ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Aye. Also supplying an mapping image for Salomon

The original picture shows why he looks so done, when he simply meant to relax in a tavern after work when a brawl started.
I gave up on finding a proper Oread picture of a monk, and settled for a brawler-type that would fit the concept. Going with "mostly human" anyway, so...

Also, a rudimentary profile has been created, if linking those is a thing for those not posting with their submission.
Which also already includes some Class-Specific choices/Sphere plans, as the current idea would work out, without knowing any crunch rules - meaning quite some changes may still happen, obviously, but it should already provide an idea of where he plans to go...

One minor alteration: Originally I had planned to depend on Enhancement-Sphere for quite a few aspects. But that Sphere is heavily dependent on Caster Level, meaning it would lag so far behind as to not be useful. Instead, Alteration will be the Sphere to gain "enhancements", despite sticking to blank form(the opposite of "Beast Soul", really), the traits that can be given are not dependent on Caster Level as much and achieve what I am going for...(providing pounce(not locking into pummeling style), providing stuff like low-light vision, elemental transformation(earth), Tremorsense...to be clear, no "physical" alteration will ever take place((with exception of elemental transformation(earth)...so no extra heads, arms, legs, tentacles etc...))


That is an awesome picture.


Going through Sphere's of Power, am I missing something about when you'd gain another sphere? Or can you select another sphere anytime you would gain a talent?


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You gain powers by spending your talents. Talents can be spent either on a new Sphere, or on a a new ability for a Sphere you already possess.


Aye. And the first time you get Casting as a class feature, you get 2 Bonus Talents, 3 if a High Caster, if memory serves right.

So you could already start out with multiple spheres.
Which makes sense if you take sphere-specific drawbacks for free extra talents in those spheres.
(And you can "pay off" those drawbacks with a talent, later, if that is wanted)


No, no. Just two, regardless of class. o wo/ Some classes give you additional bonus spheres at first level, but that's not the same thing as the free, extra bonus talents you get for getting the casting class feature.


Aye, my mistake. So yeah, usually 1 for the Casting Class feature(or a set Sphere), 2 extra free ones for getting the casting, and in some cases, one as a bonus.

Either way, if you can cast, you always get those 2 extra that you can use to cover a wider range of different things(or do one thing better).


Ah, this is a good idea. I'll begin rudimentary character planning since I've settled on Bard and Docker. That way I can square away how I'll be doing my sphere casting. Still new to it. Work is slow at the moment. :P

That and I'll go ahead and finish up my backstory since I was only waiting to see if I'd end up being a bard or machinesmith.

More on that later.


Thanks!

That's actually perfect since for the concept i'd be looking at divination, death (largely for how those two interact) and i'm loving the idea of the Haunted curse being represented as bonus talents at specific levels from the telekinetic sphere, representing ghostly manifestations.

Probably go with drawbacks like magical signs making any use of her magic overtly supernatural, maybe a focus as well or wild magic to represent occasional malevolence from her spiritual entourage.


I'm planning on going almost pure Alteration for me, with the Alteration tradition that limits its effects to self only--basically, my character is supposed to be an instinctive shapeshifter. Which should be a lot of fun to play with, particularly with a bit of a mischievous streak.


Having tried that, it is. XD Alteration is excellent for adapting yourself to different situations (and you'll want to be a Shifter to get the most out of it, of course), so you basically always have a form that's good for the job.


Kinda funny, Almonihah, because it shows how widely different even the same Spheres can work for different people.

Salomon would also have the Lycanthropic drawback(limiting the alteration effects to self only), but never actually change form, only gain traits via blank form.
It was kind of a bummer that there was no drawback locking out all OTHER forms, when there is a drawback that locks out blank form.
*shrug*


Well, the upcoming Shapeshifter's Handbook might change that. XD


I think it's cool that there's been such interest in the campaign. It's also been interesting getting all the fluff put together before the rules for the crunch have even been posted, but I like it! I've only ever run a PbP once, and it died because we lost two or three players, but if I ever run another I'll probably do it the same way.


For those planning on a bard, I was on walkabout through the pfsrd the other day and tripped over the Ringleader archetype. Seemed like a perfect fit for the campaign.


