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I'd be very interested in this game
Basic idea for the character is a Half Elven or Human Shaman using the Speaker of the Past archetype. The idea is that he is a bastard of the Rogarvia line (using the bastard trait) who is now guided and whispered to by his ancestors who seek for him/her to claim the throne of Brevoy, something the character isn't that interested in.
I also have an idea for a Ecclesitheurge Cleric of Erecura. She'd be the daughter of one of the retainers of House Surtova. She would have predicted the decline of House Surtova and as such was sent away in order to not cause a stir.
I'm torn between two concepts.
The first is the Ru-Shi Dhampir. He has been imported by the vampires of Caliphas as a sort of novelty, somewhere between a pet and a servant. He hated his situation and when he got the chance to escape, most likely because his owner was either distracted or killed, he took it and swore vengeance on vampire-kind. He'd be a devotee of Pharasma.
The other would be a Hellspawn (devil-kin) Tiefling from Karcau who is the result of the actions of the Harlequin Society, and underground cult of the Malebranche Alechino (see Heart of Fear). He would have been part of the cult's depraved rituals at a young age and would have been freed by crusaders who made a stop in Karcau on their way to the Worldwound from Lastwall. He'd be a devotee of either Iomedae or Ragathiel (the latter being an even better fit as he also is the spawn of a devil who now hates evil but also has to fight against his own darker urges).
Horrorshow GM wrote:
Ah ok, wasn't sure what you intended since the word can be interpreted in multiple ways, especially in a horror game.
That leads me to the next question: Would you be for the printed Dhampir or would you allow the 'intended' versions as posted here(Paizo boards) by the developer?
Str or Int: 4d6 ⇒ (2, 1, 6, 3) = 12 11
Str or Wis: 4d6 ⇒ (3, 3, 5, 2) = 13 11
Str or Cha: 4d6 ⇒ (2, 6, 3, 4) = 15 13
Dex or Int: 4d6 ⇒ (4, 2, 5, 3) = 14 12
Con or Int: 4d6 ⇒ (4, 5, 5, 6) = 20 16
Reroll as that's useless for either character idea
Str or Int: 4d6 ⇒ (2, 4, 1, 3) = 10 9
Str or Wis: 4d6 ⇒ (4, 2, 6, 2) = 14 12
Str or Cha: 4d6 ⇒ (3, 2, 4, 1) = 10 9
Dex or Int: 4d6 ⇒ (5, 2, 1, 1) = 9 8
Con or Int: 4d6 ⇒ (1, 1, 4, 5) = 11 10
And that's actually worse
Str or Int: 4d6 ⇒ (1, 3, 2, 4) = 10 11
Str or Wis: 4d6 ⇒ (3, 3, 1, 1) = 8
Str or Cha: 4d6 ⇒ (3, 1, 4, 3) = 11
Dex or Int: 4d6 ⇒ (3, 2, 6, 2) = 13
Con or Int: 4d6 ⇒ (4, 2, 4, 1) = 11
What's with the horrible strength rolls?
Str or Int: 4d6 ⇒ (2, 4, 6, 4) = 16 14
Str or Wis: 4d6 ⇒ (2, 5, 6, 4) = 17 15
Str or Cha: 4d6 ⇒ (1, 3, 1, 2) = 7 6
Dex or Int: 4d6 ⇒ (5, 1, 2, 1) = 9 8
Con or Int: 4d6 ⇒ (6, 5, 5, 6) = 22 17
Now that's actually workable and quite ok.
It had been a strange few days. First Mackar, the spirit that seemed have claimed her as it's protégé, had claimed it was time for her to go on a vision quest to figure out what the visions he had been spying on actually meant. Then the elder actually agreed with him and she was more or less sent off into the world to the south, the world run by the invaders.
Her first stop had been a town called Whistledown, the whole place ran by Gnomes. It was an eerie places with all the windchimes and Mackar really did not like it, actually refusing to manifest within the town limits unless he absolutely had to. She did find a good craftsman there though and now had clothes that allowed her to better fit in with the others.
