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Male Human in Jungle

Arknight's page

Pathfinder Society Member. 530 posts (833 including aliases). No reviews. 2 lists. 1 wishlist. 5 Pathfinder Society characters. 22 aliases.


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Interested! :)

I think for this I shall work up Kellen Raines (not his real family name but the one he fights and sails under), Brawler, Sailor and merchant's son ( who is an embarrassment for his interest in such a lowly profession and sport.

I had considered making him a Fighter/Monk, but I think I'll go with Brawler (Snakebite Striker) instead.

Edit: I'd also like to use the Brevoy Bandit trait, re-fluffed for Razor Coast (use Strength for Profession (sailor) in addition to Wisdom)


Dotting for interest.....


This is a character I put together for another SS game that hasn't taken off....

Dengar the Exiled:

Dengar the Exiled
Male human barbarian (mad dog, beast totem) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee light flail +4 (1d8+3)
Ranged throwing axe +3 (1d6+3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Pack Tactics, Precise Strike[APG]
Traits armor expert, get the cargo through, mentored
Skills Handle Animal +4, Knowledge (nature) +6, Perception +5, Profession (sailor) +3, Survival +5, Swim +3
Languages Common, Polyglot
SQ fast movement, heart of the wilderness
Other Gear agile breastplate, buckler, light flail, throwing axe (2), 51 gp
--------------------
Tracked Resources
--------------------
Throwing axe - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mentored (Profession [sailor]) +1 to skill checks when making an aid another roll.
Pack Tactics Animal companion counts as having your teamwork feats for purpose of teamwork feat bonuses.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
--------------------
Exiled from his home in the Mwangi Expanse as a boy after a failed coup by his parents, Dengar had a tough time surviving. That is until he befriended Wevror (Savior in Dengar's native language), a small and agile dinosaur. They worked well together, working as a team to deal with any threats. When fighting, Wevror serves a a distraction for the most part, typically causing opponents to be more worried about the creature's claws and bites until Dengar lays into them with his preferred weapon, a flail.

He has recently been earning good money as a mercenary ensuring the safety of various vessels sailing in and out of Magnimar. For the last several months, he's been working aboard the Jenivere keeping ship and crew safe, and letting Wevror keep the hold free of rats and various other vermin as well.

--------------------

Wevror
Deinonychus (totem guide)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Ok, Itried to resist, but I'm interested. :)

I'll be submitting a Human Samurai (Sword Saint).


Interested. :)

I'm considering a Magus or an Arbiter, but might depend on a question or five. :)

what is your take on the Scorpion Whip?

1) Does it require both MP: Whip and EWP: Scorpion whip?
2) Light Weapon or One-handed like the actual whip?
3) Finesseable like the Whip?
4) Would Weapon Focus (Whip) and other Whip feats apply equally to the Scorpion Whip?
5) Slashing Grace applicable?


If I'm proficient in Using a whip and have the Slashing Grace feat (with the required finesse and focus (whip) ) should I be getting DEX to damage with a Scorpion Whip?

Why or why not?

Thanks! :)


I present Dengar, Beast Totem Barbarian (Mad Dog) with his Deinonychus companion.

Dengar:
Dengar the Exiled
Male human barbarian (mad dog, beast totem) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee light flail +3 (1d8+2)
Ranged throwing axe +3 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Pack Tactics, Precise Strike[APG]
Traits armor expert, get the cargo through, mentored
Skills Handle Animal +4, Knowledge (nature) +5, Perception +5, Profession (sailor) +3, Survival +5, Swim +2
Languages Common, Polyglot
SQ fast movement, heart of the wilderness
Other Gear agile breastplate, buckler, light flail, throwing axe (2), 51 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mentored (Profession [sailor]) +1 to skill checks when making an aid another roll.
Pack Tactics Animal companion counts as having your teamwork feats for purpose of teamwork feat bonuses.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
--------------------

Exiled from his home in the Mwangi Expanse as a boy after a failed coup by his parents, Dengar had a tough time surviving. That is until he befriended Wevror (Savior in Dengar's native language), a small and agile dinosaur. They worked well together, working as a team to deal with any threats. When fighting, Wevror serves a a distraction for the most part, typically causing opponents to be more worried about the creature's claws and bites until Dengar lays into them with his preferred weapon, a flail.

