| Tympest Stormfist |
Just from the quote at the top I was picturing it as a Lovecraftian style campaign. Which means disturbing imagery, eldrich horrors, and madness aplenty. Which is why I wrote my backstory the way I did. Hints and potential hooks for the GM to use to flesh out Tympest's hidden background, and definite signs of something disturbingly wrong.
| DM Fang Dragon |
Yes it's very much Lovecraft Mythos. Guaire would have to be careful with the wit to make it mesh, but it could be done. For what it's worth the guide recommends the archivist, that's a good archetype but quite different.
Rysky
|
Hi folks, to be clear about this: I'm going to give first refusal to people I've played with before. That said I'm looking for a party of 5-6 and if I don't get the numbers or someone drops out (life happens) then I'll be opening up recruitment.
As long as you understand that, feel free to make submissions :)
*holds hand up*
I'm torn between starting up a Paladin (Tortured Crusader) or Bloodrager (Id Rager).
| DM Fang Dragon |
*blinks then laughs* Can you imagine the insanity levels reached if you tried to match Wits with one of the Old Ones as a bard? I mean, really, even if you won the verbal duel you still lost.
That would end badly. *SQUISH*
Incidentally they actually stated some of them out. OMG you do not want to mess with those.
| Filbert Springbit |
Filbert studied the gem, looking to make the most of every cut he would make. Unlike Telford Bentwrench, who was just as likely to turn a rectangle cut blank into an oval or teardrop finished product. Master Starbreaker would no longer allow him to work on anything but the most common of gemstones, the waste was simply too much.
man its hot in here, I really need a wiping cloth he thought to himself, momentarily a cloth appeared wiping his brow before being laid upon his shoulder. "Thank you" he replied absent-mindedly, his focus upon the gem. Later while searching for a ruler, the one he needed was quickly placed in hand, wanting to thank whomever was helping him he looked up; only to find the work area eerily empty. Thinking it a trick he called out to the others with no response. This troubled him deeply, thinking the shop haunted went home for the night, thought of the gem's shape lost.
The haunts though didn't stop, and gradually he can to understand if he concentrated hard on something physical and small he wanted/needed that was close by, it would come to him.
While his gem work never faltered after that; a mischievous streak manifested itself......
54 years of age standing 3.5' tall and 40lbs soaking wet, Filbert would dump water on a dragons head if he thought his plan would get him safely away, laughing the whole while.
Kahel Stormbender
|
Kahel Stormbender wrote:*blinks then laughs* Can you imagine the insanity levels reached if you tried to match Wits with one of the Old Ones as a bard? I mean, really, even if you won the verbal duel you still lost.That would end badly. *SQUISH*
Incidentally they actually stated some of them out. OMG you do not want to mess with those.
I was thinking more along the lines of you won the debate, and lost your mind in the process. Which is a common theme in Lovecraft's works. The protagonist survives the horror, stops the unthinkable from happening... and is driven insane by the experience.
| DM Fang Dragon |
Yup, most call of Cuthulu characters end up dead or insane. Minds minds buckle when exposed to the thoughts of the truly alien.
I was looking through the bard archetype list and noticed a new weird one from the occult book: phrenologist
There's another one that I could see myself playing, the Silver Balladeer
What do you make of those Guaire?
| DM Fang Dragon |
Filbert studied the gem, looking to make the most of every cut he would make. Unlike Telford Bentwrench, who was just as likely to turn a rectangle cut blank into an oval or teardrop finished product. Master Starbreaker would no longer allow him to work on anything but the most common of gemstones, the waste was simply too much.
man its hot in here, I really need a wiping cloth he thought to himself, momentarily a cloth appeared wiping his brow before being laid upon his shoulder. "Thank you" he replied absent-mindedly, his focus upon the gem. Later while searching for a ruler, the one he needed was quickly placed in hand, wanting to thank whomever was helping him he looked up; only to find the work area eerily empty. Thinking it a trick he called out to the others with no response. This troubled him deeply, thinking the shop haunted went home for the night, thought of the gem's shape lost.
