Rictus Ratkiller's Travelling Circus


Recruitment

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It is a year of peace and prosperity like no other in the Empire. Neither invaders nor hideous beasts threaten the land, trade and art flourish beautifully, all while the academies make staggering advances in the fields of both science and magic.

For some, however, it is undoubtedly a dark time. Although loved by many, the current regime rules with an iron fist and holds predjudices like no other. Those not considered in any way aberrant face horrendous discrimanation as the Empire attempts to protect it's "true" citizens. Those abnormals who escape execution or imprisonment are doomed to live as not even second class citizens, the lowest of the low, unable to expect even the most basic comforts.

Still, there are some who recognize the injustice of the situation and labor to bring about whatever small change they can. One of these kind souls was Phineas T. Phostle, an elderly druid and leader of a travelling caravan show known only as "The Circus." Under the role of circus ringmaster, Phostle travelled the Empire offering employment, safety, and companionship to those labelled as freaks wherever he could find them.

The Cicus' good works might have continued this way were it not for the old druid's declining health and eventual death. On his deathbed, Phostle declared his awakened cat companion - Ringling - as the new ringmaster. Adopting the moniker Rictus Ratkiller, the wiley cat became bent on turning the Circus into a machine for his own profit. Although Rictus Ratkiller's Travelling Circus continued to be a far step above any other employment options it's members might have, the days of Phineas Phostle were sorely missed.

Even worse, various travel papers and permits which permitted the Circus to operate in the first place were later discovered to be expired, prompting a mad dash from the authorities. With nowhere left to go, Rictus steered his Circus towards one of the last safe havens such a menagerie - the fabled Lost Lands. The journey was nothing if not harrowing however, as wagons were lost and many circus members fled in hopes of finding better prospects on their own. Even the cunning Rictus Ratkiller fell prey to calamity when he ingested some horrid poisonous mushrooms which he incorrectly presumed to have the same effects as catnip.

Although the Circus has fallen to a paltry six members, there is hope yet, as the Lost Lands can now be seen on the horizon. Whether these companions will remain the Circus, become something greater, or perish among the perils of the frontier remains to be seen. One thing is certain however - when the sun rises tomorrow, for better or for worse, all of them will be thrown into a brand new act in the grand circus of life.

Old recruitment thread for reference.

Starting Level: 2 for races Type 1/2; 1 for Type 3 Races

Starting Wealth: Level 1 average - regardless of your actual starting level

Ability Scores: 20 point buy

Races: Three categories of races are available:
Type 1: Core Races
Type 2: Non-core/custom races costing < 15 race points
Type 3: Non-core/custom races costing > 15 race points; Type 1/2 races with a 1 CR template applied

Alignment: Non-evil (note that in some Lost Lands locales, morality is not quite black and white, actions which might be considered evil are viewed as necessary)

Classes: Alignment restrictions on all classes are lifted. Gunslingers allowed but guns are virtually non-existant. 3pp allowed with GM approval.

Traits: Type 1 races recieve 2 traits; Type 2/3 races recieve 1 trait. A drawback may be taken for one additional trait.

Skills: In addition to your regular skills, choose two skills from the Caravan Skills List. You gain a +1 trait bonus to each of these skills and they are considered class skills. You gain one bonus skill point per level which must be spent on skills from the Caravan Skills List.
Caravan Skills: Acrobatics, Bluff, Craft (carpentry), Climb, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Knowledge (geography), Perform (any), Profession (cook, driver, merchant, wainwright), Ride, Sleight of Hand, and Survival.

Don't forget that each character application must include a vote for our destination (either Bard's Gate or Endhome)!

Bard's Gate:
Established many years ago as a bard’s outpost and way station for travelers between the inner Kingdoms and the port city of Reme, Bard’s Gate has grown into an important crossroads for trade and travel. Because of its strategic position on the only easily-bridged area on the Stoneheart River, the city developed quickly. In addition to being a way station and trade center, Bard’s Gate quickly became a meeting place for wandering bards, skalds and other performers.
To the south, the Stoneheart River becomes impassible due to a series of sheer falls. As a result of this, the central island of Bard’s Gate became an important port for barge traffic, from which goods were transported overland to Reme. Thus, the western side of the town developed first, with the central island used as a defensive and governmental center.
With the rise of an imperial power to the south, merchants from the neighboring kingdoms began to avoid shipping goods by river and traveled overland along the merchant’s road to Bard’s Gate and on to Reme, bringing still more prosperity to the growing city. The guild system developed due to the high volume of trade passing through the city. To this day, Bard’s Gate — especially in its outlying districts — retains a rough and almost frontier feel.
The city’s banner depicts a silver lyre above a stone gatehouse on a green field. Bard’s Gate is currently an independent city, allied to the nearby Grand Duchy for mutual defense and prosperity. The Grand Duke’s troops help defend the city against the evil creatures from the Stoneheart Mountains to the north. A liberal and tolerant city, Bard’s Gate welcomes all races.

Endhome:
Being located at the intersection of the great north/south and east/west trade routes and the mouth of the Talamerin River has made Endhome the trading capital of the continent. This independent city-state boasts a well-trained and highly disciplined guard that keeps the streets safe and hospitable for its many wealthy and influential visitors. Because of its steadfast neutrality, excellent location, and friendly port, Endhome is where the wealthy come from every nation to broker deals and form alliances. Though the riverbed and surrounding countryside provide the citizens of Endhome with ample food and resources, the city’s primary source of income is trade: every ship mooring in its harbor and every caravan passing through its gate must pay a small tax for the right to do business in this desirable location. Because it is the only city where merchants can buy or sell to other merchants from so many far off lands, the streets are always crowded with exotic travelers and businessmen looking to make their fortune.
There is no lack of adventure in Endhome either, for where there is wealth there is always intrigue, and some merchants deal in more than just silks and herbs. The taverns are filled with shady characters looking for discreet men to carry out one plan or another. Adventurers returning with rare treasures are always able to find interested buyers in the city’s bazaar and trading district.

The Circus Code, note the two additions at the bottom:
(1) The Ringmaster has the final word in all decisions or instructions among the Circus. Performers owe their loyalty and allegiance firstly to their fellow Performers; secondly, to the Ringmaster; thirdly, to the well-being and safety of all others outcast by society; and lastly, to any other group with which the Circus becomes associated. A Performer may not place loyalty to any group or person above that which they owe to the Circus. If any conflicts of loyalty arise the Performer must stand on the side of the Circus or face the Circus Court.

(2) The Circus Court has the sole authority to remove a person from the Circus. Anyone found guilty by the Circus Court loses all protection from the Circus.

(3) Only the Ringmaster may appoint or choose their successor and Fortune Teller.

(4) No Performer without good and provable cause, may cause harm or danger to another Performer. To do so will result in facing the Circus Court.

(5) Performers are family. In order to become a Performer, a person must travel with the Circus for a time observing Circus law, or be sponsored by a member of the Circus. The Performers will then vote whether to accept the candidate into the Circus.

(6) Those travelling with the Circus who are not Performers (whether they intend to be or not) are to be treated with full respect but recieve no voting power in official matters.

(7) Any fellow caravaneer is welcome to the hospitality of the Circus whenever there is need.

(8) Any outsider who is named a friend by the Ringmaster or Circus is considered an honorary Performer and is welcome to the hospitality of the camp and the loyalty and protection of the Circus.

(9) New laws may only be instated by unanimous vote.

(10) The dying wish of a Ringmaster is law.

