nate lange RPG Superstar 2012 Top 32 |
Tamesis Kieran |
So, not much actually needs to be done with my base build. I do have a question, though: Since cutlasses and scimitars are mechanically the exact same weapon, would Dervish Dance be able to be applied to a cutlass? For piratey fluff, and all...
Also, are the variant abilities allowed to be taken? The ones you trade the SLA for?
Teret 'En Narn Nowe |
Would there be room for an Oracle Seer? Either Samsaran Race or Half-Elf if you don't allow Samsaran. Looks like we're starting at level 1 or 2. If you allow my Oracle Seer, I'd like to go with the Mystery of Time and the curse of tongues. My deity will be Nethis, if that is alright with you. If all this is fine, I'll take the 20 point buy to start rebuilding my character to fit this campaign. This is the alias I'll be using for my character. How are we doing money, and what kikind of items are not allowed?
(Please do allow this guy...super insane bonuses on knowledge checks...even at level 1 or 2. A really big help on figuring things out. Can do alright in battle. Gets a crazy ability at level 3 as well. So, I'll look forward to your response.)
Ms. Pleiades |
So, not much actually needs to be done with my base build. I do have a question, though: Since cutlasses and scimitars are mechanically the exact same weapon, would Dervish Dance be able to be applied to a cutlass? For piratey fluff, and all...
Also, are the variant abilities allowed to be taken? The ones you trade the SLA for?
Yes on the cutlass question, and as for Variant Abilities, it'd have to depend on which variant ability you'd want to take.
May 9th is a Monday....
Assuming you mean May 7th, crap. I haven't been able to get a hold of my RL friend I was hoping to apply with... I guess that means I'll need to decide whether or not I want to apply alone...
Yes, I mean May 7th.
Would there be room for an Oracle Seer? Either Samsaran Race or Half-Elf if you don't allow Samsaran. Looks like we're starting at level 1 or 2. If you allow my Oracle Seer, I'd like to go with the Mystery of Time and the curse of tongues. My deity will be Nethis, if that is alright with you. If all this is fine, I'll take the 20 point buy to start rebuilding my character to fit this campaign. This is the alias I'll be using for my character. How are we doing money, and what kikind of items are not allowed?
(Please do allow this guy...super insane bonuses on knowledge checks...even at level 1 or 2. A really big help on figuring things out. Can do alright in battle. Gets a crazy ability at level 3 as well. So, I'll look forward to your response.)
A half-elven Oracle Seer would be accepted, but not Samsaran.
Starting Level is 1.
200 gold to spend on starting Equipment.
nate lange RPG Superstar 2012 Top 32 |
I don't recall seeing aasimar on the list of acceptable races... was that an oversight or were they prohibited for a reason? If the latter, was the reason concern that they might be a little too powerful or that they might be too good (like righteous)? I have an idea for a warpriest of Cayden Cailean that would work best as an aasimar.
my idea was that he was born human but after his night of drinking and fun with Cayden he was transformed into an aasimar with the scion of humanity trait (so he doesn't learn celestial and looks completely human).
Would that be ok?
Tamesis Kieran |
Aside from the Stat boosts, which are powerful but cheesy, and the ones that have kinda cool fluff but don't do much, the three that pop out as being useful and cool are:
19. Swim Speed 30'
21. 1/day reroll of a single roll
33. DR 2/silver
Also, I included a couple of custom magic items in my gear. They're made using the pricing rules in the Core book, and they're described on the myth weavers sheet.
nate lange RPG Superstar 2012 Top 32 |
umm... its not up to me at all, but generally you can't stack 'charge per day' and 'charged' on an item to doubly reduce its price. also, they're technically "pricing guidelines" not 'pricing rules' because the developers recognize that some effects are worth more than others...
in the case of trying to make a mage armor item, for example, the item's base cost should probably be based off of the armor bonus formula not the spell effect formula (otherwise you're asserting that a ring of constant mage armor should only cost 2,000g which is way out of line with bracers of armor). so, for a +4 armor bonus the cost is 16,000. if it's only usable once a day you'd divide by 5 for 3,200g. if you were allowed to also limit it with a number of total charges that would halve the cost for a 1,600g item.
of course, that's all subject to GM discretion so she is of course welcome to overrule/ignore all that and allow it.
