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Psychopomp, Shoki

Cuàn's page

Pathfinder Society Member. 1,029 posts (2,940 including aliases). No reviews. 1 list. No wishlists. 60 aliases.


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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).

rolls:

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:
17
16
18
14
16

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

Spoiler:
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?

Lantern Lodge

I'm still working on Malcolm Reid, my Sylph Sky Druid. The crunch isn't quite done yet.

Short Background:

He is the son of two human parents on Mediogalti Island who didn't quite know what happened to them when their young son started manifesting strange abilities and his appearance started to change (before then he had just been a pale, skinny boy with very light blond hair). They started to hide him, fearing his appearance would draw unwanted attention from the Red Mantis assassins.

The result was that Malcolm ran away from home at the tender age of 9 and fled into the jungles, never to be seen again. At least not for a very long time.

When he returned he was very much a changed man. His parents had already passed away of old age so there was nobody to return to, as far as he knew. Shortly after he showed himself in town and introduced himself as Malcolm Reid the news spread to the Red Mantis and soon he was ambushed within the room he rented at a local inn. The goal however was not to kill him but simply to obtain some of his blood.

Unbeknownst to Malcolm his parents had more children after he vanished, twin girls to be precise. Neither of them displayed the elemental blood he did but both did join the Red Mantis. Upon hearing there was someone claiming to be Malcolm Reid they decided they had to know if it was the older brother they never knew and so required some of his blood for use in divinations.

When they found he was in fact their brother they tried to approach him again, more friendly this time but found he had already left the isle, afraid the Mantis would come for him again and actually kill him.

Malcolm fled to the Shackles where he ended up amongst the Tengu of Port Peril.

That background takes Malcolm to Port Peril. I do wonder where the Wormwood is at the current stage of the game? The way I see it he could have been press ganged earlier, but being a Sylph he'd stand out. If the Wormwood has only been on open sea so far it's rather difficult for him to get there.

Lantern Lodge

This sounds interesting.

I'd be looking to join with a Sylph Sky Druid, which I'll make later today. The character would have a heavy caster focus but would function in melee if needed.

That or maybe a Nagaji Cavalier using the First Mother's Fang and Luring Cavalier archetypes. He'd be a mostly ranged character with some switch hitting potential.
Strictly speaking this character could also be of any other race but the thematics of the First Mother's Fang fit Nagaji best.

Lantern Lodge

This sounds very interesting. I have a fighter idea I'd love to play and an all fighter group would work out fine.

Lantern Lodge

I'd love this

Considering the Asian feel, would you allow Wayang? They seem to be a perfect fit with "Indonesian" Half-Orcs already in the mix.

That and there are no small races yet.

Lantern Lodge

A Dutchy here

So Netherlands, Europe

Lantern Lodge

Helena's crunch is done. I got her a falcon mostly as a flavor thing but it could double as a messenger bird.

I might also add that while outside Helena always wears a closed helmet with her armor. According to those that know her she no longer lives in Kintargo and she'd prefer them to think that as long as possible.

Lantern Lodge

The crunch isn't done yet but I'm working on a straight up Fighter, though she'll make a lot of use of both the Weapon Master's and the Armor Master's Handbook. I ditched the Darechaser as I simply couldn't get it to work in a way that I was happy with.

From a mechanics point of view the character will be a master of the Heavy Blade weapon group, using different weapons for different situations. She'll start out with a focus on a single type though, probably the Estoc. I aim to make her a mobile and versatile melee character.

Her name will be Helena Henderthane.

Short Background:
She would have come to Kintargo about a year before Barzillai Thrune to live with her fiancé, the eldest son of House Tanessen's patriarch. She herself comes from a noble family that's very prominent within Chelish politics (they are Thrune's mayor armsdealer and my character's aunt is Lord-Mayor of the city of Ostenso). As the daughter of a mayor armsdealer she grew up surrounded by weapons and was taught how to use the merchandise at a very tender age.

She moved to Kintargo in hopes escaping the Chelish politics and most of the influnce of the House of Thrune. Her engagement was more about finding a life away from the scheming and infernal influence than it was about love.As such she was not happy with Barzillai's arrival.

She convinced her fiancé that it would be best for both of them to move to Korvosa. While he initially agreed he was then persuaded by his father not to go and instead lend his support to the House of Thrune. When he tol Helena she broke of the engagement, packed up and claimed she'd leave for he family's estate again.

