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Organized Play Member. 386 posts (6,133 including aliases). 1 review. No lists. No wishlists. 10 Organized Play characters. 18 aliases.


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leinathan wrote:

Actually, no - I'm gonna do something a little bit more interesting.

I'm interested in playing a former Red Mantis Assassin who was defeated in combat by one of the other adventurers, turned against his former allies, and was rewarded with a normal life and a change of identity to help escape the rest of the red mantis. Saddled with a sense of responsibility for the many sins he's committed, he's dedicated himself to slaying monsters to atone.

He would be a LN human fighter 1/rogue 4/red mantis assassin 8

I'm pretty sure the RMA came out in Curse of the Crimson Throne, and also the Inner Sea World Guide, and so should be legal to play, yes?

Are you okay with me playing a redeemed member of a prestige that requires evil alignment?

Could have interesting ties with my character since I'm playing a Fighter3/Rogue4/Duelist 6... Your character has enough honor to meet mine blade to blade and found himself, for the first time, outmatched. Issi spared his life because she's not one to kill needlessly and Mr Red Mantis repaid her faith with honor?

I like the way this could go - let me know if you're interested Leinathan. :D


Slightly more sensible question - are unchained versions of core classes allowed? I'm building on the assumption that they aren't but I wanted to check, it makes rogues much more competitive afterall!


That's fine - I blame temporary dragon-awesomeness based insanity :) I have a much more core idea in the works!


Or the version from In the Company of Dragons? I've got both if you're interested.

Specifically I'm thinking a Feykin dragon with rogue levels - basically a Faerie Dragon rogue, but more powerful :)


Interested too!

Something 'trappy' methinks.

Crazy bonkers question... Would you allow a True Dragon, using the Monster Class from Dreamscarred Press? I have an alias/character I'd like to reuse :)


I'm going to withdraw Wezempi from this - turns out I really can't do four Kingmakers at the same time! :)


Dotting in. Will get to making the character tomorrow. :)


Would you allow me to play a Yaddithian?

They fit really well into the grand scheme of the AP and amnesia would explain why he wasn't strong at the start of the game.

Would play as an Int caster - either Wizard or Amnesiac Psychic.


In which case his HP will be 12+(6+1+1)+(6+1+1)= 28.

Thanks for clarifying the boons.

Boon: 2d4 ⇒ (2, 4) = 6

I'll look at traits later (if I get selected :) )


Wealth: 2d30 ⇒ (3, 5) = 8=8gp

Also - how are you doing HP? I couldn't find it in your recruitment post...

Other than his HP and spending money (since I wanted to ask questions about that...) I can offer you

Kit the Quickling:
Kit the Quickling
Male Human Fighter (Archer) 3
LG Medium Humanoid (Human)

Init +5 (+4 Dex, +1 trait)

Senses: Perception +8, low-light vision.

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex).

HP 12/12 ([10+1con+1FCB])

Fort +4 (3 base, +1 Con)
Ref +6 (1 base, +4 Dex, +1 racial)
Will +3 (1 base, +1 Wis, +1 racial)

OFFENSE
‘Gaoth’ +10 (11), d8+2(+1), 115ft, x3. [DA for -1/+2]
Greatsword +6, 2d6+3, 19-20 x2.

Spd 30 ft
Space 5 ft.; Reach 5 ft.

Base Atk +3 (+3 Fighter)
CMB +5 (3 BAB, 2 Str)
CMD 19 (10, +3 BAB, +4 Dex, +2 Str)

STATISTICS
Str 14 (+2)
Dex 18 (+4) (16 base, +2 racial)
Con 12 (+1)
Int 10 (0)
Wis 13 (+1)
Cha 10 (0)

FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Human Bonus Feat]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot [Fighter Bonus Feat 1]: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Deadly Aim [Fighter Bonus Feat 2]: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (Longbow) [Level 3]: You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Natural-born Leader (Campaign): Whenever you found yourself involved in a group effort in the past, you tended to end up in a position of leadership and your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.
You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Signature Moves (Social): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Survivor [Regional]: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

SKILLS
Climb +6 (1 rank, +2 Str, +3 class)
Perception +8 (3 ranks, +1 Wis, +3 class, +1 archer)
Sense Motive +6 (1 rank, +1 Wis, +3 class, +1 trait)
Stealth +5 (1 rank, +4 Dex)

Total Points: 6 [3x(2 Fighter + 0 Int )]
AC penalty is 0

LANGUAGES
Common.

EQUIPMENT
Soldier’s Uniform x2 (free)
‘Gaoth’ – Masterwork Greenwood Composite 2 Longbow (free – Signature Weapon, [750gp])
40 Arrows (2gp)
20 Blunt Arrows (2gp)
20 Whistling Arrows (2gp)
Masterwork Greatsword (50gp)
Leather Armor (10gp)
Fighter’s Kit: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. (9gp)
Potion of CLW (50gp)
3 gold 0 silver 0 copper [1830 remaining]

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Hawkeye: At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Trick Shot: At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).
This ability replaces Armor Training 1, 2, 3, and 4.

Fluff:

--------------------
Background
--------------------
Kit’s mother, Katrina the Swift, was a famed huntress in the Grand Duchy of Ravonel, and throughout western Cheliax. She singlehandedly slew Frosthorn, the chimera which terrorized the Hellcoast for nearly a decade, hunting the beast to it’s lair in on Mount Spire and slaying it with three precise arrows – one to each head. She repelled a strix invasion force alongside the militia of Pezzack and was awarded a medal for her bravery.
When not out hunting beasts, Katrina lived quietly with her elderly parents in a hut on the edge of Ravounel Forest. The old couple were lay priests of Erastil and ministered to the small community of woodsmen and hunters with the practicality and common-sense of their pragmatic, community minded god.

One night a great hush fell over the wood and a melodious horn sounded far in the distance. The woodsmen all barred their doors and closed their shutters, content to stay by their fires and let the Wild Hunt of legend ride past them in peace. All except Katrina. Despite being heavily pregnant after a tryst with a passing merchant, Katrina slipped out of her parent’s house, following the sound of the horn into the forest and was never seen again.

Months later, after the community had given up all hope and Katrina’s parents mourned her as dead, the Horn of the Hunt sounded again. Once again the community barred their doors and closed their shutters – fearing to leave. Yet the hunt did not pass them by that night. Instead, with a sound of rushing wind, a powerful steed with a grassy mane and tail thundered to a halt in the center of the small hamlet and a lithe, androgynous figure dismounted, cradling a small bundle.

Always mindful of their duty, the elderly priests of Erastil opened their door to the knocking that followed and were confronted by the tall fey, tattooed and sharp eared. The figure, whose gender could not be made out, silently offered them two objects – the bow from it’s back, and the bundle in its six-fingered hands, a human baby. As soon as the astonished priests took the baby and the weapon the figure sprang onto its steed and galloped away, as the sound of the Hunt rose once more.

Kit, as the old couple named the boy, grew up as a pleasant but serious boy. Unusually swift in both mind and body he was a capable and valued member of the community, but never well liked. Too many people knew the stories of his ‘delivery’ and, despite his grandparent’s best efforts people always whispered behind his back and spoke of his “strangeness”.

