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Psychopomp, Shoki

Cuàn's page

Pathfinder Society Member. 1,071 posts (3,102 including aliases). No reviews. 1 list. No wishlists. 65 aliases.


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Lantern Lodge

I'd be interested in playing an Occultist but that could pose a problem with the no equipment. Preferably I'd run the Panoply Savant archetype using the Trappings of the Warrior panoply which would require a weapon and a shield.

If those things would be provided to the characters as part of some training that could work. Otherwise a small wooden shield and either a dagger (inconspicuous) or a wooden stake (just a sharpened stick) would work.

Lantern Lodge

Shisumo wrote:
Cuàn wrote:

I figured all the abilities keyed to fighting fey would end up going wasted.

...Hunh. That's an interesting theory, I suppose.

It's more that you give up more genera; things for rather niche abilities which, as far as I know, only really benefit us in book 5. That is quite far away and only a small part of the AP.

That said, please tell me if I'm wrong there even in a minor way as I love the archetype, how it fits my character's backstory and how it conflicts with her own nature and would gladly make another archetype swap.

Lantern Lodge

Calliae is done. I decided on a last minute switch to the Menhir Savant archetype. I was tempted to switch to Defender of the True World as that would work perfectly for a fey druid who now feels she needs to protect the world from her twisted kin, but I figured all the abilities keyed to fighting fey would end up going wasted.

I also decided to go the Eldritch Heritage route for the familiar so it won't come in until 3rd level.

Lantern Lodge

I'm still looking at how to do all of it though. Simply put, I missed the fact that the trait that replaces the Iron Will requirement for Familiar Bond only works for that feat and not for the Improved version. This means I still need to grab Iron Will or go the Eldritch Heritage route if I want a full familiar.

Here is Calliae. Still fidgeting with a few things, among which the first feat as that depends on how I will approach the familiar thing.

Lantern Lodge

DM Shisumo wrote:
Cuàn wrote:

Shisumo, I have a question.

I'd like my character to pick up a familiar and I'd like it to be a tree frog. The issue is that such a creature doesn't exist in print (the toad really doesn't fit the bill).

What familiar bonus are you wanting it to have?

What about the lizard?

I actually care less about the bonus than about what it is. The tree frog is an amphibian that spends most of it's time on land but is still tied to the water, which in a way mirrors my character.

The lizard actually is a perfect chassis though. Reflavoring that as a tree frog would work fine.

Lantern Lodge

Shisumo, I have a question.

I'd like my character to pick up a familiar and I'd like it to be a tree frog. The issue is that such a creature doesn't exist in print (the toad really doesn't fit the bill). Would you be ok with approximating it based on other critters?

Using the toad as the base creature I'd say it would be as simple as upgrading it's movement. Up the speed to 10 ft. and add a 10 ft. climb speed.
Another approach would be using the Poison Frog as the basis and then dropping the poison, adding a 10 ft. climb speed and either dropping or halving the swim speed. This version would be bigger and sturdier than the toad based one but would lose scent. You could make it the same size by slapping on the Young template, in which case it's scent vs 4 Dex (and possibly swim)
Either version would be well in range of other familiars.

Lantern Lodge

After some more thought I'll be going for the Nature Priest Druid and pick Druidic Herbalism as my nature bond.

As far as who she is devoted to I'm still figuring that out. The idea so far is that she originally was a priestess of Shelyn but since she has been attacked by the blight touched fey she is no longer convinced of the beauty of the natural world. Instead she has started to drift towards the Green Mother and at the start of the game she'd already be Neutral instead of Neutral Good (I don't anticipate she'll become evil). Only question is whether or she already transferred her devotion.

As for how she came to Phaendar, my idea is that she came there many years ago after falling in love with a hunter from the town. They never got into a relationship as she discovered he was already married and had two children. Initially she wanted to try to break them up but after seeing the kids she couldn't. Besides, she'd only get her heart broken when the man got old and died and she lived on for many more years. Instead she watched the family from a distance and helped them, and later the town, with her skills as a herbalist. At the start of the game those children would already be grandparents themselves.

Calliae would have stayed in Phanedar for most of the time but would leave every year to enjoy the summer equinox with her fey friends and family back in the Fangwood. When she did so two years ago she was ambushed by blighted fey that had once been her sisters and some of her friends. She barely got away, only managing to stave off the blight through her herbs. The scar that runs from her right cheek and down her throat to her chest is a permanent reminder of that day.

Lantern Lodge

I'll be making a Naiad who is the guardian of the Marideth river as it flows through Phaendar. She'd have the Blight-Burned campaign trait as the Blight would be even scarier to a fey creature than it is to others. Background wise, the fey that attacked her were her friends and Naiad sisters, twisted by the Blight.

