Act one: Greywater hollow (Inactive)

Game Master Archae

a fresh beginning in a new type of apocalypse. The world is a jungle, Nethys has disappeared, arcane magic is weakening. So many mysteries...


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Well I will give it a try!

Rolls:

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18


Seka of the Silver Wings wrote:

Thanks for the new link. I wasn't aware your alias was the character you were putting forward.

Alata: You've listed your True Primitive Barbarian's favoured terrain as Jungle, but so far in the campaign we've moved through dense forests/woodlands. I'm uncertain if a Jungle terrain is coming up in game in the near future, but it seems to make better sense to choose 'Forest' so you may gain your bonuses. :) (Yes, I realise your backstory has her tribe living in a jungle, but it could easily be altered to have them live deep inside some wild, overgrown, wooded forest. Just something to think on is all.)

Good point. Alata is my "anti-min-max" character but it's best not to ignore that bonus since it replaces fast movement.


for the record does pathfinder make a distinction between jungle and forest?


It does in the Favoured Terrain table.

Favoured Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)


Crunch:

Statistics:
------------------------
Human Geokineticist 3
Alternate Racial Trait: Dual Talented
Traits:
Str: 13Dex: 17Con: 18Int: 14Wis: 15Cha: 13
BaB:+2 CMB: CMD:
Feats: Weapon finesse, Weapon focus (Kinetic Blast)

------------------------
Offense:
------------------------
move: 30ft

Melee:
Kinetic Blade: +6 B/P/S
-Damage: 2d6+6

Kinetic Blade w/ Elemental Overflow: +7
-Damage: 2d6+8

Ranged:
Kinetic Blast: +6 B/P/S
-Damage:2d6+6

Kinetic Blade w/ Elemental Overflow: +7
-Damage: 2d6+8

------------------------
Defense:
------------------------

AC:17 Touch:13 Flat-Footed: 14
HP: 32(3d8+12) NLD: 3 Burn: 1
Fort: +8
Ref: +7
Will: +4
DR3/Adamantine

------------------------
Skills: 4 + Int /level
------------------------

Perception: 3
Acrobatics: 3
Stealth: 3
Survival: 2
Climb: 1
Know. Dungeoneering: 2
Know. Nature: 1
Diplomacy: 2
Intimidate: 2
UMD: 1

Background Skills:
Know. Engineering: 2

------------------------
Infusions and Wild Talents:
------------------------

Basic Geokinesis:(free) Wild Talent

Element(s) earth; Type utility (Sp); Level 1; Burn 0

You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Kinetic Cover: Wild Talent

Element(s) aether, earth, or water; Type utility (Sp); Level 1; Burn 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Kinetic Blade: Infusion

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Extended Range: (Infusion)

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Here is the crunch for my character. I am working on the background atm. But I'll have him grow up in the town and have been used to help clear/move land for building etc.

He is fairly hard hitting, and pretty tanky. He has DR3/ atm, 29(real) hp and 32 total. with an AC of 17.


Yeah Jungles are wetter and have different flora and fauna. So I'm thinking of switching from Mwangi to a section of Kyonin that became overgrown. But I wanted her tribe to be totally unfamiliar with humans... Decisions, decisions.

@thelizardwizard yeah well Alata has a spear!


Will have my Suli Samurai soon ready
Health: 2d10 ⇒ (8, 8) = 16
Mirasama Yoshimitsu

Lantern Lodge

Didn't realize we rolled for health as well so I'll update sheet with this (took average)
hp: 2d10 ⇒ (6, 1) = 7
Reroll 1 hp: 1d10 ⇒ 3

http://www.myth-weavers.com/sheet.html#id=1078455

Not sure why the link is doing this...


Alecak: Unfortunately the link still doesn't work. And as far as I'm aware, we aren't re-rolling 1's in HP - so you'd take the 7 as rolled for the next two levels (or average if it's better? The GM can confirm this).


Alecak wrote:

Didn't realize we rolled for health as well so I'll update sheet with this (took average)

[Dice=hp]2d10
Reroll 1 [dice=hp]1d10

http://www.myth-weavers.com/sheet.html#id=1078455

Not sure why the link is doing this...

Fixed it for you.

http://www.myth-weavers.com/sheet.html#id=1078455

Lantern Lodge

Thank you very much sir!


