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Psychopomp, Shoki

Cuàn's page

Pathfinder Society Member. 924 posts (2,669 including aliases). No reviews. 1 list. No wishlists. 61 aliases.


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Lantern Lodge

I'd like this.

Name Thalia Brightmetal
Race Female Dwarf
Class Paladin(Stonelord)|Kineticist (Geokintecist)
Background Granddaughter of the current Dwarven patriarch Thalia seeks to earn back the Dwarven freedom and their own nation under the mountain. Her grandfather plays the subservient fool to the Asmodeans in order to keep his people save which Thalia doesn't really understand. Why bow your head instead of fight? Living under tyranny is no live at all.
Personality Thalia is stubborn, proud and relentless. She has a bit of a cruel streak though she focuses that purely on her enemies. While convinced that Dwarves might possible be the best race to walk the earth she does believe in freedom for all. Kind and caring to the downtrodden, infirm and innocent but has little patience for weaklings and cowards.

I have played the first book of WotW and know the rough outline of what follows.

Lantern Lodge

Are evil alignments allowed?

I'd be looking at a neutral evil Skinshaper (new archetype from Ultimate Intrigue) Druid devoted to Achaekek. He would be a team player as betraying or abandoning companions is a great sin within the church of the Mantis God. That and he would be harsh and merciless but would not commit evil for the sake of being evil.

Lantern Lodge

I changed my mind on the Cleric, he ended up being a Dwarven Cleric of Alseta. He dreams of building a massive cathedral to the Welcomer with shrines and temples to many other gods connected to it as well as a massive complex to house foreign dignitaries.

As far as role goes I'd be looking at several options: High Priest, Marshall, Treasurer and Warden. If if he'd not be High Priest he would still play a great roll in the nation's religious community but, like his goddess, he does not desire to be in charge.

His name is Tophar Golka and he's one of the few remaining Golka Dwarves after the Vanishing. He himself was away studying with Alseta's clergy in Kyonin at the time of the Vanishing. With Toval Golka as heir to Brevoy's House Garess he hopes to build a strong relation with at the very least House Garess and preferably all of Brevoy.

EDIT: He is still under construction but the groundwork is there.

EDIT2: As the character creation guidelines allow submitting 2 character ideas I'll probably submit a 2nd at some later point as well. That character would be either a Feyspeaker Druid or a Fey Trickster Mesmerist.

Lantern Lodge

At the moment I'm looking at multiple options.

One is a Ratfolk Cleric (Cardinal) of Hanspur. He'll be pure casting focused and less on channelling. His combat presence beyond spells would be more or less non-existent.

Another would be a Bard (Sorrowsoul) and devotee of Naderi. It would be an Elf or another long lived race scarred by the loss of many lovers over the course of his/her life.

Also looking at other options but I'm nothing solid yet.

Lantern Lodge

I might be interested in this

What are the current players playing?

What are the character creation rules?

Lantern Lodge

Irnk, Dead-Eye's Prodigal wrote:
Cuàn wrote:
Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.
There is an Android racial feat that allows them to receive Morale Bonuses, although it does require that you have a Charisma of at least 13.

I know, I was talking baseline Android.

Lantern Lodge

Androids don't get any bonuses from normal Barbarian or Bloodrager either though as all the bonuses from (blood)rage are morale bonuses, to which Androids are immune.

The unchained barbarians rage isn't a morale bonus though, which I personally find rather odd.

They don't have an official favorite class bonus either, for any class. Those are all 3rd party.

Lantern Lodge

I'll bow out. I just can't get my head around to how I want my character to work out. I'll have to leave the character concept for some other time.

Good luck to all.

Lantern Lodge

Sounds interesting

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16

Lantern Lodge

Sam C. wrote:


I'll be giving my skald a rebuild for this. Regarding rage powers gained via the Extra Rage Power feat, will you allow those be applied to allies via the raging song ability, or just to the skald himself?

Rage power ability of the Skald says they are just for him

Skald class wrote:
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

Lantern Lodge

Like Maria said, the archetype I'm after ditches the companion as it forces me to bond with the party. The archetype itself is a perfect fit for my character concept so I'm stuck on that.