Tamesis Kieran |
Constantly-on armor items would, yes, use the 16k rules. For a spell-in-a-can, however, it's spell level x caster level x 2k, which imposes a specific time limit on the effect. The time limit is what makes the real price difference.
Also, there's nothing in the RAW that says you can't stack uses per day and charges. They're just not generally stacked because it makes for a severely limited use item. Which is fine, in this case. The choker is meant as an emergency button. An, "oh crap what have I done" item.
I've submitted this exact character with this exact item a couple of times before, and it's never been an issue. I'll drop it if our GM says so, but she'll have been the first to do so.
nate lange RPG Superstar 2012 Top 32 |
i don't want to derail the thread (so this will be my last post on the subject), but i'm familiar with the SiaC pricing.
And, it raises the issue of precedent. If it's ruled now that 2k is an acceptable base price for mage armor at will then around 3rd level every arcane caster (and Dex based combatant) is going to be looking for an item of that (or taking craft wondrous to make themselves one).
but, again, that's not at all up to me. i was just surprised to see it suggested and thought i would mention the whole 'guidelines' thing (especially since mage armor is specifically one of the examples of things people may try to exploit to craft items at artificially low prices).
Tamesis Kieran |
I understand the concern, and I'm willing to work the GM on the issue, if it indeed is one. Lowering the duration to 1 minute would be my first concession.
Exploitation is not my objective. The item is simply to counteract the glaring flaw in my build that I'm a melee class that's really squishy until level 3-4 when my defensive class abilities start to kick in. Levels 1 and 2 are already pretty lethal on Pathfinder, and being a melee caster with middling AC doesn't help that, at all.
But yes, to avoid derailing the thread, this will be the last post, unless the GM has concerns.
Ms. Pleiades |
I don't recall seeing aasimar on the list of acceptable races... was that an oversight or were they prohibited for a reason? If the latter, was the reason concern that they might be a little too powerful or that they might be too good (like righteous)? I have an idea for a warpriest of Cayden Cailean that would work best as an aasimar.
** spoiler omitted **
Would that be ok?
Aasimar will not be a legal race for this campaign.
Aside from the Stat boosts, which are powerful but cheesy, and the ones that have kinda cool fluff but don't do much, the three that pop out as being useful and cool are:
19. Swim Speed 30'
21. 1/day reroll of a single roll
33. DR 2/silverAlso, I included a couple of custom magic items in my gear. They're made using the pricing rules in the Core book, and they're described on the myth weavers sheet.
Abilities 19 or 21 would be acceptable. Custom magic items would be an outright no.
nate lange RPG Superstar 2012 Top 32 |
Alright. I could tweak the backstory to just make him full human... Or maybe go back to my original idea of an alchemist ship's doctor...
Edit: hmmm... There's a tiefling racial that makes you seem completely human... I could build from that instead and have the whole reason he came to faith be a mistake...
Ms. Pleiades |
Alright. I could tweak the backstory to just make him full human... Or maybe go back to my original idea of an alchemist ship's doctor...
Edit: hmmm... There's a tiefling racial that makes you seem completely human... I could build from that instead and have the whole reason he came to faith be a mistake...
You definitely could build that way, and so far there's been a shortage of people applying with divine casters.
Alexander Drake |
nate lange wrote:You definitely could build that way, and so far there's been a shortage of people applying with divine casters.Alright. I could tweak the backstory to just make him full human... Or maybe go back to my original idea of an alchemist ship's doctor...
Edit: hmmm... There's a tiefling racial that makes you seem completely human... I could build from that instead and have the whole reason he came to faith be a mistake...
You're right. Odd. Just my Oracle and the Half-orc druid. There are plenty of water-themed, divine shenanigans to be had. I am playing a water and weather domain character in another seafaring game. Starting to see a trend.
Lithganar "BOARD" Tinvaak |
Applications will remain open until Saturday, May 9th.
I'll post a copy of what's on my profile than...
