Hello folks! This recruitment thread is for the lovely ladies, gentlemen & the beautiful spectrum in between over on Paizo's LGBT Gamer Community Thread. I'm planning on running 5 PCs through Crypt of the Everflame, all the way through to City of Golden Death.
Here's the CharGen rules:
Let’s do something offbeat. 25 point buy.
Races: Any, as long as you give me a good enough justification.
Classes: Any Non-3PP, so long as you give me a good enough justification. This’ll be more work for me, but I can take it. :)
Traits: 2 of your choice, with a 3rd available if you take a drawback.
Wealth: Average for your class.
Alignments: Any, so long as you can get along with the rest of the group.
XP Track: Narrative Milestone levelling: I level you up when you reach certain story beats.
I would love to submit a character to this, but I’m afraid I couldn’t possibly commit to another play-by-post at the moment, and the latest characters I’ve been working on would require more or less houseruling (such as gestalt and multiclassing both, or adjusting specific archetypes) to do what I’d like them to, so this is just a quick post partly to express theoretical interest in case a spot ever opens up when I have time, but mainly to wish a bunch of fine folks from the LGBT Gamer Community Thread good gaming. Have fun, everyone!
|Captain collateral damage|
|Wei Ji the Learner|
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I've done a bit of alteration to the town of Kassen for the sake of this particular setup. Here's what I've got...
The town was built with the wealth Kassen accumulated on his adventures, and though it was not located near any major trade routes or landmarks, it was a place for many to call home with pride. Kassen himself would later meet his unfortunate end in thirteen years, at the hands of one of his closest companions. The aasimar Asar Vargas, a capable military commander & Kassen's former lover, raised an army of mercenaries and sought to raid the town until his old compatriot offered him greater riches than he had earned in his travels.
Kassen and Asar would clash on the field of battle, and the aasimar would fall... but Kassen was mortally wounded in the battle, and died two days later. Many would express surprise & amazement that his bloodied wounds had not taken him before then, but those closest to him would know that they were the least of his injuries--it was love that dealt him the mortal blow. The whole affair taught the townsfolk of Kassen a valuable lesson: those born of monstrous heritage may still be valiant & staunch defenders of good, and those born with virtuous blood may yet be villains of unmatched caliber. The true content of a person's character is their actions.
Kassen, Asar, and the townsfolk and mercenaries caught in the middle of the fighting were buried in the same crypt to the south of town. Every four years, it's been a town tradition to send a band of exuberant, callow youths to the crypt in parties, teaching them the value of teamwork and giving them a taste of adventure before letting them move on with their lives. The whole town turns out to cheer these youths, and the festivities mark the final harvest celebration before the long winter.
|Ithsay the Unseen|
|Ithsay the Unseen|
|Ithsay the Unseen|
That could be quite interesting. :)
EDIT: Regarding the 3rd trait: 1 trait per category. So you can have a Combat trait & a Faith trait, and your 3rd trait would have to be Social/Regional/Race, etc.
awesomesauce. lemme look at my stack of half-finished builds and dig out the relevant build notes,
>humming happily, if off-key<
Gnome Oracle(Dark Tapestry) 1
Lawful/Evil Small Humanoid(Gnome)
+4 initiative; low-light vision, darkvision (60'); +3 perception
AC 17, touch 13, flat-footed 15
Fort +1, Ref +2, Will +3
+4 dodge bonus to AC vs. giants
Offense (+1 to attack vs. reptilians, goblinoids)
Melee +0; d4 sickle, d4 shortspear
Ranged +2; d3 sling(50')
Special Attacks (none yet)
Spells Known (+all "cure" spells)
ORISONS: create water, detect magic, mending, stabilize
1st level: deathwatch, hide from undead
STR 10(-), DEX 14(+2), CON 12(+1), INT 14(+2), WIS 10(-), CHA 19(+4)
BAB +0; CMB -1; CMD 11
*diplomacy(+8), heal(+4), knw/engineering(+3), knw/planes(+6), perception(+3), pfm/stringed instruments (+5), spellcraft(+8), stealth(+10), use magic device(+11)
*Gnome, Common, Sylvan; Draconic, Aklo; Infernal
Studded Leather Armor
Sickle (cold iron)
Orphaned by orc raiders in his youth, Greenlock escaped death but was briefly enslaved, then "rescued" by humans who put him to work in difficult conditions. He was routinely starved (fed leavings after all the humans ate) and occasionally beaten (for failing to be appropriately thankful for said leavings). Until a priest of Zon-Kuthon took him on as an acolyte of sorts (where he gained training and confidence... one might say, arrogance).
