Deus Machina - The City of Stars (Inactive)

Game Master Rednal

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Okay, so pretty close to what I have now. Shouldn't be a problem to change over if I get accepted. ;D


Will you be requiring this as part of applying or only need to worry about it if selected?


Only worry about the formatting if selected. ^^ It'll take me a bit longer to review profiles formatted in other ways, but that won't be taken into account for my final decision.


Woo, finally figured out why gestalt Hero Lab wasn't working: somewhere along the line, I messed up my 3rd party installs. But that is fixed. Huzzah! \o/ Not that this actually helps me for a 3pp gestalt, but whatever.

Anyway, since I didn't hear any "Oh gods no! What are you thinking!" responses to the savant with multiple personalities, I'm going to start working on the crunch. The fluff will be posted with the crunch since I imagine the alter personalities I pick will influence that.


I subscribe to the GM School of "See if you can make it work before denying it". ^^ Also, I've played weirder characters - and multiple personalities aren't so off from Camiel, one of my favorite PbP characters...


Ok, so here's my submission for Jack "Legion" Leeds (part of that name as well as the names of several of the alter egos are allusions to various other fictional characters. Which I'm only mentioning because plagiarism is bad).

He's a Human Brawler (Mutagenic Mauler)/Savant. He's not 100% complete;
there are some details about the Savant class that I have questions about, but I feel that it'd be better to ask those if I get chosen as they're mostly mechanics-type questions and you can still get a feel for the character without them. He's also missing mundane equipment, and I have yet to decide which of two mutagen related traits I want to grab.

Crunch:

Human Brawler (Mutagenic Mauler) 3 || Savant 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 39 (3d10+9)
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee armor spikes +7 (1d6+4) and
sickle +7 (1d6+4) and
spear +7 (1d8+6/×3) and
unarmed strike +7 (1d6+4)
Special Attacks brawler's flurry
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +3; CMB +7 (+8 grapple); CMD 20 (21 vs. grapple)
Feats Dodge, Improved Unarmed Strike, Power Attack, Crane Style
Traits accelerated drinker, enduring mutagen OR unstable mutagen

Skills
Acrobatics +8 [2 + 3 + 3]
Appraise +1
Bluff +1
Climb +4
Craft (Alchemy) +7 [1 + 3 + 3]
Diplomacy +1
Disable Device +3 [2 + 1]
Disguise +1
Escape Artist +2
Fly +2
Heal +1 [0 + 1]
Knowledge (arcana) +5 [1 + 1 + 3]
Knowledge (dungeoneering) +5 [1 + 1 + 3]
Knowledge (engineering) +5 [1 + 1 + 3]
Knowledge (local) +5 [1 + 1 + 3]
Knowledge (nature) +5 [1 + 1 + 3]
Knowledge (planes) +5 [1 + 1 + 3]
Knowledge (religion) +5 [1 + 1 + 3]
Perception +6 [0 + 3 + 3]
Perform Oratory +7 [1 + 3 + 3]
Ride +2
Sense Motive +0
Sleight of Hand +3 [2 + 1]
Stealth +3 [2 + 1]
Survival +1 [0 + 1]
Swim +4

Languages Common, Terran
SQ mutagen, unarmed strike
Other Gear +1 armor spikes mithral shirt, sickle, spear, spear, 840 gp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Brawler's Flurry +1/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 min.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Crane Style Take only -2 penalty for fighting defensively and extra +1 to AC
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.

Enduring Mutagen (+0 minutes) Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.
OR
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its inst

Note: I can add more detail to pretty much any of the following sections if desired.

Background:
Note: Names in bold are actually alter egos. Jack just thinks they're other people.

The beginning of Jack's childhood was happy. His father was a historian and would tell Jack wonderful tales, both factual and mythological. His mother was a chemist of sorts, always playing around with strange liquids. It was about as normal as most childhoods are. But normal is boring, so let's skip forward a few years to the conflict.

When he was about 7, both Jack's parents were killed in a chemical explosion. With no other known relatives to take him in, he got put into the foster care system. The first several months of that went ok, but like a lot of children, he got bounced around from home to home quite a bit. Unfortunately, when he finally found a home that was willing to keep him, it was in a house hold that already had at least half a dozen kids of various ages, pretty much all of whom were older, or at least bigger, than him. He got pushed around and bullied by a significant number of them. His so-called "parents" did nothing to try to prevent what was going on and, if anything, seemed to encourage it. Survival of the fittest and all that. Gotta be tough to make it in the world.

After several months of this, Jack finally started to make friends. First was Goliath, a rather dumb but friendly enough giant (or at least, giant to a kid who's about 8) who would do his best to shield Jack from the brunt of his foster siblings' blows using his own body. Then there was Cassandra, who would come to Jack at night and help him sneak outside to stare up at the stars. With Cass's encouragement (turns out you can communicate quite a lot with only hand gestures), Jack finally got up the courage to run away when he was in his early teens.

