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Male Human in Jungle

Arknight's page

Pathfinder Society Member. 376 posts (602 including aliases). No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 17 aliases.

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Considering that :)

The background I had in mind fits a half-elf better but I can adapt. :)


No Problem :)

My intent was to be able to use it to be able to exchange Elven Spirit for the Desert Runner Elven trait to help simulate his Artic Elf heritage, but I can work without it :)


I had proposed this Alternate Racial Trait in another RoW game I didn't get into. Would you allow it for this one for a half-elf?

Strong Heritage: The blood of one of your parents runs stronger in you than the other. Choose Human or Elf, and take the Human Spirit or Elven Spirit feat as a bonus feat. This replaces the Adaptability trait.


I'm definitely interested :)

Looks like there's no skill types or pure fighters submitted yet either.... Maybe a half-elf rogue... Hmm....


Oh, no i did not...

Worst Nightmare: The streets of the port city are dark and foggy. Jean-Luc walks along, not knowing where he's headed but knowing there's somewhere he needs to be. He hears a woman's scream down an alley and he runs to help. When he gets there, he sees a young woman surrounded by several men. When he steps up to help, she smiles and all the men turn on him. Their faces are almost melted and rotten. Every blow Jean-Luc makes makes no difference and he becomes overwhelmed. The men hold him down ad the woman stands over him, saliva dripping from the corners of her mouth. Where the saliva drips, the ground sizzles. She leans in and whispers 'welcome to my family' as she lets her saliva drip onto his face. Jean-Luc feels his face peeling away,and wakes up screaming...

ALso, I'm not sure where those almost 30$ went, but I'm good with the 69.70.:) Also,yes, he's overloaded slightly. Before anything happens, he really has to drop his backpack which will take him to only having an encumbrance of 5 pounds or so and all stat's normal. :)


Interested - Thinking a Unarmed fighter type....


I'm considering a human Magus, raised and trained among the elves. Would you allow the Spire Defender archetype in that case?


@kdt: Dang it, I didn't see that and that's an issue in Herolab too.

That'll change a couple of things. :(

Here's the revised crunch:

Jean-Luc:
Name: Jean-Luc Devreaux
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Armor (Power) d8, Boating d4, Boost/Lower Trait (Power) d6, Fighting d8, Guts d6, Knowledge: English d4, Knowledge: French d6, Notice d6, Throwing d6
Pace: 6, Parry: 6, Toughness: 4, Charisma: 0, Grit: 1
Gear: Unarmed Strike d8 (Str), Shuriken d6 (Str+1, 3/6/12), Nunchaku d8 (Str+d4), Backpack, Blanket, Canteen, Clothing (Normal), Soap, Suit/Fancy Dress, (2x) Trail Rations, Watch, gold
Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
•Outsider: Shunned foreigner; -2 Charisma except with own kind
•Chi Mastery: Gain the Chi Mastery arcane background
•Chi Focus: Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
•Martial Arts: You know Martial Arts or Boxing.
Arcane Powers:
•Armor: Confers 2 or 4 points of Armor
•Boost/Lower Trait: Raise/lower a trait by one die-type (or two with raise)
Personal Details: Son of a French diplomat and his Chinese Translator/servant, Luke (as he's calling himself) was abandonded and raised for several years in an orphanage in Shanghai. Because he was always getting in fights due to his non-chinese look and his heritage the nuns in charge of the orphanage sent him away to a monastery. Once there, he took to the training and discipline like a fish to water.

For the past few years, he trained and worked in the monastery. A little over a year ago, Jean-Luc received a letter written by his half-sister from out of the Maze. Their father had been killed in an accident and she was working in a saloon at one of the ports. Sensing fromthetoneof the letter that there was more to it, and receiving the blessing of the monks he took working passage on a ship bound for Lost Angels.
Tracked Resources:
. . Bennies - 0/3
. . Power Points - 0/20

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2013 by Pinnacle Entertainment Group. All rights reserved.


Question: Does Boost/Lower Trait stack when used multiple times? If I hit someone twice in different rounds do I lower by 2 die steps?