Complete
Almonihah - Human Shifter (Martial Scientist)
Fighting Chicken - Human Eliciter (Gunsmith)
G-unit - Human Rogue (Yerasol Veteran)
Gavmania - Human Empiricist (Technologist)
JonGarrett - Tiefling Machinesmith/Crypt Breaker Alchemist (Technologist)
Lithrac - Deva Time Oracle (Skyseer)
Mark Thomas 66 - Human Occult Oracle (Spirit Medium)
MordredofFairy - Oread Yamabushi Monk (Martial Scientist)
pdprong - Eladrin Primal Hunter Barbarian (Vkeshi Mystic)
Phillip0614 - Dwarf Musket Master (Gunsmith)
Rednal - Human Ethermancer (Skyseer)
R0B0GEISHA - Female Eladrin Fey Adept (Vekashi Mystic)
Sapiens - Risuri Picaroon Swashbuckler (Yerasol Veteran)
Scaffold Kane - Human Archivist Bard (Docker)
That Sean Fellow - Half-Elf Investigator (Spirit Medium)
Whiskey and a Bonesaw - Risuri Swordmaster (Martial Scientist)
------------------------------------------------
@Phillip0614: In my experience, PbPs live or die based on player engagement. That's why I always run my recruitments in stages. Information about the prospective players lets me see who's likely to work well with my GM style. Fluff without mechanics gives me a sense of the PC personalities and predict who will create solid inter-party interactions. The crunch phase is the least important, as anybody can create a mechanically-solid character. Also, anyone willing to jump through all my hoops is invested enough to (hopefully) stick around for the duration of the campaign. :-)
----------------------------------------------------
Re: spherecasting and new talents - think of it as the Skill system in TES: Skyrim. You can put resources into anything whenever you gain a level, but it takes a fair bit of investment to get the extra-powerful stuff. :-)
----------------------------------------------------
I'll proceed to Phase Three either tomorrow night or Friday afternoon. Once that's up, you'll have one week to complete your character. Unless everyone's done beforehand, I'll make my selections on September 30.


Ok, I completely switched my submission. I was having trouble with my previous idea, so I pivoted. Jaxon is now a generalist. Hedgewitch with one of the Traditions being Font of Inspiration. I'm undecided on the other Tradition. I could see going Entropic Sage or Combat.

Name/Portrait Jaxon Dime

Race Human

Class Hedgewitch

Theme Docker (Docker’s Jank)

Party Role Skill Monkey; Party Face; Secondary Melee

Character History:

Jaxon was born in the Strand in 469 AOV after his father came to Flint for work. Harry Dime is a ranking member of the Teamster’s Guild, one of many groups who have seen upheaval at the changes of industry in Flint. Harry is also leading member of the Dockers movement, using his graffiti artistry to bring the people’s plight into focus. Jaxon was raised to respect hard work, getting your hands dirty, and to never turn your nose up at the man on the street. Jaxon was a bright young man, and while others might have used that intellect to get ahead, Jaxon used his to help the people of the Bosun Strand. He developed little knacks here and there, some magic, some swordplay, some innate sense of danger. But always he has his sharp wits and Jaxon seemed to use his sense of the people around him to make his way.

But the people of the Bosun Strand were getting pushed harder and harder for less and less each day. After a bad month where he saw two of his schoolmates get locked up, another one die at the hands of the police, and half a dozen more crippled in work accidents, Jaxon was ready to take on Griffin Stowe himself. Instead, Jaxon found himself apprehended by Constable Carlao, after he helped other Dockers flee the police. To his surprise though, he found himself not in a cell, but face-to-face with Stolver Delft.

Why he joined the RHC (continued from above):

The Assistant Chief Inspector looks down at Jaxon, chained to a small table. He squints at the young man and paces around the room for several minutes. The cane thumps around the room as Carlao stands silently. Finally Delft speaks. ”He was helping others escape custody?” The armored constable simply nods. Delft spits juice onto Jaxon’s shoes. Then he says, ”Ok, bring him in.”. He turns Jaxon. ”You’re in for a surprise, boy.”

Carlao opens the door and Harry Dime rushes in. ”You promised you wouldn’t hurt him, Delft! And get those damned chains off!” The RHC Assistant Chief smirks and unlocks Jaxon’s chains. He motions for Carlao and the two of them exit the room and close the door.

”Pop, what the hell?! Why are you here?” Jaxon stands and moves towards the door. ”What’s going on?”

