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King of Roses

Rotolutundro's page

324 posts. Alias of Krisam.


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These two links suggest ways to deal with extra party members (and ramp up difficulty):
The math behind CR, XP rewards for fun and profit.

Kobold Quarterly had something called "Death Feats," which are feats you qualify for once you've died and been brought back. I thought they were really intriguing. They were in issue #10. There's also a link to some discussion here.

Maybe not 100% useful in this case, but...

Welcome to the boards, Traveller Elbin! Pathfinder is loads of fun, I hope you enjoy it! :)

Malgrivner the unchained rogue:


male human unchained rogue 1 CG
hgt: 6’0, wgt: 150 lbs
eyes: green
hair: black
age: 24

Taller and sturdier than a Varisian, but smaller and more slender than an Ulfen, Malgrivner enjoys the benefits of his good looks - with dark hair and green eyes, he was an unusual sight in the North, less so among southerners, but with his brimming confidence and wolfish grin, he is rarely lonely. He speaks with no accent, but his cloak is the pelt of a wolf, complete with wolf's-head-hood, and his shortswords bear the runes and wolf-head pommel of Ulfen blades. He wears his chain shirt comfortably, but does not have the look of a mercenary; his black boots are worn from long travels.

Born in the Thanelands, Malgrivner was marked an outsider from birth. No blue eyes and fair hair to share with his father or mother, it was whispered that his mother had trysted with a Varisian from a passing caravan, and as he grew, both his body and nature seemed to confirm it. Where an Ulfen man was towering and sturdy, he was merely tall and slender (though not so delicate of build as a Varisian). Where the Ulfen boys were concerned with strength and honor, Malgrivner was relatively weak and quick to grab what advantage he could - in fact, he was quick and agile like no other in his homestead, and his tricky ways often landed him in hot water. If a pie was stolen, or someone had been convinced to jump off a roof with two fistfuls of chickens in an attempt to fly, or someone's boots had been greased before a wrestling match, or the children had been frightened by a story of giants and trolls, you had to look no farther than Malgrivner's easy grin to find the culprit.

No warrior he, but ever a troublemaker; he counted on his mother's weary pleas and, later, his rugged good looks to get him out of any scrapes, but his lack of good sense eventually got him into trouble with the jarl himself, whose daughter's bed he was caught in - a daughter betrothed to another man, from another clan. Things looked grim for him, but his best friend, Thigrymner, convinced the other youths to go on a raid that very day, and they took Malgrivner with them. Once their looting was done, Thigrymner put a hand on Malgrivner's shoulder, and apologized. "You can't come back. The jarl will kill you. I'm sorry." Then he cold-cocked Malgrivner, leaving him behind in the south countries to save his life.

Malgrivner was bitter about his fate, but not at Thigrymner - no, it was the jarl whose fur had been rubbed the wrong way! Unjust that it leave Malgrivner far from all that he knew. Rebelliously, he joined a caravan of Varisians in their travels, and learned to be even more clever than he'd thought he already was - and to love wandering the open road. It was like he'd never breathed free before he'd been evicted from the Thanelands. Every new sight was an epiphany; every new city an adventure.The caravan led him far and wide, eventually to the far southern kingdom of Taldor...

10-minute background:
-Step 1: Write at least 5 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.
- Concept: A sly troublemaker is seeking a glorious fortune, so he can return home triumphant.
- outcast from the Ulfen clan he wishes to return to
- insufferable, but in a good way
- a mix of Ulfen and Varisian blood, giving him his unique blended physique - and a sad excuse for facial hair, by Ulfen standards
- Carries Ulfen shortswords, and never fights fair if he can avoid it

-Step 2: List at least 2 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.
- PC: to return to his clan as a gloried hero
- Player: to develop friendships and play the insufferable rake