Are the "Shadows Under Sandpoint" traits from the APG available too? What about traits from Rise of the Runelords since it has to do with Sandpoint? :)


Ok, here's Jean-Luc, revised with Gear and the Knowledge points spent on Languages. :)

Jean-Luc:
Name: Jean-Luc Devreaux
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Boating d4, Fighting d10, Gambling d4, Guts d6, Investigation d4, Knowledge: English d4, Knowledge: French d6, Notice d6, Throwing d8
Pace: 6, Parry: 7, Toughness: 4, Charisma: 0, Grit: 1
Gear: Unarmed Strike d10 (Str), (10x) Shuriken d8 (Str+1, 3/6/12), Nunchaku d10 (Str+d4), Backpack (Contains: Blanket, Canteen, Soap, Suit/Fancy Dress, (2x) Trail Rations) Clothing (Normal), Watch, gold
Note: Encumbrance is 34 pounds. Unless he drops the backpack (which is 29 pounds) he suffers a -1 to Agility and Strength
Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
•Outsider: Shunned foreigner; -2 Charisma except with own kind
•Chi Focus: Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
•Martial Arts: You know Martial Arts or Boxing.
•Superior Kung Fu: Shaolin Temple: Fighting attacks inflict Str+d6 damage
Personal Details: Son of a French diplomat and his Chinese Translator/servant, Luke (as he's calling himself) was abandonded and raised for several years in an orphanage in Shanghai. Because he was always getting in fights due to his non-chinese look and his heritage the nuns in charge of the orphanage sent him away to a monastery. Once there, he took to the training and discipline like a fish to water.

For the past few years, he trained and worked in the monastery. A little over a year ago, Jean-Luc received a letter written by his half-sister from out of the Maze. Their father had been killed in an accident and she was working in a saloon at one of the ports. Sensing fromthetoneof the letter that there was more to it, and receiving the blessing of the monks he took working passage on a ship bound for Lost Angels.
Tracked Resources:
. . Bennies - 0/3

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2013 by Pinnacle Entertainment Group. All rights reserved.


Here's my draft on Jean-Luc :)

I've still got to get some gear, but otherwise I think it's ok...

Jean-Luc:
Name: Jean-Luc Devreaux
Race: Human

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4

Skills: Boating d4, Fighting d10, Gambling d4, Guts d6, Investigation d4, Notice d6, Throwing d8

Pace: 6, Parry: 7, Toughness: 4, Charisma: 0, Grit: 1

Languages: Chinese, English, French

Gear: Shuriken d8 (d4+1, 3/6/12), Unarmed Strike d10 (d8+d6), Nunchaku d10 (d4+d4)

Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
•Outsider: Shunned foreigner; -2 Charisma except with own kind
•Chi Focus: Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
•Martial Arts: You know Martial Arts or Boxing.
•Superior Kung Fu: Shaolin Temple: Fighting attacks inflict Str+d6 damage

Personal Details: Son of a French diplomat and his Chinese Translator/servant, Luke (as he's calling himself) was abandonded and raised for several years in an orphanage in Shanghai. Because he was always getting in fights due to his non-chinese look and his heritage the nuns in charge of the orphanage sent him away to a monastery. Once there, he took to the training and discipline like a fish to water.

For the past few years, he trained and worked in the monastery. A little over a year ago, Jean-Luc received a letter written by his half-sister from out of the Maze. Their father had been killed and she was working in a saloon at one of the ports. Sensing from the tone of the letter that there was more to it, and receiving the blessing of the monks he took working passage on a ship bound for Lost Angels.
Tracked Resources:
. . Bennies - 0/3

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2013 by Pinnacle Entertainment Group. All rights reserved.


10 min. background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile -- whatever you need to get an image in your mind. 5 is just a minimum; more elements are encouraged!

1) Son of a French diplomat and a Chinese serving girl.

2) Lived with parents and older half-sister for first three years of life; placed in orphanage after father and sister forced to return to France and his mother died from sickness;

3) Sent to a monastery at age 8 due to the actions of the other orphans due to his mixed ancestry.