With the help of Rose, Jack managed to survive on the streets for several years. However, when he got older, he ability to take a beating began to get the attention of some unsavory characters, who strong armed him into underground brawl fights. Long story short, on day after winning a fight he was confronted by his angry opponent and his pals. Jack was almost beaten to death when Raphael appeared to him, killing his attackers and taking him Auralis. There he was nursed back to health by Father Mihael before finding a job at Abal's Agency.

Personality:
If it were completely up to him, Jack would never fight but would instead spend all his time reading books. When he does get pushed into combat, he does so somewhat reluctantly, tending to fight defensively (Crane Style) and preferring to do non-lethal damage when possible. Raphael* on the other hand, isn't so kind. He tends to do devasating single blows (Pummeling style, to be acquired later) and shows no mercy. He doesn't believe in sparing people because then they can simply come back at you again. He wants to put opponents down, so that they will never challenge him again.

*I will most likely split Jack's offensive personalities into two alter egos: one that is a savant persona (Raphael) and one that is just a role playing persona (does not yet have a name). That way he could switch to a more offensive style without taking the full round action required to slip into a savant persona.

Alter Egos (some):
Note: The exact details of what powers these alters have will depend largely on what is in Jack's notebook. I figure I can just give an outline of what I might expect and then work out the details if I get picked. I will also add more alter egos if picked and more detail to them all, but I didn't want to come up with a ton right now if I'm not going to be chosen.

Goliath
The Brick
Role: Take damage
Likely Knacks: +3 HP/HD, +4 Con, Suit of armor (fabled item), armor/shield proficency, shield
When Jack was getting beaten up, Goliath was the alter to come out. He can take a lot of punishment, but that's about it. He's been stepped on (metaphorically and literally) a lot and it shows. His eyes have a glassy, vacant look to them, and he rarely talks. He doesn't fight back, and he mostly does just what he's told. He tends to be both mentally and physically slow.

Rose Thorne
The Street Urchin
Role: pick pockets, steals, general thief
Likely Knacks: +4 Dex, various skill knacks, tools (fabled item)
Rose is a grungy little girl. What she lacks in book learning, she makes up for in street smarts. She seems generally happy and upbeat, if a bit cheeky. While mischevious, she's mostly good at heart. She tends to talk with a cockney accent (Or at least something similar-ish; we'll see how well I pull that off) and has a strange fondness for apples. Jack met Rose shortly after he ran away to go fend for himself.

Cassandra (name might change)
The Silent One
Role: Scout, general stealthiness
Likely Knacks: Skills, +4 Dex, possibly race
Cassandra isn't her real name. Rather it's the name Jack gave her because she doesn't talk. Unlike Goliath, Cassandra is clearly intelligent, so it a bit unclear why she never talks. Jack has asked her about this, but she only ever smiles mysteriously in response. She first appeared to Jack when he was sneaking out of his house to run away from home. She's vagluely Elven in appearance (this might change later) and seems to prefer outdoor, woodsy environments. She has a fondness for nature and can be oddly maternal at times. She's also a vegetarian.

Louis (pronounced the French way)
The King
Role: Diplomat
Likely knacks: Skills, +4 Cha, maybe nice clothes (fabled item)
Louis is kind of a bastard (in the non-literal sense). He thinks he's king of the world and that most people are mere peasants beneath him. Luckily, many years in royal court have taught him how to hide his condescention. Mostly anyway. He likes to hear the sound of his own voice and tends towards being very showy. His mannerisms tend towards the theatrical. Jack first met Louis on a job that required him interacting with some nobles. He thinks maybe body guarding at some party? Somehow Louis talked him into getting drunk, so the details are a little hazy.

Others alters that are likely to appear
- Father Mihael (healer)
- Raphael (holy avenger AKA Jack's violent combat alter)
- Jenny Locke (investigator)

Sczarni

I made another character. I like this one much more than the Psion/Investigator I had built. Gandall is much more well rounded.Still working on the familar but the rest is done. And now I am very excited to play this guy.
Crunch is in the link.

Gandall

He is an Inquisitor 3/Shaman 3
I took the trap finding trait, so he can handle the disable device load.He can more than handle the healing, and a mix of utility, battelfield control, blasting, and to a minor degree social.

Background:

Gandall was to be a cleric of Veiloaria, the god of traverlers. At the time he was living amongst the humans on the material

plane. While his church leadership believes in the teachings of Veiloaria, especially about traveling and exploring they never

dreamed of traveling off planet. Gandall had explored much of his home planet.