As far as class goes, I'm still torn between a Divine Paragon Cleric of Gozreh and nature Priest Druid who'd probably be devoted to either Gozreh or Jalaijatali, an Empyreal Lord.

Lantern Lodge

Could you by chance provide the details for the Naiad?

At the moment I'm basically looking at either an Aeriekin Nature Priest Druid of as of yet undecided devotion or a Divine Paragon of Gozreh and a Naiad would actually be incredibly fitting for that one.

Lantern Lodge

I wouldn't mind either.

That said, most of my character's life has been spent in the northern half of Faerun. He grew up in Cormyr and travelled through the Dale Lands, Damara and Narfell, was trained in Rashemen (and then exiled) and then travelled once more through Thesk and then by boat to Chessenta and, most recently, Chondath.

So it basically comes down to either the familiarity of the north or new discoveries in the south. Both have their charm.

Lantern Lodge

The cleric won't break without retraining but using a feat to get Wis to attack on your bow only to later get Wis on attack and damage for free seems rather bad. Archery being as feat intensive as it is only makes it worse and that that one also would like to fit Boon Companion in somewhere.

Not entirely sure on the combat style for the Druid. Could go archery there as well but that feels like a waste of perfectly good Wild Shape. Also looking at the possibility of going Druidic Herbalism for Nature Bond. It'll give me potion crafting without need for downtime.

Lantern Lodge

I have no clue about the Rougarou, don't have Bestiary 6.

As for my character, I'd either be looking at the Bloodrager (Steelblood) with the Destined bloodline or an Aeriekin Cleric (Divine Paragon) or Druid (Nature Priest).

Another question, would you allow retraining? It is of interest for the cleric as that one would be picking up a feat that would eventually be superseded by a class feature. The feat comes in at level 5 while the class feature won't show before level 14.

Lantern Lodge

I'd love to.

I have the fighter that I originally submitted but reinvented as a Bloodrager but I'd also be more than fine creating something new. I have plenty of ideas that work for this AP.

EDIT: A question, would you be ok with the Skinwalker from the Trial of the Hunted bestiary, the Aeriekin? It's in the Wereraptor entry.

Lantern Lodge

Would you allow the Wereraptor based Skinwalker that has been published in the bestiary of Trial of the Hunted (first part of Ironfang Invasion)?

I could PM you the stats if you'd like.

Lantern Lodge

What would you qualify as monstrous, as far as races go? Would that be the official Paizo definition (races of above 20 RP) or a more general sense of the word?

Lantern Lodge

Just finishing up the last bits of crunch on my character, found here.

The biggest thing for me now is one purely based on his role in combat. The choice is between focusing more on martial damage and as such grabbing Point-Blank Shot at 1 and the later Precise Shot and combining that with the Weapon Familiarity alternate racial trait so I can use the longbow or go for a combination of casting and intimidation in which case I'd start with Spell Focus (Conjuration) and after that get Augment Summoning, Weapon Focus and Dazzling Display, in no particular order, and use the Skill Focus I get on Intimidate.
Another difference between the two builds is that the archery one puts my racial +2 in Dex while the other puts it in Cha.

I think the choice is probably best made based on party composition, assuming I get in.

Lantern Lodge

I'd be interested in this.

I'd be looking at an Unchained Summoner using an Aberration eidolon as found in the Horror Realms book.

Short background:
My character's father comes from Waterdeep and is an escaped illithid slave. Or actually, he thought he escaped but had in fact been implanted with a symbiote that allowed his old masters to spy on the surface world and the ensure his safe passage to Waterdeep, though he himself wasn't quite sure how he got there in the first place. They hadn't quite counted on the man leaving Waterdeep shortly after though and for some time they lost track of him.

In this time the man settled down, married and had children. My character would be his eldest. When the illithid tracked him down they started manipulating the symbiote in an attempt to get him back to Waterdeep, causing massive headaches, which in turn caused the suppressed memories of enslavement to surface as nightmares. Nightmares that only slowly drove him insane but that also lashed out at the minds of those close to him and my character proved to be very susceptible.

The father eventually killed himself with a hammer and chisel in an attempt to remove some evil creature from his brain. It was something he had ranted about for quite some time but all were surprised when they found him and there indeed was some, now dead, thing attached to his brain. My character was the one that found him. The image of his/her dead father mixed with the nightmare seed was what formed the beginning of the eidolon.

Eventually he was trained as a summoner in Rashemen but none there were prepared for the misshapen eidolon he would bring forth and they banished him. After a short stint in Thay my character would have work as a freelance arcanist and problem solver, mostly for people who have no clue about the being he his tied to.

