by 1 category - 1d8 instead of 1d6 (or switch with the below if you think the damage becomes too high).
- at level 5, they bypass DR/Magic as normal for the bloodline ability
- at level 7, instead of getting 1 more size category, they count as flaming/shocking/etc
- at level 11, instead of the above they can be used at will.
Now, this might make it a bit more powerful than regular, but natural weapons aren't exactly an incredibly powerful ability for what is essentially a sorcerer. I do intend to try a "warrior mage", and if the campaign goes far enough I would like to try for a dragon disciple (which gives the same buffs to teeth) but at those levels actual warriors are going to be wreaking havoc with magic greatswords of uberness already, and I doubt I would steal their thunder.
- The character would have both elemental resistance from the race and resistance from the sorcerer bloodline. Is it possible that they stack or instead of getting resistance 5 the second time he gets +2 to saves vs spells/abilities with this element?
Anyway, if you think these won't work let me know so I can work around them; they fit in my idea of what the character is, but it's your game, after all. Lastly, just one thing I noticed - lizardmen have swim by default, so instead of getting it again I'd like to change it for hold breath (I thought lizardmen had that to begin with, but there you go :) )
nightflier
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"Arun is the god of the uncontrolled wilderness, storms, mountaintops, winds and atmosphere in general."
Sounds like a cool guy, I wonder if he has a see aspect or a sibling taking care of that. BTW, would the 3.5 draconic deities or something like them be present?
Also, nightflier, let me know if the below are ok with you:
- draconic affinity - like elemental affinity, but for the draconic/linnorn bloodline. As there are no dragon domains for clerics or oracles afaik, it still applies for the elemental domains for those classes - dragons are tied to the elements, after all.
- draconic bloodline 1st level ability - it gives you claws for some rounds per day, but lizardmen also have claws. Instead, is it possible that it upgrades their claws instead, as below:
- at level 1, instead of granting calws, it increases their base damage by 1 category - 1d8 instead of 1d6 (or switch with the below if you think the damage becomes too high).
- at level 5, they bypass DR/Magic as normal for the bloodline ability
- at level 7, instead of getting 1 more size category, they count as flaming/shocking/etc
- at level 11, instead of the above they can be used at will.Now, this might make it a bit more powerful than regular, but natural weapons aren't exactly an incredibly powerful ability for what is essentially a sorcerer. I do intend to try a "warrior mage", and if the campaign goes far enough I would like to try for a dragon disciple (which gives the same buffs to teeth) but at those levels actual warriors are going to be wreaking havoc with magic greatswords of uberness already, and I doubt I would steal their thunder.
- The character would have both elemental resistance from the race and resistance from the sorcerer bloodline. Is it possible that they stack or instead of getting resistance 5 the second time he gets +2 to saves vs spells/abilities with this element?
Anyway, if you think these won't work let me know so I can work around them; they fit in my idea of what the character is,...
I'm gonna say yes to all of that, at least for now.
| Hasmir Talari |
| male Half-elf Bard 2 |
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I failed to post on this topic that the game will be on pause till the holidays end. Since I live in eastern orthodox country, our Christmas is on January 7th. So, expect new posts one day after that.
Hey, I live in an orthodox country too, but we must be the only ones who celebrate it on the 25th ;) .
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