With the money I rolled I can buy a horse though, meaning I'd have a crappy version of what I'm after at lvl 1 if I so choose. It basically comes down to either 1 feat but with multiclassing and no share spells or 3 feats without multiclassing and share spells.

It's a bit of a dilemma but I'll go and write the background first, perhaps it'll help me with the answer.

Lantern Lodge

Yeah, so do I normally. But it is a tad more complicated in this case.

AC:
+ Share Spells
+ Full Ranger progression
- Won't have it until level 5 and not in full till 7
- Costs 3 feats (Nature Soul, Animal Ally, Boon Companion)

Mount:
+ Only 1 feat (Horse Master)
+ Mount gets free combat training and free feat (light armor proficiency)
+ No ACP on Ride (minor benefit)
+ Comes online at lvl 1, though with a minor hiccup later
- No sharing of spells
- Multiclassing so slower class progression (4 Cavalier, rest Ranger)
- Delaying most Ranger class feature by 4 levels

The fact I'm thinking of making the Ranger a trapper and as such ditching spellcasting makes it even more complicated.

Oh, and I'll roll for gold now as well. Ranger and Cavalier have the same starting funds anyway.
5d6 ⇒ (6, 1, 4, 6, 5) = 22 that's 220 gold so I could actually buy a light horse as well.

EDIT: From a character point of view it doesn't really matter I think. The Cavalier's Order ability doesn't fit that well with my idea but Order of the Land fixes that to a reasonable degree. Favored enemy isn't that fitting either but it at least also helps avoiding things.
His riding skill is an essential part of the character but his work as a courier is an even bugger part (Transporter archetype on Ranger).

Lantern Lodge

Just can't decide whether to start Cavalier and later grab Ranger and take Horse Master for full mount progression or go mono Ranger and get the horse via Animal Ally (archetype I'm after doesn't get an animal companion). Both have their advantages, like how the latter can share spells with the AC while the former can't. At the same time the latter requires 3 feats while the former only requires 1.

Thing is, considering Greywater's location away from other towns having a horse of your own is pretty much a must if you function as a courier and have to redistribute carrier pigeons.

Lantern Lodge

Nice. He'd also work as a courier next to it, delivering packages and letters for people that don't trust pigeons.

Now I just need to figure out whether I'm going single or multiclass for this guy. It would be either going full Ranger (Transporter) or first taking some levels in Cavalier (either Emissary or Hussar). It would be the difference between starting with his own horse or using one owned by the village to perform his job.

Lantern Lodge

How common is magic in this setting? I'm mainly looking at things beyond cantrip level, like Sending and similar things.

I have an idea for a character whose job consists both of caring for carrier pigeons in Greywater Hollow and making sure the surrounding villages have pigeons aimed at Greywater and Greywater has pigeons aimed at the other villages.
Only thing is, if the similar magic is very common there would be no use in using pigeons so the idea falls flat.

Lantern Lodge

@Ammon In that case, may I point you to the fact that d20pfsrd has all the archetypes from Ultimate Intrigue up already (as well as the Vigilante) in hopes you might change your mind on it?

I expect the answer is negative but it has some interesting things so it's worth a try.

Oh, and my rolls:
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15

Lantern Lodge

How will the focus of the game be? Will it be friendly to characters focused on mounted combat?

Lantern Lodge

I'd also be interested in this game.

I'm working on a Human (Shoanti) Fighter|Druid. She'd be the cousin of Sheriff Hemlock.

Lantern Lodge

Kiko is now done, except her animal companion.

I'm not sure how to present it. Would a separate sheet and alias be needed or should I add it in a spoiler on Kiko's sheet?

Lantern Lodge

1 person marked this as a favorite.

I'm still working on Kiko's background, it's coming along nicely. It is, however, getting quite long as well.

