Woah wait, where the heck did I misread it as MAX stats? I'm fixing that. I thought something was strange about building that kind of monster. Sorry, ignore that one. It wasn't too bad of a fix, here's the much leaner version. I admit I was kind of worried what we'd be facing with Perfect-Statted characters. Crunch:
Bonehead 33/85 Chaotic Good
Lv.3 Kobold Animal Speaker (Archmage/Marshal) HP: 24/24 (3xFCB) AC: 15 (FF: 12 , Touch:14) CMD: 12 Fortitude: +1 Reflex: +6 Will: +3 BAB: +2
Traits
Bardic Knowledge 1: +1 to Knowledge checks and can make unskilled checks on knowledge.
Hard to Kill: Whenever you’re below 0 hp you automatically stabilize. Die only at negative double Constitution score of damage.
Feats
Skills
Background Skills
Spells
Level 0 (4/4)
Level 1 (4/4)
Equipment .75/20
Story: Högröst was one of the favorites of Järndjur, the dragon patriarch of Högröst’s kobold clan. She would sing to the dragon whenever it was tired and the kobold’s voice would soothe their master to sleep. The singer was well looked after, and she didn’t have to suffer the difficulties of the average kobold. She typically took care of the tribe’s animals making sure they’re fed and cared for.
Things changed for Högröst one day as their patriarch returned from a hunt, bloodied and bleeding. Enraged and injured, Järndjur left the kobolds in shock as he retired to his inner sanctum. Fearing the literal dragon’s wrath, his kobold attendants left him to recover. Days passed, then weeks, and still there was no sign of the dragon’s return. Eventually, it was decided that someone must check on their patriarch. After much squabbling amongst the little dragon-kin, it was decided that Högröst would be the one to face the Järndjur. With shaking hands, her tribesmen pulled the heavy chains to open their master’s inner sanctum. Högröst was ushered into the hallway and the door was slammed shut behind her. The climb to her master’s sanctum was never so cold and frightening as it had been that day. Knocking on the golden door, the kobold waited for her patriarch’s response. Time stood still as Högröst waited, but nothing happened. As she cautiously peered her head into the dragon’s lair, she saw him lying atop his horde, long dead. Forgetting her fear, Högröst walked to her patriarch’s side, looking for signs of life. As she did so, the little dragon-kin heard her master’s voice. It urged her to take revenge upon an organization called the Wheel of Fire. The dragon’s body caught a spectral blue fire, burning away until it became nothing but bones. Moving independently of its corpse, the fire-dragon spoke to its servant, bidding her to take its skull and wear it over her head. Not wanting to question the creature before her, Högrost took her patriarch’s skull in her hands, marveling as it shrunk to fit her. Once she put it on, the dragon’s spirit suffused over her tiny body, granting her its power. It spoke to her, told her of their enemies, the Wheel of Fire. A band of mercenaries, hunting dragons for their wealth and magical properties. Järndjur’s spirit fumed at his defeat and demanded that Högröst lead the tribe against them. But the experience was too much for the simple lizard and she fainted, her small mind unable to grasp what was happening to her. When she awoke she was somewhere very unfamiliar…
While I can't speak to the setting, I can certainly help on the other parts. A big part that stands out to me was the death Ismene's mother. That's a big deal for any character, especially in such a violent way. If Ismene was old enough to remember her mother, she might develop a hatred towards ignorant people, or perhaps some particularly outspoken anti-Keleshite person. On the other hand, maybe she instead developed a fear of crowds, imagining all those eyes upon her, judging her in the same way they had her mother. If she wasn't old enough to remember, then perhaps her father never told Ismene what happened. She'd cling to whatever her mother left behind and have an innate curiosity for the Keleshite side of her family. Does she have a memento of some kind? Raising a child as a single parent is never easy, even for the wealthy. What's her current relationship with her father, are they still distant, or did that change for the better/worse? Coming from a noble family, was there anyone she might have viewed as a surrogate mother? They most likely could afford a servant or two.