None-the-less Kit served his community well, absorbing his grandparent’s teachings on community spirit, respect for the wild and working together in harmony. He found himself to be something of a leader and organized much of the hamlet’s community work – rebuilding barns and rounding up lost cattle, taking the strain off his, now extremely old, grandparents. Despite this, once they passed peacefully into the River of Souls, Kit found he could stay no longer. Taking the great bow of black wood, which his grandparents had always hung above the fireplace and looked on with wistful glances he left his home and wandered northwards.

By the time he reached Kintargo, Kit was a weathered, lean figure from many nights of hunting out his own food. Almost pathologically taciturn he lived in squalid lodgings by the docks for almost two weeks, before taking what few belongings he still had and reporting to the guard muster at Castle Kintargo.

Initially skeptical, the recruiting sergeant was quickly impressed by Kit’s speed and accuracy with his bow and Kit was inducted into the cities dottari – charged with keeping law and order in the sprawling Silver City. Kit found this work suited him and fitted well with his personal beliefs in the importance of order and community support. In cosmopolitan Kintargo he found his ‘strangeness’ mattered much less than his capabilities and although he was able to get into the woods less than he would have liked Kit was happy. He had made some friends and was even promoted to Corporal until the Night of Ashes, when everything changed.

With the ‘flight’ of Mayor Bainilus and appointment of Lord Mayor Paracount Thrune, Kit watched as everything he respected about Kintargo and the dottari was swiftly destroyed. His sergeant, and all the officers whose probity was beyond question, were quickly dismissed and new officers, concerned with their personal power and ‘proper deference to authority’ replaced them. In barely three days the dottari went from a respected, law-abiding group, to a state-mandated gang – not helped by the recruitment of ‘loyal citizens’ into the para-military Chelish Citizen’s Group, whose antics blackened the good name of the dottari even more.

When Kit found that he and his unit of a dozen men were to be demobilized after the ‘slackness of their commander made them unfit for service’, he realized that he had had enough. The massacre at Aria Park, ordered by the Lord Mayor and carried out by Nox and the Chelish Citizens Group, simply made things worse and Kit stole a large selection of equipment before absconding into the city – determined to bring down the government he had once served.

More Information Here (previous recruitment thread)

Kit is a human archer with a fey theme built in - mechanically he's good at shooting things and can switch hit reasonably well with his greatsword. Hope you like!

Promised question from earlier: As you see in his background Kit's bow is very important to him, so I'd be interested in discussing a way that Kit could keep his bow and 'level it up'/improve it throughout the game, rather than buying a new one every few levels. Perhaps the Scaling Magic Item rules or something similar? If people would prefer not to add extra rules then its fine, I just thought I'd flag it up early on :)


I present Wezempi, half-orc shifter and surprisingly good leader. He and what remains of his tribe and their war beasts have been bribed with lands in the south to get them out of the swordlord's collective hair.

Image and so forth will follow - posting from work atm!

Crunch:
Wezempi
Male Half-Orc Shifter
Large N Humanoid (Human/Orc)

Init +1
Senses: Perception +12.

DEFENSE
AC 22, touch 21, flat-footed 14 (+7 armor, +1 dex, +1 wis, +1 defensive instinct, +2 deflection, +1 natural armor, -1 size)

HP 67/67 ([10 + 1 con + 1FBC] + 6x[6+1+1] + 7 feat])

Fort +6 (5 base, +1 Con)
Ref +6 (5 base, +1 Dex)
Will +4 (2 base, +2 Wis)

OFFENSE
Claws x2, +12/+7, 2d6+5, x2.

Spd 30/20ft.
Space 10 ft.; Reach 10 ft.

Base Atk +7/+2 (+7 Shifter)
CMB +12 (7 BAB, +5 Str)
CMD 24 (10, +7 BAB, +1 Dex, +5 Str, +1 Defensive Instinct)

STATISTICS
Str 20 (+5) [14 base, +2 racial, +2 size, +2 magic]
Dex 13 (+1) [14 base, -2 size, +1 level 4]
Con 12 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

FEATS
Endurance [Half-Orc Racial Bonus]: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Improved Unarmed Strike [Level 1]: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Grapple [Level 3]: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Natural Attack (Claws) [Level 5]: Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Greater Grapple [Level 7]: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Leadership [Campaign Bonus]: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit. Leadership Score: 7 (7 level - 1 Cha + 1 racial)

TRAITS
Pioneer (Campaign): You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Survivor (Regional): You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

SKILLS
Acrobatics +8 (4 ranks, +1 Dex, +3 class)
Diplomacy +5 (1 rank, -1 Cha, +3 class, +2 racial)
*Handle Animal +7 (5 ranks, -1 Cha, +3 class)
Knowledge (Nature) +6 (3 ranks, +0 Int, +3 class)
*Linguistics +5 (2 ranks, +0 Int, +3 class)
Perception +12 (6 ranks, +2 Wis, +3 class, +1 trait)
*Profession: Soldier +14 (7 ranks, +2 Wis, +3 class, +2 racial)
Sense Motive +12 (6 ranks, +2 Wis, +3 class, +1 trait)
Stealth +10 (6 ranks, +1 Dex, +3 class)
Survival +7 (2 ranks, +2 Wis, +3 class, +3 to track)

Total Points: 42 [7x(4 Shifter + 0 Int + 2 background)]
AC penalty is -3/0

LANGUAGES
Common, Orc, Druidic, Sylvan, Alko.

EQUIPMENT
Permenant Enlarge Person (2960gp)
+1 Dragonhide Breastplate (1400gp)
+1 Amulet of Beastmastery (7000gp)
[Combined Amulet of Natural Armor +1 and Amulet of Mighty Fists +1]
+2 Ring of Protection (8000gp)
+2 Belt of Giant Strength (400gp)
135 gold 50 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Shaman’s Apprentcie: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
War Leader: Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale. This racial trait replaces darkvision and orc ferocity.

Proficiencies: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. [Tiger, Falcon]

Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver (and see Update at left). At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track: At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Woodland Stride: At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Wild Shape: At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.
Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step: At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter’s Fury: At 6th level, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws.
At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Fluff:

--------------------
Background
--------------------
Wezempi was the son of an orc with a cunning beyond most of his brutish kind. Leader of a powerful tribe, the orc chieftain sought out human females to take as concubines, hoping to sire offspring with the physical prowess of an orc and the brains and adaptability of humans. A successful war leader he captured a dozen women over a period of years and sired twice that many children, almost all of whom were unsatisfactory to the powerful, and exacting, orc chieftain.

Wezempi was born with odd, russet colored skin marked with dark stripes and the chieftain, fortunately, took this as a good omen. As soon as he was old enough to walk Wezempi was taken from his mother and given to the care of the tribes shaman to learn the ways of magic. The apprenticeship was long and rigorous, making Wezempi immensely resilient and tough. Although he never showed an aptitude for magic he did demonstrate an affinity for the tribes totem animal, the mighty smilodon of the plains which was enough to secure the shaman’s favor, especially once he began to develop the shapeshifting powers which let his hands turn into mighty claws.

His father, eager to weed out the weak amongst his offspring, regularly forced his children to fight each other, scuffling and beating each other in the dirt for his amusement. One of the youngest, Wezempi was always thoroughly beaten by his eldest brother, a hulking specimen named Isihlangu, who enjoyed beating his younger siblings, stealing their food and generally exerting his dominance. Wezempi didn’t give up however, and carefully built a plan. He spoke to his siblings and, one at a time, convinced them to join him until when their father commanded them to fight, all sixteen siblings turned on Isihlangu together and beat him nearly to death.