Lantern Lodge

I had a slight change of mind and instead of running a wereraptor I'll be going for a Halfling Werejackal using the Switchback Jackal as the base animal.

He is a local from Phaendar where he is known as a smuggler with skills beyond compare, as long as he can carry what he is supposed to smuggle. He even crosses the border into Molthune without any issue whatsoever.
What they don't know is that he does that by changing into his animal form. Nobody pays attention to a lone jackal crossing the border.

I'd preferably make him tristalt but normal gestalt could also work, though he'd pack far less of a punch. The first two classes would be Ranger, using the Transporter archetype, and Investigator, using the Cipher archetype. The third class would be either Psychic or Witch using the Jinx Witch archetype. The latter would mean I have to find a way to cast spells in his animal form though. Perhaps I'll make him a Sphere Witch as well.

As for the character's approach to doing this all solo, subtlety is the key word. He'd be trying to single out targets or even set targets up against each other.

Lantern Lodge

How would you feel about a natural lycanthrope in terms of power up instead of starting lvl 2? So start at 1 but with the template.

I'd go for the wereraptor (as in bird, not dinosaur) as seen in the bestiary of the first part of the AP. It would be eagle based.

The basic idea behind it is that the character is part of a family of hunters, all wereraptors, who live a small distance from Phaendar and come to the town to trade. My character would be the only current inhabitant of the home. When he was old enough to leave the "nest" his parents instead left the territory to him and went their separate ways.

Lantern Lodge

This sounds interesting.

My idea would be for an Aeriekin (Were-raptor Skinwalker from the Bestiary of Trial of the Hunted). He'd trace his heritage to an owl-like wereraptor and be a follower of Tanagaar. He'd be an Inquisitor using the Sacred Huntmaster and Green Faith Marshall archetypes.

Lantern Lodge

I'll be submitting Helena Kaddren. She is an Elven Investigator with the Bonded Investigator archetype.

She's a Varisian Elf who has become an adopted member of Magnimar's Kaddren noble family whom she served as a teacher for many years. The main reason for the adoption was to give her a home and open doors for her. As such her attachment has become to the family as a whole and not so much to individual members. She has been raised by her father but they parted ways when she was still young, at least by Elven standards (think comparable to 15-16 year old human), and she hasn't seen him since.

That would be the extent of her memory and as such she wouldn't have a clue why she is where she is now or why she left her adoptive family.

Lantern Lodge

This sounds fun.

How would you feel about an Alchemist or an Investigator? Both would fit nicely with the setting.

Lantern Lodge

@GM You missed me, though I had only posted background so far.

Here is what I have so far, though she's still under construction.

Lantern Lodge

Raltus wrote:
How much would it cost me to buy a Boar? A pig is 10 gold

According to Animal Archive it costs 100 gp or 150 gp if combat trained.

Forgot my rolls:

2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14

Lantern Lodge

I'd also be interested in this.

I'm looking at creating a Half Orc Fighter using a tower shield. The character would be from Janderhoff where it has been raised by a priestess of Folgrit (dwarven goddess of motherhood and children). She'd have done it in part out of pity for the poor child and in part to prove to her fellows that she could turn even a Half Orc into a proper "Dwarf" with the correct care and education.

Lantern Lodge

I will not be taking the VMC.

It was all about the Teamwork feats but it then leaves very little room for those feats if I don't also want to disrupt the chain of feats I need to get my character up and running in the first place. I'd rather keep the feats open so I have some wiggle room and can make tiny adjustments to the character to better fit the party, if needed.

Lantern Lodge

The character is still under construction but I'm working on a Totem Spiritualist.

The character would take the Ilizmagorti Native trait.

The basic concept is that he is the son of a Red Mantis assassin who suffered a disgraceful death (from Red Mantis point of view): she died while giving birth to my character.

She grew up on the isle and everyone around her expected her to join the Red Mantis to honor her mother. While she was trained from a very tender age, for some reason she simply could not pass the tests to gain entrance to formal education as a Mantis.

In a last effort to change things her father tried binding her mother's spirit to her through an occult ritual, but that didn't quite work the way he had planned. While it opened the character up to the spirit world her mother's soul had passed on years before and he failed in his intent.

She simply could not handle the sudden appearance of all those spirits around her within the city. The connection at that time was so strong she'd feel it whenever anyone died. Scared of the spirits and ashamed that she could not do what her father expected her to she fled into the jungle.

Through sheer luck and tenacity she survived and eventually arrived on the Dinosaur Graveyard, deep in Mediogalti's mainland. Though the spirits there were primal in nature they were also calm as dinosaurs came there to die whereas those within the city of Ilizmagorti were often violently ripped out of their lives and left screaming.