Phew, that took some effort! This is Bonehead, an Animal Speaker Bard. She had one prior iteration that was a Dirge Bard/Dragon Yapper, but I realized that those archetypes technically don't stack. Bonehead is a support-type Bard that I'm thinking of trying out a bunch of Bardic Masterpieces with.
Crunch:
Bonehead 53/85 Neutral Good
Lv.3 Kobold Animal Speaker (Archmage/Marshal) HP: 33/33 (3xFCB) AC: 17 (FF: 12 , Touch:16) CMD: 18 Fortitude: +4 Reflex: +8 Will: +7 BAB: +2
Traits
Bardic Knowledge 1: +1 to Knowledge checks and can make unskilled checks on knowledge.
Hard to Kill: Whenever you’re below 0 hp you automatically stabilize. Die only at negative double Constitution score of damage.
Feats
Skills
Background Skills
Spells
Level 0 (4/4)
Level 1 (4/4)
Equipment .75/43.75
Story: Högröst was one of the favorites of Järndjur, the dragon patriarch of Högröst’s kobold clan. She would sing to the dragon whenever it was tired and the kobold’s voice would soothe their master to sleep. The singer was well looked after, and she didn’t have to suffer the difficulties of the average kobold. Typically, Högröst took care of the tribe’s animals, making sure they were fed and cared for.
Things changed for Högröst one day as their patriarch returned from a hunt, bloodied and bleeding. Enraged and injured, Järndjur left the kobolds in shock as he retired to his inner sanctum. Fearing the literal dragon’s wrath, his kobold attendants left him to recover. Days passed, then weeks, and still there was no sign of the dragon’s return. Eventually, it was decided that someone must check on their patriarch. After much squabbling amongst the little dragon-kin, it was decided that Högröst would be the one to face the Järndjur. With shaking hands, her tribesmen pulled the heavy chains to open their master’s inner sanctum. Högröst was ushered into the hallway and the door was slammed shut behind her. The climb to her master’s sanctum was never so cold and frightening as it had been that day. Knocking on the golden door, the kobold waited for her patriarch’s response. Time stood still as Högröst waited, but nothing happened. As she cautiously peered her head into the dragon’s lair, she saw him lying atop his horde, long dead. Forgetting her fear, Högröst walked to her patriarch’s side, looking for signs of life. As she did so, the little dragon-kin heard her master’s voice. It urged her to take revenge upon an organization called the Wheel of Fire. The dragon’s body caught a spectral blue fire, burning away until it became nothing but bones. Moving independently of its corpse, the fire-dragon spoke to its servant, bidding her to take its skull and wear it over her head. Not wanting to question the creature before her, Högrost took her patriarch’s skull in her hands, marveling as it shrunk to fit her. Once she put it on, the dragon’s spirit suffused over her tiny body, granting her its power. It spoke to her, told her of their enemies, the Wheel of Fire. A band of mercenaries, hunting dragons for their wealth and magical properties. Järndjur’s spirit fumed at his defeat and demanded that Högröst lead the tribe against them. But the experience was too much for the simple lizard and she fainted, her small mind unable to grasp what was happening to her. When she awoke she was somewhere very unfamiliar…
I know it's a little late, but I would like someone to look over my character as well. I'm really not familiar with the setting, so I kept everything low to the ground, so to speak. I'd at least like to change from generic terms like "Thieves Guild". I think it might have made my backstory stiff to read. Mechanics-wise, I'm happy where I am thematically, but a little optimization never hurt.
Alright, ok. Here's my submission. It's Markus Finley, your friendly neighborhood priest. Story:
Originally from Cessport, Markus Finley was Guild man, making his money in the ways one might expect from such an unsavory place. Unfortunately for him, Markus was smarter than his peers and saw the cutthroat life in Cessport wasn’t one you lived long. So, Mr.Finley came up with a brilliant idea, he’d leave the guild behind and move to Riverport. The place was huge and probably full of suckers with pockets rich in coin. A man like him, he’d could make more money there than he ever could in Cessport.