When the portal was discovered, the church leaders were frightended by it. Believing it to be the work of demons or arcane

arts. Gandall believed Veiloaria wanted them to pass through it to explore what was on the otherside, but the church forebid

it. Then Gandall began having deams about it. Spirits begun telling him to step through.

When he finally did step through, he landed in the City of Stars. From there the portal vanished and he was stuck. Soon after

he began working at Abal's Agency as a way to make ends meet. But these spirits continue to talk to him.

Sczarni

Familiar is done.


okay, so after actually stating out superman, I can safely say that I don't wanna play him. He is (surprisingly enough) ridiculously strong, and can carry almost 3200 lbs. as a light load, and almost 5 tons as a heavy load.

Batman, by contrast, is so far much less problematic so far. I'll finish getting his statted up, and then post him for the edification of our leader.


Yeah, that might be just a biiiiit much for third-level. XD I intend to take characters who seem reasonable, and like they'd fit in as (relatively) new workers in Auralis, not ungodly powerful souls who should already be running the city.


That's about what I figured. I'm the kind of player who enjoys playing characters who are mechanically strong, but I will quit playing a character if I think they're over the top.


So, Rednal, apropos of nothing... would it be possible to buy a small or tiny bar/tavern in the City of Stars for 500GP?

:D


I think you'd need to spend a bit more than that. XD


Alright GM, I've got my first submission cleaned up and ready to roll:
Profile

Short version is that he is a ranged/crowd control specialist with some interesting skill monkey stuff thrown in for good measure. As he levels, he'll be able to affect a truly maddening area with his attacks and deal out some vicious damage as well. I plan to take Limitless Range for my first mythic power so the terrible range with shotgun slugs should be mitigated some. Shatter Defenses and Mythic Shatter Defenses will also be a favorite tactic of his for a mass debuff on the enemy ranks.

GM:
I like keeping a few secrets from the other players when it comes to backstory, it's a bad habit of mine.

I was wondering if you'd be opposed to having him be from a plane with some sort of technological advancement above the level present on Auralis but functionally no way to return home. It would make a nice explanation of his considerable engineering knowledge.

If yes, would you mind allowing me to have a sort of vanity item in the form of a much battered and crudely repaired hand-crank radio that Basher winds up and listens to when the planar flux aligns in a way that lets stray radio signals into Auralis.


Here is my second applicant (Priyya is my other one).

He's a sorcerer with a slight emphasis on Evocation and a slew of generally useful spells. I've designed him to pick up as many spells as possible as he levels up. I'll be using all my favored class bonuses to grab spells. He isn't a 'hang back' caster, instead he gets into the middle of fights using the synergies between Sorcerer and Monk.

All his fluff is on the character sheet. I still have 500GP to spend which I would enjoy putting to use as a down payment on a tiny bar. I wasn't thinking it would be a major factor in the game, just a bit of color to the background. Although, depending on how Abal gets jobs, maybe rumors could come in through the bar and get acted upon - if that works with your plans.


In general, Abal's Agency gets jobs by having people walk in the door. Alternately, if the clients are the wealthy types, a request will be delivered by mail instead, explaining the details of the job and asking the Agency to send some personnel over to handle it.


OK, cool. Then the bar could purely be background or I can spend the money on more adventuring gear. Not a problem.


Thinking about a second character as well, putting together a two-weapon fighter/metal oracle tomorrow evening sometime. Have the crunch mostly worked out, but need to revise the background to fit into the campaign.


This is strange... I really am intrigued by this game, but I keep failing to come up with a concept that I'd actually want to finish fleshing out. Maybe I'm going in the wrong direction? I have a partial Arcanist//Magister who wants to know how magic works and maybe learn the secrets of the Great Crystal some day. I have a Bard (Archivist)//Investigator who is about more general knowledge and skills - the "I can provide information on anything" type. Maybe I should come up with something that's more beatstick-y or faith-based. Not that there's much time left.

How do you feel about in-game Harrowing, Rednal?


I believe Harrowing is very complicated, but I THINK I could make it work in-game. XD


Finally finished my second character, Garrak Tharn A shield based brawler/fighter. Neither of them were what I set out to make, but I think they will be good fits for this game nevertheless.

Any feedback on him or Rowan Jomassenon would be greatly appreciated. This seems like this will be an interesting setting and game and I liked your style with Kariel in Ghost1776's campaign, as short as it was.

Silver Crusade

Page 1 of Shauldrek's Character Sheet is complete. The other pages still need to be adjusted, but show a good idea of the inquisitor side.

More to come.

In the meantime, here's a description and his backstory:

Appearance:

Tall, muscular, with a disproportionately large left arm. He is bald, with ashen skin and bright red pupil-less eyes.
Unaltered: Right side of face has three crude gems (one red, one yellow, and one blue) encrusted into the forehead. Also, on the right side of his head is a small black tattoo of the profile of a Dragon's head. The two sides of his face are otherwise asymmetrical.