She stayed there for several years, learning to control her abilities and that relatively quiet environment. After many years she returned in hopes of facing her father and showing him her new found powers. She quickly discovered that her father had fled the isle shortly after she ran away. He could not handle the both losing his wife and his daughter, had sought solace in alcohol and then had picked fights with the wrong people.

Soon after she also left the isle, looking for her father. She quickly discovered she was followed by goons hired by a loanshark that was looking for her father. She quickly overwhelmed them with her strange abilities, and with the help of the spectral dinosaur that had bonded with her.

She never found her father, though she did discover he signed up for a ship heading for distant Arcadia. She didn't follow him and instead made her name as a pirate in the Shackles

Lantern Lodge

I suspected that, just wanted to be entirely sure.

As for the Vanara, I just love the idea of one of those guys climbing through the riggings. It isn't essential, just an idea I like quite a lot.

As it stands I'm in doubt between a Kineticist, possibly using the Kinetic Knight archetype or a Spiritualist using either the Phantom Blade or the Totem Spiritualist archetype.

Lantern Lodge

Color me interested

What exactly do you mean with familiar races? Would a Vanara qualify?

Lantern Lodge

Here is my character thus far Beorn Kaladir

He still has quite a bit of money and I'm now looking what to spend it on. When it comes to weaponry so far he has two dagger and a handaxe, basically two butcher's knives and a meat cleaver. In addition he has his natural weapons.

As for the future, I intend to make him go fully for charging, overrunning and intimidating. As such he has quite a few of his feats already planned out. In it I'm also looking at a few teamwork feats and am willing to coordinate that to some extent, though I'm also grabbing the Advanced Weapon training that basically gives me the Inquisitor's Solo Tactics ability.

Speaking of that, I'm actually still thinking of grabbing the Inquisitor VMC. Would change my feats up a bit and would also mean I swap out one first level feat.

Lantern Lodge

I decided to go with my third concept but in a slightly different form. I'm not yet sure about the tower shield but I know he'll be heavily invested in the overrun manoeuvre and will be a something of a human, or actually Ragebred, battering ram.

He won't start as such though, in fact he won't start out as a real fighter (though obviously he is a Fighter). Instead he'll be a butcher working in Phaendar and his military training would be limited to being part of the local militia.
He'd be a bit of a local legend for being the only survivor of an attack on the farm where he was born, several miles south from Phaendar. He was a teen when bandits attacked the farm he and his family lived in. When they attacked he was feeding the pigs and returned in time to find several bandits standing over the corpses of his parents and siblings. This triggered his first transformation and he gored one of the bandits to death while the others fled in fear of the "pig-monster". As such the people in Phaendar know he is a Skinwalker but they also know he's a friendly sorts and comes from a good family so they are happy to have him around, even if they are a bit cautious.

While I don't know exactly how the first bit of the AP pans out, all I know is the description of the first chapter. I'd like to have my character be a freshly married man. That would however impact his priorities when it comes to escaping Phaendar and saving people. Preferably I'd not have him lose his family again in all this, once is enough and he deserves a bit of happiness, but that would require cooperation from the GM and maybe also some (passive) cooperation from the fellow PCs.
I'm not looking to hog the spotlight and am perfectly fine with altering this, if need be. It's more about how I see my character than about anything else.

Lantern Lodge

A quick question in regards to my third idea. Would you allow a Skinwalker? I know you didn't list them but I'm asking because the player's guide specifically mentions them (and they are often overlooked).

Lantern Lodge

Obvious dot

I'm torn between two builds.

One is a Ratfolk Opportunist using natural weapons and alchemical weapons.

The other one is slightly crazier. I'm looking at a possible Weapon Master and an intimidate build. It would be either a Half-Orc or a Halfling using the Creepy Doll alternate racial trait.
Oh, and it's fully investing in Charisma because it'd use Starknives and Divine Fighting Technique: Desna's Shooting Star.

Both are switch hitters, though for the Ratfolk that doesn't come in until at least 5th level.

EDIT: I also still have the urge to create a massive armored guy/gall with a tower shield. Slow, steady and unstoppable.

Lantern Lodge

It's here!

The player's guide has arrived.

Lantern Lodge

I actually focused more on what the archetype allows me to do, which is to make a well educated but non magical character. Investigator also gets close to that but the alchemy part is still too magical for my taste.

As for his skills in subterfuge, those mostly come from delving archives. Many of the things he discovered about his grandfather came from New Stetven's royal archives, a place he isn't allowed to be.