My character is going to be more of a secondary healer - to help out where needed. If anyone is interested in creating a primary healer for the game, then please go for it!


Yes, with the vanishing or death of a god it could be very interesting for a Cleric, especially as we seem to be stumbling over some strange artifacts.


Alata wrote:

Yeah Jungles are wetter and have different flora and fauna. So I'm thinking of switching from Mwangi to a section of Kyonin that became overgrown. But I wanted her tribe to be totally unfamiliar with humans... Decisions, decisions.

Since Elves are pretty much despised and blamed for the world's current state, playing one as part of the group could be very interesting.

If the Elves were blamed then they would seek the more ancient places ... and also some kind of ally ... Omesta in the northwestern Fierani Forest of Kyonin might work, living among ruins and overgrown forest.


Hopefully outside the town filled with *shudders* Gnomes. I think she would live near the Tanglebriar if that still exists. It would force her tribe to be more militaristic and might set her tribe backwards as it's forced to focus on basic survival more than culture or engineering.


Hey, Lekkric18 here, this is my submission for this game. A battle cleric who can buff everyone up, wade in with his glaive, and then patch everyone up after we're done smashing heads. He's got 1 level of fighter for proficiencies and feats, but he's a cleric first and foremost.

I copy-pasted the stats over from a different game that never got going for format purposes, so I have to change a lot, but the essence of the character is there now. His primary motivation is to prove himself to his overachieving family (who are all also priests of one sort or another) by spreading the worship of his god. That might be a problem if his god is dead or missing, but anything easy isn't worth doing, right? :)

Also, is there anything I should know about the gods that's different from standard PF? He's a cleric of Gorum, does he exist or is there a different pantheon or something? Are there still gods to worship?


@Alata: I looked into Tanglebriar, too, and if you choose to have Alata live nearby there's no problem with that. BTW the gnomes and Elves of Omesta coexist quite well so no need for the shuddering. ;)

@Tarak: Yes, we're using the Golarion Pantheon, so you should be okay with Gorum. It's only Nethys that is the difficulty. As Nethys is no longer answering prayers, Clerics of Nethys will not receive spells or domain powers immediately. I'm certain we'll learn more about why this has happened as the game progresses and the story unfolds.

My character has taken a level in Cleric (Devout Pilgrim) and worships Azata Empyreal Lord Sinashakti. Seka has the Luck and Travel Domains. If your character is accepted into the game, I'm sure we could work together to ensure bases are covered (and no toes are stepped on) as I am going to make Seka the secondary/backup healer in game. Having more healing in game is never a bad thing. ;)


Let's see what the Dice Roller will give me for 2017...

2d6 + 6 ⇒ (2, 2) + 6 = 10.

2d6 + 6 ⇒ (2, 3) + 6 = 11.

2d6 + 6 ⇒ (4, 1) + 6 = 11.

2d6 + 6 ⇒ (4, 3) + 6 = 13.

2d6 + 6 ⇒ (4, 3) + 6 = 13.

2d6 + 6 ⇒ (4, 1) + 6 = 11.

Heh, figures... guess it'll be the 15 point-buy for me. ;)

Was thinking of going with a Soulknife (gotta go and represent all my psionic peeps); considering having either an Android or Dhampir for the Soulknife's race. The Dhampir element seems to match closely with the current goings on of the adventure. Androids, however, can have some interesting possibilities story-wise with their unfortunate habit of generating a brand new soul in an already "used" body (especially if said android body might've been involved in any shenanigans that led up to the events of the present day).


GM can you tell us a bit more about the city?
I envision my char as a mercenary from a distant place, stranded and now seeking a new venue of income.
He is a boisterous samurai, handy with a blade, with a bit of social skills, quite good in damage and more than decent as tank. Will take antagonize at first opportunity to collect all the hate.


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The Gm says a little about Greywater Hollow on the first page of the recruitment thread.

A port sity with a Gnoll as captain of the guard, Harpies and Goblins are the guard, with Lizardmen patrolling the waters.

It seems to be a refuge from the dangerous lands around it, built in what was once Varisia. It has just fought of an invasion of undead, the source of which was twarted by a gallant band of heroes. :)

A lot of it is built on wharves over the water, the city seems to be tolerant of all races, but not of troublemakers.

We don't know what race the mayor is? But she looks really young and wears a blindfold around people?.