At first, things were good. Between a well scouted raid here and a few shakedowns there, Markus Finley was living like a king. But as all things do, the good times came to an end. He got sloppy, did things too loud and suddenly the watch were all over him. In Cessport, giving them the slip was no big deal, there was always a guild warehouse nearby. But in Riverport, there was no such luxury. Mr.Finley ended up taking a long swim down river before he got away. Flushed a good chunk of cash into the drink too. He managed to get back on his feet, but things were tighter for a while, the Watch knew who he was. But Markus’s goose was cooked when the guild came calling. You see, he may have taken a few loans in the guild’s name before leaving Cessport and the guild wasn’t too happy with being saddled with the bill. Desperate to keep his former guild off his back, Mr.Finley went on a half-baked raid on some noble’s property that ended the only way it could. Hounded on all sides, Markus cut and run, making it all the way to Southport before the Watch caught him. Choosing between getting a knife in the ribs and jail was easy, he even kept his fingers thanks to a few well placed bribes. Ten years passed, and the world forgot him. Just some minor thug left to rot for spiting some noble. But Markus, he never just gave up. If he waited long enough, the guards would make a mistake. Everyone always does. Sure enough, an opportunity came right up knocking and Mr.Finley took it. He’d already stowed away on a merchant vessel by the time they noticed he was gone. ‘Course the boat just had to be heading to Cessport. Grabbing whatever seemed valuable, the stowaway paid for passage going anywhere else, hoping his former guild hadn’t remembered his existence. Using a few stolen books, Markus Finley took on a new identity as a traveling priest of Nera. His impersonation was believable enough to earn him a minor position in South Camino, the city he landed in. He was called on occasionally for guidance on gaining Nera’s blessing which he would regurgitate from books he’d bought or stolen whenever he could. The lie could only last so long though, so once the Admiral raised the need for an emissary for Prince Cadmael, Markus jumped at the chance. Crunch: Markus Finley
Human Bruiser Rogue HP: 11/11 AC: 13 (FF: 10 , Touch:13) CMD: 13 Fortitude: +5 Reflex: +2 Will: +0 BAB: +0
Traits
Feats
Skills
Background Skills
Equipment 72/86 13g 2s
Hey all, I wanted to share a charity event I really care about: Vinesauce is Hope. It's a bunch of streamers raising money for PCRF_Kids Charity. Thanks in advance, even if you just pop in to watch. Even that helps. Stream is this weekend July 17th -19th
Hmm, I'm thinking of making a Strength-based unchained Rogue. Would you allow this Archetype? It replaces the useless 'Weapon Finesse' chain with a Fort boost and bonus combat feats at 3,16 and 19
I'm not very experienced in the Golarion setting, so please let me know if I need to make changes. This is Karst Tanin, a Brawler/Urban Barbarian
Story:
Losing his parents at a young age, Karst was raised in a quiet orphanage with little to his name. Unbeknownst to him, the orphanage was run by the Thieves Guild. The Guild used the orphanage to pluck up young talent and bolster their ranks. Karst was one such talent. Subtly steered toward a life of crime, the teenager was picked to serve as muscle for a small time gang.
He worked together for several years, forming a close bond with another from the same orphanage, Nicholas Wolfe. Together, they were wildly successful. Karst proved to be much smarter than his thuggish appearance might suggest. Nicholas, on the other hand, had a way with people, able to convince most people of anything. Together, they swore to be like brothers in blood. As the years went by, Karst grew disillusioned with the Guild's methods. Shaking down merchants and roughing up troublemakers never really bothered the thug, but the Guild's lack of ambition did. Anyone with two eyes in their head could see that the nobles were the ones with the real money. But the Guild never made a move on it, content to take bribes and act as a tool for the upper classes. Eventually Karst had enough, he broke away from the Thieves' Guild with Nicholas reluctantly in tow. He joined up in a team of like-minded individuals, seeking to loosen the pursestrings of the wealthy, by force if necessary. Karst, being an orphan, would often donate to orphanages and patronize the poorer merchants. As a regular and generous customer, he was often in tune with the thoughts of the local people. It was this knowledge that lead Lady Lotheed to invite Karst into her web. Crunch:
Karst Tanin
Human Brawler/Urban Barbarian HP: 14/14 AC: 13 (FF:12 , Touch:11) CMD: 15 Fortitude: +4 Reflex: +3 Will: +0 BAB: +1
Traits
Feats
Skills 7+1Fcb
Background Skills
Equipment 27/76 90g 9sp
Personality/Appearance: Karst is 6'0 and weighs 194 pounds. He's of mixed descent with black hair. Endless exercise has trimmed most of the fat from his figure, but he lacks the bulk of someone who aims to build muscle. Despite his best efforts, he always looks like a hired thug.
