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Aldern Foxglove

Digger Chandler's page

588 posts. Alias of joerice.


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I've sketched out the general area ...big town, plains, canyon area, little settlement, etc. I've also plotted out 3 or 4 adventure arcs, starting with our Mag 7 tribute. Fleshing out the factions around now. When it's selection time, I want to work with the players to tie them in better, so some details are loose until decided.

It's gonna be guns everywhere btw.

Construction has begun on the major town.

There's a lot out there. gunslinger-archetypes/maverick-gunslinger-archetype

If it makes a good or fun story, I want to be able to allow it.

I'm still in preproduction, as it were. I originally pictured a cinematic western, but all the fantasy elements can blend so well. Perhaps a dimensional nexus area adjacent to somewhere in Alkenstar, say, and other dimensions as well. Also totally willing to listen to any input or preference.

Folks good in a fight and in need of money, refuge, or redemption.

And let's not roll anything yet. I've gotta do the setup work and some town building and such as.

This is truly an interest check. Feel free to develop and brainstorm here but selection is a ways off, and unspecified as yet.

Stats is a good question. I love rolling but know these characters should be badasses. I'd say rolling but with safeguards or a high point buy.

Oh, and gestalt and mythic I'm not quite ready for. I think we could do this single-class, 7th level or so. Remember, make it work (Tim Gunn in the house) for the setting, whoever you need to.

Loving the samurai/luchador/kung fu direction some of you are thinking in. As for Occult Classes, like anything else, describe to me how it fits in and works, refluffing at will. I will say when I do this (gonna start building it tonight) and when I'm choosing characters, I want the majority to be some sort of take on a semi-traditional western theme. The silent gunman, the gambler, the sharpshooter, what-have-you. I'll be picking some samurai/luchador/kung fu types, but I want them to be the extra spice in a delicious western steak.

Raltus wrote:
What is your thoughts about "availability of guns"?

It's a western. They're everywhere.

Loving what I'm seeing here. More specific feedback later. Hosting Star Wars trivia night at one of my locals.

But, again, I could be convinced to go more fantasy or even Golarion based. This is early development, and input is welcome.

I'm currently thinking more earthly western with technology rules of pathfinder available to male extraordinary folk.

Story behind them has two meanings. A backstory is important regardless. As for starting at something higher than 1st level, I could easily be convinced to do so. These characters tend to not be neophytes. If someone still wanted to start at first, I'd find a counterbalance.

2 people marked this as a favorite.

The idea of a short, but maybe able to continue, campaign is bearin down hard on me. I've played a lot of games but only dm-ed for irl games. But I'd love to run a Magnificent Seven riff using pathfinder rules. When it comes to classes, I'd say have a good story. I'd admit ninjas or winter witches if they had a good concept that fits in. Gunslingers obviously allowed, archetypes encouraged. Magic could exist if you explain it in genre or a fusion.

This is just an interest check. I'd have to develop it, but I want to see if there's interest first.

Caveat: race and the genre. I mean human constructs of race, and how that has shaped this country and in ways, this genre. This is a roundabout way of saying stereotypes will not get much consideration as pcs. Characters can be in-world racist, as was prevelent, but expect that to have negative karmic responce, unless we agree on an arc for your character. I'm not interested in hateful for hateful's sake.


M Human (multi-ethnic) Rogue Charlatan 6

Doing the crunch on a bar tab. AS I SHOULD.


M Human (multi-ethnic) Rogue Charlatan 6

No worries. Just reading it has inspired me. I'll do a rogue who just happens to be a gambler.

M Human (multi-ethnic) Rogue Charlatan 6

The swindler rogue archetype sounds super fun. But it loses trapfinding. I don't want to screw the party over. If trapfinding is as important as I'd imagine in this game, could I just trade trapfinding for the Let Fate Decide that replaces it? If neither of those would work, no worries, I'll just do a rogue with gambler flavor.

M Human (multi-ethnic) Rogue Charlatan 6

Looks like we still need skills, frontline, and arcane. I'm leaning towards a rogue unless someone else has their heart set on that role.

M Human (multi-ethnic) Rogue Charlatan 6

I can just picture my character sneaking away to change identities when there are only so many people shipwrecked at the beginning. "Where'd Joe go?"
"I don't know, but here's some guy in a mask."

M Human (multi-ethnic) Rogue Charlatan 6

Just realized secret identities and shipwrecks make no sense. Hahaha. Back to the drawing board. (I was Philip Adey).