So no, he isn't a thief in that he doesn't really steal but he does use his skills to reach places he isn't allowed to be. From there he gathers knowledge, though he leaves the books and ledgers where they are.

As for the sleight of hand, I intend to play him as a fan of parlor tricks, and artefact from his youth. He'll probably end up playing the occasional shell game with other people with his hand sometimes pulling a fast one on him.

EDIT: As for the Rogue's kit among his gear. Most things in there make no sense for him to have under normal circumstances but I figure he'd get what he doesn't already have when he prepares for the expedition.

Lantern Lodge

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Here is my submission Paval Fagyaszt, the Unchained Phantom Thief. The crunch isn't quite done yet. Still need most gear, a second trait and to decide whether or not I'll swap out the Skilled racial trait.

The background ended up a bit longer than anticipated.

Born in Port Ice in northern Brevoy, Paval had a very easy and luxurious childhood. He was the son of nanny responsible for taking care of Domani Surtova's youngest daughter, Elena, who was roughly a year older than he was. As such he grew up next to her, learning together and playing together. He had no idea who his father was but it didn't really matter. Life was good.

Things went south pretty quickly when the both of them hit puberty. Paval was about 15 years old when he and Elena fell in love. They had been close for a very long time and the closeness turned to clumsy, teenage romance before they, and those around them, realised. It was Paval's mother who broke the spell. Paval and Elena had the same father, Domani Surtova. They were brother and sister and what they were doing was wrong. What was more, he wasn't allowed to tell anyone that he knew.

Paval, a heartbroken teenage boy, of course could not keep it to himself. It wasn't long before the supposed rumours were suppressed and both Paval and his mother were moved out of the keep and into a house far away in New Stetven. Everything was paid for, house, food and Paval's education, but they were never to show their faces in Port Ice again.

Unbeknownst to his mother, their father or anyone else, Paval and Elena kept writing letters to each other. While the situation was rather awkward they had been friends since forever and were siblings as well. Elena would write about the situation in Port Ice while Paval wrote about his life in the big city.

Then, about a year after Paval left, the Vanishing happened. Cousin Noleski became king of Brevoy and Domani became lord of Port Ice. Paval's mother received a letter from Domani that now more than ever they had to keep their heads down. The new king wouldn't want a family scandal on his hands and he might just make their existence very painful if things got out. Shortly after letters from Elena seized coming for almost a year. When they did resume not the wording was different, more careful. Domani had discovered they were still in touch and had forbidden it so sending letters was riskier and Paval could no longer simply send them to the keep's kitchen, as he had done so far. Instead he had to send them to an inn within the city and he also had to find another place she could send her letters to. Things continued to go like that till the present day, though they switched addresses a few times since.

While all of that was going on Paval did not sit still. His education continued and while he missed Port Ice he did find the teachers in New Stetven better and friendlier. He learned a lot about the land he lived in and was particlarly intrigued by the stories of Rostland and it's sword lords. Through he discovered that he, through his mother's line, was a descendant of Rostland's swordlords. In fact, his grandfather had still been a renowned swordsman.

When Paval asked his mother about him she initially wouldn't say much. Her father had indeed been a great swordsman and a minor noble but that was it. When his mother wouldn't tell any more Paval found himself digging through archives. His grandfather had been a noble, even if minor, so his life and death would be recorded. He proved easy to find, Haval Aldaar, descendant of an impoverished branch of the Aldori clan that had found it's way back to nobility under the rule of Choral the Conqueror by betraying the clan. He had married young and had had four children. The entire family, except for the youngest daughter, had perished in what the record claimed was an accidental fire. The odd thing was that in the entire death record theirs were the only cases where the fire was specifically said to be accidental. When Paval confronted his mother with this she simply broke down and cried for hours.

Paval then travelled to Rostland, both to see the ruin of their small estate and to see if he could find more there. The ruin still stood there, blackened by flames and now colonized by plants and vermin. Looking for information in the closest town didn't yield much either. People ether didn't want to talk or were afraid to, only mumbling things under their breath. Eventually Paval found a single person willing to talk about his family. She was old and drunk and claimed to have lost a daughter in the fire, the estate's cook. According to her the fire had been set by a disgruntled student of Haval who had been angry after being kicked out he tried something with one of Haval's daughters and against her wishes. She didn't know who he was other than "some noble brat from up north". She also claimed the ruin was haunted by Haval's disgruntled spirit.

To Paval it all made sense now. The noble brat was a Surtova and his mother got her job as a nanny so far from home as compensation for her loss. She had taken it because she had nowhere else to go.Only the timeline of the "noble brat from up north" and his own birth didn't make sense, he couldn't be the brat's son. Besides, his mother claimed he was Domani's and he wouldn't have been a brat, not even back then. He simply was too old for that.