As for her background skills, they are Knowledge: History and Handle Animal. The Knowledge: History represents the many hours she has been drilled by her grandmother on the history and traditions of the Tien community in Magnimar as well as it's kitsune. The Handle Animal more or less comes along with having a wolf companion in a city and keeping the animal in check so it won't get confiscated and/or put down.

EDIT: Out of curiosity and background consideration, in which year are we setting this game? The year JR launched or Golarion's current year? Just trying to figure out how much time I have to cover in which Ameiko and Kiko have been more in touch.

Lantern Lodge

Ah yes, here it is again: Kiko

I corrected the spelling of the name as I missed an 'i' in Kaijitsu.

Working on a consolidated background, description and personality. It's quite late here though so I'll probably get to it in the morning.

What I can easily say about her description is that she prefers her human form in public. She grew up in a place where Kitsune are largely unheard of but lycanthropes are known so a humanoid fox could easily be mistaken for one.

Lantern Lodge

1 person marked this as a favorite.

Here is the sheet for my Kitsune Oracle, Kiko Kajitsu-Qun

Only things missing are her animal companion (a wolf with reddish brown fur named Muunokhoi, or Muun (pronounced Moon) for short) and perhaps some last few purchases, though she doesn't have that much money left over.

As one may notice, she's a crappy combatant right now but that should improve with a few more levels (Proficiency with Longbow by 4th lvl due to FCB). Her lacking combat abilities will be partially compensated by her companion, who would function as a flanking buddy for the current Samurai and Warpriest.

She would have grown up with her mother in Magnimar and as such would have had her mother's name.

She would have first met Ameiko when Ameiko ran away from home at 13 years of age and went to Magnimar. She would not have know it was her sister though. Her mother would have told that to her later in the letter she left her upon her death. Kiko would have thought about what she should do at first and on later, during the events of RotRL would she have made her way to Sandpoint.

RotRL spoiler:
This would have been just after the giants had attacked Sandpoint.

She would have helped repair any damage to Sandpoint and would have introduced herself to Ameiko shortly after, using the letter from her mother as proof. The fact she looks like Ameiko's father and to some extent like Ameiko also helped.

Still need to fully formalise the background, these blurbs are just parts.

Lantern Lodge

1 person marked this as a favorite.

How would you all, especially Derric, feel about another Kitsune?

The idea is that my character's ancestors came here several generations ago with Tian merchants and have lived hidden lives in Magnimar since a few years after it's founding.

Since nothing is known about Kitsune reproduction I assume they are compatible with humans based on the ability to take human shape and the fact that most anything seems to work on Golarion. I'd also guess that a Human-Kitsune pairing would always result in a Kitsune, with the human parent influencing build and the appearance of the human form.

Based on that she'd still be Ameiko's half sister, the result of a dalliance on Ameiko's father's part (he has another established daughter outside of his marriage as well).

Class-wise she'd be a non-standard trapfinder as she'd be an Oracle with the Seeker archetype and the Wrecking Mysticism curse which is a Kitsune racial option. Most likely she'd have the Lunar mystery but I'm not sure on it yet. She and her kin would be heavily entrenched with the mystery cultists of Magnimar, the worshippers of Empyreal Lords. She be one of Ashava's faithful though I might have her convert to Tsukiyo if she comes in contact with her in Minkai. She'd also pay some homage to Daikitsu, though more as a guardian spirit than as an object of worship.

Lantern Lodge

I'd be very interested in this game.

I'd probably be looking at taking either Best Friend - Ameiko, or Younger Sibling - Ameiko. In the latter case the character would be the illegitimate child of Lonjiku, Ameiko's father, and a Magnimaaran prostitute.

As far as classes go I'm not sold on anything so far. Looking at possibly going Alchemist (Toxicant/Vivisectionist) or perhaps Witch (Herb Witch).

Lantern Lodge

Here is Helenia. Her crunch isn't done yet (missing things like gear and her phantom) but background is in the post. The crunch should be done later today or early tomorrow.