She didn't leave Kintargo though. In the last year she had grown attached to the city and it felt like her only home. Back with her family she'd only find that which she feared was coming here. There was only one conclusion: if she wanted to live her life without the infernal shadow looming overhead she'd have to fight for it.

Lantern Lodge

I'd like to join this game. I love Hell's Rebels but so far the games perished.

My idea for my character is a Halfling or Human devotee of Kurgess who made the city his playground. He used to do parkour there with a small group of friends but recently all but him have been arrested for disturbing the peace.

ideally I'd go Swashbuckler using the Courser archetype and then go for the Darechaser PrC as soon as I can. If you'd rather not have a Swashbuckler next to the existing Daring Blade Cavalier I'd probably go through Unchained Rogue instead.

In combat he'd be a skirmisher, weaving in and out of melee. He'd be very mobile, both in and out of combat.

Lantern Lodge

Chengar Qordath wrote:
My LG Skald in Kingmaker didn't really need to worry about losing all his class abilities when the group decided to hang several captured bandits. A Paladin ... well, depends on the GM. I've certainly known ones who would take a dim view of a Paladin imposing the death penalty.

I'd love to see those GM's react to a Paladin devoted to Damerrich. That's the empyreal lord of executioners, those who perform (just) executions so others can keep their souls "clean" and remain "innocent".

Lantern Lodge

1 person marked this as a favorite.
KujakuDM wrote:

I feel I made the right call.

I may have forgotten to specify, the other PC blasphemed not against the paladin, but against the NPC cleric.

She was the only way for the other PC to survive. This was known and she went to kill a villain rather than save a life.

I call that Wrath.

Also, a falling paladin isn't a big deal. She did a small quest and got an atonement. She played the same PC later in a planescape campaign where she met the dead PC in the afterlife. Was good stuff.

How does wrath lead to falling? Paladins of several deities (Ragathiel is the very first to come to mind) are pretty much divine wrath made flesh.

I'd say it would depend on the situation. If the paladin knew or could have assumed that letting the villain go would lead to widespread suffering and death then letting one person perish in order to prevent that isn't a fallable thing. It's not ideal but it certainly isn't evil.

The greatest good for the greatest number of people is a pretty fitting thing for Lawful Good.

Lantern Lodge

Weirdo wrote:
Where is a fighter getting 1,500 gp for full plate at level 1?

Or the fighter isn't a fighter but a Battle Host Occultist and gets his Hellknight plate for free.

EDIT: On topic. It all depends on what kind of campaign you will be running. If it's more of a dungeoncrawl then open world I'd say the roc is actually a bad option. That is assuming there aren't that many large open structures within the dungeon of course (though that wouldn't be much of a dungeon anyway).
Similarly, in an urban game I think the roc would be a less than ideal choice. City guards will not be happy with that giant chicken.

Lantern Lodge

Mangenorn wrote:

Ok, I'm going to do this by alignment:

** Neutral spoiler omitted **

He isn't the only one to live in the Maelstrom though. Sivanah also has a floating domain somewhere in the Maelstrom. The exact location isn't fixed though. Something with hiding from proteans who rather dislike her.

EDIT:

Kerney wrote:
MageHunter wrote:
Generic Villain wrote:
Razmir. He's successful and very very rich. If you worship him, you'll win so much you'll get tired of winning. He has the best words and a big, beautiful palace. Winner. All of the women flirt with him. Razmir's many enemies are really not very smart people and are just jealous of his success, and by the way, he is an amazing beautiful god, believe him.
He builds beautiful staircases...
And his cult is gonna be HUGE!

And some of his faithful get their powers from Sivanah!

(yes, I'm a bit of a Sivanah fanboy)

Lantern Lodge

Sivanah. I just love the mystery and layers upon layers of intrigue that come with her. Even the gods don't know who she is and how she got there. And then comes her lending power to Razmir's followers in his stead. Nobody knows why, might just be for fun. The fact she's also Zon-Kuthon's, or at least Nidal's, greatest enemy is a nice bonus.

I have a thing for trickster gods as well, so the Lantern King and Sunwuko are high on my list as well(Picoperi is their goody-two-shoes cousin and as such less interesting)

I'm also quite fond of Vildeis. She's an odd one, a wholly good entity who nevertheless has more in common with some of the evils she fights than with some of those on her end of the spectrum.

