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Kingmaker AP - Elder Mythos style


Recruitment

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Hi all, plan to respond to questions and posts later today, just letting everyone know I'm paying attention.


Hunger wrote:
Hi all, plan to respond to questions and posts later today, just letting everyone know I'm paying attention.

Ignore my questions about the feats. Not only are they unnecessary, they're just not right for the character, as he's kinda forming in my head.

Sovereign Court

Leo “Mac tire” Billeen
Half-Elf Ranger(Wild Shadow)

Actor portrayal: Jeffrey Dean Morgan

1.)Honestly, this is a character I've had for Kingmaker for a while now that has never been selected. However, I really like the idea of someone trying to escape reality and winding up dealing with aberrations.

2.)Leo was a youth that joined up with a group of bandits in Brevoy and eventually became the leader, taking on the title of Mac tíre, “Wolf.” One day, a group of heroes stormed their bandit camp and killed/captured most of the bandits. Mac fled and started a new life on the fringes of society and traded the pelts he collected. One of the heroes tracked him down again and now hopes that heading into the wilds will help him finally have a new life.

Additionally I do have a secondary submission as well, if that's ok.

Henrik Vlastimil Cordovan

Half-Elf Paladin (Mind Sword archetype and an Oath against Corruption)

Actor portrayal: Clive Owen

1.) I came up with this character while slow at work and really like the idea of a Paladin that is a little weaker physically but, relies on his CHA far more for his abilities.

2.) Deep within the Golushkin Mountains is a chamber that the Garess family sealed shut long ago. The official reason was a an abundance of deadly gasses that seeped up through the cracks but, an ancient journal from an ancestor recounts a group of miners awakening a star-headed creature with tentacles. When a young Henrik presented this journal to his uncle, he was ignored and the Garess’ went ahead with plans to open the chamber. Instead of finding a forgotten cache of ore, the miners once again awoke the aberrant thing. Henrik and his uncle barely managed to escape and made plans to seal the chamber once more. After leading the charge to seal the chamber once more Henrik found himself with strange abilities and dedicated his life to using the abilities to destroying the Eldritch things in the world.

Grand Lodge

Stat Block for Andelis Rovena, Human Wizard

Crunch:

ANDELIS ROVENA
Female Human Conjurer 1
NG Medium humanoid (human)
Init +7; Senses Perception +2,

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6)+2
Fort +5, Ref +2, Will +2

OFFENSE
Speed 20 ft.
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Ranged alchemist's fire (flask) +2 (1d6)
Ranged shard gel (flask) +2 (1d4)
Prepared Spells Prepared Spell List
Wizard (CL 1st):
1st - grease (DC 15), *summon monster i (2)
0th - acid splash, light, prestidigitation (DC 14)

STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise +4, Climb -3, Craft (Untrained) +4, Escape Artist -1, Fly -1, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nature) +8, Linguistics(Giant) +8, Perception +2, Ride -1, Sense Motive +2, Spellcraft +8, Stealth -1, Swim -3,
Languages Aklo, Common, Draconic, Giant, Goblin, Orc
Possessions- outfit (scholar's); crossbow bolts (10) (x3); dagger; alchemist's fire (flask); shard gel (flask); spellbook (wizard's/blank); Light Crossbow ; Backpack, Common [ Bedroll; Chalk (1 Piece) (x5); Journal; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin (Filled); ]; Belt Pouch ; Spell Component Pouch ;
Spellbook (Wizard's/Blank)
0th - acid splash , arcane mark , dancing lights , daze (DC 14) , flare (DC 14) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , resistance (DC 14) , spark (DC 14)
1st - enlarge person (DC 15) , feather fall (DC 15) , grease (DC 15) , mage armor (DC 15) , magic missile , magic weapon (DC 15) , *summon monster i

SPECIAL ABILITIES
Acid Dart (Sp) - As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day.
Cantrips - You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School - You have chosen to specialize in conjuration spells.
Divination Opposition School - You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a divination spell as a prerequisite.
Necromancy Opposition School - You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Familiar - A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) - PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Summoner's Charm (Su) - When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Resilient Trait - Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Arcane Temper Trait - You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks
Tough Minded Campaign Trait - You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Who Would Play My Character in a Movie?
Probably Rashida Jones.

Why did I choose to submit this Character?
I think a scholarly wizard researching the history of the Stolen Lands and why it’s never been able to be successfully settled by anyone would be an interesting part of a larger story. She believes that the proper understanding of history and an appropriate use of magic would make settling the stolen lands possible. She also believes that if she could found a school of magic to continue research and bolster the magical offense and defense of the fledgling kingdom would be an excellent defense against whatever is keeping the region from being civilized.

Short Character Background.
Andelis Rovena was born in Restov to a silversmith’s family. As she grew older it became apparent that she was deeply intelligent and inquisitive. One day when her father was making a silver candelabra for an old scholarly wizard, she began talking to him and he took her as his apprentice. He was a scholar of the history of Brevoy and the River Kingdoms, and in particular the Stolen Lands and their history. After he died she decided to continue his research by traveling to the stolen lands herself. Upon hearing the call to settle in the stolen lands and establish a kingdom, she knew it was the perfect opportunity not only to learn more about its history, but to help create a new lasting history for the future to discover.


Thought I'd dot in; I've a character from a never-finished Kingmaker campaign that I'd like to bring back. I'll have a full build and backstory written up likely on Wednesday.