Personality-wise, Mr.Tanin is level headed and reserved in his speech. He learned long ago that body language and a steady gaze can sometimes be much more effective than words. A cautious individual, Karst Tanin typically has a plan or two in reserve. When caught off guard, He's quick to act based on his gut feelings, which can lead to trouble.
Hello hello! Jumping in with a Kobold Soulbound Summoner. I just had an interesting concept and I had to run with it. It's my first time making a summoner so hopefully I didn't miss anything. Ji’rah’s crunch:
Ji’rah of the Phoenix Pact
NG Small Kobold Soulbound Summoner HP: 8/8 AC: 16 (FF: 14, Touch: 13) CMD: 10 Fortitude: +0 Reflex: +2 Will: +1 BAB: +0
Traits
Stowaway: +1 to Stealth and +1 to survival checks to find food.
Feats
Skills
Spells
Level 1 (0/2)
Equipment 18.75/26
Background:
1. Ji’rah is a bumbling fool.
2. He doesn’t really get why the Firebird wants him to help people, but he does it to please her. 3. He hopes that the Tallfolk won’t attack him on sight, fortunately a single kobold isn’t exactly threatening. 4. Ji’rah really likes recognition, especially from the Firebird. 5. The kobold is being manipulated by the much more powerful Phoenix. Ji’rah was not very different from other kobolds in the Mwangi Expanse, living his days foraging for fruits and small game. One day, in a stroke of luck, the kobold came across a large and beautiful egg. J’rah was struck with awe and knew he had to do one thing. Eat it. The lizard couldn’t just swallow it whole (he tried), he’d need to cook it and eat it in pieces. Ji’rah made off the glistening egg and went to his favorite spot. A small hot spring that he enjoyed on particularly difficult days. Gently placing the egg inside, he waited for it to be cooked. Hours passed, and nothing happened, the egg was still cool. Frustrated, the hungry kobold decided to steal the chieftain’s large pot and try to boil the egg inside. He could only submerge about half the egg in water, but J’rah thought that it’d be enough. After about an hour, Ji’rah carefully turned the egg over, only to find that the previously submerged part was lukewarm at best. This infuriated the now starving kobold, who painfully kicked the pot aside and threw the egg into the fire. J’rah limped and fumed as he added more and more firewood, creating a massive bonfire. Just as he tired out, the bonfire exploded and the Phoenix was reborn. Goals
Secrets
Relationships The Phoenix cares for Ji’rah in a mothering way, though their bond was more one of convenience. Li’gra Longhorn, chieftain of the Barkclaw tribe, is really peeved at Ji’rah for not only stealing his cooking pot, but also for abandoning his duties. The chief wants him to rejoin the tribe and get back to work. He’s also Ji’rah’s uncle. Rambar Terillo has caught a stowaway pilfering some food! He thinks Ji’rah is vermin to be cleaned up. Jask Derindi is okay with the lizard on board. Already a stowaway, Ji’rah figured that sneaking the prisoner some food wouldn’t hurt. The Firebird approved. Memories 1)The moment he formed the pact with the Firebird. His claws burnt and shriveled, Ji’rah remembers the great bird of flame saying that for his aid in her time of need, they shall share a pact. Then a strange rune appeared on both of his claws. 2) The Firebird speaking into his mind, telling him what to do. Ji’rah remembers the first time he tried to help people. He picked up a fallen cart and put everything back into it. The tallfolk ran him off, but the Firebird was happy. In a way, that made Ji’rah happy too. 3) Ji’rah sneaking aboard the Jenivere. Tallfolk were searching all over for him, calling Ji’rah things like thief and baby-eater. The kobold wisely decided to hide out on the boat. Not everyone likes kobolds… Eidolon: Firebird
NG Medium Radiant Biped Eidolon HP: 10/10 AC: 15 (FF: 14, Touch:11) CMD: 14 Fortitude: +3 Reflex: +1 Will: +2 BAB: +1
Attacks
Traits
Evolutions
Feats
Skills
I was thinking of a couple things actually. Freya and Novalie studied together at an academy of some kind, correct? Is there a name for this place, or was it just the Temple? if it isn't named, is there some kind of heroic figure it would be named after? Freya is a Valiant(lowest rank) of an order of paladins, is there a name for this order? More information on the heroes of our time would just be neat too. Tiessa, good backstory! I think Freya might call her Novi, though Freya's name might not be shortened as easily.
