GM Valmoon |
Character Creation Guidelines
1st Level Characters
Race: Core, APG, UC, UM, ARG
Class: Core, APG, UC, UM, UE
Archetypes: Core, APG, UC, UM, ARG, UE
Abilities: 20-pt Buy
Alignment: All But, Your character needs to "play" well with others
Wealth: 150gp
Character Traits: Two traits, One must be a Campaign Trait from the Players Guide. (no rich parents please.)
Tiessa |
I have a couple of possible ones depending on what's needed in the party:
Elven Bladebound Spelldancer Magus
Halfling Luring Cavalier of the Order of the Paw
Half-Elf Synthesist Summoner
I've been learning PF the past month or two, having not played any D&D since 3.5 a few years ago (lots of long time players moved all over creation). So, if any of these are on the 'hell no! only a munchkin picks that' list or the 'only an idiot picks that it' list, I am totally unaware of it, they just looked like fun things to try :)
DarkLightHitomi |
Race: Reapling Scout
Type: Half-construct, 7pts,
+2 saves vs. disease, mind-affecting, poison, effects that give the fatigue or exhausted conditions
Can't be raised or resurrected (not about reincarnation though, it was always a special case)
Does not breath, eat or sleep except to gain some benefit.
Size: Small, 0pts
Ability scores: +2 DEX, +2 INT, -2 CHA, 0pts
Deathless Spirit: 3pts Resist 5 negative energy, +2 Vs. Death effects, negative energy, energy drain, necromancy school spells and SLAs. No HP loss for negative levels.
Climb: 2pts, Climb speed of 20, +8 climb checks.
Swim: 2pts, Swim speed of 20, +8 swim checks.
Nimble Attacks: 2pts, Gain Weapon Finesse.
Negative energy affinity: -1pt, Healed by negative energy, harmed by positive energy.
Reaplings are artificial creations, experiments in arcane magics attempting to clone individuals. The ability to directly clone was not achieved but creating artificial life forms was somewhat successful. The reaplings have several different forms to perform specific tasks for the colony, some are intelligent and sentient, others are not. Intelligent reaplings can think and decide for themselves and do not always stay with the colony.
Scouts are one of the intelligent types, intended to go out for long periods to find information and keep the colony abreast of outside events. Scouts are also usually the scholars and thinkers of a colony, second only to the queens in intelligence. Scouts have long serpentine bodies with an elf-like torso and two arms. Usually 6' to 10' long and about 80 lbs.
Only reapling queens can make new reaplings, but any intelligent reapling can metamorph into the queen if needed.
All Reaplings are made from a single sacrificed magic item, the type, strength, and power of this item affects the personality and ability of the reapling created, thus their "birth item" is a semi-important status symbol.
The resistance to healing really is a drawback, yet it does fit the concept which is much deeper then above, though I can ignore that resistance if you think it'll be too difficult to get around.
Reaplings are a race I created on the fly for a random encounter and exploded into a full campaign, so their history and fluff is rather fleshed out, however since all that is on paper it would take forever to post it all, besides I want to leave a little bit for you discover when you encounter them in my game. :)
Reaplings aren't evil but their moral ground doesn't include a lot of mercy, though honor and integrity are very important.
I figure the background is that my character enjoys going out gather info on the other races, often acompanying people when able to better learn about them.
Krumthi |
Alucard
Male Human Inquisitor (Vampire Hunter) 1
CN Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +3, Ref +1, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Sonic)
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Offense
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Speed 30 ft.
