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Yeesh, didn't realize there were quite that many applicants, so you'll have to cull 3/4s to pick the party. Good luck, and I hope I make the cut :p Will be an interesting campaign to watch either way I suspect.
Oh, a few questions I had after reading what I have of Elements of Magic.
Apologies if those have been asked/answered previously, I did look.
Well, finally got around to typing this all up, put a lot more effort into it than I normally would so hope I make it, but even if not it's been pretty fun. Would really love to check out the Elements of Magic system though, haven't finished reading it all but it definitely sound cool, if a touch confusing :p Name - Matinos Duskbadger
Alignment:
True Neutral, with faint leanings towards good. Morality is something of a complex issue for Matinos with a variety of conflicting drives. His parentage lights the dark path towards evil, and gives him a fairly relaxed view of some of the darker aspects of human nature, further reinforced by his chosen profession which involves a good deal of necromancy. That being said the people that raised him—not his true parents of course--were good, honest folk and instilled in him the values of charity and selflessness. Most of the time he just wants to be left to his research and study to pursue the joy on knowledge and enlightenment. Appearance:
Matinos is actually quite attractive, inheriting his father’s unnatural grace and beauty, and having his own, boyish sort of charm. He’s not a particularly vain person, so his brown hair is often a bit on the long and unkempt side, while he doesn’t seem to grow much in the way of facial hair. He keeps himself clean and dresses well, with simple but well made clothes, comparable in quality to a well to do artisan. He stands fairly tall at 6’3”, but quite thin, weighing in at approx 173 lbs, and though healthy he has a pallor to his skin, another trait inherited from his unnatural parentage. Personality:
Matinos, or Mati as his friend, Sielthra has taken to calling him, is rather an odd duckling; owing to his vampiric father and the isolation that has resulted in, he has achieved an odd balance between self-sufficiency and ineptitude. Though a generally friendly guy, his social skills are fairly underdeveloped, and his advanced age (Dhampir age comparably to Elves) has left him a little melancholy after his family has all largely passed on. It generally doesn’t keep him down too long, only suffering the occasional binge session before he’s up and back to work, trying to unlock the secrets of the universe, and his own odd ancestry. Necromancy has become something of an obsession, and while he’s not averse to dabbling with undead or the darker sides of the art, it doesn’t call to him like some, he has no desire to see the world burn, but to experience it instead. Ten Minute Background - Concept Elements:
Goals:
Secrets:
Relationships:
Quirks and Memories::
RP Sample:
Baaahhhh, I’m bad at just coming up with something... *sigh* Well, let’s see what I can do...
By the time Matinos had roused to consciousness the knocking had become more of a hammering. Blinking the sleep out of his eyes Mati looked around in confusion. The lab? What was he doing here? He must have been working late again... it was all a bit of a blur, and the hammering wasn’t helping the headache he seemed to be sporting. Pushing himself to his feet Matinos shuffled slowly over to the door. What had he been doing last night? He’d gone out with Sielthra, they’d brinking drinking... so why was he at his lab. Ugh it was too hard to think... ”Alright, I’m coming!” he called, grumbling and rubbing at his face, coming away with a scrap of parchment that must have been stuck to his cheek. He was about to throw it away before he realized there was something written on it, and not in his normal, relatively neat hand, but Sielthra’s scrawl, a date and time. What was that about? The hammering on the door started up again, forcing him from his reverie. ”Matinos! Open up!” ordered the muffled voice of Eolo. Matinos sighed, folding the note and sticking it in a pocket to figure out later. Unlatching the door he stumbles back as it is pushed open abruptly to reveal the short Half-Orc that was the go-between for Matinos and his ‘employers’. ”Smeg, you’re a mess Matinos.” he complained, letting himself in to look around at the relatively spacious and well appointed lab now considerably less orderly after the Necromancer–come-Scientist had slept on, and drooled over one of the tables. ”You knew we were comin’ today right? You got the letter? Sheesh, all this way for nothing.” the Half-Orc continues to mutter to himself. ”That... wasn’t that the 5th?” he asks uncertainly, casting his gaze around, before approaching a desk and pulling out a drawer, extracting a letter with a broken seal from it. ”Yeah, it was. Guess what the date is?” he asks, looking at Matinos. ”It... wow I must have really drunk too much.” he murmurs, pouring himself a glass of water from a pitcher. He remembered what he thought was the previous night. He hadn’t intended to drink so much but Sielthra’s latest girlfriend had broken up with him, and he could hardly let his friend drown his sorrows alone. ”Sorry Eolo... I’ll have to reschedule, it won’t be any good today.” he informed his business associate. He wouldn’t quite call Eolo a friend, but they got along fairly well, as long as things went smoothly. The man had come for a fresh sample of Matinos’ blood--to ‘collect the rent’ as he put it--but after last night Matinos couldn’t make any guarantees it wasn’t still drenched in gin. ”Think I don’t know that, ya smeg-head. Don’t go doin’ anything stupid like that again, we’ll be back in a couple days. Cmon doc.” Without further ceremony the greenish skinned Lieutenant makes for the door, waving the doctor who’d accompanied him ahead of him, leaving the still woozy wizard to recuperate and straighten up. Never again...