It was at that point that Paval decided he'd go to the ruin at night to see if he could contact this supposed ghost of his grandfather. It was his only hope of figuring out more.

Initially his trip into the ruin was quite unsuccessful. The rats wren't happy to see him, nor was the one homeless squatter that called it home, but none gave Paval any real trouble. The ghost did not appear though. Paval spend his entire night searching through the wreckage without any success, at least not where ghosts were concerned. What he did find was a sword. It was an old blade but it had kept quite well, protected by the piles of charred wood that laid on top of it.
Only when Paval tried to leave the ruins with the blade in his pack did the spirit show itself. Initially it lurched for Paval but then it stopped, mere inches away from him. It cocked it's head and give him a long, hard look before floating around him while making approving noises. Then, to Paval's shock, it hugged him, or at least attempted to, before introducing itself as Haval Aldaar, or gramps.

The two talked for hours on end. Paval asking his grandfather question about what had happened and about the past and his grandfather inquiring about the well being of his last surviving daughter. When dawn started pressing onto the horizon Paval expressed his dismay at having to leave for New Stetven, wishing he could bring his grandfather along. It was then the ghost offered him a deal. He could come along, bound to someone of his own blood, and offer his knowledge and help Paval with his sword training, which was abysmal according to the spirit. In return his grandfather simply wanted to see his daughter, see his line continued and to, if possible, reattain glory for the family. When asked whether he wanted vengeance for his family's death his dismissed it, leaving would be the best revenge. The culprit had also perished in the fire and his soul was still tied to the rubble. Paval agreed to the deal, without much hesitation, and the ghost launched itself into Paval, settling within his sword hand.

Since then his grandfather's ghost has provided Paval with stories about the past by writing them out. It would also correct him when he argued with his mother, slapping him in the face once she was out of sight and refusing to tell more before he apologized.

Important NPCs:

Zsofia Aldaar Paval's mother
Domani Surtova Paval's father (among others), lord of Port Ice and uncle of the king
Elena Surtova Paval's half-sister and close friend, despite disapproval
Haval Aldaar Paval's grandfather, deceased. Used to be a master swordsman. His spirit resides in Paval's swordhand but is slowly losing his own identity as a result of being bound to his grandson.

Paval is a smart young man. He is very kind but can appear quite haughty as he often fails to realize he was born into luxury, despite his lack of status, and that he had great education. He has become a little nervous since his return from Rostland.

Lantern Lodge

Would you be ok with the Phantom Thief archetype? It's from Ultimate Intrigue and trades out sneak attack and trapfinding/trapsense for being better at skill and having more options when it comes to rogue talents.

In addition, would you be ok with the Possessed Hand feat? It's from Haunted Heroes handbook. The idea behind it is that my character accidentally made a deal with the spirit of his dead grandfather, an Aldori swordlord, to bring his family to glory in exchange for help. This help comes in the form of his grandfather's skill with a blade.
For that same reason I'd also like to use the Military Tradition alternate racial trait from Inner Sea Races. It trades out the human bonus feat for proficiency in two martial or exotic weapons. In my case that would be the Aldori duelling sword and probably the longbow.

Lantern Lodge

I'd love to join this.

I'll echo the questions posted by Arianna above me.

I'd be interested in playing an Unchained Rogue using the Phantom Thief archetype.

He'd be the bastard child of Domani Surtova and as such the illegitimate cousin of Brevoy's current king. The Surtova's bought his mother's silence but as that money went to my character's education he has become a pain in the ass to the Surtovas. Basically they want to get rid of him but can't kill him because it would cause a scandal as too many people know too much.

Mechanically he'd be a skill monkey and knowledge guy more than anything else. In combat he'd be more of a control and support guy. If allowed I'd like to take him down (part) of the Possessed Hand feat line. This will help him a bit with combat potency but will mostly function as an rp tool (and an occasional comic touch). The possession would be the result of a plea for aid to his dead grandfather, mother's side, who was a swordlord.

Lantern Lodge

I'll submit Halam Sarini. He's a Nature Priest Druid devoted to the Empyreal Lord Shei but even more than that he's devoted to the (poor) people of Kintargo. The crunch isn't done yet.