4) Constantly had to fight several other students because they took it out on him for losing family in the Second Opium War (1858-1860)

5) While he never was the biggest or strongest, his will and drive kept him going

6) The monastery never felt like home or family.

7) Received a letter from his half-sister informing him of their father's death

8) Father was murdered, leaving his daughter to pay his debts. She's trying to run a saloon in the Maze and needs help.

9) Monks gladly gave him permission to leave and helped him catch a ship to Shan Fan

10) He's hoping that helping his sister will finally give him an opportunity to be part of a family.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) He's hoping that helping his sister will finally give him an opportunity to be part of a family.

2) I'd like to see him have the opportunity to become a true master and establish a school or monastery of his own.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) While his mother was working as a serving girl, her father was an Admiral in the Chinese Navy and their family crest is on a medallion Jean-Luc wears. (Knows)

2) His mother's father is behind the death of his own father and is sailing the Maze as a Pirate.

3) His sister is being forced to marry the 'gentleman' who owns their father's debt.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Samuel Ferris, one of the officers on the ship that Jean-Luc came over on, taught him to gamble and the basics of nautical duties in exchange for teaching him Chinese and some new fighting skills.

2) "Jasmine", owner of a high-end brothel in Shan Fan is a cousin and very fond of Jean-Luc.

3) Yao Fei, a fellow student who left the monastery after Jean-Luc beat him, is working as a 'hired gun' for various people throughout the Maze, doing everything from assault to murder.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) one of the earliest memories Jean-Luc has is of his mother singing him to sleep. Both in Chinese and French, so any chance he has to enjoy music reminds him of that time.

2) Being beaten time and time again for who he is. As a result, he's always quick to help the underdog and defend against prejudice.

3) Seeing the first sunrise in the Maze, the colors in the sky and the smell and sounds just made him feel alive and that this was where he belonged.


Does Chi Focus apply to thrown weapons like Shuriken as well?

I'll have the 10 minute background up sometime tomorrow....


Ok, for DL I usually play a Huckster in DL, but I think I want to go a bit more of an outsider and go with a Half French, half Chinese Martial Artist who at the age of 19 has left th monastery and come to the Maze seeking his Half-sister who wrote him a year before about their father dying and business being taken.


I guess the biggest question is, are we novice, seasoned or veteran level? :)


I'm interested if there's still room :)

I haven't done Savage Worlds in along while, and the original DL even longer.... Lol

Couple of character ideas in mind, and would be interested in about anything except the town too big one... Lol


Hmmmmm.... and me in Arkansas... lol


I'm here. Finally :(

Been lousy few days in RL, but hopefully back to semi-normal... Lol

I'll have a profile for Evril later this evening.


Just a note, here's the updated locke with his Weather/air powers. :)

Locke:
Locke - PL 10

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 3, Awareness 6, Presence 3

Advantages
Contacts, Eidetic Memory, Luck, Ranged Attack

Skills
Athletics 4 (+4), Deception 2 (+5), Expertise: Music 2 (+5), Expertise: Streetwise 7 (+10), Insight 4 (+10), Investigation 2 (+5), Perception 4 (+10), Persuasion 4 (+7), Treatment 2 (+5)

Powers
Aerokinesis: Move Object 10 (25 tons)
. . Burst Area Move Object 5 (Alternate; 1600 lbs.; Extras: Burst Area: 30 feet radius sphere, Selective)
. . Whirlwind: Cloud Area Deflect 10 (Alternate; Extras: Cloud Area: 15 feet radius sphere)
Air Catapault: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Gliding: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round; Flaws: Gliding)
Air Sense: Senses 2 (Awareness: Air, Ranged: Touch)
Feature - Freshen Air: Feature 1
Feature - Micro-storms: Feature 1 (weather)
Feature - Small Gusts of Wind: Feature 1 (air)
Senses 4 (Precognition; Flaws: Limited: Only Weather)
Weather Control: Environment 8 (Other: Effects 3, Radius: 0.5 miles; Extras: Selective)
. . Arctic Freeze: Cumulative Affliction 10 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Extras: Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Flaws: Limited Degree)
. . Blinding Thunderclap: Dazzle 10 (Alternate; Affects Sense: Auditory, DC 20; Extras: Alternate Resistance (Dodge), Extra Sense: Visual)
Weatherproof: Movement 1 (Environmental Adaptation: Weather)