”Calm down, son. We need to talk.” Harry sits on the table. ”I’ve made a deal that I hope will be good for Risur and the workers in the Strand. You’re a smart boy, Jax. Figure it out.”

”A deal? With the RHC? What are you talking about?” Jaxon whirls around and faces his father. The young man sees his father’s calm face and Jaxon likewise begins to calm. He takes a seat as his mind tries to work out the details.

”You bought my release? In exchange for something? But you wouldn’t give up others just to save me.”

”Too small, Jax. It ain’t about you. But you will be part of it. It’s about keeping people safe. Hopefully, giving them someone to trust again.”

Jaxon closes his eyes. The answers were right in front of him. His father, the teamster union man and Docker, sitting in RHC headquarters with no supervision. Carlao bringing him to see Delft, who released him. He opened his eyes. ”You’re going to work with them. Be an informant. That’s what bought my freedom”

”Smart boy. But you ain’t going free, not really. Jax, you’re joining the RHC. I’ve already worked out the deal. We’re going to be a team. I’m going to help Delft control the more explosive and dangerous sides of the Dockers. Keep our people from going all out and get the RHC the inside info they need to cut off the worst plots. You’re going to work the inside. By joining the RHC, you’re going to learn the Constabulary from the inside out. You’re going to be our voice on the force, helping temper their responses, help them see that the Dockers are people. Delft already knew all about us. He knows you can be an asset as a real constable. No games here, Jax. You’re going to work hard and earn the RHC’s respect. And you’re going to work doubly hard at home. Some people ‘round the Strand won’t take kindly to you. You’ll be a traitor in their eyes. But if this works, we might just save them.”

He continues. We ain’t gonna get out of this by pushing the police harder. We been trying that and what do we got to show for it? Throwin’ rocks at a beat cop last week got Drake a broken leg and now he’s in lockup. What good’s he doing in there? He sure ain’t feeding his kids.” He takes a deep breath. ”The RHC needs good men. They’re half-blind. They need to learn to listen to the people again. Workers are everywhere. They see things. They know things. And if there’s the right ear, they’ll be willing to share. The police are too dumb to listen, but the Constables got some smart folk. They just need to see how to work it. You can show ‘em.” Harry extends his hand toward Jaxon to seal the deal.

Jaxon stiffens and stares at the extended hand. His father just threw him to the sharks and told him to swim. But Harry Dime was wiser than any other man he knew in the Strand. He was also a gambler who kept an eye on the prize. He already made the deal. There was no going back. He looks up at his father. ”You think they’ll give me a badge?” He smirks and shakes his father’s hand.


I think I'd go sans traditions and just run with the spheres and drawbacks that help craft the character and give her the right feel


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Don't forget that those "traditions" can be crafted from the general drawbacks, as well, if the GM allows.

(To clarify: I here refer to the casting tradition as the set of boons and drawbacks which are active across all spheres...such as Wild Magic, Somatic Casting or Easy Focus.) - (I think raw it also includes sphere-specific drawbacks)

If you meant you'd just pick from those without choosing one of the pre-packaged sets, then yeah, that's a lot more fun anyway.

Why "recreate" exactly the same casting mechanics we already know if we can try something new and fun :)


I'm speaking of the Hedgewitch 'traditions,' which are their powers. It is confusing though. Hedgewitches take different traditions, which give them partial class features of existing PF classes. Font of Inspiration gives you some of the Investigator's inspiration ability. Combat gives you an Magus arcane pool. Spiritualism is like the Brawler's ability to gain feats/magic talents. Entropic Sage is an archetype that gives access to monk/ki powers.

I see can see Jaxon combining Investigator and Magus abilities or Investigator and Monk abilities for a more bare-knuckle approach.


Agreed


@Enchanter Tim: Aye, but I was addressing Corynne, and talking about the universal ones. You are right, though, in that the fact they are using the same (partial) term(traditions vs casting tradition) for a class feature of hedgewitch IS potentially confusing.


GM, I would like to withdraw my application for this game. While I'd love to play in it, I find myself at full capacity. Hence it's wiser for me to withdraw.

Thanks very much for the game you've proposed and the creative mood you have endeavored to set in this thread, imagining Nephilim was very entertaining and I'll certainly keep the concept for another game.


