yazo |
Hi, I want to start a homebrew campaign set in a custom city of Kalibri, Kalibri has a large multistory catacombs and ruins running underneath it, and im looking for a party to explore it.
You are all in the city for the lottery, giving out keys to people to explore undertow, you can be from the city or not, its up to you.
character creation rules:
-20 point buy, no stat below 8 or above 18 after racials
-all classes and archetypes by paizo, including the psion, psychic warrior, souknife, and wilder from DSP.
-all core races as well as tiefling, dhampir, drow, Aasimar
-2 traits
-1000 gp to spend
-level 2, max hp at first, then roll at second
-bonus feat at 1st, 5th, 10th, 15th, and 20th level
Johnny-Panic |
Lady Isabela De-Caprino
LN Pison [Telepath]
Description: :
Isabela is a small, slim woman seems attractive but well.. normal, her skin has a slight red tint, her Jet Black Hair and Black orb eyes. She has no weapons and no armour, she could be any typical 20 year old. Perfectly normal looking woman who seems not danger at all. Ok her skin seems a little cold, her are eyes always watching, always observing, but all very normal.
Personality::
Isabela can be kind or she can be cruel, she is not a simple woman, Evil or good are to simple a terms for her for what she is. Talk to her and you will find a complex, Highly intelligent, Highly disciplined, well educated and sophisticated woman. Spend time with her and you may start to think that Isabela is always thinking, meticulously calculating and assessing.
20 point spend
Str=10 [+0] [Raw10] [0PP][race][Item][other]
Dex=16 [+3] [Raw16] [5PP][+2race][Item][other]
Con=10 [+0] [Raw10] [PP][race][Item][other]
Int=18 [+4] [Raw18] [10PP][+2race][Item][other]
Wis=10 [+0] [Raw10] [2PP][-2race][Item][other]
Cha=13 [+1] [Raw13] [3PP][race][Item][other]
Movement"
Land 30'
Init+2 Perception +3
Dark Vision 60'
Unarmed strike TH+1 DMG1d3 x2 B+NL
Fangs TH+1 DMG1d3 x2 P [retractable + Special attack]
Mind thrust 1d6 DC14 Range 40'
Energy Splash RTA+1 1DMG Range 40'
CMB +4
Senses perception +3
HP [9/9]
AC17 T13 FF10 [10+3Dex]
power-Internal Armor 2 Hours
AC17 T17 FF14 [10+3Dex+4Power]
CMD =14 [10+3+0+1]
Saves:
F=0 [+0class+0Con]
R=3 [+0Class+3Dex]
W=3 [+3class+0Wis]
+2 racial bonus on saving throws against disease and mind-affecting effects.
--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feats:
1: Blood-Drinker Dhampir
Class:
1:Access Psionic Talents
Proficiency Weapon's
Weapon: club, Dagger, heavy crossbow, light crossbow, Quarterstaff, and ShortSpear.
Proficiency Armor:
None
Armor does not, however, interfere with the manifestation of powers.
Traits:
1:Focused Mind [Psionic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
2: Bruising Intellect [Social Trait]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
3:Soaring Sprinter [Combat Trait]
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
2: Faiths Weakness:
Ajibachanas take a -1 penalty to their caster/ Manafest level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
3:Negative Energy Affinity: [Race]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Blood Drinker (Dhampir) [Human Blood]
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “Human” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Can drink blood automatically as part of her bite attack; can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Resist Level Drain (Ex):
Fangs: (Ex) [Retractable]
((((((NEED to BE DONE)))))
Skill Points [2+4]x2+2=[14] == unspent
+18 Acrobatics(+5dex, +1rank +3Class +2Trait)<
+6 Appraise(+6int, 0rank)
+12 Autohypnosis (+0Wis +9Rank +3Class)<
+10 Bluff (+1Cha +6Rank +3class)<
+0 Climb(+0str, 0rank)
+6 Craft[All](+6int, 0rank)<
-- Fly (+5dex, 0rank)
+7 Disable Device (+1int, +1rank)
+10 Diplomacy (+1Cha +6Rank +3Class)<
+8 Disguise(+1cha, +2rank +3class +2Race)<
+11 Escape Artist(+5dex, +1rank +3class +2Race)
+0 Heal (0wis 0rank)
+17 Intimidate (+6Int+1Cha 8Rank +3class)<
+10 Knowledge (Dungeoneering) (+6int, +1rank +3class)<
+10 Knowledge (Engineering) (+6int, 1rank +3class)<
+10 Knowledge (Geography) (+6int, 1rank +3class)<