Deities:
Arden, God of the Sun (NG; Air, Good, Sun, War)
Arn, Lesser God of the Sun (NG; Sun, Healing, Good)
Bacchus-Dionysus, God of Wine and Madness (CN; Chaos, Animal, Plant)
Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)
Bowbe (CN; War, Chaos, Strength, Vengeance)
Crocutus, Demon Lord of Gnolls (CE; Animal, Chaos, Destruction, Trickery)
Da-Jin, God of Death (N/NE; Darkness, Death/Repose, Evil/Knowledge)
Dame Torren, Goddess of the Four Winds (N; Air, Animal)
Darach-Albith, High God of Elves ( CG; Plant, Animal, Magic, War)
Dre’uain the Lame, God of Craft and Smiths (N; Earth, Creation, Fire, Knowledge)
Dwerfater (LG; Earth, Good, Strength, Creation, Dwarves)
Freya, Goddess of Love and Fertility (NG; Animal, Good, Healing, War)
Gromm the Thunderer (CG; War, Air, Water, Destruction)
Grotaag, God of Orcs (CE; Death, Destruction, War, Evil)
Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge)
Hel, Goddess of Death, Lady of Pestilence (NE; Evil, Death, Plant, Animal)
Horgrim (LE; War, Evil, Law, Magic)
Jamboor, God of Death, Knowledge, and Magic (N; Knowledge, Magic, Repose)
Jubilex, The Faceless Lord, Demon Prince of Slimes and Oozes)
Kakobovia, Hobgoblin Demigod of War (LE; War, Death, Evil, Law)
Kamien, Goddess of Rivers, Streams and Springs (N; Water, Travel)
Kel, Goddess of Self-Sacrifice, Lady of Protection (LG; Good, Healing, Law, Protection)
Kunulo, God of Pirates and Evil Sea Creatures (NE, Evil, Water, Destruction, Death)
Mirkeer, Goddess of Shadows and the Night (NE; Evil, Shadow, Magic)
Moccavallo, God of Disguise and Treachery (CN; Chaos, Trickery, Diplomacy)
Muir, Lady of Justice, Goddess of Virtue and Paladins (LG; Law, Good, Protection, War)
Narrah, The Lady of the Moon (N; Darkness, Protection, Travel)
Note, God of the Harp (NG; Good, Travel, Luck, Protection)
Oghma, God of Song and Bards (NG; Creation, Good, Travel, Knowledge)
Orcus, Demon-Lord of the Undead (CE; Chaos, Evil, Death, Destruction)
Pekko, God of Ale and Spirits (CG; Plants, Chaos, Good)
Rhiaan, Goddess of the Air and Birds (CN; Air, Animal, Chaos, Travel)
Riale-Aibaru, Lost Goddess of the Elves (LG; Law, Good, Travel, Magic)
Sefagreth, God of Commerce, Trade, Cities ( N; Luck, Travel, Diplomacy, Trickery)
Set, God of Evil and the Night (LE; Law, Evil, Knowledge, Death)
S’surimiss, The Rat Queen (NE; Animal, Evil, Vermin, Destruction)
Snuurge, Father of Goblins (NE; Evil, Magic, Trickery, Earth)
Solanus, Goddess of the Sun and Healing (NG; Good, Sun, Strength, Healing)
St. Abysthor, The Warden (LG; Law, Good, Protection)
Surter, God of Fire Giants (LE; Fire, Evil, Destruction, War)
Telophus, Lord of Crops and the Seasons (LN; Animal, Air, Earth, Plant)
Thrym, God of the Frost Giants (CE; Chaos, Evil, Cold, Trickery)
Thursis, God of Battle (NE; War, Death, Destruction, Evil, Magic)
Thyr the Lawgiver, God of Law and Justice (LG; Good, Healing, Law, Knowledge, Protection)
Tsathogga, Demon Frog God (CE; Chaos, Evil, Water, Destruction)
Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck)
Vanitthu, God of the Steadfast Guard, (LN; Law, Protection, War, Healing)
Vionir, Goddess of Light (LG; Good, Healing, Sun)
Yenomesh, God of Glyphs and Writing (N; Protection, Knowledge, Magic)
Zors, The Fortune’s Fool, Demigod of Luck, The Hanged Man (CN; Chaos, Luck, Trickery)
Too many gods get detailed in these books for me to do a full write-up of all of them, thus I have provided the above list with more information available on any of the deities at request.


I assume "custom races" are mostly "only with a good reason?" I'd probably be fine sticking with a core race if they're preferred, but I'd also be happy to spice up a fun-flavor race like Vanara with a few more RP of balancing features.


(oops, too late to edit that. But my "for instance" would be the 2 RP race trait that gives racial Weapon Finesse, which might make sense with a monkey character, and which is also a 3pp option for Kitsunes)


OK -- I will be modifying the Fetchling to make it type 2 and being the oracle dark tapestry mystery seer archetype fortuneteller.
Probably drop a +2 to a knowledge skill to get me to 15.


I heard that the psionic races would be type two here. Does anyone know if that is true? Also, what skill is needed to pretend to be a savage?


I just want to say that this is an awesome idea, But I am quite stretched as it is. But I will try to keep an eye on the gameplaythread.


Allowing templates opens a box I don't know if you want opened. The ogrekin is a CR 1 template that is quite potent. DR/10 silver is quite potent too on a lyncanthrope.

Liberty's Edge

Ok...here is my official submission for this game....will work up some fluff asap, but wanted to get the crunch in. Veilwar is a stage magician and prestidigitator for the carnival, as well as provided illusions and "special effects" for some of the other shows. Any problems just tell me and I will fix it up!
Oh, and my vote for starting location would be Bard's Gate.

Veilwar:

Veilwar
Male wayang wizard (shadowcaster) 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Race Guide 210)
NG Small humanoid (wayang)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +2, Ref +2, Will +3; +2 vs. shadow spells
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks binding darkness
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—ghost sound (DC 11), pass without trace, ventriloquism (DC 12)
Wizard (Shadowcaster) Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), color spray (DC 14), mage armor, magic missile, shadow weapon[UM] (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), prestidigitation
. . Opposition Schools Necromancy, Transmutation
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Maximize Spell, Scribe Scroll
Traits magical lineage, wayang spell hunter
Skills Acrobatics +2 (-2 to jump), Appraise +8, Knowledge (arcana) +8, Linguistics +7, Perception +4, Spellcraft +8, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Shadowtongue, Wayang
SQ extended illusions (1 round), light and dark, shadow magic, shadow spell slot (shadow spell slot), shadow spells
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Binding Darkness (1 rds, 6/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Associated School: Illusion
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Wayang Spell Hunter (Magic Missile) Reduce spell level increase from metamagic for chosen spell by 1.


@Nohwear: I've seen people -say- they're 15+ but it really depends on the race. The Blue, for example, is roughly equal to a Goblin if you run it through the race builder.

And letting us add 5 RP to say... humans... will be vastly superior to gaining one trait. Just as a reference:

Static Bonus Feat (2 points): Your race gains a specific feat that can't have prereqs. I choose 'Additional Traits'.

Additional Traits gives me two traits. My flavor? My people remember better where they came from than any other people.

I still have 3 more RP to play with. So it's a little bit of a problem.

I'll very likely spice up base human, either way.

As an example of what can be done within your system:

I'll choose base human.
I'll drop 'Human Heritage' Ability Scores (+0)
I'll pick up 'Advanced' Ability Scores (+4): +4 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha.