Favored Alteration: Tall tanned human, white hair and beard, dark eyes, muscular.

Backstory:

Shauldrek hails from a barbaric corner of a primitive planet. A planet full of monsters and humans who either fear them. There are also deities and demigods struggling for power over the beings of this world. One such form of demigod, the Atamahuta Oni, is a powerful spirit trapped in ettin-looking form. It thinks itself superior to the beasts in its environment and enslaves them or kills them at a whim.

One such Oni was stricken with great lust for a human woman after watching her dance. He could not let anything get in the way of what he wanted, so he killed her husband and took his form in order to make love to her.
When Shauldrek was born, his mother took pity on him. That is, until the bullying of the other children for his monstrous appearance drove him to give in to his trickster heritage. He fooled the leader of the entertainers' guild into a scandal which got him arrested, leaving the guild to fend for themselves.
It was clear to Shauldrek and his mother and older sister that his leaving was the best thing for all of them. He spent a great deal of time in the many terrains of the wilderness, where he developed survival and hunting skills to survive. On his quest to discover his place he stumbled across a church worshipping Draghignazzo, Devil Dragon, and Lord of Beasts. He felt at home among the monster church, no longer feeling the need to alter his garish appearance. He even attempted to train as a cleric, but when the clergy learnt of his parentage, they saw a better purpose for him: to seek out and dispatch those who--like the Oni--seek to undermine the Lord of Beasts' authority, as an inquisitor.

Unfortunately, his purpose took an unexpected turn when an investigation into monster-slavers resulted in the discovery of an interplanar organization with the power to enslave some of the more unruly monsters. Therefore it was all too easy for them to capture Shauldrek. He was brought to the City of Stars and was sold to a wealthy man looking for the slave equivalent of a bloodhound for hunting trips. Luckily for Shauldrek, this man's security and bonds were no match for his guile and strength. Shauldrek escaped in the bustling metropolis of Auralis, and even found work under a fellow tiefling, Remei of Abal's Agency.


@Sawyer: I like Kariel, too. I'd love to really go somewhere with her. XD

On Garrak: The son of a Guard Captain would probably live in the Manor district - either that or within the Garrison District, brought into it as a way of life. (Think growing up on a military base) I should also note (actually, I think I did, over in the Campaign Info...) that slavery is completely legal within Auralis, though most of them get traded elsewhere instead of remaining inside the city. If you'd like to keep the smuggling bit, though, I can suggest a few things that WOULD be illegal to move around.

On Rowan: His backstory seems fine. ^^


Ok that works for me. What are some good things for him to have smuggled?


Alright, reposting links for the sake of simplicity. I've got both profile adhering to your outline now and have a few questions about backstory I hope you'll answer for me

Idea the First, Shotgun Hero:
Basher

For him I wanted to make a seemingly unheroic hero. He is the guy who is in over his head with all this magic and monster nonsense but is trapped in it.

I had intended to make him from a plane that mirrored Earth in many ways, elevated technology, little to no magic. If you don't mind that would you mind allowing me to have a sort of vanity item in the form of a much battered and crudely repaired hand-crank radio that Basher winds up and listens to when the planar flux aligns in a way that lets stray radio signals into Auralis?

I'll flesh out the background if you like the idea and send you a copy. I kind of like keeping certain aspects of my backgrounds a secret.

Idea the Second, Urban Monster:
Palls

Palls is a bit messier. I'll be investing in customizations that give him natural attacks and improve survivability and stealth. He is big, he is scary, but he is not simple. I wanted to make a rather frightening character that would allow for ruminations on the nature of what a monster is. He became a monster long ago and has rather embraced the freedom that idea has given him.

A touch cliched but sometimes fun. I made him true neutral, not due to his lack of a moral compass but the utterly pragmatic nature of it. He understands the advantages of altruism in small groups but his lack of concern for most makes him the perfect mercenary.

His background is a more ambiguous right now because I'd like a really good mystery to fit him into in the city. Something scary and eldritch. If selected, I'd be very happy to give you complete free reign on just what made him into what he is today.


@Sawyer: Counterfeit coins are something the merchant lords Do Not Like. Things capable of generating anti-magic fields are also forbidden goods - Auralis relies on magic for expansion and many city functions, so trade in such items would be highly regulated. We could also turn the smuggling into a future story hook - a rare and powerful item, possibly even an artifact, being smuggled as a way of avoiding heavy taxes.

@Ptolmaeus: Yes, a radio item of that type is fine. ^^ Though, I should probably note that members of the Agency willingly get involved with some particularly odd (and dangerous) tasks, so you may want to avoid characters who feel like things are too over their heads. As for Palls, I can work with the nature of monsters. I'll be thinking on that one.