-Step 3: List at least 2 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!
- Unknown: Malgrivner's father was a skinwalker.
- Known: While sneaking about the homestead (and into Sterk's chambers), Malgrivner overheard Sterk praying to a demon lord for his strength, and the strength of his men. Perhaps that is why Sterk always wins his challenges... and his raids are always successful.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
- his mother, Hilde: After having embarrassed Malgrivner's "father" with the boy's birth, he divorced her, and she raised the boy alone. Forever chasing after him to behave, despite his lack of concern for a slap or smack, she is long-suffering but never ashamed of him, and she loves him fiercely. She likely had something to do with Thigrymner's idea to take Malgrivner out of harm's way.
- his best friend, Thigrymner: A stocky, fair-haired man who enjoys Malgrivner's pranks (except the ones on him), he has stepped between Malgrivner and harm more than once - a brother in all but blood. Unlike Malgrivner, he always does as he thinks is best, rather than what he thinks is fun.
- the jarl, Sterk: Named for his strength, Sterk is a traditionalist who has no patience for boys who will not fight fair or young men who ignore custom and propriety. He has tolerated Malgrivner until now, but on the matter of his daughter there can be no doubt - should Malgrivner return, he will surely be killed.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- Malgrivner has a full-blooded Varisian's wanderlust, and chafes at staying in any one place for long.
- Arrogant as any Ulfen, or Taldan for that matter, Malgrivner is an incurable showoff.
- Malgrivner loves stories, and has memorized all the ones he's heard.
- A loyal friend, but a smart-ass.

Common (Skald)
Common (Taldane)
Giant (extra from trait)
Varisian (extra from Linguistics)


CLASS: Rogue 1

Str 12
Dex 16
Con 12
Int 13
Wis 10
Cha 13

SENSES Perception +4

AC 17 Touch 13 FF 14 (+3 Dex, +4 armor)

CMD 14

HP: 10 (1d8+1 Con +1 fc)

Fort: +1
Ref: +5
Will: +0

Init: +3
Speed: 30'

shortsword +3 (1d6+1, 19-20) Weapon finesse
dagger +3 (1d4+1, 19-20) Weapon finesse

dagger +3 (1d4+1, 19-20) 10'

SA: 1d6
TWF: -2/-2

BAB: +0 CMB: +1

Traits, Feats and Skills:

Racial traits: human

Armor expert (combat)
Restless wayfarer (campaign)

Two-weapon fighting
Fast learner
Weapon finesse

Acrobatics +6
Appraise +5
Bluff +5
Diplomacy +5
Disable device +7
Escape artist +6
Knowledge: geography+6
Knowledge: local +6
Linguistics +2
Perception +4
Sleight of hand +6
Stealth +6
Use magic device +5


Worn equipment:
chain shirt
explorer's outfit
belt pouch
flint and steel

Carried equipment:
winter blanket
sunrod x2
trail rations x10
gold remaining: 4gp

Like Frejya, I welcome comments!

Dot for interest! DM, I can primarily post on evenings (European time) and weekends, is that a problem?

Does Thalassogen's generator still exist? The link doesn't seem to go anywhere. :(

Just found this link and wanted to share. :)

The Charm of Swarms

Holy...! I would LOVE to apply for this game, but I just got a new job, and I don't know how much free time I'll have once it starts.

Why can't I be paid to play pbps? I'd be a QC officer. Yeah, that's the ticket.

I hope your group has a long and illustrious career together! ...And that you'll be open to new recruits later on... just in case. ;)

So, my players didn't finish off all the critters on the Hambley farm, and that means more farmers will succumb until there's a raid on Sandpoint. Does anyone have suggestions for how I can stagger the raiders into manageable chunks in interesting ways? Or, perhaps, know of a module I could substitute for the event?

The party isn't that attached to Sandpoint thanks to their ongoing feud with Vinder, and some other... interesting diplomatic moments they've had. I'm also trying to think of ways to get them more friendly with the locals.


This is interesting. Wish I'd heard of it before my players redeemed Nualia.

Good advice, Wesh. Thanks. I did ask her about what she felt would be a goal for her character previously, which is when she mentioned her sister, but maybe I'm going about it in the wrong way. Talking to the player more specifically about what she wants out of the game will probably help.