I'm having a tough time deciding if Freya follows the school of Rendere or Vivace, both seem interesting. I also noticed there isn't a page for Undine Philosophy. Is it missing? Should I be worried about a lack of swimming ability? Childhood friends sounds great Tiessa. Please ignore the prior posts for Freya, I decided to reuse an Alias with two posts total.
Ok, I think I've got something pretty cohesive here, let me know what you think. This is Freya Argento-Mau, an ifrit paladin. Crunch:
Freya Argento-Mau
LG Medium Ifrit Paladin HP: 16/16 AC: 20 (FF: 17, Touch: 13) CMD: 15 Fortitude: +2 Reflex: +3 Will: +1 BAB: +1
Traits
Feats
Skills
Equipment
Story:
Freya was born to undine mother, but her ifrit father’s heritage showed more strongly. The two of them were very different personality-wise, but shared a strong religious fervor. They met after Freya’s father returned home from his two year service. Her mother had been serving in Hearth as an inquisitor and despite initial rivalry, the two fell in love. Her father left for service a second time, but returned early when his daughter was born, choosing to stay and raise the next generation.
Freya and her siblings (one ifrit brother, one undine sister with Freya as the eldest) were raised early to follow in their father’s footsteps. However, only their eldest truly aspired to be a soldier. The younger undine was troubled by life in Hearth whilst the ifrit had a more creative, artistic temperament. Freya tried to support her siblings in following her path, but eventually chose to let them find their own calling. Freya herself was a talented Brutbreve player and picked up the High Ifrit scripture with relative ease. Though decent academically, the young ifrit showed the most proficiency on the battlefield, revealing a remarkable constitution in most of her trials. By the time she was awarded the rank of Valiant, several recruiters had already knocked on her door. As she signed off for her first tour of duty, Freya chose to leave nothing unresolved should she fall in battle. Starting with visiting her undine relatives. Appearance and Personality:
Freya is an orange-skinned female ifrit standing at six feet tall and weighing 115 pounds. Perhaps inheriting her figure from her mother, Freya has a lithe dexterous body, well suited for dancing. She also inherited her mother's blue eyes.
While serious about her duty to serve her city and god, Freya is relaxed and seemingly care-free. She's aware that these next few months might be her last and wishes to experience the wonders of the world she may die protecting. Not one to turn down a challenge, the ifrit is willing to accept all comers, especially if the competition is drinking. Her family is important to her and Freya tries to write them often. Tiessa, maybe we could tie our character's together? My character's mother and sister are undines, maybe we know each other?
Ok backstory-wise, thinking of having 1d2 ⇒ 2 her visit her1d2 ⇒ 2 mother's family. She's making a tour of the land before going the service like her parents. The father came back home from his tour of service and met the mother who was serving as an inquisitor of Volcano in his hometown. I'd probably also follow Volcano, but willing to dig into other possible faiths for Ifrit culture. The backstory sections says we're starting in Hearth. Sorry for the confusion.