Trokar the Barbarian:

Trokar comes from a nomadic group of orcs, half-orcs, and humans in the Kelesh wastelands. They were led by a fierce and proud chieftan, Mokran the Merciless. Trokar suspects that, like most of the half-orcs in the tribe, Mokran is his father. He is correct, but Mokran is also his grandfather.

From the beginning, Trokar was different from his tribe. He …noticed things others simply took for granted. A vibrant sunset; the coloring of an exotic reptile; the garments of the latest village they sacked.

This growing tendency troubled the chief, as they were a very pragmatic group of nomads, with little time or desire for “art.” As the boy became more and more reluctant to slaughter for survival and spent more and more time painting with whatever he could find.

He was banished at the age of 15 (not really that unusual in his tribe …any male could be seen as a threat to the jealous chieftain), and began making his way west towards this “civilized world” his father so despised (despite never having been there). Getting to Taldor was fairly easy as he took on work as a guard for a caravan. The various goods from all over Golarion fascinated him, especially anything colorful or artistic. He has yet to make his way to any major city, but recently came to Helden on his way across the land. He has been staying there a short time, painting in his free time with legitimate materials for the first time.
10 minute Background: 
-Step 1:

1.  An eye for beauty; Trokar is a secret aesthete sometimes carried away by inspiration, whether it come by way of rainbow, magic, or blood splatter on snow.

2. Homely but kind; Trokar has an impressive beer gut at an early age, uneven, snaggly teeth, and orcish rosacea, resulting in very dark green and blue splotches on his cheeks and nose; however, he is outgoing and friendly

3.  Colorfol warrior; He loves painting and repainting his weapons and armor. The paints often don’t last more than a battle, but he doesn’t mind. “It’s the little things.”

4. Self-conscious racism; Kinda freaked out by small humanoids, but feels terrible guilt for this internalized racism, often overcompensating and making it worse.

5. Budding gourmand; now separated from his nomadic home life, Trokar is developing his palate bit by bit. He loves trying new things.

-Step 2: Trokar’s deepest goal is to become the best painter he can; perhaps the best painter alive. He enjoys travel to faraway lands as a way of absorbing more influences, seeing more unique sights, and, deep down, proving his father wrong.

In the past I’ve used alignments as a way to structure a character arc, but I see Trokar as starting out as fundamentally on the Good side, and I can’t see anything changing that. So I want to explore other ways of building a character, without a set ending point in mind. I want him to grow and change as he experiences things. It would also be awesome for him to do art stuff during down time.

-Step 3:

The Secret he knows: he was not sent out on a mission from his chief. He was exiled.

The secret he doesn’t know: His chief is both his father and grandfather.

-Step 4: Ifeyani, his mother, was always kind and loving to the odd half-orc, but he hasn’t seen her in two years. In Helden, he has become somewhat attached to an eldery woman who is teaching him painting.

-Step 5:

1. When nervous, he often mumbles a string of stream-of-consciousness jokes, sometimes without context at all.

2. He enjoys very loud music when he paints.

3. When bored or anxious he taps his feet or fingers almost subconsciously.

Profile to come.

Got my crunch done and out of the way. About to write up that delicious fluff. No void wizard, went with a budding painter half orc barbarian.

Still working on my guy. Half orc invulnerable eager who dreams of seeing the world and painting it.

Another idea question do you feel about unchained barbarians with archetypes? (As you can see, two diametrically opposed character ideas are warring.)

Question for the boss before I finalize crunch. Spellslingers have to pick 4 prohibited schools but elementalists originally take 1. Seems to me that would double to 2 but I wanted to run it by you.

Ooh. I've played enough faces. Haven't done a wizard in a long time. Thinking an elven Void elementalist. Distant and cold, with a penchant for monologing, ha.

I'm so down it almost hurts. I like playing faces ...hmmm. I have fluff ideas. I'll post more later.

M Human (multi-ethnic) Rogue Charlatan 6

Don't forget sneak attack

Got a solid idea for a relic raider rogue. How do you feel about unchained rogues and archetypes? A traveling academic in savage lands ...

Ooooh yes.

A human seeming inbred grimspawn undertaker/cleaner. This guy is writing himself

Any thoughts on the Cleaner archetype of Slayer? ayer-archetypes/cleaner
Maybe he's the local undertaker, too. I'm liking how this possible party is shaping up, lots of different sorts of evil.

Thief is the wrong word ...independent contractor, more. I've less of a class build in mind than a character idea. Almost a proud union man of a diabolic system. An administrator...

Oh, my, yes. Looking to Lady Snowblood and Stark's Parker as a semisecular Asmodean Hasidim knowing every loophole. The Devil's Thief.

M Human (multi-ethnic) Rogue Charlatan 6

Time has no meaning! Vacthuluation devours all.