Their father was delighted by the brains his son had shown and absolutely forbade Isihlangu to attempt revenge, instead taking Wezempi under his wing and teaching him leadership, and how to command bands of orcs and the beasts of war they fought alongside. As he grew to full maturity Wezempi proved himself to be, not exactly intelligent, but clever and more perceptive than his orc kin. He led a number of raids and even mended the bonds with Isihlangu after his elder brother saved his life and Wezempi gave up his share of the plunder to his elder brother in thanks.

Eventually their father grew overconfident and decided to lead a raid deep into Brevoy, enticed by the rich plunder available. Unfortunately he was too successful and the Regent mustered an army, led by an elite corps of the Aldori Swordlords to halt the orc tribe. Raging and roaring to the last the chieftain was cut down by the swordlords and Wezempi led the survivors, including most of his siblings and many of the war beasts (which he had held back from his father’s charge), away from the battlefield.

For the next year or more Wezempi led his small band of survivors across Issia and Rostland, plundering, raiding and staying one-step ahead of every vengeful force sent to end them. As they went they gathered much plunder, which Wezempi used to purchase supplies and magic to enhance his size and already significant combat skills. Eventually the rulers of Rostland tired of his depredations and sent out, instead of an army, an emissary with a proposition. Teams of adventurers and explorers had already gone southwards into the Stolen Lands to pacify Rostland’s borders. If Wezempi and his tribe would head south the Swordlords would guarantee them land and freedom, as well as a voice in the government of the Stolen Lands if they wanted it. In return, the tribe would cease their raiding, return much of their plunder and leave Rostland as quickly as possible.

Many chieftains, having enjoyed success and riches, would have refused the offer. But Wezempi again showed his human side, weighing up the offer and finally accepting it after considerable thought. Thus Wezempi and his Fangs turned their noses south and into the new lands that were now, at least in part, their own.


Thanks for clarifying. Time to make a proper monstrous humanoid then :D


DM Thron wrote:

Selann Juris: Core is limit to races primarily.

Nikolaus: Improved Natural Attack would be okay, but it wouldn’t be giving them Improved Unarmed Strike for free when not in a shifted form. I wouldn't expect it to :) that's what the feat is for!

Thanks - can I get a final ruling on whether Minotaurs (linked above) and Ghorans are viable for PCs or should I just stick to core?

I'm imagining a roving court where their defined 'lordship' is more of a hunting ground/territory than a centralised kingdom, so a nature-y race (i.e. not one with a well defined social hierarchy and history of building) fits better I think - which is putting me off all of the core races. If that's a problem I'll go away and think of something else.


DM Thron wrote:
Naw. As far as PC’s go, I’m trying to keep things as grounded as possible. Perhaps as your cohort?

Due to this I assume you wouldn't consider a minotaur? Thought I'd ask though! :)

Or a Ghoran?

Also: I'm looking at a shifter - would you allow them to take Improved Natural Attack?


How can you do this to me Thron? I can't play in 4 Kingmaker's at the same time... but starting at book three?!?!

Dot... damn you! :P


Stat: 4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17
Stat: 4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
Stat: 4d6 - 1 ⇒ (5, 3, 1, 5) - 1 = 13
Stat: 4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
Stat: 4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16
Stat: 4d6 - 1 ⇒ (5, 1, 1, 6) - 1 = 12

Rolled stats (good ones!) and the possiblity of Minotaurs (my favourite race ever!!!) as a PC class! Where do I sign up?

Oh... yeah...here...

Consider me signed up for something Minotaur - I'll have a little think and see what jumps out at me.


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Black Dow wrote:
Edit: If you don't want to go this route I might change up my concept as Sword Binder's (and their history) throw up a ton of possibilities :)

Then we can be history buddies!


I'll go Avenger then, at least provisionally. Make things easier for you :) I suppose that puts me in the 'Martial' group...?

Background:
History is a delicate thing, the past informs the present and shapes the future. Mistakes made yesterday can be lessons for tomorrow, or disasters for the day after that. These are lessons that the elves of Kyonin, with their long lives and longer memories, have learned well. But humans, the short lived masters of the Inner Sea, with short lives and shorter minds… sometimes they need… guidance. Sometimes the scales of history need to be adjusted, and if the elves of Kyonin benefit from this, then who is to say that is not the way it was meant to be.

Ever since the First Army of Exploration surged from Taldor’s borders and swept through Galt and into the River Kingdoms, Kyonin has watched with interest, and more than a little apprehension. Although the magical wards which had protected the forest from Earthfall diverted the attention of the rapacious human armies it became clear to the elves that Taldor was a force which would not be easily stopped or sated.

Unable and unwilling to meet the human armies with sword and spell the elves sought a more subtle means of control, to divert the river rather than dam it, to deflect the interests of the Taldan generals and, when this could not be done, to engineer situations within the empire that would force the recall of the Taldor’s armies. Their first success was diverting the Third Army of Exploration west across the Inner Sea coast, rather than further north. Elven support and diplomacy ensured that the Fourth Armies incursion into the Five Kings Mountains was brief. Some particularly conspiratorially minded scholars even say that the Gorilla King was forewarned of the path of the Sixth Army of Exploration, and that elven advisors leant their magic to cloaking his forces in the hours before Taldor suffered its worst ever defeat.

Whether or not this is true, Kyonin has devoted considerable resources to its diplomatic ties with Taldor. Its embassy in Oppara oversees one of the largest elven concentrations outside Kyonin itself and it does so with more than strongly worded diplomatic missives, it also leads the operations of the Black Sting throughout the Empire.

One of the elves great weapons in their relationship with Taldor, the Black Sting is a state-sanctioned splinter group of the Calistrian church. Worship of Calistria has long been part of the elven psyche, and the Black Sting uses her teachings on vengeance and careful planning to aid them in diverting the empires of man. Bribes, favors given or received and murder are all tools the Black Sting uses in Taldor, Cheliax and Andoran to safeguard their borders – but it was in Taldor that they were first formed and it is in Taldor where they still operate in the largest numbers.

----------------------------------------
Gaifortheran is the child of diplomats. His father, Aelthryn, long served in the Taldane diplomatic mission and it was there that he met his eventual wife, a half-elf who came to the embassy to escape a small mob of drunken men who had pursued her through the streets, desiring their own pleasure with the ‘knife-eared trash’ that had spurned them. They were averted, without violence, by the embassy guards, but later that night the leader and two others pitched from one of the cities bridges into the swift River Porthos and drowned – unable to swim to safety. Aelthryn never commented on the ‘incident’ as it became known in family circles, but from that day forth he took a more active role in the embassies business, encouraged by Trevana – who loved her city and her country both.

Upon the birth of their son Aelthryn and Trevana returned to Kyonin to raise their son in the true elven fashion. It was, therefore, not until he himself was grown up that Gaifortheran returned to Oppara, to take up a junior post at his father’s embassy. He did not go as a simple clerk however. His parentage, mixed Taldane and elven, made him an elf of interest and when he began to demonstrate talents for disguise and subterfuge, as well as a rudimentary but growing political intelligence, he was selected for training by the Black Sting.