I do have a question, though: Do I have to pick an actor who's still alive?


Appreciate the interest so far, already getting some intriguing characters, so that's always a good sign!

Started this last night, finished this morning. Please let me know if I missed a question - for those who have put forth character ideas, I didn't comment on them unless specifically asked to do so.

I'll start sending specific questions and feedback about submissions sometime mid-week, roughly in the order they appear in the thread.

Also, Path of War is approved.

Paizo Fan:
Do you approve as much if it's a Lawful Evil Fetchling Mesmerist who plans on using their life on the streets in order to carve out a position of power?

Sure, it's reasonable. I'm curious, at least.

Tassadan:
What are your thoughts on that erratta?

I'm at about 60% agree with it. So sorry, no house rule saying otherwise.

Ancient Dragon Master:
Would we have some knowledge of the elder mythos like stuff that is happening?
Can we use the bargaining, Investment, And/or Combat tacticsRules?

Knowledge will be through normal skills.
Maybe, maybe, no.

Deaths Adorable Apprentice:
My question about the combat was if you would be using maps or theater of the mind. Sorry about the odd phrasings.

No worries. I will use maps occasionally, but not for every fight.

Peet:
How does this sound so far?
Any chance of houseruling that to allow the feat? Or houseruling the magus proficiencies to get rid of some stuff in order to treat the Aldori sword as a martial weapon?

I think the basics you have laid out sound fine.
Sorry, no house rule on that.

Ancient Dragon Master:
Are you using aging penaltys?
Are you using the old or new outsider race aging? (Are they long-Lived or human aging)

No, we're not using aging chart.
I don't have a preference. Player choice.

Joseph Stoltz:
Would you be adverse to considering the Avowed?

I'll look through it let you know in a day or so.

Michael7123:
For some reason, Winlas, the god of religious cerimonies and ritual, does not have access to the magic domain or rites subdomain. Would you mind if I used those for my character?
Would you mind if I refluffed one of the campaign traits?
Also, what are your thoughts on pre game crafting?

I'll think about the domains/subs.
Let me know what change you want to make.
Pre-game crafting shouldn't be part of this submission.

icehawk333:
How important is the "who would play the movie version of your chareter?" Question?

I'd appreciate a response, but feel free to use another "person" you're familiar with even if he/she is not an actor. How about a fictional character (Jon Snow), a historical figure (King Henry VIII), or a singer (Adele)?

TheOddGoblin:
If you'd allow it, I'd very much like to bring in an Orc Bloodrager with the intent of going into Hell Knight eventually. Sort of the heavy handed tanky law enforcer of our future kingdom.

Bloodrager Hell Knight? That would be terrifying. Sure, looks interesting.

JDPhipps:
So, I'm here to sell a Lawful Evil character...

I think the idea works, want to see more of it.

Magicblast:
I was wondering if I could submit two different (but similar haha) character builds and have you choose which one you think would work better with the party/campaign?

Sure, I don't have a problem with that.

Whiskey and Bonesaw:
I do have a question, though: Do I have to pick an actor who's still alive?

Not at all, see above response. Go nuts!


Thank you. Age matters (Breadth of experience)
Will take a look at path of war and then make my decision
Currently considering a investigator (Psyforensic, Empirisist)


I understand re Breadth of Experience. I'm comfortable leaving that decision up to the individual player.


To further refine my concept, and give you specific things to look at and consider, I'd like to play an Eldritch Swordsman of sorts, using Eldritch Channel and Eldritch Lance, and an Aldori Dueling Sword, working towards Aldori Dueling Mastery. I'm likely to be a half-elf, using the Ancestral Arms alternate racial trait to pick up ADS proficiency, and then move towards Aldori Dueling Mastery by about level 3, as well as Aether Drive at 5 or so, from the second document I linked before. As far as clauses are concerned, I currently, honestly, am not quite sure. It's likely to be one of the all day buffs, or one of the no-save modulation clauses.


Another question for you, Hunger:

Does the Swordlord archetype get EWP: Dueling Sword? It doesn't say it does, but all of its abilities are useless without one.

If not, it doesn't kill my idea - there are a few ways to build my concept, this is just the most direct.

I'm liking how many Aldori Swordlord concepts there are; it's making me hope for a themed party.


I'm sad that Sandy Petersen's Cthulhu Mythos for Pathfinder isn't quite done yet. XD That'd be fun to draw from. Anyway, for my character, I'd like to use the Pact Magic system (<- All the rules are available online right there), with the spirits broadly reflavored to provide more of a mythos feel. Being able to call and contact otherworldly entities does seem like a mythos sort of thing, after all, and it could probably add some fun flavor to the party if they're getting instructions...

Brief Overview of the System: Pact Magic is similar to the Medium, except rather more so. In this system, characters first research spirits, then bind them for a specific set of powers and abilities. Potential benefits include things like weapon proficiencies, specific spell-like abilities, and situationally-useful powers. It's pretty well-balanced overall (Endzeitgeist gave it a smashingly good review here on Paizo.com), so I wouldn't expect any problems with being too strong or too weak.

Role-wise, the Pactmaker (the main class of the system) is particularly flexible. Once I have a few spirits under me, my main goal is to shore up the party's weaknesses and fill in the gaps with what we need.

My character would have a strong 'Priestess' feel, with the knowledge to handle (and perhaps command) eldritch things.