Lantern Lodge

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I'd love to join with Xandra Farcini. She's a Gnome Oracle raised in a Varisian caravan. She's a devotee of Desna and her shadow, the Black Butterfly.

Background is under construction.
Basic idea is that she was found when she was little more than a baby by a Varisian caravan that raised her as their own. As she was found with a pendant of Desna's holy symbol around her neck she was raised by the troupe's elder. When the elder passed away she moved to another troupe's elder. This happened half a dozen times and as such Xandra feels more connected to the Varisian people as a whole than any caravan in particular.
In her late teens she started getting visions of her goddess, or more accurately of the shadow of her goddess. Desna herself was always just out of sight. This also was when her other abilities started to surface, abilities a simple Gnome had no business having. Like the ability to see in the darkness.
These days she fell in with a group of Sczarni. While she isn't involved in any criminal activities herself she knows they are and they are in trouble. She's now in Sandpoint for two things. First to take part in the Swallowtail festival, which is sacred to her goddess. Second to contact an old friend of her new family in the hopes he can help them out.

She has the Deaf curse, but I understand that that one has quite an impact on the game and also affects the rest of the party. If it's too much I'll swap it out for Haunted.

Lantern Lodge

Now I'm thinking of a silly, comedic character.

A Goblin Hunter who finally wants to deal with those pesky hobs. He also fails to understand the concept of guerrilla warfare and thinks it involves gorillas. One can guess what his animal companion is.

Could also just play a Vanara or an Orang-Pendak(B5) and put the gorilla in guerrilla that way. The Vanara could legitimately be nice though.

Lantern Lodge

I'm actually looking at playing a member of the Tanessen noble family, a family that follows Thrune rule.

My character would have had doubts about Thrune's rule of Cheliax for several years. Raised as a faithful Asmodean he ditched the Lord of Hell years ago and has since joined a small cult of Ragathiel within the city of Kintargo. His family knows but dismissed it as juvenile silliness.
With Barzillai Thrune's arrival and the events of the night before that his doubts would have been replaced by a steadfast determination to free Kintargo (and maybe all of Cheliax, one can dream) of the Infernal influence. His family wouldn't know this at the start of the game.

Mechanics wise I'm going Slayer using the Deliverer archetype and later moving to the Crimson Templar PrC.

As mentioned before, he would be Lawful Good but considers the laws imposed by Thrune and his agents to be unjust. Besides that, he's a divine killer devoted to a god of wrath that wants nothing more than to protect the good and bring Hell down.

Lantern Lodge

I'd love to join the rebellion.

Right now I'm looking at an actual Lawful Good character, a devotee of Ragathiel heading into the Crimson Templar PrC.

As far as being lawful in this game, my character is fiercely devoted to removing the taint of Hell so any laws imposed by Hell and it's cronies don't mean a thing to him.

He will respect proper authority, will honor any word given in earnest and is a man of discipline and order. However, he only bows to the laws of Heaven and never to the laws of Hell. The devotion to his goal is even more important though and sometimes one of Heaven's laws needs to be bent or tread (though never broken) in order to achieve it.
Another thing is that he doesn't expect his allies to see things his way. His burden and task is his alone and it isn't right to force it upon anyone else. Still, anyone wiling to walk with him is more than welcome.
Another important thing for a character like this: He isn't stupid. He is devoted and zealous but he won't be an idiot. Patience often leads to better rewards than rash behaviour, even though it might be hard.

Not sure on base class but Fighter is a likely option, with the Weapon Master archetype if so. Probably combined with levels of Slayer or Vigilante, but there seem to be a lot of those already.

Lantern Lodge

I'd love to play this AP beyond the very first encounter for once.

My idea is for a Varisian Oracle serving both Desna and her shadow, the Black Butterfly.

Lantern Lodge

GM DeathbySuburbs wrote:


I couldn't get the link to work.

That is because I changed my mind due to the lack of proper Brits within the current group. Though actually it was mostly because I couldn't figure out how to make the mechanical concept I had for the character work in a world with very limited access to magic items.

Instead I'll be submitting Malcolm Reid. He is a Witch using the Alley Witch and Hedge Witch archetype who is truly in touch with the city (basically London is his patron). He'd fill the young doctor role though he also uses his magic to heal people, hiding his magic using the Conceal Spell feat.