That's really all we've discovered so far.


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There are two maps of Greywater Hollow on the Campaign tab under the spoiler for a visual snapshot of the place.

There is a low wall protecting the entrance to the port city. Currently, there are pyres along the shoreline lit and burning piles of Undead bodies. The city was hit recently, while our group was away dealing with our own Zombies, Undead and Dracolich, among other things. There's only been minimal damage done to the city and minimal injury to the guards - some buildings have been ruined, but the place is holding together pretty well.

The female Mayor (pale-skinned, young woman with long green hair) has an issue with her eyes and thus uses a blind to regulate the light ... She says it's due to a curse. Her office/home is located past the market and residential housing. It's a large ship built into the dock and converted into a home.

The group was awarded, as way of thanks for their work in the swamplands, an abandoned storage warehouse on the edge of town near the town market. The Mayor is having people renovate it just enough to bring it up to basic living conditions and then we can take ownership and live there (plus it will be our base to conduct business etc).

Town's Blacksmith (Ammon's Armory) is run by an amiable male Tiefling named Ammon and is located on the other side of the merchant district. He has a small library filled with books pertaining to myths and children's stories re legends etc. (which can be useful).

Town's Priest (Kryas Azrin), male Half-Elf with hair tinged forest-green is in charge of the Temple of Sarenrae.


Lol the shudder was about the thought of being anywhere Gnomes. It's a meme in my group because our first GM loved Gnomes and made them as annoying as possible.


Seka of the Silver Wings wrote:


@Tarak: Yes, we're using the Golarion Pantheon, so you should be okay with Gorum. It's only Nethys that is the difficulty. As Nethys is no longer answering prayers, Clerics of Nethys will not receive spells or domain powers immediately. I'm certain we'll learn more about why this has happened as the game progresses and the story unfolds.

My character has taken a level in Cleric (Devout Pilgrim) and worships Azata Empyreal Lord Sinashakti. Seka has the Luck and Travel Domains. If your character is accepted into the game, I'm sure we could work together to ensure bases are covered (and no toes are stepped on) as I am going to make Seka the secondary/backup healer in game. Having more healing in game is never a bad thing. ;)

That sounds good. Tarak has Chaos and Glory domains, so they will likely be different enough characters both mechanically and personality-wise that there won't be any bumping heads. The way he's set up now he uses a reach weapon, but I'm wondering if it might be better to just grab a normal 2 handed weapon and step right up into the thick of things if there's only one full-time frontliner.


good submissions so far all around, 2 or 3 more days before a decision is reached guys


@Tarak: Personally, I'd love to see a cleric (or even life oracle, for that matter) with a strong/er emphasis on healing and dealing with the Undead.

As to the weapon, choose what fits/suits better as my druid can support the frontline alongside the "tank" character (she uses both melee and ranged weapons), as well as our trusty rogue.

Would you be able to fix up your character's stat sheet and backstory so we can get a better picture of your guy (at level 3) and specifically for our game? It helps with the selection process and getting a better feel for your character and how he could fit in with the existing party. Thanks!


Alata wrote:
Lol the shudder was about the thought of being anywhere Gnomes. It's a meme in my group because our first GM loved Gnomes and made them as annoying as possible.

No problem, Alata. Just trying to help with ideas. :) Let us know what you decide to do re her location/home prior to arriving in Greywater Hollow. Thanks!


as far as my selection criteria go, i pick based on how well done the backstory is [a lot of story doesnt mean good,], character motivation, and willingness to learn/ understanding of the system. no matter how interesting your character could be it doesn't matter it he or she is dead weight on the team.

that said good submissions so far, seeing a lot of frontliners, hopefully we see more support submission over the next few days


Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Not the best of scores but the fit into character I want to create.
should have it adjusted soon


Seka of the Silver Wings wrote:

@Tarak: Personally, I'd love to see a cleric (or even life oracle, for that matter) with a strong/er emphasis on healing and dealing with the Undead.

As to the weapon, choose what fits/suits better as my druid can support the frontline alongside the "tank" character (she uses both melee and ranged weapons), as well as our trusty rogue.

Would you be able to fix up your character's stat sheet and backstory so we can get a better picture of your guy (at level 3) and specifically for our game? It helps with the selection process and getting a better feel for your character and how he could fit in with the existing party. Thanks!