Sovereign Court

Aaaaand I jut realized that I made the Paladin related to House Garess.


Character Build:
Jarryn Silvertongue
Fetchling mesmerist 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Occult Adventures 38)
LE Medium outsider (native)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +4 (+1 trait bonus vs. mind-affecting effects)
Defensive Abilities shadow blending; Resist cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee sword cane +2 (1d6-1) or
. . unarmed strike +2 (1d3-1)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mask misery), painful stare (+1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—disguise self
Mesmerist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—obscuring mist, vanish[APG] (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 10, Wis 14, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Combat Expertise, Deadly Aim, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Finesse
Traits destined diplomat, eyes and ears of the city, issian
Skills Acrobatics -4 (-8 to jump), Bluff +9, Diplomacy +8 (+10 vs. outsiders, +10 to use the hypnotism skill unlock), Intimidate +8, Perception +7, Sense Motive +6, Sleight of Hand +0, Stealth -2, Use Magic Device +8; Racial Modifiers +2 Stealth
Languages Common
SQ consummate liar +1
Other Gear lamellar (leather) armor[UC], crossbow bolts (20), light crossbow, sword cane[APG], backpack, bedroll, belt pouch, entertainer's outfit, flint and steel, hypnotist's locket[OA], ink, inkpen, pot, stationery[UE], torch (10), trail rations (5), waterskin, 3 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Who would play your character in a movie?: Jason Isaacs

Why did you choose this character?: I've not yet had a chance to to play with the Occult Adventures classes, and the idea of a Machiavellian figure, backed up with awesome psychic powers, speaks to me as a Lawful Evil character but one who isn't going against the grain of the party.

Background:
Jarryn is the product of the union between a wizard and his Fetchling mother as part of an arrangement in payment for her services for obtaining several hard-to-get items. He has known this his entire life, but harbours no ill will towards his parents. Indeed, it has helped to mold the person he is today.

Jarryn thrives on the pursuit of power. Although not magical, like his father, he does possess racial traits present in many fetchlings and a modicum of psychic power - perhaps more useful given his pursuits.

However, even with his relentless pursuit of power behind him, Jarryn has, to date, managed only to scale the heights of assistant to the mayor of his sleepy town in Issia. He finds himself denied at each attempt to break into the circle of minor nobility, and this frustrates him eternally.

An opportunity has presented itself to join an expedition into the Stolen Lands - to carve out his own position of power and short-cut the established nobility completely. This is music to Jarryn's ears, and although he is not enthralled with the idea of having to 'rough it', it is a price he is willing to pay for the long term plan.

It is not through his contact with the Mayor that his opportunity presents itself, but rather his father's ties with the nobility of Brevoy. His father has often assisted the Brevic nobility in matters that require a delicate, and most importantly unconnected, touch. In calling in a few of these favours, his father has secured his invite.

This is Paizo Fan, recycling a profile who didn't get very far previously in an old game that died.


Decided I wasn't going to use path of war on further reading.


Pathfinder Campaign Setting Subscriber

I'm working on a sensate fighter, should be up fairly soon.


It's Probobly destined to fail, but I'm going to try to sell a Kobold anyway.

charecter build, Jamanda:

Jamanda / Serrin the jester
Kobold vigilante (stalker)
NG/TN small humanoid (reptilian)
Init +3; Senses Perception +5, low light vision
--------------------
Defense
--------------------
AC 19 touch 14, flat-footed 16 (1 size+1 sheild+3 dex+3 armor+1 natural armor)
hp 9 (8+1 favored class bouns)
Fort -2 Ref +5, Will +3
--------------------
Offense
--------------------
Speed 20ft
Melee dagger +5 (1d3-2)
Ranged dagger +5 (1d3-2) or light crossbow +4 (1d6)
Special Attacks hidden strike (1d4/1d8)
--------------------
Statistics
--------------------
STR: 7 DEX: 16 CON: 10 INT: 14 WIS: 12 CHA: 14
Base Atk +0; CMB +2/-3; CMD 10
Feats weapon foucs. (Free feats- weapon finesse, deadly aim, combat expertise, power attack, improved unarmed strike)
Traits brigand, golden scales, cautious warrior
Skills diplomacy (+10), 1 bluff (+8), 1 disguise (+6/+24), 1 stealth (+11), preception (+5), acrobatics (+8), sense motive (+5), climb, (+2), slight of hand (+8), preform (dance) (+8)
Languages Common, Draconic, dwarven, gnome
SQ fast movement, heart of the fields[APG]
Other Gear- 5 daggers, MW buckler, MW hide shirt, pickpocket's garb, entertainer's clothes, light crossbow, 20 bolts.