The points:

+ Twin sister was sacrificed to the demonic ritual in front of her.
+ Elder brother was part of Queen's guard that attacked the cultists, lost an arm in the attack.
+ Helenia was brought up to become a sacred prostitute of Calistria but was consumed by bitterness and hate
+ She left the temple when none there were willing to aid her in her quest for vengeance
+ In order to turn herself into a vessel for her own vengeance she banished her lustful side from her soul through sheer willpower
+ Both impressed and dismayed by this course of action either Calistria or a powerful servant of her (DM's pick) decided to punish Helenia in a way that both amused them and could be a blessing in disguise
+ Helenia initially was upset when she felt the growing presence in her mind as her carnal side seemed to make it's return but was both intrigued and disgusted when it manifested itself as a phantom
+ She has since grown used to it and now tries to figure out how to use it in her quest for vengeance

Goals:

+ Kill the cultists that actually kidnapped her and her sister, they were no present at the ritual and as such escaped justice
+ Cleanse the demonic taint from Kyonin
(+ Achieve inner peace again, completely accepting her lust as a part of herself again)

Secrets:

The one she keeps to herself: Her phantom is actually an isolated part of her mind. Others have no clue and some speculate it's her twin sister.
The unknown: The spirit of her twin sister actually came back as a banshee and now works with the demons and cultists

People:

Friends
Thaliar Tarnidai Her elder brother. Lost his left arm from the elbow down. Now trains new members of the royal guard.
Aerina Hogart Half Elven priestess of Calistria. Joined the temple in hopes of recognition in among the elves. Was a novice together with Helenia, now a senior member of the church in both age and status.
Yunda Hopscotch Gnomish inhabitant of Kyonin. Bit of a recluse and scholar of all things strange. Very interested in Helenia's phantom. Tries to aid Helenia both out of friendship and because of a drive to experience new things in order to stave of the Bleaching.

Enemies
Uthaniel Varindin Member of the queen's guard and secret demonic cultist. The one responsible for kidnapping Helenia and Muliana (twin). Killed his fellow when the queen attacked the ritual so he could stay under cover.
Muliana Tarnidai Undead twin sister, banshee. Despises all life, especially the Queen and her guard as she blames them for her deaths. Allied with the demons but more due to shared goals than conviction.

Memories:

+ The moment her sister was killed in front of her eyes
+ The moment she successfully banished her lust from her mind
+ The first time her lust manifested itself as a phantom in front of her

Lantern Lodge

I'd also be interested in this.

I would be looking at making a Kineticist. Either Aether or Earth. Aether would focus on subtlety and finesse at a distance and would take earth as secondary element. Earth would be the big guy of the group, a bruiser, yet still surprisingly stealthy and subtle. Bulk and brain.

Lantern Lodge

Still interested and still working on it.

I moved away from the tiefling pyromancer to an Undine Hydromancer. He'd be of Yutak origin and the son of a tribal chief that submitted to House Barca and now pays tribute. His son despises his weak father and actually attacked the Barca officer that came to collect. He was arrested as a warning and the tribute was doubled.

Lantern Lodge

I'd be very interested in this game

My idea is for a Fractured Mind Spiritualist who is devoted to Calistria. Through sheer force of will she isolated her lustful side in order to fully focus on taking vengeance on the demons for what they did and do to her people. Calistria or a very powerful servant of her acted on this. While admiring the dedication to vengeance banishing the other, essential part of herself was considered a horrible offense. As punishment they separated the lust she hid away from her soul, creating the phantom. The result is that the character can no longer feel lust, desire or even romantic love unless the phantom is within her mind and even then it's dull and reduced.

This concept comes with a big question though: Would you be ok with a tiny bit of homebrewing?
The Fractured Mind archetype exchanges some standard abilities for spell-like abilities based on the phantom. The Lust phantom however does not have a list so this would be the homebrewed part.
The spell-like abilities for the other emotions all follow a pattern: 1st lvl spell, 2nd level spell, 1st level spell that's far out of class(or early access for some class), 4th level spell. They also all fit with the theme.
My suggestion for the Lust phantom would be:
- Charm Person
- Unnatural Lust
- Adoration
- Nixie's Lure

Lantern Lodge

Also been thinking about actually turning it around and playing the kidnapped sister.

