It's a Big World After All Recruitment


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Aw, too bad! You're always welcome in the bonus slot. My sister and I actually had an idea for a later chapter in which that inquisitor might fit nicely.


The Pale King wrote:
Wow, that's a lot of applicants. I am definitely leaning heavily toward the two concepts you liked more out of mine.

By the way, for what it's worth, my sister's favorite concepts were the dwarf and the gnome. :P


Dang it KC, you broke my streak! :(

Dark Archive

About the Quillick, here is a link to a drawing I did of one.
Quillick Warrior(Female)

The male doesn't have the colored frills like the female.
The weapon is a special underwater axe/spear. Similar to a halberd.


Wow, looks very cool!

Liberty's Edge

In addition to the kindercloak, I'd also like to submit a super normal humanoid character.

Glendos Vialli is a dwarven unchained monk who's lived in Barlily for most of her life, but never felt at home because of fey associations. She was trained by a monk who turned out to be fey, and since he beat up some children (ostensibly for her sake) and then fled town, she wants to find him again and make him answer for his crime. She also fishes with her bare hands, and hopes to someday catch one of the unusual aquatic creatures she's seen in the Styx. Doc link.


Would you allow this 3pp? Dragonrider If so, I have something for you.


Working on two more


William here, this is the alias for my Quillick, I couldn't find a better alias picture :P


Based on first impressions, the dragonrider seems pretty powerful. We might need to make some changes if you get accepted—just a warning.


Thats fine, I probably wouldn't pick the gold dragon as its clearly the most powerful and a fair portion of its strength comes from the dragon itself. (as to be expected)


Changes I would consider would be taking away the Good Reflex or Will save, lowering the HD/BAB, and reducing the abilities/sizes of the dragons themselves. Comparing it to other pet classes (including the sky stalker) and other martial classes, the dragonrider definitely has the edge as-is.


True, though the PC himself doesn't get much in the way of other boosts. PM what you would want to change. I'd say keeping the fort/will saves as good makes sense RP wise due to being bonded with a dragon, but thats all your call. I'll PM you some thoughts on how I would go about it.


I'd rather steer clear of explicit rules changes on that front for now, unless anything's a dealbreaker for you. All I really need is an idea of the character.


Here is the Dragon Rider for you too look over, let me know if the back story would be in conflict with any ideas you had about the place. As of now, its straight up no changes to the numbers.


updated with class, items level and skills.


GM Panic here
next PC, is a Drow, cus I wanted to see what one was like as a cleric.


GM panic again, this is
Lady Naliea Inceene Lorenzz
I am still working on her, race wise.


Lady Naliea Inceene Lorenzz wrote:

GM panic again, this is

Lady Naliea Inceene Lorenzz
I am still working on her, race wise.

Done she is an outsider who becomes a monster race. A Snaked lady


Pretty daunting having to pick from this lineup...


1 person marked this as a favorite.

Of Gnorcs and Gnomes:

How exactly gnorcs came to be is a mystery lost in the mists of time.
What is known is that orcs and gnomes do not get along particularly
well today, and gnorcs exist almost exclusively as a fully integrated
part of gnomish society. About a quarter of the gnomish population is
actually gnorcs, and the orcish genes are so widespread, that
sometimes what appears to be a pureblooded gnomish couple will give
birth to a gnorc. There are even rare cases where a child appearing to
be fully gnomish grows to medium size, or a baby that appears fully
orcish will only grow to small size, and various combinations of such.
If there ever was any prejudice against gnorcs in gnomish society, it
has been a fact of life for so long that it does not exist anymore.

Combining the strength and tenacity of their orcish ancestors with the
fascination for tools and machinery of their gnomish side, gnorcs are
a valued part of gnomish society, and tend to gravitate towards
protective roles such as guards and soldiers, though they can be found
in pretty much any profession. The widespread influence of the orcish
genes have led to gnomish society being more assertive and willing to
use military force than on other worlds, and there are ancient legends
of a large gnomish kingdom full of fantastic contraptions that combine
magic and mechanics.

In appearance, gnorcs somehow manage to combine the features of both
races into a mostly pleasing appearance, though the orcish heritage is
generally obvious.

Gnorc Racial Traits

+2 Strength, +2 Constitution: Gnorcs are hardy, combining the best aspects of their racial heritage. (2 RP)

Gnorc: Gnorcs are humanoids with the orc and gnome subtypes. (0 RP)

Small: Gnorcs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. (0 RP)

Normal Speed: Orcs have a base speed of 30 feet. (0 RP)

Low-Light Vision: Gnorcs can see twice as far as humans in conditions of dim light. (1 RP)

Ferocity: Gnorcs can remain conscious and continue fighting even if their hit point totals fall below 0. Gnorcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. (4 RP)

Keen Senses: Gnorcs receive a +2 racial bonus on Perception checks. (2 RP)

Master Tinker: Gnorcs experiment with all manner of mechanical devices. Gnorcs with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. (2 RP)

Obsessive: Gnorcs receive a +2 racial bonus on a Craft or Profession skill of their choice. (2 RP)

Languages: Gnorcs begin play speaking Gnome and Common. Gnorcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Orc. (0 RP)

Alternate Racial Traits

Gnorcs may select one racial or alternate racial trait from the orc or gnome lists in exchange for traits from the above list whose total RP is equal to or greater than the chosen alternate.