Full Name Lithganar "BOARD" Tinvaak
Race Human
Classes/Levels Brawler
Gender M
Size M
Age 30
Improved Grapple, Improved Unarmed Strike
Alignment - Chaotic Neutral
Deity - None
Languages - Common (barely)
STATS
Strength 18
Dexterity 16
Constitution 14
Intelligence 7
Wisdom 9
Charisma 10
HP 12
AC 17/14/13
CMB 5/9
CMD 18/22
BAB 1
Move 30
Skills (Brawler 4 + human 1)
Intimidate 8
Acrobatics 8
Swim 8
Climb 8
Escape Artist 7
Feats
Battle Tactics
Brawler's Cunning
Martial Flexibility
Martial training
Unarmed strike
Combat Reflexes
Combat Expertise
Fluff
Lithganar Tinvaak was born into a wealthy family of affluent and renown scholars, but upon noticing his inability to grasp the simplest of magical theology, his general uncivilized manor in association with common folk such as the manor slaves, his stony approach to even the most mundane of intellectual pursuit and the simple minded way in which he acted in the most inane of task... they chose to save face over save family... he was given to the orphanage. After aging to adulthood (15), with no particular skills to speak of, he soon found out that what he was best at, was grasping the weapon of a would be assailant, disarming him and striking the surprised unsavory fellow with a nearby large beam of wood until they stopped attempting to beat a poor street urchin for not willingly becoming a house slave. The city guard were not too happy about it, going on about public safety, societal nuisance and attempted murder... luckily, the urchin was grateful enough to distract the guard and Lithganar got away. Immediately after loosing the heavily armored guard by leaping over street obsacles, he ran into another large man in shiny metal armor. This one was going on about liberating slaves and freeing the opressed, surprised by the interesting likness to recent events, he says, "Wait, like freeing that street urchin from being a house slave by swinging a board into that one guy until he left the little guy alone?" The man, confused for a moment, stammeringly replies, "...y-yes...helping freeing others from slavery...exactly. So, would you devote your young life to the cause of the Liberty's Edge Faction" to which Lithganar could not refuse while still feeling the rush of combat and pursuit. In the service of the Liberty's Edge Faction, Lithganar gained a nickname that was far easier to pronounce. His favored weapon was a large beam of wood, which, through excessive use grew to resemble a crewed great club. Those that knew him called him called him “BOARD”. He liked the simplicity of the new name, it made him feel more appreciated. He knew his role...find bad guy, hit with board, repeat. He was called upon many a time to enact that very plan and often his allies would be kind enough to point out the target of the first part of his plan. He enjoyed his work of liberating slaves. It meant he was no longer an outcast.
Soon after this, BOARD, left Liberties Edge service while in the port town, joining the cut-throats under the service of a group attempting to oppose Captain Barnacle...or whatever his name is (he could never keep names straight when they were new to him). Hoping to have lots of opportunities to "hit with board" he joined this group.
Ms. Pleiades |
@Pleiades: How do you feel about small Tieflings? As in, not from Human roots, but from another race (small) like Ratfolk, Halfling, Gnome...?
I will allow small tieflings in place of the Spell Like Ability, as per the Variant Abilities chart in "Blood of Fiends". That would come with a +1 to Attack and AC, -1 to CBM and CMD, and +4 to stealth checks, along with a reduction in wieldable weapon sizes.
YoricksRequiem |
I thiiiiink this is all the finalised submissions, though I know there are ~6 people who still have dots. I'll likely update this once more before the end.
Best of luck to everyone!
.