His gear isn't done yet but the rest is. His familiar is a somewhat scruffy red cat.

Background:
Malcolm was born into a lower middle class family as the second of four children and his parents' only son. His father was foreman in a factory while his mother worked as a nurse. As was expected, his sisters also all went into healthcare, with two of them becoming nurses and one working as a midwife. Malcolm was expected to follow in his father's footsteps but after merely a year of working at the factory after finishing primary school Malcolm stopped showing up for work.

Instead Malcolm spent his hours either on the streets or performing odd jobs at the King's College Hospital, where his mother worked. There he'd help clean the halls or eavesdrop on the classes where the nurses in training, including his older sister, were taught.

Eventually he returned to the factory floor but with a very clear goal in mind: he wanted to become a doctor and needed the money to pay tuition. What he hadn't counted on was that he'd also need more education beyond his primary school years before he'd be able to enrol at King's College.

Even after being rejected by the King's College for lack of education Malcolm bluffed his way into lectures. While he got the jest of things and easily surpassed any first year student on subjects like anatomy and proper treatment of common illnesses he soon found he could not comprehend the theoretical lectures nor did he have the patience for them. He wanted to help people, not learn about obscure diseases found only in darkest Africa.

So he stopped going to the College and he stopped going to the hospitals. Instead he started frequenting the poorer, seedier parts of town. These were the places where the people truly needed help and where they were least likely to get it.

It was there that his strange abilities first manifested. He was treating a baby girl with a bad case of whooping cough and he feared for the infants life. As he was trying to make the child as comfortable as it could be, a red cat settled at Malcolm's side. Initially he wanted to shoo the feline away but something about it made him hesitate. Then, as the cat rubbed up against Malcolm's legs his hands glowed. Shortly after the light went from his hands into the infant and then back into he hands before fading. The child had stopped coughing and instead smiled happily but now Malcolm was coughing in her place.

Malcolm found that, with the help of his new found feline friend, he could channel some sort of power, magic perhaps, from the city itself, though he surmised it would only work if used for the betterment of the city's populace. He hid his abilities as well as he could but sometimes people still caught glimpses of what he did when treating the sick and soon rumours spread about a man working miracles, curing those children that had already been given up on.

Personality:
Malcolm Reid is a kind, soft spoken and gentle man. He made helping the children of London's poorer parts his life's goal and works tirelessly to improve their situation.

As such he has little patience or understanding for those who would treat children unkindly, especially if for their own gain.

As a result of his tireless work there is very little time for him to actually make money. Many parents are very thankful for his work but they rarely even have enough money to feed themselves. All the money he does make is by selling his services as a medic to those of higher social status with illnesses they'd rather keep out of the public eye. For them he makes a myriad of ointments and tinctures to treat whatever ails them.

Appearance:
Malcolm is somewhat chubby young man with sleek black hair. He wears glasses with a simple wire frame. He often wears a grey woollen waistcoat over a simple linen shirt together with woollen pants matching the waistcoat. Outdoors he often wears a heavy, long, brown leather coat over it all in order to keep dry.

He almost always carries a doctor's case with him, filled to the brim with all kind of tools to help him with his work as well as a large assortment of simple herbal remedies.

Malcolm is always followed by a large, scruffy, red cat. This cat, which he named Hopkins, is entirely red with the exception of a white sock on his front left paw. The creature's bright green eyes seem unnerve adults while children adore the friendly cat.

Lantern Lodge

I decided to go for a very different kind of character. He'd also be exotic but in a very different way.

Considering the Britsih Empire is still very much alive and kicking by the time of the game I decided to use that for inspiration.

Meet Caelan Singh (The profile isn't done yet).

He is the youngest son of a Scottish officer stationed in what was then the Punjab region of India after the Anglo-Sikh wars. After fighting closely together with a Sikh unit during the later Indian Rebellion of 1857 Caelan's father converted to Sikhism and married a Sikh woman. As such Caelan was raised as a Sikh and carries the last name Singh instead of his father's original Reid.

Recently his father passed away and Caelan was sent first to Glasgow to inform his grand parents and some aunts and uncles and now to London to inform the rest of the family as well London's East India Club (a gentleman's club) that his father joined shortly before departing for India.