Complete
Almonihah - Human Shifter (Martial Scientist)
Enchanter Tim - Human Hedgewitch (Docker)
Fighting Chicken - Human Eliciter (Gunsmith)
G-unit - Human Rogue (Yerasol Veteran)
Gavmania - Human Empiricist (Technologist)
JonGarrett - Tiefling Machinesmith/Crypt Breaker Alchemist (Technologist)
Mark Thomas 66 - Human Occult Oracle (Spirit Medium)
MordredofFairy - Oread Yamabushi Monk (Martial Scientist)
pdprong - Eladrin Primal Hunter Barbarian (Vkeshi Mystic)
Phillip0614 - Dwarf Musket Master (Gunsmith)
Rednal - Human Ethermancer (Skyseer)
R0B0GEISHA - Female Eladrin Fey Adept (Vekashi Mystic)
Sapiens - Risuri Picaroon Swashbuckler (Yerasol Veteran)
Scaffold Kane - Human Archivist Bard (Docker)
That Sean Fellow - Half-Elf Investigator (Spirit Medium)
Whiskey and a Bonesaw - Risuri Swordmaster (Martial Scientist)
-----------------------------------------
@Lithrac: Sorry to lose you. Best of luck in your future endeavors.

This is the last chance for people to finish up their Phase Two submissions. I'll be advancing after I get home from work tomorrow - between 4pm and 5pm EST. For those of you with completed submissions, I'd like you to make sure your backstory is complete. In particular, remember that you'll be starting the campaign as established (but still novice) members of an elite law enforcement agency. To get in, you had to pass a magical examination that evaluated your loyalty to the RHC and to Risur. You'll be expected to be capable, competent, and loyal.

Note: This isn't aimed at anyone in particular. Everyone's submitted a solid character, so I'm going to have to be extremely picky when making my final selections.


Hmm. The 'established' part of that sentence has me worried a bit so I'm going to expand on the 'whys' of Ellena's backstory a bit:

Whys:
I intend Ellena to be 'Newbie' in the group; that's very much a deliberate decision that comes from a few different places.

Firstly, due to some bad experiences in the past I'm very careful to match up my character's background and their first-level mechanics exactly. Ellena's skilled with a sword, true, but she doesn't have nearly the street savvy or experience of more skill-oriented classes. It would be weird for her to be a more experienced investigator without that skill set, so I avoided making her one. Also, I've heard that Zeitgeist has some moral conundrums in latter books; having her be so naive helps her be more receptive to them.

Secondly, I feel like there's a strong temptation in intrigue-heavy games to make 'special agent' characters, creating gambit pileups of epic proportions. Starting out from the position of 'Newbie' makes Ellena's place in the social ladder clear and helps cut back on the number of cunning plans. That isn't to say she won't get her own, she will, but probably not til the end of the first book at least.

Thirdly, starting off that low on the totem pole gives a much cleaner character arc than a more experienced agent might get - her initial naivete should contrast pretty nicely with her cynicism after a few books.

And, finally, I just love the idea of the 'Newbie' being the front-line fighter. It a small subversion that just tickles me right.


Will be gone over the weekend with little time before. I'll finalize everything at once early next week...(10-minute background, crunch, detailed backstory... - the availability of attributes/skills may have a slight impact on details in the background, but overall I'll stick to the person I already have in mind, regardless of what the crunch rules provide )


Nothing wrong with being a newbie. :-) The intent is for everyone to at least know their way around headquarters and be familiar with the expected procedures and whatnot. You're not random dirt farmers who just walked in off the street; you're RHC agents who aren't very high on the totem pole.


I gave myself a military rank from the Yerasol War in my background, I thought it was appropriate for the "starting at Prestige 2" part of the theme feat.
Please tell me if Lieutenant is too high a rank, or if I shouldn't call myself that after my discharge.


Looking over my posted backstory, I think it needed a bit of fleshing out. So here's a revised version:

Character Bio: Most people know Alexander as a fairly innocuous sort of fellow--a bit aloof, with a hint of mischief in his eyes and a quick, easy grin, but harmless overall. He makes no secret of his employment with the RHC, but generally says that his job "Usually takes place behind a desk," with a bit of a knowing wink.

Most who know only this side of him would be surprised to know that he is a graduate of one of Flint's smaller, lesser-known schools of martial science. They would be even more surprised to know that Alex is a shapeshifter, using his own odd brand of magic to change his form to suit his needs.