Alternate racial traits taken-
Dayrunner, jester

--------------------
Special Abilities
--------------------
Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Renown (Ex) (Ultimate Intrigue pg. 12): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

short description, kept to 5 sentences.:
Jamanda was is odd young Kobold that was lRejected and shunned by his tribe due to his odd scales, he was eventually forced out into the wilderness when he was only 9. The young Kobold, in desperation, eventually robbed a strange traveling man, killing him with his own dagger, and taking his gold, gear, and outfit. soon, he headed out to the nearest town, with his new entertainer's outfit, and a bit of gold. The young Kobold quickly learned the benefits of placating those above him, along with looking as neat, clean, and generally as cute as possible, and the benefits of having a more ruthless side. The Kobold lived in the town 5 years, doing various small roadside performances for money, before he heard of the parties traveling to the stolen lands.

my motives:

My desire to play a Kobold stems largely from my general adoration of them, but there is a fair bit more to it then that. Kobolds tend to be rather good at playing a second fiddle servitor to most of a party, something I rather like doing. Kobolds, like Jamanda, can be extremely good at placating people, and I fully intend to use this. I love to play races that are seen as lesser in most ways, leading them to question themselves and how they fit into the world. I also adore the idea of playing a character who has a harmless, childlike persona, switching to a deathly serious helper when he's "on the clock"

... I'll be honest, it was hard to condense the charecter idea down into those short descriptions.

Finally, the chsrecter who would would play movie Jamanda-
Alfred Pennyworth. (batman's butler)

Also considering a warlock version of this charecter. If that would be better, let me know, I'll remake it in a jiffy.


Can I USE these FEATS?

(Can use)
http://www.d20pfsrd.com/path-of-war/feats/hone-weapon-combat/
http://www.d20pfsrd.com/path-of-war/feats/deadly-agility-combat/


If deadly agility is allowed, I'd want to replace weapon focus with it.


icehawk333 wrote:
If deadly agility is allowed, I'd want to replace weapon focus with it.

Path of War is allowed and as deadly agility is a path of war feat deadly agility is allowed


I am playing Lawmaster Malora Nagovya, a bold inquisitor (spellbreaker) of Abadar intent on putting an end to banditry and spreading the glory of civilization throughout the untameable Stolen Lands. When diplomacy and intimidation fail she passes judgement upon lawbreakers with her crossbow and heavy mace.

Spoiler:

Lawmaster Malora Nagovya
Female Human (Brevic, Rostlander) Inquisitor (spellbreaker) 1
LG Medium Humanoid (human)
Init +2, Perception +6

DEFENSE
AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +4 (+1 vs. charms and compulsions)
Sanity: Score 36, Threshold 15, Edge 18
Defensive Abilities Strong-Willed

OFFENSE
Speed 30 ft.
Melee heavy mace +2 (1d8+2)
Ranged light crossbow +2 (1d8/19-20)
Spells Known (CL 1st, Concentration +3)
1st (1/day)—Abadar’s truthtelling, cure light wounds
0 (at will)—create water, light, sift, stabilize

STATISTICS
Str 14, Dex 14, Con 10, Int 12, Wis 15, Cha 11
BAB +0, CMB +2, CMD 14
Feats: Combat Expertise, Deadly Aim, Improved Unarmed Strike, Point-blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills: Craft (crossbows) +6, Diplomacy +4, Intimidate +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +6, Sense Motive +7, Survival +6
Abilities: Caging Strike (domain ability), Domain (Imprisonment Inquisition), Judgement 1/day, Orisons, Stern Gaze, Strong-Willed
Traits: Blessed Touch, Lover of the Law, Rostlander
Languages: Common, Halfling
Gear: heavy mace, light crossbow, bolts (20), studded leather armor, silver holy symbol of Abadar, spell component pouch
Gear: artisan’s tools (crossbow making), backpack, bedroll, belt pouch, candle (10), charcoal (5), explorer’s outfit, flint and steel, ink (2), inkpen, hammer, holy texts (The Order of Numbers, Manual of City-Building), hooded lantern, manacles, merchant’s scale, mess kit, oil (4 pints), pajamas, parchment (20), pitcher, portrait book, pot, sack, saw, scroll case (2), sealing wax, sigil ring (Abadar’s key), silk rope (100 ft. in five ten foot lengths and one 50 ft. length), soap, string (50 ft.), small tent, trail rations (5 days), waterskin, waterproof bag, 10 gp, 9 sp, 8 cp

SPECIAL ABILITIES

Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever Malora confirms a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), she can choose to also entangle that target for 1d4 rounds (Fortitude negates). She may use this ability a number of times per day equal to 3 + her Wisdom modifier (5/day).

Judgement (Su)—Lawmaster Malora can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made. She may use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. She must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When she uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction: She is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: She is surrounded by a healing light, gaining fast healing 1. This causes her to heal 1 point of damage each round as long as she is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs her to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives her great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: She is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: She is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes her resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: She is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes her weapons in a divine light. Malora’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, her weapons also count as one alignment type (good or lawful) for the purpose of bypassing damage reduction. At 10th level, her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Stern Gaze (Ex): Lawmaster Malora is skilled at sensing deception and intimidating her foes. She receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Strong-Willed (Ex): Lawmaster Malora is able to stand strong against magical effects that seek to control, compel, or persuade her. She rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Blessed Touch (trait): Lawmaster Malora studied the divine in a formal church environment. In so doing, she has focused herself into being the perfect vessel for Abadar. Divine power flows through her like a mountain stream, making her healing touch more potent than that of others. She heals 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Lover of the Law (trait): Lawmaster Malora has a strong belief in the righteousness of law and justice. She receives a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if she is directed to break the law.

Rostlander (Kingmaker trait): Lawmaster Malora was raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. She come from hearty stock and was raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Hers is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. She cares little for matters of politics and nobles or of deception and schemes. As she is thoroughly Brevic, the call for champions willing to expand her land’s influence into the Stolen Lands has inflamed her sense of patriotism and honor, and so she has joined an expedition to quest southward. Her hardy nature grants her a +1 trait bonus on all Fortitude saves.