Now, after two more days of searching a scouting, she arrived in Sandpoint. According to Mackar something was going to happen here, something big, and she had to be there. For now it was just strange. The houses were strange, the people were strange, her clothes were strange. Then again, they probably thought she was strange, talking out loud to with no apparent conversational partner. That or the enormous pearly firepelt next to her who looked way too intelligent to be a mere animal.
Just a note, her eidolon will start out simple but get stranger as time goes on. Right now it looks like an oversized firepelt cougar that is the wrong color (pearly with steel blue stripes along it's back instead of brown with orange/red) and who looks like he is facing a very stiff breeze.
EDIT: Only gear hasn't been done yet as I currently don't have the time to fix that. It'll be fairly simple, light armor and an earthbreaker, summoner's kit, things like that. That and I'm not quite sure if I had to take a campaign trait as I could not find it so I left a single trait open for now.
My Spirit Summoner Summoner is found here. Note that as of this posting she still very much is under construction. RP bit will come in the morning but here is the background.
Growing up as one of the Shriikirri-Quah Shoanti wasn't easy. While many of her kin spent most of their time in the lush Curchain Hills south of the Storval stairs Tsavah's family insisted on staying on the Storval Plateau as long as they could. The reason for this was Tsavah's grandmother, originally a Lyrune-Quah archer who joined the Shriikirri when she took one of theirs as her partner yet never managed to fully adapt to the more peaceful life. She was convinced that the soft, lush lands made their people weak, as proven by the Shriikirri's generally peaceful nature, and to placate her the family stayed on Storval Plateau as much as they could.
Only after grandmother passed away and was laid to rest with her ancestors on Lyrune-Quah lands did the family move to the lush hills south of the plateau. It was at this time that Tsavah started to receive visions of grand battles where the Shoanti of old fought giants and strange magicians. Something told her these mages actually were the Shoantis old masters. In the midst of this all stood a figure that looked a lot like a younger version of her grandmother, who fired arrow after arrow into the midst of the fight, felling giant and mage alike.
Every night they were in the lowlands the visions came to her in her sleep and every night they seemed more vivid than the day before and as days progressed she more and more got the feeling of being watched while she was having the visions. When she told the shamans of her Quah they did not think anything of it, assuming it was an attempt by her grandmother to communicate with her. This changed rather drastically when one night after she fell asleep she started convulsing. The shamans were brought in as fast as possible save her and chose to perform a ritual and free Tsavah from whatever haunted her.
They however got much than they bargained for as while the ritual was reaching it's climax the convulsing intensified to culminate with the expulsion of a strange, cloudy spirit creature. As it appeared Tsavah's eyes flew open. The spirit then settled down, looked her straight in the eye and vanished.
It was the very same spirit she had felt watching her during her visions and now it had a face, a weird, feline face. Getting it out of her dreams and in to the real world proved quite easy now though as she simply had to repeat the first steps of the initial ritual .
Several years have passed since the first time Tsavah summoned the spirit beast that guides and protects her and now it's word brought her to the Varisian city of Sandpoint. Initially she had no clue what it was that the spirit sought there but it soon became apparent that it was somehow related to the Swallowtail festival that was soon to be held.
Working on the Shoanti Spirit Summoner.
Idea so far is a young female from the Shriikirri-Quah who is on her own vision quest which in turn led her to the lands populated by the other inhabitants of Varisia. As a member of the Shriikirri-Quah, who are more or less the public face of the Shoanti tribes when it comes to diplomacy, she chose to adapt a bit in order to blend in. This mostly means she wears different clothes as she feels she doesn't have the right to shave her head anyway until the vision quest is completed.
I'd be very interested in this game
Working on a Human Empiricist Investigator. Thinking either Ancient Explorer or Barroom Talespinner, likely the former. Basic idea is for the fellow to be truly out of his element on the ship at the start as he's more used to the controlled environment of a library or study.
Nope, did them by hand. Both are trained skills which compensates the armor check penalty.
Would you be willing to allow a Changeling? Basic idea is for an Animist Shaman for whom the call of the spirits has drowned out the call of her mother (though she thinks they might have just drowned her).
Changeling would be a fit I think due to the proximity to the River Kingdoms where hags are aplenty and the fact that Numeria used to be a River Kingdom as well and there are no doubt still hags remaining there. That and I just really like the concept of the Changeling and Numeria, a land of technology, could be seen as a decent place to escape to if you're a Changeling from the River Kingdoms and want to escape from your mother.