He has recently been earning good money as a mercenary ensuring the safety of various vessels sailing in and out of Magnimar. For the last several months, he's been working aboard the Jenivere keeping ship and crew safe, and letting Wevror keep the hold free of rats and various other vermin as well.

--------------------

Wevror (Deinonychus):

Wevror
Deinonychus (totem guide)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Just wanted to make sure Vonali didn't get lost in the shuffle. :)


KingmakerDM: would a Master of Many Styles (Snake style and some other...) archetype be acceptable for a human Monk?

I'm thinking of a troublesome young noble, sent to a monastery to learn discipline but while there most of his older brothers and father were killed during some battle or monster raid. He's received requests and demands to return home and help lead the family, but declined as he feels no longer part of it. He hopes that journeying into the Stolen Lands will allow him to start his own legacy in terms of a school or monastery.


I've decided to go with a half-elf ranger.

Vonali:
Vonali Dwen'ettln
Male half-elf (Snowborn) ranger (skirmisher, wild shadow) 1 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Advanced Race Guide 45)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +4 (+4 racial bonus to avoid nonlethal damage from cold environments), Ref +6, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Skill Focus (Survival)
Traits child of nature, elven reflexes, northern ancestry
Skills Climb +3, Craft (bows) +4, Handle Animal +4, Knowledge (geography) +6, Knowledge (nature) +7, Perception +8, Stealth +6, Survival +9 (+11 to find food and water), Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Hallit
SQ cold-honed, elf blood, track +1, wild at heart, wild empathy
Other Gear studded leather, buckler, dagger, handaxe, longbow, longsword, 47 gp
--------------------
Special Abilities
--------------------
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Cold-Honed Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Vonali a Dwen'ettln (Ice Shadow of the Walkers in Magic) earliest memories are of nothing but cold and blinding white covered terrain. Born in Irrisen, his mother raised him with the intent of sacrificing him so that she could gain the power to become one of the Witches. He was twelve before he realized what his mother had in mind, so in the middle of the night he grabbed what he could and fled out into the ice and snow.

Among the items he grabbed was a letter that his mother had written to his father but never sent. While it appeared that she had written it to simply let him know of Von's birth, something told him that it was more of a taunt to hurt the man. It took weeks of hiding and moving for Von to finally arrive at the village of Heldren, where the letter had been addressed. Unfortunately, he discovered that his father had left a year earlier and not returned.

Disappointed and unsure what his next step should be, his path crossed with that of Tessarea Willowbark when he brought some herbs that he had found to sell. Over the next few months, they developed something of a familial relationship. For the last eight years he has been in and out of the village more than most and known for helping with any travel or other task involving the wilderness around the village.


DMDM: With the Heirloom weapon trait, would you allow the proficiency to extend to 2 separate Kukris? I'm planning a Rogue (Survivalist/Scout) Rogue and would like him to be using paired Kukris as his primary weaponry.


Dotting! I'm thinking this is the perfect opportunity for an Investigator. :)


GM Captain Trips wrote:

Polling some resources and looking directly at the wording this would stand RAW. For spirits there are two statistics that impact them, WIS and CHA. In all instances, DC is WIS based, uses are CHA based. So the Spirit Whisperer would want a decent INT and CHA for the class to function fully. Your INT would be the factor that ability DCs were based off of, as written, but CHA is still the factor that determines usage per day. To allow INT to replace both WIS and CHA would lead to an archtype that was less MAD than the original class itself, and imbalanced.