I am still below 15, so still 2 traits.

(If I wanted to extra cheese, 2 RP for 2 additional traits, as above. I don't.)

Are you sure this will be okay? It looks really Overpowered to me, and I'm not even coming close to 'breaking' the system.

Dark Archive

I am interested in this concept and would love to try an avariel magus. I am thinking of the bladebound, kensai and spelldancer archetypes with a level of fighter.

If my math is right, it is a 24 rp custom race build.

Elf - 10 rp
Flight 50' average maneuverability - 8 rp
+4 Dex, -2 Con, +2 Int, +2 Wis - 4 rp
+4 Perception - 2 rp

The rough concept is that his people's mountain home was attacked and destroyed by giants. Missed in the attack, he hid until the giants were gone Sifting through the rubble for any signs of other survivors, he found an old fashioned curveblade. Coming up empty for any of this people, he left the high peaks for the lowlands of the Empire. Avariel are insular and virtually unknown to the world at large. People were shocked at the sight of his wings. Their prejudice made him a freak to these strangers and they drove him out. He was discovered by the circus and brought into the fellowship. He has followed them all the way to the Lost Lands.

If the wings seem too troublesome, I can instead have him lose his wings. His home was destroyed and his people enslaved. He was nailed to the columns of Rhiaan's temple by his wings as a sign of the giants vengeance against their favored prey. Elfen traders found him and cut him down, but the damage was too extensive for them to cure. They amputated the tattered remains of his wings. His grief for the loss of his family, friends and people as well as his disfigurement kept him from appreciating the offer of his distant cousins to join their community. Taking an old fashioned curveblade they found in the rubble, he left for the outside world where he found the circus and discovered a kinship with the other "freaks". He joined their number and has stuck with them all the way to the Lost Lands.

I don't actually have a preference for the starting city, but as two others have already voted for Bard's Gate I will echo them.


I am finally done. Here are the Volo, my custom snake race that I built (I hope they aren't considered too powerful or too weak for that matter).

Race Concept:
The Volo are an ancient race of reptilian humanoids who were created as servitors for a long forgotten people. They are a lithe, snake-like race that almost look like slightly shorter, leaner versions of Serpentfolk (which both loath to make that comparison), with the only major physical defining characteristics that differs them from their “cousins” are their wider variety of scale color (ranging from normal greens, yellows, reds and browns, to more fantastical colors such as purples, blues and vibrant oranges, etc.) and a special “birthmark” that appears on the right arm of all members of their race. This “birthmark” isn’t always the same for each individual, but consists of a sharp discoloration of scales that forms precise shapes of unknown meaning. The temperament of the Volo is also quite different from the common Serpentfolk and many are down to earth and peace loving, though just as Humans, not all Volo are this way. However, due to the similarities between the Volo and Serpentfolk, many uninitiated races are xenophobic towards the Volo, causing them to be a mostly nomadic people with no place to call home except for the wilderness (though the Volo do have a capital and “birth” land, they were driven from it long ago). As a consequence of this fact, most Volo are part of more tribal-like societies than modern sophisticated ones (though this doesn’t reflect on their racial intelligence and more on common circumstance of birth). The magic used to create the Volo is unknown, but is hinted in ancient writings to have somehow used the life energy of the earth, attributing to the Volo’s reliance on their more intuitive nature than on their intellect for most decisions. Over the millennia their ties to this energy has weakened and they have lost many of their previous capabilities that once served their masters, though some of them try to reclaim it by becoming druids, rangers, or even monks (in the hopes that the power somehow related to the inner power and life energy of chi).

Racial Qualities (2 RP):
Type – Humanoid (Reptilian) (0 RP)
Size – Medium (0 RP)
Speed – Normal (0 RP)
Ability Score Modifier – Flexible [+2 DEX, +2 WIS] (2 RP)
Language – Standard [Common and Draconic (or Volo if allowed) {starting}, Terran, Ignan, Aquan, Auran, Sylvan, Elven, Gnome (or Draconic if Volo is allowed) {chosen} (0 RP)

Racial Traits (13 RP):
Defense Racial Traits:
Bond of the Land (2 RP) - Prerequisites: None; Benefit:
Members of this race gain a +2 dodge bonus to AC when
in a specific terrain type selected from the ranger’s list
of favored terrains. This choice is made at character
creation, and cannot be changed.
Natural Armor (2 RP) - Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class.
Poison Resistance (3 RP) - Prerequisites: None; Benefit:
Members of this race gain a racial bonus on saving throws
against poison effects equal to their Hit Dice.
Feat and Skill Racial Traits:
Scavenger (2 RP) - Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on Appraise and
Perception checks to find hidden objects (including traps
and secret doors), determine whether food is spoiled, or
identify a potion by taste.
Movement Racial Traits:
Fast (1 RP) - Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot bonus to their base
speed. Special: This trait can be taken more than once, but
each time it is, the cost increases by 1 RP. Its effects stack.
Offense Racial Traits:
Bite [1d3] (1 RP) - Prerequisites: Small or larger size; Benefit:
Members of this race gain a natural bite attack, dealing
damage equivalent to that of a creature two size categories
lower than normal for their size (Bestiary 302; 1d2 for
Small races, 1d3 for Medium, etc.). The bite is a primary
attack, or a secondary attack if the creature is wielding
manufactured weapons. Special: This trait can be taken
up to two times. The second time it is taken, the bite
damage increases by one size category.
Senses Racial Traits:
Darkvision 60 Feet (2 RP) - Prerequisites: None; Benefit:
Members of this race can see in the dark up to 60 feet.

Also, I think we should go to Bard's Gate! (And you killed the cat off with mushrooms? (T.T) ..... wait?! You made the cat evil? Screw that cat! He had it coming!)


Thinking of Argghhhh the Unclean. Hunbacked dwarf sorcerer who works around doing various jobs.


Actually, I'll just build the character as a base human. Using the race-builder as a non-GM just feels dirty unless everyone's going to do it. It just feels like one Race Point can be worth significantly more than a single trait, when in the hands of a player. I think it's significantly more balanced for GM use, as a GM isn't going to buy only the things they care about for a specific class.


Wowza. Lot's to respond to. Let's start with custom races.

The custom race builder is primarily for those who want to create mutant versions of the core races. Small expenditures for adding logical abilities to existing races is fine too (for example, thunderbeard mentioned spending merely 2 rp to give Vanara's weapon finesse, this is fine). Totally new custom races will need explanation and will probably go through revision by myself. Templates are also open to DM revision (for example earlier I ruled that all lycanthropes must be of the afflicted variety - dropping DR down to 5).

YES, this system is quite abusable, but I trust you not to take advantage of it. Anyone who does is just hurting their chances of being selected. Making something overpowered, asking me for feedback, and then working with me to reduce it down to more managable levels is okay.

And lastly, a clarification, 15 rp races fall into the Type 3 category.
NEW RULE there is now a limit on custom race builds of 20 points.

@Nowear: Try to run it through the race builder/guesstimate, if you tell me the specific race/races you had in mind I can help you as well.

@Daniel Stewart: Don't forget that Type 2 races need a drawback if they want 2 traits now.

@drayen: With the new rule you'll have to drop the Avariel to 20 or less rp.

@Arcanic Drake: Drop Bond of the Land (I think the WIS bonus is enough to play out their mystical connection to the earth), and assign a -2 strength (serpentfolk get this as well) and you'd be good.

