
Ammon Knight of Ragathiel |

It's been a hundred years since the world changed. The wilds have overtaken almost everything. The few pockets of civilization that exist are ruled by whoever holds the power. Arcane magic, has depleted; existing only in a few small pockets across the world. Nethys no longer answers prayers.
You all have come to or live in the newly established port city Greywater Hollow, located in what used to be Varisia. The city itself is a sanctuary of sorts for all, The lands having become far more dangerous and wild. An odd guard consisting of Harpies and Goblins protects the city from the lands and sky's while Lizardfolk protect the seas from the Halfling pirates the Phantom raiders].
It may seem odd, but in the face of new danger some races have become closer while others have drifted.
The Adventure will start in this new city Greywater Hollow, whether you wish to adventure to uncover why the world has changed or just seek to protect it is up to you.
Start at Level 1
Stat Rolls 2d6+6
Hp Max at first level, after that we will roll
Gold Average for starting class or roll in thread
Alignment any non evil alignment
Traits Take 2, no drawbacks, make sure they fit your character.
Core, Uncommon and Featured races allowed. Pretty much any Paizo race under 20 rp is allowed. So a few minor things to add Racism has changed a bit: people blame Elves as well for the worlds current state...
All Paizo classes allowed, with certain restrictions. All summoners use The unchained version. Third party classes: the Time thief and dreamscarred presses Soulknife are allowed as i've reviewed them. 3rd party Oracle curses Allowed.
I will only be accepting 1 Arcane caster.
Arcane magic is very weak due to the world's current state and with that All Spells take a full round to cast, unless i say otherwise as it takes more time to gather the energy to cast.
None of this Includes Alchemists.
Clerics of Nethys will not receive spells or domain powers immediately....
Keep in mind you will not be able to buy Magic weaponry or armor anymore. due to the worlds state. However crafting is allowed.
Alchemists count for the purpose of fulfilling crating requirements.
We will be using the Background Skills system, Automatic bonus progression and Fighters have access to the stamina system
Backstory and Fluff
A character's backstory is my favorite part of pathfinder, as such i am looking a character with a goal beyond selfish monetary gain now if your character steals for others, like a robin hood esq idea that's okay
I have no problem with people connecting backstories if you want.
Ten minute background format Not Required But it could help both you and i understand your character better.
Spells such as Snowball, Mudball, touch spells, ect that are normally under the Conjuration school are now under Evocation.
the Cure spells that normally count as conjuration now count under the Necromancy school. Manipulating the forces of life energy and yada yada .
Spells like Summon monster, nature ally, ect in order to take the higher level versions you must have the previous versions first.
That should be everything, ask questions if needed

Uthraed |

stat: 2d6 + 6 ⇒ (3, 4) + 6 = 13
stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat: 2d6 + 6 ⇒ (2, 5) + 6 = 13
stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Pretty good rolls, one question can I rearrange these stats, for instance if I wanted that 17 as my STR instead of CHA could I move it

Seth86 |

So here is just a build, still thinking of a name
Ghoran Protector
Ghoran ranger (warden) 1 (Pathfinder RPG Bestiary 5 119, Pathfinder RPG Ultimate Combat 68)
N Medium plant
Init +1; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +1
Immune plant traits
Weaknesses delicious, light dependent
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +3 (2d6+7/19-20)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 12)
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Statistics
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Str 17, Dex 12, Con 15, Int 7, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits child of nature, devotee of the green
Skills Acrobatics -3 (-7 to jump), Knowledge (geography) +3, Knowledge (nature) +3, Perception +5, Stealth +1, Survival +7
Languages Common, Sylvan
SQ favored terrain (jungle +2), ghorus seed, master of terrain, past-life knowledge, track +1, wild empathy +3
Other Gear scale mail, greatsword, 30 gp
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Special Abilities
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Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Ghorus Seed (Ex) As a full-rd action, create a seed which will grow new you in 2d6 days, but die when it sprouts.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Dependent (Ex) 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills.
Plant Traits Plants have many immunities.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Seth86 |
1 person marked this as a favorite. |

Here you go, with a name, as i understand there will be no magical item loot? Are we going with that ABP list or the normal one?
Eslax
Ghoran ranger (warden) 1 (Pathfinder RPG Bestiary 5 119, Pathfinder RPG Ultimate Combat 68)
N Medium plant
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
hp 12 (1d10+2)
Fort +4, Ref +3, Will -1
Immune plant traits
Weaknesses delicious, light dependent
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +3 (2d6+7/19-20)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 10, Wis 9, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits child of nature, devotee of the green
Skills Acrobatics -3 (-7 to jump), Climb +3, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (nature) +5, Knowledge (planes) +4, Perception +3, Stealth +1, Survival +5, Swim +3
Languages Common, Sylvan
SQ favored terrain (jungle +2), ghorus seed, master of terrain, past-life knowledge, track +1, wild empathy +3
Other Gear scale mail, greatsword, 30 gp
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Special Abilities
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Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Ghorus Seed (Ex) As a full-rd action, create a seed which will grow new you in 2d6 days, but die when it sprouts.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Dependent (Ex) 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills.
Plant Traits Plants have many immunities.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Ammon Knight of Ragathiel |