She would have been kept alive and well taken care off as she reminds the leader of the bandits of his own daughter, who died due to sickness when she was little. She would have started displaying strange powers shortly after her capture due to stress and trauma. The only reason the other bandits didn't dispose of her was the leader's intervention.
Eventually she settled down and joined the bandits, seeing no other way to survive and actually having developed some strange father-daughter relation with the leader. She both hated him for what he'd done to her family and loved him for the way he treated her and times he saved her.
She would have left the group after a coup in which her only tie to the group was killed and replaced by a ruthless, cruel woman who took the bandits for a darker turn (she's a devotee of the demon lord Shax). The character resisted the coup and fears for her life so flees.
Like her brother, she doesn't know she still has a living sibling. As far as her own secret, she is the one that started the fire that actually killed her family when they were attacked. It was an accident caused by the stress of the bandit attack but she still did it.

As far as class goes, I'd be looking at either Kineticist or Spiritualist. In the latter case the her phantom is the spirit of her grandmother.

Lantern Lodge

Sounds lovely

The idea I have would be somewhat atypical but more as a twist than going against things.

Farmer's son comes back from the market to sell goods only to see farm burning in the distance. He approaches to find his family but the bandits are still there and he has to ride for his life (he rode to market on the family's lone horse). He gets lost in the woods, horse valiantly sacrifices itself to save character from rabid wolves. Some wolves give chase anyway and get killed by mysterious archer. Archer is Elven master marksman and high officer in Elven army. Takes the boy in out of pity. Boy picks up archery and is ridiculously good at it. Said to be Elven spirit trapped in human body. Quickly outperforms most Elves at archery but cares little for other pursuits. Eventually gets fed up with Elven life and discrimination, says his goodbyes and leaves to avenge his family (The secret kept from him is that the bandits recruited his little sister).

Other idea is for the weird, exotic one. Baby goblin adopted by noble paladin and raised by him. Goblin struggles with upbringing and thoroughly chaotic and slightly evil nature. Not sure on class but it likely involves fire.

Lantern Lodge

I'd be interested in joining

The basic idea is for a Devilspawn Tiefling who grabs the Pass for Human alternate racial trait. He'd be a Kineticist (Geokineticist or Pyrokineticists. The latter is sadly rather lacklustre considering the number of devils we'd be facing).

He'd be a Mitran hardliner, following Mitra as the Fire Unfying. He'd hate the Asmodeans for how they treat the tieflings they created (he would have escaped such treatment as he looks mostly human) and he'd hate himself for the taint running through his veins. He'd be an auto-flaggelant and see his sacrifice as penitence for what he is.

Crime would be Arson, as in the normal game. The target of the arson would be a local temple of Asmodeus though.

As for what would mark him as Tiefling despite having the Pass for Human alternate racial. When he gets in the sun he always looks like he has severe sunburn while that actually is just how he tans. He also has a scar at the base of his spine from where his parents cut off his tail when he was still a baby.

Lantern Lodge

The crunch for Farz is done. Not having to wear armor saves quite a bit on load.

For now I picked Local Ties as campaign trait, but as I said before he could fit several (others being Numerean Archaeologist, Robot Slayer and Stargazer).

Everything associated with Dexterity on his sheet is based on his enhanced dex stat due to his transmutation implement. The same goes for his Perception skill and the Divination implement. The stats on the paizo ui are the baseline.

EDIT: Just realised his familiar isn't on there yet. I'll add it now.

Lantern Lodge

The general outline of Farz' background is as follows. I added a note where campaign traits could tie in.

Farz was born a few hours south west of Torch in a tribal warren. His clan survived through small scale agriculture and scavenging. It was led by a council of elders, most of whom revered nature and focused on their place in it. Farz was a promising apprentice to one of the druids. More than his clan's traditions Farz was interested in tribal stories, especially the ones about how their ancestors had come from the red planet Akiton many centuries past. He always wondered what it was like on that planet and if there still were more of his kin up there as well as what else was out there (Stargazer trait).