Edit: I just realized that I haven't really made it clear anywhere, but I expect background information detailing what life was like before and after you joined the Circus / the circumstances under which you joined.


Steve the Cat wrote:
@Arcanic Drake: Drop Bond of the Land (I think the WIS bonus is enough to play out their mystical connection to the earth), and assign a -2 strength (serpentfolk get this as well) and you'd be good.

Done. Sorry if I don't post it, but I have it recorded at least.

At 11 RP does the race count as type 2 now and can I have my own racial language (Volo) or just go with Draconic.
Besides that, I will have a character posted any time now.


Yep, you're in the Type 2 range now. Of course I had just assumed that you were aiming for Type 2, if you're original plan was a Type 3 we can add in some more race traits.

As for the language, you can take Volo as a language, which we'll assume is a derivative of Draconic, allowing you to understand basic Draconic. Taking Draconic with one of your bonus languages will allow you full understanding.


Sorry... two more things: are we doing max hit points, show roll or take average and same question for starting money?

Edit:... A third thing, what experience track are we using?


Average wealth.

Hit points are max for 1st level, average for 2nd, tbd for future levels.

Experience track will be medium/you level up whenever I feel like it.


Alright, I am currently thinking of a Blue for race. Also, what skill is needed to pretend to be some savage freak and maybe a geek, as in someone who bites the heads off of chickens.


As a bard: Perform(Act) becomes Disguise + Bluff via versatile performance. And all three of those seem to fit what you're looking for, for one part or another. :)


Perform, Bluff, and Disguise are all viable for playing the part of the freak; lot's of practice and a strong stomach will suffice for biting off the chicken heads!

Quick word about equipment - barring the completely unusual, almost any nonmagical item worth 1 gp or less can be found somewhere in one of the wagons - as well as an assortment of tents, ropes, and similar items - I'll have a better inventory of the caravan supplies up later.


Thanks, Steve! I've been going over backstory, though, and I think while a juggling monkey is fun, it fits a little too much into a circus stereotype for me to enjoy, so I'll be sticking with something a little more core that I think I can still swing with the brawler's extra feat. Will have something up later today.

Other thought: will we have some sort of "Carnival Cant" bonus language available?


Ooh, the Carnival Cant is a good idea. However, let's make it a general Caravan Cant, which has some elements specific to the Circus and some elements shared with a language used by all manner of traders, caravaneers, and traveling performers, allowing limited communication with all of those groups.

Caravan Cant is now selectable as a bonus language.


Almost done with my character, just need to work out appearance, personality and backstory. Check it out Here! Will post all relevant material in it's entirety when I've finished everything. Just doing a little bit of college work and I'll get on it.


Arcanic Drake—I don't know what you have planned for your familiar, but the Mascot or Valet (cooperative crafting and constant prestidigitation) familiar archetypes could be uniquely neat in a caravan setting.

Also, this is looking ahead, but it might be cool to have a character with Craft (playbills) for flavor purposes, and long times on the road mean that crafters in general might be neat to have in the party.

... I should actually start on my build now, hmm.


thunderbeard wrote:

Arcanic Drake—I don't know what you have planned for your familiar, but the Mascot or Valet (cooperative crafting and constant prestidigitation) familiar archetypes could be uniquely neat in a caravan setting.

Also, this is looking ahead, but it might be cool to have a character with Craft (playbills) for flavor purposes, and long times on the road mean that crafters in general might be neat to have in the party.

... I should actually start on my build now, hmm.

The Valet is interesting, but my familiar is a viper... I like the archetype for it, but I don't know how it would work mechanically... It doesn't even have any limbs... You know what! As long as Steve is OK with it, I'll do it!

I might swap out some current ranks for crafting skills, but I don't know what would be appropriate... or needed for that matter... playbills seems kinda limited. I think it would be under Craft (Art) or something.


OK, since the proof is in the build, we have......
The mysterious fortune teller constantly shrouded in shadow, rather, in fact she is a creature of shadow (CR 1 template). The small lady of mystery has been known to divine all sorts of information by watching birds fly and gutting animals to read their entrails. Class = Oracle with Dark Tapestry Mystery and Seer Archetype.

Race will add the pieces not in the shadow template from the fetchling and deep gnome racial templates only. This will create the mysterious creature of shadow that is, in fact, from the plane of shadow.

Party role will combine divine spellcasting and stealth while providing augury and divination focused abilities.

Race Traits
Size
Small 0

Base Speed
Normal 0

Ability Score Modifiers
Standard (+2 Dex, –2 Wis, +2 Cha) 0

Languages
Standard 0

Defensive
Lucky 4
Defensive Training 3

Skill Bonus
Stealth 2

Resistances
Shadow travel 5

Total 14

Dark Archive

Steve the Cat wrote:

Wowza. Lot's to respond to. Let's start with custom races.

The custom race builder is primarily for those who want to create mutant versions of the core races. Small expenditures for adding logical abilities to existing races is fine too (for example, thunderbeard mentioned spending merely 2 rp to give Vanara's weapon finesse, this is fine). Totally new custom races will need explanation and will probably go through revision by myself. Templates are also open to DM revision (for example earlier I ruled that all lycanthropes must be of the afflicted variety - dropping DR down to 5).

YES, this system is quite abusable, but I trust you not to take advantage of it. Anyone who does is just hurting their chances of being selected. Making something overpowered, asking me for feedback, and then working with me to reduce it down to more managable levels is okay.

And lastly, a clarification, 15 rp races fall into the Type 3 category.
NEW RULE there is now a limit on custom race builds of 20 points.

@drayen: With the new rule you'll have to drop the Avariel to 20 or less rp.

Edit: I just realized that I haven't really made it clear anywhere, but I expect background information detailing what life was like before and after you joined the Circus / the circumstances under which you joined.

That's fine. I'll go with the aforementioned option two, dropping flight altogether. Since it's going to be a nonstandard avariel, I can just as easily drop the +2 WIS as well (I only added it for the sake of conformity with the published stats from 3.5), bringing it down to 14 rp. This should make it a type 2 race.

Now that we may have some agreement, I'll create a character with a background tonight at work.


thunderbeard wrote:

Arcanic Drake—I don't know what you have planned for your familiar, but the Mascot or Valet (cooperative crafting and constant prestidigitation) familiar archetypes could be uniquely neat in a caravan setting.

Also, this is looking ahead, but it might be cool to have a character with Craft (playbills) for flavor purposes, and long times on the road mean that crafters in general might be neat to have in the party.

... I should actually start on my build now, hmm.

Valet would work even without hands as the creature would still be able to lend its general magical energies as well as nudge things with it's tail maybe? Regardless I say go for it.

I'd envision playbills as falling more under the realm of Profession (printer), as in someone who prints bills, invitations, etc by hand.

@Katie: I'll review your race when I'm home and can more easily reference all the different races/traits/template you mentioned.


Here is Aggghh the Unclean.

WHAT IS THAT SMELL?:

Full Name : Agggghh the Unclean

Race: Dwarf

Classes/Levels Sorcerer 2(Skill focused)

Gender M

Size M

Age

Special Abilities :

Alignment: CN

Deity : Ale!