Melee Scorpion whip +1 (1d4+1/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor (Vampire Hunter) Spells Known (CL 1, +1 melee touch, +1 ranged touch):
1 (2/day) True Strike, Magic Weapon (DC 14)
0 (at will) Acid Splash, Guidance, Light, Disrupt Undead
--------------------
Statistics
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Str 13, Dex 13, Con 13, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Judgment Surge (1/day), Weapon Finesse
Traits Prehensile Whip, Subject of Study (Undead)
Skills Acrobatics -1, Climb +3, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +7, Ride -1, Sense Motive +8, Spellcraft +5, Stealth +3, Survival +3 (+4 to track), Swim -1 Modifiers Monster Lore
Languages Abyssal, Common
SQ Divine Retribution (1d6+1) (6/day) (DC 13), Hero Points (1), Inquisitor (Vampire Hunter) Domain: Vengeance Inquisition, Judgement (1/day)
Combat Gear Chain shirt, Scorpion whip; Other Gear Backpack (14 @ 41 lbs), Bedroll, Belt pouch (3 @ 1.3 lbs), Candle (10), Flint and steel, Holy symbol, wooden (calistria), Holy text (calistria), Inquisitor's kit, Manacles, Mess kit, Pot, Rope, Soap, Spell component pouch, Torch (10), Trail rations (5)
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TRACKED RESOURCES
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Divine Retribution (1d6+1) (6/day) (DC 13) (Sp) - 0/6
Judgement (1/day) (Su) - 0/1
Judgment Surge (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Divine Retribution (1d6+1) (6/day) (DC 13) (Sp) Standard, foe in 30 ft takes damage from nonmagical accident (Ref half).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Vampire Hunter) Domain: Vengeance Inquisition Deities: Calistria, Lamashtu, Norgorber, Rovagug, Urgathoa.
Granted Powers: Vengeance is justice naked of pretense. On your oath, you will deliver justice so unbounded.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Sonic) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Subject of Study (Undead) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided
GM Valmoon |
Race: Reapling Scout
Type: Half-construct, 7pts,
+2 saves vs. disease, mind-affecting, poison, effects that give the fatigue or exhausted conditions
Can't be raised or resurrected (not about reincarnation though, it was always a special case)
Does not breath, eat or sleep except to gain some benefit.
Size: Small, 0pts
Ability scores: +2 DEX, +2 INT, -2 CHA, 0pts
Deathless Spirit: 3pts Resist 5 negative energy, +2 Vs. Death effects, negative energy, energy drain, necromancy school spells and SLAs. No HP loss for negative levels.
Climb: 2pts, Climb speed of 20, +8 climb checks.
Swim: 2pts, Swim speed of 20, +8 swim checks.
Nimble Attacks: 2pts, Gain Weapon Finesse.
Negative energy affinity: -1pt, Healed by negative energy, harmed by positive energy.Reaplings are artificial creations, experiments in arcane magics attempting to clone individuals. The ability to directly clone was not achieved but creating artificial life forms was somewhat successful. The reaplings have several different forms to perform specific tasks for the colony, some are intelligent and sentient, others are not. Intelligent reaplings can think and decide for themselves and do not always stay with the colony.
Scouts are one of the intelligent types, intended to go out for long periods to find information and keep the colony abreast of outside events. Scouts are also usually the scholars and thinkers of a colony, second only to the queens in intelligence. Scouts have long serpentine bodies with an elf-like torso and two arms. Usually 6' to 10' long and about 80 lbs.
Only reapling queens can make new reaplings, but any intelligent reapling can metamorph into the queen if needed.
All Reaplings are made from a single sacrificed magic item, the type, strength, and power of this item affects the personality and ability of the reapling created, thus their "birth item" is a semi-important status symbol.
...
ok if you want to add to it let me know 15 is limit.
DarkLightHitomi |
In finalizing and reviewing my character I discovered that half construct is a subtype and picking another type is required so I dropped Nimble moves and picked up Abberation type for 3 and lightsensativity for -1 to keep things at 15 points.
With my computer down I am posting everything by phone. I will post sheet once the alias is up tommorrow.
Kitika of Sorenson's Pride |
DarkLightHitomi here with Kitika, my reapling scout Cleric.
I must say I wrote a lot more then I usually do, so enjoy.
P.S. she doesn't yet realize that negative energy harms most things here, so she refers to her inflict spells as cure and vice versa. Hope this gets clarified before she tries to heal anyone :)
GM Valmoon |
I have a couple of possible ones depending on what's needed in the party:
Elven Bladebound Spelldancer Magus
Halfling Luring Cavalier of the Order of the Paw
Half-Elf Synthesist SummonerI've been learning PF the past month or two, having not played any D&D since 3.5 a few years ago (lots of long time players moved all over creation). So, if any of these are on the 'hell no! only a munchkin picks that' list or the 'only an idiot picks that it' list, I am totally unaware of it, they just looked like fun things to try :)
Play that you think you would enjoy best. ^.^