RPG Superstar 2012 Top 32

i have a couple ideas...

Mortimer Haynes:
The first time Micah Haynes brought his young son into his modest perfume shop he was amazed by the child's curiosity and natural aptitude. When he had to close the shop following a bad business dealing with a scheming noble, his guilt over no longer being able to provide for his son was partly assuaged by the boy's enthusiasm for his apprenticeship with a nearby Alchemist.

Mortimer flourished under the old gnome's tutelage and showed great promise in all manner of alchemical pursuits. When news reached him months later of his father's suspicious disappearance, his interests and focus began to sharpen. Mortimer became adept at crafting alchemical bombs and at using the weapons which harnessed the power of his blackpowder. He learned two formative life lessons from the last months of his father's life: always have a contract in any business dealing; and, a noble rank doesn't make a man honorable or trustworthy. Mortimer honored his father's deal with the alchemist and worked for him until he came of age. He tried his hand at freelance adventuring but found the prospect of negotiating new contracts for every job wearisome. He found a new home when he discovered Abal's Agency and the opportunity to put his skills to work under a standing contract, an arrangement which continues to benefit both parties greatly.

- I can put together his build pretty quickly if he's accepted but basically he'd be a LN Human Alchemist[grenadier]/Gunslinger with good Dex and Int, probably 12-13 con and wis, 10 str and maybe a 8-9 Cha (he's cynical and at times standoffish with strangers). his discoveries would probably be mostly bomb related with explosive missiles a definite at 4th level. in combat he'd use bombs and a pistol with alchemical cartridges (and rapid reload as soon as possible). as soon as he can afford to, he'd also carry a double hackbut (for enemies too far away for his pistol).


J. Billings Bryant III:
John Billings Bryant the First was a guard of the Starwatch*. His skills, heroics, and exemplary service earned him a minor title and his own modest villa in the city. John Billings Bryant III grew up in his grandfather's shadow. No accomplishment ever satisfied his family, and great expectations were laid on him by every teacher and tutor who knew anything of the name. Some men would crumple under the weight of it all. He did not. Many things came naturally to him, from swordplay to magic, and he embraced the idea that he was destined to accomplish great things. As a teenager he stopped being called John Bryant and began using his middle name, not in anyway to distance himself from his heritage but because he learned of the Legend Lore spell and wanted to ensure that any man looking for him would learn about his deeds and not his grandfather's.

Direct supervision was never something Bill Bryant enjoyed. He knew the life a soldier or watchman wasn't going to work for him, so he put his skills to work as a freelance adventurer. After several mutually beneficial jobs at the Abal Agency he has settled into a position there and relishes the opportunities it affords him to develop and display his skills.

*I made this up because it sounded like the name of an elite citywatch/guard unit in a place called 'the City of Stars'; please substitute the name of an actual unit of that type in the city

- again, I didn't work up a full build (but can quickly if selected) but he'd be a CG Human Swashbuckler/Magus [Eldritch Scion]. He'd fight with a Falcata and buckler, and (assuming you're okay with it) would probably pick up the Taldan Duelist feat at 5th level. if you select him, i'll have to look through the bloodlines a little more but my initial thought would be to go with arcane.


Auric Whitemane:
Like all in his line, Auric's hair and eyebrows have been a stark white since birth and though he is now 68 years old no hair grows upon his face. Like most in his line, he has had a well developed sense of justice for almost as long. A skilled performer and combatant, he has trained in a variety of subjects at many of the most prestigious temples and academies in the city. His allegiance is first and foremost always to his patron Ragathiel (the Empyreal Lord of duty and vengeance), but his inescapable calling to right wrongs and deliver judgment to the unrighteous has driven him to his current position as a 'troubleshooter' at the Abal Agency. He always conducts himself in a manner that is above reproach, but to those who are found deserving of punishment he is very unlikely to show any mercy.

- you've seen the pattern by now... he'd be a LG Angelkin Aasimar, Paladin [Oath of Vengeance]/Bard [Arcane Duelist]. He'd fight with a greatsword (in a Str & Cha build), buff the party with performance, use spells to buff/heal and aid in figuring things out, and for skills he'd take some 'face' skills, some knowledge/spellcraft stuff, and probably acrobatics.

Grand Lodge

Alright. I had wanted to have more backstory written before now, but I don't anticipate I'll have the ability o have it finished before this weekend. There's definitely enough here to give you an idea of who he is and how he'll play.

So, without further ado ... Kiddrik Black.