While he remains faithful to Zon-Kuthon, other Powers have taken interest and elevated him to the divine path of the Oracle. He wandered into Kessem and chose there to remain, wondering what fate would bring there.
Description & Personality
His waist-length hair is tightly-braided, and a venomous green -- usually tucked under the hood of his cloak. His eyes are rarely lifted to meet those of other folk, but they are yellow-gold, and can blaze or chill, depending upon his mood.
He is determined never again to be ordered around by others, nor to be dependent upon them for his survival. His wit is scathing, but usually kept under tight reign to avoid starting unnecessary brawls. He is capable of an absent-minded kindness to children, but his life has caused him not to trust anyone until they prove their value to him and his schemes (which are vague, about amassing wealth and influence).
He does not consider himself a hero, but plans to masquerade as one, and is seeking to find a band of adventurers with whom to make a mark upon the world -- which is how he let himself be persuaded to the rites of the crypt.
Traits & Drawback
(1 week's)Trail Rations
Money: 20 gp, 18 sp. 26 cp
Carrying Capacity: 33/66/100#
Current Load: 32.50#
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)
Everyone assumed that her strident insistence that she wasn't 'right' was some phase that she'd grow out of, and eventually become a productive brood mother for her clan. And for several years, with constant reinforcement, she felt that would be her fate.
In any given tribe of kobolds, some eccentricities can be accepted as long as the individuals pull together as a clan/family-unit.
Generally, though, the orderly nature of kobold society restricts the ability of individuals to express themselves outside of their given role.
Maxilla was out foraging with their tribemates in the Verduran Forest when they discovered a softscale structure with lots of human-speak about freedom and the expression of the individual. None of their other tribemates could read them, and were going to throw them into a fire to help warm up when Maxilla saved them 'for research on softscale ways'.
They were off, alone, when the band of adventurers came and put the rest of her fellow 'freedom fighters' to the sword. One would normally assume some sort of vendetta or blood debt incurred... but Maxilla has always been a little bit different. Besides, they were a bunch of jerks that just wanted them to settle down (even the more liberty-minded ones) and have a bunch of kids for the good of the tribe.
Instead of running back to their clan, or seek vengeance they made their way northwards, to get as far away as possible. Along their journey, they found an old battlesite with some scraps of dragon-armor and of COURSE being a dragon they acquired them!
...and then one of the pieces talked to them, telling them that no one was ever lost if they'd tried to be good people. Of course, being 'good' for a kobold was a bit of a challenge and making sure they didn't lose their kobold-sized hoard was no easy task.
Druma was an amazing land, and questions weren't even raised when Maxilla ended up there with her small fortune -- but Druma is also very expensive, and they didn't feel like a very good person living there... and it was boring... and clean... and reminded them a little bit of home with all the restrictions that true followers of that mercantile prophecy followed.
They kept moving, until they eventually found Kassen, the voice guiding them telling them that this was a good place full of good people that they could learn and live from.
Why are they still L1? Because they would hide from all the fights, so they weren't gaining any sort of experience from them. :)
Aiming for Neutral Good here... it's hard to justify Chaotic being both kobold and an (unknowing atm) follower of Apsu, and focusing on being a good person is taking most of their wavelength as well. Worrying about rules or about having none is a bit too... above their paygrade, as it were for now.
|Vixie of Clan Moondew|
R-reporting for d-duty!!
