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Is there a particular format for the character sheet that you'd prefer, or is any character sheet with the pertinent information okay?
Also, I'm willing to switch with Crea-Asp, if no one else already has.
EDIT: I just realized I wasn't being very clear. By "format," I meant the format of a non-HeroLab sheet. I have a rtf file I usually use, is that all right?
I'm not really familiar with 5e, but I love the old Ravenloft stuff from 2e. I understand Curse of Strahd is like an update of that older stuff. Has anyone out there converted the module to Pathfinder rules? Alternatively, are there good conversion guidelines out there somewhere? I've found some that go the other way, but they aren't official or anything.
Here are my 3 submissions - 2 melee fighters and a ranged fighter. I'd love to join the Margreve game.
Alennil Shandeir, Perunalian weapon master ranged fighter:
female human (Perunalian) fighter (weapon master) 1 CG
hgt: 5’8, wgt: 120 lbs
hair: dark brown
Alennil's hair falls in dark curls to her shoulders, and her brown skin suggests that her ancestors hailed from the Southlands. She has a warm smile, but more than a hint of sarcasm when dealing with those she feels are not that bright (such as men). Despite this cultural chauvinism, Alennil isn't as bigoted against men as most of her countrywomen. There is a determined glint in her eyes, warning that she will let nothing stand in the way of her goals. Educated and clever, she is a terror with a bow. She is outfitted for war, and stalks with the grace of a predator.
When her daughter, Shivya, was 8 years old, tragedy struck - a raiding party of slavers from across the border invaded her small town in a surprise nighttime raid, and overwhelmed all the defenders, including Alennil. They kidnapped a number of children, Shivya among them, and disappeared back over the border before the defenders could recover.
Furious, and frightened for her daughter's life, Alennil girded herself for war. She caused a scandal by leaving her home in her husband's hands rather than her sisters', and set off to track down and rescue her daughter and the other children, and bring them home.
SENSES Perception +6
HP: 11 (1d10+1 fc)
BAB: +1 CMB: +2
Skills: +2 fighter +2 Int +1 human +1 fc= 6
Jhaele Jhalur, Magdar paladin of the Order of the Undying Sun:
female human (Magdar) paladin (Order of the Undying Sun) 1 LG
hgt: 5’6 wgt: 150 lbs
Jhaele has the typical good looks of the Magdar people, with long black hair and sparkling green eyes. She is quick to smile, but equally quick to stand up against what wrongs she finds. Never preachy, she hopes to inspire others with her example. She doesn't know when to quit, and her determination to see things done right is dogged.
She carries the white-and-yellow plumed helmet and blue cloak of the Order of the Undying Sun, though she has no horse. While she is humble enough to walk, she is proud of her calling, and seeks to show those who would slight her Order or Khors of the error of their ways by being everything a paladin is meant to be - kind, gracious, and righteous. However, she also has a tendency to drink a bit too much.
Background: Childhood dream come true.
Her family took their barrels of wine to a Kingsmeet for sale, and she quickly made friends among the children of Cronepisht. They would try to reach vantages to view the tournaments, clambering up inside the tribunals to view the knights between the feet of the mighty. One such noble took offense at the children climbing about "above their station," and would have beaten one that he caught, but Jhaele's strength surprised him, and she forced the noble back with nothing but a stick to serve as a staff. She didn't beat the man in return, but shamed him by asking what good hurting those weaker than him could serve.
Her actions drew the notice of one of the knights, who had seen the exchange. One thing led to another, and soon he had spoken with her parents, and taken her on as a squire. Jhaele was stunned; it was a dream come true! She said her tearful goodbyes to her family there at the Kingsmeet, and left with the knight to train at Khorsburg.
Beyond her innate sense of right and wrong, Jhaele also had a taste for the wine her city had produced. She liked it a bit too much; it was a struggle to keep from overindulging. Though she passed the knight's test, she shamed her mentor with an unfortunate bout of drunkenness. Penitent, she vowed to roam Midgard as a knight-errant, righting wrongs until she had earned a place at her mentor's table, and forgiveness.
Still, the wine was so good...
CLASS: paladin 1
SENSES Perception +0
HP: 11 (1d10+1 fc)
BAB: +1 CMB: +4
Skills: +2 paladin +1 Int +1 human +1 fc= 5
Baerloth Ammon, gearforged (tauric engine) clockwork warrior fighter:
male gearforged (tauric engine) fighter (clockwork warrior) 1 TN
hgt: 7’5, wgt: 300 lbs
eyes: glowing red
skin: polished brass
Possessing nothing but his name and weapons, he evaded their misguided attempts to recapture him and set out to track down his missing memory gears, or at least learn of his past. Hints drew him toward the city of Zobeck, but his natural curiosity and lack of the pressure of time often sidetracked him along the way.
CLASS: fighter (clockwork warrior) 1
SENSES Perception +0, darkvision, low-light vision
HP: 11 (1d10+1 fc)
BAB: +1 CMB: +5
Skills: +2 fighter +2 Int = 4
Malgrivner the unchained rogue:
male human unchained rogue 1 CG
hgt: 6’0, wgt: 150 lbs
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...
-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.
-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!
-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.
-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.
CLASS: Rogue 1
SENSES Perception +4
HP: 10 (1d8+1 Con +1 fc)
BAB: +0 CMB: +1
Traits, Feats and Skills:
Racial traits: human
flint and steel
Like Frejya, I welcome comments!
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.
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 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
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.
male tiefling fighter 2/ranger (demonslayer) 1 CN
hgt: 6'7 wgt: 180 lbs
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.
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.
+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
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
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5,
Favored class: fighter
SENSES darkvision 60'
HP: 33 (d10+3)
FE: +2 bonus on weapon attack and damage rolls against evil outsiders
BAB: +3 CMB: +6
Class abilities: Fighter
Class abilities: Ranger (demonslayer)
Skills, traits and feats:
Bluff +2 (+2 vs. evil outsiders)
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)
Survival +6 (+2 vs. evil outsiders, +1 track)
Okay, I couldn't resist:
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
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.
Like Aahz? ;D
Pixie, the Leng Queen wrote:
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.
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?
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.