Woot! Just as a heads up I haven't actually played CoC before, but have read the rules (albeit a year or two ago), so I may be a bit fuzzy on some details. Still.... Woot! Stats 1:
3d6 ⇒ (3, 1, 2) = 6
3d6 ⇒ (2, 1, 1) = 4 3d6 ⇒ (2, 4, 2) = 8 3d6 ⇒ (5, 1, 4) = 10 3d6 ⇒ (2, 1, 1) = 4 2d6 + 6 ⇒ (6, 2) + 6 = 14
EDU: 3d6 + 3 ⇒ (4, 2, 3) + 3 = 12 Stats 2:
3d6 ⇒ (5, 2, 2) = 9
3d6 ⇒ (3, 2, 4) = 9 3d6 ⇒ (2, 1, 5) = 8 3d6 ⇒ (6, 3, 6) = 15 3d6 ⇒ (5, 6, 5) = 16 2d6 + 6 ⇒ (2, 2) + 6 = 10
EDU: 3d6 + 3 ⇒ (5, 4, 5) + 3 = 17 Wow... just, how bad can you get for array 1? :p
What are your thoughts on Paladins/Anti-Paladins Michael? In particular the strict LG/CE alignment. Are we even bothering with alignment? could Smite/Detect Good be swapped out for something else? Detect Mythos? Smite Faithful
My group has played CoC a few times, but only one shots, they're of the opinion that CoC and Campaign should not be in the same sentence :p It's been a while since I've read the rules, so I'll wait until the recruitment's posted to do anything with stats, but I had the idea pop into my head of a person who's a bit of a weirdness magnet; his parents started to get involved with a cult (not necessarily an actual elder gods cult) when he was in early teens and he found himself being drawn into it by them. Things started going downhill and he finally got scared enough to run away, leaving his parents behind, and has been a bit of a drifter since encountering other horrible things along the way. He's a bit jumpy these days...
Well, I'm going to hope that I was included in the being able to post after recruitment closed. I couldn't quite make the vampire-plant thing work for me, so came up with something else instead. In the interest of full disclosure, I have actually played through the first two modules of this AP previously, but I'll do my best not to let that affect me if chosen :) Linaen:
Will expand on this if necessary.
Linaen was born onto the plane of shadow, like many of his kind; the settlement where he lived was not safe any more, something dark had found them, something they preyed upon the fetchlings who lived there, it was when his mother almost died during an attack--Linaen still an infant--that his parents fled back to the material plane, and found themselves in the region known as Ustalav. They eventually settled in a small village called Vauntil, but his mother never quite recovered, passing away from her injuries less than a year later--or so it seemed. His mother had in a way died of her injuries, the creature that had attacked her was able to infect her mind, and though it could not follow the family to the Material Plane, it's influence could. When she died it sought out another host, and settled upon the closest thing, the maleable mind of a child, Linaen's mind, where it lay quiet, patiently shaping the boy into it's tool as he grew. It manifested it odd ways, and at first Linaen found himself ostracised; his father had by then become an important craftsman in the village, but none of the other children were allowed to play with him, but... as he matured the perception of an odd boy started to change... Linaen received visions of a glorious 'paradise', and he began to share these visions and tales with the other's of his village. THey still didn't trust him entirely, there always seemed to be something slightly... off about his vision, as of something dark lurking on the edges, but when the talented Professor Lorimor heard of Linaen's fame he paid him a visit, and found his knowledge of things not of this world to be quite remarkable, taking him under his wing. The news of the Professor's death has left Linaen somewhat dispondent, and he has made all haste to travel the miles to Ravengro to pay his final respects, and offer his parting blessings to the professor. Going for a lovecraftian horror in his head or somesuch, preaching the words of the old gods, maybe try and summon the creature into this world from the plane of shadows, I'm flexible :) If you want to be the voice in his head then please do!
Stat Block:
Linaen
Fetchling Haunted One Bard (Demagogue) 1 CN Medium Outsider (native) Init +3; Senses darkvision 60 ft., low-light vision; Perception +2 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 10 (1d8+2) Fort +2, Ref +5, Will +0 Resist cold 5, electricity 5 Weakness haunted (dc 20) -------------------- Offense -------------------- Speed 30 ft. Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15) Spell-Like Abilities Disguise Self (1/day) Bard (Demagogue) Spells Known (CL 1): 1 (3/day) Ear-Piercing Scream (DC 16), Innocence 0 (at will) Detect Magic, Mending, Prestidigitation (DC 15), Scrivener's Chant -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 7, Cha 21 Base Atk +0; CMB +2; CMD 15 Feats Combat Expertise +/-1 Traits Charming, Teacher's Pet (Knowledge [planes]) Skills Acrobatics +7, Bluff +9 (+10 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Knowledge (arcana) +3, Knowledge (planes) +11, Knowledge (religion) +7, Perception +2, Perform (oratory) +9, Spellcraft +6, Stealth +9 Languages Common; telepathy (other haunted ones) (100 feet) SQ bardic knowledge, emissary (1/day), vauntil, true lore (1/day), vision (1/day) Other Gear You have no money! Special Abilities:
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you. Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Emissary (1/day) Once per day, roll twice when making a Bluff or Diplomacy check and take the better roll. Famous +1 (Vauntil) With natives of selected region gain bonus to Bluff & Intimidate. Haunted (DC 20) (Ex) Rider spirit can inflict 1d6 Con damage on host (Fort neg). Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Teacher's Pet (Knowledge [planes]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak Telepathy (Other haunted ones) (100 feet) (Su) Communicate telepathically if the target has a language. True Lore (1/day) (Su) Gain +20 insight bonus to any Knowledge check if have ranks in it. Vision (1/day) (Sp) Once a day, a haunted one can use vision as a spell-like ability (Caster Level equals the haunted one’s HD). Every 5 HD possessed by the haunted one grants an additional daily use of this ability. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Alright, interested in this AP, so submitting a Half-Orc Gunslinger for a (Ranged) Martial spot :) Crunch:
Graav Silvercrag
Half-Orc (Mountain Clan) Gunslinger (Musket Master) 1 LN Medium Humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 10 (1d10) Fort +2, Ref +6, Will +2 -------------------- Offense -------------------- Speed 20 ft. Melee War razor +1 (1d4/19-20/x2) Ranged Musket +5 (1d12/x4) -------------------- Statistics -------------------- Str 10, Dex 18, Con 10, Int 13, Wis 14, Cha 12 Base Atk +1; CMB +1; CMD 14 Feats Gunsmithing, Point Blank Shot, Rapid Reload (Musket) Traits Big Game Hunter (Realm of the Mammoth Lords), Restless Wayfarer (Knowledge [geography]) Skills Acrobatics +6 (+2 jump), Bluff +6, Climb -2, Craft (weapons) +7, Diplomacy +3, Escape Artist +1, Fly +1, Knowledge (local) +6, Perception +8, Ride +1, Stealth +1, Survival +6, Swim -3 Languages Common, Hallit, Kelish, Orc SQ deed: deadeye, deed: quick clear, deed: steady aim, grit Other Gear Leather armor, Musket, War razor, Artisan's tools, masterwork (Craft [weapons]), Ornate Bone Handle on War Razor, Gunslinger's kit, Sack (empty), Sack (empty), 63 GP, 8 SP
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Finishing Details:
Mark Sweetman wrote:
From what's in the FAQ, I'd say that's not a problem :p Definitely interested, I already have two pbp characters that fit this sort of thing, so I'll be coming up with something soon :) Some sort of vampiric plant-type perhaps...
