
Jeffrey Flynn |

Jeffrey C. Flynn
Human
Male
HPs 11
AC 16 (+3 dex mod, +3 monk AC)
Init +3; Perception +x
BAB +0
CMB +x
Strength 12
Dexterity 16
Constitution 12
Intelligence 20 (Includes the +2 for being Human)
Wisdom 16
Charisma 17
Languages: Free Common, Draconic, Code, Solktar, Fey, Elven
Fortitude Save: +0, +1 con mod, +3 divine grace = +4
Reflex Save: +0, +3 dex mod, +3 divine grace = +6
Will Save: +0, +3 wis mod, +3 divine grace, +1 trait = +7, (+9 against divination)
Class Skills
Bluff (Trickery)
Diplomacy
Disguise (Trickery)
Knowledge (Local)
Perception
Profession: Chef
Sense Motive (Skilled Human?)
Stealth (Trickery)
Feats
Improved Unarmed (Weapon Prof)
Weapon Finesse
Deflect arrows (Human Feat)
Monk AC instead of Light Armor
Software Package of 3 Special Class Abilities
Divine Grace
Domain: Luck
Domain: Trickery
Traits
Carefully Hidden (Human)
You gain a +1 trait bonus to Will saves and a +2 traitbonus to saving throws versus divination effects.
Regional
Alien Origins (Strange Monument)
You start play with a unique compass that doesn't point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks.
Or do I need something with a class skill
Need some review for the stats.
Jeffrey C. Flynn worked for his Dad at a Computer Firm, but was let go due to an incident involving writing in an Easter Egg into "the Game" that Mr Sebastian Blake aka Senior Management did not find humorous. Since then, Flynn has been working as a Chef in a High Class Restaurant in Hong Kong.
Recently, broken up with his girlfriend, Lisa Dupree, Flynn decided to utilize a Virtual Reality Chair in a lab that his Dad kept. Flynn figured he needed some therapy time with some whiskey and VR. Instead he opened a file in a Hidden Drive that placed him within the game. Flynn's curious nature is leading him down a path that may prove problematic to his survival. In the Backroom Log-in Portal his Dad made, Flynn has an area to research before heading into the game. Flynn is skilled enough to believe he maybe able to access the Backdoor Log-in Portal again.
User ID Ably Cain is the first step in Flynn's Odyssey. If Flynn is able to talk Ably Cain out of his password, things will get FUN.
Besides Flynn isn't going to show the Backdoor Login Portal (BLP) it to anyone, Yet.

Grovo |

Damn, now I got inspiration for Troll, going shamanistic way (*cough* not at all warcraft inspired *cough*)
Now... that would be quite funny "hi mon, wat'cha doing? Spirit be wit ya"
Lets hope for some good rolls ...
5d6 ⇒ (6, 1, 1, 2, 1) = 11 9
5d6 ⇒ (3, 1, 6, 5, 3) = 18 14
5d6 ⇒ (1, 1, 2, 1, 4) = 9 7
5d6 ⇒ (4, 4, 6, 6, 1) = 21 16
5d6 ⇒ (6, 2, 2, 5, 5) = 20 16
5d6 ⇒ (3, 3, 1, 5, 1) = 13 11
ah well, seems... like I hit something

GM Wolf |

I would say that you put in a command to find the strongest party and a door opens up in the forest, all the group would see is a glow in the forest then you walking toward them.
You still need to distribute your ranks.
Please link your traits to where you found them.
Looks good join if you are ready or after we decide how you are joining.

Grovo |

Monstrous Humanoid (3) RP ("Mon of Marshes")
- *gains darkvision (60 feet)*
Normal Size (0) RP
Normal Speed (0) RP
Flexible (2) RP
- +2 to any two stats
Language : Standard (0) RP
- Start with race language and common (except Druid)
Fast (1) RP ("Spirit of Io" sounds nice to flavour it)
- gains extra 10 feet movement speed
Lucky, Lesser (2) RP
- +1 to all saving throws
Deep Magic (3) RP ("Troll Voodoo" sounds better)
- +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks
All in all 10 Points used to create the race although had to compromise with idea, how trolls would be. Fast healing was quite tempting but 6 RP for that :S So opted to go for more saving throws plus ability to get
Plus question: If I would like to create a PC (in this case the troll) who can controll all the primal elements (water, air, fire, earth) I will need to tap all those 4 specials to gain full caster advancement?