Ammon Knight of Ragathiel wrote:i don't understand what your talking about Seth, i said you can't buy magical items. Magic loot will be a thing eventuallyThe ABP has 2 seperate lists. one for no magic items/loot (so it starts at 2 "levels" higher, and the normal 1 that starts at level 1)
Use the normal list as magic loot will be a thing, the intent is to make things tougher as magic is rarer

Seth86 |

Gotcha
The Ten-Minute Background
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1. It is a sentient plant that has evolved and devolped due to the current nature and state of the planet
2. It sees itself as a protector of the new world and its state
3. It is will to learn and to try to understand the races that are not of the Green
4. The Green is it’s home, the Green gives it live and nourishment
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Character: It want’s to be one with the Green, becomes the Green’s avatar
2. Player: Want to see how far as a Horizon Walker I can go
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Want to talk to you about the Green etc, will PM you
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1. The town’s botanist. She is a good friend and they talk a lot about the Green and other nature related things
2. A Druid named Malik’t, he showed him to the town. He was the first human he ever met
3. An alchemist, Zartal, he plans to defoliate the part of the Green where it was born!
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
This will depend on what the GM decides

Nutcase Entertainment |
You could have given a "warning"/link...
2d6+6 would average to 18 PB, and 15 PB with a lack of magic stuff at the start could be deadly for some.

Ammon Knight of Ragathiel |

thanks for posting the link, i knew i forgot something
also i understand the it will be difficult but trust me when i say it'll be fine my combat's are usually pretty easy.
i added most of these penalties and difficulties to compensate.
the 15 point buy is staying, the lack of magic items isn't getting explained any better or more. point being no matter what is argued you will not be able to buy magic.

Azten |

I kinda wanna know too. Why can't divine and psychic casters make magic items?
Deities, Magic portfolio: Isis, Thoth, Qi Zhong, Abraxas, Yuelral, Soralyon, Sezelrian, Nyarlathotep (Black Pharaoh), Nyarlathotep (Faceless Sphinx), Nyarlathotep (Haunter of the Dark), Shiggarreb
That's a lot of deities that could've picked up the slack and taken over for Nethys or, barring that, at least kept magic item creation a thing.

Ammon Knight of Ragathiel |

To clarify divine and psychic casters can make magic items. i did in fact state in the original post that pc's could invest in the magic item creation.
Please note i said the following "Keep in mind you will not be able to buy Magic weaponry or armor anymore. due to the worlds state. However crafting is allowed.
Alchemists count for the purpose of fulfilling crating requirements."
The reason magic weapons and armor are rarer is because Civilization has devolved enough to where whole nations have fallen and entire races have changes ways of life. Other gods of magics haven't been able to pick up the slack, for what reason i cannot say....
The ways of magic item crafting have in essence been forgotten, only select clans and groups know how to craft them. The materials to craft are harder to get, and the process takes much longer. which is why it takes longer to bind the magic to something.
Not going to deep into this but something is wrong with the very planes themselves, even the connection with the gods feels as if it's weakening.

Blik Blik |

From what I read with the gunsmithing feat I do not need to have a crafting skill such as crafting (gunsmithing) although I plan to take crafting (alchemy)
http://www.d20pfsrd.com/feats/general-feats/gunsmithing I don't know this link isn't working for me
also here is the alias I plan on using, haven't done the fluff yet and im still finishing the crunch but I am getting there I think ill use the same outline as Seth

Threeshades |

This sounds interesting let me throw some dice across the room.
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
Not super impressive but I can work with it.
I'm thinking of a ratfolk or strix. Possibly ranger or unchained rogue.

TheOrcnextdoor |
Thinking Menhir Savant druid. He is a druid that always wanted to see nature and civilization grow together. The current state of the world troubles him more than most druids. He spends much of his time communicating, or attempting to communicate with, the natural energy of the world. I'm considering having him been around for most of the the 100 b years that have passed. That, or be part of a family that has passed down tales and the like from before then. He would focus on his spellcastering.

TheOrcnextdoor |
1 person marked this as a favorite. |
Druid (Menhir Savant)
Race: Half-elf
Age: 25
Ability Scores:
Str: 11
Dex: 17
Con: 16
Int: 11
Wis: 20
Cha: 09
Defense:
HP: 11
AC: 15
Saves:
Fort: +5
Ref: +3
Will: +7
Offense:
Movement: 30ft
BaB: 0
Quarterstaff: +0
Damage: 1d6
Sling: +3
Damage: 1d4+0
Feats: Scribe Scroll
Skills:
Perception: 1
Swim: 1
Survival: 1
Spellcraft: 1
Know. Nature: 1
Gear:
Arms and Armor: quarter staff, padded leather, sling
Misc gear: Backpack, rope 100ft, waterskin, chalk
Scrolls:
Endure elements (2), Alter winds (1), magic weapon (1), magic stones (1), speak with animals (1), cure light wounds (1)
Spells: 1st:3+1/day
1st level:
Obscuring mist
Magic stones-1
Entangle-1
Burning disarm-1
Domain: Weather

G-unit |

I'm fine with ending a couple of days early for RP. I have off on Friday the 8th and will have my background done by that afternoon.
I have the broad outline of a background done and could use some direction. I have decided to submit a Soulknife (probably human, maybe Aasimar). Do Psionic users have to be trained by a mentor or can a major stress event cause their powers to manifest? Also are the Soulknife archetypes available?