Female Halfling Phalanx Solider/1
N Small humanoid (halfling)
Init +4; Senses Perception -2
AC 21, touch 14, flat-footed 18
hp 13 (1d10 + 3)
Fort +5, Ref +3, Will -2
Cautious Fighter: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
Blundering Defense: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
Speed 30 ft. w/o armor, 20ft. w/
Melee bill +4 (1d6 + 3, x3 crit) brace, disarm, reach
trident +4 (1d6 + 3) brace, 10ft. throw
Craven: +1 to flanking attack
Str 16, Dex 16, Con 17, Int 7, Wis 7, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Cautious Fighter, Blundering Defense
Traits Armor Expert, Orphaned, Flame-Touched
Escape Artist: +3*
Sense Motive: -2
* -2 due to armor penalty if wearing armor, -1 if using a shield, -3 together
Profession (baker) +3
Racial Modifiers Craven, Polyglot
Languages Common, Halfling, Sylvan
Combat Gear ; Other Gear 112gp sp cp
Craven: Halflings with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class.
Polyglot: These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them.
Vixie is short for a halfling and definitely on the chubby side, with a pear shape, rounded face, and messy red hair that goes down to the small of her back. Her facial features and tan skin color show a distinct Tien influence. She is rarely seen without a bit of dirt or pastry on her.
Vixie was adopted at a young age by a pair of kitsune women, who took human form to live on the outskirts of a busy town. The pair took turns dropping hints throughout Vixie's life that they were, in fact, kitsunes and not simply humans, with escalating obviousness and hilarity. Unfortunately, Vixie had grown incapable of taking hints, and never quite figured it out.
The kitsune were a pair of skilled bakers, and Vixie happily learned under them, providing them assistance in supplying baked goods for the town. Eventually, however, hoping to protect her family and friends, Vixie applied to become a member of the town guard. She was denied: in part due to her inability to see over the parapets, in part due to her lack of training, but mostly due to gross incompetence. She swore to make the watch captain proud, and immediately set off to hone her skills.
Oh, I forgot to detail the LGBTQ portion of Grim (honestly, this will be the first time it's really been a key portion of a campaign I've been in).
So, I think, given his history and the emotional issues it left him with, Grim is effectively asexual: it would take a lengthy, serious effort to get close enough to him for anyone to take him to bed. That said, the gender of a prospective lover is rather immaterial for him, so he ends up "bi-but-asexual" in the final analysis.
I'm very new to this forum and to play-by-post, but I'm interested in this and super gay so here's my submission. I'll of course stat it out further if you choose me.
Human Bard (Detective) 1
Born and raised in Kessem to a family of dairy farmers, Bertrand was far less interested in agrarian pursuits than he was in people: their strengths, flaws, motives and machinations. He became well-known for his ability to cut someone down with a backhanded compliment—but he was careful to only unleash his acid tongue against those who made a point to willfully harm others.
Bertrand eventually became a performer at one of Kessem's bawdier taverns, where he regales audiences with his flamboyant, ribald wit and musical talent. During the day, however, he uses his keen insight to assist local law enforcement as a freelance detective. His powers of observation allow him to sense the guilt of suspected criminals as well as spot clues and traps that the town guard may have missed.
Skills: Perception, Sense Motive, Disable Device, Perform: Comedy, Perform: Keyboard
...is it acceptable to mention my Birthday is March 3rd in a blatant attempt to earn bonus points?
I think I'm also going to switch to a Ragebred Skinwalker for my race, if that is OK. As thematic as Oread is for a Earth Kinetic Knight, the character's personality is turning out very...big, bombastic and loud, and Ragebred's poor impulse control and full headed dives into relationship fits the personality and backstory that's forming better than the Oread. Even if the Oread was so shiny...
Kobold sorcerer 1 (Pathfinder RPG Bestiary 183)
NG Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 15, touch 13, flat-footed 13 (+1 armor, +2 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; -1 penalty vs. fear spells and effects
Resist acid 5
Weaknesses light sensitivity
Speed 30 ft.
Melee unarmed strike -1 (1d2-2 nonlethal)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—heavenly fire (1d4 divine energy)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—mage armor, shield
. . 0 (at will)—detect magic, disrupt undead, message, open/close (DC 13)
. . Bloodline Celestial
Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -3; CMD 9
Feats Redeemed Kobold(KoG), Eschew Materials
Traits magical knack, reactionary, unintentional linguist
Skills Appraise +5, Artistry (philosophy) +5, Knowledge (arcana) +5, Knowledge (religion) +2, Linguistics +3, Spellcraft +5
Languages Celestial, Common, Draconic, Undercommon
SQ bloodline arcana (summoned creatures gain DR 4/evil), gliding wings[ARG], secret shame
Other Gear haramaki[UC], 67 gp
Heavenly Fire (1d4 divine energy, 6/day) (Sp) - 0/6
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Heavenly Fire (1d4 divine energy, 6/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Redeemed Kobold(Feat) Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any
existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channeling positive energy.
