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Aldern Foxglove

Digger Chandler's page

495 posts. Alias of joerice.


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M Human (multi-ethnic) Rogue Charlatan 6

Oh, I'll find one, then! Sorry!


So that edit should be ok, right?


OK, cool, gotcha.

I saw one character had two 10 point obligations ...is that ok?


I think all that is right ...anyone see any problems? Working on the backstory ...family of merchants that dealt in slaves and slave gear. Tok fell in love with a slavegirl and when he tried to free her his parents killed her. So he staged an accident, freed everyone he could, and escaped in the confusion.


Tok Answa
Human Smuggler (Scoundrel)
XP: 110
+10 Obligation
-30 Cunning to 3
-70 Presence to 4
-20 Skills

Attributes:
Brawn: 2
Cunning: 3
Presence: 4
Intellect: 2
Agility: 2
Willpower: 2

Wound Threshold: 12
Strain Threshold: 12
Ranged Defense: 0
Melee Defense: 0
Soak Value: 2

Skills
Deception - 2 GGYY
Pilot (Space) - 1 GY
Skullduggery - 1 GGY
Streetwise - 1 GGY
Charm - 2 GGGYY
Cool - 1 GGGY
Ranged Light - 1 GY
Leadership - 1 GGGY
Negotiation - 1 GGGY

Background
Obligation: Betrayal (+10)
Motivation: Emancipation

Equipment
Heavy Clothing {Boots, Shirt, Jacket}
Blaster Pistol
50 credits


Good point. Not that I didn't want to pilot, but both of us having one rank will be fine whatever Spaz does. Streetwise it is. Oh, how I love playing faces!


I guess I'm asking if Spaz is planning on being our pilot or should I do it.


Cool, thanks. I went straight for the character creation chapter. I'm almost done ...trying to decide whether to up Pilot (space) or Streetwise to 2. So far he's a human smuggler/scoundrel. Sort of a con man abolitionist (to tie into 5 and Rae).


Did I miss the explanation of what the BGY stuff is?


Checking in. Book arrived today. Will dive in tomorrow.


Haven't seen the book yet but I could play whatever. I love faces, but till I get back to Brooklyn I'll not really know what I'm up to.


Awesome!


Just ordered the book.


I'd be into that too. I've heard good things about this system.


No srd, right?


All these groups could be good.


Good luck, folks. Many interesting characters up.


Haha ...these are some cool submissions.


I'll say upfront he doesn't have any healing, unfortunately. Khepri has chosen him as a weapon.


Solar is pretty elemental ...


@Gii heh, this avatar will not be my character's ...this is confusing!


I'll be submitting an Oracle of Khepri, using the solar mystery, which seems just too perfect for this campaign to pass up.


OK, I gotcha. I forgot how many of the others are like that. Maybe some of the northerners came together? Or some of that ancestry was wayyyyy far back?

I mean I guess we could just meet in the traditional bar (where bad relationships and adventuring groups start, heh), but it'd be nice if we worked together some, too.


@Taco, I see what you mean. But I think we can be creative ...not everyone need pick that trait. My guy's from further south, coming to investigate the weird weather.


Appearance and Personality:
Frang is a pale Kellid man standing at an even six feet. More lithe than bulky, his frame is almost thin. He is not particularly bad or good looking, and his resting face shows no expression out of his ice-blue eyes. His jet-black hair is usually kept close for utilitarian purposes (long hair is easier to grab). His calm expression makes him hard to read most times, but when he wants to get his point across, he will.

He dresses in black leathers. Emblazoned on his tunic is the white skull-moon of Groetus. His sickle hangs at his side, his bow at the others, while other weapons are less conspicuous. He is determined to lay waste to any who would circumvent his God's mission by choosing their own apocalypse. To that end, he sometimes takes on a "character" to more or less go undercover and investigate more.

He's gotten a bit too good at mimicking insanity, though ...if he's mimicking anymore.

There we go! Been wanting to play this AP forever, so I hope you give Frang a chance!


Background:
Frang Vulfmann doesn't talk about his past much, but I know the scoop. He was born somewhere in Numeria, but far enough from Alkenstar that the Shield Marshalls were about as real to him as the gods, which is to say, not very real. It's said he had a slew of brothers and sisters, but I can't say as I know much about 'em. Maybe that's best. Well, somethin happened, that's for sure, over in Numeria, and the Vulfmann family got the eff out pronto. They headed over to Ustalav, where Papa Vulfmann had kin. Things didn't go that good there, either. Once, while he was in his cups, I heard Frang say, "In Numeria death was just as natural as life. Folks died, but such a thing is not new. Ustalav was different. Death came from men, men and undead."

The Vulfmann family didn't spend a whole lot of happy times in Ustalav, or anywhere, fer that matter. One a them crazy cults took an interest in the Numerian family. Some of the younger kids started helpin out in the temple and such as for extra food. Then they stopped comin home. Frang was the eldest, and workin at the house because of such. When he went to go fetch the rest of his litter, well, it weren't pretty.