His first assignment, in the embassy where his parents met, was to observe the succession situation in Oppara as Princess Eutropia made her play for the repeal of primogeniture. ‘Vox’, the political cartoonist, was his own idea but the pot stirring effect of his cartoons soon received approval from his superior in the clandestine organization. Emboldened by the effect of his cartoons Gaius, as he refered to himself in more ‘civilised’ company, began to meet with other activists and reformers, each with their own plans to change Taldor and the world. Gaius smiled, shook hands and listened and each night, as he prayed to Calistria, he recounted the secrets he had gained, and swore anew his oath; to protect Kyonin and the elven people, by any means necessary.

Some background for Gaius and Vox, his eventual alter ego. Hopefully I've done a decent job of setting up his motivation and a bit of background. Sorry for the essay on Taldane history at the beginning!

7. How often can you post/contribute?
A fair bit. In the games which move fast I post at least twice a day, often more. Wednesday is a slow day since I run a RL game that day but otherwise I usually get plenty of posts in.

8. How many Pbp games are you in?
22...5 as a GM (with one more solo game waiting to see if the player wants it), 2 solo/duo games, 3 PFS tables and the remainder are 'normal' games at a variety of paces. I guess this demonstrates my commitment to the site if nothing else! :)


-------------------------------
1. Pick a Class. All Paizo-created classes are acceptable.
Vigilante

2. How long has your character lived or been in Oppara? If they’re not from Oppara, where in Taldor do they live?
Gaius has lived in Oppara for the last decade or so, ever since he arrived from Kyonin as a lowly attache to an elven diplomatic mission.

3. How does your character make a living?
By day he works at the elven embassy as a minor functionary and ambassadorial aide. In this capacity he has met a number of Taldor's movers and shakers - although they wouldn't remember him, and has a working understanding of power in Taldor, both in the senate and on the streets.

By night Gaius follows his other mission, that of reforming the empire. He does so through pamphlets, and popular cartoons, signed 'Vox' and lampooning many traditionalists and conservatives. Recent cartoons have featured prominent conversations between a bright young woman and her father, who insists that everything the young woman does is, in fact, done by his dog 'because women are not capable of doing anything useful'. The fact that the two characters have marked Stavian features is often remarked upon...

4. What will your character contribute to the party in and out of battle?
In combat Gaius will use an elven curveblade, and Lethal Grace to boost his damage output. Hidden Strike/Sneak Attack will add considerable extra damage under the right circumstances.
Out of combat Gaius will have strong social skills - bluff and disguise will be highest, but his diplomacy should give him an edge in most social situations. He'll be best with some preparation, where he can find out about targets before hand and infiltrate/appear as someone completely different.

5. Mechanically where do you foresee your character going in the future? If you don't have a plan, that's ok, too!
Vigilante 6, Assassin 1, Master Spy 9

6. (Optional) What is your character's backstory?
To follow [at some length]!

Question for the GM: Would you count Hidden Strike dice as sneak attack/vice-versa? If I take Stalker I'll end up with 3d8 of Hidden Strike and another 3-4d6 of sneak attack eventually. How would you like to deal with this? I can simply be an Avenger Vigilante if that would help :)


Sadly I don't think I can keep up the tradition of BD and I submitting linked characters this time...

Unless you want to do a Legolas/Gimli vibe BD?


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*Waves back to BD* - sadly Sio isn't available for this one :)

I'm playing around with combinations which will lead into Master Spy since this seems to be THE adventure path for that. So...

Question to the GM: Would you permit the existence of non-evil Assassins? Possibly justified by a religious calling of some sort - Calistra most likely. I want to take the first level of it and then go into Master Spy for Death Attack synergy (and some faint glimmers of combat effectiveness!)

If not, then no worries, I'll work on it from another angle.

Thanks!


dotty mac dot


Having played the playtest at UKGames Expo this past weekend there was lot's I liked!

3 Actions/1 Reaction is really nice - it made combat a lot more flexible, particularly for the rogue who was free to reposition for flanks and strike much more effectively.

The new spellcasting with more actions producing greater effects was good too. I also liked the way that positive energy healed the living and harmed the undead simultaneously - it makes a lot more sense than somehow using positive energy for only one of its two uses. I also like the image of evil clerics using it to heal their minions by draining energy from the living!

I think it will be important to look carefully at reactions - in the playtest (as mentioned above) the fighter had 2 available most of the time, whereas the cleric had nothing which they could do as a reaction, so it felt like the cleric was missing out a bit there...

Still, overall impressions from the playtest were really positive!


Just filling Kit out a bit more, (and trying to break up the long post!)

Questions:
1) Where/how are you living in Kintargo? Until yesterday Kit lived in the dottari barracks. Now he is effectively homeless, until he takes the time to find somewhere new to live.

2) What do you do for a living? He was a member of the dottari. Now... he's not sure. Luckily he has enough pay saved to tide him over for a while.

3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Kit has a small group of (now ex-) dottari he served with, who he knows well and likes. They often drank at Clenchjaw's in the Old Town, preferring to avoid the much rowdier Thrashing Badger. He is on nodding terms with Mawl, Clenchjaw's bouncer, and has occasionally aided in breaking up bar fights while off duty.
He feels honor-bound to stay in Kintargo and try to help 'right' the city, although he has much more feeling for the people living in Old Kintargo, Redroof and the Devil's Nursery than he does for the nobility in their manor houses in the Greens.

4) If you take a drawback, why does your character have that drawback? Kit can't help it. The circumstances of his birth were strange, to say the least, and even now traces of fey otherworldliness cling to him. It's usually not a problem, but some things, like cinnamon and cold iron, give him strange reactions such as the desire to sneeze or a green rash. The increased speed and perception he seems to have received in return make up for it, but Kit is forced to take his food very bland - just in case.

5) Do you have any family/relationships in Kintargo? No family, but a decent number of friends, particularly Sergeant Grinsky, who was his initial recruiter and later his group sergeant. Kit sees the man as something of a mentor and would like to track him down, after the sergeant's expulsion from the dottari.

I've got a light character link to Mawl in there, and might well know Nils from guard patrols into the Crimson Thorn's territory. Kit would probably be known as an 'honest guard' - although whether Nils would consider that a compliment...

Hope this helps fill him out a bit more.


Offering you Kit 'the Quikling' for your consideration. He's a fighter, who will take the 'archer' archetype at second level - no divine magic sadly, but plenty of archery and he should end up very good at it. :)

Despite his fey heritage he is lawful good, having just left the dottari - disgusted with how Thrune has corrupted the values of Kintargo and the dottari he is now looking for a new community to serve and protect, in line with his Erastilian upbringing. He is therefore lawful, but somewhat rootless right now - having come to the conclusion that Barzillai Thrune's Kintargo is not one he can rightfully serve, he wants (although he doesn't really know it yet) a way to restore 'proper order' and the 'real Kintargo' which existed under Julia Bainilus. Potentially I see him as 'group conscience', moderating the more idealistic members and always keeping his eye on the goal of improving things for the citizens, rather than revolutionary ideals.

Note: I was originally planning to take 'fed-up citizen', but went for the 'natural born leader' trait instead so that I would have something to offer outside of combat... I know you weren't hugely keen on a lawful PC but I hope I've at least made a decent fist of explaining why someone focused on the community good would be willing to oppose Thrune.

Crunch:
Kit ‘Quikling’
Male Human Fighter (Archer) 1
LG Medium Humanoid (Human)

Init +5 (+4 Dex, +1 trait)

Senses: Perception +5, low-light vision.