Hope that helps :)

It does, thanks. :) I may bump a couple of points around to CHA in that case. :)


Ixos wrote:
Some Hexes key off Wis, some Cha, and others key on both.

True :) but this is specifically stating for the Spirit Abilities, not the hexes.

It's not a big deal, but it means a difference of 4 uses of the Acid Touch ability from the Stone spirit ability. :)


Question: I'm looking at a Wizard with the Spirit Whisperer (from the Advanced Class Guide) archetype. One of the abilities states that the wizard gains a spirit ability from the chosen spirit selection and may substitute Intelligence for Wisdom with the ability. However, all of the abilities use Charisma and not Wisdom. Would you agree that the RAI is to substitute INT for CHA?


Dotting for interest. :)

I've got a couple of ideas in mind, but I want to fluff them out a bit before I submit...


If the Rebellion had a direct bearing on the adventure, the players would (most likely) be "Independent Contractors".

However, AoR material is considered fair game for character creation. :)


For example:

Test: 2eA+1eP+1eB+1eS+3eD 1 failure, 4 advantage
Test 2: 2eA+1eP+1eB+1eS+3eD 3 successes

When you make the roll on the site, there's a graphic image of the dice, but they don't show here. :(


You could always use Orokos.com for the die rolls. There's dice expressions set up specifically for the new FFG Star Wars there. :)


Ok, I've been dying for a chance to play Iron Gods, and this looks like a good opportunity. :)

4d6 ⇒ (4, 4, 2, 4) = 14 = 4,4,4 = 12
4d6 ⇒ (5, 5, 3, 4) = 17 = 5,5,4 = 14
4d6 ⇒ (1, 3, 6, 5) = 15 = 3,6,5 = 14
4d6 ⇒ (6, 3, 1, 5) = 15 = 6,3,5 = 14
4d6 ⇒ (5, 3, 5, 6) = 19 = 5,5,6 = 16
4d6 ⇒ (4, 3, 2, 5) = 14 = 4,3,5 = 12
4d6 ⇒ (2, 5, 5, 3) = 15 = 5,5,3 = 13


Would a Forgeborn Aegis (Crystal Warrior) be allowable? I have an idea for a forgeborn created as a warrior but more interested in knowledge and secrets...


Currently in Puerto Rico on vacation with intermittent access to posting :) should be able to post here and there though....


Elrawien Lantherion wrote:
Is Herolab going to allow the playtest classes like it did the hybrids?

i believe they are, but as they didn't get the Playtest document ahead of time there's no telling how long it will be before they have even the basics ready...


interested. :)

Warpriest (Sacred Fist) level 1


Ibterested - #37605

Zultos, Sorceror (Seeker) with Sage Wildblood bloodline.


3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (6, 3, 1) = 10
3d6 ⇒ (6, 4, 2) = 12

I'll be going with the 20 PB and a Spellslinger Wizard...


Insnare wrote:
Thats great. give him/her a name and you can join our group.

Zeb sounds good :)


I'd be interested in doing a Pure Strain if possible? :)

PS: 4d6 ⇒ (6, 1, 5, 3) = 15 = 14 (+1)
DX: 4d6 ⇒ (3, 5, 2, 6) = 16 = 14 (+1)
CN: 4d6 ⇒ (2, 1, 2, 5) = 10 = 9 + 3 = 12 (+0)
MS: 4d6 ⇒ (1, 3, 3, 5) = 12 = 11 (+0)
IN: 4d6 ⇒ (2, 2, 4, 6) = 14 = 12 + 3 = 15 (+2)
CH: 4d6 ⇒ (4, 4, 5, 6) = 19 = 15 + 3 = 18 (+3)
SN: 4d6 ⇒ (2, 1, 4, 2) = 9 = 8 (+0)

I'm thinking an Examiner.