Sorry I had planned to finish it yesterday, but I got pulled away and couldn't get back to it until just now. Almost everything in the spoilers was updated, including the background and personality, it's just the stat block at the top that needed an overhaul.

As for having more emphasis on healing/undead, He'll be completely capable on that front. I made him a battle cleric kind of out of necessity. His 3 highest stats are 15, 14, 14, so he's not going to have a huge Wis to start so I figured I'd toss them in wis, str, and con to have a cleric that can fight as well as cast. His personality is such that he wants to wade in and fight, but in actuality his normal cleric duties will be taken care of first and he'll come in swinging when it's just mop up time. :)

I'll have the crunch finished tonight, and as always if you have any requests or questions just let me know.

Almost forgot:
2d8 ⇒ (1, 1) = 2
edit: ouch. Any worry about Tarak stepping up into the battle can be put to rest lol.

Thanks

PS. I find that my skills at writing a backstory aren't quite as strong as my actual in-game writing, so please take a look at this game to see a (completely different from Tarak) character I'm playing: Morley Hastings. He's a little over the top, but very fun to play. :)


Submission is in
Will adjust the background a bit to match the campaign


@Zeladaris: May I ask why you made your cleric a worshipper of Nethys when Nethys isn't around anymore in this world, isn't answering prayers and Clerics of Nethys will not receive spells or domain powers immediately? That doesn't really help the party out much, I'm afraid. Combine that with a wizard and arcane magic is very weak in this world and it takes an arcane caster a full round to cast all spells, it is rather limiting.


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i feel bad for these hp rolls, so many 1's i'm tempted to jusy say reroll ones for everyone


The short answer would be because of your need to deal with undead.
I had a different plan for the character but since you needed some power over the undead I took a level in cleric for that reason. I will happily go back to the original character which would have access to clerical spells by no channeling energy. Nethys was the only god that would fit into the character concept.

The Character will not get spells or domain powers (I think that channel energy will still work as it is not granted by spell or domain powers. It is from the characters faith in their god IMO...lol DM's call of course)


@seka
I adjusted the character back to what I originally want it to be
Let me know what you think.


Silent snowflake falls on mountain,
blades cut through winter wind,
a fountain of crimson showers the victor

Backstory:

Yoshimitsu has been in three major battles and a handful lesser engagements, always on the losing side.
Not that he didn´t fight valiently, he did. Neither was he the first to run. No he wasn´t. But one simple man does not
decide a war or a battle. No matter how well he knows his style, no matter how good armored he is.
But those things can decide if he lives... or dies.
After a while Yoshimitsu learned two simple truths. Honor does not feed you when you are hungry. Glory does not warm you in the winter.
So he decided to become a mercenary. A sellsword. And he was a damn good one.
His school teaches the four elements. A strong stand. A keen eye. A fast strike. And endurance for the next opponent.
He stays true to his masters.
If you manage to buy his deeds, he is loyal, trustworthy and a very good bladesman. As long as you pay.
Just remember, he is a sellsword, no marauder. No women, no children, no innocents.

Outlook:

Yoshimitsu is a bull of a suli, very well muscled, with graceful movements for such a big man. His long black hair is braided through 18 brass rings.
He looks human, until you look into his eyes. Those silver pale orbs showing his true heritage. A faint scar follows his cheekbone and the tip of his left ring finger is missing.
His clothes and armor hide the rest of his many, many scars, by blade, arrow, tooth and claw.

Steed:

He also has a loyal steed. He named it Maelstrom.
The vendor said it was strong as stone, swift as the wind, enduring as the sea and spirited as fire.
Well actually the nag is only loyal if feed regulary with apples, is slow as stone, has almost no wind for long battles, is mean as the sea, and riding it sets your ass on fire.
But still Yoshimitsu likes it. He thinks the nag is fitting to him. And sometimes, sometimes the nag is a mean son of a hellhorse, biting in battle like a demon.


Seka of the Silver Wings wrote:
Alata wrote:
Lol the shudder was about the thought of being anywhere Gnomes. It's a meme in my group because our first GM loved Gnomes and made them as annoying as possible.
No problem, Alata. Just trying to help with ideas. :) Let us know what you decide to do re her location/home prior to arriving in Greywater Hollow. Thanks!