The haunts though didn't stop, and gradually he can to understand if he concentrated hard on something physical and small he wanted/needed that was close by, it would come to him.
While his gem work never faltered after that; a mischievous streak manifested itself......
54 years of age standing 3.5' tall and 40lbs soaking wet, Filbert would dump water on a dragons head if he thought his plan would get him safely away, laughing the whole while.
A haunted shop, oh my! Better hope you don't get on the wrong side of those.
| Tympest Stormfist |
I'd almost gone with a spiritualist. Those provide so many interesting possibilities. But I think they're a 9th level caster, can't remember off hand. And the archtypes just add even more facinating layers and concepts.
EDIT: *double checks class* Dag nabbit, it's a 6th level caster. Oh well, I like this concept too. Still might tinker around with a spiritualist build though.
Kahel Stormbender
|
Just great, now I'm getting this amusing concept of a kitsune spiritualist who doesn't know he's a kitsune. Fractured Mind archtype, and the phantom is a fear based one that looks like a horrifying distortion of his true form. What ever happened to put him in the asylum literally scared him so much his mind broke, and his terror formed a second persona which can take physical (sort of) form. Never leaves human form (thinks that his human disguise is his real form), and if ever forced into his true form would be terrified by it.
| DM Fang Dragon |
Since that's charisma based, add eldritch heritage: arcane to get a familiar with the figment archetype. It's all in your mind!
| DM Fang Dragon |
Eldritch Heritage grants some sorcerer bloodline powers. There are improved and greater versions too.
| Mortimer 'Mort' Burrwaddle |
Female Elven Alchemist (Blazing Torchbearer) 1
NG Medium Humanoid (Elf)
Init +3; Senses: Perception +6,
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+3 Dex, +3 Armour, +1 Shield)
HP 9 (8+1)
Fort +2, Ref +5, Will +0 (+3 vs Fear, -2 vs Illusion)
--------------------
OFFENSE
--------------------
Speed 30 ft. (Light Armour)
Melee: Torch +1 1d3+1+1
Ranged: Bomb +3 1d6+3
Light Crossbow: +3 1d8
--------------------
STATISTICS
--------------------
Str 12, Dex 16 (14+2), Con 11 (13-2), Int 16 (14+2), Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14 (10 +1 Str +3 Dex +0 BAB)
Feats: Point-Blank Shot (1st), Throw Anything (Alchemist)
Traits: Too Many Secrets (Drawback), Formerly Mind-Swapped (Campaign), Unintentional Linguist (Social), Void Child (Regional)
Summary: +1 to linguistics, speak Protean, Reroll one failed Knowledge check a day may take 10 up to DC 20 on Knowledge checks. +1 bonus vs Fear, +2 when 30 feet away from allies. -2 saves vs illusions -2 Bluff.
Skills Craft (Alchemy) 1 rank (+7), Perception 1 rank (+6), Knowledge (History) 1 rank (+7), Spellcraft 1 rank (+7), Disable Device 1 rank (+7), Knowledge (Arcana) 1 rank (+7) Linguistics 1 rank (+8), Stealth 1 rank (+7), Knowledge Arcana 1 rank (+7)
Languages: Common, Elven, Protean, Celestial, Draconic, Gnome, Abyssal
Combat Gear: Studded Leather (25gp, 10lbs), Light Wooden Shield , Torches
Other Gear: Traveler’s Outfit (2,5lbs), Waterskin (1gp, 2lbs), Trail Rations (5 days)(2,5 gp, 2,5 lbs), Backpack (2gp, 1lbs), Bandolier (5sp), Spell Components Pouch (5gp 1lbs), Pouch belt (1gp, 0,25 lbs)
Encumbrance: 27,25lbs; Medium Load, (Light Load up to 26 lbs, Medium up to 52lbs)
Money Left: 80 gp - more random stuff
--------------------
SPECIAL ABILITIES
--------------------
Class Abilities
Everburning Flame (Ex)
Any torch held by a blazing torchbearer is considered to be an everburning torch, although it still sheds heat and can be used as a weapon. In addition, a blazing torchbearer can cast spark as a spell-like ability at will. This ability replaces Brew Potion
Bombs (1d6+3) Splash = 4, Ref Save DC 13 for half, 4 bombs/day
Mutagens
Alchemy
Racial Traits
Memories Beyond Death: Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2 racial bonus on saving throws against fear effects. They also choose two Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1 racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic. (Knowledge Planes and History)
Fey Thoughts: Stealth and Linguistics become class skills.