Abilities:
Use Artifacts: +1 / +1 per level
Robot Recognition: +1
Tech IV Artifact: 1d20 ⇒ 7 = IR Goggles + Chemical Power Cell

Skills:
Avoid Artifact Disaster 5
Jury-Rig 3
Read Schematics 3
Repair Artifacts 5
Read/Write
Swim? 1d100 ⇒ 47 No
Ride? 1d100 ⇒ 98 No

Equipment: (domars: 250+ 10*1d10 ⇒ 6 = 310)
Tool Kit (III)

THAC Melee: +1
THAC Range: +1
AC: 11
MD: 10
HP: 12d6 ⇒ (3, 3, 2, 3, 2, 5, 4, 1, 1, 4, 5, 2) = 35
Health: 10 (12 vs. radiation)
Use Artifacts: 5
Perception: 10
Stealth: 1
Remain Unseen: 2
Speed: 13 walk, 4 swim
Robot Recognition: 21


I see Mathirin isn't flagged accepted yet. Is that due to the Fencing Grace and whether ACG:Origins will be valid on the 1st? Or am I missing something else? :)


I'm in :)

Will be level 1 swashbuckler.


Sounds interesting. :) I'd be up for it.


Dotting for interest when open another 1-2 subtier. :)


Definitely interested!

I'm thinking Swashbuckler or Investigator. One thing that would affect the choice is if the Fencing Grace feat would be available? It's official just not in a book yet... :)


Sounds good! :)

Let's see if the roller is kind today.....
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (2, 6, 6) = 14

Nope, looks like 20 pt buy it is for Davrien Nostromos, Swashbuckler (inspired blade). :)


If it helps, it was put out there as a Rapier-friendly version of the Slashing Grace feat in the ACG. :)


Helikon wrote:
Arknight wrote:

I have a couple of questions for my Swashbuckler concept:

1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.
Brigh has the only temple, but there is a gambling den.
2) is there a theatre or stage available for performances of storytelling and oration?
No
3) would Fencing Grace be available? Would it require a boon?
In wich book do I find Fencing grace?
** spoiler omitted **
I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.
Thoughts?

I can work with 1 & 2 :)

Fencing Grace will be in the upcoming Advanced Class Guide: Origins book, but it was posted here on the boards by Jason Bulmahn and copied to the first post here for a separate thread: All Hail Fencing Grace!


I have a couple of questions for my Swashbuckler concept:
1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.

2) is there a theatre or stage available for performances of storytelling and oration?

3) would Fencing Grace be available? Would it require a boon?

Fencing Grace:
FENCING GRACE (COMBAT)
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit:When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.

Thoughts?


Here's Vergian:

Vergian
Male Half-Elf (Half Drow) Swashbuckler (Musketeer) 1
NG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks deed: opportune parry and riposte, panache
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing[UC], Rapid Reload, Skill Focus (Knowledge [engineering]), Weapon Focus (rapier)
Traits acrobat, local ties
Skills Acrobatics +6, Climb -2 (-4 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (alchemy) +5, Craft (blacksmith) +5, Diplomacy +2 (+4 to gather information), Knowledge (engineering) +9, Perception +4, Sense Motive +0 (+2 to read a social situation), Sleight of Hand +5; Racial Modifiers deed: derring-do
Languages Common, Elven
SQ deed: quick clear, elf blood, urbanite
Other Gear lamellar (leather) armor, crossbow bolts (10), light crossbow, rapier, 34 gp
--------------------
TRACKED RESOURCES
--------------------
Crossbow bolts - 0/10
Panache Pool (2/day) - 0/2
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Quick Clear (Ex) Use 1 grit as a standard action to remove the effects of a misfire.
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.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Local Ties (Knowledge [engineering]) You are considered to have the technologist feat for Knowledge (engineering)
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
--------------------
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.

When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the woman out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.