Gulthor: The game is pbem (and by PM while she's away from the rest of the party), so she's not exactly in the spotlight, she just has a chance to do things alone. Still, maybe that's not what she wants to do. I'll ask.


My players stay out, please.:

I'm running a game where the rogue has been kidnapped from the party and taken to meet her long-lost sister, now working for the villain in the enemy's fey army camp. Since that was one of the character's main goals, I thought it would result in some fun RP for the player, but her character has responded the same way she has responded to almost all other challenges - she withdrew into herself and is refusing to interact with her sister.

I'm kind of at my wit's end in thinking of ways to get this player/character more engaged with the story and the game. I do have one last trick up my sleeve, which is to have her sister kill an NPC the character clings to as a crutch, refusing to interact with the rest of the party. I'm hoping that a tale of revenge will prove more entertaining to the player than the mystery of what happened to her sister does, since she doesn't seem that interested in finding out (or even grilling her about the enemy's strengths and weaknesses, or doing other spy stuff).

Alternatively, she may forgive her sister, which opens the door to her redeeming someone from the enemy camp, which might also be interesting. I was planning on waiting for the party to catch up to her so they could witness (and join in on) this turn of events, but maybe it should happen while she's alone? It might be kind of badass for her to deal with it and escape on her own... but I have no idea if she'd actually try that. OK, I suspect she wouldn't.

I guess maybe I need an idea for a mini-adventure or hook or something that can engage the character to DO something. The player doesn't seem to be unhappy, and she's stuck with our group for over 10 years, so I really want it to pay off with something fun for her character to do while she's alone. While the rogue is technically a prisoner, she has the run of the army camp and the commander's tent. Can anyone give me good ideas for events that might happen that would be interesting for a shy, reticent character in her situation?

I'm not sure it's 100% relevant, but there's always the Santiago AP by EN Publishing. Though, it got discontinued after the 4th adventure.

And who could ignore the Legendary Planet AP? Not my cup of tea, but it's probably more up your alley.

Sorry if this isn't what you meant you were looking for.

If two paladins set each other on fire, how fast do they burn down to their socks? (Also, do they fall?)

Just kidding. I'd love to see Legacy of Fire updated, too.

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I agree with Nearyn. Killing sleeping, and thus harmless, people is evil. If you're concerned with alignment changes, though, I'd say it would take a pattern of such behavior to change an alignment towards evil... though a paladin would still have trouble justifying such a cowardly act to his/her god.

Tangent: I also don't equate chaotic behavior with evil behavior. Chaotic people simply value individual choice above abstract values such as "the greater good," while Lawful people believe that life is improved by placing your trust in laws that govern behavior, to the benefit of all who live by them.

People who play Chaotic Neutral characters as necessarily crazy/evil/downright stupid/disruptive drive me nuts. Especially evil. To me, evil is selfishness taken to an extreme. The sort of behavior that says, "my pleasure/convenience is more important than your pain/distress/life." Like the convenience of killing people in their sleep, rather than making sure they're actually foes first. /tangent

Congratulations to all who got in! Happy gaming!

DM, please add me to the list of people who would like feedback. Thanks!

It's on page 15 of the AE, under Goblins In The Streets.

So... Azaelan is of Chelish blood, but not actually a Chelaxian, I think?

I actually considered going with a ranged... well, ranger. I thought the mages would handle the ranged stuff, and also hadn't realized there were no real ranged martials. I could retool, if necessary.

Also: I could have sworn it was "Chelish." I think I've seen it elsewhere. Maybe it's a regional dialect. :P

Since there are so many Tricksters, I decided to switch again and go the Champion route.