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex).
HP 12/12 ([10+1con+1FCB])

Fort +3 (2 base, +1 Con)
Ref +5 (0 base, +4 Dex, +1 racial)
Will +2 (0 base, +1 Wis, +1 racial)

OFFENSE
‘Gaoth’ +6 (7), d8+2(+1), 110ft, x3.
Greatsword +3, 2d6+3, 19-20 x2.

Spd 30 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14 (+2)
Dex 18 (+4) (16 base, +2 racial)
Con 12 (+1)
Int 10 (0)
Wis 13 (+1)
Cha 10 (0)

Base Atk +1 (+1 Fighter)
CMB +3 (1 BAB, 2 Str)
CMD 17 (10, +1 BAB, +4 Dex, +2 Str)

FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Human Bonus Feat]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot [Fighter Bonus Feat 1]: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

TRAITS
Natural-born Leader (Campaign): Whenever you found yourself involved in a group effort in the past, you tended to end up in a position of leadership and your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.
You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Signature Moves (Social): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Survivor [Regional]: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Fey-Taken: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

SKILLS
Perception +5 (1 rank, +1 Wis, +3 class)
Sense Motive +6 (1 rank, +1 Wis, +3 class, +1 trait)

Total Points: 2 [1x(2 Fighter + 0 Int )]
AC penalty is 0

LANGUAGES
Common

EQUIPMENT
Soldier’s Uniform x2 (free)
‘Gaoth’ – Darkwood Composite 2 Longbow (free – Signature Weapon)
40 Arrows (2gp)
20 Blunt Arrows (2gp)
20 Whistling Arrows (2gp)
Greatsword (50gp)
Leather Armor (10gp)
Fighter’s Kit: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. (9gp)
Potion of CLW (50gp)
55 gold 0 silver 0 copper

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

------------------------------------------

Background:
Kit’s mother, Katrina the Swift, was a famed huntress in the Grand Duchy of Ravonel, and throughout western Cheliax. She singlehandedly slew Frosthorn, the chimera which terrorized the Hellcoast for nearly a decade, hunting the beast to it’s lair in on Mount Spire and slaying it with three precise arrows – one to each head. She repelled a strix invasion force alongside the militia of Pezzack and was awarded a medal for her bravery.

When not out hunting beasts, Katrina lived quietly with her elderly parents in a hut on the edge of Ravounel Forest. The old couple were lay priests of Erastil and ministered to the small community of woodsmen and hunters with the practicality and common-sense of their pragmatic, community minded god.

One night a great hush fell over the wood and a melodious horn sounded far in the distance. The woodsmen all barred their doors and closed their shutters, content to stay by their fires and let the Wild Hunt of legend ride past them in peace. All except Katrina. Despite being heavily pregnant after a tryst with a passing merchant, Katrina slipped out of her parent’s house, following the sound of the horn into the forest and was never seen again.

Months later, after the community had given up all hope and Katrina’s parents mourned her as dead, the Horn of the Hunt sounded again. Once again the community barred their doors and closed their shutters – fearing to leave. Yet the hunt did not pass them by that night. Instead, with a sound of rushing wind, a powerful steed with a grassy mane and tail thundered to a halt in the center of the small hamlet and a lithe, androgynous figure dismounted, cradling a small bundle.

Always mindful of their duty, the elderly priests of Erastil opened their door to the knocking that followed and were confronted by the tall fey, tattooed and sharp eared. The figure, whose gender could not be made out, silently offered them two objects – the bow from it’s back, and the bundle in its six-fingered hands, a human baby. As soon as the astonished priests took the baby and the weapon the figure sprang onto its steed and galloped away, as the sound of the Hunt rose once more.

Kit, as the old couple named the boy, grew up as a pleasant but serious boy. Unusually swift in both mind and body he was a capable and valued member of the community, but never well liked. Too many people knew the stories of his ‘delivery’ and, despite his grandparent’s best efforts people always whispered behind his back and spoke of his “strangeness”.

None-the-less Kit served his community well, absorbing his grandparent’s teachings on community spirit, respect for the wild and working together in harmony. He found himself to be something of a leader and organized much of the hamlet’s community work – rebuilding barns and rounding up lost cattle, taking the strain off his, now extremely old, grandparents. Despite this, once they passed peacefully into the River of Souls, Kit found he could stay no longer. Taking the great bow of black wood, which his grandparents had always hung above the fireplace and looked on with wistful glances he left his home and wandered northwards.

By the time he reached Kintargo, Kit was a weathered, lean figure from many nights of hunting out his own food. Almost pathologically taciturn he lived in squalid lodgings by the docks for almost two weeks, before taking what few belongings he still had and reporting to the guard muster at Castle Kintargo.

Initially skeptical, the recruiting sergeant was quickly impressed by Kit’s speed and accuracy with his bow and Kit was inducted into the cities dottari – charged with keeping law and order in the sprawling Silver City. Kit found this work suited him and fitted well with his personal beliefs in the importance of order and community support. In cosmopolitan Kintargo he found his ‘strangeness’ mattered much less than his capabilities and although he was able to get into the woods less than he would have liked Kit was happy. He had made some friends and was even promoted to Corporal until the Night of Ashes, when everything changed.

With the ‘flight’ of Mayor Bainilus and appointment of Lord Mayor Paracount Thrune, Kit watched as everything he respected about Kintargo and the dottari was swiftly destroyed. His sergeant, and all the officers whose probity was beyond question, were quickly dismissed and new officers, concerned with their personal power and ‘proper deference to authority’ replaced them. In barely three days the dottari went from a respected, law-abiding group, to a state-mandated gang – not helped by the recruitment of ‘loyal citizens’ into the para-military Chelish Citizen’s Group, whose antics blackened the good name of the dottari even more.

When Kit found that he and his unit of a dozen men were to be demobilized after the ‘slackness of their commander made them unfit for service’, he realized that he had had enough. Having heard rumors about a protest planned against the new Lord Mayor, Kit took his longbow (which had rapidly become his signature item among his fellow dottari), his arrows and his uniform, shorn of all signs of allegiance to House Thrune, and left the dottari for good, heading to Aria Park and hoping to find a new purpose, one which he could truly believe in.


Second the background skills question.

Also - you've banned Gunslinger, is that because guns are banned outright or is it just the class? Put another way, can I play an archetype from another class that uses guns?

Thanks :)


Enora then I think.

Also do I need a new alias or can I re-use one of my current ones with the appropriate stats? :)


So Freya (the Witch), Rivani (the psychic) or Enora (the Arcanist ) then.

I'm leaning to Enora or Feiya - Feiya has CLW which might be worthwhile, but Enora has more casting flexibility. Any opinions to help me break the tie?


Hi guys - I'm player with the stones to email a GM out of the blue and ask. I was playing an Eldritch Guardian fighter who had a lot of fun with her mauler familiar sharing her teamwork feats and wanted to see if I could recreate it. Sadly I got into PFS very late and I just don't have the levels for it! :(

Fez proposed the pre-gens and I'm very happy to play one and just garner the credit until I can use it (if only handing levels off to other PFS players was a thing!).

Dulomak is obviously already there, but do people have any preferences as to which pregen I should play? :)


Hey - race question, would you allow Androids? I love the whole 'uncanny valley: looks human but not quite' vibe they have. I'd happily drop Nanite Surge completely (gets the race down to 13RP) if that would help for balance purposes.