Location

Languages Dwarf,Common

Occupation : Handyman,Gofer

Strength 10
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 12 (+1)
Charisma 15 (+2)
Height: Weight: Hair:Bald Eyes: Brown
Favored Class: Sorcerer(Elemental-Cold) (Skill)
EXP: 0
Hit Points: 13
Spd: 20
Init: +0
AC: 12( armor shield)/Touch 12/FF 10)
BAB: +1
CMB: +1
CMD: 13
Saves: Fort +3(+5 poison) Ref +3 (+5 spells/SA) Will +4(+6 spells/SA)

Weapons:
Battleaxe +1 1d8 x3
Dagger +1 1d4 19-20

Skills: (3 plus 1 bonus per level)Perception (2+1)3,Spellcraft(2+3)5,Profession(Wainwright)(1+1+3+1 trait)6,Profession(Cook)(1+1+3+1 trait)6
Profession-Driver(1+1)2,Handle Animal(1+2)3

Feats:Enshew Materials,Combat Casting (+4 concentration when casting defensively or grappled)
Traits:Deft Dodger(+1 Reflex save),Survivalist(+1 fort saves)
Special Abilities:20 feet move speed not modified by armor or encumbrance
Darkvision 60 feet
+4 Dodge AC vs.Giants
+2 appraise to determine price of nonmagical goods with gemstones
+1 attack against goblinoids and orcs
+2 saves vs poison,spells,spell-like abilities
+4 CMD when resisting bull rush/trip on the ground
+2 Perception to notice unusual stonework such as traps and hidden doors in stone. Receive check within 10 feet
Proficient with battleaxes,heavy picks,warhammers
Elemental Ray 1d6 cold 5/day 30 feet

Equipment:
Battleaxe (10)
Dagger (2)
Sorcerer's Kit (8)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
CLW potion

Spells DC 12+Level 0/5/0/0
0 Detect Magic,Disrupt Undead,Ray of Frost,Message,Mending
1 Magic Missile,Mage armor
2
3

History:"AUGHHHHH! What is that smell?!"

That is often the phrase uttered when Agghhh(Augy) the Unclean enters the area. This hunchbacked dwarf is bald and has a uneven beard that would mark him a madman in dwarf society is perhaps on of the reasons he is traveling with the circus. Augy quite often goes around in just trousers and boots, leaving his sweaty form exposed without a care for weather unless it is snowing furiously.
Augy entered the employ of the Circus due to being run out of town for being an ugly, smelly nuisance and showed a surprising skill for cooking
and wagon repair which makes others wonder if he was a member of another caravan. He also has a smattering of skill with looking after animals but is a 'master of none' and only called upon in emergencies and is the unofficial cook.(Although everyone insists he jump in the river before he starts a meal.)


Katie 'The Sage' Dogrider wrote:

OK, since the proof is in the build, we have......

The mysterious fortune teller constantly shrouded in shadow, rather, in fact she is a creature of shadow (CR 1 template). The small lady of mystery has been known to divine all sorts of information by watching birds fly and gutting animals to read their entrails. Class = Oracle with Dark Tapestry Mystery and Seer Archetype.

Race will add the pieces not in the shadow template from the fetchling and deep gnome racial templates only. This will create the mysterious creature of shadow that is, in fact, from the plane of shadow.

Party role will combine divine spellcasting and stealth while providing augury and divination focused abilities.

Race Traits
Size
Small 0

Base Speed
Normal 0

Ability Score Modifiers
Standard (+2 Dex, –2 Wis, +2 Cha) 0

Languages
Standard 0

Defensive
Lucky 4
Defensive Training 3

Skill Bonus
Stealth 2

Resistances
Shadow travel 5

Total 14

Don't forget that you need to select a 'type' for your custom race, which in this case would have to be Outsider which is required for Shadow Travel. The Outsider type costs 3 rp, which means you'll have to lose something if you want to keep that shadow creature template. Also the Fetchling abilities definitely make sense but Deep Gnomes aren't really connected to the actual plane of shadow as far as I know, so you'll have to provide some justification in the race write-up if you want to keep those abilities.


Okay, this is thunderbeard, finally submitting my idea for a shield-twirling half-orc acrobat with a vow of nonviolence (or at least non-swordience). Full crunch is in the Alias, fluff stuff is copied below.

The Amazing Flying Boffo Jack
Half-Orc Brawler (Shield Champion)

Circus Role: Acrobat, Juggler, Clown

Caravan Role: Lookout/Guard, Tent-Rigger

Combat Role: Twirls around, knocking enemies back with his shields and trying to disarm anyone who threatens his party.

Description:

Standing nearly seven feet tall and weighing almost three hundred pounds, this brutish half-orc twirls and tumbles with incredible grace, surprises audiences and children alike. Despite his imposing build, Flying Jack is a highly nimble acrobat, scaling tent-poles with little effort and carefully juggling disks and torches as he glides swings and leaps from net to trapeze. Though he may still scare some, he's learned to throw around his improbable size as a comedic prop, lending that much more astonishment to his somersaults and feats of balance while earning him the respect of his fellow acrobats.

When the Circus leaves town, Jack is no slouch, either. In the time he traveled with Phineas, he did what he could to make himself useful, learning to set up and disassemble tents and wagon covers with ease, his natural acrobatic skills allowing him to carry large loads as he climbs. While he knows little about wagons or animal-driving, Jack makes a decent and enthusiastic lookout, and thanks to some dark times in his past he knows a little something about nearly every tavern the caravan's passed by.

While he's told few members of the Circus of his real name, or his past, "Flying Jack" is content to portray himself as the face he presents to the audience—a large, imposing, but ultimately friendly and patient clown with a strong inclination to behave with dignity and morality, if not pride.

As one of Phineas' first recruits to the Circus, Flying Jack will also be the last one to leave the sawdust trail. He couldn't imagine what he'd do if left to himself again, and will do everything he can to keep the last few members of the caravan together, even as the rest of their party falls apart all around him.

Backstory:

Jack's past has been an amalgam of good and bad fortune, of the sort that's often led him to wonder what misbegotten deity could possibly be protecting him and why it has such a terrible sense of humor.

Born to unknown parents, Jack was left as an overlarge green-skinned baby on the steps of a temple of some reclusive martial order. The resident warrior-monks took a liking to this strange child and decided to raise him as a sort of temple mascot, training the child from a young age in agility, athletics, and inner peace, the first two of which came much easier. While the people of the nearby village frequently bullied and harassed the strange, orcish child who occasionally came to market, his fathers and brothers in the order encouraged Jack to ignore them, and instead spend his time in training.

Jack quickly gained significant skill with the sword and shield, but his youthful restlessness left his attempts at meditation often lacking. Eventually, it was decided that the young boy was more fit to be a knight, and he was sent off to a local barracks to train for a fortnight before being allowed to try and join his region's prestigious Royal Guard.

Training with others his age was...not easy. Jack's fellow students were young, reckless, and by and large quite racist against orcs. During his first visit to the tavern, he was embroiled in a rather heated debate and, in the frenzy of the moment, drew his sword to defend himself. When the blood-rage cleared, he stood over the bodies of two men even younger than himself.

Remarkably, Jack was able to slip away without accusations or pursuit. Swearing in his youthful regret to never draw a weapon again, he set out for the road, putting his strength to use as an unskilled farmhand and day-laborer. At nights, Jack would find himself drawn to the cheapest taverns he could find, alternately cursing the god of wine or begging for his aid.

As he struggled to find coin in his travels, Jack eventually realized that some establishments would give a few free drinks to any towering half-orc willing to stand near the door and loom over anyone who caused trouble. And while he was not especially good at threatening, Jack's demonstrations of his martial arts training occasionally drew admiration and the occasional thrown copper piece.