The character would be a familiar stranger in a wholly strange land. He has grown up far away but looks mostly like a Scotsman, including a red beard. People tend to frown at his style of dress, which is according to his faith, especially combined with both his Glaswegian accent on his English and the fact he is fluent in Punjabi.

As far as the character itself goes, the idea is that he brings a different view to what's happening in the city. He on the other hand would be thrust into a society that he only partially understands while they expect him to be right at home.

EDIT: As far as role goes, I guess he'd fit in the Investigator to some extent. Beyond that it would be closest to the one familiar with darkness, only it would be the occult and esoteric in general instead of darkness.

Lantern Lodge

This sounds interesting.

I'd be looking at a character that mixes several of the concepts you mentioned, in that he'd be a holy person with some connection to darkness and a knack for information.

He'd be a tiefling with prominent infernal features but also heavily decked in Christian relics. Inspiration comes, in part, from the likes of Hellboy and John Constantine but also from Penny Dreadful.

I'm not sure on the class yet, list so far are Cleric, Inquisitor or Occultist using the Reliquarian archetype.

EDIT: The idea for part of the background would be that he does most of his work in the poorer neighbourhoods where he is actually accepted and actually loved for all his good work. Outside of those areas he tends to keep his features hidden.

Lantern Lodge

I'd be interested in this.

Idea so far is a Ranger(Guildbreaker)|Magus(Eldritch Archer). As far as race goes, I'm not sure yet. Maybe Aasimar or Samsaran.

My character would be a follower of Eiseth, one of the Whore Queens, and she would have turned to her after feeling/being betrayed by the good guys (still figuring out which organisation it would be). Crimes would at least be Heresy and I'll have to decide on the other.

Lantern Lodge

thelizardwizard wrote:
could you link me the swarm monger? I've not seen it.

It's not on d20pfsrd or archivesofnethys yet (both sites seem to have slowed down quite a bit the last few months). I could provide it to you over PM if you'd like, but that's about it.

Lantern Lodge

I'd be interested in this one as well.

Basic idea so far is for a Devil Spawn Tiefling from Karcau. The character would have been born as a result of the Infernal meddling of the cult of Alichino there.

I do have a question though: Would you allow me to take the Swarm Monger Druid archetype with this character? The archetype is from Blood of the Beast and under the Ratfolk section but it isn't mentioned to be Ratfolk exclusive.
I figured it would be a nice fit for my character since she lived in Karcau's sewers for many years after fleeing the cult at the age of 6.

Alternate ability rolls
1d100 ⇒ 37
1d100 ⇒ 76
1d100 ⇒ 90

EDIT: I'm thinking of naming her Victoire, to add to the Vic/ktor mix.

Lantern Lodge

SheepishEidolon wrote:
Cuàn wrote:

Isn't the easiest solution just playing a Gnome within the Golarion setting?

They don't die of old age at all.

Sure, there is this little detail of surviving the Bleaching but that isn't old age. Add to that that Bleachlings don't die of old age (most are already old or venerable when they get there) and Gnomes are solid.

Hmm, according to Gnomes of Golarion they are not immortal:

Quote:
Of all the civilized races, only elves live longer than gnomes, giving rise to the popular misconception among other races that gnomes are immortal save for the Bleaching. In truth, gnomes age the same way as the other humanoid races do, only more slowly, growing older and weaker until they finally succumb to disease or failing organs.

Of course, hundreds of years is better than what humans get. You pay with the need to experience new things all the time - few gnomes survive the transition to bleachling:

Quote:
The Bleaching is almost always fatal—gnomes eventually become so bored that even breathing and circulating blood seem burdens too great to bear.
A gnome trying to avoid the Bleaching ends up pretty much in the same situation as a vampire - which is immortal, but driven and endangered by its needs.

Ah yes. I knew it was too good to be true.

Still, if you manage to survive the Bleaching (I think the required saves also were in Gnomes of Golarion) you do reach a state in which you no longer die of old age and in fact stop growing older entirely.

While the average Gnome rarely survives the Bleaching it's very possible for a PC.

Lantern Lodge

1 person marked this as a favorite.

Isn't the easiest solution just playing a Gnome within the Golarion setting?

They don't die of old age at all.

Sure, there is this little detail of surviving the Bleaching but that isn't old age. Add to that that Bleachlings don't die of old age (most are already old or venerable when they get there) and Gnomes are solid.