M Human (multi-ethnic) Rogue Charlatan 6

Thrilled to be selected. I've got my guy's purchases written down at home, but I think I could make an alias today.

Oh that's a pretty dope character idea. Well done.

Thorvald! I miss gaming with you, man! I likewise vouch for him, for what it's worth.

Ha first I thought you meant me. I was wide eyed trying to understand it. There is one odd thing with Dex and feat, but it'll be cleared up via equipment.

Haven't come up with a name or bought equipment yet, but I've got the crunch and backstory. The short version is he was something of a street kid, petty thief, getting in trouble a lot, but a chef caught him stealing food and eating it with no regard for taste or manners. The chef took him in as an apprentice, and when he showed promise, indoctrinated him into the faith of Thisamet. He's still something of a fast-talking scoundrel, but his faith in the Empyreal Lord of Celebration and Feasting has softened his rougher edges. He worked with a few adventuring parties as a healer, but his services as a chef made him even more popular among delvers. Whether fighting or in the kitchen, his knife-work is his pride.

Male Human Rogue (Knife Master) 1/Cleric of Thisamet 6 (Fire and Community Domains)
CG Medium Humanoid (Human)
Init +2 ; Perception +8
hp 51
Fort +6, Ref +6, Will + 7
Speed 30 ft.
Str 10, Dex 14, Con 12, Int 10, Wis 15 , Cha 17
Base Atk +4; CMB +4; CMD 16
Feats : Weapon Finesse, Two-Weapon Fighting, Weapon Focus (Daggers), Extra Channel, Selective Channeling
Traits: Unpredictable, Empyreal Focus
Appraise 4 (0+1+3)
Bluff 12 (3+5+3+1)
Diplomacy 11 (3+5+3)
Intimidate 7 (3+1+3)
Knowledge Local 4 (0+1+3)
Linguistics 4 (0+1+3)
Perception 8 (2+3+3)
Profession (Chef) 10 (2+5+3)
Sleight of Hand 11 (2+5+3+1)
Languages: Common, Elvish
Spells and Special Abilities
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Channel Energy 3d6 8/day

Domain Abilities:

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+6 5/day

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+3 5/day

Domain Spells:
1st: Bless, Burning Hands 6d4 DC 13
2nd: Shield Other, Produce Flame
3rd: Prayer, Fireball 6d6 DC 15

Cleric Spells a Day:
0 (4): Stabilize, Resistance, Purify Food and Drink, Detect Magic
1 (4+1): Shield of Faith, Divine Favor, Protection From Evil, Detect Evil, Bless
2 (4+1): Produce Flame, Enthrall, Owl’s Wisdom, Align Weapon, Aid
3 (3+1): Fireball, Bestow Curse, Magic Circle vs. Evil, Blindness/Deafness



Oh, this is perfect. I tried this idea for PFS, but didn't get very far. Going for a Cleric of Thisamet, the Empyreal Lord of Feasts and Celebrations. A chef-priest of celebration.

Fantastic! A lot of my games either ended or died, so I'm super ready to play a new game.

I haven't been to Louisville in ages. Before I moved to New York, Louisville was my go to for arty movies, nerd stuff, etc. Great city, though.

Where in KY are you, Trips? I visit my folks in Ashland two or three times a year ...I've played with the WV group, but KY would be more proper, hahahah.

Charlie Dogwoodbloom:
Charles “Charlie” Dogwoodbloom
Male Halfling Rogue 1
Small Humanoid (halfling)
Init +3 ; Perception + 8 (9 for traps)
AC 16 (14 touch, 13 FF)
hp 8
Fort +1, Ref +6, Will 0 (+2 vs. Fear)
BAB + 0
Speed 20 ft.
Melee: Dagger +1 (1d3)
Melee : Club +4 (1d4)
Ranged: Sling +4 (1d3)
Str 10, Dex 17, Con 12, Int 16, Wis 9, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats: Skill Focus (Perception)
Traits: Successful Shirker, Vexing Defender
Acrobatics 10 (14 when tumbling to avoid AoO) (3+1+3+2+1)
Appraise 7 (3+1+3)
Bluff 7 (10 vs. lawful authority) (3+1+3)
Diplomacy 7 (10 vs. lawful authority) (3+1+3)
Disable Device 10 (3+1+3+1+2)
Escape Artist 7 (3+1+3)
Knowledge (local) 7 (3+1+3)
Linguistics 7 (3+1+3)
Perception 8 (9 for traps) (-1+1+3+2+3)
Sense Motive 3 (-1+1+3)
Sleight of Hand 7 (3+1+3)
Stealth 12 (3+1+3+4+1)