I'd like to submit Tarphesh, a Half Orc Slayer using the Vanguard archetype.
Born in Belkzen Tarphesh moved to Numeria at a very young age. The son of an Orcish woman and a Human man, both fanatical cultists of Gorum, he was dumped in the city of Torch while his parents were on their way to the glorious battles of the Worldwound.
Initially he lived on the streets but within the year he was picked up by a man called Khonnir Baine. Initially the wizard tried to train him as a wizard but the boy showed a complete lack of talent in the magical arts and lacked the patience to study. Technology appealed more to the boy and he showed a decent insight in it's workings.
As he grew older Tarphesh spent more and more time in his adopted father's tavern as opposed to actually studying anything. He quickly proved quite adapt at keeping the patrons in line, tearing up bar brawls before they even started. More than happy with the work while staying close to Khonnir and keeping an eye on his adoptive sister Val.
A slight change of plan here
Idea is for a Human Investigator (Mastermind, here), named Eugenia Krastinov
I'd be very interested in this game. I do have several ideas for possible character's which I'd love to play. The archetypes will show up on the d20pfsrd over the next few days I suspect.
A Warpriest (Forgepriest) of Archdevil Moloch. The guy would be a brutal smith in heavy armor wielding a smouldering whip. He prefers using slaves for the hard work, most of them kidnapped street urchins no one would miss.
A Slayer (Deliverer) devoted to the Infernal Duke Ruzel who specialises in ending the lives of his marks in feigned ridiculous accidents. He kills all for money but kills Mitran priests for sport.
A Hunter (Divine Hunter) of either the Archdevil Barbatos or his servant, the Infernal Duke Kalma. The character would be a brutal hunter who does not care what his prey is for he simply lives for the hunt. He believes only those strong enough to fend for themselves have right to their own lives.
Here is the Arcanist I mentioned a few days ago. Like I said, he'd be suited for both Magister and Treasurer.
Born in Grayhaven Leandric grew up among both humans and Dwarves. His mother being a second cousin of Lord Howlan Garess he always was out of the picture for a role of any import within the family. While that did not stop him from trying his heritage always turned against him, always being passed over for family closer to the head of the House.
When the Vanishing happened when Leandric was twelve most of the Dwarves vanished and with them went house Garess' largest source of income. The more important thing for Leandric though was the vanishing of his teachers, both when it came to magic and when it came to engineering. Now stuck with only his books to learn from. With no teachers guiding him along the standard paths he quickly tread outside them eventually combining both. With his more mathematical approach he managed to outwit and outmatch his former fellow students.
To his dismay this actually worked against him as some of his fellows actually held a higher position within House Garess. Out of spite over being surpassed by their lesser cousin they went out of their way to hinder Leandric's attempts at getting work. Even orders he had already gotten were then retracted due to the actions of jealous cousins.
Desperate for a chance to prove himself he eventually signed up for the exploration and taming of the Stolen Lands. Happy to get him out of town and out of the way his cousins actually made sure he would be one of those sent to the Green Belt.
Without the funds to buy his own horse the easiest way to get to the Greenbelt was by tagging on on the only supply caravan going there who supplied a trade post run by a man called Oleg and his wife.
It had been a long day. Once again a contractor had withdrawn at the last moment. He didn't have to ask to know who were behind it all.
He did not have to say anything for his father to understand what had happened, "Why did you have to piss them off son? Couldn't you just have held your head low, kept your skills for yourself." Before Leandric even got the chance to react his mother butted in, protecting him like she always did.
"You are both correct. I should have kept my mouth shut and my head low, but I can't and you know it." He sighed, "Dad, I think I'll take your friend up on that deal he offered, the stolen lands can't be worse than this place."
His mother rushed over, "Are you sure dear? You can always work with your brother."
Leandric gave his mother a surprised look, "Mother, I'm not working as a carpenter, I'm not a carpenter. Don't worry about me, I will be save there. There are plenty of others going including more bulky, brawny types, it'll be just fine. I'll send you a letter once I arrive." He had no idea how yet, but the thought alone would help sooth his mother.