Concept and story points
-Born into house Sarini as a nephew to it's matriarch
-Initially looked like a normal baby
-Raised as a Diabolist and Asmodean
-First signs of Tiefling heritage were mild, eyes that shone yellow in the dark and allowed seeing in the dark and slightly pointed ears, and were considered a blessing
-Was trained as an acolyte/altar boy at the temple of Asmodeus
-Transformation started full on at the start of puberty
-Halam hid it all as long as he could but when his skin color started to shift he was caught
-Despite his mother's initial resistance he was kicked out of the family estate with help of the church of Asmodeus
-He ended up in Devil's Nursery after being beaten up by young dottari and was nursed back to health
-Halam stayed there, learned how to help and stayed to help

-Free his mother from the tyranny of his aunt and father
-Help the tieflings of Kintargo "escape" from Devil's Nursery and truly become proper citizens

His own: His origin. To those around him he's just Halam and none know he's a Sarini or that he was an Amodean altar boy. His dramatic change in appearance since then helps quite a bit, as does the denial from his family.
Kept from him: His mother isn't suppressed nor did she defend him. She wanted him dead and his embarrassment erased and it was his father that made sure he was only kicked out.

NPC relations
Countess Urora Sarini: Halam's aunt and the matriarch of House Sarini. Despises and pities Halam but doesn't hate him. This feeling is mutual.
Corinstian Grivenner, high priest of Asmodeus: Former teacher and boss of Halam. Won't recognise Halam if he sees him but will remember his voice. Won't consider Halam worth his time while Halam hates him.
Strea Vestori: Leader of the Cloven Hoof society and the person that found Halam and got him help. Strea is a mentor figure to Halam despite very different interests, talents and goals.
Newt: Trade partner. Halam gets many of the herbs he needs but can't find in Kintargo from her and she buys some of his concoctions.
Iylvana Desdoros: Half Elven headmistress of the Alabaster Academy and childhood friend of Halam. Secured his access to many herbalism that he uses to tend to the sick.
Bonus(because dead): Malin Haace: Old tiefling midwife and healer who patched Halam up and taught him the basics of the trade of the healer and herbalist and inducted him into the faith of Shei. Died of old age.

Key Memories
-The morning he woke up with a stub at the base of his spine that grew into a tail over the course of a week and all his attempt to conceal it.
-The moment his father and some guards kicked him out of the house while his mother was screaming at her husband for him to stop and bring Halam back.
-Opening his eyes to see the kind, wrinkled face of Malin Haace above him, smiling at him the way no one ever had before. It was a warm, loving, motherly smile.

He fears something will happen to his mother or has already happened, that she was punished for her attempts to save him. He regularly has nightmares about it.

Lantern Lodge

After some more thought I actually have another question.

Would you allow a small size tiefling, as per the sidebar in Blood of Fiends? Only difference with a standard tiefling is size.

It would be one of the least envied beings in Cheliax: a halfling-born tiefling.

Lantern Lodge

I'm up for this. Love the AP and never played it beyond the first bit.

I actually have two ideas that I really like.

The first is for a member of one of Kintargo's noble houses or possibly House Jeggare, which is big in Cheliax as a whole but doesn't have a particular presence in Kintargo. He'd be a spoiled brat, a typical bored young noble. He'd initially be up for the rebellion just for kicks but would eventually become closer to it.
Mechanically he'd be a Human Unchained Rogue using the Phantom Thief archetype.

The other idea would be for a Tengu rabble rouser who wants a better deal for his people and is rather sick of living in the shadows. He also realises that his people are outnumbered and violence isn't an option, nor does he desire violent action. Then again, if a rebellion starts and supporting the rebellion can help promote his cause he'd eagerly join.
Mechanically I'd be looking at a Tengu Skald using the Red Tongue and Fated Champion archetypes.

Lantern Lodge

My character changed from a Dwarf to a Halfling and became a she. I'd like to submit Elea Mulberry. She is a Halfling Fighter using the Opportunist archetype.

Elea was born in Cheliax as a slave to a particularly nasty owner. He enjoyed pitting his halfling slaves against each other in something similar to gladiatorial matches. Those he disliked or who were to be punished were pitted against his starved dogs to be torn apart for his amusement.

While most of the slaves hated the fights Elea revelled in them from an early age. She'd eagerly step into the ring to do battle and was one of the few that actually trained for the fights. She was merely in her early teens when she won the "tournament" her owner had organised. He then pitted her against one of his younger dogs and she handily subdued the animal. Entertained and seeing the possibility of profit her owner then sent her off to a small gladiatorial school where slaves were trained for organised fights.

The slaves there were led by a Gorumite priest and Elea easily fell in with the faith. She was an eager student who quickly learned to compensate for her small size and lack of brawn by using wit and finesse.

She spent several years among the gladiators to learn how to fight. It was during this period she came in touch with the Bellflower Network. The Bellflowers were planning to liberate slaves from Elea's cruel owner but they needed her help. First they made she she'd get sent back home by throwing several fights and causing undue harm in training bouts.