Low-Light Vision Elves can see twice as far in low light than humans
Keen Senses +2 Perception
Favored Class Bonus: Alchemist (+1 HP)
Formulae known
Level 1: CLW, Shield, Disguise Self, Vocal Alteration, Fire Belly
How she ended up where she is now? She can't remember, the last thing she heard and saw were strange visions and a language she didn't know she understood whispering one thing: You delved too deep. You are ours...
Of course I haven't bought everything for my character yet, that's one of the most time-consuming things to do.
Kahel Stormbender
|
Tenetive build is done, I think. Still not sure if I like this concept more then Tympest though. Both sound fun. Innkeeper and amateur scholar driven mad by... something, or would-be monk kineticist who may have done or experienced something horrific enough to cause amnesia... Both could be great fun. Still need to do a personality profile for both Bill and his psychosis. *reads up more on phantoms* Huh, the familiar idea may not be good. Like endolins, phantoms don't play well with others. Still, the idea has merit. maybe just a different skill focus and bloodline goal.
Male kitsune spiritualist (fractured mind) 1 (Pathfinder RPG Bestiary 4 175, Pathfinder RPG Occult Adventures 72, 109)
CN Medium humanoid (kitsune, shapechanger)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2; +4 bonus vs. mind-affecting
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6)
Spiritualist (Fractured Mind) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—light, mending, stabilize, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Skill Focus (Intimidate), Skill Focus (Knowledge [local]), Skill Focus (Stealth)
Traits among humans, self-taught scholar, sensitive mind (sense motive)
Skills Appraise +1, Diplomacy +4, Disguise +3 (+5 to appear human while assuming specific human form), Intimidate +10, Knowledge (local) +7, Linguistics +4 (+5 to decipher unfamiliar language), Perception +1, Profession (innkeeper) +4, Sense Motive +5, Stealth +5
Languages Common, Sylvan, Varisian
SQ automatic writing (linguistics), change shape, emotional spellcasting, etheric tether, hypnotism (diplomacy), paranoid, phantom (Will, fear), prognostication (sense motive), shared consciousness
Other Gear studded leather, club, sling bullets (30), 44 gp, 7 sp
--------------------
Special Abilities
--------------------
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Change Shape (Human) (Su) Assume a single human form.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Paranoid Aid Another DC 15 for attempts to help you.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +1, Ref +4, Will +2
DR 5/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +2 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Frightening Ambush, Stealthy
Skills Diplomacy +5, Escape Artist +4, Fly +6, Intimidate +5, Perception +4, Sense Motive +4, Stealth +8
Languages Common
SQ ectoplasmic phase lurch, horrifying strike
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Frightening Ambush Intimidate to demoralize flat-footed foe you attack.
Horrifying Strike (DC 11) (Su) Slam causes foe to be shaken 1d4 rds (Will neg).
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| Unnamed01 |
A bit of lovecraftian raving and profile for Bill, as well as a description and brief profile of Will his phantom
"Safe in inn. Not safe, not here! Not there! Shadows have eyes, the eyes have spies! Go home, hide then, safe in inn. Don't look, don't see, mustn't let them know. The shadows, ware the shadows. They twist, they bend, they rip and rend. Voice says hide, but shadows find. Light! Must have light! No shadows in light, too bright, not night..."