His father grinned, "I'll notify him. He'll want to meet you tomorrow I think, give you the charter if he thinks you're up to it."
Leandric smiled, "Thank you father. Once we established a foothold I'll send for you, than you can both come over, see what your son has made."
His in combat role would be that of a controller and summoner while out of combat he'd be one who is very knowledgeable about magic as well as construction and he also knows his fair share about the nobility of Brevoy and the River Kingdoms.
I'd love to play Hobgoblin ex-slave turned enforcer. Think a guy brandishing a nasty hooked whip, possibly in heavy armor. He'd be a follower of Moloch, the general of Hell.
Basically he'd be an ex-slave who was first promoting to overseer for his apparent cruelty and then freed and hired as an enforcer for saving the life of one of his masters (pushing him/her out of the way of falling rocks, something like that).
GM Angel wrote:
No problem, figured you'd missed it.
As for the reskinned spells, I understand that. My idea is mostly to just toy with the odds and ends without changing power levels because then they become new spells. In case of the Wall of Stone the marble walls would be for construction purposes.
I have an idea for a Human Arcanist born into House Garess. He is an architect and planner of both magic and buildings. He'd be Lawful Good and pay homage to a small selection of gods being Abadar, as patron of cities, Bharnarol, empyreal lord of invention, and Eldas, empyreal lord of architecture.
I do have some questions: Would you allow adding an archetype once the ACG is released, if so desired?
Would you allow the character to modify spells a bit, which I think is in spirit of the Arcanist. Think making marble walls with Wall of Stone by changing the material component from a small block of granite to a small block of marble.
EDIT: He'd be going for Magister or Treasurer
I'd like to submit Yulia Mulberry, Warpriest of Cayden Cailean. She mostly wields the sling though has a rapier as backup.
Crunch is in the profile
Yulia was born as part of the Halfling contingent of a Varisian caravan. While her childhood was nothing special as far as the children of Varisian travellers go, both the joys of the tight knit family unit and the ostracization from outsiders.
A brutish attack by two hill giant brothers brutally ended her happy childhood. Their aggressive attack obliterated most carriages and they killed any who tried to stop them as they plundered the food stores and ate the horses. All that was left for them to do was flee.
Once the dust had settled most people of the caravan returned in hopes of securing anything of value that was left and burying their dead. To their own disgust they found most of their dead gone, taken by the giants. While most people gathered their belongings and started to move down the road towards the nearest town the young Yulia swore vengeance, swearing she'd take down ten giants for every life lost.
The caravan split up shortly after, not able to sustain the entire group without their wagons and horses. Yulia's family moved to Magnimar where she eventually fell in with the followers of Cayden Cailean, more or less forgetting about her oath. When recently the news of giant attacks started to increase she decided this was the one chance she'd get to get back fulfil the oath she made as a child.
When she moved to what she deemed the frontier of giant attacks she arrived in the town of Sandpoint. Here intent was to move east from there, heading for the other border of Varisia to Janderhoff, assuming the Dwarves would be more than willing to help her. When she arrived in Sandpoint she came across the preparations for the Swallowtail Festival and, as a proper Caydenite, couldn't resist and figured a delay of a few more days wouldn't hurt.
I'm working on a Halfling Sandman or Magician Bard and devotee of the Infernal Duke Ruzel. The guy would come from a line of Halflings that worked for the Surtovas for over a hundred years. Recently there has been a string of deaths that looked like accidents but were just too surreal to be true and there were enough things pointing to him that they wanted to get him out of there and he would more or less be pushed into the Stolen Lands mission.
Mechanically he would have Trapfinding if I go Sandman and I'm thinking of building him ranged using a shortbow.
He is still under construction though.
Updated Yuelthea completely. I added a spoiler under the background that shows where Drow are involved in her background in some way though Yuelthea does not have a clue they are. Basically they are things she'll figure out as the game goes on and as such are potential hooks for character development.
Trait is gone and replaced.
I already used 6+int skill points instead of the 4+int in the playtest document. The recent blog post preview (found here) says that's one of the changes they made for the final version so this makes updating easier and means she doesn't have skill points coming out of nowhere.