2. Who would play Lawmaster Malora? She has the presence of Michelle Rodriguez, but looks a bit more like Pink. Despite being a staunch supporter of the law, Malora is tough, bold, and adventurous. She has brown, short cropped hair, brown eyes and well-maintained, practical clothes and armour. She’s honest, proud and unapologetically herself. Always. (Or at least until that Sanity score starts to take a hit!)

3. I absolutely love the inquisitor class, but have never had the opportunity to play one (I GM all the games at home, and playing a character’s never in the cards). I’m really going to enjoy playing a character so determined and invested in trying to establish and tame the Stolen Lands. In addition, I think that playing someone so honest; so sure of herself and her mission is going to be a blast. And if (when) madness starts to creep in? Confusion, self-doubt... It's going to be really fun to explore.

4. Malora Nagovya was born and raised in southern Brevoy. She’s a Rostlander, and proud of it! In the face of the lying and backstabbing northern nobles of Issia, Malora joined the Abadaran Clergy, hoping to bring law and order and good old fashioned hard work to as many of her fellow Brevic brethren as she could. She’s achieved the rank of Lawmaster, and travels the country bringing down criminals and bandits who threaten both Issia and Rostland. When word spread of the expedition setting out into the Stolen Lands, Malora fought for permission to be the Abadaran churches representative. With their blessing (and Abadar’s) she’s setting out to tame the Stolen Lands and bring civilization into the lawless lands south of her beloved country.


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Doomed Hero here with my pitch for a shapeshifting hunter of dark cults, driven by visions from something dark and hellbent on making sure those visions don't come to pass.

He's being ported from another game, so his mechanics are in transition right now, but his appearance and background are ready for review. Edit: done with the mechanics. They're ready for review also.

The concept, explained in more detail (a writing sample):

Gideon is a shapeshifter. I'm using a Kitsune Oracle as the basic chassis because those are the mechanics that work best, but my actual idea is that he is a human touched by Nyarlathotep (or one of the other appropriate Outer Gods or Old Ones. Hastur or Yog-Sothoth could also be appropriate). Instead of being a fox-person in his "natural shape" he's something else. (mechanically, he'll still be a fox person, I'm just going to describe him more monstrously and lovecraftian if anyone ever sees him in that form. I won't be using any of the usual "kawaii magical fox-person!" baggage that usually comes with Kitsune. Rather than Magical Tails, he's going to have have tentacles.)

Between Realistic Likeness and Many Forms, he'll eventually have the ability to take the form of nearly anyone or anything, so long as they are living. With Martial Flexibility he'll be able to adapt his feats accordingly to best take advantage of the form he's in.

As an infiltrator he will be unsurpassed, which is why I'll be playing him more in the traditional party role of the Rogue. He's a sneaky, charismatic, amoral charlatan.

The inspiration for Gideon comes from Mystique from X-Men, the shapeshifting monster from The Thing and Wilbur Whaetley. My intent was to set up a character who would be a truly frightening villain, and have him have to rely on the other party members to retain his humanity and fight off the darkness threatening to overwhelm him.

As for who would play Gideon in a movie, as a shapeshifter it could be anyone. Gideon's usual form would be Bradley Cooper.


Awesome! I'll get his character profile up and ready to go. I've given a lot of thought to the direction of the character, but I think I'll go with one of my personal favorites and build to be a very, very scary man. I do have a question for you, though. Would you possibly be willing to allow me to use Snake Style without using Unarmed Strikes? Thematically, the whole feat chain feels incredibly fitting; he's an incredibly perceptive person who unnerves his opponents into making mistakes for him to capitalize on.

I'm also wondering if you would allow his Soul-Piercing Gaze to use Ally Shield to guard himself with an enemy? By RAW, abilities like Solo Tactics don't allow you to force 'teammates' to take the hit for you, but I believe this is likely because Betrayal feats are already pushing the limits in your party. However, since he's only using it on enemies, I thought maybe you'd be willing to let that slide?

Let me know your thoughts on both of those questions. They don't affect my build much at Level 1, but especially Snake Style could affect the direction I take the character in the very near future.


Actually, screw the question on Snake Style. I wouldn't have the room and I'm happy enough with my vague plans for the future. However, Ally Shield is still a very real possibility if possible.


Whiskey and a Bonesaw wrote:

Another question for you, Hunger:

Does the Swordlord archetype get EWP: Dueling Sword? It doesn't say it does, but all of its abilities are useless without one.

If not, it doesn't kill my idea - there are a few ways to build my concept, this is just the most direct.

I'm liking how many Aldori Swordlord concepts there are; it's making me hope for a themed party.

To be fair, you can technically wield an Aldori Dueling Sword as a martial weapon, just as a longsword. In the recommended feats, though, lies EWP: ADS, so personally, it seems to me like it's not intended to give it for free.

Hunger: Ignore my mention of Aldori Dueling Mastery, I'd be much more likely to go with Martial Training, or whatever the feat chain is that grants a small progression of maneuvers, using Scarlet Throne. Somehow, I forgot they existed.


Lemnis Recinsier, Admixture Wizard

1.