If you're purchasing the Print/PDF bundle then Paizo charges you for the whole thing straight away to allow you to download your PDF. They don't split up the cost of the print and the pdf and charge them separately.
Mostly happy with the state of things, apart from a few broken minis (detailed below). Definitely going to have to buy some more of the Large Elementals... Brick 1:
1x Mite
1x Rot Grub Swarm 1x Boggard 2x Clockwork Soldier 1x Tower Girl 1x Shadow Hound 1x Xulgath 1x Medium Air Elemental 1x Medium Earth Elemental 1x Medium Fire Elemental 2x Hell Hound 1x Pallid Path Cultist 1x Mummy Cleric 1x Caulborn 1x Cleric of Zon-Kuthon 1x Caryatid Column 1x Gray Maiden 1x Hound of Tindalos 1x Nightgaunt 1x Skeletal Champion 1x Lem 1x Mesmalatu 1x Guiltspur Naga
Brick 2:
1x Portioque 1x Mite 1x Rot Grub Swarm 1x Boggard 1x Clockwork Soldier 2x Tower Girl 1x Shadow Hound 1x Xulgath 1x Medium Air Elemental 1x Medium Earth Elemental 1x Hell Hound 1x Pallid Path Cultist 1x Mummy Cleric 1x Cleric of Zon-Kuthon 1x Caryatid Column 1x Gray Maiden 1x Ravenous Ooze 1x Mite on Spider (Broken Spider Leg, Broken Spear Arm) 1x Shriezyx 1x Night Hag 1x Koriah Azmeren 1x Natalya Vankaskerkin (Broken off Base) 1x Gray Maiden Commander 1x Guiltspur Naga
Brick 3:
1x Caedemus 2x Portioque (One Broken Right Arm) 1x Mite 1x Rot Grub Swarm 2x Boggard 1x Clockwork Soldier 1x Tower Girl 1x Shadow Hound 1x Xulgath 1x Medium Air Elemental 1x Medium Earth Elemental 1x Medium Water Elemental 1x Mummy Cleric 1x Caulborn 1x Catfolk Rogue 1x Caryatid Column 1x Mite on Spider 1x Nightgaunt 2x Skeletal Champion 1x Xin 1x Sheila Heidmarch 1x Guiltspur Naga
Brick 4:
2x Caedemus 1x Portioque 1x Mite 1x Rot Grub Swarm 1x Boggard 1x Clockwork Soldier 1x Tower Girl 1x Shadow Hound 2x Medium Fire Elemental 1x Pallid Path Cultist 1x Medium Water Elemental 1x Caulborn 1x Catfolk Rogue 1x Gray Maiden 1x Ravenous Ooze 1x Hound of Tindalos 1x Mite on Spider 1x Shriezyx 1x Night Hag 1x Amiri 1x Ardathanatus 1x Runelord Sorshen 1x Gug
Total:
3x Caedemus
4x Portioque (One with Broken Right Arm) 4x Mite 4x Rot Grub Swarm 5x Boggard 5x Clockwork Soldier 5x Tower Girl 4x Shadow Hound 3x Xulgath 3x Medium Air Elemental 3x Medium Earth Elemental 3x Medium Fire Elemental 3x Hell Hound 3x Pallid Path Cultist 2x Medium Water Elemental 3x Mummy Cleric 3x Caulborn 2x Catfolk Rogue 2x Cleric of Zon-Kuthon 3x Caryatid Column 3x Gray Maiden 2x Ravenous Ooze 2x Hound of Tindalos 3x Mite on Spider (One with Broken Spider Leg, Broken Spear Arm) 2x Nightgaunt 2x Shriezyx 3x Skeletal Champion 2x Night Hag 3x Guiltspur Naga
1x Lem
1x Alchemical Golem
Gary Teter wrote: Better alias management is definitely on the todo list. Excellent news Gary! Thanks for the response, it is appreciated :) I guess I'll just have to be patient. ... *fidgets*
Woot! I am liking this change. Slightly disappointed to hear the map will just be a post map rather than a battlemap but even so, this is enough to convince me to finally add that Modules subscription to all my other ones :)
Fire Mountain Games wrote:
It definitely shows in the quality of your work though :) Know it is appreciated.