Jeffrey Flynn |

Jeffrey C. Flynn
Human
Male
HPs 11
AC 16 (+3 dex mod, +3 monk AC)
Init +3
Perception +3 wis mod, +3 class skill, +1 rank = +7
BAB +0
CMB +0 BAB, +2 str mod = +2
CMD +10 base, +0 BAB, +2 str mod, +3 dex mod = +15
Strength 12
Dexterity 16
Constitution 12
Intelligence 20 (Includes the +2 for being Human)
Wisdom 16
Charisma 17
Languages: Free Common, Draconic, Code, Solktar, Fey, Elven
Fortitude Save: +0, +1 con mod, +3 divine grace = +4
Reflex Save: +0, +3 dex mod, +3 divine grace = +6
Will Save: +0, +3 wis mod, +3 divine grace, +1 trait = +7, (+9 against divination)
Class Skills
Bluff (Trickery) +3 chr mod, +3 class skill, +2 Trait, +1 rank = +9
Diplomacy +3 chr mod, +3 class skill, +1 rank = +7
Disguise (Trickery) +3 chr mod, +3 class skill, +1 rank = +7
Knowledge (Local) +5 int mod, +3 class skill, +1 rank = +9
Perception +3 wis mod, +3 class skill, +1 rank = +7
Profession: Chef +3 wis mod, +3 class skill, +1 rank = +7
Sense Motive (Skilled Human) +3 wis mod, +3 class skill, +1 rank = +7
Stealth (Trickery) +3 dex mod, +3 class skill, +1 rank = +7
Feats
Improved Unarmed (Weapon Prof)
Weapon Finesse
Deflect arrows (Human Feat)
Monk AC instead of Light Armor
Software Package of 3 Special Class Abilities
Divine Grace
Domain: Luck
Domain: Trickery
Traits
Carefully Hidden (Human)
You gain a +1 trait bonus to Will saves and a +2 traitbonus to saving throws versus divination effects.
http://www.d20pfsrd.com/traits/race-traits/carefully-hidden-human
Regional
Alien Origins (Strange Monument)
You start play with a unique compass that doesn't point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks.
http://www.d20pfsrd.com/traits/regional-traits/alien-origins-strange-monume nt

Grovo |

well, I would envision him going for something akin "spirit contract" but instead with elements. As his connection with elements grow (getting more powerful effects / spells).
Something similar to paladins but instead he is furthering cause of the elements or increasing their influence in the world (trying to keep balance so that none of the four elements grow stronger over another).
In the beginning it might go in the direction "jack-of-all, master-of-none" with his spellcasting and melee-prowess but its getting more specialized towards spells / effects of spells

Jeffrey Flynn |

Grovo. My suggestion is below. Take it or leave it.
Go full caster later. Get the specials now. We aren't supposed to be the best there is, yet. Not even close. From what I read, no decent meals yet. No major loot. Just benefits from becoming a chosen of a god.
Enjoy the wonder and the opportunity that we have now.