The family feeling ended as abruptly as it began however when the smith left to meet an associate in a small town called Torch. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a letter was delivered to him from the smith, he knew what put him in a mood. According to the letter, the smith had arrived in Torch just in time for a raid by the Black Horse clan to strike near the town. Afterwards she had gone with a group of individuals to track down the source of the raid. She had written some of her adventure in the letter, but by the end, a different hand had finished it. There was no mention of what killed her, but the letter being sent was her dying request and included her will leaving the smithy to Vergian.

It was with a heavy heart that Vergian decided to leave the business in the hands of others and journey to Torch to find out first hand what had happened. The trip took longer than he'd planned, but in the months after, he found that Torch was a place to start over. He helped with the local smithy, and on the occasion where help was needed for the town, he and his gun skill was there. While he's been staying at Agren Maust's boarding house, he's trying to find a place to call his own. He also discovered that Khonnir Baine was the friend that his second mother had come to meet. Talking to Khonnir, Vergian learned a lot about the woman and he also learned that there was still much he could learn about crafting. Meeting with Khonnir from time to time, he rapidly expanded his knowledge of what was possible.

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I need to finish my submission in next couple of hours... This is the background I'm looking at...

Vergian, Swashbuckler (Musketeer):
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.

When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the woman out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.

The family feeling ended as abruptly as it began however when the smith left to meet an associate in a small town called Torch. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a letter was delivered to him from the smith, he knew what put him in a mood. According to the letter, the smith had arrived in Torch just in time for a raid by the Black Horse clan to strike near the town. Afterwards she had gone with a group of individuals to track down the source of the raid. She had written some of her adventure in the letter, but by the end, a different hand had finished it. There was no mention of what killed her, but the letter being sent was her dying request and included her will leaving the smithy to Vergian.

It was with a heavy heart that Vergian decided to leave the business in the hands of others and journey to Torch to find out first hand what had happened. The trip took longer than he'd planned, but in the months after, he found that Torch was a place to start over. He helped with the local smithy, and on the occasion where help was needed for the town, he and his gun skill was there. While he's been staying at Agren Maust's boarding house, he's trying to find a place to call his own.


This is a work in progress for Terif Vacal...

10 minute background:
Five background and concept elements important to Terif Vacal.
1) The earliest memories Terif has are of running through the streets of Flint with his sister at his side. They were surviving day to day in the Nettles.
2) In order to survive, Terif and his sister had to join one of the many gangs running around. Unfortunately, when Terif failed to return from a job, the gang leader took it out on his sister and Terif hasn’t seen her since, although he’s sure she’s still alive.
3) The last job that Terif went on for the gang was to steal some weapons and alchemical substances from Valderon, an half-elven smith known for her skill both with the hammer and anvil as well as firedust and firearms.

4) Injured during the chaos when the young thieves were caught red-handed, Terif awoke to his wounds being tended to by Valderon. Something about young Terif had drawn her to him, and since to the gang he was dead and would be killed if he showed his face, she took him in and began training him in her secrets as if he were her son. Her attitude and kindness permeated all that Terif is, and even with his shaded past, easily gained a spot with the RHC.

5) Five months ago, while Terif was away on an investigation for the RHC, Valderon was found murdered in her shop. Suspicions pointed to the leader of the gang that Terif had run with. Without absolute proof though, no one has been taken into custody for it.
Two goals that are important to Terif.
1) Terif wants, no needs to discover what happened to his sister. He has tried to find her ever since they were separated with no luck. 

2) Valderon was like a second mother to Terif, one he’d hoped to share with his sister. Now though, he just has to figure out who killed her and bring them to justice. However, whether it’s RHC justice or a sharp blade wielded by Terif, he hasn’t decided for sure yet.
Two secrets about Terif, one that he knows, and one that he not yet aware of.
1) Terif always has a signet ring on a chain around his neck. This is the last connection to his mother as well as his father. It has an inscription about family forever on its interior. According to his mother, the ring was his father’s.