The patent shows a nervous obsession with avoiding shadows. Since his admittance Bill would appear to have lost weight. He is thin and his skin is pale. His eyes constantly twitch back and forth and he appears incapable of remaining still unless surrounded by bright light.
| Momijii |
Here is drogeney's submission, just polished her off except for maybe some additional equipment.
The picture that I used as the basis for the description. Just ignore the naginata.
Momijii
female human unchained monk (scaled fist) 1
LG medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Cha)
hp 15 (1d10+5)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+3)
Ranged shuriken +2 (1d2+3)
Special Attacks Stunning Fist (dc 13),
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4;CMD 15
Feats WP: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.; AP: none; dragon style (mbf), improved unarmed strike (mbf), toughness (1st)
Traits dangerously curious, driven by guilt, princess, pride
Skills
Acrobatics +5=+1+1+3
Diplomacy +8-+3+1+3+1
Handle Animal (bs) +4=+3+1+0
Linguistics (bs) +3=-1+1+3
Perception +4=+0+1+3
Use Magic Device +8=+3+1+3+1
Languages tian xia, taldane, varisian
Combat Gear shuriken (10); Other Gear gear 1
Misc Gear backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin, traveler’s outfit, monk’s outfit, 20 gp
--------------------
Special Abilities
--------------------
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Bonus Feats A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.
This ability modifies bonus feats.
Draconic Might Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Driven by Guilt You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Flurry of Blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Pride When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Princess You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skillfor you.
Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.
What she doesn’t know: Momijii was born to a noble family in Xia-Hoi and grew up as the daughter of the head of the family, for all intents and purposes a princess. When she was still young her family was dishonored in some way, the dishonor was so great that they were exiled from their home on pain of death. Her parents called in the few favors still owed to them to try and get her a better life and this was what led her to be apprenticed to a man simply known as Cho.
Cho was a Master of the Scaled Fist and agreed to take the promising young girl on as his student. It was a great change for the young princess and she had troubles adjusting at first. Eventually she began to study fiercely and applied herself knowing that there wasn’t any other chance for her to get ahead in the world. The pair traveled across the world, first across Tian-Xia and then to the land of Vudra. Eventually they made their way to western Avistan and ended up in Ustalav. Why she ended up in this asylum is something she is unclear on, but it certainly can’t be good, particularly not with the guilt she is feeling.
| DM Fang Dragon |
Eldritch Heritage I think will fit in pretty nicely with the self discovery theme of the first few books. Obviously some of the bloodline powers don't fit the campaign themes but there's a lot that do.
I like Momijii, good stuff! Luxina looks fine too, might be nice to add a few details about what sort of things scare her.
Bill the Splintered sounds interesting too.
| Unnamed02 |
Had to do more reading, and yeah, the familiar would be available as a spiritualist. It's just the summoner's pet/ally and summoned shadows they refuse to stick around with. At least, not if it's the spiritualist that summoned said endolen or shadow. A familiar though is fine. And a Figment fox familiar would fit so well. That wouldn't come online till level 3 though, so further splintering of the psyche. Some of the reading was finding out exactly what skills/feats would be needed to set up for eldritch heritage.
Obviously, I'm planning to do Bill as a rather fractured madman. Yes, pun was intended. A (maybe) justified paranoia about shadows and the dark, obsessive need to be in bright light to fully relax, and when scared a broken speech pattern.
But the majority of Bill's fear response became the phantom known as Will. Who constantly tells Bill about what terrors are coming for him from the shadows (accurately or not). So maybe such behavior is normal? With the fox familiar eventually being formed by his inquisitiveness, of course.
Okay, so the idea of a lovecraft mythos style game combined with the Paranoid drawback to truly inspire me. And as I mentioned, the fractured soul archtype seems tailor made for such a game. Probably because it was.
Dang it, I like both concepts. How about I go with Bill. But if something permanent like unrecoverable death occurs I bring in Tympest?
| Guaire |
If by that you mean, paladins can be affected, that was, by the writer, a horrify check, if they aren't roleplayed as confident.
Though, how that eventually will be ruled is up to FangDragon.