Statistics:
Str 10, Dex 16, Con 10, Int 19, Wis 10, Cha 10
FeatsSpell focus:evocation (Society play rule, replaces scribe scroll), Spell specialization: Burning hands
Traits Magic lineage(Fireball), Metamagic master(Fireball), Noble Born (+1 CMD, +1 Diplomacy "High Above")

2. Lemnis could be played by James Phelps (Fred Weasly from Harry Potter) I see Lemnis as light hearted, but very capable and determined. Maybe a bit of an anarchist.

3. I originally made Lemnis for another online campaign that went nowhere. This is one of my favorite builds. He's a versatile blaster and a walking library.

4. Lemnis has a penchant for wordplay and dry wit. He appreciates riddles and clever solutions, even when they work against him.

He is insatiably curious and if time allows he will dally in libraries, museums, or consignment shops. He likes to collect small oddities and examine them. Once he understands them he cares about them much less. If he currently had a home, it would have boxes of knickknacks stuck in the back of his closet. Old puzzles, long solved.

He is a little impatient with things that fall outside of his immediate interests, which is why knowledge and blasting are his two main foci. The one clears the way for the other, while the other improves the one.

Socially, he prefers to observe and chime in with an occasional witty comment or insightful remark, rather than hog the spotlight. However, he has a rich internal monologue. His thrush familiar, Ornil, often carries as much of the conversation as he does.


Joseph Soltz wrote:

To be fair, you can technically wield an Aldori Dueling Sword as a martial weapon, just as a longsword. In the recommended feats, though, lies EWP: ADS, so personally, it seems to me like it's not intended to give it for free.

Hadn't noticed it was in the recommended feats, thank you. Swashbuckler it is then!


meloriel wrote:

I am playing Lawmaster Malora Nagovya, a bold inquisitor (spellbreaker) of Abadar intent on putting an end to banditry and spreading the glory of civilization throughout the untameable Stolen Lands. When diplomacy and intimidation fail she passes judgement upon lawbreakers with her crossbow and heavy mace.

** spoiler omitted **...

Sorry, forgot to place in the background skills. I've never used them before.

Background skills Profession (artist) +6, Profession (surveyer) +6

As the Abadaran church firmly believes everyone should have training in a profession (or five) Malora learned the art of drawing and surveying. She makes portraits of all the criminals she encounters, and unidentified victims. She also makes sketches of suspects and missing persons from witness accounts. While she's out on her travels looking for criminals Malora makes note of areas that might be good for settling, farming or roads, and makes maps of unsettled regions.


I LOVE this idea! I'm super interested.

Submission Requirements:
1. Character build with stats, alias not necessary at this time.

Essentially a tiefling abyssal-blooded bloodrager who focuses on natural weapons. Probably go Primalist to get Fiend Totem. Pre-Racial stats would be 16 12 14 10 10 13. I can do more detail later... Typing in phone sucks.

2. Who would play your character in the film version? Jason Mamoa.

3. Writing Sample 1: Tell me why you decided to submit this character (i.e. I love a rogue who wears rouge, never played sorcerer before, think a druid influencing a new realm would be fun, etc.)

I like "thematic" builds. Focusing on his demonic heritage for power seems pretty cool. I have yet to play a bloodrager I did not enjoy. Tiefling is my favorite race.

4. Writing Sample 2: Give me a short character background - hometown, dreams, family, etc. This should be a taste of who the character is - leave me wanting to know more! But keep it short, more than 5-6 sentences is probably too long.

Karlak is the only name he knew, and he still hasn't figured out if it's a name, a surname, or a title. He's been living wild in the woods for years, quietly praying on bandits, but the numbers got too many for him, so he risked an appearance in Rostland to sign up. He's got a good heart...but his mind is a bit twisted from the demon blood, and sometimes he can go a bit far for what he thinks is a good cause. (Basically he's neutral because he will do evil things if he believes it will lead to better results...ends justify the means and all that.)

Thinking pioneer for kingmaker trait, still working on the rest. Basically a rough draft. It's late.


My reference (To guarantee myself of a equal chance):

Were all submission guidelines followed, and is the submission complete?
Is the character appropriate for the AP and story?
As the AP is kingmaker he'll fit well (He wants to establish a Warren), as for story..
Is the character well-rounded, and able to contribute in multiple facets of play (combat, diplomacy, etc)?
investigator. Skilled + Martial means he should be able to work well in most, if not all circumstances.
Am I interested in seeing this character grow and develop?
Not sure about this, maybe read hungers other games?-MY
Will this character work well with others I've selected?
Probably, just make him amiable, helpful and hiding a Dark secret (He destroyed his warren)


Hi all, I was hoping to respond to everyone tonight but won't have a chance. Look for more in-depth answers tomorrow.

In the meantime, I'm really enjoying all the creative characters that are being submitted. I'll start reviewing them tomorrow night and sending PMs with any questions or comments I might have (don't sweat if you don't see a PM from me, that just means that I got what I needed from your application!).

Also, both Avowed and Pact Magic are approved.


Just a quick draft of the mechanics on my Gray Gardener, some stuff is pending to change. For the Campaign Trait, I was at a bit of a loss; I decided to tweak Noble Born slightly to signify that he'd been in the employ of a noble family as an information gatherer. I don't imagine he has any loyalty to them beyond coin, so even if they did send him on the adventure, he wouldn't have any qualms about leaving them behind and working with the party instead. If that idea's not okay with you, let me know and I'll swap it for something else.


Going to be throwing together an Investigator together for this.