2) Terif’s sister is indeed still alive…. Sort of… She has become one of the undead and is growing more powerful. In her mind, Terif left her to her fate, so she’s out for vengeance. That’s what led her to Valderon’s shop and why she killed her.
Four people that are tied to Terif, three are friends and one is an enemy.
1) 

2)
3) Lem Halffoot – Halfling fence and former gang member alongside Terif. While publicly he holds a grudge against the RHC for an incident where half his foot was cut off, he covertly provides them with information and ‘found’ objects to be returned to those who might be missing them.
4) Grishnar – Half-orc thug and leader of the gang that Terif ran with. Grishnar is an atypical half-orc, in that he prefers using his brain over muscles. However, at the same time, he’s not afraid to use his muscles either.
Three memories, mannerisms or quirks Terif possess.
1) When deep in thought, twists and rolls the ring on the chain around his neck through his fingers.

2)

3)


I know I too would be thrilled to get in on a SW game.... Also have access to the Force and Destiny beta if that would be usable. :)


I actually have an idea for an Investigator with the Steel Hound archetype and the Gunsmith theme feat. He'd grown up on the streets and actually got caught when he was trying to steal some items from a local blacksmith to sell for food. The smith took him in as an apprentice and gave him a place to stay. The smith was proud when the character joined the training program for the R.H.C. Unfortunately, she was killed recently with no signs of the killer. The character is looking into it when he doesn't have normal duties.


Interested!!

Am thinking a human or half-elven Swashbuckler(Musketeer) raised in Alkenstar, and come to Torch to learn new techniques and secrets for his smithing. But, as a musketeer, he's bound by honor to help with the loss of the violet flame and against the Technic League's villainy.


Falv took the axe back from Thaddeus with a nod and a smile. As he cleaned the weapon he listened to Janira. He put his hand on Jorun's head, petting it and scratching it behind it's ear.

"I do have some experience with travel in the wilderness. Jorun here has proven to be a help at times too. Between us we may be able to find a shortcut."


Interesting....

What's the X-men without a weather manipulator? :)

Maelstrom (Drew Addams):
Background: Bad boy. Thug. Punk. Dumb***. Andrew Addams had heard all the words in the book when people talked to him as he was growing up. That is wih the exception of love and son. Before he had turned three, he'd been abandoned and left at a home for orphaned children. Before he was twelve DA, as he was being called, had been in five foster homes and sent to juvenile hall as many time for petty theft and vandalism. It was during one of his last outings from juvie when he encountered the police officer who would make a difference for him. Although it was a struggle at first the officer, Damon Martins, was able to convince the boy that he was on the wrong path and that there was an even better path out there for him. And the thing that had the most impact on DA was that Damon and is wife started the process to officially adopt Andrew. Andrew felt he was able to look forward to a normal life. How wrong he was.

To truly give Drew a new start, Damon and his family (wife and daughter) moved from the depths of Chicago to a new home in Salem Center New York while they waited for the adoption process to be completed. Transferring to the SCPD police department, Damon took on the role of lieutenant and managed to gain the confidence and respect of his men rapidly. However, fate was not so smile kindly on Drew and his new family. On the way home from celebrating the official adoption, the car driven by Damon found itself hurtling off the rod and into a light pole courtesy of a drunk driver. Drew found himself flying through the front of the car and clear of the wreckage.

Discovering the car on fire, Andrew gave no thought to what had just happened, but immediately ran to the car and pulled the door open. Or rather off the car as he flung it to the side just as police and rescue arrived. Seeing the bodies of the family that made him one of their own was too much for Drew and he passed out.

When Drew awoke in the hospital and learned the fate of his potential father he fell into a deep depression. Strangely, at the same time, the entirety of North Salem experienced a storm outbreak that lasted for a couple of weeks. Noticing the storms abated as he left the hospital, Drew put a couple of other smaller incidents together in his mind and he realized that it was his own moods that were affecting the weather around him. Over the next couple of days, he learned a few things about what he could do.He managed to keep it hidden, but he was very afraid that he would lose control and spawn an EF-5 tornado or other devastating weather event. This fear and potential strength acted as a beacon for Professor X and Cerebro. Soon after he was spotted, Professor Xavier sent him an invitation to visit and join his school.