Crunch:

Kiddrik Black, aka Kidd
LN male half-elf Quingong Monk 3
Gestalt: Psychic Warrior 3

Favored: monk & psychic warrior (+6 skill ranks)

Age: ? Height 5’ 11” Weight
Eyes Hazel Hair unkempt brown Skin Mid-tone

str 17 dex 13 con 14 int 12 wis 16 cha 8

Senses +9; Low-Light Vision
Initiative +1
Speed 40 (50 Psionic focus)

DEFENSE
HP 30 (8x3 [24] + 6 con)
AC 15 Touch 15 FF 14 (1 dex, 3 wis, 1 dodge)
CMD 20 FF 19 (2 bab, 3 str, 1 dex, 3 wis, 1 dodge)
— 22 vs Grapple

Immune Sleep effects

Fort +5 Reflex +4 Will +6
— Evasion
— +4 vs Enchantments (Still Mind + racial)

OFFENSE
BAB +2; CMB +6 (+8 grapple)
Melee +5
. . Unarmed +5 (1d6 + 4)
. . . . unarmed flurry +4/+4
. . mwk cold iron kama +6 (1d6 + 3; trip)
Ranged +3

Half-elf
Low-Light Vision
Adaptability: Weapon Focus (bluff)
Elf blood
Elven immunities
Keen Senses
Multi-talented: monk & psychic warrior

Quingong Monk
AC Bonus
Bonus Feats
Flurry of Blows +1/+1
Stunning Fist: 3/day; Fort DC 14 or stunned for 1 rd
Unarmed Strike 1d6
Evasion
Fast Movement +10
Maneuver Training
Still Mind

Psychic Warrior
Path of the Infiltrator
Path Power: Minor Metamorphosis, Chameleon
Expanded Path: Opens up Trance and Maneuver
Trance: While maintaining psionic focus, gain +2 competence bonus to Disguise, +1 competence bonus to damage with natural weapons. Increases by 1 every 4 levels thereafter.
Maneuver: expend your psionic focus when manifesting minor metamorphosis, metamorphosis, or major metamorphosis to gain an intimidating visage. For the duration of the manifestation, you may make a free Intimidate check against any creature that comes within 30 ft. of you. You must have line of sight to the creature and you may only make one such check against that creature per manifestaton of minor metamorphosis, metamorphosis, or major metamorphosis. At 7th level and every four psychic warrior levels thereafter, you gain a +1 competence bonus to this Intimidate check.

Powers Known: *Minor Metamorphosis, *Chameleon, Inertial Armor, Catfall, Offensive Precognition
Power Points: 7/day (3 class + 4 wis)

Mythic: Most likely Champion, with a focus on mobility and unarmed combat

Feats: Dodge (Mnk2), Improved Grapple (Mnk1), Improved Metamorphosis (1), Power Attack (3), Skill Focus (Bluff) (half-elf), Speed of Thought (PsyWar2), Stunning Fist (Mnk1), Up the Walls (PsyWar1)

Traits: Wisdom in the Flesh (Disable Device), Fast Talker

Skills (24 total = 12 monk + 3 int + 6 favored)
Acrobatics +7 (3 rks, 3 class, 1 dex)
— Jump +15
Bluff +9 (3 rks, 3 class, -1 cha, 1 trait, 3 focus)
Climb +7 (1 rks, 1 class, 3 str)
Disable Device +11 (3 rks, 3 trained, 3 wis, 2 equipment)
Disguise +5 (1 rks, 3 class, -1 cha, 2 path)
Escape Artist +5 (1 rks, 3 class, 1 dex)
Intimidate +3 (1 rks, 3 class, -1 cha)
Profession: Security +9 (Maxed, 3 class, 3 wis)
Profession: Courier +9 (Maxed, 3 class, 3 wis)
Perception +11 (3 rks, 3 class, 3 wis, 2 keen senses)
Sense Motive +9 (3 rks, 3 class, 3 wis)
Stealth +7 (3 rks, 3 class, 1 dex)
Swim +7 (1 rks, 3 class, 3 str)

Languages: Common, Elven, ?

Gear: Sleeves of Many Garments (200g), ring of sustenance (2500g), iuon torch (75g), cold iron kama (4g), mwk thieves' tools (100g), mwk backpack (50g)

description, story and role:

Description
Kidd is an average-looking young man a few years shy of his twentieth year … a kid who just kind of blends into his surroundings. His features are unremarkable. Hazel eyes. Disheveled brown hair. A keen observer might note the hints of his elven blood in his features. He’s slightly above average in height—standing an inch short of six feet with an athletic, long-limbed frame. All of this, however, is likely to change at Kidd’s whim. Kidd’s tendency to blend in is magnified by a supernatural ability to alter his physical shape and appearance at will. He could be an old halfling woman from the Poor District, a powerfully-built giant-kin mercenary in his physical prime, or anything in between, really. He favors attire and gear that reflect his own flexibility … which is why he’s never without his ‘slips’ (Sleeves of Many Garments).