I'm having a bit of trouble because I don't know the changes as well as I know the basic Golarion. I really do appreciate the suggestions. I could really use a basic timeline of when the world changed. How long has the wilds started to rule. A huge part of Alata's character is that she is a primitive. She has no knowledge of buildings or the gods. She has legends of times past.

I'm thinking of setting her backstory in Kyonin, changing her tribe's great enemy from Charau-ka to Orcs, and having her just travel on foot to Varisia. In this revised version, she will have heard of humans from legends but never have seen even a half-elf, let alone a human.


@Alata: The world changed one hundred years ago and over this time frame the wild areas expanded and overtook the world, overrunning/reclaiming most of the urban areas. The few pockets of civilisation that do remain are ruled by those who hold the power.


Zeladaris:

I appreciate you reworking your char to a straight theurge. The GM, Targan and I will look over everyone's sheets shortly.

I understand your reasoning/motive for selecting a level of cleric. What I had trouble comprehending is why you chose Nethys when it was mentioned that he had disappeared and clerics from his flock had no access to spells and alike (and if I was GM I would have deemed that clerics could not also channel because there would be no divine connection to fuel/support the energies). With the two classes you had chosen, your char would have had both hands tied behind his back and that wouldn't have been much fun nor helpful.

I know Nethys is a typical choice for wizards, but there is another you could have considered, for example, Soralyon, whose portfolio of worshippers include arcane spellcasters and historians.

If you would still like to take a level of cleric using another god, then that would be fine and more effective in game as you would have access to divine spells, domains and channelling.

Thanks for hearing me out. :)


Elves live too long for humans and magic to be beyond what a tribe would know. That hinders things but not all is lost! Alata herself may just be sheltered from things but the older in the tribe remember. Kyonin was isolationist even in regular Golarion.


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If I've missed someone, apologies as it was not intention. Please let me know if you're not on the list, and I will add you next update. Thanks.

Submissions so far:

Eadgart Gene Pentti (Player: CCCXLII): Human, Fighter (2-Handed Fighter)
Alata of the Fealindir Tribe (Player: Larkos): Elf Barbarian (True Primitive Barbarian)
Cho (Player: Alecak): Android Gunslinger (Bolt Ace)
Mirasama Yoshimitsu (Player: Helikon): Suli Samurai (Order of the Cockatrice)
Tarak Mishra (Player: Lekkric18): Human Cleric/Fighter
Zeladaris-Ad-Pellipardus (Player: Jovich): Human Theurge (Scroll Scholar)
Thelizardwizard (player): Unnamed, Human Geokineticist

Interest shown:

• Boss Zog: Hobgoblin Alchemist - no char sheet as yet, ability stats rolled.
• Colin Spear: Gnoll Hunter (just dotted)
• EmissaryoftheNorth: Magus - no char sheet as yet, ability stats rolled.
• Here4daFreeSwag: Android or Dhampir Soulknife - no char sheet as yet, ability stats rolled.


When is the deadline?


Recruitment's been running for a week. The deadline is Wednesday.


I don't think that I can get something solid ready by then.


GM DeathbySuburbs wrote:
I don't think that I can get something solid ready by then.

No worries. Best of luck on the boards!


Last minute submission ahoy! I hope I can finish in time.

Stat roll: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Stat roll: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Stat roll: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Stat roll: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Stat roll: 2d6 + 6 ⇒ (6, 5) + 6 = 17

Stat roll: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Oh that's super workable. Does anyone have a preference between a Paladin, Sorceror, or Summoner? I'm bad at narrowing things down on my own. The second two are mostly buffers.


Getting those HP rolls in.

level 2 hp: 1d10 ⇒ 2.
level 3 hp: 1d10 ⇒ 8.

After some thought, I will go with android as the race for my soulknife character. I have utilized some low level psionic powers in the build as well, via some chosen feats.

GM_IamZero000 wrote:
i feel bad for these hp rolls, so many 1's i'm tempted to jusy say reroll ones for everyone

Guess it'd be a bit too late to apply those rerolling of the 1's to the stat-gen rolls? ;)


Indifference Harrowquah, wielder of the phantom blade

Female Android Soulknife 3 (Armored Blade [UP], Nimble Blade [UP], Ghostblade [PA:7th Path])

crunch:

LN Medium humanoid (android)

Init +3; Senses darkvision 60 ft., low-light vision; Perception +6

--------------------
Defense
--------------------

AC 18, touch AC 13, flat-footed AC 15 (+4 armor, +3 Dex, +1 shield)

HP 29 (19=10firstLvl+6con+3fcb+2d10rolled=2,8)

Fort +4, Ref +7, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun

Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep

Favored Class Bonus: +1 Hit Points

--------------------
Offense
--------------------

Speed 30 ft.