Truraud wrote:
Going to be throwing together an Investigator together for this.

Tiefling?

People:

Me, Truraud, Armchair DM, Stiehle


Fantastic! I'll get to work setting things to paper properly once I've gotten home, and hopefully in the next few days I'll have the time to submit a proper application!


Hey, Hunger! I've finally drawn up a submission!

Stats:
Vilik Scolarson
Human magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +2
Defensive Abilities canny defense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +7 (1d8+5/19-20)
. . dagger +5 (1d4+5/19-20) or
. . dagger +5 (1d4+5/19-20) or
or
. . unarmed strike +5 (1d3+5)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Kensai) Spells Prepared (CL 1st; concentration +3)
. . 1st—shield
. . 0 (at will)—prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 7
Base Atk +0; CMB -1; CMD 16
Feats - Deadly Agility, Arcane Strike, Combat Expertise, Deadly Aim, Improved Unarmed Strike, Power Attack, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits magical lineage, mivoni duelist (mivon), sword scion
Skills Climb +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Spellcraft +6
Languages Aklo, Common, Hallit
SQ chosen weapon
Other Gear aldori dueling sword[ISWG], dagger, dagger, bedroll, flint and steel, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), trail rations (5), wrist sheath, spring loaded, wrist sheath, spring loaded, 153 gp, 3 sp
--------------------
Tracked Resources
--------------------
Arcane Pool +1 (3/day) (Su) - 0/3
Dagger - 0/1
Dagger - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Aldori dueling sword) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Who Would Play Your Character in the Film Version?:
A young James Marsden. Fresh-faced, uncompromising, optimistic, rarely without a smile on his face, and yet capable of decisive action at a moment's notice.

Marsden's range would also be perfect for Vilik's descent from his heroic naïveté into a much darker personality.


Writing Sample 1:
Vilik is my idea of subverting the traditional young "Heroic Magic Swordsman" trope. He starts out overconfident: idealizing the image of the Aldori Swordlords and sure that he'll follow in the footsteps of their legendary exploits.

As deeper and darker things occur in the adventure, though, he'll become more disillusioned and lose his childish naïveté. This can also tie-in to the Lovecraftian corruption of the Dark Tapestry in this campaign, as his fragile optimism gradually erodes in the face of incomprehensible madness.


Writing Sample 2:

Growing up in Mivon, Vilik idolized the talent and grace of the Aldori Swordlords, whereas his Wizard father vilified them as nothing but classless ruffians: ruining the otherwise peaceful city with their fighting and revelry. He saw Vilik, in turn, as his successor, and believed the boy had the potential to become a masterful spellcaster. Though Vilik was somewhat talented at spellcraft, he did not want to forsake his dreams of heroism and swordsmanship, and began receiving tutelage from a local Sword instructor in secrecy.

After several years of training, both magical and martial, Vilik not only came clean to his father but also showed him that he'd learned to use magic and swordplay in tandem to compensate for the weaknesses of each discipline. Feeling enraged and betrayed by his son producing this "gross perversion of the Arcane," his father cast Vilik out of his home, disowning him.

Finding a call to action in a charter from the Swordlords of Restov, Vilik set out to the River Kingdoms to make his mark on history, naïvely believing that this was how he'd become a "True Hero."


I'm just continuing to wait on my rules question, I suppose. XD Can't do much else until I get a response on that.


Rednal wrote:
I'm just continuing to wait on my rules question, I suppose. XD Can't do much else until I get a response on that.

Hunger already approved Pact Magic a few comments above yours. Unless I misread and there's another rules question you were waiting on.


...You're right, he did. XD I somehow missed that. Well, off to work on my character in earnest, then!


Nothing's coming together for me for this conceptually so I'll withdraw, happy gaming!


@Truraud You read the guides to PBP yet?


Characters nearly done on paper will have it up on the boards within 3 days.


Thanks to those who have submitted characters so far, definitely getting some interesting surprises! That's great btw, so many creative people doing things I'd never consider.

On to questions/comments. Please let me know if I missed anything! L

Joseph Stoltz
Looks good so far.

Whiskey and a Bonesaw
Hi, unfortunately as others have pointed out, it does not get it. Other advice was sound, so I don't have anything to add. And since Joseph helped out, seems like this is answered?

icehawk333
I did not see a kobold coming, interesting choice! And I think the character is fine as as, warlock wouldn't be "better" imo.

JDPhipps
Going to say no on the Ally Shield changing function. Understand where you're going, but Redirect Attack is essentially what you're asking for, but it has higher requirements, and requires a CM check.

Samuel Warren
Noble Born change is fine with me.


Hmm... do you have any suggestions for abilities that would make characters resistant to mythos-based insanities and such? (Since we're on the side of the eldritch characters, I feel like a Priestess-type should know enough to be able to skirt the line of madness without totally losing themselves.)

I know I once saw some options about warding gestures characters could use, but for the life of me, I can't remember where that was. XD;


I do apologize for the typos and innacuaracies in my submission.

Like the random "heart of the feilds" and "fast movement".

Those see there because I forgot to delete them when I copied the statblock template from elsewhere.


Thanks for the allowance on the Noble Born change. I actually haven't heard of Redirect Attack before, so I may just try to go for that instead. I plan to up my Intelligence and it isn't like Dodge is such a horrible feat. Thanks for pointing me toward it! My build plan doesn't absolutely require a ton of feats, so I should be able to fit it in. I think it'll be very fitting for the character either way.