Still, a paladin's aura to bolster the others' saves is useful, imo.
Edit:
Tinkering on a build for a gnome paladin.
I'll probably make one for a bard as well.
| DM Fang Dragon |
Guaire if you really want cha to AC your going to have to find some way that doesn't involve a dip in oracle, sorry.
Stepping back I understand why you want decent AC, but there are other ways of doing it.
E.g. for a paladin they get heavy armor and shields. I know most people go for the 2h build, but sword and shield paladins don't suck! The shield feats are great and smite damage applies to your weapon and your shield.
For bards, you can probably find a way of casting mage armor (UMD a wand or some way of getting that spell known). Or mirror image - remember how good Silas found that spell to be.
| Guaire |
A gnome (any small sized humanoid) walking in anything heavier than light will be reduced to 15 feet, unless they can speed up their movement.
That makes me think of a dip in bloodrager, as they can be any alignment.
If that kind of multi-classing is allowed, or it's a gnome bard / non-gnome paladin.
| GM Niles |
| Guaire |
Unfortunately sacred servant calls for LG, LN or NG.
The only LN with travel is Abadar.....the others with ravel domain being CG.
Abadar's worshiped by humans, halflings and dwarves, gnomes i can't imagine so much.
I am unsure the entire domain features apply to the archetype.
The spells are mentioned, but it doesn't mention domain powers granted to the paladin.
================
Edit:
Gnome paladin of Shelyn.
-------------------------
Ability Scores:
Str 14 Dex 10 Con 14 Int 10 Wis 10 Cha 15
FCB: (Paladin: +1 skill point)
HP: 12/12
AC: 17/11/17 (3 armor +1 size, +3 shield)
BaB +1, CMB +2, CMD 13
Saves: F +4, R +0, W+2 (+4 vs Confusion & Insanity, +4 vs despair, +8 vs Fear)
=============
Melee Offense:
Gandasa +4 (1d6+2, S, x3)
Morningstar +4 (1d6+2, B+P, x2)
Ranged Offense:
Shortbow +2 (1d6, x3)
=============
Defense:
=============
Trained skills: (3 a/lvl)
Acrobatics +1 [1 rank]
Diplomacy +6 [1 rank +3 class +2 cha]
Kn. Religion +4 [1 rank +3 class]
==============
Traits:
(Religion) Unhinged Mentality: +2 on saves vs confusion, fear and insanity effects.
(Combat) Reactionary: +2 initiative
(AP trait) Foe of the Strange: You gain a +1 trait bonus on saving throws against
extraordinary, spell-like, and supernatural abilities of aberrations.
Drawback:
Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
===============
Feats:
Shield Focus (+1 to AC from shields)
Gear:
Hide Shirt (+3 AC), Shield [heavy wooden] (7gp)
Gandasa (15gp), Morningstar (8gp), Shortbow (30gp), Arrows 20 (1gp)
Backpack(2gp)
Other gear TBD.
| Mortimer 'Mort' Burrwaddle |
You know that you do not need to exactly align with your deity Guaire? You can be within one shift away from them. You could perhaps specify on a certain aspect you worship of that deity to reflect your slight change in views.
@FangDragon, Luxina is afraid of persecution by other elves and above-ground civilization. Though much of her memory is gone, her youth has been quite traumatic, leaving her with claustrophobia and a slight resentment of the dark itself. She doesn't like closed rooms, as long as she has a means to escape or leave a room it's not that bad. Though a closed off room without any light, that would set her off almost immediately. It's also one of the reasons she always carries multiple torches with her and she will not go to sleep without leaving a source of light on.
| Dragoncat |
Dragoncat wrote:I'm quite happy with Crystal as she is. :)I'm sure Crystal will fit right in! I mean she can't remember anything and neither can anyone else, except for those driven mad by the nightmares. They remember all too much...
Well, that and she's scared of the dark.
Probably because of something that had something to do with her ending up in an asylum cell.
| Filbert Springbit |
For me it's not necessarily making someone who is mechanically optimized but more knowing the various options and how they all interplay together to create the PC you envision.