Alexander rather likes it that way. He'd much prefer to be underestimated and unnoticed... until the last moment, when he strikes. Indeed, his graduate thesis, On Seeming the Least While Preparing to Strike, covered such techniques extensively. While it hardly drew the kind of attention some other theses had, Alexander would still have easily gained entry to Risur's armed forces... had he wanted to.

Instead, he offered his talents to the RHC. While normally a fresh-out-of-school martial scientist would have brought little interest from the RHC, they had heard enough of his shapeshifting powers to give him a provisional place. He quickly proved his value when he was able to unobtrusively observe places most officers couldn't--who cares about another mangy dog in an alleyway, after all?

Alexander has already picked up a nickname in his thus far brief service in the RHC. His tendency to levity, combined with his taste for large feline forms when intimidation or strength is needed rather than stealth, reminded one of the other constables of a storybook cat known for his grin and odd powers, and so, Alexander has come to be known as 'Cheshire' amongst the other constables.

He speaks little of his past, preferring to focus on the present, but his mannerisms suggest a middle-class upbringing in Risur's merchant class. In truth, Alexander is a native of Flint, his (rarely-visited) parents still living in the home he grew up in.

He's had his shapeshifting powers for as long as he can remember, though he's certainly grown in flexibility and control. He was rather a terror to raise as a child thanks to them. He's not certain how or why he has the ability to change shapes, though his mother has told him her family has an old story in which one of their ancestors made a pact with a lord of the fey, who has ever since toyed with their family when it amuses him. Alex doesn't particularly care, however, being more focused on learning to better use his powers.

Motivation: Alex has a passionate hatred for those who would take advantage of the weak. He joined the RHC primarily out of a desire to catch those who would prey on the underpriveleged of Risur, though he's perfectly happy defending Risur against other sorts of threats, as well. His loyalty to Risur comes primarily from his perception that Risur tends towards a more moderate, enlightened course than the other nations of the world.


Oh, and I finally picked an avatar. And made an alias, because I can always repurpose it for something else if I don't post ten times using it.


Right now I'm working on finishing my backstory assuming my character is a bard.

Quick GM question:

Sir Dictator:

Right now I'm taking the angle that Isabelle had difficulties being accepted for field work in the RHC because of her limited ability to fight. Is this something that would be reasonable?

I may have missed it but all I notice them requiring is a background check and magical inquisition to make sure they are loyal to Risur. I'd like to imagine, though, that the AP assumes that the party is a group of quite dangerous individuals. And it'd be right. But part of Isabelle's backstory will involve her not really being able to show that she can make an impact in the line of duty before taking on her bardic magic and showing that she's a great team player.

Would it be reasonable to assume that the RHC has a baseline of field usefulness they require someone to have before allowing them to go out and do fieldwork? It'd be neat for her to frustrated that not being able to fight is holding her back before realizing that her knowledge, ingenuity, and ability to bring a team together are actually as important as being a great fighter.

I'll be writing up my story to reflect this idea but if I need to adjust it, no problem.


@Sapiens: That's perfectly acceptable. :-)

Scaffold Kane:
You're expected to possess the knowledge/ability to carry out police duties. What that entails varies from person to person. You'll want to figure out what you bring to the table. Can you secure a location from potential threats? Can you interrogate a suspect? Can you canvass a crime scene for clues? Can you decode an intercepted communique? Can you subdue a hostile? You get the idea. :-) Combat skill isn't the only reason you might be sent into the field, and everyone has their own skill set.


So looking at drawbacks I'll most likely run with magical signs, making it nice and blatantly eerie every time she crosses the veil, wild magic to keep the feel of an oracle's curse having a touch of unpredictability and focus magic, with her focus being the pendant her mother was wearing when she was murdered. It sort of acts as her crutch to accessing the spirit world.

A homicide detective that finds justice for the dead, sometimes the victim is the best witness.


@YBD: Does Tarah's reason for joining the RHC seem to fit the qualifications you're looking for? On one hand, it seems like a cop-out, but on the other hand, I was having a difficult time imagining why a Vekeshi Mystic with ties to the Unseen Court might join and be loyal to Risur. If there are things I need to shore up, please let me know.


Your Benevolent Dictator wrote:
Spoiler goodness.

Awesome. I'll adjust me approach slightly but I think I'm on the right track. Thankya, sir.