Offense
Initiative +3
Aerokinesis: Move Object 10, +4 (DC 20)
Arctic Freeze: Cumulative Affliction 10, +4 (DC Dog/Fort/Will 20)
Blinding Thunderclap: Dazzle 10, +4 (DC Dog/Fort/Will 20)
Burst Area Move Object 5 (DC 15)
Grab, +2 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Complications
Motivation: Doing Good
Motivation: Responsibility
Prejudice - Bullies
Secret ID - Raphael

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 2, Will 8

Power Points
Abilities 44 + Powers 71 + Advantages 4 + Skills 16 (31 ranks) + Defenses 15 = 150

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.


I'm still working on my concept. :( I just got home from a trip with the wife and son, so haven't had a lot of chance to work on it. :(


You can do it as 6d10 because it lists each die. Like:
6d10 ⇒ (2, 10, 9, 9, 9, 7) = 46


Hopefully you've got what you need for Locke. :)


Sounds good to me, lookin forward to it :)


I don't have any of the books available (I'm at work) but I'm thinking maybe a Ithaeur Blood Talon might be an interesting blend...


I have this concept for a character who at 22 has been living on the streets for the last decade. From a wealthy family who died in a car accident, he's managed to survive and really thrive on the streets. From a hideout in the old Seattle underground, to conning a night in an upscale hotel, he's never wanted for much except company. He was on the way across town and crossing in a park, when he was attacked by some spirit entity and found himself changing. He managed to flee, but has been scared and not understanding since.

I'm willing to entertain suggestions and comments too :)


Would there still be a spot available? One of the first WW games I actually played was WtA....


Thanks GM X, I'll try to have the stats up later. Oh, and Zouron, you're always welcome to review any submission I make. I welcome your insights :)


Is it too late to change my concept? :) background and such will remain the same, but I've been thinking it might be fun to play a character with wind based powers.....


Here's a rough draft of Locke:

Locke:
Locke - PL 10

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 3, Awareness 6, Presence 3

Advantages
Contacts, Eidetic Memory, Grabbing Finesse, Luck, Ranged Attack

Skills
Athletics 4 (+4), Deception 2 (+5), Expertise: Music 2 (+5), Expertise: Streetwise 7 (+10), Insight 4 (+10), Investigation 2 (+5), Perception 4 (+10), Persuasion 4 (+7), Treatment 2 (+5)

Powers
Mental Awareness: Senses 2 (Awareness: Mental, Radius: Awareness)
Mental Comprehension: Comprehend 2 (Languages - Speak All, Languages - Understand All)
Mental Shields: Impervious Will 10
Telekinetic Bolt: Line Area Damage 6 (DC 21; Extras: Line Area: 5 feet wide by 30 feet long)
. . TK Shields: Enhanced Trait 20 (Alternate; Traits: Dodge +7 (+12), Parry +7 (+12), Stamina +3 (+5); Flaws: Concentration)
Telepathic Array
. . Mental Static (Burst): Burst Area Nullify 8 (Counters: All Mental, DC 18; Extras: Burst Area: 30 feet radius sphere, Broad, Simultaneous; Flaws: Diminished Range 2)
. . Mental Static (Focused): Nullify 10 (Counters: All Mental, DC 20; Extras: Broad, Penetrating 5, Simultaneous; Flaws: Diminished Range)
. . Psychic Blast: Mental Blast 9 (DC 24)
. . Sensory Deprivation: Dazzle 8 (Affects Sense: Visual, Resisted by: Will, DC 18; Extras: Extra Sense: Auditory, Extra Sense: Olfactory, Extra Sense: Tactile; Flaws: Diminished Range 2)
. . Telepathy
. . . . Communication: Mental Area Communication 1 (Linked; Extras: Area)
. . . . Mind Reading: Mind Reading 10 (Linked; DC 20; Extras: Penetrating 10)