Suffice to say, standin in the visera and fluids of his family didn't do much for Frang's mood.

But at least he found the Lord that day.

See, the Lord spoke to Frang that day. "ALL THINGS END," He said. "WHEN I END THEM." The Good Lord Groetus, it seems, ain't to fond of mortals tryin to bring on the end for their own grubby reasons. And his priests, well, they weren't always that ...useful, you know, fer real work. They could rarely cleanse themselves, much less the world. So the Lord knew what he had here in Frang. This weren't no street-beggar nor spasming prophet. This was a weapon.

Since then, well, he's been travelin. When he hears of some s@+%-ass cult gonna try to end it all again, he makes his way there and does what he's gotta. Lately, been talk about an unnatural winter. Frang prayed and prayed, fer he'd been hearin awful things about a Rough Beast cult down south, and he didn't know what he should do.

The Good Lord Groetus gave him a powerful sight that night, in his dreams. Cold, cold, cold. The cold of death, of oblivion, of the Void. But also the cold of northern witches, playin at heretics, thinkin Groetus' might be their own to take.

He left for the north the very next day.


Crunch for the Inquisitor:
Male Human Inquisitor of Groetus 1
CN Medium Humanoid (Human)
Init +2; Perception +3
--------------------
Defense
--------------------
AC 15/12 t/13 ff
hp 9
Fort +3, Ref +2, Will +5
--------------------
Offense
BAB + 0
Speed 30 ft.
Melee: Dagger +0 (1d4) 19–20/×2 s, p
Melee: Sickle +0 (1d6), trip s
Melee: Morningstar +0 (1d8) b, p
Ranged: Longbow +2 (+3 w/in 30 feet) 1d8 (+1 w'in 30 feet)
RTA:
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 13, Wis 17, Cha 10
Base Atk +0; CMB+0 ; CMD +12
Feats: Point Blank Shot, Precise Shot
Traits: Restless Wayfarer, Secret Knowledge

--------------------
Skills:
Bluff 7 (3+1+3), Diplomacy 5 (1+1+3), Heal 7 (3+1+3), Intimidate 8 (3+1+3+1), Knowledge (Local) 6 (1+1+3+1) Perception 7 (3+1+3), Sense Motive 8 (3+1+3+1), Stealth 6 (2+1+3), Survival 7 (3+1+3)
--------------------

--------------------
Languages: Taldane, Draconic, Sylvan
--------------------
Class Abilities, Spells and Special Abilities
--------------------

[spoiler=Judgement (su)]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus onconcentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


Heresy Inquisition:
Heresy Inquisition
Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics’ own arguments to root them out and bring them to justice.
Granted Powers:

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.


Spells:

Spells Known
0: Bleed, Daze, Disrupt Undead, Stabilize
1 (2/day): Disguise Self, Interrogation

--------------------
EQUIPMENT:

Studded leather
Longbow
Inquisitor's Kit
Dagger
Dagger
Sickle
Morningstar


OK, sorry this took so long, as I was traveling. But I'm statting up my Inquisitor of Groetus now (at least I got to play the fluff out in my head plenty of times, revising until it seemed most suited).


I'd definitely be interested!


Aha! I've got it. I'll be submitting an Inquisitor of Groetus; nobody gets to end the world but the Lord of Ends. Crunch to come soon.


Oooh! I'm so on this. I poat daily and can do so often. Now: who to play ...


I could have a first level sorcerer ready.


Thinking an Arcane Archer.


Definitely interested. Will let my ideas fight it out in my head before choosing one.


I'd be in. Collaboration is one of the best ways to create.


Sorry for splitting this up, but I'm stuck using my phone to type this up. Anyway ...

Personality:
Jannic is a charmer. He's so upfront about his failings sometimes you can't help but look past them. Deep down, he's incredibly unsatisfied with his "medium" life. Stuck but confortable, Jannic is actually biding his time, whether he knows it or not. There has to be something more to life than ...just this.

That said, he's quick to find the humor in a situation, if only as a reflex reaction to his deep ennui. He serves as a bartender at times, coasting on his charm and family reputation. He's friendly to most, sometimes even genuinely.


Jannic's appearance:
Jannic has always had angular, almost delicate features. Lobg and far leaner than most beefy Ulfen, Jannic had to learn to move fast when the stronger kids started throwing punches. Often these punches were in retaliation for some supposed hanky panky with the puncher's favorite girl. His hair is a rich brown, worn long as is in fashion. His beard is ...perhaps more precisely trimmed, but his near ice blue eyes get most of the attention. Jannic normally wears utilitarian, easy clothes designed for comfort. Though the opulence of Jarls catches his eye, he relates it too much with their privilege to want to emulate it.


I'll get the crunch up soon, but it's on paper at least. But here's that delicious fluff.