Damn it, got the stats slightly wrong (stray +1 to saves), and now I can't edit the post anymore. Also here's stats for her Leshy companion :) EDIT: Forgot traits too. Anala:
Anala, Nixie Bard
Female Nixie Bard (Animal Speaker) 5 NG Small Fey (aquatic) Init +3; Senses Perception +3 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 33 (5d8+5) Fort +4, Ref +8, Will +4 Resist electricity 2 -------------------- Offense -------------------- Speed 20 ft., swimming (30 feet) Melee Masterwork Bone Rapier "Laganru's Tooth" +4 (1d4-1/18-20/x2) Special Attacks bardic performance (standard action) (17 rounds/day), bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +2 Bard (Animal Speaker) Spells Known (CL 5): 2 (3/day) Heroism, Cure Moderate Wounds, Summon Nature's Ally II, Hold Person (DC 18) 1 (6/day) Summon Nature's Ally I, Hideous Laughter (DC 17), Cure Light Wounds, Share Language (DC 16), Unbreakable Heart 0 (at will) Lullaby (DC 16), Summon Instrument, Daze (DC 16), Detect Magic, Dancing Lights, Prestidigitation (DC 15) Spell-Like Abilities Charm Person (DC 17) (3/day), Water Breathing (CL 12, 24 hours) (1/day) -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 20 Base Atk +3; CMB +1; CMD 14 Feats Craft Wand, Prodigy (Perform [percussion instruments], Perform [sing]), Spell Focus (Enchantment) Traits Abendego Spellpiercer (Sodden Lands), Resilient Skills Acrobatics +10 (+6 jump), Appraise +6, Bluff +13, Climb +1, Craft (baskets) +10, Diplomacy +11, Disguise +9, Escape Artist +8, Fly +5, Handle Animal +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +3, Perform (percussion instruments) +15, Perform (sing) +15, Sense Motive +3, Spellcraft +8, Stealth +12, Swim +12, Use Magic Device +9 Languages Aquan, Common, Sylvan, Terran SQ amphibious, Animal Friend - snakes/eels (serpents), bardic knowledge, bardic performance: soothing performance, lore master (1/day), nature's speaker, summon nature's ally, versatile performance abilities (percussion instruments), Wild Empathy (+13) Combat Gear Wand of Cure Moderate Wounds (CL 4, 20 charges), Wand of Heroism (CL 6, 15 charges); Other Gear +1 Eel Hide shirt, Cloak of resistance +1, Headband of alluring charisma +2, Artisan's tools, masterwork - Craft (baskets), masterwork backpack, Seaweed Leshy (Bestiary 3, page ), 315 GP (will spend more of it before game start) Special Abilities:
Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Amphibious (Ex) You can survive indefinitely on land. Animal Friend (Snakes/Eels (Serpentines)) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack. Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks. Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check. Damage Resistance, Electricity (2) You have the specified Damage Resistance against Electricity attacks. Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Nature's Speaker Can speak with animals of selected kinds at will. Prodigy (Perform [percussion instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Summon Nature's Ally Add summon spells to your bard spell list. Swimming (30 feet) You have a Swim speed. Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy. Yaci, Seaweed Lechy Companion:
Yaci CR 3
XP 800 Leshy, Seaweed NG Small Plant (aquatic, leshy, shapechanger) Init +1; Senses darkvision, low-light vision; Perception +7 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +1 size, +2 natural) hp 30 (4d8+12) Fort +6, Ref +2, Will +3 Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, sonic, stunning, plant traits -------------------- Offense -------------------- Speed 20 ft., swimming (20 feet) Melee Slam (Leshy, Seaweed) +4 (1d6/x2) Special Attacks sneak attack +1d6, water jet (dc 15) Spell-Like Abilities Entangle (in water only) (1/day), Pass without Trace (Constant), Speak with Plants (related species only) (Constant -------------------- Statistics -------------------- Str 10, Dex 13, Con 14, Int 9, Wis 15, Cha 12 Base Atk +3; CMB +2; CMD 13 Feats Ability Focus (Water Jet), Toughness +4 Skills Acrobatics +1 (-3 jump), Fly +3, Perception +7, Stealth +9 (+13 in water), Survival +3 (+7 to in Water), Swim +8 Modifiers +4 stealth in water, +4 to survival in water Languages Druidic, Sylvan; plantspeech SQ air cyst, amphibious, hero points, leshy change shape, verdant burst Other Gear Leshy Cloth, You have no money! -------------------- Special Abilities -------------------- +4 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions. +4 to Survival in Water (Ex) You are particularly good at Survival in certain environments or circumstances. Air Cyst (Su) Grows small bulbs which give water breathing for 10 min when eaten. Amphibious (Ex) You can survive indefinitely on land. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Electricity You are immune to electricity damage. Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks. Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Polymorph You are immune to Polymorph effects. Immunity to Sleep You are immune to sleep effects. Immunity to Sonic You are immune to sonic damage. Immunity to Stunning You are immune to being stunned. Leshy Change Shape (Su) You can change your form into a small plant of similar species. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Plantspeech (Ex) All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they’re related to. Fungus leshys can communicate with molds and fungi as if they were plants. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Swimming (20 feet) You have a Swim speed. Verdant Burst (Su) If slain, plant types in 30 ft heal 1d8+HD, diff terrain if can support plant growth. Water Jet (DC 15) (Ex) Water Jet blinds foe for 1 rd (Fort neg).