He’s observant and self-aware. He’s generally quiet and sincere (though his few close friends can attest to his surprising talent for bluffing). And when he does warm up to you, he’ll show a warm, wry, often sarcastic humor. Beneath the quiet, sincere surface, and the mutable anatomy, is a determined youth with a competitive streak. He loves to compete. He love to win.

And Kiddrik is fast. He loves to move, and few can match his speed … whether its across streets and boulevards or the less-traveled and far more interesting heights of the rooftops and spires of the Auralis sprawl.

Backstory
For all practical purposes, Kiddrik is an Auralis native. An orphan of a horrible of some war on some world he’s never seen. So he grew up dirt-poor in the Poor District … if not altogether unloved. But he’s a perpetual outsider, especially once he learned of his powers. Ya see, Kiddrik’s a shapeshifter. It exhibited at puberty … a wild, uncontrollable set of abilities that seemed to shift and warp him as his emotions changed.

So in the midst of learning to survive with practically no marketable skills, he had to learn to control his body and his mind.

— i had wanted to get more than this, but this week’s been ridiculously crazy. The short version is this. He’s an orphan who slipped in and out of trouble with the Auralis law due to minor stuff … shop lifting and whatnot. The type of stuff poor kids with no training, no skills, and no respectable authority figures get into. He learned to use the “thieve’s highway” as well as pick locks in this time. He likely would have continued on this path had he not had a run-in with Gareth and Remei. He unwittingly targetted one of their second-story windows one night. Let’s just say he didn’t get away with that particular job. He gave a respectable chase, but the experienced warrior (Gareth) was—in the end—able to take the young man into custody. For some reason, Gareth and Remei took pity on Kiddrik. He works off the debt by doing odd jobs for them, mostly running errands and especially as a information and package courier for the Agency. Nobody’s faster—or knows the rooftops better—then Kiddrik when something absolutely needs to get somewhere else in Auralis in a hurry. Gareth has also been training Kidd in the role of security. The young man’s sharp eyes, natural combat abilities, and willingness to work long hours have gotten him a few choice gigs. The fact that he can become anyone in order to blend in for the job is just one reason he gets used so often on “interesting” jobs.

Life In Auralis
Nowadays, Kidd is a bodyguard, security expert, and courier working out of the Agency (though he’s likely considered a junior member at best). His unique skills make him a good asset to the team, but he’s still rather green.

Party Role
In terms of fulfilling roles, Kidd is built to be a highly-mobile unarmed melee combatant (with psionics & Mythic shoring up the usual monk shortcomings), a trap-breaker/lock-picker/scout skill monkey, as well as a shape-shifting espionage type. And while he’s no party face, his focus on Bluff and Sense Motive (necessary for the espionage angle) makes him a great party-face support. As he levels, he’ll also be able to work as a back-up healer via Body Adjustment & Empathic Healing as well as Blaster (via a few psionic powers and Quingong Monk replacement abilities). I”m also considering picking up Combat Reflexes & Bodyguard (and potentially Mythic MultiPathing into Guardian) to provide the team some interesting “non-traditional support” by blocking/absorbing attacks as they come in (though I’m not sure if he’ll end up with the hp and ac to make that work effectively).


Reminder

Tomorrow is the last day to submit your characters! I'll be opening up the discussion and posting threads around mid-day, hammering out any remaining details, and moving on from there. ^^


GM Rednal wrote:
@Ptolmaeus: Yes, a radio item of that type is fine. ^^ Though, I should probably note that members of the Agency willingly get involved with some particularly odd (and dangerous) tasks, so you may want to avoid characters who feel like things are too over their heads. As for Palls, I can work with the nature of monsters. I'll be thinking on that one.

Oh he'll have a good reason to work with them. Planar expeditions are very expensive, one would imagine.


Despite the site eating my first attempt. I've got Basher's story fleshed out more. Gonna leave Palls vague for now.

Good luck tomorrow, everyone!


I forgot that Jack should have another feat, so he should already have Pummeling Style for his offensive personalities.

Anyway, I have a second, less weird submission (although admittedly, I like him less than Jack). Skal is an Investigator (Empiricist)/Aegis. He's got all of the knowledge skills (and a number of other things like dealing with traps and several languages), and with extracts, should be able to do a decent amount of damage (probably focusing on enlarge person and shield). He also never takes his armor off. Ever. Mundane items would still need to be bought though.