Azaelan Rhagos:

Azaelan Rhagos
male tiefling fighter 2/ranger (demonslayer) 1 CN
hgt: 6'7 wgt: 180 lbs
eyes: red
hair: black
age: 65

Azaelan can never pass for human; his mouth is full of the fangs of a carnivore, his nails more claw than human, his ears are jaggedly pointed, and his catlike eyes blaze with hellfire, to speak nothing of the long, barbed tail that twitches behind him - but more than that, an aura of unease accompanies him whereever he goes, as though Hell watches those who come too close. His inky hair is left to do as it will, and thus is most often a wild tangle that hangs to his shoulders. His narrow face is suspicious, his lips most often kept in a sardonic twist. His rangy frame is stretched, his proportions just slightly wrong to be human. Despite his clearly inhuman nature, his features are quite handsome, and those who fancy a touch of danger have had brief flings with him, though they never last longer than a night. Thus does he pay tribute now and again to Belial, as well as Asmodeus.

Azaelan wears a fine chain shirt under his cloak, and a serrated greatsword on his back that has the dark, matte look of iron rather than steel. A club carved with strange runes and sigils rests beside it, and over them is slung a powerful bow.


Treated as something other his whole life, Azael is intimately familiar with both humility and arrogance. In him they have mixed, making him both confident in his abilities and destiny, and acutely aware that he does not belong, that he is a monster. Used to rejection, he has steeled himself against growing too fond of anyone or anything. It is his most private wish to return to his family and be welcomed, for all that he is a bastard. He keeps his family's treasured signet ring on a chain around his neck, under his clothes.

Banished from Cheliax when he was born to a noblewoman with features not only tiefling, but distinctly not those of her husband, Azael was raised near the Worldwound, amid Chelish servants who both knew of his blood (at least, on his mother's side), and of the circumstances of his birth, thanks to gossip. Raised in an atmosphere of both respect for his lineage and contempt for his nature, Azael showed an early aptitude for blades (much to the woe of the local bullies), and was soon sent off to patrol the Worldwound before he decided to make his anger more lethal.

Long trained to withstand the armies of the Abyss, Azael's position was overrun in the surge that brought Deskari's forces pouring out of the Worldwound. He escaped, but had nowhere to go; only the hopeful whispers of refugees huddled around their campfires told him of a meeting in Absalom, and directed him away from a life of savage banditry. Now he dreams of returning to Cheliax, not as a supplicant, but as a hero.


Common, Infernal, Abyssal, Orc


RACE: Tiefling
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or
penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet. (*See fiendish sprinter)

Darkvision: Tieflings see in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, f lexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Fiendish Sprinter: Some tief lings have feet that are more bestial than human. Whether their feet resemble those
of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot
racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like
ability. The caster level for this ability equals the tiefling’s class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5,
and fire resistance 5.

Favored class: fighter

CLASS: Fighter (<--Favored)/Ranger (Demonslayer )
Str 17
Dex 13
Con 17
Int 15
Wis 11
Cha 9

SENSES darkvision 60'

AC 17 Touch 11 FF 16 (+1 Dex, +6 breastplate)

CMD 17

HP: 33 (d10+3)

Fort: +9
Ref: +4
Will: +1

Init: +1

MW cold iron greatsword +7 (2d6+3, 19-20) S
PAFF +7 (2d6+6)
(MW) darkwood greatclub +7 (1d10+3, x2) B (considered MW)
PAFF +7 (1d10+6)
MW dagger +7 (1d4+3, 19-20) P/S
PA +6 (1d4+6)

MW dagger +5 (1d4+3, 19-20) 10' P/S
MW comp.longbow (+3 Str) +5 (1d8+3, x3) 110' P

FE: +2 bonus on weapon attack and damage rolls against evil outsiders

BAB: +3 CMB: +6

Class abilities:

Class abilities: Fighter
Bonus feats
Bravery +1

Class abilities: Ranger (demonslayer)
Favored enemy: evil outsiders +2
Wild empathy

Skills, traits and feats:

Bluff +2 (+2 vs. evil outsiders)
Intimidate +8
Knowledge: dungeoneering +6 (+2 vs. evil outsiders)
*Knowledge: engineering +3 (+2 vs. evil outsiders)
*Knowledge: geography +6 (+2 vs. evil outsiders)
*Knowledge: history +3 (+2 vs. evil outsiders)
Knowledge: nature +6 (+2 vs. evil outsiders)
*Knowledge: nobility +5 (+2 vs. evil outsiders)
Knowledge: planes +8 (+2 vs. evil outsiders, +3 vs. demons)
Perception +6 (+2 vs. evil outsiders)
Sense motive +0 (+2 vs. evil outsiders)
Stealth +6
Survival +6 (+2 vs. evil outsiders, +1 track)

*Background skill
**May use Knowledge skills untrained to ID favored enemy: evil outsiders, with a +2 bonus

Demon hunter - religion
Demon-proof mind - regional (Demon hunter's handbook)

Furious focus
Intimidating prowess
Power attack

I've decided to go with a goblin alchemist (fire bomber) instead of a gunslinger. I'm leaning toward the Trickster path, but I have to study it some more. Sheet pending!

Okay, I couldn't resist:

Try #1:
4d6 ⇒ (4, 1, 3, 3) = 11 = 10
4d6 ⇒ (3, 5, 1, 6) = 15 = 14
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (2, 5, 5, 3) = 15 = 13
4d6 ⇒ (3, 2, 3, 2) = 10 = 8
4d6 ⇒ (5, 4, 1, 4) = 14 = 13
14 points

Try #2:
4d6 ⇒ (4, 4, 6, 6) = 20 = 16
4d6 ⇒ (6, 1, 2, 4) = 13 = 12
4d6 ⇒ (6, 1, 1, 1) = 9 = 8
4d6 ⇒ (2, 2, 1, 2) = 7 = 6
4d6 ⇒ (5, 6, 5, 2) = 18 = 16
4d6 ⇒ (5, 5, 2, 4) = 16 = 14
Not sure what the 6 is worth, but pretty sure it puts this under 20 points.

Try #3:
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (4, 6, 3, 3) = 16 = 13
4d6 ⇒ (5, 6, 3, 3) = 17 = 14
4d6 ⇒ (6, 4, 3, 1) = 14 = 13
4d6 ⇒ (1, 1, 3, 4) = 9 = 8
4d6 ⇒ (6, 3, 1, 1) = 11 = 10
16 points

Try #4:
4d6 ⇒ (3, 5, 3, 5) = 16 = 13
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (4, 1, 3, 4) = 12 = 11
4d6 ⇒ (5, 6, 6, 2) = 19 = 17
4d6 ⇒ (3, 3, 4, 4) = 14 = 11
4d6 ⇒ (6, 5, 6, 2) = 19 = 17
32 points - I'll take it!

GM, would you be willing to consider the gungineer class from Into The Breach - The Gunslinger by Flying Pincushion Games? It's a fun tinkering class that makes your gun modular. Otherwise, I'm going to work on a gunslinger concept.

Dot for interest/lurking in this campaign, though I probably won't submit a character.


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Squirrel_Dude wrote:
I'd like to see some conversions/reissues of previous APs like Legacy of Fire and Curse of the Crimson throne to Pathfinder as they did with Rise of the Runelords, too.

HEAR HEAR! I would LOVE that.

Not too wild about another edition, though.

2 people marked this as a favorite.
alexd1976 wrote:

I also thought elementals had intelligence and souls...

Binding them into golems and such seems pretty rude to me, if not evil.

I wouldn't like being stripped from my home plane and forced to do some pansy wizards bidding.

Like Aahz? ;D

1 person marked this as a favorite.
Pixie, the Leng Queen wrote:

That is reckless immaturity and naivety that gets people killed for no reason at all. In the face of a disease with no cure that turns people into monsters if full gestation happens what do you expect the Paladin to do? Stand around hoping for a miracle and just let the guy suffer in horrid agony as he is slowly turned into an inhuman monstrosity?

Honestly, if anything, THAT is the cruel and heartless path.

Why, hello, Carol.

If you murder someone for your own expedience, it's still murder. The choice to die should always be your own. THEN it would not be murder, but a charitable act. "Death by paladin," if you will.

Gone again! Any chance of another re-upload?

Here is Mruf.