Grovo |

So, here is my submission regarding Troll, apprentice shaman
Humanoid Monster (Troll)
N Male
Init +0; Senses: Darkvision 60 feet; Perception +7
---------------
Offensive
---------------
BAB +0 CMB +3 CMD +13
Rage: 7/7
Melee
**Warhammer +3 1d8+3 (20/3x)
Magic
** Touch of Flames +3 1d6+1 fire damage
--------------
Defense
--------------
Hp: 13
AC 10 (+0 dex mod, +0 AC)
Speed: 40
Fort: +4 Refl: +1 Will: +4
Strength 16
Dexterity 11
Constitution 16 (+2 being Troll)
Intelligence 11 (+2 being Troll)
Wisdom 16
Charisma 7
Languages: Standard, Trollish
------------
Class Skills
------------
Knowledge: Planes (4)
Survival (7)
Perception (7)
Sense Motive (7)
----------
Feats
----------
Extra Traits: 2 Additional Traits
----------
Traits:
----------
Water-Touched: You gain DR 1/— against creatures and attacks with the water type.
Flame-Touched: You gain DR 1/— against creatures and attacks with the flame type.
Air-Touched: You gain DR 1/— against creatures and attacks with the air type.
Earth-Touched: You gain DR 1/— against creatures and attacks with the earth type.
----------
Special Abilities
----------
Favored Terrain: Plains
Touch of Flames (Su)
----------------
Class Specials
----------------
Special 1: Controlled Rage (Urban Barbarian)
Special 2: Spirit [Flame] (Shaman)
** Touch of Flames (Su)
Special 3: Master of Terrain (Warden)
Light Armor Mastery
Weapon Proficiency
**(Warhammer)
----------------
Racials
----------------
* Monstrous Race: gains darkvision (60 feet)
* Flexible: +2 to any two stats
* Deep Magic: +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks
* Fast: gains extra 10 feet movement speed
* Lucky, Lesser: +1 to all saving throws
Any comment regarding the build? Spent some time to think about it and so far he came along nicely although he is quite brutish in the beginning (quite melee orientated)

Grovo |

They are something I was thinking would represent troll. As a mythical or monster beings, they are quite strong (high str + barbarian rage bonus) and night-impossible to kill without fire (high con + barbarian rage bonus)-
Wisdom and Intellect were something I was debating over but thought that there were always exceptions (such as shamans or more of shamanistic/mystical icons or leaders) which do sometimes allow for higher representation in the form of Wisdom.

Angels Dragonfire |

Still not entirely clear on the "specials" part, is there another section of this that has info?
roll: 5d6 ⇒ (1, 4, 2, 5, 3) = 15
roll: 5d6 ⇒ (2, 3, 4, 5, 1) = 15
roll: 5d6 ⇒ (5, 2, 6, 1, 6) = 20
roll: 5d6 ⇒ (4, 5, 6, 3, 5) = 23
roll: 5d6 ⇒ (3, 5, 2, 2, 5) = 17
roll: 5d6 ⇒ (3, 4, 1, 4, 3) = 15
Hrm, so 12,12,17,16,13,11 for stats. Not terrible.

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Today, I just follow Chess around. He finds all the neat forums.
5d6 ⇒ (3, 1, 6, 1, 3) = 14
5d6 ⇒ (5, 2, 5, 3, 6) = 21
5d6 ⇒ (3, 3, 5, 3, 4) = 18
5d6 ⇒ (4, 4, 3, 6, 6) = 23
5d6 ⇒ (2, 4, 4, 3, 2) = 15
5d6 ⇒ (5, 4, 3, 5, 5) = 22
I wanna see what I'll get for stats before I think of how to make my terrible, terrible idea a reality.

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Actually, that was rather easy to pick out for starting off.
How about these for character specials:
Oracle Mystery: Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
Animate Dead: 3/day
Many Lives:
At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.
@GM Wolf, And if we don't have levels, do negative levels do the -1 to all rolls or is it just perma-death, since we're all level 1, technically.

GM Wolf |

Cool. Yes Crayfish those specials can work.
I would be fine with negative levels being -1. All death at the moment is pretty permanent.
If you look at any class there is a place that is marked special off to the right you can pick any of those specials there's plenty to pick from you don't need to make a new one. You can check out any of the players' sheets.
That depend as on your background story Chess. Though The others have not done very much fighting and have not gained very many crystals. In fact I think they have only collected like a total of eight since the starting of the game.Not eight each a total of eight for the whole party.

The Chess |

Ok... Designing something here. I'm looking at the other players to see if I understand better the system. I get that we receive four "specials" but how do we know how much each class "special" really costs? Are we restricted to level 1 "specials" from the classes? If each special gives you 3 spells/day, what level of spell are we talking about? And for how long (out of game) have the "game" been online?

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There's 4 specials? Then I should tag on something to get rid of negative levels on the cheap.
We'll throw on Purify, 3/day. Purify
I think it's up to 5th level specials. Though spells I don't really know. It's probably on case-by-case, though I saw someone with lightning bolt so I figured animate dead would be fine.
Now to make a character sheet.