Backstory:
Jannic Lyykeman was the son of a brewer who was the son of a brewer who was the son of a brewer ...you get the idea. At one point in the village's history, Jannic's grandfather and namesake developed an ale recipe that the Jarls so loved they made him a karl. Jannic's father learned the family trade and enjoyed a free life his own father had only recently acquired. He worked hard, enjoyed his time off, and even married one of the town's prettiest girls. From this union our Jannic was born. From an early age Jannic was concerned in his own way with the class system. He was free ...but others were more free. Unlike his father or grandfather he thought not to simply be thankful for not being a thrall, he wondered what it was that made the Jarls so special.

It wasn't their minds, that much he was sure. As Jannic developed he became aware he was more intelligent than most all those mush-headed fops. It further darkened his perception of the class system. Why were fools given such license to rule? His father discouraged such thoughts ...with emphasis. Jannic swallowed his anger and learned what he could. He found himself adept at languages, picking up both the elven and dwarven tongues, and more recently Taldane. Jannic tells few people he thinks about leaving. He has a good life as a brewer laid out for him. But something isn't sitting right.


I can't resist it ...definitely a rogue.


May as well roll to get the mind sparking.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11

Hot damn! I've got some spicy ideas ...


Highly interested! I'm in a campaign in Ulfen lands, but I play a foreigner. Been really wanting to dig deeper in. RP heavy games are my favorites. I'm put of town visiting a buddy but I'll get my full submission up soon.


Extremely interested.


So I'm on my summer vacation and I thirst for gaming. Any other Brooklyn folks interested? Could meet at a bar and just enjoy some Pathfinder.


M Human (multi-ethnic) Rogue Charlatan 6

Wow! I somehow didn't get a new notification till today ...sorry, guys!


VERY interested. Thinking of options now.


I'll arrange Zheena when I get back from brunch. I'm actually super excited to see this large a party with thought-out characters in action.


Zheena backstory:
Zheena was born to Mwangi-descended parents after they immigrated to the metropolitan city of Absalom. They worked hard to make sure she could have more options than they had ever dreamed of for themselves. Their devotion to her ran into its first obstacle when it became clear that her childhood desire to be an artist when she grew up was not going away. It took them a bit to get used to it, but, as a 15-year old Zheena once told them, "You came here to give me more choices. Wouldn't it be counterproductive to now limit them?"

Begrudgingly, they continued to buy her art supplies as she sketched all day, it seemed. Soon enough her talent began to shine through, and the initial reservations her parents had vanished. Neither parent had ever had enough time for any specific deity's worship, not out of lack of belief or spirituality, just out of sheer lack of time. So, at first, neither did Zheena. But one day as she was walking the city, looking for things to sketch, she came upon the temple district. Many of the temples were ...stodgy, ugly, too utilitarian. Or evil, there were some that were obviously too evil. But Shelyn? Now this was a goddess she could worship.

She began taking art lessons at the temple and made sure to pay attention to what the clergy did other than art, too. Healing, protection, love ...all these seemed to be extensions of the artistic dedication and admiration of true beauty. She threw herself into the church full-throttle.

But now her initial training is complete. She was given a choice as one of the priestesses of the temple in Absalom, or to go out into the world as a missionary. Between that which she had known all her life and the unlimited possibilities of an even greater world around her, she chose the missionary work.

She arrives in town ready to spread the gospels of love, beauty, and art, but if anyone would work against the freedom to do these things, she is more than ready to take up her glaive as Shelyn herself has, and protect that which she believes.


@jimi yes ...been posting from phone but will be at a desktop momentarily.


And here she is, a beautiful Mwangi-derived artist from Absalom.

Zheena Marid:
Zheena Marid
Female (Mwangi) (Cleric of Shelyn 1 (Air/Cloud and Charm/Love Domains)
NG Medium Humanoid (Human)
Init +0 ; Perception + 2
--------------------
Defense
--------------------
AC 16
hp 10
Fort +3, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
BAB+0
Melee: Glaive +2 (1d10+3), reach
Melee: Morningstar +2 (1d8+2)

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 15 , Cha 16
Base Atk +0; CMB +; CMD
Feats : Skill Focus (Diplomacy), Extra Channel
Traits: Outlander/Missionary You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Cure Light Wounds, Sun Metal, Summon Monster I
Simple Disciple (Craft Drawing)

Skills: Craft (Drawing) 5 (0+1+3+1), Diplomacy 10 (3+1+3+3), Heal 6 (2+1+3), Knowledge (religion) 5 (0+1+3+1)

Languages: Common
--------------------
Spells and Special Abilities
--------------------
Channel Energy (Su) 8/1d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domain Abilities:

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity 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.

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Domain Spells: 1st: obscuring mist, Charm Person

Cleric Spells a Day:
0 (3): Stabilize, Enhanced Diplomacy, Guidance
1 (2+1): Summon Monster I, Sun Metal, Charm Person

EQUIPMENT:
glaive
Chainmail Armor
morningstar
drawing set
silver holy symbol of Shelyn


Rolling up a Cleric of Shelyn for all your healing and buffing needs.

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