Jarreck has been a study in change from the git go, not that I dislike him at all. Just haven't reached the point in character building to see how the later options will change the PC created today :)
| DM Fang Dragon |
I found the various optimisation guides useful, partially the guide to the archetypes. Read them with a generous pinch of salt, they often take an extreme point of view but it's a good way to get a handle on what's out there.
Incidentally many of the DPR monsters would actually be extremely boring to play (one dimensional) or rely on dubious rule interpretations (e.g. AM BARBARIAN).
| Heinrich Cornelius Agrippa |
I'm noticing that many of us are taking the same Campaign Trait and similar Traits overall. I'd be willing to swap out my Campaign Trait for another since sometimes in these APs the campaign trait comes into play at various plot points.
I've also noticed a few others with the Meticulous drawback so I'm gonna swap that for
Pride
Source Ultimate Campaign pg. 65
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
| Lizzie "beads" Tamar |
(Fuzzy hazy state)
What can this little gnome remember?
I erm...grew up in a city...i think.
There's this image of a colorful market, such pretty colors, or it could've been a fare perhaps, and a building with the sign of a songbird on its doors, oh and beads for the hair, i love the beads i was given.
..by whom though?
For some reason all that makes me happy.
There is this itching feeling of having made a misjudgement, or curiosity punching the gnome. I can't remember, but it feels as if it really messed with my head......ooh, what a cute mouse.
What doesn't she know?
Little Lizzie, 'Beads' to her friends, grew up in a small city of no important name. The building with the songbird on the door, was a church to Shelyn.
Its caretakers organize an annual festival, with arts, music and games. Gnomes having a nature of liking fun things, Lizzie was drawn to see everything. Showing interest in the pretty things in life, she frequented the location often in spare time. For a reason she can't recall currently, she became a student paladin.
But..gnomes being curious, something happened recently, something she shouldn't have done.....it left her some screws loose up above among other things.....to be continued by the story.
Lizzie's enjoyment of songs is only matched by her being overly curious, too good for her own good.
She tries to hush down conflict, but will fight bravely to defend her friends. She sometimes speaks out loud about random stuff for no apparent reason.
She's got a mild case of Coulrophobia. (Fear of clowns)
Lizzie is 2 feet high, and has a set of colorful beads woven into her hair. She's decorated her face with artful lines.
2nd Niles/Heinrich on Archive of Nethys.
Wasn't Heinrich in a WotW a while ago?
| Heinrich Cornelius Agrippa |
As an aside, I found this nugget in the Player's Guide.
To heighten the horror elements in this Adventure Path, consider making a character that has an obvious weakness or vulnerability. This requires an element of trust between you and the GM that the latter not abuse this vulnerability, so talk with your GM about your concept ahead of time.
For Agrippa, I am going to say his weakness will be his pride combined with physical vulnerability. He's going to be the guy that thinks his sharp mind can conquer all enemies and obstacles and might be forced to think twice when something bigger and meaner than him punches him in the mouth.
Also, I'm changing my campaign trait to be
Methodical Mind: When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and
sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills. You gain a +1 trait bonus
on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information
on research rules.
This trait fits well with the Holmesian character I'm trying to make.
Combined my traits and drawbacks are
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and
sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills. You gain a +1 trait bonus
on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information
on research rules.
Source Advanced Class Origins pg. 15
Requirement(s) Ustalav
You have been trained in the analytical thought process preferred by the professors of mortal sciences at Lepidstadt University, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result.
Source Ultimate Campaign pg. 59
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Source Ultimate Campaign pg. 65
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
So Agrippa is going to be an analytical, methodical thinker who solves problems with his brain. He'll have a sharp tongue and not take it well when someone questions his expertise or skills.
Agrippa is a tall gaunt man with thick eyebrows and piercing grey eyes. The words thin, sinewy, intense, and austere can all be used to describe Agrippa. Agrippa dresses in simple plain and utilitarian clothing.