Game Master the Dragon |
No background skills, sorry.
Retraining feats might be a possibility, but you might also end up a little pressed for time. There are places where there'll probably be at least a week of downtime, so I'd say it's a good possibility, but not a 100% thing.
Also, a homebrew of mine regarding retraining:
If you retrain a bonus feat, the new feat must be an option for the 'feat slot'. This means that a wizard bonus feat must be retrained to another wizard bonus feat, a ranger combat style feat must be retrained into another ranger combat style feat etc. The sorcerer's eschew materials (and others like it, e.g. the elf's bonus martial weapon proficiency feats) can't be retrained.
You can still grab things you didn't qualify for when you got the feat.
A ranger who just hit 10th level could retrain his 2nd level archery combat style feat to a 10th level archery combat style feat, for example.
@Oyzar, No, I won't be. Maybe after I've picked the players. There are a lot of applicants, and most of them won't be chosen. Giving feedback on all of them would be mostly wasted work on my end.
Diego Rossi |
No background skills, sorry.
Retraining feats might be a possibility, but you might also end up a little pressed for time. There are places where there'll probably be at least a week of downtime, so I'd say it's a good possibility, but not a 100% thing.
Also, a homebrew of mine regarding retraining:
If you retrain a bonus feat, the new feat must be an option for the 'feat slot'. This means that a wizard bonus feat must be retrained to another wizard bonus feat, a ranger combat style feat must be retrained into another ranger combat style feat etc. The sorcerer's eschew materials (and others like it, e.g. the elf's bonus martial weapon proficiency feats) can't be retrained.
You can still grab things you didn't qualify for when you got the feat.
A ranger who just hit 10th level could retrain his 2nd level archery combat style feat to a 10th level archery combat style feat, for example.
@Oyzar, No, I won't be. Maybe after I've picked the players. There are a lot of applicants, and most of them won't be chosen. Giving feedback on all of them would be mostly wasted work on my end.
I am almost 100% sure that that is how it work by RAW.
If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.
Game Master the Dragon |
Yeah, just a few days left. We close on tuesday, so if there are any more characters in the works, be sure to finish them off across the weekend! :)
I'm really enthusiastic about this, some great apps so far. Also glad to see that you can drum up some reasonable interest for things that aren't paizo APs or superhero games.
Seth86 |
Zinkov
Half-elf (drow-descended) (Half Drow) fighter (unbreakable) 5/rogue (unchained) 5/gestalt 5 (Pathfinder RPG Ultimate Combat 49, Pathfinder Unchained 20)
CN Medium humanoid (elf, human)
Init +7; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 26, touch 16, flat-footed 21 (+7 armor, +1 deflection, +5 Dex, +3 shield)
hp 54 (5d10+20)
Fort +9, Ref +9, Will +3 (+1 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge, unflinching +1; Immune sleep
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee +1 whip +10 (1d3+12 nonlethal) or
. . dagger +8 (1d4+5/19-20)
Special Attacks sneak attack (unchained) +3d6
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—dancing lights, darkness, faerie fire
Rogue (Unchained) Spell-Like Abilities (CL 5th; concentration +5)
. . At will—minor magic
--------------------
Statistics
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Str 13, Dex 20, Con 17, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +4; CMD 22
Feats Diehard, Endurance, Exotic Weapon Proficiency (whip), Great Fortitude, Heroic Recovery[APG], Power Attack, Weapon Finesse, Weapon Focus (whip), Weapon Specialization (whip)
Traits elven reflexes, pain is pleasure
Skills Acrobatics +12, Craft (armor) +8, Craft (weapons) +8, Disable Device +16, Escape Artist +12, Heal +7, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +12, Stealth +12; Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven
SQ armor training 1, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (minor magic, trap spotter), trapfinding +2
Other Gear +1 mithral lamellar (steel) armor[UC], +1 mithral heavy steel shield, +1 whip, dagger, belt of mighty constitution +2, handy haversack, ring of protection +1, bedroll, chalk (10), fishhook (2), flint and steel, hip flask[UE], masterwork artisan's tools, masterwork artisan's tools, masterwork thieves' tools, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], tent, medium[APG], 3 gp, 7 sp, 9 cp
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Special Abilities
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Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Diehard You are stable and can choose how to act when at negative Hp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Minor Magic (Penumbra, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
He was hired for his ability to extract information. His heritage, his skills, his prowess, well those were his strong points. The fact that he enjoyed getting the information was no matter. He was good at his work. And with the nature of the expedition, the higher ups needed someone to get the info from those who saught to hide it. So Zinkov was a natural to go and recruit.