Alrighty, finally got around to statting up my character. It changed a bit in the process, so if that pseudodragon player is still working on their character, feel free to go with the seaborn sorceress after all :) I present, Anala, Nixie Bard:
Anala:
Anala, Nixie Bard
Female Nixie Bard (Animal Speaker) 5 NG Small Fey (aquatic) Init +3; Senses Perception +5 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 33 (5d8+5) Fort +4, Ref +9, Will +5; +2 vs. fear Resist electricity 2 -------------------- Offense -------------------- Speed 20 ft., swimming (30 feet) Melee Masterwork Bone Rapier "Laganru's Tooth" +4 (1d4-1/18-20/x2) Special Attacks bardic performance (standard action) (17 rounds/day), bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +2 Bard (Animal Speaker) Spells Known (CL 5): 2 (3/day) Heroism, Cure Moderate Wounds, Summon Nature's Ally II, Hold Person (DC 18) 1 (6/day) Summon Nature's Ally I, Hideous Laughter (DC 17), Cure Light Wounds, Share Language (DC 16), Unbreakable Heart 0 (at will) Lullaby (DC 16), Summon Instrument, Daze (DC 16), Detect Magic, Dancing Lights, Prestidigitation (DC 15) Spell-Like Abilities Charm Person (DC 17) (3/day), Water Breathing (CL 12, 24 hours) (1/day) -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 20 Base Atk +3; CMB +1; CMD 14 Feats Craft Wand, Prodigy (Perform [percussion instruments], Perform [sing]), Spell Focus (Enchantment) Skills Acrobatics +10 (+6 jump), Appraise +6, Bluff +13, Climb +1, Craft (baskets) +10, Diplomacy +11, Disguise +9, Escape Artist +8, Fly +5, Handle Animal +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +5, Perform (percussion instruments) +15, Perform (sing) +15, Sense Motive +3, Spellcraft +8, Stealth +12, Swim +12, Use Magic Device +9 Languages Aquan, Common, Sylvan, Terran SQ amphibious, Animal Friend - snakes/eels (serpents), bardic knowledge, bardic performance: soothing performance, lore master (1/day), nature's speaker, summon nature's ally, versatile performance abilities (percussion instruments), Wild Empathy Combat Gear Wand of Cure Moderate Wounds (CL 4, 20), Wand of Heroism (CL 6, 15); Other Gear +1 Eel Hide shirt, Cloak of resistance +1, Headband of alluring charisma +2, Artisan's tools, masterworkCraft (baskets), masterwork backpack, Seaweed Leshy (Bestiary 3, page ), 315 GP (will spend more of it before game start) Special Abilities:
Amphibious (Ex) You can survive indefinitely on land.
Animal Friend (Snakes/Eels (Serpentines)) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack. Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks. Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check. Damage Resistance, Electricity (2) You have the specified Damage Resistance against Electricity attacks. Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Nature's Speaker Can speak with animals of selected kinds at will. Prodigy (Perform [percussion instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Summon Nature's Ally Add summon spells to your bard spell list. Swimming (30 feet) You have a Swim speed. Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy. This background kind of got away from me... heh :p background:
Anala was born in a lagoon on the coast of the Sodden Lands, where her family had lived for generations... which given they are fey is saying something. Despite it's proximity to the sea however, her parents had never ventured beyond it's freshwater bounds to the sea beyond.
Even from an early age Anala was puzzled by that. She learned about the lagoon and the small river that fed it, one of countless in the Sodden Lands, but all her parents would tell her of the ocean was the dangers; men in ships, enormous sharks, dangerous merrows and merfolk... such things only fueled Anala's fascination however, and as she grew older she started to venture into it's salty waters, riding it's waves, exploring along the coast, while her parents watched with concern. Eventually Anala's independence won out of her need for their approval, and with a few parting gifts she left her family's lagoon behind, setting out to explore. She stayed at first to the familiar shallows, finding caves, strange plants and new animals, but eventually even that was not enough, and her boldness carried her deeper beneath the waves, leaving the safety of the coast behind. Using her wits and her speed she was able to evade most dangers, but eventually--months later--her luck ran out. Swimmy over a muddy patch of sea-bottom she was ambushed, a large, pinching claw almost as large as she was closed around her middle as a great crab sloughed off the mud it had been resting in. Despite her struggles it seemed her tale was over, and it likely would have been had in not been for the intervention of Laganru. With a lazy seeming flick of it's tail, a truly enormous serpent rose loomed up out of the depths, and split the great crab's shell. Seeing the opportunity to escape while the serpent had it's meal Anala pushed free of the slackened claw, and swam for her life. Rather than feasting upon the crab as she had believed it would, the serpent followed her, letting out a great bubbling chuckle as it called a greeting to her in the language of the waves. Shocked by the polite greeting she ceased her efforts to flee, and turned to instead look back at the great beast which had saved her. Though her fear remained she greeted it in kind, and with amusement in it's voice the creature began to lazily swim around her, it's great bulk blocking out the sea around her. It was only several hours later when the conversation lulled, Anala's head filled to overflowing with the tale the creature had spun for her. The serpent, Laganru was ancient, and it knew that soon it would die; before it did, it wished to see once more, the land of it's youth, the region the humans knew as the Inner Sea. Enthralled by the creature's stories Anala begged for the creature to allow her to accompany it, expressing her own deep desire to explore the oceans of the world. At that Laganryu fell silent for a long time, before finally offering Anala a challenge. If she could complete a task before it's return, then it would allow her to accompany it until it felt it's time. Without a thought Alana easily agreed. It was yet more hours later before Laganru had explained the task before her, gifting her with the knowledge she would need to accomplish her task, but leaving it up to her to show the skill... When she fell asleep Alana was not sure, but when she awoke she found herself in unfamiliar waters, but with the city Laganru had described within sight. She travelled into Atlantis, and fiercely haggled for what she would need, trading some of the precious items gifted to her by her family for rare reagents and sacred ingredients, before leaving with all haste, returning to the lands of her youth, and a deeply spiritual cave she had found amidst submerged ruins. It was there she planted her kelp, and over the next months carefully fed and treated the slowly growing creature, fascinated once again to watch it grow, tended carefully by her hands. Finally, after two months it was grown, and with great excitement and anticipation she performed the ritual Laganru had carefully instructed her in. When the strands of the plant finally peeled away and out swam the fully grown leshy Alana was ecstatic. She spent the weeks following caring for the creature, befriending it, and preparing for Laganru's return. When the ancient sea serpent found her, three months to the day later she gladly met him with her new friend; Yaci, the saltwater leshy at her side. Impressed by her accomplishment and the healthy growth of her companion Laganru lived up to his word, and with profound happiness Alana swam from that city at his side. Of course, 'near' was a relative term for one as old as Laganru, and Anala spent almost 2 years with him and Yaci before that time came. Impressed by Anala during their time together, instead of leaving her behind to die alone, he invited her to be come with him. Anala accepted of course, humbled by the honor, and though the experienced proved traumatic--physically and emotionally--Anala was glad she did. Before he died, Laganru spoke alone with Yaci, and when, after his great bulk settled to the bottom the plant creature began to do something to the body Anala just floated, puzzled at first, and then alarmed. Using a tooth taken from Laganru's mouth Yaci was cutting into it's hide. When she tried to stop Yaci the plant creature said only that Laganru had asked him to do this; it had made him promise to take from it's hide enough of it's leather to create an armor for Alana, as a gift for her companionship in it's last days, so that it could continue to protect her beyond it's death. Moved to tears by those final words Alana helped Yaci carve a sheet from Laganru's side, and together they travelled back to Atlantis to have it crafted into armor, and a special scabbard for Laganru's tooth.