From there, Jack was drawn to performance, from spinning shields and shadowboxing to jumping and tumbling, discovering within himself a natural talent for comedy—natural enough, at least, to earn his bread. The half-orc that Phineas T. Phostle found turning somersaults at a roadside tavern had little in the way of happiness or self-respect, but he already knew a thing or two about keeping an audience's attention.

Finding an invitation into the traveling Circus, Jack discovered a world where he didn't stick out—indeed, by some standard, he was rather normal. He quickly picked up acrobatics, juggling, and mock-fighting from the tumblers and clowns around him, and threw himself into the work, designing ever-more-ambitious tricks, nets, and tents, and occasionally being allowed to contribute to the Circus' set-up.

Even if he was never the most-persecuted member of the Circus, its imminent dissolution is hitting him hard, and "The Amazing Flying Boffo Jack," as he now calls himself (doing the best he can to forget his old identity) is beginning to once again grow despondent about his future.

Build Summary:

• High-AC tank with decent saves and HP

• Disarms enemies at medium range, will build towards ranged maneuver focus geared around protecting allies

• Combat switch-hitter, with decent damage output — using martial flexibility to switch between melee damage, ranged, or maneuver feats

• Talented acrobat/juggler/clown, with the skills necessary to climb, set up and take down tents and curtains

Enemies might fall over laughing when they realize they're fighting a 300-lb clown who's carrying nothing but shields!

Destination vote:

Flying Jack would definitely prefer the more-cosmopolitan Bard's Gate, but he's not going to argue with his party on this if he thinks it might risk splitting up further.

P.S. Here's some circus slang to spice up your life!


Completed caravan stats, hooray! Note 50 lbs worth of equipment equals roughly 1 cargo unit, so for example the "4x Tent Supplies" section means you have roughly 200 lbs worth of tent supplies which is broken down underneath. You do NOT have 4 pavilion tents, but 1 pavilion tent (50 lbs) which takes up 1 of these cargo units.

The Circus Caravan
Level 2

Offense - 2
Defense - 2
Mobility - 2
Morale - 3
Speed - 32 miles/day
Hit Points - 60
Traveler Capacity - 12
Cargo Capacity - 15 + 1(Efficient Packers)
Consumption - 5(horses) + 6(travelers)
Wagons - 3/5
Feats - Efficient Packers I, Enhanced Caravan I
Abilities - Once per game month per settlement you visit (or once per 5,000 people in larger settlements), you can unfold the mobile stage and attract a crowd. The caravans entertainers make a Perform (any) check, receiving a +2 bonus for each caravan member filling the entertainer role during the performance. The result of the Perform check is the amount in gold pieces taken in by the caravan. You must remain at the settlement for at least one day to make this check.
Cargo (11/16)
3x Stores
2x Repair Materials
1x Trade Goods
4x Tent Supplies
-Pavilion Tent
-Large Tent
-Med Tent
-5x Small Tent
-2x Block/Tackle
-Trusty Crowbar
1x Misc Supplies (everything < 1 gp)


So, sorry it took me so long... I had everything down and ready to go. I clicked on the save changes button and it deleted about 2/3 of the background entry... I feel bad that I forgot about half the stuff I wrote down and now its kinda longer than it was, but now kinda roundaboutish...

Anyway, here is what I have. I hope its not too "Wall of Text"-like. Also, I like to apologize if using Phineas in the background was off limits (even though he was only part of the last part).

Physical Description:
Zathyl is a thin, slightly muscled Volo with dark, almost black, green scales over most of his body with an almost florescent light green underlining of scales that lie across his chest, up his neck to just under his jaw. His Volo birth mark (which appears on his right arm like most Volo) is a light blue band that encircles his arm and has a v with a line through the center of it that is made up of his normal coloration (|>|). He has a long but wispy tale that flicks back and forth when in deep thought or excited. The clothes he wears are clean, though slightly journey worn and are mostly colored with earth tone browns and greens (though he has added a red scarf since joining the Caravan).

Height: 5' 8"
Weight: 175 lb.
Eyes: Solid Yellow (almost gold) with slits of black

Personality:

Racial Qualities and Traits:
Qualities:
The Volo:
Type – Humanoid (Reptilian) (0 RP)
Size – Medium (0 RP)
Speed – Normal (0 RP)
Ability Score Modifier – Standard [+2 DEX, +2 WIS, -2 STR] (0 RP)
Language – Standard [Common and Volo {starting}, Terran, Ignan, Aquan, Auran, Sylvan, Elven, Draconic {chosen} (0 RP)
Traits:
Defense Racial Traits:
Natural Armor (2 RP) - Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class.
Poison Resistance (3 RP) - Prerequisites: None; Benefit:
Members of this race gain a racial bonus on saving throws
against poison effects equal to their Hit Dice.
Feat and Skill Racial Traits:
Scavenger (2 RP) - Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on Appraise and
Perception checks to find hidden objects (including traps
and secret doors), determine whether food is spoiled, or
identify a potion by taste.
Movement Racial Traits:
Fast (1 RP) - Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot bonus to their base
speed. Special: This trait can be taken more than once, but
each time it is, the cost increases by 1 RP. Its effects stack.
Offense Racial Traits:
Bite [1d3] (1 RP) - Prerequisites: Small or larger size; Benefit:
Members of this race gain a natural bite attack, dealing
damage equivalent to that of a creature two size categories
lower than normal for their size (Bestiary 302; 1d2 for
Small races, 1d3 for Medium, etc.). The bite is a primary
attack, or a secondary attack if the creature is wielding
manufactured weapons. Special: This trait can be taken
up to two times. The second time it is taken, the bite
damage increases by one size category.
Senses Racial Traits:
Darkvision 60 Feet (2 RP) - Prerequisites: None; Benefit:
Members of this race can see in the dark up to 60 feet.

Class Features:
Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells:
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting:

A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp):

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages:

A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex):

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions)

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex):

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex):

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex):

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Archetype Class Features:
Nature Bond:

A serpent shaman who chooses an animal companion must select a snake. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Trickery, and Water domains.

Wild Empathy (Ex)

A serpent shaman can use wild empathy with reptiles as a full-round action with a +4 bonus.

Totem Transformation (Su):

At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:

movement (climb speed 20 feet, swim speed 20 feet)
scales (+2 natural armor bonus to AC)
senses (low-light vision, scent)
natural weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium druid, +2 CMB to grapple).
While using totem transformation, the serpent shaman may speak normally and can cast speak with animals (reptiles only) at will.

Domain:
Serpent Domain:

Granted Powers:

Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—charm animal, 2nd—animal trance, 3rd—poison, 4th—strong jaw, 5th—snakestaff, 6th—charm monster, 7th—animal shapes (reptiles and snakes only), 8th—scintillating pattern, 9th—crushing hand.

Skills:
Climb 5, Escape artist 8, Handle Animal 4, Heal 8, Knowledge (Geography) 6, Knowledge (Nature) 10, Perform (Dance) 5, Profession (Carnie) 8, Survival 12, Spellcraft 5

Feats:
Nature Soul:
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:
Caravan Campaign Trait: Escape artist and Perform (Dance) are class skills, get +1, and get one skill point per level for one of them (my choice).

