Overthinker |
Occult yes. 4000 gold plus any non magical items within reasonable amounts. Setting is homebrew campaign I've run multiple times on a table top, many gods available or bring your own. Current starting position is temperate mountain forest region. With black forest flavor. Challenge rating is high and requires smart decision making; Leroy Jenkins would not do well here. The party is a band or traveling mercs, professions are great and will be put to use, but there is plenty of money to be made with a sword.
Overthinker |
Also goat men
+4 str
-2 int
-2 Wis
Nimble hooves- ignore difficult terrain and + 4 to acrobatics checks to jump
Natural scavenger - +2 on survival checks to find food. Also + 2 on fortitude saves made when eating bad food or investing poison.
Clan anger- when an ally goatman enters rage within 30 feet you gain 2 temporary rounds of rage that last for one minute. These rounds are used up first.
Orc hunter - you gain +2 to hit and +2 damage against orcs, and +1 against half orcs.
william Nightmoon |
Very interested now... and would make racist people pay! Thinking dhampir inquisitor to a custom god of mine...
Minor deity
Alignment:CG
Domains:Fire, Repose, Chaos, Good
Portfolio: cremation, ansetors, ash.
Favored weapon: repeating crossbow.
Attitude based off of Vanhelsing
Edit: this is just an idea, I will not create something until game is definitive. May make diffrent character. Likely a spellcaster.
Galahad0430 |
Here goes my fighter....
Devon Pratt
Human fighter (aldori swordlord) 3/monk (unchained, master of many styles) 1 (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 shield)
hp 31 (4d10+4)
Fort +6, Ref +8, Will +1 (+1 vs. fear)
Defensive Abilities defensive parry
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Offense
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Speed 30 ft.
Melee mwk aldori dueling sword +12 (1d8+5/19-20) or
. . unarmed strike +9 (1d6+1)
Special Attacks stunning fist (1/day, DC 12)
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Statistics
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Str 13, Dex 20, Con 12, Int 14, Wis 11, Cha 7
Base Atk +4; CMB +5; CMD 20 (24 vs. bull rush, 23 vs. grapple, 27 vs. trip)
Feats Combat Expertise, Crane Style[UC], Exotic Weapon Proficiency (aldori dueling sword), Improved Unarmed Strike, Power Attack, Slashing Grace[ACG], Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, dominator (belkzen), sword scion
Skills Acrobatics +12, Climb +6, Diplomacy -2, Intimidate +9 (+11 to demoralize foes), Knowledge (nobility) +5, Perception +7, Sense Motive +7, Swim +5
Languages Common, Dwarven, Orc
SQ fuse style, pride
Other Gear mithral chain shirt, mwk buckler, mwk aldori dueling sword[ISWG], stagger-proof boots, 425 gp
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
EmissaryOfTheNorth |
Before deciding upon class/role/schtik I'd like to ask for some background info on Goat-folks.
I do find them interesting, but I want to know about their culture and society before I unknowingly do a "play against type"
Anyway, I'm considering a Paladin because holy goat crusader.
Also, can you give some briefing on deities? Both standard and goat related.
Overthinker |
Goat men hail from the steppes. They roam in great hoards warring with orc tribes and raiding settlements. Many are great horsemen, bowmen or monks, but most prefer the axe. Groups of goat men have been historically hired as mercenaries or long term guards. While most hate orcs, this is because of competition over the same resources and goatmen who leave the steppes can get along with an orc or two
Overthinker |
Moon clan- Goliath - god of death and under LE katana
Blood clan - krokus - god of war and rage CE great axe
Iron clan - Bronnos - god of martial combat and smithing - NE war hammer
Stone clan - god of fortitude - TN - maul
Dark wood clan - Zurial - Goddess of the hunt - short bow NG
Beast clan - Rhialiali - Goddess of beasts and mounts - CG natural weapons
Vrexis |
Why stay away from japan? Is there something wrong with the Japanese? Besides self sacrifice when you dishonor your kin....
One of the world's greatest swordsman was Japanese! All he did was travel the land challenging people to swordfights, his first victory was at the age of 12 when he beat a samurai with a branch! ... but that should not incline anyone to make an awsome swordsman... you'd need God rolls to make such a character...
Rostam |
I will be submitting a Goatman Forgepriest Warpriest of Zurial, focusing on summoning, self buffing and using a reach weapon.
As he is a warpriest I will leave spell slots open if I can to mid day prepare stuff like cure blindness deafness etc.
@Overthinker - Forgepriest gets the Craft Magic Arms and Armor at 3rd level, can I use this to craft my starting gear as one of the 4th level abilities of a Forgepriest is tied to having crafted the item himself.
Background and crunch to come later today with an Alias.
John Logger |
Here is Uthraeds fighter submission I think I am missing the 1 bonus level 1 feat but I wasn't sure. I also need to crunch the mundane gear gp and weight but I wanted to get him up here before choosing time.
His dad had been a logger and his dad before him and so on as far back as they could recall as long and there were trees Johns family was there to chop them down. He grew up in a small cabin that his father had built from trees he had chopped. And at one point John had built himself a cabin and accepted his fait. Even took a wife. Had a son. But that was before the fire. All of that now is nothing but dark memories of a different life.
When the life he knew crumbled around him John decided to set out on his grand adventure or so he hoped as of yet not much adventuring has occurred, mostly just drunken brawls, gambling debts, and the occasional woman. He did accidentally sign up for the military one night while drunk and spent 9 agonizing months marching and drilling in and around a decent sized town. Never once did he see any real combat, unless you count chasing a few goblins out of a stable once in a while, but at least it taught him to properly fight. But John wasn't born to be a military man, too many rules and not enough trees so he did what any sensible person would do he got drunk, ditched everything he had by the river, made it look like he fell in and ran.
Human fighter 4
Neutral Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 28
Fort +4,(+2 vs poison, +4 vs Booze) Ref +3, Will +1 (+1 vs. fear)
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Offense
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Speed 30 ft.
Melee mwk +1 Battle Ax +10 (1d8+7/x3)
Ranged Throwing Ax +8 (1d6+4/x2)
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Statistics
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Str 18, Dex 14, Con 10, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Weapon Focus (battle ax), Dazzling Display, Gory Finish, Power Attack, Intimidating Prowess, Weapon Specialization (battle ax)
Traits
Iron Liver Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Bred for War You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Skills
Craft (woodworking) 4(1 Rank, 3 Class)
Intimidate 14(+4 ranks, 3 class, 1, trait, 2, CHA, 4 STR feat)
Knowledge (nature) 1(1 Rank)
Survival 4(1 Rank, 3 Class)
Languages Common
SQ
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Special Abilities
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Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Gory Finish: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Gear
MWK +1 Heavy wooden shield (AC +3, ACP -1, 10lbs, 1157gp)
MWK Hide Armor (AC +4, ACP -1, 25 lbs, 165gp)
MWK +1 Battle Ax ( 6 lbs, 2310gp)
2x Throwing Ax (4 lbs, 16gp)
4 CLW Potions 200 gp
Adventuring gear
Backpack 2gp 2lbs
Bedroll 1 sp 5lbs
Belt Pouch 1gp .5lbs
Bluebook 5gp 1 lb
Hip Flask 1gp .5lbs
Silk rope 10gp 5lbs
Survival Kit 5gp 4lbs (messkit, flint and steel, 2 waterskins, basic map, utility knife)
Torch 1cp 1 lb
Whetstone 2cp 1lb
Trail rations 5days
2 skins of ale