BAB +3
CMB +4
CMD 17

Weapon and Armor Prof: mind blades, mind armors, light armor, and simple weapons

Melee
mwk mind blade (one handed, slash as default): +7 (1d8+1s-p-b/19-20, 15'r) or (light, 1d6+1s-p-b/19-20, 20'r) or (2-h, 2d6+2s-p-b/19-20)
nexavaran steel dagger with hollow pommel: +6 (1d4+1s-p/19-20, 10'r), [nexavaran steel is identical to cold iron]
alch. silver kunai: +6 (1d4+1b/1d4p, 10'r)
flame fountain firework: 1d8 fire, as melee touch/no str dmg, 1 min duration.

Ranged
mwk mind blade (one handed, slash as default): +7 (1d8+1/19-20, 15'r) or (light, 1d6+1/19-20, 20'r)
mwk deep crystal underwater light crossbow: +7 (1d8p/19-20, 80'r/20'uw)
nexavaran steel dagger with hollow pommel +6 (1d4+1s-p/19-20, 10'r), [nexavaran steel is identical to cold iron]
alch. silver kunai +6 (1d4+1b/1d4p, 10'r)

Special Attacks: enhanced mind armaments, form mind armaments, spirit's blade, mind blade finesse bladeskill,shape mind armaments, throw mind blade,

--------------------
Statistics
--------------------

Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 10, Cha 11 [base stats: str12 dex14 con14 int10 wis10 cha13]

Feats: Unlocked Talent:1st, Access Psionic Talent:3rd, Piranha Strike:bonus, Weapon Finesse:bonus, Wild Talent:bonus

Traits: Nanite Revival (racial)[ISR], Guiding Spirit (magic)[HH]

Psionic Power points:4 (ML=1;Cha)

Adventuring Skills: +6 Acrobatics:1 rank, +6 Autohypnosis:3 ranks, +1 Bluff:1 rank, +4 Climb:1 rank, +1 Disguise:1 rank, +3 Escape Artist:1 rank, +4 Intimidate:1 rank, +5 Knowledge (Psionics):1 rank, +5 Knowledge (Religion):1 rank, +6 Perception:1 rank, -4 Sense Motive, +2 Spellcraft:1 rank, +6 Stealth:1 rank, +4 Swim:1 rank; Racial Modifiers: +2 Perception, -4 Sense Motive

Background Skills: Knowledge (Geography) +2:1 rank, Knowledge (Nobility) +2:1 rank,Linguistics +3:2 ranks,Perform (Acting) +1:1 rank, Profession (Porter) +4:1 rank

Languages: Common, Hallit, Shoanti:linguistics, Varisian:linguistics

SQ emotionless, exceptional senses, repairing nanites

1,675 gp initial (175gp average + 1500gp)

Total Weight:50lbs; 25lbs without default light mind armor activated

Carrying Capacity (13str, mwk backpack):50-100-150/(15str):66-133-200

-------------------Equipment-----------------------

Traveler's outfit, 0 gp, 5lb
hobgoblin slaver's Wound Paste [ARG]; 50gp, .5 1b, 5 doses

mwk mindarmor: (mwk chainshirt +4ac,+4dex,25 lb,-1acp,30'), (mwk chainmail:+6ac,+2dex,-4acp,20',40lbs/19ac,ff17), (mwk splintmail:+7ac,+0dex,-6acp,20',45lbs)
mwk Deep Crystal, underwater light crossbow [UP][UE], 1370gp, 4lb
Nexavaran steel dagger with a hollow pommel [FG][UE], 8gp, 1lb
alchemical silver kunai,[RTT] 22gp , 2lb
10 crossbow bolts (1 gp, 1 lb)
weapon cord [ue], 1sp,-, attached to crossbow

Flame Fountain Firework [ue] 100gp-
Gum Rope [GHH] 30gp, 1lb
smokestick 20gp,.5lb

bandolier [UE],5sp ,-
mwk backpack [UE], 50gp, 4lb

chalk,1cp -
dice [UE], 1sp -
earplugs [APG], 3cp,-
twine (50') [APG], 1cp, .5lb
smoked goggles [UE], 10gp -
blue book [UE], 5gp, 1lb