The Chess |

I'm trying to focus more on the concept at the moment. I have the player well thought and now I'm going through the character. I'm assuming it's okay to use archetype specials - trying to get out of the common place, since many of the existing guys seem to be sticking with stuff like Divine Grace and Monk AC.

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Mad Alice, the Undying
Half-Undead Human
CE Medium Humanoid
Init+0, Perception +7
DEFENSE:
AC: 14 [16], Touch: 14 [16], FF: 10 [12]
HP: 9
Fort:+2, Ref:-1, Will:+3 (+5 vs. mind affecting)
OFFENSE:
Weighted Spear, +2 [+4] (1d8/1d6 +2)
Speed: 30ft
STATISTICS:
14 Str, 9 Dex, 15 Con, 12 Int, 16 Wis, 18 Cha
BAB: +0, CMB+x, CMD: 14
Feats: Troth of the Forgotten Pharaoh
Traits: Theoretical Magician, Wicked Leader
Skills: Perception +7, Bluff +7, Disguise +7, Stealth +4, Spellcraft +6
Languages: Common, Necro
SQ: Animate Dead 3/day
RACIAL ABILITIES:
Half-Undead; 5 points
Cornered Fury; 4 points
Standard Bonus Points; 0 points
Dual Minded; 1 point
CLASS ABILITIES:
Many Lives; Druid
Spirit Vessels; Oracle Mystery
Animate Dead 3/day
Nature's Whisper; Oracle Mystery

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Being the age where she realized that she was stuck in student debt for practically forever, Nora Alkov found her escape in video games. Usually, the games included being able to attack the other players, such as invading their private little worlds and setting them ablaze (Dark Souls meets Don't Starve Together).
But one day, after stressing about her finals for several months in advance, she was playing this new game and was stung by a stray wasp. That was the first time she found out that she was allergic, deathly, but she lived alone and passed...
But her character was still logged in and stood about for some time as people passed her. She was just going to invite some team members help her clear this hard dungeon floor (but actually watch as they died and then animate their dead bodies). Then, her character began to move and send messages and act as her player would have wanted her to...
Mad Alice lives yet!

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There's always a way! But let's break it down. Chaotic, in Pathfinder, means you normally go against society's base rules. What are society's base rules in video games? Players do quests, craft things, beg for gold, group up together to go on raids etc, etc.
Now, for a chaotic character, they do things. They do things differently or they don't do the things that normal players would (like accept all the quests ever, and then decide to never do them).
Chaotic, by itself, is fine.
But what about evil players? These are your trolls, your player killers, your griefers. They enjoy torturing others for fun. But evil characters can also be entirely selfish beings, refusing to give anything that they've worked hard enough to acquire. They pick need, even though they never need the item that pops up. They don't hand anything to noobs, ever.
My character's evil is a lesser evil, than say, the Joker. The Joker is the extreme-r side of CE. She is selfish, self-centered, and generally is more interested in things that interest her than doing quests for the poor quest givers. She's the kinda character that would laugh when someone does this huge, long raid and gets junk in return (which is enjoyment of out misery).
But she wouldn't murder that person just after they told her the story of their unsuccessful raid. But I suppose she would want to interact with the world, just like anyone would, but her priorities are different. She's dead, pun intended, inside. And is just as likely to have tea all day as she is to go on a murdering spree...of monsters that she doesn't like the look of. Not for any particular reason that normal people would farm a monster for, ie. a quest, or a specific drop.
And someone would congratulate her on her recent extermination of 100 pigbears, but she wouldn't care about the title, only the fond memories of their death cries.

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I had a DM that described Lawful and Chaotic as External and Internal once. It was very eye opening to the alignments.
I would describe my character as internally evil, rotten, with a heart of dead wood. But externally polite, nice even, on the right days. She will do her own thing, but if someone that's party'd up with her dies, she's not going to cry. She's going to laugh and spit out some quote about something or another. Then she's going to have tea in the middle of the battle, and say something to those who question her, "It's in remembrance of them. How cruel of you to not honor their passing!" But in reality, she was just thirsty.

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Or maybe you mean for me to make her not an evil character. As that would certainly make her less evil. Lawful, Chaotic, and Neutral, right next to Evil, are all equally evil.
I can easily make her into a true neutral kinda character. But I would make her to be the more dangerous form of true neutral.