Yeah, I'm guessing not that if I don't get the DR or hit-dice. Which just again leaves the question of stats. Use the array I mentioned? (-2 str, +2 Dex, +2 Cha, which seem to be the Nixie's lowest and highest stats respectively)
GM Darvis wrote:
Nixie, not Pixie. Two very different fey :)
So, just a thought I've been having after looking at more recruitment threads for play-by-posts; I have several aliases that I've created for characters where the game either petered out when players/gm disappeared, or just weren't accepted in the first place, yet they still appear in the drop down list when I make a post. Would it be possible to have a way to retire aliases so that they still show up on the account profile, but under a different category (Retired) and no longer show up in the drop down list? It just bugs me having them cluttering up the list. If this has been suggested before then I apologize, or if--even better--it is already possible somehow it'd be awesome if someone could point it out to me :) Thanks guys! Keep being awesome Paizo!
Would I be able to play a fey? For some reason I've always liked Nixies, and would like to play one (Bestiary 3, page 201). Nixie Sorcerer with the Wildblooded Archetype for Seaborn bloodline. Nixies do have some powerful things that I'm happy to waive or at least lower, such as racial hitdice, DR, SR, though I'd like to keep the spell-like abilities and Wild Empathy. If this is okay with you then let me know and I'll work her up; though there is the issue of stats. If you wanted to boil the nixie's stats down to the standard sort of stat array, I'd say it would be -2 Str, +2 Dex, +2 Cha. Of course if you want to avoid the whole thing I'll understand :)
Yup. I grew up around the water as a kid, and love swimming; throw in exploring underwater caves, ruins, ships etc... Something in the Sodden Lands would be cool I'd probably play a Grippli or Boggard (something that holds it's breath for a long time). Sorcerer maybe? EDIT: Huh, okay for some reason I thought Grippli had a breath hold ability
Sounds wacky and fun. Meet Nianju, Nagaji Zombie Child Assassin. Statblock straight out of Hero Labs:
Nianju, Zombie Child Assassin
Nagaji Assassin 1 Ninja 2 LE Small Undead Hero Points 1 Init +11; Senses darkvision, low-light vision; Perception +10 -------------------- Defense -------------------- AC 22, touch 18, flat-footed 15 (+1 armor, +7 Dex, +1 size, +3 natural) hp 30 (3d8+12) Fort +3, Ref +11, Will +2; +4 vs. channel Defensive Abilities channel resistance +4; DR 5/magic or slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10 -------------------- Offense -------------------- Speed 30 ft. Melee (M) Rat's Tail +8 (1d6+11/18-20/x2) and Slam (Zombie, Juju) +4 (1d3/x2) Special Attacks death attack (dc 11), ki attack speed, sneak attack +2d6 -------------------- Statistics -------------------- Str 10, Dex 24, Con —, Int 10, Wis 14, Cha 16 Base Atk +1; CMB +0; CMD 17 Feats Combat Expertise +/-1, Improved Initiative, Piranha Strike -1/+2, Toughness +3, Weapon Finesse Skills Acrobatics +13, Bluff +9, Climb +12, Disable Device +13, Disguise +8, Escape Artist +11, Fly +9, Knowledge (local) +4, Perception +10, Sleight of Hand +13, Stealth +17, Swim +4 Modifiers ki jump (running start) Languages Common, Draconic SQ hero points, ki movement, ki pool, ki stealth, ninja tricks (finesse rogue), poison use, resistant, serpent's sense Other Gear Masterwork Silken ceremonial armor, Rat's Tail, Thieves' tools, masterwork, 685 GP -------------------- Special Abilities -------------------- Channel Resistance +4 +4 bonus to save vs. Channel Energy. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Damage Reduction (5/magic or slashing) You have Damage Reduction against all except Magic or Slashing attacks. Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Death Attack (DC 11) (Ex) You can kill or render a target helpless for 1d6+1 rounds with a prepared sneak attack. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Immunity to Cold You are immune to cold damage. Immunity to Electricity You are immune to electricity damage. Immunity to Magic Missile You are immune to magic missile. Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start. Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons. Poison Use You don't accidentally poison yourself with blades. Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Nianju was the scion of one of Goka's many criminal factions when his father was betrayed by an underling to a rival group. He and his father had their throats slit and Nianju was dumped into the bay. Such was not the end for Nianju however; a strange mystic from across the seas took pity, fishing his body out of the bay, and reanimated it through the magiks of Wendo. Indebted to the mystic Ragongi, and no longer with a father of his own he bonded to the strange Mwangi man. Despite the strange peace he found with Ragongi, his father's spirit continued to call out to him for vengeance. After a year he picked up his lapsed training as one of the ninja, and began to infiltrate a group of assassins who had participated in he and his father's murder. During this time he managed to sneak into his enemies' home and steal one of his father's blades, the Rat's Tail, leaving behind the Snake's Tooth (a katana too large for him to weild). He had just achieved a place within the ranks of the assassin's--his true nature disguised from them--when he received the invitation to the Court of Madness. Seeing an opportunity to secure the aid he required to avenge his father he accepted, and was transported to the strange realm. Will probably work on it a little more, but wanted to get it posted before I had to start getting ready for work :)