Favored Class Options

Gnorcs may choose from the options on the orc list of options. For any class not on the orc list, they may choose an option from the gnome list.

Racial Archetypes

Gnorcs can choose from the orc dirty fighter or the gnome experimental gunsmith racial archetypes.

The Empire of Giantholm

Situated on a giant's large estate among the clouds, the mighty Empire of Giantholm's origins remain the stuff of legends. Some say that the giant left on an errand and will return some day. Others say he died. Or was banished. Or that somehow the founders of the gnomish empire managed to slay him. Whatever the truth, no giant resides there now, but the magics continue to function. At some point in the distant past, when the various kingdoms of small folk living like ants amongst the giant's cast offs felt the giant wasn't coming back, some began to resent the gnome's control of the magic garden and its bountiful harvests. Thus began a series of wars, lasting hundreds of years, that eventually saw the gnomes began to absorb those around them, both through military might, and eventually, as they grew, through treaties and economic supremacy.

The empire now controls an area roughly equivalent to the Mongol empire at its height, encompassing the garden, the rose garden, and much of the kitchen. And much like the Mongols, they believe in merit and ability over the circumstances of your birth. Thus the empire is about 37% gnome, 13% gnorc, and 50% a mixture of various other races, and the various branches of the imperial government more or less reflect that mix. The exception is the Imperial Army, where the proportion of Gnorcs and gnomes is roughly reversed. With the aid of their mighty airships, the empire continues a slow expansion, though the deeper interior of the giants castle seem to contain many strange and wondrous beings. Perhaps even the giant himself, taking what he considers to be a nap. And what will happen if the ants awaken him?

Ok, so, let me know what you think. If you like any of it, feel free to use even if I'm not selected. If you do like it, I was thinking of a gnorc fighter from a gnomish village within a few days travel of Barlily.


Why yes, I think I've heard of this, Guh-nasty Guh-norc character.


KC,
I came up with another idea for a character...
It might have been created by someone else already..not sure and can not remember if they did.
I was thinking of a Wyrwood Wizard that has a human/elf as it's familiar. Kind of like Master Blaster from beyond thunder dome....


I've never seen Beyond Thunder Dome. Could you explain the premise of this character?


A tiny man rides in a harness on the back of a large man...
The Tiny man is the brains and the Tall man is the muscle...
So the Wyrwoond would be the small person being carried by the large familiar.
I was picturing a human type with a small basket/throne/chair that was on the back or should of the human. The Human would be the one carrying him around and riding the horse etc.
I will PM you a picture of the character from the movie.


As a general reminder to everyone, I'm really not interested in wrangling third-party classes and content. Third-party classes tend to be messy, with the exceptions of a few noteworthy publishers, and it's a lot of work to review them to see if they can work. Just because there's freedom of choice with races doesn't mean the same applies to everything in the system.

Path of War is pretty good, I guess.

If you really have an idea you love that hinges on some third-party content, I'll consider it. Make sure it is something you love.


Oh, legit I do :3. I also love the idea of the machine-smith, but I thought maybe the one I submitted would fit better with the world.

Honestly the sky stalker ranger I would have submitted background was pretty much a rip off of this one, with a few minor changes obviously.


Jovich wrote:

A tiny man rides in a harness on the back of a large man...

The Tiny man is the brains and the Tall man is the muscle...
So the Wyrwoond would be the small person being carried by the large familiar.
I was picturing a human type with a small basket/throne/chair that was on the back or should of the human. The Human would be the one carrying him around and riding the horse etc.
I will PM you a picture of the character from the movie.

Sounds like you could accomplish this with a sort of summoner, actually, or even a devolutionist druid. But what do you think would suit this best? Familiars aren't really supposed to serve as "muscle".


I'm not sure if you saw my previous post regarding the Origami Master Archetype. Here it is
and it's mother thread.

Agostina so far...with personality and background info incoming.


I did, and it looks pretty cool! It's a pretty busy archetype, but you could definitely incorporate a version of it, at the very least. I think the overall archetype would work, too, it's just that I can't be sure without really taking time to analyze it.


Also, thelizardwizard's and my post are switching back and forth and it's kind of terrifying. We're talking ninja telefrag, here.


Kobold Cleaver wrote:
I did, and it looks pretty cool! It's a pretty busy archetype, but you could definitely incorporate a version of it, at the very least. I think the overall archetype would work, too, it's just that I can't be sure without really taking time to analyze it.