Submissions (Alphabetical by character's first name)
Character | Race & Class (Archetype) | Alignment | Notes
Adira Calinova | Human Witch (Sea Witch) | CN | Planning to MC into Swashbuckler
Aggghhh the Unclean | Dwarf Wizard | CG
Alexander Drake | Human Swashbuckler | CG | Planning to MC into Oracle
Ausk Green | Half-Orc Druid (Shark Shaman) | CN
Calah Maarin | Undine Kineticist (Hydro) | N
Dalgron Boulderfist | Dwarf Brawler | CN
Farooka Karuza | Half-Orc Fighter (Corsair) | N
Kila Nikora | Human Fighter (Mobile) | CN
Lieutenant Ambrose Jeggare | Tiefling Wizard | LN
Lithganar "Board" Tinvaak | Human Brawler | CN
Nisha Silvertongue | Tiefling Swashbuckler | CN
Nokayoma Kanna | Human Monk (Zen Archer) | LE
Olil | Human Gunslinger (Bolt Ace) | LN
Peco Vanna | Catfolk Swashbuckler (Corsair) | CN
Reinald Malcolms | Human Fighter (Tactician) | CN
Rruh | Catfolk Ninja | NG
Sue "Zon" Ashford | Human Skald (Dragon) | CG
Tamesis Kieran | Tiefling Magus (Kensai) | NE
Tik Tik Scaletail | Ratfolk Witch (Sea Witch) | N
Zeebu | Vanara Monk (Unchained) | LN
Zika | Vanara Gunslinger (Musket Master) | LN
Teret 'En Narn Nowe |
Half-Elf
Seer Oracle
Mystery of Lore
Curse of Tongues
Deity Nethis
Level 1 Seer ability
Natural Divination
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Stats
STR - 8
DEX - 12
CON - 10
WIZ - 10
INT - 18
CHA - 16
Skills
Appraise 8
Knowledge Arcana 8
Knowledge Geography 8
Knowledge History 8
Knowledge Local 8
Knowledge Nature 8
Knowledge Nobility 8
Knowledge Planes 8
Knowledge Religion 8
Spellcraft 8
Feats
Point Blank Shot
Precise Shot
Racial Abilities
Low light Vision, Elf blood, adaptability, Elven immunities, Keen Senses.
Spells (per day/known)
0th Level Spells (-/5)
Detect Magic, Read Magic, Detect Poison, Purify Food and Drink, Guidance.
1st Level Spells (4/2)
Cure Light Wounds, Recharge Innate Magic, Know Enemy.
(I get all cure or all inflict wound spells known.)
Equipment
Longbow
100 Arrows
Pathfinder Kit
50ft Rope
Silken Ceremonial Robes
1,000 Fortune cookies (He believes that Nethis speaks to him in the fortunes found inside the cookies.)
67gp left
Tamesis Kieran |
Tammy here is finally done.
Cocky, perhaps arrogant. Treats others as inferiors until they prove otherwise. Cruel to her enemies yet polite with her allies.
Tamesis grew up with the stories of her great-grandfather, the wonderful tales of his ruthlessness and daring. All her life, she has wished for nothing more than to travel back to Ciar's domain and claim her birthright among the buccaneer seas. And so, she trained. Honing her skills with both the blade and the innate magic of her bloodline, blending the two into an intricate dance of death and destruction. As the first tiefling since Ciar, her parents spared no expense in her training, knowing that some day, she would put it to good use.Once her parents had passed and she had come of age, Tamesis left, carrying her blade and spellbook, and made her way to Port Peril in order to begin her own journey..
Edit: I see we have a lot of melee applying. If needed, I'd be happy to apply the Eldritch Archer archetype. It would literally only change her equipment loadout...(and one feat).
Edit 2: In fact, I was able to complete the alteration before the edit timeout ended. Here's the secondary build.
Fiendish Zen |
Here is my submission, Natalya Artemisa, Undine Shaman.
A few years ago, Natalya was born and lived in an underwater Undine colony located near the Eye of Abendego. It was a small settlement dedicated to the peaceful study of the eternal hurricane, the site of which was known only to its inhabitants and the occasional trusted visitor. The magical research being carried out was harmless, and the Undines strove to avoid all contact with their neighbours in the hope of avoiding conflict. Unfortunately, nearly ten years ago during one of the worst storms the Shackles had ever seen, the colony was infiltrated and destroyed by sahuagin intent on expanding their territory.
The Malenti who had gained the colony's trust, and subsequently betrayed its location, opened the defences and let a horde of attackers in. Struggling to hold off the evil forces, Natalya's parents strove to protect her at all costs, abandoning their research and attempting to flee. They managed to escape the slaughter, but were cornered by the very malenti who had betrayed the colony. Seeing no other option, Natalya's father sacrificed himself to buy her and her mother time to get her to safety. Her mother swam in to the Eye of Abendego itself, giving herself to the raw power of nature and praying that they would survive.
Some time later, Natalya was found by fisherman three days out of Port Peril, just drifting on the water. Of her mother there was no sign. Fortunate that the crew were good sorts, and believed her story of no memory of anything before being in the water, Natalya was able to work her passage back to land. The fishermen named her 'Natalya', saying she reminded him of his daughter, lost at sea years ago. She accepted the name in honor of the man's loss, and has used it even since.