Edit: I was going to edit the "me" and correct it to "my" but I think I like the piratey feel. I'll be etching that into my mind notes.


Rob0geisha:
To be honest, I'm more than a little skeptical. As a law enforcement campaign, Chaotic alignments are frowned upon. Being a female Eladrin, your submission is already under heavier scrutiny as well. You're almost certainly the only one not in a protected enclave - although your backstory touches on this. The fey abduction/sending definitely needs more expansion. As-is, I'm struggling to figure out why the RHC would ever trust her with anything important. I love the Fey Adept class, so I REALLY want to like Tarah, but it's a stretch right now.


YBD:
Thanks for the speedy reply. I was afraid that might be the case. Is it possible for a complete rework of the backstory? I confess that I'm having a difficult time with it. A Vekeshi mystic eladrin fey adept seems so appropriate for the magical side of Risur, but I'm having a difficult time figuring out how one might join the RHC.


As long as we're asking probing questions, do you mind to give me your take on Isabelle's reason for joining the RHC and general background with respect to the setting?


I'll probably buff up my submission's backstory once we move into Phase 3. XD


Rob0geisha:
A revision is perfectly fine. :-) I'd suggest focusing on the core tenant of the Mystics - punishing those who make innocent people suffer. As an established law enforcement agency, the RHC definitely has a similar purpose. ;-)

Scaffold Kane:
I'll confess to being a bit confused as to her motivations. Why does a craftswoman and aspiring entrepreneur decide to become an elite cop? Especially since she doesn't believe she possesses any useful skills in that regard.


YBD:

She's definitely a craftswoman but I wouldn't say she's an entrepreneur. She doesn't care about money any further than what she needs to get by and to afford her hobbies when she isn't working.

Other than that, though, you make a good point. I actually didn't address why she was loyal to Risur as much until I started writing the Bard part of her story (which I've just been updating throughout the day today).

I think the section in her background that addresses your question most directly is "As it turned out, however, joining the RHC wasn't as easy as she thought it would be. It wasn't that her loyalty to Risur wasn't strong enough--she believed in the people of the land and that the heads of Risur had their best interest in mind. If it weren't for the kingdom and especially the city of Flint, she would be right where she started. She blamed her family for their position and she's willing to give all of her talents over to the people who helped her escape that position."

Essentially, she feels like the kingdom and the city were responsible for her getting to explore her passions and escape poverty and she'd like to use her talents to further that same goal.

She's also bad with details and tends to focus solely on the big picture. That's why RHC was the answer. While she was helping by being an engineer working on the subrail and she'd be helping if she worked a more mundane job, she only really notices and appreciates direct results. She wants to help people directly instead of by proxy. So the RHC seemed like a good fit to her.

Don't know if that answers the question satisfactorily. If I need to adjust anything, let me know. I want my character to be a part of the campaign. Not just work for it.


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Phase Three
The following people can now finish creating their characters. An alias is not required, but I would like both the completed crunch and fluff in the same post. Separate spoilers, please.
---------------------------------------
Almonihah - Human Shifter (Martial Scientist)
Enchanter Tim - Human Hedgewitch (Docker)
Fighting Chicken - Human Eliciter (Gunsmith)
G-unit - Human Rogue (Yerasol Veteran)
Gavmania - Human Empiricist (Technologist)
JonGarrett - Tiefling Machinesmith/Crypt Breaker Alchemist (Technologist)
Mark Thomas 66 - Human Occult Oracle (Spirit Medium)
MordredofFairy - Oread Yamabushi Monk (Martial Scientist)
pdprong - Eladrin Primal Hunter Barbarian (Vkeshi Mystic)
Phillip0614 - Dwarf Musket Master (Gunsmith)
Rednal - Human Ethermancer (Skyseer)
R0B0GEISHA - Female Eladrin Fey Adept (Vekashi Mystic)
Sapiens - Risuri Picaroon Swashbuckler (Yerasol Veteran)
Scaffold Kane - Human Archivist Bard (Docker)
That Sean Fellow - Half-Elf Investigator (Spirit Medium)
Whiskey and a Bonesaw - Risuri Swordmaster (Martial Scientist)
----------------------------------------
Rules
*Level One
*20pt buy
*Any Good or Neutral alignment is allowed, but [LG, LN, N, NG] are strongly preferred
*Starting wealth: max for your class. You also begin play with a gold ring and a set of mage cuffs
*Bonus Feat: due to your training in nonlethal takedowns, all RHC members receive Bludgeoner as a bonus feat.
*Background skills are in effect

@JonGarrett: After looking through the Machinesmith, I'm fine with it. It's basically an Alchemist that trades out Bombs for gadgets or a mecha, after all. The flavor's perfect.