+10 Knowledge (History) (+6int, 1rank +3class)<
+10 Knowledge (Local) (+6int, 1rank +3class)<
+10 Knowledge (Nature) (+6int, 1rank +3class)<
+10 Knowledge (Nobility) (+6int, 1rank +3class)<
+10 Knowledge (Planes) (+6int, 1rank +3class)<
+10 Knowledge (Psionics/Arcana) (+6int, +1rank +3class)<
+10 Knowledge (Religion) (+6int, +1rank +3class)<
+10 Knowledge (Mathematics) (+6int, 1rank +3class)<
+10 Knowledge (Science) (+6int, 1rank +3class)<
+10 Knowledge (Technology) (+6int, 1rank +3class)<
+8 Linguistics(+6int +2rank)
+2/+4 Perception(+0wis, +2rank +2Item)
+0 Ride (+0Str 0ranks)
+1 Perform (+1Cha 0Rank)
+10 Sense Motive(+0wis, +6rank +2class +2Item)<
+6 Sleight of Hand(+3dex, +1rank)
+10 Spell/Psionic craft(+6int, +1rank +3class)<
+5 Stealth(+5dex, 0rank)
+0 Survival(+0Wis 0rank)
+0 Swim (+0Str 0rank)
+8 Use Magic/Psionic Device(+1cha, +2rank +3class +2race)<
Concentration +15 (4ML+6INT+3Item+2trait)
Taking 15 -
< = Classfeat other Skill
With skin like faded brass, ajibachanas reveal Their undead taint through their unnatural agility and childlike trains of thought.
More often the result of curiosity or experimentation Than mating, the dhampir offspring of vetalas are born with sharp minds and are inclined to ask questions. Known as ajibachanas, they are forceful and precocious, but their progenitors' distaste for the devout is mirrored in their weakness around holy or unholy sites.
Just like their vampire parents, ajibachanas yearn for knowledge and often engage in scholarly pursuits, but their mortality drives them to work harder and learn faster. In a few short decades, they might gain a better understanding of themselves and their accumulated knowledge than Their eternally childish parents ever could have.
Unable to change bodies like vetalas, ajibachanas lack The variation of their vampire parents, but many excel at dance or contortion, turning their lithe forms into works of art, and possibly earning money through performance. Ajibachanas understand how avaricious vetalas and mortals can be, and thus many of the wiser ones become ascetics, preferring knowledge over gold and ever fearful of becoming as covetous as their ancestors.
Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
They gain +2 Dex, +2 Int, –2 Wis
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Manipulative Dhampire gain a +2 racial bonus on Escape Artist, Use Magic Device checks.
Magical Racial Traits
Spell-Like Abilities Fangs [Retractable] (Su):
On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Holy Weakness: -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
psion
telepath
Hit Die: d6.
2th
BAB+1
SAVES +0/+0/+3
Bonus feats,x1
Detect Psionics,
Discipline Talentsx2
Skill Ranks at Each Level: 2 + Int modifier.
Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.
Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm subdiscipline.
Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
6+4 [10] PP/day
Powers known 5
Power level 1th
Max power spend 2pp
DC16 [ML2+10+4int]
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.
Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm/Mind control sub-discipline.
Psion Discipline ability x2+1
1:Detect Psionics [no pp cost]
2:Mind Thrust 1d6 DC16 [no pp cost]
3:Conceal Thoughts 2Hours [Self Only no pp cost]
Talents: 5 DC14 1pp or focus
1:Empathy DC16 2mins
2:Far Hand 2rounds
3:psionic-repair
4:Energy Splash 40'
5:Slut
1st level powers 1pp DC15
1:Attraction 2 hours
2:Inertial Armor +4AC 2 Hours
3: Mind thrust 2d10 1pp
4:
5:
That Other Guy |
I would like to join this at a serious level, but I'm not sure as to what sort of character I would play. It would definitely be within the boundaries and not push anything. I just have to think about options for a little while.
What are your expectations for this campaign as the GM?
EDIT:
Also, how well defined is the cosmology of this setting? If I were to play a divine character, who or what would I be worshipping?
DOUBLE EDIT:
Could I play as a LE Dhampyr Anti-Paladin? I would not let the alignment/Code of Conduct wouldn't destroy the group. We could tailor it as well if you wanted to.