Offense
Initiative +3
Grab, +2 (DC Spec 13)
Mental Static (Burst): Burst Area Nullify 8 (DC Will 18)
Mental Static (Focused): Nullify 10, +4 (DC Will 20)
Mind Reading: Mind Reading 10 (DC Will 20)
Psychic Blast: Mental Blast 9 (DC Will 24)
Sensory Deprivation: Dazzle 8, +4 (DC Will 18)
Telekinetic Bolt: Line Area Damage 6 (DC 21)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Complications
Motivation: Doing Good
Motivation: Responsibility
Prejudice - Bullies
Secret ID - Raphael

Languages
English

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 2, Will 10

Power Points
Abilities 44 + Powers 71 + Advantages 5 + Skills 16 (31 ranks) + Defenses 14 = 150

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.


GM Xzaral:
GM Xzaral wrote:

Definitely sounds like a good start. First question would be how long ago your girlfriend died. Was it recent and the tragedy is still fresh or has it been awhile yet?

Secondly do you see your character being a hero? Is he the type that would help people in danger?

Third what happened to your parents?

I see her death as fairly recent, in the last six months. He'd known her for a couple of years, but never really saw themselves as a couple until the last year or so.

He's always been the kind to stand up against bullies and people who use others, and with thinking about his friend's death, he's been trying to figure out how he can help out in general. Even before gaining his powers, I see Motivation: Doing Good as a strong part of him, and after, he'd feel a sense of responsibility and more able to make the difference.

His parents were wealthy, corporate execs who didn't let the money and power go to their heads. His faher died in a train-vs-car accident on the way home from work, and his mother shortly thereafter suffered a schizophrenic break and was hospitalized. Their home and funds were liquidated to pay for the potentially lifetime care leaving Rafe in foster care where he promptly began running away.

That work? :)


My thoughts on a character concept who'll be taking the nom de guerre of Locke.

Concept: living on the streets for the last 10 years (since he was 11), Raphael (Ralph or Rafe for common use) thought he saw it all. The good, the bad, and the ugly of people. Always 'escaping' from foster homes and shelters, he would find places and ways to survive on his own. Even love couldn't bring him off the streets. It was a short time of happiness because his girlfriend was found dead in an alley, an apparent victim of an overdose (although Rafe knew differently because she was deathly afraid of needles from seeing her own mother OD in front of her when she was younger). Rafe hasn't figured out what happened but he knows he will one day.

His life will change with the coming of the Silver Storm. In addition to gaining the ability to project a 5' wide telekinetic blast, he'll gain the ability to read minds, cancel the effects of other mental powers, and throw a target into a state of sensory deprivation.

Thoughts and comments? :)


Ok, I'm interested! :)

Will you be starting from Episode 0 or 1? I ask because I tried running this at one point, but barely got into Ep. 0. While I own all of the adventures, I have'nt given them much of a look over because wanted to wait until I got ready to run them... Unfortunately, due to the way things worked out haven't been able to yet.

Wouldn't mind doing a character with his origins in the Silver Storm.... Just have to figure out how so :)


As FASERIP MSH was the first hero game I played and owned, this has my attention :)

Am I correct that the Ultimate Powers book will be where we can take our powers from?

@I'mHiding: if I recall correctly, point buy was something that came up as a common House Rule, and was never officially part of the game. It looks like it'll be a point for a point in the various FASERIP scores. For example, as Typical Rank is a range of 5-7, and Good is 8-15, if you spent 6 points on Fighting and 15 on Strength, you'd have 119 points left and a Typical Fighting and a Good Strength (where if you spent one more point, you could have an Excellent (16) Strength.

Does that help?