1 wandermeal [UE], 1cp, .5lb
Waterskin 1gp, 4lbs

7 gp, 2 sp, 4 cp left

=====Total cost:1667gp,7sp,6cp========

--------------------
Special Abilities
--------------------

(1st)Unlocked Talent: +2 more pp and can Manifest chosen power as if level 1 manifester using cha stat. [Biofeedback]
(3rd)Access Psionic Talent: Gain five talents. [My light, Energy Splash, Trick Shot, Create Sound, Psionic Repair]
(bonus 1st) Weapon Finesse as a bonus feat at 1st level.
(bonus 1st) Wild Talent: You are a psionic character and gain 2 power points.
(bonus 2nd) Piranha Strike: (Prerequisites: Weapon Finesse, BAB +1) When wielding a light weapon, you can choose to take -1 hit for +2 additional damage

Enhanced Mind armaments +1 (Su) You can enhance your Mind Blade/armor with a total enhancement bonus of +1.

Form Mind armaments (Su) Form a semi-solid weapon/armor composed of psychic energy distilled from your own mind.

(bonus blade skill at 1st) Mind Blade Finesse The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

Spirit’s Blade +1d8 (Su): additional +1d8 to your mind blade damage that does negative upon the living or positive damage upon the undead. This ability modifies psychic strike.

Shape Mind armaments Change the form of your mind blade, or reassign its abilities

Throw Mind Blade: Light 20ft, 1H 15ft, and 2H can't be thrown.

Constructed (Ex) Counts as both humanoids and constructs for effects that target type.

Darkvision (60 feet) You can see in the dark (black and white only).

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.

Immunity to Disease You are immune to diseases.

Immunity to Emotion (Ex) You are immune to all emotion effects.

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Fear (Ex) You are immune to all fear effects.

Immunity to Sleep You are immune to sleep effects.

Repairing Nanites (Racial Alternate): The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge. [ISR]

Guiding Spirit (Magic): Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.

Nanite Revival (Android): Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.

ABP: At 3rd level, the character gains a +1 resistance bonus on all saving throws.

Profesion skill: Increase carrying capacity for 8 hours as if Strength were 2 higher (Porter dc15); Unload a vessel in half the normal time (Porter dc20)


@Here4daFreeSwag: The proposed idea of re-rolls was only for hit points and not ability stats as those of us from the original recruitment didn't have re-rolls of 1"s so it's hardly fair to allow new players/characters that advantage. If people are unhappy with their rolls, there's always the alternative 15 pt buy. Thanks. :)


Updated Submissions so far:

Eadgart Gene Pentti (Player: CCCXLII):: Human, Fighter (2-Handed Fighter)
Alata of the Fealindir Tribe (Player: Larkos): Elf Barbarian (True Primitive Barbarian)
Cho (Player: Alecak): Android Gunslinger (Bolt Ace)
Mirasama Yoshimitsu (Player: Helikon): Suli Samurai (Order of the Cockatrice)
Tarak Mishra (Player: Lekkric18): Human Cleric/Fighter
Zeladaris-Ad-Pellipardus (Player: Jovich): Human Theurge (Scroll Scholar)
Thelizardwizard (player): Unnamed, Human Geokineticist
Indifference Harrowquah (Player: Here4daFreeSwag): Android Soulknife (Armored Blade, Nimble Blade, Ghostblade)
Akkad Min-Alqadima (Player: Green Smashomancer): Half-Elf Summoner

Interest given:
• Boss Zog: Hobgoblin Alchemist - no char sheet as yet, ability stats rolled.
• Colin Spear: Gnoll Hunter (just dotted)
• EmissaryoftheNorth: Magus - no char sheet as yet, ability stats rolled.

------------
------------

A reminder: 1 day left until end of recruitment for any other interested players. :)


Go ahead and add the fantastic and handsome Akkad Min-Alqadima to that list of candidates. He summons flanking buddies, and buffs allies too. And he has yet to crush anyone under his ego. I just need to see if theres anything to update for his Eidolon from unchained, and find a different trait that gives Diplomacy as a class skill but he should be otherwise good to go.

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