Languages: Common, Halfing, Dwarven, Goblin, Elven, Giant
Racial Abilities
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Class Abilities
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Mwk Thieves’ tools
Leather armor
Daggers x4
Wrist Sheaths x2
Merchant’s Scale
Cards (marked)
Cheapish Absinthe Bottle
16gp 8sp 9cp


Charlie is the son of two Halfling slaves owned by a minor Chelish lord, Montgomery Hallifax. His mother worked in the house, cooking and doing laundry, while his father worked the farm, enduring backbreaking labor every day. They both soon realized Charlie was a bright young boy, much to their dismay. It’s easier to explain the realities of slavery to a less observant child. Their misgivings seemed appropriate when Charlie early on started to chafe under the yolk of slavery. His mother Consuela tried to focus his intelligence on literacy, hoping to make her son a useful house slave, desperately hoping to avoid seeing her son broken like her husband Maurice, who died of heat exhaustion in the fields after Charlie’s fourth birthday.

Small even for a Halfling child, Charlie went mostly unnoticed by the humans. However, one day Lord Hallifax was receiving his daily grooming via Consuela when he began to speak of the boy. “He’ll be a fine, strong worker like his father. You should be proud,” he said as she cut his hair. She mentioned his skills with figures and letters, but the Chelish Lord laughed off the idea that the boy would be of intellectual use to him.

That was the day Consuela changed everything. Moments later, she was in her hovel, holding Charlie with hands covered in blood. “You get out of here, boy. You go east. You get out of this devil-spawned place and you use your mind to make a better life. Never let anyone own you. Never.”

Charlie had never seen his mother like this in all of his 16 years. He protested, tried to convince his mother to come with him. “My old legs would slow you down. Besides, I’m not quite finished here.” Charlie then saw the look in her eyes, the blood on her hands, and knew what she had done. “They’ll forget you …all they’ll remember is what I did.”

Charlie took off and ran for what seemed like days. On the road, he survived at first by snatching up scraps other travelers left. But over time he got bolder and bolder, and better and better at not being noticed. By the time he hit his first major village he was an accomplished thief. Charlie at first enjoyed the life of a drifter …thinking the complete freedom the absolute opposite of being owned. He never thought much about the future, instead reveling in the pleasures of the now. Trunau changed all that forever.

Here was a people united by danger and oppression. Their hard lives reminded him of his parents and the other slaves …the eyes that have felt pain. But instead of being crushed they banded together. Humans, Halflings, dwarves …all united as one by constant threat of orc domination. This stirred something in the little thief, something he found hard to explain …hard even to understand. He had been running for years, with no home to speak of, family long left behind in sorrow, and friendship mostly understood in the abstract, not in the practical. These people fought to defend their home, and it made Charlie realize that what he really wanted was a home. He stopped drifting when he hit Trunau. His skills and abilities may not be the most noble. His moral core is only now developing to include empathy. But he will stand and fight (well, hop around and fight). He will make this exceptional town his own. He will learn to trust. And if he becomes rich and powerful, well, all the better. Maybe one day he can go back to that hellhole and root out the evils of slavery.

But that’s not anytime soon. Now, his new home needs him.

Posting Habits:

I am a public school teacher on the east coast. Paizo boards are accessible at work, so during prep periods and lunch, I can read and post. I get out around three and can post after work as well. I can, in theory, post multiple times a day, but when I was learning the craft of writing, it was drilled into me to pack every word with power. That is to say, though this application may seem verbose, my actual in character posts are not always this voluminous. I prefer to show and not tell, to play off other characters as we all find exactly who are characters are. This is all to say I prefer quality over quantity in my own writings. My posts can be short, but that is because I craft them to be so. I’m not a huge fan of spelling out the internal life of a character through massive blocks of inner monologues.

I see Alignment as a storytelling tool, as in character arcs can be defined by changes in alignment. Charlie is currently CN due to his effed-up childhood. But the steadfast heroism of Trunau has begun a shift towards CG, as he finally has something to believe in other than his own pleasure and the evilness of others.

This trait from the Cheliax book would be perfect for my escaped slave ...what do you think, Trips?

"PFS Legal Successful Shirker [Link]

Source Cheliax, Empire of Devils pg. 19 (Amazon)
Requirement(s) Halfling
Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority."

I really want to roll up a classic halfling thief for this AP. I've been wanting to go super old school for a while now. I'll get an application together. And go big blue!

M Human (multi-ethnic) Rogue Charlatan 6

Ooops, DC 21. Still, pretty scary.

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