Secret Shame -1 to save vs. fear effects and to DC to demoralize you. If immune to fear, lose imm but no penalties.
OK, I think this is all sorted, with the exception of extra non-combat items which I'll work out if I'm accepted. Sorry it took so long. I ended up with option lock.
Male Skinwalker (Ragebread) Kinetic Knight Kineticist 1
Chaotic Good Medium Humanoid (Skinwalker, Shapechanger)
Initiative; +1 Perception +6
AC 18, touch 11 flat-footed 17
hp 15 (14)
Fort +6 (5), Ref +3, Will +0
Speed 20 ft.
Melee Kinetic Blade (Earth Blast) - +4 to Hit - 1d6+4 Damage (Bludgeoning, Piercing or Slashing) x 20 Crit.
Light Crossbow - +1 to Hit - 1d8 Damage (Piercing) - 19-20 x 2 Crit
Str 18 Dex 12, Con 18(16), Int 10 Wis 11, Cha 10
Base Atk +0; CMB +5; CMD 15
Feats 1st - Toughness - Gain an additional 3 HP. At fourth level and beyond, gain another HP each level.
Chosen Child - Increase Starting Funds by 900gp.
Traumatic Shift - Gain a +1 to Bluff, and it becomes a Class Skill.
Armour Expert - Reduce ACP by one.
Insatiable - Goods and services are 10% more expensive, and it takes twice as much food and water to prevent starvation and thirst.
Change Shape - Add+2 to Constitution and gain one special ability.
Speak With Animals - Three times per day speak with Boars and Pigs.
Skill Bonus - +2 to Handle Animal and Perception.
Low Light Vision - See twice as far a normal human in the dark.
Skills Bluff +5, Diplomacy +4, Perception +6, Sense Motive +4, Survival +4
Bonus Skills Handle Animal +6, Craft (Food) +4
Burn - To power some abilities, Burn must be used. A Kineticist can take Burn equal to 3 plus there Constitution Modifier. Each point of Burn inflicts 1 non-lethal damage per Character level. There is no way to avoid this.
Elemental Blade - A Kinetic Warrior can only use the Kinetic Blade infusion, and reduces its burn to 0. However, all Kinetic Blasts MUST use the Kinetic Blade Infusion or an Infusion that requires it as a prerequisite.
Gather Power - So long as both hands are free you can use a move, standard or full action to reduce the Burn of a Kinetic Blast by 1, 2 or 3 points.
Infusion Wild Talents - Alters a Kinetic Blast in some way, shape or form - but usually at the cost of Burn.
- Kinetic Blade - 0 Burn - Create a close quarters weapon of the chosen blast, lasting until the end of the turn. This can be used to make multiple attacks, but cannot be used for Attacks of Opportunity.
- Pushing Infusion - 1 Burn - Perform a Bull Rush with the Blast to drive the opponent back 5 feet. Add an additional point of Burn for an additional 5 feet.
Kinetic Blast (Earth) - A Kineticist can form powerful attacks from a chosen element, each doing 1d6 + Con Modifier if a physical attack or 1d6 + ½ Con Modifier if an energy attack.
Utility Wild Talent - A number of spell like or supernatural abilities, usable as a standard action.
- Basic Geokinesis - 0 Burn - Move upto 5 pounds of earth, rock, soil, etc as a move action up to 15 feet away. Can use Sift as a spell-like ability.
Proud, or at least claiming he is, of his Ragebred bloodlines and ties to Wereboars, Khalaban rarely assumes his more human form except to occasionally pretend to be someone else and dodge some of the chaos. As a result he has a noticeably upturned, flattened nose and small but noticeable tusks. It would take a dedicated liar to claim that Khalaban was a beauty, but his roaring laugh, infectious humour and generous nature tends to outweigh that.