I'd be up for that. :)


Working on crunch, but here's the background on Seneb, rogue.

Seneb background:
What is your name?
I am Senebenhof, but my friends call me Seneb.

How old are you?
By whose calendar? If you're going by the standard, I'm 18. If you gauge by street experience, then I am much older.

Do you have any personal goals? What are they?
At the end of a long journey, having a weapon at your side, a horse between your knees and a woman that loves you seems to be the best thing to live for. In the end though, just belonging somewhere is important. If you don't have a home, then anything else doesn't really matter. Although, finding my sister is a high priority.

Where are you from and why are you here?
I grew up on the streets of Wati, so even though I left a few years ago, the opening of the tombs brought me back. My mother had always said that her family was descended from great pharoahs but that she had no proof. She would always point to the necropolis and tell me that when I went there, I would find proof. I could never bring myself to raid the toombs and face being judged for it, but now I have a chance to find that proof. And getting wealth and fortune in the end isn't bad either.

Who is your best friend?
I would have to say that Vanderon, the woman that taught me how to use a knife and treat people with respect. She's not much older than I am, but she knows how to handle a knife and has my respect. So yes, she would be my best friend.

Who is your most potent ally?
I'm not sure I've found a true ally yet. I know I have a couple of aqaintences, but if I had to say then Vanderon would also be my more potent ally.

Who is your greatest enemy?
Grishnar, a half-orc thug who tried to press me into the service of his gang. Because I managed to escape, he took it out on my sister and her family. Her family's dead and I haven't seen her since. I want him just as dead.

Have you ever killed anyone? Who?
A couple of Grishnar's thugs, and some monstrous creatures in my journeys outside of Osirion.

What is your most prized possession?
I'd have to say it's a signet ring given me by my mother last time I saw her. She said it had been in her family for generations, but I haven't found anything out about it yet.

What is your most closely guarded secret?
According to my mother, my father was a nobleman, and had no heirs when he and my mother were together. I guess that would make me some kind of noble, but I definitely don't feel it.

Do you owe any debts? What are they?
Nope, I've been lucky enough to just buy what I can afford. Although, I do feel a debt of honor to Vanderon.

Do you have any old grudges? What are they?
I've been trying to forget the past and look to a new future. However, I'm sure there are a few that I ticked off here in Wati that aren't as lenient as I am. If I run into them, I'll deal with it then.

What is your single greatest regret?
Leaving my home and not being there when that thug attacked my family.

Of what accomplishment are you most proud?
Having the courage to return home.


Interested. :) I'm thinking brawler type, maybe a monk/fighter in the tournament to show he is one of the best and only seeking knowledge of new techniques a book of which he'd heard was in the vault.


K177Y C47 wrote:

Oh.. that Elemental master... it is gonna get scary...

I can just see thing:

Crosblooded Sorcerer (Dragonic/Orc) 1
Elemental master Arcanist X
Bloodline Development (Elemental or one of the Genies)

You thought the Sorc 1/Wizard X blaster got scary...

Add in that Arcanists can crank up DCs/CLs AND are some of the best at abusing meta-magic... things are gonna get scary in the blaster world....

Here's the thing to remember though.... The Arcanist (or any of the other classes in the ACG playtest) CAN'T multiclass with a class that makes up it's core. In the case of the Arcanist, there can be no Sorcerer/Arcanist or Wizard/Arcanist characters without house ruling it.....

Just a thought. :)


I have run into an issue at both work and home and won't be able to post until tomorrow afternoon. Please assume my character and his Dino fried are sitting quietly cross legged listening and observing. :)

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