He was bullied most of his life, being what he was, even his own father sometimes had him do things children of his age should not. Yet, he did. And with time, he grew stronger, more agile than those around him. Punishment, hardship, being beaten down, became nothing to him. He would endure. He would show them now pleasure in showing his pain.
Game Master the Dragon |
You seem to have gone a fair bit over budget there.
Mithral medium +1 ~ 5150gp
mithral shield +1 ~ 2150gp
+1 whip ~ 2300gp
Handy Haversakc ~ 2000gp
+2 con ~ 4000gp
+1 deflection ~ 2000gp
that comes to at least 17000gp - you only start with 10500.
Also, a whip plain doesn't work against most foes. You could grab this archetype for one of your classes if you wanted.
Seth86 |
My bad on the gear.... must have deleted something and not deduct the money.
I get the feat, to damage with a whip, for free next level. So will take a normal weapon for now, like a bow :P
Though with the whip i can disarm opponents etc =^^=
I'll drop the belt and the ring.
I make up the 1k with the armor and shield by making it myself.
Zinkov
Half-elf (drow-descended) (Half Drow) fighter (unbreakable) 5/rogue (unchained) 5/gestalt 5 (Pathfinder RPG Ultimate Combat 49, Pathfinder Unchained 20)
CN Medium humanoid (elf, human)
Init +7; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 49 (5d10+15)
Fort +8, Ref +9, Will +3 (+1 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge, unflinching +1; Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 whip +10 (1d3+12 nonlethal) or
. . dagger +8 (1d4+5/19-20)
Ranged composite longbow +10 (1d8/×3)
Special Attacks sneak attack (unchained) +3d6
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—dancing lights, darkness, faerie fire
Rogue (Unchained) Spell-Like Abilities (CL 5th; concentration +5)
. . At will—minor magic
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 15, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +4; CMD 21
Feats Diehard, Endurance, Exotic Weapon Proficiency (whip), Great Fortitude, Heroic Recovery[APG], Power Attack, Weapon Finesse, Weapon Focus (whip), Weapon Specialization (whip)
Traits elven reflexes, pain is pleasure
Skills Acrobatics +12, Craft (armor) +8, Craft (weapons) +8, Disable Device +16, Escape Artist +12, Heal +7, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +12, Stealth +12; Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven
SQ armor training 1, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (minor magic, trap spotter), trapfinding +2
Other Gear +1 mithral lamellar (steel) armor[UC], +1 mithral heavy steel shield, +1 whip, arrows (40), blunt arrows[APG] (40), composite longbow, dagger, handy haversack, bedroll, chalk (10), fishhook (2), flint and steel, hip flask[UE], masterwork artisan's tools, masterwork artisan's tools, masterwork thieves' tools, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], tent, medium[APG], 3 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Diehard You are stable and can choose how to act when at negative Hp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Minor Magic (Penumbra, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Gobo Horde |
Ya... same here :)
I only hope the he doesnt take my general silence as lack of interest or figure that its my regular posting speed.
Half of me wants to post in-character all throughout the recruitment thread, both for my intrests sake, getting a feel for my character and to express how he would interact with others.
The other half doesnt want to flood the recruitment thread and leave the poor GM to have to deal with 5 potential characters going off on their own tangent :/
So I figure that the silence may be golden, but the wait is heck to me :)
Gobo Horde |
Actually did that in one recruitment thread, got like 5 or so other people to post as their characters lol
I'll just leave this ancient jem from yonder back.
The link is for a dwarven fortress game a few years back. Almost 900 posts in the recruitment in about 15 days time :)Basically he had us create a character and then immediately start playing with them all together in a big dwarven hall so we could feel out the characters, interact and create bonds. It was chaos, and very good! And the game even took off after that, but I didn't get selected :( (unlike THIS campaign which was over 1600 posts long but we scared the GM off)
It can work, and it can be awesome, but anticipate having the GM do significant extra work :)
Inara Quarnis |
At the time I'm posting this Inara is most definitely NOT done. I'm working on getting her gear/fluff together right now. Finishing her up but forgetting to post here is something I would totally do. So this is my insurance ;)
I'm leaving some of her spell choices blank on purpose. If I do get chosen I want to pick spells that compliment the group. Same with skills, I'd have no problem tweaking those.
Her eidolon is here
Game Master the Dragon |
Ah. I've recieved pms that neither of the two will be able to complete by tonight after all.
That, of course, means I can start early, so that's good, I suppose.
I'm not quite done thinking the group composition over. I have a few constelations I like, but not sure what would be best. I'll get back with a decision soon.