She remained at port, waiting for news to come about her family or the settlement. She worked first as a dock hand and runner to feed herself, then more recently as an apprentice doctor as she learned she skills she knew she would need out at sea. After all these years she has finally let go of the hope that her mother or another survivor might seek her out, or that she might come across someone who knows what happened.
Natalya has not been idle during her years in Port Peril, she has used the time to study the strange connection to the world around her that she has always seemed to have, even before her travel through the Eye. Soon after arriving on the surface she befriended an osprey, and through this connection she has experienced her powers over nature grow and grow. When she felt she was ready, she decided to seek her fortune on the waves, and if Besmara wills it she might use her powers to determine what happened all those years ago to her family. And of course who to blame for the betrayal of the settlement.
The tale of her discovery after the storm is a well told one around the dock taverns, and consequently she is reasonably well known about the port. Canny sea dogs and seasoned deck hands alike showed no surprise when she quit her job and declared she was going to find her fortune at sea, with her own ship and crew. They nodded sagely and wished her well, offering up what prayers they had that she would return safe.
Realising she needs to build her knowledge before commanding a ship of her own, she finds herself in the Formidably Maid, chasing rumour that there are ships in port on a recruiting drive...
Personality
Natalya is practical and realistic. She doesn't like to waste words or actions on inefficiency, but usually knows the right way to phrase things so o-one gets offended. She becomes infused with energy when discussing something that interests her, or when problem solving, and very much enjoys hearing tales of far away lands and trivia about the world around her. Very much like a sponge, she seems quiet much of the time simply because she is taking as much in as possible. Those few that have made it past her walls find she is a dedicated friend with a respect for camaraderie and is always dependable.
Appearance
She stands around five and a half feet tall, with a sinuous frame that glides rather than walks across the floor. A tangle of dark hair cascades to her shoulders but is usually kept pinned up out of the way with a decorative hairclip. Those few who have 'pressed their luck' over the years have discovered its dual purpose as a hidden switchblade knife. Her skin has a tinge of blue about it, clearly showing her non-human heritage. She favors practical, close-fitting clothing that doesn't restrict her movement either on board ship or in the water. She will typically wear a thigh-length shift belted at the waist and she'll go barefoot where she can, but booted where she has to. She wears a tricorne hat when out in the sun, but finds it prohibitive when indoors so usually ends up ditching it as soon as she can.
Natalya Artemisa
Female Undine Shaman 1
CN medium outsider (native, aquatic)
Init +3; Senses Perception +4, darkvision 60 ft.
DEFENCE
AC 17, touch 13, flat-footed 14 (+3 Dex +4 armor)
hp 10 (8 class + 2 CON)
Fort +3, Ref +3, Will +5
OFFENCE
Speed 30 ft. (Swim 30 ft.)
Melee Switchblade -1 (1d4-1)
Ranged Light Crossbow +3 (1d8,19-20)
Shaman Spells (CL 1st; concentration +6)
1st (2)— cure light wounds, sleep; (Spirit Magic): Charm Animal
0th (3)- guidance, mending, purify food and drink
STATISTICS
Str 8, Dex 16, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0 CMB -1; CMD 12
Feats Combat Stamina, Eschew Materials
Skills (4 class + 1 fave class) Diplomacy +6, Heal +8, Knowledge (nature) +4, Survival +10, Swim +11
Traits Ship's Surgeon (+1 heal checks and craft(carpentry) checks, Seeker (+1 to Perception checks and becomes a class skill), Orphan (+1 trait bonus to fort saves)
Languages Common, auran
SQ
Spirit Animal (Osprey)
Amphibious
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function
Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Gear
explorer's outfit
5 knife, switchblade (looks like a decorative hairpin) (1d4/19-20)
15 hide armor (+4 armor +4 max dex -3 ACP)
35 Light crossbow
2 Bolts (20)
8 Sorcerer's kit
135gp left
GL all :)
Ms. Pleiades |
The following characters have been selected:
Calah Maarin
Kila Nikora
Rrruh
Tik Tik Scaletail
PMs with a link to the Gameplay and Discussion threads will be sent out shortly. Thank you to everyone who applied.