Lantern Lodge

I'd like to present Yatsik Tarvalloi, Ratfolk Wizard (Conjurer/Extradimension). Sheet is still under construction.

Yatsik would enter the game with three NPCs, two of which functioning solely as part of his intro and they, a caravan guard and a wagon driver, could either hang around or pack their bags. The third NPC would, if allowed, eventually become Yatsin's cohort.

Coming in as a merchant with a wagon, Yatsik would also provide an easy entrance for the other character joining.

In short

He'd be a former Kalistrcrat and born in Druma. He quit the country and the Prophecies because he got sick of all the rules and the Kalistocracy ruling every aspect of life so he packed up and left, taking along some of the family's business to trade elsewhere. In this case elsewhere ended up being Razmir. Not willing to risk government actions he had heard of before Yatsik went underground and most of his goods became illicit, at least for a place like Razmir.

Eventually one of Yatsik's associates was interred for an unclear reason so Yatsil figured it was time pack his own bags and leave once more. This time he made his way to the Stolen Lands, though mostly because he could not reach the harbour due to the guard presence.

In the stolen lands Yatsik simply picked up where he had left off and became a trader and smuggler once more. He also found religion in the form of Hanspur. The devotion is limited and so are the gains but it works for him and keeps many bandits along the Sellen River away for him.

He fairly recently got his hands on one of the invitations for the Stolen Lands mission. It was traded to him by a former military man who needed money to pay off his gambling debt. Now Yatsik is looking for a new home, a new place to settle down and a new way to make money.

Roles Treasurer would be the very best fit but Spymaster and Grand Diplomat also work.

Build Yatsik will be a utility and control focused Wizard. He is a Conjurer with Necromancy and Enchantment as prohibited schools. In addition to Conjuration he will also have a pretty heavy focus on Illusions.

Lantern Lodge

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I don't see the issue with the Devolutionist as a PC besides it being very narrow.

I still have a Devolutionist Druid devoted to Barbatos planned for an eventual Hell's Vengeance (or similar) game. An ex-slave who now uses his former owner as a pet.

I do agree though that there are many archetypes that are very narrow when it comes to PCs and are more generally applicable to NPCs. Which is mostly because most players and GMs prefer the goody goodies over the bad or even the neutral.
That is the beauty of the archetype system in my opinion, you can create these narrow options without harming the usefulness of the base class.

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Uncle Teddy isn't actually an uncle. It should be second cousin twice removed Teddy

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Kingmaker is always a good one.

As far as characters go, how would you feel about either a Ratfolk or a Changeling?

The latter is relatively common within the Stolen Lands due to the large amount of hags living there. In case of the former, I'm just very fond of them (and they are PFS legal under specific circumstances)

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I'd say Hera would be either quarterstaff or light mace, since she is often depicted with a rod of some sort.

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I'd be interested in this game as well.

I'm most likely looking at a character with a few levels of Unchained Rogue in addition to Fighter but I'm not sure about that yet. It would be a total of 3-4 levels of Rogue, 3 at the moment of creation.

The character would focus on battlefield control using a reach weapon and a way to threaten the surrounding area as well.

As far as background goes the character would be an ex-highwayman who was given the opportunity to repent after he was brought low by a Paladin of Sarenrae. The character would now be a follower of Neshen, Empyreal lord of penitence and repentance as he's of the opinion he doesn't deserve forgiveness just yet.

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For the Bladed Brush feat (Glaive finesse), any requirements beyond worshipping Shelyn and Weapon Finesse?

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I agree they need to be adapted, CG for Apollo just surprised me.
As for killing, Hephaestos didn't do those things either.

I'm still a bit in doubt as to what to make. I'm looking at either an archery focused follower of Artemis (or possibly of the twins together) or a militant Dwarven smith devoted to Hephaestos (and paying lip service to Athena). I'd be looking at going for the invention angle with him, striving to create his own warforged.

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Really, Apollo CG? The guy who plagues an entire city for insulting a priest?

As for Artemis, the hating men other than her brother and father tends to be a common feature in modern adoptions of her.

Would you allow converting feats etc linked to Erastil to be converted to Artemis, if also appropriate to her domain?

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This sounds fun

As far as characters go, I have a few ideas, but they depend on how you interpret some gods.