I think I'll do all my character random for the most part ... Unless something really hits me for inspiration :)


YoricksRequiem wrote:
Arknight wrote:
Here's Evril, crunch and all. :)
Yup, love it, love everything about it. One question, though: Is Evril back here because it was his home, is he searching for information on his parents, and if so, why now, or is it more because Sarenrae guided him there?

I see it more because, to him, Sarenrae guided him there. However, he is a bit curious if any of his mother's family is still in the area and he'd definitely be curious if he heard rumors of say a vampire who resembled him........


HP:4d10 ⇒ (6, 4, 3, 2) = 15
Here's Evril, crunch and all. :)

Evril:
Evril
Male Moroi-Born Dhampir (Svetocher) Paladin (Warrior of the Holy Light) 5
LG Medium Humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Aura power of light (30', +1)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +1 shield, +2 Dex)
hp 25 (5d10)
Fort +7, Ref +6, Will +8; +2 bonus vs. disease and mind-affecting, -1 vs positive energy damage
Defensive Abilities negative energy affinity; Immune disease, fear; Resist undead resistance
Weakness weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +6 (1d3+1/x2) and
. . +1 Light flail +7 (1d8+2/x2)
Ranged Darkwood Light crossbow +8 (1d8/19-20/x2)
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 13, Wis 12, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Combat Expertise +/-2, Life Dominant Soul, Nimble Moves
Traits Chivalrous, Eyes and Ears of the City
Skills Acrobatics +1, Diplomacy +12, Escape Artist +1, Fly +1, Handle Animal +7, Heal +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +10, Ride +5, Sense Motive +9, Stealth +1, Swim +0
Languages Common, Elven
SQ aura of courage, aura of good, divine bonds (weapon [1/day]), lay on hands (2d6) (6/day), mercies (mercy [fatigued]), paladin channel positive energy 3d6 (3/day) (dc 15, resist level drain, vampiric empathy
Combat Gear Potion of bull's strength; Other Gear +1 Mithral Agile breastplate, Mithral Light steel shield, +1 Light flail, Crossbow bolts (20), Darkwood Light crossbow, Campfire bead, 86 GP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Chivalrous You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (5 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (6/day) (Su) You can heal 2d6 damage, 6/day
Life Dominant Soul Heal half from energy channeled to heal living or undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Paladin Channel Positive Energy 3d6 (3/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellca
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Undead Resistance +2 save vs. disease, mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
--------------------
North of Skelt, about halfway along the Shining River to Skull Gorge Bridge lies the village of Restenford. A small community of farmers and artisans, Restenford is one of the few easily accessible points across the river. The most notable feature of the village however is the ruins of Restenford Keep. Originally built to defend the ford over 500 years ago, it quickly fell into ruin as the garrisons abandoned it and nature took hold. Rumors long held of hidden catacombs where evil resided and ventured out at night. The were just that, rumors, until about 50 years after the Rhestilor/Goblin war when a young pregnant girl stumbled into the village on the verge of giving birth. Taken to the inn, there she gave birth to a child with what appeared at first to be rather horrible features, enlarged canines and a red tinge to his eyes.

She told a tale, which few believed, of a vampire who had taken her from Skelt and hidden himself deep under Restenford Keep. There he kept her as a companion and blood supply until he took an idea of creating an offspring to heart and used her for that. She claimed to have escaped when the vampire failed to return from wherever he went in the evenings. Naming the child Evril (a name which in old Thassilonian means 'unwanted'), she soon left him in the care of the local priest and left to return home to Skelt.

For years, Evril aged slowly as the priest grew more and more feeble and unable to take care of the boy. Sensing much turmoil in him, the priest sent the boy to the Temple of Sarenrae in Canorate where he would be educated and trained in the priesthood. This was a true turning point in Evril's life as he saw the only father figure he had known push him off on someone else. By the time he reached the temple, his anger and frustration had nearly consumed him.