Ok! I've decided playing on a Drifter.
Stats: Muscles: 11 (+1) Meat: 12 (+2) Hands: 12 (+2) Feet: 15 (+5) Brains: 10 (0) Eyes: 10 (0) Mouth: 8 (-2) Guts: 10 (0) Defense: 12
Questionnaire: 1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.
As the New World's savior, I demand to be recognized by everyone. I'm the new Jesus and people better get to the worshipping. I'd say I have some friends, though most people seem to think I'm crazy, I'll show 'em all! 2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. I'm never without my sweet threads, they're a little beat up, but I think it adds to their charm. As for what I could lose, my virginity, am I right? heh heh yeah... 3) What do you fear? What do you hate?
4) What do you desire? What do you love?
5) You have (at least) one secret. What is it?
6) Have you done something Notable? What was it?
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
The rolls are a little different in the book.
Starting Age: 3d6 ⇒ (6, 4, 5) = 15 Middle Aged Starting Looks: 3d6 ⇒ (5, 4, 6) = 15 Looker Height: 3d6 ⇒ (4, 3, 6) = 13 a little taller than average Weight: 3d6 ⇒ (2, 2, 5) = 9Average Distinguishing Features: d6, then d20, then d6. You may have as many of these as you like, but you must have at least one. You can decide to add on more after knowing the results.
Social Interaction: 3d6 ⇒ (3, 1, 5) = 9 You get along ok with people Connections: 3d6 ⇒ (1, 2, 5) = 8 A few close friends. Sanity: 3d6 ⇒ (4, 5, 2) = 11 Stable Goals: 1d20 ⇒ 1 Want to be famous Motivations: 1d20 ⇒ 15 Afraid of the hatred you feel Obligation: 3d6 ⇒ (5, 6, 2) = 13 You keep your word for the most part and feel shame and regret when you break it. Morality: 3d6 ⇒ (2, 2, 6) = 10 Neutral Name: 1d6 + 1d20 ⇒ (3) + (11) = 14 Jesus
Alright! here's Shiro's story, hopefully it fits into the setting.
Story: Shiro Heida was born disfigured, his face was dried up and shriveled looking. Being the third son of a reputable family in Xin, the child was handed off to distant relatives in Qiao. The rice farmers lived simple lives and were rather isolated from the community. As a young boy, Shiro was rarely seen away from the fields or his home and rumors started to spread of a ghost living on his adopted family’s grounds. Realizing that the small community were starting to shun their home, the Heidas allowed their charge to socialize amongst the others. His ‘father’ made him a simple wooden mask and told him never to remove it in public.
The “Masked Boy” was awkward with others at first but eventually came to be accepted amongst the farming community. He was even sweet on one of the girls. They would play together often and seemed to be inseparable. One day though, in private, she asked him to take off the mask. Despite his father’s words, Shiro did so revealing his face for the first time. She screamed and ran, believing him to be some form of undead, like the rumors from so long ago. Shiro, heart broken, ran away from home. As he ran, the young boy came across an old man on the road. Unbeknownst to Shiro, Old Soeji had finally come to see his grandson for the first time. The old man smiled and asked ”Why are you crying, little boy?”. The crying boy told Soeji his story and the old man dried his tears, giving him a hug. ”They are just afraid, Shiro.” the old man said. ”It’s not you who is wrong. Your appearance is only a small part of who you are. Your heart is what matters.” The young boy had calmed and was struck by Soeji’s words. Together the two of them returned to the Heida farm where Old Soeji was treated to a farmer’s feast. Shiro tried to continue his life amongst the farming village, but it was difficult for him. Eventually he took on the job of a courier, hoping to visit Old Soeji in Xin. Throughout his early teens, the young Shiro would travel all over Yuanzi, meeting people and getting a lay of the land. So long as the mask remained on, Shiro was actually fairly popular especially with the poorer folk. Eventually, the teenage Shiro was picked up by a cell of imperial agents, recruiting him to act as a spy. He was assigned to Xin, where he would listen in on dissidents and criminals. He would visit Old Soeji on occasion, though the old man was typically busy with the more prominent members of his family. However, when Shiro first joined the imperials, his grandfather got him a special present. The dog “Gou”. Gou was a loyal dog and was unafraid of his master’s appearance, much to Shiro’s delight. Him and his dog were never very far apart a since then. Still, it came as a surprise when Old Soeji called him to participate in the Celestial Challenge.