While he was still young the warren was destroyed by a robot gone haywire. It probably was ignorant of the warren's presence but that didn't stop it from crashing into it and wiping out most of the clan (Robot Slayer trait). Farz fled with what he could carry, convinced he was the only survivor. He ran north to the closest known town: Torch.

In Torch Farz started his life as a scavenger on the streets until he was notice by Val Baine. She saw how he had patched up the bits and pieces he had scrounged together so he could sell them and figured she'd introduce him to her father. Farz took an immediate liking to Khonnir and spent many hours listening to the man's teachings and stories (Local Ties trait). He helped out with small chores around Khonnir's house and in return he got some food and a roof over his head. He and Val became close friends.

The news of alien ruins existing beneath Torch immediately intrigued Farz. He immediately started wondering where the ruins came from. If they were alien in origin they might have come from Akiton. Even more, it might have been the vessel that brought his ancestors to Numeria so many years ago. He had to go down there to find out what there was, but he'd wait till it was declared safe. No point risking your life for information you won't be able to share (Numerian Archaeologist trait).

The origin of his implements also tie in there, to some extent.
The book (Divination) he carries is the last thing he has from his old clan. It is a combination of trade ledger and diary on the well being of the clan and has been written by Farz' mentor. Farz still adds bits and pieces every now and then as he considers himself the last of his tribe (whether he really is he doesn't know).
The longbow (Transmutation) has been a gift from a halfling ranger from the town of Iadenveigh that he met before reaching Thorn. The man saved his life from some weird abomination that prowled the hills while he was running away from his destroyed warren. The man gave him his bow to protect himself and Farz has cherished this symbol of kindness ever since. The bow is simple yet functional and has the holy symbol of Erastil carved into both ends.

Lantern Lodge

Fixed all the comments for Farz. Only one I left open on purpose is the campaign trait as, based on the background I'm still writing, there are multiple options.

Lantern Lodge

Here is Farz so far. Most mechanics are done, just need to pick a Phrenic Amplification and my gear.

I have yet another question: Would you allow the Petromin familiar? It, like the Pilo and the Sorico, is from the Fires of Creation bestiary.

Lantern Lodge

Lost 33 wrote:

@Cuan: The feat allows it to substitute for Familiar Bond, which you need to take before Improved Familiar Bond. If you meant can it count as Iron Will if you have Familiar Bond, then yes.

That was exactly what I meant. Thanks.

Lantern Lodge

One more question, since I noticed it doesn't mention it:

Would you say that trait also replaces Iron Will as requirement for the Improved Familiar Bond feat?

Lantern Lodge

Dragoncat wrote:
I don't think the clothes you start with actually count towards your encumbrance...

They didn't in 3.5 but in PF they do.

Better put: 3.5 specifically says they don't count. PF contains no such language.

Lantern Lodge

Would you allow this trait?

The basic idea behind it is that you have had some Druidic training. In case of my character it would be growing up in a warren led by some ratfolk druids who took my character as an apprentice before the warren got destroyed by a robot gone haywire. The character would have partially continued their work as a xeno-ecologist and xeno-anthroplogist (he studies the alien life forms that wander Numeria and how they impact the world).

The reason I'm asking is because it was originally written associated with a specific area of Golarion in mind yet isn't a regional trait. The basic flavor is easy to replicate though.

Lantern Lodge

Still here. I'm working on Farz, my Ratfolk Psychic/Occultist.

He'd get Skymetal Smith, Local Ties or, with some minor refluffage, Robot Killer or Numerean Archaeologist.

Lantern Lodge

Ah ok. I more or less expected as much.

I'll instead be working on a Ratfolk. I really like those guys and they seem to be abundant in Numeria.

Lantern Lodge

Would you allow a Caligni? He'd originally be an outcast from his kind pushed to the surface by the Drow when they moved troops to Celwynvian.