As an alternative to Bludgeoner, could I talk you into allowing me to have Merciful Ether (turns Blast etherspells nonlethal) as a free bonus Eira can apply?

If not, I'll just take it as a normal choice and use it anyway. o wo/

Also, are the theme feats bonuses, or do we need to pay for them?


@Rednal: That's fine. And the theme feats are free, as they take the place of traits.


Mechanical question:
I was delving into the mechanics of the Picaroon and I have seen something that is either an overlook or a significant drawback. Nominally, the Picaroon is built towards two-weapon-fighting with sword and pistol. However, the swashbuckler's Precise Strike and the Fencing Grace feat do not work when the second hand is occupied. Would you say they do (for the rapier only, I don't want to Precise Strike with the gun)?
I understand if you think that allowing these while the second hand is occupied is too powerful, I think that I'll be going sword and pistol either way, but I wanted to know because my feat choice will depend on this.


Your Benevolent Dictator wrote:


@JonGarrett: After looking through the Machinesmith, I'm fine with it. It's basically an Alchemist that trades out Bombs for gadgets or a mecha, after all. The flavor's perfect.

Thank you. Can I do something similar to the Archaic Alchemist for Sphere casting, or shall I stick to the normal list? I personally prefer Sphere casting, but...


The Zeitgeist Players' Guide doesn't seem to list languages for Eladrin.

1.Is it safe to assume all Eladrin begin play speaking Elven and Common?

2. What would be the bonus languages for high intelligence be. I assume Primordial and Sylvan, but any others?


@Alice:

Personal interpretation that may not match the GM's but I'm stating it anyway:
My impression of Picaroon is that it was intended that you fire the pistol the first round of melee and then drop it--because, after all, you don't have a free hand to reload it if you have a sword in your other hand, especially since you couldn't reload and get a full attack in the same round until 11th level. Obviously if revolvers are available that ceases to be an issue, but revolvers are generally beyond the tech scale assumed by Pathfinder in general. So you'd miss out on Precise Strike the first round of melee, but after that you'd be one-handed fighting. Just my two cents, obviously.

Since other people are asking... do you feel like my entry for Alex/Cheshire is too lacking in motivation/personality? I tend to not flesh out a lot of personality for my characters before play because, quite frankly, when I start to play a character, what I play never matches exactly what I had in mind ahead of time. If that's a problem I can make the attempt to flesh out his personality and motivations more.


I'd be tempted to give my character those two drawbacks because they give me a bit of mechanics for my flavor.

Would that be in bad taste, sir Dictator?