Alright, I've got some crunch up. Once I sleep on it, I'll come up with some backstory. Here's the Ninja Shiro Heida and his trusty dog, Gou.
Crunch: Shiro Heida
LN Human Ninja HP: 8/8 AC: 15 (FF:12 , Touch:13) CMD: 13 Fortitude: +0 Reflex: +5 Will: +0 BAB: +0
Traits
Feats
Skills
Equipment 47/50
Alright! Then, I've got a few of the common questions. Do we get Background skills?
Oops! I almost forgot Pikpok's appearance, which is actually kind of important. Appearance: Pikpok is typically disguised, knowing full well that kobolds are not the most popular of races. She wears a hooded cloak with little pockets to cover her horns and a kobold mask. The stage mask hides her reptilian features well, whilst not being too far from the truth. Tucking her tail under her cloak and wearing thin gloves to cover her clawed graspers, the lizard might pass as a Halfling Bard. To complete the look, she carries a large instrument case and goes by the stage name "Gildor Lightfoot". 'He' has a reputation as a decent storyteller.
Out of her urbane disguise, Pikpok is a reddish-copper colored reptillain with yellow eyes. She stands at a staggering 2'9 and weighs 25 pounds. Even while disguised, she wears the emblem of her angelic patron, identity of which is left to GM.
Ok! I've got a Kobold Paladin by the name of Pikpok Brighteyes, take a look!
Story:
Krutulmak was the queen of her tribe, and she ruled it with an iron fist. She had clawed her way up to the top of the tribe as soon as she reached adulthood, crushing those that stood in her way. Now, the Horned Queen could go or do whatever she pleased, all while her subjects groveled at her feet. Life was good. But such happy days were not to last, for one day, Krutulmak's tribe had a visitor. Vallerfax the blue dragon. He had come to take the tribe for his own.
Krutulmak, in her arrogance, refused. She sought to crush the dragon as all her competitors before him. The people of the tribe however, saw their chance. Working together, they hounded their former queen with spears, forcing her to flee. It seemed as if every corner held more of the traitorous whelps and no matter how many of them she tore through, there were always more coming. Soon, the Horned Queen stood at the precipice of a cliff, with nowhere to go but a brace of spears. With a final howl, the tyrant was hurled from the cliff, never to be seen again. Or so it should have been. Somehow, in what she believes to be a miracle, Krutulmak survived the fall. She lay there broken, bleeding and near death when a group of adventurers came to investigate the noise. The heavily injured kobold soon lost consciousness as the adventurers argued her fate. Days later, she awoke to the sensation of being carried. She couldn't see clearly, but the man spoke to her in admittedly poor Draconic. He was a paladin and he was taking her to his monastery, where she'd be safe. Though he continued talking, the kobold's injuries overcame her and she fell back asleep. The kobold, taking the assumed name "Pikpok", was schooled in various aspects of monastic life, and slowly recovered from her injuries. It took years, but eventually the lizard was able to move without aid, though still nowhere as well as she once had. The nuns tried to convince her to stay with them, but Pikpok was determined to take her new lease on life and become a paladin, like her savior. She trained for a few more years with the retired paladins before finally reaching the rank of Gallant. With high hopes, and perhaps a chip on the shoulder, the little paladin was set to patrol the relatively safe streets of Celestia. Crunchy bits: Pikpok Brighteyes
LG Small Kobold Paladin HP: 9/9 AC: 17 (FF: 15, Touch: 13) CMD: 1 Fortitude: +1 Reflex: +2 Will: +2 BAB: +1
Traits
Feats
Skills
I'm always up for homebrew games! Let's see what I get! 4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12
Hm, nothing too outstanding, I'll go with the point buy too. I'll try to get something whipped up tonight or tomorrow.