Here's one I prepared earlier :) Worked him up for a previous RotRl game and then didn't end up submitting him. Primarily focusing on Barbarian, with a short (3 level) dip into rogue as discussed under advancement plans. Tomast puts on a scary face, but really he's a big softy, especially for children. A gentle giant with anger management issues :p "Hands of the Bear" Tomast, Shoanti Titan Mauler (Human Barbarian)
Stat Block:
”Hands of the Bear” Tomast
Human (Shoanti) Barbarian (Titan Mauler) 1 NG Medium Humanoid (human) Init +2; Senses Perception +4 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d12+1) Fort +3, Ref +2, Will +0; +1 trait bonus vs. fear -------------------- Offense -------------------- Speed 30 ft. Melee Earth breaker +5 (2d6+6/x3) and Klar +4 (1d6+2/x2) and Morningstar +3 (1d8+4/x2) -------------------- Statistics -------------------- Str 18, Dex 15, Con 12, Int 8, Wis 10, Cha 13 Base Atk +1; CMB +5; CMD 17 Feats Two-weapon Fighting, Weapon Focus (Klar) Traits Giant Slayer, Shoanti Tattoo Skills Acrobatics +1, Climb +7, Escape Artist +1, Fly +1, Intimidate +5, Perception +4, Ride +1, Stealth +1, Survival +4, Swim +7 Languages Common, Shoanti SQ Big Game Hunter, Rage (5 rounds/day) Other Gear Hide shirt, Earth breaker, Klar, Morningstar, Artisan's tools - Craft (sculpture), 20 GP -------------------- Special Abilities -------------------- Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self. Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants. Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Shoanti Tattoo +1 trait bonus on saving throws against fear effects. Advancement Plans:
As stated above I am intending to dip into Rogue (Thug archetype) with this character for a few reasons, Sneak Attack, Evasion, the level 1 & 3 thug abilities (Frightening and Brutal Beating). Current plan is Barbarian 1 – 3, then Rogue 4 – 6, then back to Barbarian for the rest.
In case you couldn't tell from the build and references in the background, I'm aiming for the 'Thunder and Fang' feat by 5th level :) Background:
Born into the Shadde-Quah tribe of Shoanti, Tomast was raised amongst the traditions of his people. He was always a big child, but his most distinctive feature had always been his hands, which dwarfed those of the other children. Though he did well in most tests of strength, he was not the strongest in the tribe, yet no-one could beat him in arm-wrestling due to his superior grip. There was never any doubt for Tomast's proud parents that he would grow to become a mighty warrior of the tribe.
His temperament didn't quite match up with their view for him however. True he won every challenge against the other kids, but he would much rather have played with them than wrestle them. His desire for a quiet, happy childhood seemed doomed however, as before he had the chance to grow into his parent's desires, his tribe was raided by hill-giants. The giants were driven off, but not without severe casualties amongst the tribe; and indeed Tomast's father was struck down by the leader of the raid, and though he survived, he was unable to recover fully, and walked with a limp. From then on Tomast's childhood was left behind, at his crippled father's urgings he forwent even the standard training of the tribe's youth--the foot-races, and the long hours of drilling, remaining ever alert and ready for anything—-in favour of practicing fighting the giant humanoids and beasts of the Tribe’s lands. Under his father's tutelage and despite his initial reluctance to learn the violent ways of war, he grew to embrace the spirit of the warrior. The first time the rage came upon him has he stalked the wilderness with his father, he crushed the skull of a wolf beneath his club. It was after this experience that Tomast finally came to accept his new role. He had lost his own childhood to the dangers of the wilds, and so he would ensure that no-one else experienced the same, he vowed to protect the weak, and to hunt down the giants who had so decimated his own villiage. He remained with the tribe for several more years, until he grew of age, when he was gifted with his father’s weapons; the shoanti tribe's traditional Earthbreaker and Klar, though he has yet to master weilding the pair together, and so continues to train with a mace instead, though he practices often to understand the heft and the weight of the great spiked hammer. With the giants seemingly having abandoned the regions around his tribe Tomast grew restless; and it was when rumors of giant activity to the south reached him, that he finally bid his home goodbye. He would no longer wait for the giants to attack, he would search out the beasts and destroy their homes instead. Still need to buy some additional gear too.
Bellona wrote: Can this flip-mat be used for The Ruby Phoenix Tournament module or any other published adventure? Or is there any tie-in with the Jade Regent AP? Not as written no; the Ruby Phoenix Tournament has it's own competition grounds (not a monastery, closer to an arena), and Jade Regent doesn't have a dedicated monastery that I remember. I'm sure it would be easy enough to add in something like that, or tweak another location to make it a monastery (Ravenscraeg comes to mind, or possibly the House of Withered Blossoms, or somewhere in The Empty Throne).