I didn't know if you'd prefer any one of my ideas, so I went ahead and fleshed all of them out a little.

Rikkek, ratfolk rogue:

Stolen from his nest in a small town in Varisia along with the rest of his siblings, Rikkek doesn't know his parents' fate, though he suspects the worst. The slavers took him and his brethren to Kaer Maga, where they were sold off, one by one. Rikkek never saw his siblings again.

He was sold to a high-standing family in Bis, where he served at the pleasure of petulant children who loved to make him fight. The more "ratlike" he acted, the better they liked it. Thus, he cultivated a down-and-dirty fighting style, ganging up on others whenever he could. [Trait: Dirty Fighter]

Rikkek never gave up his dream of freedom, but had little hope of attaining it... until one night, the Freemen raided the compound he lived in, and took him and his fellow slaves with them to the Bottoms. [Trait: Freed slave] Rikkek was so overwhelmed with gratitude and inspiration that he, too, swore to free slaves whenever he could, and joined the Freemen. Now he is a fearless freedom fighter with a strong sense of vigilante justice.

Mruf, catfolk urban ranger:

Mruf was born a slave in Kaer Maga. Destined for arena fights, he was trained from childhood to fight. [Trait: Armor expert] When he grew old enough to enter the arena, he was often pitted against gangs of orcs or the undead to show off his "fierce and feral nature." Yet, behind the scenes, there was not so much animosity among the fighters. They knew their lot was to fight, and to die. Mruf had little hope of anything else.

Mruf's ferocious fighting gained him many fans, but only one who cared enough to barter for his freedom. As soon as he was freed, Mruf took off running, but his benefactor tracked him down easily, and offered Mruf more than freedom: a life, and a home. The catfolk couldn't refuse.

Mruf was trained in the ways of the Duskwardens, and in time joined them, with a newfound sense of community and self-reliance. [Trait: Regional recluse] Now he patrols the Halflight Path, wishing to repay his benefactor's belief in him.

Jargar, Shoanti unbreakable fighter:

Native to the Cinderlands, Jargar was mocked by his quah for his lack of speed, horse training and riding prowess, perhaps in jealousy of his coveted Emberstorm tattoo. [Trait: Auspicious tattoo] In any case, he could never become the burn-rider he wished to be with his total lack of animal empathy. He turned his back on his Quah and went to Kaer Maga, where he earned a living as a mercenary among strangers. He had talent at that, at least, and though his temper was hot, he knew how to keep his enemies at bay. [Trait: Threatening defender]

Now Jargar sells his service to the highest bidder, bitter about his past and looking for honor to upweigh the slights he felt he has been dealt.

OK, I've narrowed down the last trait to either Underworld Explorer (if the party lacks Survival), Local Know-it-all, or Freed Slave (+1 Fort, for the abuse he survived).

Alternately, a catfolk duskwarden (urban ranger) might be fun... Maybe an ex-arena fighter slave paying back the one who bought his freedom.

traits: armor expert, regional recluse

In combat: rowr fight! Ranged or melee, as the party needs most

Out of combat: I was thinking some kind of Diplomacy would be interesting, but I probably won't have the points to swing that kind of Charisma if he has to go melee, which seems likely in such close spaces. His connection to the Duskwardens could prove an interesting plot hook, though, and he would still have extensive local knowledge.

DM Sound, would you have a preference for either character?

OR, if you prefer a core race, a Shoanti unbreakable fighter, multiclassing into barbarian, could be a mercenary who left the Sklar-Quah due to being mocked for his inability to handle horses, and thus become a burn-rider. He would not be a native of Kaer Maga, unlike the other two. He's a grumpy one. ;)

Traits: Auspicious Tattoo and Threatening Defender.

In combat: HULK SMASH

Out of combat: Intimidation and quick judgements. ;P He'd also have Survival.

I'm thinking of a CG ratfolk rogue brought to Kaer Maga as a slave when he was a ratling, and freed during a raid by the Freemen, whom he happily joined. He has since become a freedom fighter himself, sneaking into or infiltrating slave-holders' homes and staging raids to free the slaves.