Lantern Lodge

4d6 + 6 ⇒ (6, 1, 2, 1) + 6 = 16 14
4d6 + 6 ⇒ (1, 5, 4, 2) + 6 = 18 15
4d6 + 6 ⇒ (2, 6, 1, 1) + 6 = 16 14
4d6 + 6 ⇒ (3, 5, 1, 3) + 6 = 18 14
4d6 + 6 ⇒ (4, 2, 6, 6) + 6 = 24 18
4d6 + 6 ⇒ (4, 4, 6, 6) + 6 = 26 18

Well that is definitely a doable setup. I´ll see what I can make of it.

And then I saw the point buy thing.

Would Kasatha be allowed? I know they are pushing the limit but they are appropriate for Iron Gods.

EDIT: Seems I'm not the only one interested in them.

Lantern Lodge

Here mine finally is, Melina Tharsdottir is ready for action.

Ended up going for Inquisitor (Green Faith Marshal/Sanctified Slayer) with Gunslinger (Bolt Ace). And she's still a Witchwolf, though the claws have become a back up plan. She is of Half Elven stock, which just means she looks like a Half Elf when not shifted.

Background:
Born the grand daughter of a retired Ulfen Guard Melina never lacked anything. Her father had tried to join the Guard but had failed simply because he was a Half Elf. Instead he ended up enrolling in one of Oppara's bardic colleges. It was there that he met his future wife, Melani's mother.

Her youth was a simple one and not out of the ordinary in any way. In hindsight she figures her senses were probably already more accurate than those of the other children but back then she didn't have a clue. Sure, she was the only one who could smell the fresh pies at the baker's from the other side of town but she always assumed that was just an oddity. Everyone had something they were good at, this was hers.

It was during her early puberty that things started to change. In most things she resembled the other girls her age but for many others she'd be vastly different. She could for instance scarf down tremendous amounts of food without gaining in size. While she once more assumed this was just a quirk this all changed quite dramatically when she shifted for the first time at the age of 16.

It was an accident and she had been sitting outside, under the light of the moon, with a boy she liked. When suddenly wrecking pains came over her he very gently placed a hand on her back in order to comfort her. When she looked up at him with a toothy grin and greatly increased hairiness he jerked away and ran as if his life depended on it.

She was deeply ashamed and only blurted it out before she packed her stuff. Once that was done she explained it to her parents and then left For years she has roamed the woods of Taldor. From north to south and from east to west. She always remained shifted in the woods so she could visits town to buy supplies without having to fear some locals recognised her.

Recently she has started to move south and she's thinking of leaving Taldor. Her last stop is the town of Haldren.

Lantern Lodge

I'm actually very tempted to mix my two character ideas and create a new one from those.

I'd still want to go Skinwalker but Bloodmarked or Nightskulk instead of Witchwolf (I'll need the Int). Would also mean losing claws.

The main reason for this is the large amount of people going for something similar to my idea already. Even if we'd all get in I'm not sure I'd enjoy a pack of very similar characters.

Lantern Lodge

A bit too late to edit the previous one but I have another question:

Would you be ok with Green Faith Marshall?

Looking at options for my character, figuring out where I want to take it.

Lantern Lodge

While figuring out my 2nd class: Would you allow the Fighter's Advanced Weapon Training as well as the feat of the same name?

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Seth86 wrote:

Dunno. Maybe i will make one. Drop my strix...

Don't worry, it'll fly away and land safely.

Lantern Lodge

The Witchwolf, werewolf kin.

I'm toying with two concepts, not sure which one I want to go with.

One is the Skinwalker who'll be a Druid (Supernaturalist) and I'm not sure on the other end yet. It would be a character very much in touch with the inner beast and the spirits in the world around him. Not sure whether I want something martial or another caster on the second end. Both have their advantages.

The other would be a Human or Samsaran Psychic with the Rebirth discipline. Other end would be either Investigator or Arcanist. This character would be a scholar and an archivist. He'd be an ancient soul working to assemble as much knowledge as he can. His former selves have created many archives that float either in the astral plane on created demiplanes or in minscapes in the dimension of dreams. Not being able to access those would become a source of frustration as the character levels and past memories become clearer.

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Any information you can give on Sivanah's obedience and any possible extra spells for her priests?

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