Lord Snow wrote:
I believe this is basically going to be Ultimate Campaign: Golarion Edition/Suplement (as Ultimate Campaign will be in the rulebook lign, and thus setting neutral)
Kassegore wrote: Shattered Star Mini PSS039 Heh, Pem. Can't wait to see the finished products, some very cool lookin' stuff :)
Hmm, sounds interesting... I dunno about commiting to a whole AP that is all puzzles, but a module would certainly be interesting. I didn't even notive this thread previously, or I would have commented Gary :) You forgot to tag it was one of yours!
Oh, I forgot to mention, I bought a Haversack of Holding of Super Genius Games' Bullet Points line. It's a handy haversack that costs 2000gp extra, and the middle pouch is a bag of holding that still functions like a handy haversack (so instead of having the 80lb capacity it has the capacity of a bag of hold type 1, or 250lbs). Versions also exist for the other Bag of Holding types :)
Well, you asked me whether I could get the crunch up within 48 hours, and the answer is a definite Yes, because here it is! Q&A:
Stat Block:
Ichiro Nakashino
Female Kitsune Ninja 7 LN Medium Humanoid Init +5; Senses Low-Light Vision; Perception +12 -------------------- Defense -------------------- AC 18, touch 16, flat-footed 13 (+2 armor, +5 Dex) Hp 38 (7d8) Fort +2, Ref +10, Will +4 Defensive Abilities Uncanny Dodge -------------------- Offense -------------------- Speed 30 ft., Light Steps Melee Bite (Kitsune) +5 (1d4-1/x2) and - Silken Sting +11 (1d6/18-20/x2) Special Attacks Ki Attack Speed, Sneak Attack +4d6 Spell-Like Abilities Light (At will), Vanishing Trick -------------------- Statistics -------------------- Str 8, Dex 19/21, Con 10, Int 14, Wis 14, Cha 16 Base Atk +5; CMB +4; CMD 20 Feats Combat Expertise +/-2, Deceitful, Improved Feint, Realistic Likeness, Weapon Finesse Traits Meridian Strike (1/day) Skills Acrobatics +16, Bluff +18, Climb +5, Craft (clothing) +10, Diplomacy +16, Disguise +20, Escape Artist +14, Intimidate +6, Knowledge (local) +12, Linguistics +12, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +16 Modifiers Darkvision, Ki Jump (Running Start), No Trace +2 Languages Common, Senzar, Tien (8 still to be chosen) SQ Change Shape, Circlet of persuasion, Fast Shifter, Ki Movement, Ki Pool, Ki Stealth, Poison Use, Traveler's any-tool, Wayfinder, standard Equipment:
Combat Gear
+1 Silken ceremonial armor, Silken Sting (+1 Adamantine Wakizashi) Magic
On Person
Fluids - Backpack (16 @ 13 lbs)
Survival - Handy haversack (28 @ 214.96 lbs)
Clothing - Waterproof bag (35 @ 122 lbs)
Forgery - Sack (21 @ 16.96 lbs)
Special Abilities:
Change Shape (Su) Assume a single human form.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included). Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Darkvision (Su) This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Improved Feint You can make a Bluff check to feint in combat as a move action. Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start. Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Meridian Strike (1/day) Reroll any 1s on the damage roll of a successful critical hit. No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting. Poison Use You don't accidentally poison yourself with blades. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed. Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. Fluff:
I will expand on this should I get chosen, I did this character up at work, and didn't have a PDF of the Dragon Empires Gazetter like I thought I did, so it's just a few thoughts thrown together. (Err, okay, ended up being longer than I thought. Still could do with some more details :))
Ichiro was born and raised in Goka, her mother a powerful sorcerer, and senior member of the >insert Gokan' crime organisation here<. It was almost innevitable that she would follow in her mother's footsteps, apart from the slight hiccup that she lacked any spellcasting ability. She did show a silver tongue, and a talent for escaping her minders, and sneaking where she wasn't meant to be. As she grew older and was placed into formal training she joined the ranks of the organisation's ninja. Her ability to slip easily into strange situations somewhat clashed with the usually clandestine acts of the ninja, but with her combination of natural talents it proved to be more boon than bane. She became an expert infiltrator, able to slip into anywhere, either by shadow of night; or light of day, her natural shapeshifting talent, disguise, and deception skills, and her ability to forge documents allowing her to impersonate even the most powerful of individuals. She was not truly happy however; though she enjoyed the thrill and excitement of her life, the tasks and expectations given laid heavy upon her shoulders. When her mother was murdered by >insert person/group<, she seized upon her opportunity to flee in the chaos, seeking out her father to bring him with her. A simple man all he had ever wanted was to love his wife, and live with his family, and so with his wife murdered he fled with Ichirou. Their fate was not to escape however, at least not together. Her fellow ninjas pursued, and though she made it to the ship, her father was captured, taken by the organisation. Weeks later she arrived in Absalom, and seeking some work and some way to find out if her father was still alive, and hopefully extract him, she stumbled upon the Lantern Lodge, where she was taken in by Amara Li, and an agreement was made. She has worked for the Lantern Lodge for some months now, and remains as anxious as ever to prove herself and discover her father's fate.
Ack! Alright I said when you posted this idea previously (in the 3rd party forum) that I was interested, but it appears I have missed you posting the recruitment thread, despite my best efforts :p It looks like recruitment is still open however, so I will try and work up some sort of a response and character if that's okay. Have only read the first post and last page at the moment, so forgive me if I've missed anything. EDIT: Oh, phew, still got the better part of a week then :)
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