Traits: Dirty fighter and something I haven't picked yet, want to throw my hat in the ring while I still can!

In combat: sneak attacks. Out of combat: stealthy skill monkey.

More details to come.

Dang, I had an idea for a troll diviner/oracle. Hmm, let's see what else can be done...

Awesome! Looking forward to playing! Congratulations, fellow lucky players!

Good luck! :)

The Godsmouth Heresy would be awesome.

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Velkommen tilbage, Black Dow!

I'm actually more used to larger parties than smaller ones. I find that if there are more players, events don't get left dangling as often due to missing players.

I think Wikiwik would make a fun Marshall too. Maybe in the other group? *goes to look at the doc* I'd like Wikiwik to be in the group with Evan and Kejal, if possible.

GM_Solspiral wrote:

Well both characters have a martial bent and build something. One makes crazy modified guns hat they can even adjust like a spell caster adjusts their spells the other tinkers with a mechanical mount made from clockwork components.

A good PRC would balance advancing your creations and maybe add a few features to make them more compatible (like a weapon mount on the clockwork mount and so on...)

Right now the idea is half baked but you know...

Sounds VERY intriguing! I'd definitely be interested for another character, but I think my current guy is better suited as a gungineer. I'm dying to do all the cool gungineer stuff! :D

GM_Solspiral wrote:
@Roto- he's your character, I have no issue with his background. Another prestige class I'm considering work on is the Clockwork Knight/Gungineer for those that love tinkering. Let me know if that's of interest.

Very intriguing! I'd love to hear more. :)

I can have Wikiwik be from somewhere other than Varisia if you prefer. I just liked the idea.

Here's my goblin gungineer first pass, let me know if there's anything egregiously wrong.

A few questions:

Is crafting OK pregame, for lowering the cost of ammunition?

Is it OK to switch out racial traits for something else? I'm thinking of Stalker and Weapon Familiarity.

How fast do civilized goblins age in your game? Sorry if you've answered this already, I can't seem to spot it.

GM question: Are advanced firearms available, and if not, will they become available? I love the idea of a goblin with a rifle.

Also, how long do civilized goblins live, and how quickly do they mature?

@YoricksRequiem: You got it! But it's going to have to be tomorrow, because it's 2:20 AM here and I really ought to get some sleep. Accursed biological needs, getting in the way of my gaming! *shakes fist*

I can send you my basic thoughts about it, though, so you have something to work with.

GM_Solspiral wrote:
Rotolutundro wrote:

I like the hobgoblin, but I don't see an alternate goblin anywhere? Was it in a different post? The Wyrd Hunter actually sounds more interesting, flavorwise. :)

Civilized Goblins/goblins of Heem

AWESOME. Goblin all the way! Besides which, they're such fun little illiterate pyromaniacs. Unless, of course, they're too civilized to be illiterate pyromaniacs anymore, haha. That actually meshes quite well with my planned backstory...

GM_Solspiral wrote:

Sent you into the breach the gunslinger see the race link for my version of goblins... they might serve you well. Our version of Hobs might be even better.

I like the hobgoblin, but I don't see an alternate goblin anywhere? Was it in a different post? The Wyrd Hunter actually sounds more interesting, flavorwise. :)

YoricksRequiem wrote:
Hey buddy! Great to see you - playing with you is always a good time. If no one takes me up on the Avariel character, and you go Goblin, we should talk. I've got a Goblin in the back of my mind that might pair well with yours.

Absolutely! Always glad to pair up with a creative demigenius! :D

Hey, YoricksRequiem! This bodes well! Bad Ben here. ;)

I'd be interested in playing a goblin or hobgoblin gunslinger, or a ranger, or a fighter, potentially of some other race, though I already have a background in mind for a goblinoid. The idea of playing such a creature with the possibility of taking over a parcel of land for fairytale shenanigans tickles me. Do you have any suggestions along these lines?

Thanks, I'll give them a look! :)

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