Ok, cool! I just wanted your go ahead for the mechanics. It's definitely a very ROBUST archetype. I wouldn't mind any variation of it, I'm honestly using it for the summon monster ability and how amazing the theme is represented. The eidolon is almost tertiary to the concept I had in mind. I just wanted to double check because you mentioned your apprehension of 3rd party/custom content.

I thought I was imagining the post switching! I'm glad alone in my craziness. I wonder if anyone else saw...


Going to change my Drow to an investigator really like the idea of and underdark kind of gum shoe pc.

Gm did anyone ask about guns in your setting


Hi,

I'm falling more and more in love with the idea of a Painterlily. If I create a Sorceress, it'll definitely be a Painterlily rather than a human.

JMH


Someone did ask about guns, and it's outlined in the document:

House Rules/Setting Doc wrote:
Gunslingers are restricted to Early Firearms, and will seem every bit as strange and anomalous to the locals as mind flayers or dvati. That gun ain't from around here, partner.


Thanks for letting me know GM, will drop the gun idea, seems a bit out there for this setting.


Kobold Cleaver wrote:
Aw, too bad! You're always welcome in the bonus slot. My sister and I actually had an idea for a later chapter in which that inquisitor might fit nicely.

With your permission Kobold Cleaver, I believe I have come to peace with my Trow inquisitor and would like to reenter him for consideration.

I am focusing less on what was the problem for me. Which was the intricacies of the unseelie court and how it applied to an Inquisitor. And I am focusing on the chaotic nature of the fey and the strangeness of this particular breed and character. Though he will remain an inquisitor of the Unseelie court and I will have some description of what that means.

Also, I am losing the wings, though that was one of the things that drew me to creating my own race; this race the trow are better off without them.

I would like to replace the Racial trait "flight" @ 4 race points with "sky Sentinal" @ 3 points and "weapon familiarity" twice @ 2 points for four weapons: light hammers, warhammers, earthbreaker and Lucerne hammer. which will make it a 15 point spend.

If this is ok, please let me know.

Edit: Hey GM_Panic, when are we sailing the Mediterranean again?


Hey KC, not sure if you missed it, but what did you think of my gnorc idea above?


I'm mostly not commenting on races unless there's a problem. It looks good! Interested to see what sort of character you come up with with it.


Kobold Cleaver wrote:
I'm mostly not commenting on races unless there's a problem. It looks good! Interested to see what sort of character you come up with with it.

Ah, copy that. As I'm looking at building a fighter, I have a question. Will this game be using the advanced armor and weapon training rules? I ask, because with your house rules about fighter's skill points, there is potential to build a fighter that by 7th level gets more skill points per level than a rogue with the same intelligence.


That's with stuff like favored class bonus and eclectic, right?


Can you clarify what you mean? I'm not familiar with those rules.


Okay, I think I've found what you meant (it was tricky because those abilities don't technically grant skill points). Yes, we can use those rules. You're making a significant investment to get that good at those skills.


Ah, it's from the player companion armor master's handbook. description is here. It's the adaptable training option. And since advanced armor training is available as a feat starting at 3rd level and you can select it up to 4 times, it's pretty easy to get a lot of extra skill points by mid levels.

weapon master's handbook has a similar option, btw. all paizo official. taken to the extreme, a high level fighter could effectively be getting 8 extra skill points per level using these options. doesn't matter at first level obviously, but if the game were to go on long enough it could.

edit: ninjaed! But I'll leave this here to make sure we're on the same page.


I think if you're willing to invest that much into your skills, some extra skill points are fine. It's not like the fighter is in danger of becoming the most powerful class in the game. And you make sacrifices to get these benefits. The Weapon Training sacrifice is actually pretty brutal, since Weapon Training is one of the best abilities the standard fighter gets. If the final cut ends up including another "skill monkey" character, like a rogue, there might be a need for some niche protection, but that can be resolved by player choice as much as by game balancing.


Well, the primary weapon group still advances, so it doesn't seem that bad to me. By that level it seems like most fighters would already have a favored weapon. But I agree, it's not going to make fighters overpowered. And honestly rogues have specialized abilities based around skills that fighters can't match. Just wanted to see if you were on board with the potential for a fighter character to eventually be getting 17 skill points per level equivalent.


Actually, reviewing this, you may be right. I'd probably want to limit the skill intake in some ways—perhaps by removing access to the feat, or decreasing the number of times you could take the skill-related options. Fighters get 4 bonus skill points in this game, after all. That's something to consider for later.


Robert Henry wrote:


Edit: Hey GM_Panic, when are we sailing the Mediterranean again?

haha that was a fun game, don't know work wise I am doing so much, To biz going and teaching as well. Also writing so work work.


Lady Naliea Inceene Lorenzz wrote:

GM panic again, this is

Lady Naliea Inceene Lorenzz
I am still working on her, race wise.

Image here, I went another way, is becomes a monster. See image.


Would you be opposed to allowing Background skills? I'd love to add more flavor to my character but my skill points are divided. I have points in craft origami and want some in singing or lore mythology regarding my characters culture but currently can't afford it.

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