It was here, during a turbulent time that he met another young outcast who he would later forge a bond of friendship. The scarred boy, who would take the name Deimos, and Evril began as rivals. Their rivalry escalated until finally, in sword practice, Evril left a slash in Deimos' face. After an exchange of harsh words and an exclamation about each other's parentage, heir interaction became more friendly as off each had burned their anger out on the other.

For several years they trained together until Deimos left for other places and duties he felt called to. Shortly after, in the middle of temple services, Evril felt a warmth fill him and he passed out. When he awoke, he knew that he had been touched by Sarenrae to serve and carry her redeeming light to places of darkness. Taking on that mission, Evril himself left, journeying far and wide in her name. While it was one journey after another, another turning point came in time. Evril came upon Deimos being accosted by Hellknight minions and strode into battle to fight alongside his friend. After helping Deimos with his Hellknight issues, Evril found himself wandering once again.

Returning to the area of his birth for the first time in years, Evril hopes that the visit won't be as dark as his recent encounters.

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YoricksRequiem wrote:
Arknight wrote:

Here's some basic background for Evril. :)

** spoiler omitted **...

I like it, but I am unsure of something: If the vampire wanted to use her for birthing a child, why was she in Skelt when she delivered? Did he let her go? Did she manage to escape? And if the Vampire was so near a son that he wanted, why did he never go and retrieve him?

Yeah, I think I need to rework that. :)

I may go back and make it more of an unknown father and more of a foundling in the aftermath of a hobgoblin raid.....

Should be able to work it out more in next couple of days...


Here's some basic background for Evril. :)

Evril Background:
North of Skelt, about halfway along the Shining River to Skull Gorge Bridge lies the village of Restenford. A small community of farmers and artisans, Restenford is one of the few easily accessible points across the river. The most notable feature of the village however is the ruins of Restenford Keep. Originally built to defend the ford over 500 years ago, it quickly fell into ruin as the garrisons abandoned it and nature took hold. Rumors long held of hidden catacombs where evil resided and ventured out at night. The were just that, rumors, until about 50 years after the Rhestilor/Goblin war when a young pregnant girl stumbled into the village on the verge of giving birth. Taken to the inn, there she gave birth to a child with what appeared at first to be rather horrible features, enlarged canines and a red tinge to his eyes. She told a tale, which few believed of a vampire who had taken her from Skelt and hidden himself deep under Restenford Keep. There he kept her as a companion and blood supply until he took an idea of creating an offspring to heart and used her for that. Naming the child Evril (a name which in old Thassilonian means 'unwanted'), she soon left him in the care of the local priest and left to return home to Skelt.

For years, Evril aged slowly as the priest grew more and more feeble and unable to take care of the boy. Sensing much turmoil in him, the priest sent the boy to the Temple of Sarenrae in Canorate where he would be educated and trained in the priesthood. This was a true turning point in Evril's life as he saw the only father figure he had known push him off on someone else. By the time he reached the temple, his anger and frustration had nearly consumed him.

It was here, during a turbulent time that he met another young outcast who he would later forge a bond of friendship. The scarred boy, who would take the name Deimos, and Evril began as rivals. Their rivalry escalated until finally, in sword practice, Evril left a slash in Deimos' face. After an exchange of harsh words and an exclamation about each other's parentage, heir interaction became more friendly as off each had burned their anger out on the other.

For several years they trained together until Deimos left for other places and duties he felt called to. Shortly after, in the middle of temple services, Evril felt a warmth fill him and he passed out. When he awoke, he knew that he had been touched by Sarenrae to serve and carry her redeeming light to places of darkness. Taking on that mission, Evril himself left, journeying far and wide in her name. While it was one journey after another, another turning point came in time. Evril came upon Deimos being accosted by Hellknight minions and strode into battle to fight alongside his friend. After helping Deimos with his Hellknight issues, Evril found himself wandering once again.

Returning to the area of his birth for the first time in years, Evril hopes that the visit won't be as dark as his recent encounters.


twilsemail wrote:

I think it's more that we serve our faiths as we're called and are assembled as the Host deems necessary. "For Great Justice" and all that.

In the time since Deimos has left the temple, they've joined forces several times, but they aren't constant companions.