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GM Axolotl wrote:
@Nikolaus - Hobgoblins should be ok as you've written Ogon; how will you handle arcane casting in other characters?

As a necessary evil. He doesn't like arcane casters full stop, but Winter Witches are by far the worst, so whatever methods are required to deal with them can be excused.

If he gets saved then he will feel a certain obligation to his saviours as well, which would serve to prevent conflict - although anyone who casually uses magic unnecessarily might get a stern talking to about the dangers thereof!


Presenting Ogon, a hobgoblin Pyrokineticist whose tribe were wiped out in a Winter Witch & Wolf ambush twenty years ago. The young, brash and (in this case) rather stupid Ogon attempted to kill the Witch leading the other side and was imprisoned in solid ice for his trouble. Nazhena Vasilliovna decided to keep the frozen hobgoblin as a trophy and Ogon has languished in the Pale Tower for the last twenty years - kept just alive by the fire within his blood.

Basically cryogenically frozen for twenty years. I imagine the party could come across his frozen form on display somewhere in the Pale Tower, perhaps with a sign saying 'Danger - do not touch' (since we know adventurers always obey such signs!) His hatred of witches, and desire for revenge would make him an easy recruit for the party and his heavily armoured, flame wielding fighting style should cover the role of 'tank' pretty well, with 21 AC and 23 HP at level 2 (it'll only get worse once he takes toughness!). :)

Side note: he could be a decent secondary healer if the GM would allow him to take Kinetic Healing (its meant to be for Water and Aether, but there's always the softer 'warming' element of fire which could justify it?) I'd be happy to take it if it helped the party!

Crunch:
Ogon Magehunter
Male Hobgoblin Pyrokineticist
LN Humanoid (Goblin)

Init +1
Senses: Perception +7.

DEFENSE
AC 21, touch 11, flat-footed 19 (+7 armor, + 2 shield, +1 natural, +1 dex)

HP 23/23 ([8 + 4]+ [5+4] + 2FCB)

Fort +7 (3 base, +4 Con)
Ref +4 (3 base, +1 Dex)
Will +2 (0 base, +2 Wis)

OFFENSE
Kinetic Fire Blade: +4 (vs. touch AC), d6+2 (1/2 con), x2.

Spd 30 ft .
Space 5 ft.; Reach 5 ft.

Base Atk +1 (+1.5 Kineticist)
CMB 1 (1 BAB, 0 Str)
CMD 14 (10, 1 BAB, 3 Dex, 0 Str)

STATISTICS
Str 15 (+2)
Dex 12 (+1) [10 base, +2 racial]
Con 18 (+4) [16 base, +2 racial]
Int 8 (-1)
Wis 14 (+2)
Cha 10 (0)

FEATS
Weapon Focus (Kinetic Blast) [Level 1]: You get +1 to hit using your chosen weapon.

TRAITS
Vigilant Witch Hunter (Campaign): You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails. Hex Nails: 1d4 ⇒ 4
Awakened from Stasis (Regional): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

SKILLS
Perception +7 (2 ranks, + 2 Wis, +3 class)
Sense Motive +8 (2 ranks, +2 Wis, +3 class, +1 trait)
Use Magic Device +5 (2 ranks, +0 Cha, +3 class)

Total Points: 6 [2x(4 Kineticist - 1 Int)]
AC penalty is -9

LANGUAGES
Common, Goblin.

EQUIPMENT
Banded Mail (250gp)
Heavy Steel Shield (20gp)
Explorer’s Outfit (8gp)
Survival Kit [Masterwork] (50gp): A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Tanglefoot Bags x2 (100gp)
570 gold 20 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.
Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.

Favored Class Bonuses: 2x Hit Point

Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Courtly: The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.
Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Elemental Blade: At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion.
At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.
At 9th level, she gains the blade whirlwind infusion.
At 11th level, she gains the whip hurricane infusion.
At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.
Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Kinetic Blade (Burn 1): You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Elemental Warrior: The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion: At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
Cold Adaptation: Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only.
You gain cold resistance equal to twice your current amount of burn.


Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Ogon is a hobgoblin who hates magic and wields the power of fire – Irrisen is something close to hell for him! Only hobgoblin discipline keeps him there and he will accept almost any allies to further his chances of surviving.
2) Duty and discipline are Ogon’s defining elements, not only because of their role in hobgoblin society as a whole but because he nearly killed his parents as a child when he lost control of his flames and he consequently resists the chaotic impulses of fire as hard as he can.
3) He apprenticed to an older fire-wielder and had been making good progress before his tribe were attacked by White Wolves as they travelled through Irrisen. Largely due to their fire-wielders they drove the wolves off but were slaughtered when the wolves returned with their Winter Witch ally, Naxhena Vasilliovna.
4) His intended mate – a young hobgoblin woman called Ursina, was taken by one of the winter wolves who destroyed his tribe. Ogon doesn’t remember much about the wolf except that it was missing an ear and he still has hopes of recovering Ursina, although whether she’d remember him after the twenty years which have passed is open to debate.
5) Trying to kill Nazhena Vasilliovna was simultaneously the bravest and stupidest thing he’d ever done. He managed to get a hex-bane nail through one of her hands, but the Winter Witch was much too powerful and imprisoned him within a solid wall of ice. She had the ice immediately around the attacker chiseled down and displayed his frozen body in her tower as a trophy – never believing that the heavily armoured Ogon might still be alive inside his icy prison!

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Ogon is twenty years out of time and drastically out of culture. I’d like to play with this somewhat – having him expect to meet people/places that aren’t there any more. Meeting a middle aged Ursina would be a good example and might help develop his character from ‘unbreakably controlled warrior’ to something a little more…. Human.
2) Ogon (and I) would love a properly climactic duel between Ogon and Nazhena – revenge is a major driving force for him!

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Known) Ogon never understood his tribe’s xenophobia and had planned to leave his tribe and apprenticeship, once he felt he had learned enough to control the fire inside him effectively.
2) (Unknown) Ogon (and most of his tribe’s fire-wielders) were the descendants of a red dragon, which has interbred with their tribe several times over the centuries. The dragon still lives and may keep an eye on its offspring.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Ursine, Ogon’s intended mate was captured by a White Wolf and taken to the Howlings where she still lives a life of servitude.
2) Elder Torvuk – Ogon’s fire-wielding mentor was old for a hobgoblin but retained power and prestige by virtue of his toughness and superb control over flame as well as his knowledge of the old stories. He often told the tales of the great Linnorn Kings, as well as the tales of Baba Yaga and her daughters – the Ice Queens. Ogon loved those stories, and Torvuk, if he were still alive, could be a valuable source of nearly lost information and knowledge.
3) The Winter Wolf without an Ear, as Ogon thinks of him, took Ursina and helped to destroy Ogon’s tribe. Ogon nurses a burning personal hatred of that particular wolf – although the wolf likely doesn’t even remember him, or know that he exists at all!

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Although many hobgoblins scarify themselves to prove their toughness Ogon’s scars are accidental – the result of early mishaps with fire. Thus he’s not actually proud of them the way most hobgoblins are – viewing them as reminders of his lack of control, rather than badges of honor.
2) After twenty years frozen inside ice Ogon has an intense fear of being held immobile and suffers flashbacks if affected by spells such as ‘Hold Person’ or even during dreams where he feels that he cannot move.
3) Ogon still carries the talisman he was making for Ursina and their mating, an ice boar’s tooth which he was personally etching with runes to show their commitment and family histories. It hangs, half finished, around his neck even now – although he doesn’t like to answer questions about it, and will NEVER finish it until he finds Ursina again.