Arcane Temper:
Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Crunch:
Zathyl Sathis - Druid (Serpent Shaman) 2
Neutral Good Medium Humanoid (Reptile {Volo})
Init +4; Perception +4
------------------------------------------
DEFENSE
------------------------------------------
AC 16, touch 13, flatfooted 13
HP 12 (1d8 + 0 Con)
Fort +2, Ref +3, Will +6
------------------------------------------
OFFENSE
------------------------------------------
Speed 40 ft.
Melee
Bite +2 (1d3 + 1)
Short Spear +2 (1d6 + 1)
Range
Sling +3 (1d4 +1)
Spells Known
1st (3 Spells/Day) DC 15: Charm Animal (Domain), Cure Light Wounds (2), Entagle
0th (infinite) DC 14: Detect Magic, Spark, Mending, Create Water
------------------------------------------
STATISTICS
------------------------------------------
XP 2,000
Str 12 (14 - 2), Dex 16 (14 + 2), Con 10, Int 12, Wis 18 (16 + 2), Cha 8
Base Attack +1; CMB 2; CMD 15
Feats: Nature Soul
Traits: Caravan Skills (Escape Artist, Perform (Dance)), Arcane Temper
Favoured Class: Druid (+1 skill)
Skills:
Climb 5 (1 Rank + 3 Class + 1 STR)
Escape artist 8 (1 rank + 3 Class + 3 DEX + 1 Trait)
Handle Animal 4 (2 Rank + 3 Class - 1 CHA)
Heal 8 (1 Rank + 3 Class + 4 WIS)
Knowledge (Geography) 6 (2 Rank + 3 Class + 1 INT)
Knowledge (Nature) 10 (2 Rank + 3 Class + 1 INT + 2 "Class" + 2 Feat)
Perform (Dance) 5 (2 Rank + 3 Class + 1 Trait - 1 CHA)
Profession (Carnie) 8 ( 1 Rank + 3 Class + 4 WIS)
Survival 12 (1 Rank + 3 Class + 4 WIS + 2 "Class" + 2 Feat)
Spellcraft 5 (1 Rank + 3 Class + 1 INT)
Languages: Common, Volo, Druid, Caravan Cant
Equipment: Explorer's Outfit, Druid's Kit, Leather Armor, Short Spear, Sling (30 Bullets)
Current encumberance:
Money: 44 GP, 7 SP
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Nature Bond: Serpent Domain

Wild Empathy (+4 against reptiles)

Woodland Stride (Ex):

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Totem Transformation (Su):
At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:

movement (climb speed 20 feet, swim speed 20 feet)
scales (+2 natural armor bonus to AC)
senses (low-light vision, scent)
natural weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium druid, +2 CMB to grapple).
While using totem transformation, the serpent shaman may speak normally and can cast speak with animals (reptiles only) at will.
-Domain Abilities-
Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Familiar Crunch:
Slatha (Viper Familiar)
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 6
Fort +2, Ref +5, Will +4

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Familiar Abilities:
improved evasion, share spells, empathic link

Familiar Archetype:
Valet
A valet is a consummate personal servant, able to fetch, deliver, and perform for its master's every need.

Class Skills

A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex)

A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

This ability replaces Alertness.

Prestidigitation (Sp)

A valet can use prestidigitation once per hour.

Teammate (Ex)

A valet is considered to have all the teamwork feats its master has.

Deliver Touch Spells (Su)

At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.

This ability modifies deliver touch spells.

Deliver Aid (Ex)

At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.

This ability replaces speak with animals of its kind.

Aide to All (Ex)

At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks.

This ability replaces scry on familiar.

Equipped Items:
Melee: Short Spear
Range: Sling (30 Bullets)
Armor: Leather
Magic Items:

Items and Treasure:
Items: Explorer's Outfit, Druid's Kit
Treasure:

Wealth:
0 PP 44 GP 7 SP 0 CP

Background:
Born into a small, nomadic Volo tribe, Zathyl Sathis grew up understanding the voice of nature and the longing of the open road before him. From an early age he was trained by the tribes elder druid due to the natural aptitude that he saw in the young snake and because of Zathyl's seemingly direct connection to the Volo people's spirit animal. Many years went by while Zathyl stayed in the tribe, teaching him about the stigma against his people and what could come of it. Many times over the years the tribe was attacked and many times the tribe defended its very survival. Many died, both fellow tribe members and xenophobic warriors alike. After years of turmoil and repeating of history, the tribe finally decided to settle down and try to create a home for themselves that they could defend and possibly prosper. Zathyl found that he couldn't stand the static settlement that was being introduced to the tribe, gave his luck to his people and continued adventuring onward.

What came was a lonesome journey and more lessons to be learned. While he avoided large groups of people on the road, he found that some of the smaller more isolated groups were more accepting of his appearance and though wary of him, allowed the exchanged of knowledge, stories, and some goods. Though this mostly wasn't the case for most groups and he found himself not welcome in many and hunted in most. After a few years of traveling by himself in the wilderness, Zathyl found a sight that he would never forget. A chain of wagons surmounted the road with many different races aboard them and walking beside them. Many of them were fantastical and wondrous to his eyes and bespoke of something that he had never seen before. Drawn the the caravan without reservations or caution that he had shown in his previous years, he followed the line of wagons until they made camp. Boldly he walked into one of the many camps and inquired as to the purpose of the procession. An elderly man by the fire stood and walked over to him, exclaiming that he was Phineas T. Phostle the druid and the ring Leader to this Circus Caravan. Upon seeing Zathyl's look of confusion, Phineas gave an understanding chuckle and asked the Snakeman to sit with him while he explained what the circus was and what he was trying to accomplish. The Caravan that he lead, or the Circus as he called it, was supposed to be a safe traveling haven for those that society rejected due to their physical differences and sometimes non-physical ones, allowing safety in numbers, companionship, and a legal way to make a self supporting profit to feed and clothe those who participated. Zathyl was touched by Phineas's act of kindness for the procession and asked if he too could join the Circus and help Phineas's cause. The Ringleader looked thoughtful and told the snakeman that he could join the Caravan, but he could not truly join the Circus until he proved himself for it. Zathyl agreed and told the Ringmaster that he would help his cause anyway he could. And so Zathyl traveled with the circus, selflessly helping those in it where he could and learning some skills of the trade to help make the caravan's earnings. A few months soon after, Phineas's health started to fail and he became bed ridden. On his death bed Phineas named his successor , his awakened Cat Companion, and finally told Zathyl that he was an official member of the circus. Before Phineas died Zathyl promised him that he would try to uphold the ideals of what the former ringmaster was trying to accomplish. The druid passed away not an hour after this promise...

Also, I might exchange a rank of one of my skills for crafting, though I don't know what we might need...


Nice to see these characters rolling in.

@MannyGoblin: Agggh the Unclean needs a bit more on his background (see before/after/circumstances of his joining the Circus).

@thunderbeard: I think I found the perfect deity for those warrior-monks that Flying Jack was raised by. The "embodiment of martial perfection," he's often worshipped by guardsmen, and his holy symbol is a shield! I don't know if there could be a better fit.

Vanitthu, God of the Steadfast Guard:

Alignment: Lawful Neutral
Domains: Law, Protection, War, Healing
Symbol: A gray shield emblazoned with a stylized black fortress tower
Garb: A gray tabard with a black tower sigil
Favored Weapons: Spear
Form of Worship and Holidays: Prayers are often said to Vanitthu at the start of sieges or by guardsmen prior to heading out on the beat.
Typical Worshippers: Barristers, judges, guards, professional soldiers, military officers and nobles.
Some claim that Vanitthu is the son of the great god Anumon; others go so far as to say that Vanitthu is yet another aspect of the great god (this schism has caused considerable conflict within the faith). In either case, Vanitthu is the embodiment of martial perfection, law, the strength of the state, and the punishment of the guilty. A grim and resolute deity, Vanitthu is always shown bearing a spear made of lightning, and a polished mithril shield. He often appears to his followers on the field of battle, especially to those engaged in or defending against sieges.