The first are the twins Apollo and Artemis/Diana. How would you interpret them? I'd guess Artemis/Diana is a lot like Erastil but without the focus on tradition, generally less benevolent and more focus on women. Probably either LG or LN
Apollo is very different though as he features both Shelyn and Urgathoa's love of disease and throws in some oracular power as well. I'd say he have 3 alignments. NG as patron of the arts, N as Oracle and NE as god of disease.

The other is Hephaestos/Vulcanus. You could even turn him into a Dwarf with magical races around. I'd say he's probably one of the least vile Greek gods as he doesn't really play tricks on mortals. He's just grumpy and has the occasional fit of rage, causing volcanoes to erupt. He'd also be the creator of the original Warforged, Talos. I guess he'd probably be LN or N and be buddies with Athena.

3d6 + 6 ⇒ (5, 4, 6) + 6 = 21 17
3d6 + 6 ⇒ (5, 1, 3) + 6 = 15 14
3d6 + 6 ⇒ (2, 5, 5) + 6 = 18 16
3d6 + 6 ⇒ (6, 6, 1) + 6 = 19 18
3d6 + 6 ⇒ (1, 2, 1) + 6 = 10 9
3d6 + 6 ⇒ (5, 5, 6) + 6 = 22 17

That is workable.

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How about a Shaman with the Flame spirit? It can't head on deal with immunity but making targets vulnerable to fire reduces the effect of resistance. Besides, you can do more than just fire if you need to so you can deal with both immunity and resistance that way as well.

Make it a Changeling with an Ash Hag mother for good measure (good casting stats and a racial trait that slightly boosts your fire damage).

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Nice, good to be in.

With 8 that means the siblings are complete so my phantom will not be a dead twin.

That means that, barring any reason not to, mommy dearest will be the phantom.

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I'd be interested in this game.

Basic idea is for a Devolutionist Druid devoted to the Infernal Lord Barbatos. The character would be an ex-slave with his devolved companion being his former owner.

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Here is Ssarilla. She ended up as a Spiritualist, though I'm not 100% on Phantom's focus yet, either Despair or Fear. If I get in the Phantom will get it's own profile.

That is in part tied to who the Phantom ends up being, which depends on the eventual group composition. If Hurk'Kag joins the group the Phantom is a stillborn sibling and the focus will be Fear. If we are all Drow the Phantom will be their mother and the focus will be Despair.

As far as sibling order goes, I don't mind. Do note that if the Phantom is a dead sibling that will also take up the place directly below my character.

As far as background goes, that will mostly be shared with the others. Her personal part will greatly be determined by the exact nature of the phantom.

Appearance:
Ssarilla has a tall, wiry figure. She has sharp, almost masculine facial features and large piercing eyes. Most of the time she looks tired even though her general demeanour gives no indication of it.

Ssarilla wears functional black leathers, including knee high black boots suited for walking. In her white hair she wears pieces of black steel in the same style as he black, steel earrings, three per ear. She never goes anywhere without her rapier but appears otherwise unarmed.

Personality:
Suffering from sever mood swings, Ssarilla appears rather unstable. She switches seemingly randomly between highly aggressive and calm and collected.

Those near her occasionally hear her whisper to herself, forcibly keeping her voice down while stuck in a fierce discussion with herself.

Patron: Nobility and either Vengeance (mother phantom) or War and Conquest (sister phantom)

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I thought about that. My idea was actually to have the twin be a stillborn, my character clenching the tiny body of her dead sister tightly to her chest.

Reason I put it like this is the part with the ritual and the curse being placed on seven siblings. Now it could be placed on six but that loses the symbolic nature of the number.

Could work around that though if the first ritual took place before birth.

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I actually have another idea, but it would work best if Hurk'Kagg also gets in.

The character would be a Spirit Binder wizard or a Spiritualist whose bound soul is that of her identical twin sister (as part of the septuplet whole).

The reason it would work best with Hurk'Kagg around is that he would take the space of one sibling in the player roster and my character would then explain how that spot ended up free.

The idea is that that one sibling perished due to natural causes (illness most likely) after all the rituals were in place. Due to a combination of those rituals and the strong bond between the twins that soul stayed connected to my character.

EDIT: Without Hur'Kagg the phantom/familiar would probably host the spirit of their mother.

EDIT2: There actually is a nice guide for Chaotic Evil on giant in the playground if anyone is interested. It's found here

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