Hope you like. Apologies if the race is too high on the Xenophobic scale - I'm very happy to deal with the RP consequences of that, but I can restat him as a human if you'd prefer :)


What would you say to a fire kineticist? :)


GM Renard wrote:
@Nikolaus: Both interesting ideas. You've hit on an interesting problem of how agreements are enforced. Just as note, I don't think we would allow your character to BE a Senator, but she's certainly welcome to work in the Senate. I'd point you to the Affiliated Agent trait for that.

Definitely not ACTUALLY a senator, she's just one of the background staff. A well respected one, who is considered the best in her field (authenticating documents), but nothing else. Just a senior civil servant :)


Just to register my interest and a character outline or two.

Edward Frye: the son of one of the outlawed noble houses he lives as a regular citizen by day and 'The Gent' by night, a vigilante who does the little things like helping old ladies get home safely at night - as well as the bigger ones!

Unnamed Paperpusher: A career bureaucrat whose main contribution to the party would be writing the appropriate letters to get things done legally. An elf who has served in the Senate since before the revolution her main job is to confirm the authenticity of state documents and official paperwork. She's very good at her job, thoroughly dull and the last person anyone would expect of doing anything interesting - apart from arguing legal cases as to the relevance of Petition #2871 and it's basis on a fabricated legal document of the Gold Council.


Definitely interested. Will check my stable and see who is available and what would be suitable :)


I'll be right along the fey side of things :) even if I am technically human(-ish). Going to have quite a fey outlook on things I think.

'All things have their place in nature - for some things that place is to be eaten.'


There's always shifter... :)


Changing my plans a bit and building a mesmerist//fey-bloodline sorceror with ALL the enchantments! Trying to make the character work and still be lawful (for the monk part) was proving much too difficult!

So quick GM question: will you allow either of the 3PP favoured class bonuses that Changelings get?

Mesmerist: Choose one bold stare improvement you know. You increase the penalty it imposes by +1/3 (maximum +2). When you reach this maximum, you can choose a different bold stare improvement to which you apply this bonus.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

No worries if not :)

I should be able to post the character later today.


Str: 12
Dex: 14
Con: 16
Int: 10
Wis: 8
Cha: 16

Before racials (since I can't remember exactly what they are!). I'll be relying on water blast rather than Unarmed Strike for damage I think.


So I only need 4 stats rather than 5! :D


My confusion is when it says 'He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.'

So there's an argument for calculating AC with Cha instead of Wis... I read it your way the first time, then I re-read it and started doubting myself... :) Your ruling is Wis then? MAD MAD MAD build coming up then!


Looking at a couple of options for the other side but need to check with our almighty GM!

Water Dancer: Does a Water Dancer use their charisma to calculate their AC bonus? As far as I can see they get Cha as a dodge bonus from Nereids Grace and they still keep the 'AC bonus' class feature - what I can't tell is if they use their Cha to calculate the AC bonus or Wis? GM ruling please! :) (I'll use unchained Monk and just drop the 4th and 12th level Ki powers if that's ok.)

Other option I'm debating is: Sylvan Trickster although I lose Trapfinding, which is rather annoying.

On that note - would Wild Empathy as a trait be OP? I'm always vaguely surprised there isn't one since it strikes me as about as powerful as a trait.

Subject to GM ruling I'll probably go Water Dancer/Mesmerist :)


Thanks Pendrak, both for the game and letting me bring someone else along. The same offer is open to you if you want it. :)

For Thron's sake: I'm going to build a male changeling mesmerist/? (Going more down the "your mind is putty in my hands" angle than Isabel does.) I asked for lots of fey theming so my guy will not be the child of a hag, but something else *subject to GM whims!*

Any initial ideas? Mesmerist is pretty versatile so I can run almost anything as the other half.

Campaign trait - probably Bastard, since the whole 'parents not married' angle fits in well I think. Unless a custom trait would be forthcoming?


Had a great response via PM's - thank you everyone who has got in touch. :)


Anyone interesting in a solo PbP game? I'm interested in playing through Kingmaker as a single player (presumably with a few NPC's!) and would be happy to run a solo AP or original game for anyone willing to take up my challenge.

If you're interested either post here or feel free to PM me! :)


I'm certainly interested - I'll be along to submit characters once you guys are ready!


Just throwing an idea into the thread, people don't need to follow it if they don't want to.

As the innate magic of the nobility dies, more and more people are turning to the clergy of the gods. Previously marginalised and despised for their lack of agency and personal weakness, the clerics and servitors of divinity are suddenly seen as the people's best hope against the darkness.

The age of man's own power is over. The rush of blind faith begins, and where it ends... not even the Gods may know.


Presenting Melodie Valois, Changeling Mesmerist and unwitting pawn of her Blood Hag mother...

Age: 15 + 1d6 ⇒ 15 + (4) = 19 19 years old.
Height, 5ft 2 +: 2d4 ⇒ (2, 3) = 5 5ft, 7"
Weight, 85lbs +: 2d4 ⇒ (2, 1) = 3*5 100lbs

Crunch:
Mélodie d’Valois
Female Changeling Mesmerist (Vox) 1
NG Medium Humanoid (Changeling)

Init +2 (+2 Dex)

Senses: Perception +7.

DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armour, +2 dex).

HP 8/8

Fort 0 (0 base, 0 Con)
Ref +4 (2 base, +2 Dex)
Will +5 (2 base, +3 Wis)

OFFENSE
Sword Cane -1, d6-1, x2.
Spd 30 ft

Space 5 ft.; Reach 5 ft.

SPELLS
0 (DC14): Daze, Detect Magic, Ghost Sound, Prestidigitation (∞/day)
1 (DC15): Charm Person, Ear-Piercing Scream (2/day)

STATISTICS
Str 8 (-1)
Dex 14 (+2)
Con 10 (0)
Int 12 (+1) (14 base, -2 racial)
Wis 16 (+3) (14 base, +2 racial)
Cha 17 (+3) (15 base, +2 racial)

Base Atk +0 (+0.75 Mesmerist)
CMB -1 (0 BAB, -1 Str)
CMD 11 (10, +0 BAB, +2 Dex, -1 Str)

FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

TRAITS
Disgraced Noble? (Campaign):
Switched at Birth (Racial): You were traded for another child in infancy and remained unaware of your origin as a changeling until some recent tragedy revealed the truth. Now the guilt of knowing you live because another child met a horrible fate haunts you and drives you forward in that child’s name. Once per day, you can attempt a Will saving throw in place of a Fortitude saving throw against a spell, effect, or condition.
Adopted (Social): You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Innocent (Racial): When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
Hemophilia: Your thin, almost translucent skin is delicate and tears easily. You take 1 point of bleed damage from slashing attacks that deal at least 1 point of damage to you.