All right, I think Eira's submission is good to go now. ^^

Crunch:
Eira Arethusa

Appearance

Female human ethermancer 1
NG Medium humanoid (human)
Init +6; Senses Perception +4
[spoiler - Limited-Use Abilities]
Ether Pool: 6/6 (Regen: 1/round)
[-spoiler]
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft.
Ranged lesser blast etherspell +2 (1d3 + 4)
Spell-Like Abilities (CL 1st; concentration +5)
. . alteration etherheart (1 EP)
. . alteration manifestations: charge atmosphere (+2 EP), cosmic wards (+1 EP)
. . blast etherheart, lesser (1 EP - DC 16)
. . blast manifestations, level 1: conical shaping (+2 EP - shape), extremes of infinity (+1 EP), raw ether (+2 EP), scale model of the galaxy (+2 EP), shards of creation (+2 EP)
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Etherheart Focus: Lesser Blast, Improved Initiative, Skyseer
Skills Knowledge (arcana) +6, Knowledge (planes) +6, Linguistics +6, Perception +4, Perform (dance) +5, Spellcraft +6
Languages Common, Draconic, Dwarven, Elven, Primordial, Sylvan
SQ ether points (pool: 6 | regen: 1), ethermagic, manifestations known (max level: 1), merciful blasts, prestige unseen court, prestige-flint, prestige-risur
Other Gear mage cuffs, gold ring, 80 gp
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Special Abilities
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Alteration Etherheart (1 EP - DC 15) (Sp) Range: personal
Target: you
Duration: 1 minute/level
Saving Throw: as manifestation; Spell Resistance: yes
EP Cost: 1 + 1/4 level, rounded down
Eira can use the Alteration Etherheart. Exactly one manifestation must be applied.
Alteration Mani: Charge Atmosphere (Ex) Level 1
EP Cost: 2
Effect: +1 temporary EP.
Alteration Mani: Cosmic Wards (+1 EP) (Ex)
+2 Armor bonus to AC, +1 every two caster levels beyond second, to a maximum of +4 at 6th level.
Blast Etherheart, Lesser (1 EP - DC 16) (Sp)
Range: close (25 ft. + 5 ft./2 levels)
Target: creature touched
Duration: instantaneous
Saving Throw: as manifestation; Spell Resistance: yes
EP Cost: 1 + 1/4 level, rounded down
Basic offense etherspell. 1d3 + Cha Mod damage, +1d3 per-level. 0-3 Manifestations.
Blast Mani: Conical Shaping (+2 EP - Shape) (Ex)
A blast etherspell with this manifestation is a 15-foot cone instead of a ranged touch attack. There is now a Reflex save for half damage. Only one shape manifestation can be app
Blast Mani: Extremes of Infinity (+1 EP) (Ex)
A blast etherspell with this manifestation deals the caster's choice of fire or cold damage.
Blast Mani: Raw Ether (+2 EP) (Ex)
Duration: 1 round + 1 round / 10 levels
A blast etherspell with this manifestation entangles those damaged by it with a Reflex save to negate.
Blast Mani: Scale Model of the Galaxy (+2 EP) (Ex)
Duration: 1 round / level
A blast etherspell with this manifestation leaves behind a number of tiny, starlikes spheres in the entirety of its area of effect.
Blast Mani: Shards of Creation (+2 EP) (Ex)
A blast etherspell with this manifestation does piercing damage and an additional point of bleed damage.
Ether Points (Pool: 6 | Regen: 1) (Ex) An ethermancer's access to the ether is measured in ether points, or EP. Her maximum EP is equal to twice her level plus her Charisma modifier. At the beginning of the ethermancer's turn, he gains EP equal to half his class level, rounded up.
Ethermagic (Ex) Eira can use Ethermagic. The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the ethermancer's Charisma modifier unless stated otherwise in a manifestation's entry.
Manifestations Known (Max Level: 1) (Ex) Blast Manifestations: 5
Alteration Manifestations: 2
Merciful Blasts (Ex) Due to her training with the RHC, Eira can apply Merciful Ether as a free bonus to her Lesser and Greater Blasts (no EP cost and does not count towards the manifestation limit), causing them to deal nonlethal damage.
Prestige (Flint): 1
Prestige (Risur): 1
Prestige (Unseen): 1
Skyseer (1/combat) Skyseer theme feat. Gain answers from night sky, aid allies


--------------------
Fluff:

The RHC as a whole is a collection of colorful and interesting characters - and Eira Arethusa is certainly among that group. She's also quite possibly the youngest member of the organization, having joined at the urging of her caretakers (also members) pretty much as soon as she was old enough to pass the tests.

Despite the fact that she is "only" human, there are two things of particular note for her. First, her entire family vanished when she was a child, and she was simply found one day, walking around in a daze, by a group of RHC officers returning from a mission. They'd probably have just passed her into the foster care system if she hadn't spent the night staring at the stars and muttering strangely - recognizing the value of having a Skyseer helping the RHC, they were quite happy to take her in. With several added years to check her for magical influences (they didn't find any) and build a rapport with her, Eira's new adoptive parents were able to convince her to support the RHC and use her talents for the good of the people.

Second, Eira seems to have a rather strong connection to the realm of the fey, and it's from there that she draws out the magical energy known as ether. While she can only use so much of it at once, it's proven to be quite potent, and she's happy to put it to work for the RHC. Someone at the office dubbed her an 'ethermancer', and lacking any other name for her power, it stuck.

Her main role in the party is using her ether talents towards various ends. Aside from dealing direct damage with ranged touch attacks, Eira can use her manifestations in various combinations to inflict status effects or, eventually, support her allies.

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