Typically dressed in plain and practical, but comfortable, clothes in backs, greens and browns, Khalaban also wears a massive, fur lined leather coat with thick cuffs and a collar. He also tends to strap on whatever armour plating he has that will actually fit him, including a heavy darkwood shield on one arm. As a Kinetic Knight he carries no obvious melee weapon, instead forming it when he needs it.
Khalaban rarely smells badly (like many of the Suidae family, he can’t sweat) but his skin is often and easily flushed red.
Everything about Khalaban is big - his body is big, his lies are huge and his appetites for all that life has to offer are inexhaustible. He throws himself into adventure with a huge grin and grand dreams of heroic acts and extraordinary prizes,
Uncaring about laws, Khalaban loves people - brave, stupid, insipid and divine people. He forms close bonds with those he cares about. He forms friendships readily and is happy to supply enough of his endless stores of energy to see that it grows and matures into whatever it will become.
Khalaban is both polyamorous and extremely demisexual, to a point where he barely notices the gender and race of other people. They’re mere details to his way of thinking, and he cares little about it. People are people, not there race or gender
Because of his unusually deep bonds, Khalaban is very protective of those he cares about. He can be stubborn, determined and brutally effective when needed. His mood is also somewhat volatile, and he feels things very deeply, as a result of which he struggle to keep his emotions in check. When angered or irritated he becomes very aggressive and moves constantly.
It is unwise to order the pork around him.
Passionate, headstrong and very large for a child his age, Khalaban enjoyed life. As he grew older and larger, he also grew to enjoy other things - the fine brews so enjoyed by his patron,Cayden Cailean, for example, and the company of several of the other young people in his home village.
It was during a very loud, very public argument with his older brother over the fact that at least one of Khalaban’s companions was both a half-orc and a young man, neither of which Khalaban especially cared about, that the brothers descended to blows and Khalaban...changed. His voice dropped, hair grew where there had been no hair before, and significant tusks appeared cracked two of his teeth.
At that point his sexuality became a much smaller issue.
His nature revealed, Khalaban roared back to his home, confronting his father about his obviously...unusual bloodline. His father refused to speak, however, and his mother would not meet his eyes.
Furious at being lied to for his whole life, Khalaban took the more valuable gifts that had been given him when he was born and left, tears in his eyes and a stubborn refusal to look back.
Not ready to face people, Khalaban remained in the woods, practicing the hunting that had once been a simple past time until he could survive. As he spent time in the mountains he came to appreciate the steady, continuous nature of the hills and the stones, something clicked. He began to manifest the powers of a Geokineticist.
It was something of a shock, at first, and didn’t exactly appeal to someone who’d only just discovered they were one kind of weird creature - not to mention being told there preference for loved ones was weird as well. But as he practiced his new founds powers, forming a small network of caves from which to hunt, it occured to Khalaban - the mountains didn’t care what people thought of them. The stones didn’t weep if people insulted them. They were what they were. There was a...certain comfort to that. Khalaban might have to care what people thought, but he didn’t have to change just because of that. He was who he was, and decided he would make no apologies for it.
As he sat in the hills, he discovered something - wolves might not hunt humans as a general rule, but they were quite interested in something that smelled like a wild boar in a lean winter. Unable to escape, Khalaban was forced to withdraw to his caves and try and hold out - but food was an issue. He was...not great at rationing. Within two weeks, he was out of food and forced to leave. The wolves were waiting.
Wounded and now carrying a number of fine pelts, Khalaban considered his options. In pain and tired of being alone, he thought about what he’d learned.
First, he did not like wolves.
Second, he wasn’t going to change.
Third, the wilderness was a good place for reflection, but not to find much else.
If not at peace then at least accepting he wasn’t going to find it, Khalaban returned to civilization - but not home. Khalaban headed for the nearest city, taking odd jobs - his supply of gold wouldn’t last forever. Besides, the gold was needed for other things.
The wolf skins made a fine coat.