Arknight can correct me if I'm wrong in my interpretation of what we sent back and forth.

Nope, you're right on the money. More a Marvel Team-up vibe than a Power Man and Ironfist one


I'm working on the background and crunch for Evril, dhampir Paladin of Sarenrae. He has a few ties with Deimos, including giving him a scar in training as well as assisting with the elimination of the Hellknight......


YoricksRequiem wrote:


twilsemail wrote:

Alright, presenting Arbiter Deimos.

The history is a bit rough still, but should be polished by the time the game opens.

If anyone has any interest in ties to a Chelish Aasimar that later served in a temple to Sarenrae and the Celestial Host, drop me a line.

Arknight's character has ties to Sarenrae that might work, if he/she is interested.

As a matter of fact, I just sent Twils a PM about that very thing. :)


Cool. :)

My thoughts of the background on the character: Rescued from a band of hobgoblins as a youth,he was taken in by the cleric of Sarenrae who lead the expedition. Raised in the church, his anger and pain in not knowing his mother or father focused him toward the martial side of the church. As he journeyed on a pilgrimage, he received visions of Sarenrae and saw a clear path ahead of him. Filled with her feelings of redemption, he became a true warrior of the Holy Light and began a quest to his destiny.

He's returning to the area for the first time since he left.

Thoughts?


YoricksRequiem wrote:
Arknight wrote:
How would you feel about a Dhampir Paladin?

I wouldn't be necessarily against it, but there are a few things worth noting:

- Negative Energy Affinity is going to make you more difficult to keep alive than most, as you'd likely be the only one, given what I've seen from others post so far.
- Light sensitivity is probably going to hurt you quite frequently.

As with every kind of odd combination, it's all about having an interesting backstory.

Well, I was planning on the Dayborn Alternate Racial Trait, and if you'd allow the Blood of the Night Companion, I'd take the feat that would at least allow for at least receiving half of the healing from positive energy.....

Which would be on interesting thing, he can channel positive energy to heal others, but gains little if any benefit from it himself....


How would you feel about a Dhampir Paladin?


4d6 - 1 ⇒ (3, 6, 1, 6) - 1 = 15
4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
4d6 - 1 ⇒ (6, 1, 6, 1) - 1 = 13
4d6 - 2 ⇒ (5, 3, 6, 2) - 2 = 14
4d6 - 1 ⇒ (4, 4, 1, 1) - 1 = 9
4d6 - 1 ⇒ (6, 4, 1, 4) - 1 = 14

Looks like the dice were favorable this time.. a 21 point buy roll. :)


I'm considering rolling as well, just to see....


I'm really excited about this and I hope to get in on it when you begin recruiting. :)


Interested.....

Way the paizo roller is,I'd rather go with the points. :)

I'm thinking a fighter type....


Dotting for interest......

Will try to have a concept up later this afternoon.


Rerolling due to rolling 7 stats originally...

4d6 ⇒ (4, 3, 1, 3) = 11 = 10
4d6 ⇒ (6, 3, 2, 5) = 16 = 14
4d6 ⇒ (6, 5, 2, 1) = 14 = 13
4d6 ⇒ (2, 5, 2, 5) = 14 = 12
4d6 ⇒ (4, 3, 3, 2) = 12 = 10
4d6 ⇒ (2, 6, 4, 6) = 18 = 16

Ok, still doable..


Maybe a Magus...
4d6 ⇒ (1, 1, 6, 2) = 10 = 9
4d6 ⇒ (3, 6, 5, 3) = 17 = 14
4d6 ⇒ (5, 1, 6, 5) = 17 = 16
4d6 ⇒ (6, 4, 4, 6) = 20 = 16
4d6 ⇒ (6, 4, 3, 2) = 15 = 13
4d6 ⇒ (6, 4, 2, 5) = 17 = 15
4d6 ⇒ (1, 6, 4, 4) = 15 = 14

Hmmmm... Definite possibilities....


Sounds interesting... I'll have to think of a concept...

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