Crunch:

Skal
Half-Elf Investigator (Empiricist) 3/Aegis 3/Gestalt 3
CN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 39 (3d10+9)
Fort +6, Ref +4 (+1 bonus vs. traps), Will +3; +2 vs. enchantments
Defensive Abilities form astral suit, trap sense +1; DR 2/—; Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 greatsword +4 (2d6+8/19-20)
Investigator (Empiricist) Spells Prepared (CL 3rd; concentration +5):
1st—enlarge person (2, DC 13), shield (2)
Aegis Powers Known (power points 6, ML 3rd; concentration +5):
0 (at will)—
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 16, Int 15, Wis 10, Cha 8
Base Atk +3; CMB +8; CMD 19
Feats Master Craftsman, Power Attack, Psionic Weapon, Skill Focus (Perception)
Traits armor expert, elven reflexes
Skills
Acrobatics +1
Autohypnosis +4
Craft (alchemy) +11 (+14 to create alchemical items)
Craft (armor) +8
Diplomacy -1 (+2 to gather information (You can use your Intelligence Modifier instead of Charisma)),
Disable Device +5,
Knowledge (all including psionics) +6
Linguistics +7
Perception +13
Sense Motive +6
Stealth +1
Use Magic Device +6;

Racial Modifiers +2 Perception, ceaseless observation
Languages Aquan, Auran, Common, Elven, Ignan, Terran
SQ alchemy, astral repair, elf blood, inspiration, investigator talents (quick study), invigorating suit, poison use, reconfigure, trapfinding +1
Other Gear chain shirt (note, most of his armor actually comes from his astral armor; this is mostly so he can still be covered if for some reason his has to take his armor off. Although I'm going to be trying to avoid that), +1 greatsword, 550 gp
--------------------
Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Astral Juggernaut When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor
Astral Repair (Ps) Restore 2 points to damaged item touched.
Brawn The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancemen
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flexible Suit
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Fortification
Hardy
Improved Damage
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid no
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Craftsman (Craft [alchemy]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psionic Weapon You can charge your melee weapon with additional damage potential.
Quick Study (Ex) Use studied combat as a swift action.
Reconfigure (2 customization pt(s, 1/day), 1/day) Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Stalwart
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:
Once upon a time, there was a small, half-elf boy. And his mommy and daddy loved him very, very much. They would constantly praise him until he began to think he was the best thing to be born into the world. When he grew up, he went into fighter college (or "dueling" college as he called it as fighters are brutes and not for those such as he). But he was very arrogant, so he didn't have many friends. He enjoyed using his book smarts to talk circles around the "imbeciles" that were his classmates.

This inevitably lead to a group of these classmates deciding to get revenge by taking away the one thing the boy loved most: his looks. They came up with an elaborate plan: corner him and throw acid in his face (they were quite proud of this brilliant and daring plan). As expected, this scarred the boy's face. So invested was he in his appearance, that in shame, he vowed never to let his face be shown again. From then on, he went about always wearing a suit of armor. To make doubly sure that no one would ever be able to remind him of his lost beauty, he got as far away as he could: an entirely different plane.

Lost and without a purpose, he takes whatever jobs he can find. Preferably ones that involve fighting, so that he can get out his frustration on his enemies. He's generally gruff and curt with other people and quick to anger. When he can, he avoids talking. When he must, he makes a game out of using as few words as possible. Where before he liked talking circles around others, now he enjoys making them think he's dumber than he is.


Still interested.

Dark Archive

Me, too! :D

Jorn Oathhammer - Dwarfborn Aasimar (Angelkin) Advanced 1/Paladin 2/(Dual-Cursed) Life Oracle 3 - Melee, "Tank" + Healer
Kras Ironmaw - Orcborn Tiefling (Pitborn) Skald (Fated Champion) 3/Brawler (Mutagenic Mauler) 3 - Melee, Group Support + Buffs (still need to finish up his background, but he's mostly read to go!)

RPG Superstar 2012 Top 32

Just had another great idea for is guy I'd love to play... Sorry the write up is so short- I'm on my phone while in a meeting (wanted to get it in on time).

Sigurd Olafsson
Angelkin Aasimar, bloodrager/sorcerer(eldritch scrapper)
His dad was a Viking raider who's party get there hands on a powerful magical boat that could carry them across the waves to other worlds. After several successful raids they left on another one and never returned. Sigurd journeyed to the city of stars to look for his father. He took a job at the abal agency to support himself (and learn more of how the universe works) while trying to figure out how what happened to his dad.

Sczarni

Oh man, can't wait.


Yup yup. Looking forward to the picks. :)


Okaaaay! After going through all submitted characters, I've made my decisions - and it was quite interesting to see the trends that characters followed, actually, since many of you appeared to be thinking along similar lines for this game.

The following characters were selected:
-Baxter Ames
-Garrak Tharn
-Straehan

Please report to the Discussion Thread for final adjustments, and we'll be starting shortly after that.

The rest of you, thanks for applying, and keep an eye on the boards for future games! ^^


Congrats, guys! Have fun in Auralis. :)

Shadow Lodge

Dang, seems I just missed out on this, ah well, congrats to those who made it, have fun


Congratz.


I'm disappointed in myself for not getting together a full submission.

Enjoy the game!

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