Back home her owner was less than pleased but instead of throwing a potential prize fighter in front of his dogs he had the animals kill her mother and aunt in front of her. Elea then got kennel duty, caring for the dogs that killed her friends and family. When the time to escape came this actually proved to be an enormous boon.

On the day before the night the slaves would escape Elea poisoned the dogs, making sure they'd be too sick and miserable to get out of their pens. That night almost all of the halfling slaves escaped under the cover of darkness and were moved to Kintargo. Not feeling any desire to stay in Cheliax Elea boarded the first vessel she could find and that would take her along, landing her in Riddleport.

A fairly new arrival in Riddleport Elea is now looking for a job as a guard or a bouncer as fighting is all she has ever really done.

Lantern Lodge

I'd love to join.

I'm looking at making an atypical Dwarven Fighter using the Opportunist archetype.

Basic idea is that he's been disgraced, disowned and cast out of his family home in Janderhoff. The reason for all of that was his alcoholism, gambling addiction and fraternising with the (Half-)Orcs of Urglin. He stopped the drinking and the gambling but his family didn't care.
He now works as a guard for hire and works very hard to resist the temptation of both drink and dice. He found that becoming involved in the occasional brawl helps quite a bit with that.

Lantern Lodge

DM Skull wrote:
@Cuan: That's fine. Not sure when/if the PC's will ever make it to Tian Xia so those changes are fine. I will write about the other changes to the Dragon Empires if the story looks like it's going that way. Just keep in mind that with magical transport gone you are a LOOOOONG way from home.

I know that. My character would never even have set foot there, knowing only stories. He'd be a second generation member of his order, born in the Inner Sea region.

Lantern Lodge

I assume the changes also affected Tian Xia?

I'm asking because I have an idea for a Nagaji Cavalier using the First Mother's Fang archetype.

Just spouting some ideas here:

With the events of the Second Starfall both the ruling naga and the priest caste below them vanished from Nagajor and the land fell into disarray. The same happened in the neighbouring country of Xa Hoi as their draconic ruler vanished. As if the unrest close by wasn't enough an all out war broke out to the north as several countries changed dramatically. Chu Ye and the Forest of Spirits were now mostly empty as Oni and Kami vanished, the former now solely populated by freed slaves, though it didn't take long for the Hobgoblins of Kaoling to take over as the inhabitants of the mountains between the two countries had also vanished. With Lingshen's immortal armies gone the nation no longer stabilized the region and massive wars of conquest began.

Frightened and in disarray the Nagaji fled to the part of their country south and west of their mountain range as well as into the Valashmai jungle. It was then that the decision was made that their masters and their goddess had to be found. The start of that was figuring out what made them vanish in the first place.

In order to achieve this all those of able body and mind were drafted into the order of the First Mother and trained before being sent out all over the globe in order to find answers.

That was almost 150 years ago and the order now has several small enclaves throughout the inner sea region. They are scholars as much as they are warriors and they are still staunch believers of Nalinivati, despite the goddess's silence.

My character would be part of this order. He'd have just finished his training and is in Westcrown on his first solo mission (until he hooks up with the other PCs of course).


3d6 + 6 ⇒ (6, 1, 5) + 6 = 18
3d6 + 6 ⇒ (5, 5, 5) + 6 = 21
3d6 + 6 ⇒ (6, 6, 1) + 6 = 19
3d6 + 6 ⇒ (2, 3, 5) + 6 = 16
3d6 + 6 ⇒ (4, 2, 1) + 6 = 13

rerolled 1's
3d6 ⇒ (2, 6, 1) = 9 and again 1d6 ⇒ 6

so that's:

I'm actually quite happy with those first rolls

Lantern Lodge

I'll bow out.

I can't seem to come up with a character that both fits the AP and that I'm happy with.

Lantern Lodge

Still working on the Divine Paragon.

I'm just in doubt whether to go for a Human following Erastil and going full archery or a Halfling following Desna and taking a more mixed approach.

I like both, now I just need to make up my mind.

Lantern Lodge

Sounds fun

I will be working on a Divine Paragon Cleric, probably devoted to Erastil.

Lantern Lodge

4d6 ⇒ (4, 6, 2, 3) = 15 13
4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6 ⇒ (5, 1, 2, 5) = 13 12
4d6 ⇒ (1, 5, 1, 3) = 10 9
4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (4, 2, 3, 5) = 14 12

Would you allow an Oversized Goblin? The rules for it are from the Goblin article in the Monster Codex.

Lantern Lodge

Malcom is more or less done. He just need his gear. What are the rules for that anyway? How do we get?

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