Although, would you consider adding Agile Maneuvers to your list of automatic feats? It's basically the CMB version of Weapon Finesse, so I thought maybe you'd be on board with that? I'll have to fit it in if not, since CMB checks would be difficult without it.


You missed my post

Said Post:

Can I USE these FEATS?


Can I pay to upgrade my current weapon instead of buying a new one?


Could you homebrew a trait that uses intelligence instead of wisdom for survival?

Something like:
?
you use your knowledge and intellect to track and find food, rather than your natural intuition


Submission Questions:

Who would play your character in the film version? I honestly don't know. I do, however, have images for her as she normally appears and when she dresses up for special occasions.

Why did you decide to submit this character? The previous game where I used this character didn't work out so well, but I really did want to play her. In addition, I thought it would be good for the team to have a sort of scholar/priest figure who really understands the mythos entities they serve (as much as any mortal can, anyway), and can in fact channel their powers. I'd like to note that despite her CN alignment, Korina is basically a positive person. She prefers to do what she believes in rather than what rules say, and she doesn't care much about conflicts between good and evil (because both get tentacle'd in the end, perhaps). It's not "random crazy" chaotic, just "independent and quite willing to work with others".

Tell Me A Little Of Your Character's Background: Korina has been a priestess for much of her life - although, to nobody's surprise, she hasn't exactly been turning people to eldritch deities en masse. Her faith is primarily in Yog-Sothoth and Azathoth, and she disdains 'evil' gods as being ultimately irrelevant and unworthy of her attention. As a Pactmaker, she specializes in contacting and borrowing the power of mythos entities (reflavored Pact spirits). Unfortunately, a mishap involving her natural charm, a few drunk noble boys, and more tentacles than anyone would later admit meant that it was time to move on... and bringing her faith to a newly-established area suddenly started looking like a good long-term plan.

So, you're using a 3PP system I approved. Tell me a bit more about how they actually play? Korina is starting off with one spirit, Dythalla (a reflavored Aza'zati). The big effect is a 1d6/level acid cone she can throw out once every five rounds (so, like, 1-2 times per-fight, not exactly overwhelming), and it comes with a number of more minor effects as well. Spirits are 'Packages' of abilities, so those can all change whenever she binds something else instead. On a more constant basis, she's good at Knowledge checks (Pactmakers excel at this, and she can make them untrained), so you can expect her to successfully identify the traits of foes on a regular basis. I also took an option that means she doesn't need food or water, mostly 'cuz I don't like worrying about that. XD As soon as I have the chance, I plan for her to research new spirits (<- this is how Pactmakers get additional options, though she can't bind more than one spirit at once until 4th Level) and support the rest of the party by filling in the gaps and helping them out. Pactmakers are extremely flexible day-to-day, so I can basically take whatever role is needed.

Korina Yamaka (Submission):

Korina Yamaka
Female human pactmaker 1
CN Medium humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 8 (1d8)
Fort +2, Ref +0, Will +2 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 18, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Combat Expertise, Deadly Aim, Extra Binder Secret, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Finesse
Traits issian, reactionary, unpredictable
Skills Bluff +8, Diplomacy +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (history) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +1, Spellcraft +8
Languages Aklo, Celestial, Common, Dwarven, Elven, Protean
SQ bind spirit, binder secret, binder secret: revelation of brilliance, binder secret: sustenance, constellation aspects, occult knowledge, spirits known:
Other Gear lamellar (leather) armor[UC], 60 gp
--------------------
Special Abilities
--------------------
Bind Spirit (Ex) A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Sp
Binder Secret (Ex) A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all
Binder Secret: Revelation of Brilliance (Ex) A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowled
Binder Secret: Sustenance (Ex) While bound to a spirit, a pactmaker with this secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Constellation Aspects (Ex) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from amon
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Occult Knowledge (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s K
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spirits Known: (Ex) Level 1: Dythalla (Aza'zati)


Do you need a full, fleshed-out character sheet with ALL the details? Because in my previous incarnation, I must've made tons of those, and they never got gameplay. It's annoying as crap to make a full sheet, bold and italicize and ooc the appropriate areas, make it look really nice, pick all your gear and...get rejected. Because then you either have to shoehorn your character that was designed for one game into another, or let it float in the abyss of the boards until something similar comes along. I mean don't get me wrong, I love making characters, but sheets on these boards are so f+!&ing tedious!

I have some more backstory for Karlak if you want - he lived alone with his mother in The Stolen Lands, and she was hiding from something...he never learned what. She was killed by bandits, which kind of made him snap - he blacked out and woke up covered with gore, and his mother's grave dug in the back with a dead bandit impaled on a shovel, apparently after he finished his job.

He'd avoided social situations before, barely even traveling to outposts as remote as Oleg and Svetlana's trading post, what with the wings, claws, fangs and all. (I plan on taking all the alternate racial traits that make him look even more demon-y) Despite his appearance, Karlak has a good heart, and wants to help people - he really, truly does - but he's not the sharpest nail in the tool shed, and has a serious temper. Still, the recruitment poster did say they were going to clear out the bandits, so that's a good thing, right? Considering he burned his house down afterwards, finding it to be a cleaner and easier method of disposing of the bandits that assaulted him, it's not as if he can turn back now.

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