I'm perfectly fine with changing the background. Would you be ok with me keeping the background more or less the same but make it so that Yuelthea has no knowledge of the role the Drow play in it? To her the Drow would be no more than something parents use to scare their children, classic bogeymen. She would of course piece together the events of her past as she gains more knowledge during the campaign.
The trait isn't linked to any ethnicity, that's why it doesn't show on the pfsrd. It's a basic social trait, not a racial or ethnic trait.
As for updating, absolutely
Character crunch is updated to conform to your rules rules.
I'd love to join
The Second Darkness game I was in died before it started. The character doesn't conform entirely to your rules though:
She is a Slayer using the stats from the ACG playtest. She'd be updated to the full version (which according to this week's blog is real close to last playtest) once the ACG is released.
Drow are mentioned in her background but she has never encountered one. They are a threat in the shadows as they are for any Elf growing up in Mierani Forest.
The idea for her is to eventually get the Lantern Bearer PrC.
Character is here
I'm in GMT+1
GM, would you allow small sized Tieflings, as per the sidebar in the Blood of Fiends book.
Basic idea is for a character who is a serial killer and worshipper of Shax in search of direction. It may sound odd but the guy is inspired by "Don't stop me now" by Queen and "Midnight Creeper" by Eagles of Death Metal and has been haunting me for months now.
I'd be very interested in this as well
Working on a Human Dirge Bard devotee of the Infernal Duke Ruzel, duke of blasphemy, humor and undeath. Basic idea for the guy is that he is a royal bastard in both the literal and the figurative sense who hates the fact that he is denied what he believes is his birthright.
He is in fact not interested in ruling but in the power and luxury that comes with it.
He also has a sick, bitter sense of humor and sees undeath as the ultimate joke, a mockery of life.
Wow, the RP thread is very active. I'll see if I can jump in later today.
I'm building a Tattooed Sorcerer with the Deep Earth bloodline. Basic idea is for him being the great-grandson of the last king, though being the youngest son of the youngest son of the king's youngest he's quite far from the throne. That and he doesn't really care for it, though he'd take it if needed.
The character will be a transmuter and a builder who is used to dealing with other races as he grew up one of the biggest human cities where his father, some of his siblings and he himself work in architecture and civil engineering. The other siblings work as gold and silver smiths with his mother's side of the family. They are all very proud of being Dwarves, though in their cases it focuses wholly on their skill and craftsmanship.
I do have a question: Would the Monument Builder story feat be of any use? In addition, would you allow his work as architect to help him qualify for it, despite not having paid for it himself?
Background is a work in progress, though the blurb above gives the basic idea.
Bjaern is quite slim by Dwarven standards and of average height. He wears his auburn hair short and his beard in a mix of Dwarven and humans styles with braids along the sides.
His clothing generally conforms to the style worn by most humans though it's clearly a Dwarven interpretation of it with runic patterns and earthy colors.
Bjaern is young enough to be enthusiastic and full of life but old enough to know that such spirit can not go unbridled for too long without wearing yourself out and that enthusiasm sometimes needs to be tempered by patience.
He loves his work as an architect and enjoys going to the construction sites to see the builders working and give direct instructions. Due to his genial nature and clear love of his work this is generally appreciated by those he comes across, though some think him too pushy.
Bjaern loves his family but, like some of his siblings and friends, is not content with their lot in life. They have all heard the stories about the past grandeur of their people and most would love nothing than to experience it again.
Relation to the Tharnhammers: Bjaern is a Tharnhammer, born and raised. He knows he is a descendant of the royal line from father's side and another noble line from mother's side but this all means little to him. If he however could use these traits to help unite and rebuild a proper Dwarven nation he will not hesitate to do so.
EDIT: As you can see, the Dwarven Xenophobia isn't really a fit for him personally. It's an aspect of the Dwarven nature that has always baffled him, which in turn might make him a good counterpart for more xenophobic Dwarves.
Kalderin Tharnhammer wrote:
I'm surprised we have no ranged fighter yet. (Or at least my cursory overview of other people's sheets haven't revealed one.) That's a role that I would think would be very useful. Though I understand why it's not too popular in a group of Dwarves.