This brew kind of took a life of his own! Meet Sprig Snaggletooth, caravan leader and wizard! He hopes to find the secrets of magic, life and maybe even bring the green back to the wasteland. He's a Conjuration Wizard with the Outlander trait. Background:
Sprig was raised like many of his kind in a deep mountain, hearing the tales of how the world used to be before the Tallfolk ruined it for everyone. Stories of green trees and dragons always fascinated the youngling, and he would spend many hours listening to the ramblings of his elders. Trained like the others to steal from the unawary or weak, Sprig’s perception of the world changed when he stole some books from an unwitting traveller. Sprig, unlike the majority of his tribal peers, could read. Voraciously reading through the books, he came to understand some of the basics of alchemy and magic.
The exposure to the knowledge and magic of the outside world had unleashed a hunger that his tribal roots could not satisfy, so one day set out from his tribe into the unknown. He found that most of the people he met had little understanding of magic and his talents were richly rewarded. Within four years, Snaggletooth had gone from lone kobold in an unfamiliar world to running a small caravan. He set up shop in the town of High Gulch, hoping to come across more secrets of the arcane. Perhaps one day he could bring the green back to the world. Crunch: Sprig Snaggletooth
Lv. 3 LG Small Kobold Wizard HP: 20/20 AC: 15 (FF:12, Touch 15) CMD: 11 Fortitude: +2 Reflex: +5 Will: +3 BAB: +1
Traits
Feats
Skills
Background Skills
Equipment 15.5/20 Light load
Handy Haversack (16/20) (20/20) (79/80)
Heavy Wagon
Spells
Level 0
Level 1
Level 2
If Kobold is allowed, I'm thinking of a Kobold Wizard. Maybe a conjuration or transmutation school. Considering some mad science flavor. 4d6 - 1 ⇒ (6, 3, 5, 1) - 1 = 14
I'm actually fine with any of these options, Anita would probably default to Music if not in the newsletter.
All right! I decided Human Rogue. I think it's fitting to the rules posted in the Discussion, but let me know if changes need to be made. Stats:
Markus Finley
Lv.5 Human Rogue HP: 55/55
BAB: +3 Attacks
Shortbow +3 (1d6 x3)
STR: 18 (+4)
Traits
Special Abilities
Spells
Feats
Skills
Equipment:
Bag of holding 1
Mithral Shortsword +1 Mithral Chain shirt +1 Cloak of Resistance 1 Wand of Magic Missile (50 charges) Masterwork Backpack
13 gold 2 silver
Story: Markus was always a troublemaker as a child, he would pick fights and steal from other kids. His parents certainly didn’t approve and were relieved when he just up and left one day. A natural born liar, Markus grew more subtle with his thefts as he aged. He took to confidence games and rigged gambling, but never shied away from a fight. Up until his mid twenties, Markus was remarkably successful. At the age of twenty four, it all came crashing down as he was caught cheating at a high profile gambling hall.
He was lucky, a few greased palms here and there kept him from the gallows, but he still faced 20 years in prison. Or he should have, for after about 5 years of planning and biding his time, Markus made his escape. He killed on the guards and started a prison riot, fleeing in the confusion. By the time the local guard had cleaned up the mess, the man who started it all was long gone. For the next 5 years, he took up the identity Tiberius Finley, a traveling amateur magician. The guard have been on the look out even today, but have yet to catch the thief. His stolen spellbooks and quick hands have given him a comfortable lifestyle that he still maintains today. A physical powerhouse, Markus stands at 6’4 and 256 lbs. However, a majority of the time, he stoops over, hiding his bulk in a loose robe and leaning on a staff he doesn’t really need. While no goody two-shoes, Mr.Finley is not one for random acts of violence or theft and prefers to maintain long-term relationships with his compatriots. However, when frustrated he’s quick to respond with a direct approach, like breaking doors in his way. Currently 34.
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