@Arcanic Drake: On the topic of gods, if you want to, you can freely invent whatever nature-y Volo deities you want. As skills go, Profession(carnie) is much to generic for this sort of campaign and your Perform skill is probably what you'd be using for circus-related rolls anyway; replace it.


Agghhh, while serving as a handy-man, laborer and a surprisingly good cook while in town before The Circus arrived, was only really tolerated for his slight magical skill that mended broken tools and small objects that paid for his cot and stew at the local tavern. Once a less hygiene-challenged cook was found, Agghh found himself hauling trash about and work that utterly ignored his vast array of skills.(Or so he said.) When The Circus arrived, Agghh saw the often repaired canvas, wood and leather that made up the patchwork displays and presented himself as an expert at maintaining equipment and sweetened the deal with a bowl of his finest stew.
He was sure he made it correctly, but kept wondering why they had such a sour look on their face as they ate, he did get hired though and now fixes minor damage, cooks, handles the animals and whatever work that needs to be done in areas away from everyone else. He doesn't mind, the quiet gives him time to concentrate.


Vanitthu sounds good! Although Flying Jack is... probably not a very strong believer at the moment, he may remember some things from his past should he drift back towards lawful or seriously need divine guidance.

The trait Shield Trained (due to strange wording RAW that hasn't been errata'd yet, actually required for a Shield Champion to be proficient with Shield Bashes) in Golarion requires training by priests of Gorum. Vanitthu seems pretty opposite in alignment, but not bad at all—and if that's Jack's training, it should probably move him towards NG.

Liberty's Edge

Veilwar the Magnificent, conjurer of shadows and adapt of the Mystic Arts is a tall, darkly handsome man, with a thin, waxed moustache and a pointed, beard. It is, of course, all an illusion. His real appearance is not even close to this image. As a wayang he is short, with a slightly rotund body and stick-like arms and legs poking out. His hair is dark, but oily and scraggly, while his beak-like nose and pointed chin almost look as if they would meet. Dark, beady eyes dart here and there, as if searching the shadows for hidden figures.
While performing, he is a confidant and charismatic figure, but in truth he is withdrawn and trusts very few people. He can sometimes be seen skulking about the carnival, as if looking for something, or perhaps hiding from something.
His only real friend seems to be the fortune teller, with whom he shares a love for shadow.

@Katie: hope you do not mind Veilwar being your friend...seeing as how you both love the shadows so much!!


thunderbeard wrote:

Vanitthu sounds good! Although Flying Jack is... probably not a very strong believer at the moment, he may remember some things from his past should he drift back towards lawful or seriously need divine guidance.

The trait Shield Trained (due to strange wording RAW that hasn't been errata'd yet, actually required for a Shield Champion to be proficient with Shield Bashes) in Golarion requires training by priests of Gorum. Vanitthu seems pretty opposite in alignment, but not bad at all—and if that's Jack's training, it should probably move him towards NG.

I haven't looked at that trait/archetype yet, but I'd probably rule that Shield Champions don't need the trait for proficiency, which would make sense.


Steve the Cat wrote:
@Arcanic Drake: On the topic of gods, if you want to, you can freely invent whatever nature-y Volo deities you want. As skills go, Profession(carnie) is much to generic for this sort of campaign and your Perform skill is probably what you'd be using for circus-related rolls anyway; replace it.

Siath Ilsith, Goddess of the Volo and the Earth.

As skills go... I think I will replace the Profession (carnie) with profession (cook). My reasoning for this is in part his years by himself (where he needed self sufficiency) and finally his years with the circus and needing to help outside the show.

I can also replace a rank in my knowledge (geography) (since it has 2) and/or climb (since I might not need it) and do craft skills. I still don't know what to go for... What do you guys think?


It's... unlikely that Shield Champions are supposed to need the proficiency (They are RAW only proficient with Simple Weapons, and Shield Bashes are Martial. But by that same logic, Monks aren't proficient in Unarmed Strike). "Shield Trained" still makes sense for flavor.

If you want an unusual Craft skill, Craft (jewelry), Craft (sculpture), Craft (carpenter), Profession (tailor), and Profession (woodcutter) are all ones that both a) could produce things usable or sell-able by a traveling caravan and b) be actually used in magic item creation, depending on the item.


Steve the Cat wrote:
thunderbeard wrote:

Vanitthu sounds good! Although Flying Jack is... probably not a very strong believer at the moment, he may remember some things from his past should he drift back towards lawful or seriously need divine guidance.

The trait Shield Trained (due to strange wording RAW that hasn't been errata'd yet, actually required for a Shield Champion to be proficient with Shield Bashes) in Golarion requires training by priests of Gorum. Vanitthu seems pretty opposite in alignment, but not bad at all—and if that's Jack's training, it should probably move him towards NG.

I haven't looked at that trait/archetype yet, but I'd probably rule that Shield Champions don't need the trait for proficiency, which would make sense.

I agree with Steve. I think its a given that you would be able to do it (your kinda supposed to be a Pathfinder version of captain america).


Originally created for another campaign. I'll rework him for this one. Let me know if you have any problems with the custom race.


Scout: are you familar with Wyrwoods? Seems very similar, if you got rid of full construct.

Also, a dancing puppet?


thunderbeard wrote:
If you want an unusual Craft skill, Craft (jewelry), Craft (sculpture), Craft (carpenter), Profession (tailor), and Profession (woodcutter) are all ones that both a) could produce things usable or sell-able by a traveling caravan and b) be actually used in magic item creation, depending on the item.

Hmm... Maybe Craft (Carpentry). It would help with some magic items later if I decide to take the feats, I could carve figurines and other bobbles to sell for more money, not to mention the other things that it would help out on the road and some of the roleplaying applications (he used to widdle to entertain himself on the road and will sometimes start carving when bored or deep in thought).

Also, if given permission, I could use in conjunction with the Ironwood spell later on to make wooden armor (Speaking of Ironwood, "armored" carriages anyone).


Also, regular (non ironwood) wooden armor isn't too shabby. (+3 AC, -1 ACP, Max Dex +3).


thunderbeard wrote:
Also, regular (non ironwood) wooden armor isn't too shabby. (+3 AC, -1 ACP, Max Dex +3).

Eh, I'll stick with my more flexible, lighter leather until the AC for the Wood gets a little higher, but thanks for posting the stats for it.

thunderbeard wrote:

Scout: are you familar with Wyrwoods? Seems very similar, if you got rid of full construct.

Also, a dancing puppet?

I just love those little puppet people! "Homicidal Pinocchios!"

Ya, looks very similar... just half construct, outsider and life bound.


Scout 42 wrote:
Originally created for another campaign. I'll rework him for this one. Let me know if you have any problems with the custom race.

Custom race looks alright, just get the background Circusified.


Ok, I should have things swapped around so that he will hopefully be "circusy" enough. Let me know if there's anything that might still need to be changed.

Responding to other comments, what I was trying to do was make a warforged analog that was light enough in terms of RP that it could potentially fit in just about anywhere. I didn't want to go for a full construct as I felt that would be too "heavy" in terms of RP. Besides, I also wanted something that could benefit from natural healing.


So many votes for Bard's Gate, I may as well just start prepping the area now...

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