SKILLS
Bluff +13 (1 rank, +3 Cha, +3 class, +1 class, +5 trait)
Diplomacy +17 (1 rank, +3 Cha, +3 class)
Intimidate +7 (1 rank, +3 Cha, +3 class)
Knowledge (Arcana) +5 (1 rank, +1 Int, +3 class)
Knowledge (History)* +5 (1 rank, +1 Int, +3 class)
Knowledge (Local) +5 (1 rank, +1 Int, +3 class)
Knowledge (Nobility)* +6 (1 rank, +1 Int, +3 class, +1 trait)
Perception +7 (1 rank, +3 Wis, +3 class)
Sense Motive +7 (1 rank, +3 Wis, +3 class)
Spellcraft +5 (1 rank, +1 Int, +3 class)

Total Points: 10 [1x(6 Mesmerist + 1 Int + 1 fcb + 2 background)]
AC penalty is 0

LANGUAGES
Common, Celestial

EQUIPMENT
Entertainer’s Outfit (free)
Silken Ceremonial Armour (30gp) [4lbs]
Sword Cane (45gp) [4lbs]
Jewelry (25gp)
5 gold 0 silver 0 copper
Weight Carried: 8lbs.

SPECIAL ABILITIES
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. Agents of Evil.
Veil May: The Sense Motive check DC to gain a hunch about the changeling increases by 5.

Consummate Lair: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Spellcasting: A vox adds the following spells to his class list:
1st—ear-piercing scream;
2nd—cacophonous call, disrupt silence, distracting cacophony, piercing shriek, sonic scream;
4th—shout, sonic thrust, wall of sound;
5th—cacophonous call (mass), echolocation, resonating word;
6th—magnifying chime, shout (greater), sonic form.
Unlike most psychic spells, a vox’s mesmerist spells use both thought and verbal components; like a bard, a vox cannot remove the verbal components of his spells.
This alters the mesmerist’s spellcasting and replaces towering ego, the mesmerist trick normally gained at 10th level, and touch treatment (break enchantment).
Compelling Voice:A vox can focus the sound of his voice on one creature within 30 feet as a swift action, sapping that target’s willpower and rendering her more vulnerable to mind-affecting powers, rather than using a stare like other mesmerists. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A vox can use his compelling voice even while deafened, but it has a 20% chance to fail, just like casting a spell with a verbal component. The target does not need to be able to understand what the vox is saying, but does need to be able to hear the sound of the vox’s voice (for instance, this ability cannot be used if either the vox or his target is in an area of magical silence). Otherwise, the vox’s compelling voice has the effects of the standard mesmerist’s hypnotic stare, and it gains further benefits as normal from abilities like the painful stare and bold stare class features.
The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
This ability alters hypnotic stare.
Painful Stare: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).
The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Mesmerist’s Tricks: A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.
The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.
Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

There may be some changes to the crunch when the campaign traits come out (mostly because I'm still unsure how she's going to fight...) but the basics are there. I'm expecting to go with Disgraced Noble but we'll have to see...

I really enjoyed Motteditor's background, so with his permission I present the second part of Redinald Delaval's great work:
THE WAR FOR THE CROWN
A treatise, with proper footnotes, on the 4718 Taldan succession struggle.
By Redinald Delaval, written in the year of Absalom Reckoning 4793.

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Now we come to the second of ‘Eutropia’s Elites’, less well known than her compatriot Lady Katria Delaval, due largely to her penchant for remaining out of the limelight. Melodie d’Valois has eluded the gaze of historians for many years, but recent scholarship [302] has at last satisfactorily pinpointed her origins and more closely defined her role in the 4718 succession crisis.

Ms Melodie’s early years have remained obfuscated [303] but a few facts have been confirmed. She was born to Lord Phillipe and Lady Jeanne’d Valois, some twenty years after the birth of their son and heir, John. Rumors surrounded the birth but can safely be dismissed as exaggerations, unbecoming of a true historian. [304] What is certain is that, from a young age, Melodie was notable for two things – the beauty of her voice, and her unfortunate disease - hemophilia.

It is worth noting, that House Valois have long had a reputation for heavenly connections and a large number of their offspring including Lord Phillipe were recognized as aasimar. Therefore there is a correspondingly long history of Valois family members with unusual physical features and Melodie’s illness was no doubt a product of this family variation, rather than the curse which was popularly theorized around the time of the succession. [305]

At the time of the Primogeniture Vote, Melodie had fallen under some disgrace [306], and it is understood that her partnership with Lady Lotheed was an attempt to redeem herself in the eyes of Princess Eutropia and the aristocracy at large. Exactly what Lady Lotheed need Ms. Valois to do is unclear, but she was recognised as a vocal prodigy even at the tender age of twelve, and by the time of the Vote was well know for her powers of persuasion, so it may be that the legendary spymistress thought a well-spoken representative on the senate floor would be of use. Subsequent events, as history shows, made the consequences of that decision very clear…

Footnotes:
302: See my own work, 'Revealing the Unseen, a true account of Melodie d’Valois.' and 'The truth behind the throne; a new account of Katria Delaval and her assistant Melodie.'
303: No concrete records of her existence can be conclusively dated before 4709 as the Valois family refuse all access to their archives.
304: The claim that Lady Jeanne had actually suffered a false pregnancy and that Melodie was a changeling, switched into the Valois household at birth, for example, is ludicrous and has no factual basis, no matter how much traction the story may have in the popular imagination.
305: After exhaustive research I have traced the origin of these rumors back to Malphene Trant, a minor player in the War of Succession, who was no doubt envious of the success of Eutropia’s Elites and did what she could to slander them.
306: See previous footnotes regarding the accuracy of the common rumors on this subject.

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Appearance:
Melodie is of middling height, but very slender (detractors would call her skinny) and pale skinned. Her skin is, in fact, so pale that it is easy to make out her veins through the skin and Melodie uses this to her own advantage during grand occasions by painting her skin in a variety of colored lines to accentuate the natural effect.

Her hair is long and dark, apart from the thick white streak which falls from her right temple and has been part of her hair ever since it first grew. This, combined with how easily her skin tears, and her blood's extreme resistance to clotting has led some, less charitable souls, to whisper that Melodie is cursed but the young woman tries to rise above such whispers.

Melodies best feature is not actually visible. From an early age she was gifted with an enchanting voice. Her parents relate that, even as a baby, when she laughed others in the room could not help but do the same and when she cried she was immediately surrounded by concerned adults - even those not of her actual family. Learning to speak early Melodie has always loved music, singing and the spoken words, and although her private attempts at poetry are destined never to see the light of day, she often performs readings and songs at her parent's parties, or those of close friends.

Personality:
The possessor of a disease which means even a paper-cut could be fatal if not quickly treated, Melodie is by nurture a very careful person - keen to avoid risks and not adept at combat or violence generally. She prefers to deal with conflict peacefully, and usually plays the role of mediator - encouraging both sides to talk out their differences.

Despite this necessary caution when in social situations Melodie is happy and confident. Naturally gifted at conversation, her powers of persuasion have grown as she ages and now Melodie is proud of her voice and her singing ability - pride which makes her, if not outright desirous of the spot-light, not unhappy when it settles on her. How much of this is simply youthful brashness is unclear but Melodie's friends and enemies alike all admit that, one to one, her voice can almost put one under a spell.


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Hey Braniac, quick question.

I'm building a changeling for this, can I take an Arcane Malignancy (Found in a table here), instead of a drawback, as stated in Blood of the Coven?

More specifically can I take 49-51: Your thin, almost translucent skin is delicate and tears easily. You take 1 point of bleed damage from slashing attacks that deal at least 1 point of damage to you. I'm making a Blood-born changeling and writing her as a haemophiliac, so this would be extremely appropriate!

If not I'll take a normal drawback. :)

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