I'm actually looking at making a ranged character but it's a bit iffy with Dwarves. Bows don't really fit them, guns aren't allowed and both crossbows and thrown are just bad, both for their own reasons.
That said, I'm still working on it. I've benched my Investigator as I'll save her for the type of game I originally invented her for (something like MM or SS)
I'd love to play a Dwarven Investigator, most likely going for Clever Hands score set combined with the Relic of the Dwarven Smithy trait. Not so sure about the first as while the Int bonus is great losing Cha hurts and Dex isn't that interesting when you wielkd a battle axe. She'd more or less be a self taught historian who is collecting information about the Dwarven people.
She'd be the brains of a group though she can handle herself in combat just fine. She's a logical thinker as well as a tinkerer, though the latter is more of a hobby for her. If I'd grab a deity for her it would actually be Bharnarol, empyreal lord of invention and creativity.
As far as roleplaying hooks go, only the xenophobia doesn't really fit her, growing up surrounded by other races and all.
Dahlia grew up among humans and her family more or less behaved like humans, even given their children human names. It was her grandfather, a stodgy old man, who still clung closely to the family's roots but he was more or less seen as a senile old fool by the rest of the family.
Dahlia always was intrigued by the stories of old but always considered them to be just that, stories. That all changed when her grandfather passed and left her a set of old keys. One was for a chest he had stuffed under his bed and the other she didn't know, only that he held it close at all times. In the chest she found notes from her grandfather and stories about the fall of Dammerhall and how her great-grandfather had witnessed it as he saw his home go up in flames along with most of his clan. It also held a note saying that the last key supposedly fit in a door somewhere down in Dammerhall.
Amongst the contents of the chest she also found an axe and documents detailing the lineage of her family, denoting them as retainers of the royal Tharnhammer family and also connected to them through marriage on several occasions. The contents of were all that remained of her family's legacy, all her great-grandfather could hold on to.
When she showed this to the rest of her family they dismissed it as irrelevant and her as a dreamer. She refused to just ignore all this and instead set out to learn more about her people. The more she learned the more intrigued by it all she became. In the end she decided she'd need to find others who could tell her more, old people like her grandfather who got the information first or second hand but also younger people like herself who were intrigued by their people's past.
What the second key leads to would be completely up to you.
GM Master of the Abyss wrote:
Cool. Just as a side note, since I figured it wasn't quite clear from my post: She was born an Orc but became an Aasimar when Vildeis revived her and infused her with some of her own essence.
Khenbish, my Arcanist|Cleric is done and has a ton of money left to spare. He simply doesn't need it.
As far as my second entry goes,, I´m still working at the details but I´m looking at a Witch (Scarred Witch Doctor) || Bloodrager with the Celestial bloodline.
If allowed I'd like to make her an Angelkin Aasimar born from Orcish blood, thus explaining her Scarred Witch Doctor archetype. If Not I'll go Half Orc.
Basic idea for the background:
Khayalani does not remember anything about her early life. The only thing she remembers is that she should be dead as she remembers being sacrificed to a demon lord in the Land of the Mammoth Lords, where she comes from. The rest begins after waking up in a bed in Kenabres where she was found by crusaders, wrapped in red silk with a pure white porcelain mask on the face. While they should have been scared by the odd appearance the clear celestial nature called them and caused them to bring her in. When the healers unwrapped the silken bandages they found her entire body covered in scars that suggested dismemberment and evisceration.
When she awoke she carried within her a need for vengeance against the demon cultists and a deep hatred of demon kind. In addition she started receiving visions from and about the empyreal lord Vildeis who encouraged her in her new found hatred for demons.
Associated plot hooks:
- In her past Khayalani actually was the Orcish head of a demon cult devoted to Sifkesh. Her death was a ritual suicide forced upon her when her pupil took control of the cult.
- Vildeis pulled her soul from it's path towards the boneyard to prevent her from ending up empowering Sifkesh and remade her, turning her into a vessel of her own cause.
- The cult has moved into the Worldwound and works from there now to corrupt any remaining pockets of barbarian resistance.
The story feat will be Arisen and the she'll be Dual pathing, going mainly for Champion but supplementing it with Archmage abilities (boosting hexes and bloodline).