Looking for both adventure and coin, Khalaban eventually decided to join the Pathfinder Society for both.
|Aerel of Korvosa|
This is Captain Collateral Damage presenting this character. Background is done, Statblock is mostly done, trying to decide what to do with way too many skill points. :)
In terms of LGBT+ aspects, Davos is, along with most most of my characters and me, quite asexual. I'm not entirely sure about his romantic orientation yet, I'll probably have him as bi. :)
|Aerel of Korvosa|
A list of the applicants:
Maxilla Dragonspite (Kobold Sorcerer *Celestial Bloodline*)
Greenlock 'Grimgaunt' Goldeneyes (Gnome Oracle of the Dark Tapestry)
Interested (But Haven't Yet Posted a Character)
And Selene Spires--if you happen to still be checking this thread, I'd love it if you could submit a character. :)
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Adrianna Female Suli Inquisitor of Calistria.
At the temple were other half siblings...her brother, a half elf bard, and her sister, a elf warpriest of Calistria. She grew up in a loving family and received plenty of instruction in the teachings of Calistria. She however display great natural aptitude towards being a Inquisitor.
After her investment has a Inquisitor of Calistria she decided to travel and see the world.
Mute Blood Changeling Witch(Tatterdemalion)
Str:12 Dex14 Con 11 Int16 Wis16 Cha14
BAB:+0 CMB +1 CMD:14
Claws: +1 1d4+1 x2 Slashing
Dagger (2gp)+1 1d4+1 19-20/x2 10ft Piercing
Whip(1gp) +1 1d3+1 x2 Slashing
Light Crossbow(30gp) +2 1d8 19-20/x2 80ft Piercing
Staff +1 1d6+1/1d6+1 x2 Bludgeoning
Bola(5gp) +2 1d4+1 x2 10ft Bludgeoning
Feat: Wasp Familiar
Noble Born: Orlovsky +1 CMD and Diplomacy
Charming: +1 to Bluff and Diplomacy against those who would find you sexually attractive. +1 dc to any language dependant spell you cast against those of the same demeanor.
Skills: 6(2+3+1) Background:2
Mute Blood Changeling:
+2Wis +2Int -2Con
Natural Armor: +1 Natural Armor
Claws:Claw Attacks at 1d4
Gaze Blindness:+2 saves v. Gaze attacks
Weapon Proficiencies: Simple Weapons and A tatterdemalion is proficient with bolas, nets, and whips.
This alters the witch’s weapon proficiencies.
Hex:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
-Dancing Strings:A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.
This alters spells and replaces the hex gained at 1st level.
Cantrips:A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
Patron:Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.
Familiar: Wasp Init:+3 Darkvision:60ft Perception:+4 AC:19(+3dex, +4 natural, +2 size)
Att:+5 Sting(1d2-4+Poison) Poison:Fort DC10 sickened
0-(3) Mage Hand*, Open/Close*,Prestidigitation*,
1-(2) Animate Rope(free), Charm Person,Identify,Mage Armor*, Sleep*,Cure Light Wounds, Burning Hands
Shamans’ kit:15gp,44pds This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Grooming Kit:1gp, 2lbs, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Courtesans’ Kit:10gp, 5lb.This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Perfume kit: 40gp,10lb. A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Holy Text: 10gp, 3lb. A leather bound book with the philosophies of Calistria with in them.
Courtesans’ Outfit(x2):16gp,4lbs each, This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer's’ outfit:(free) 8lb. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
|Ithsay the Unseen|
I'll allow other PCs to take the Signature Skill feat. The Unchained Rogue will still get the skill unlocks for free.
Awesomesauce. The unlocks for Heal are totally worth spending a feat, at least if one is a healer.
Though if I were getting sneak attack, I'd be torn between heal and sleight of hand.
Of course, if I were getting sneak attack, I'd likely be a rogue, and would have rogues' edge, obviating the need for signature skill...
Way of the world.
Applicant List Update!
|Vixie of Clan Moondew|
|The Cat of Kassen Township|
The recruitment drive has ended, and after some thought, I've decided that it'll be easier for me to GM for 5 players as opposed to 6. Sorry for waffling back and forth on this.
Without further ado:
--and Bertrand Villor!
The discussion thread has been opened. I'll see you all there. :)
And for the rest of you--thank you so much for applying. I really wish I could've GMed two games of 4 so everyone here could play.