| ToxicDragon |
Stats!
Str 3d8 ⇒ (3, 2, 4) = 9
Dex 3d8 ⇒ (5, 1, 6) = 12
Con 3d8 ⇒ (6, 6, 6) = 18
Int 3d8 ⇒ (2, 3, 3) = 8
Wis 3d8 ⇒ (3, 2, 4) = 9
Cha 3d8 ⇒ (6, 4, 4) = 14
Reroll!
Str 3d8 ⇒ (7, 3, 1) = 11
Dex 3d8 ⇒ (6, 3, 8) = 17
Con 3d8 ⇒ (5, 5, 1) = 11
Int 3d8 ⇒ (7, 6, 7) = 20
Wis 3d8 ⇒ (8, 6, 3) = 17
Cha 3d8 ⇒ (8, 2, 1) = 11
| Chalkou |
This is Ouachitonian, presenting Ian Taranis, Mage-Priest of Nethys. Ian is a self-appointed guardian of the small local temple of Nethys, and protector of magic-users of all stripes. I should note that the picture isn't really how he looks, but he wears a black/white mask that's reasonably close to that most of the time.
As a Magus/Warpriest, he doesn't really know what this "action economy" thing is. His INT is high enough that he still has quite a few skill points, and being a Good-aligned warpriest makes him a pretty capable healer, so he's fairly versatile. Also, armor? What's that? Though again, being a Kensai/Sacred Fist, he adds DEX, WIS, and INT(up to Kensai level) to AC (Plus INT again when he activates Spell Shield), so his Armor Class is pretty good. All in all, he's one of the more complicated characters I've ever put together, but should be really interesting and versatile(as long as I can pick good spells every day. Dang prepared casting).
| Philo Pharynx |
Okay, here's my submission.
Paul is the kind that few would like to see coming. He's nearly seven feet tall with green skin and a muscular build. Of course, he's much less intimidating when he's strumming his torben and singing sweet love songs. His coat is embroidered with spiraling rainbow feathers down each arm. That tends to go a long way toward opening doors.
While making music is his passion, his other skills deal with blade magic. He wields a blade made of magic and channels energy through this. Though this power is not divine, he does try to advance Shelyn's goals.
Paul M'wag'ni
Male half-orc magus (bladebound) 5 (Pathfinder RPG Ultimate Magic 9, 47)
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 48 (5d8+20)
Fort +6, Ref +4, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee black blade +11 (1d6+8/18-20)
Ranged mwk sling +7 (1d4+6)
Special Attacks arcane pool (+2, 7 points), spell combat, spell recall, spellstrike
Magus (Bladebound) Spells Prepared (CL 5th; concentration +11)
. . 2nd—acid arrow, elemental touch[APG], elemental touch[APG], mirror image
. . 1st—blade lash[ACG], frostbite[UM], frostbite[UM], long arm[ACG], shocking grasp, shocking grasp
. . 0 (at will)—acid splash, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 15, Int 23, Wis 10, Cha 14
Base Atk +3; CMB +9; CMD 23
Feats Arcane Strike, Combat Casting, Power Attack, Toughness
Skills Acrobatics +3 (+7 to jump), Appraise +7, Artistry (musical composition) +10, Climb +10, Diplomacy +7, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +12, Knowledge (nature) +9, Knowledge (planes) +12, Knowledge (religion) +9, Perception +7, Perform (sing) +7, Perform (string instruments) +7, Sense Motive +2, Spellcraft +10, Stealth +8, Survival +5, Swim +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Elven, Giant, Gnoll, Goblin, Orc
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, orc blood
Combat Gear acid (2), alchemist's fire (2), holy water (2); Other Gear +1 mithral chain shirt, mwk sling, sling bullets (20), boots of striding and springing, ring of protection +1, backpack, bedroll, blanket[APG], entertainer's outfit, masterwork Torban, silk rope (50 ft.), soap, spell component pouch, trail rations (10), 364 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Diego Rossi
|
Let's see what I get:
Str: 3d8 ⇒ (5, 7, 1) = 13
Dex: 3d8 ⇒ (6, 2, 8) = 16
Cos: 3d8 ⇒ (5, 8, 4) = 17
Int: 3d8 ⇒ (5, 6, 6) = 17
Wis: 3d8 ⇒ (1, 3, 1) = 5
Cha: 3d8 ⇒ (7, 7, 1) = 15
Yummy with a very, very low wisdom.
So let's try something adequately insane for a low wisdom character (but I think it will require GM authorization):
Gestalt:
first side: Magus (Kensai) 3 -> till the end
second side: Sorcerer 1/wizard 2-> with the goal of taking the Dragon disciple prestige class at level 6
Not very efficient, but adequately mad.
Human, probably i will put the +2 in wisdom.
Let me know if it is acceptable.
| Phntm888 |
Okay, here is my submission, Balthasar Heimrin, Human Fighter/Hunter. He brings a bit of divine nature magic, excellent archery skills, and a tiger to the party, as well as having a wide variety of skills at his disposal.
Balthasar Heimren
LN male humanoid (human) fighter 3/hunter 3/gestalt 3
Favored Class: Hunter
FCB: +3 Animal Companion Skill Points
Init +4; Perception +10
DEFENSE
AC 21, touch 14, flat-footed 16 (+4 Dex +7 Armor)
HP 28 (3d10+6 Con)
Fort +7, Ref +7, Will +5
Special Defenses bravery +1
OFFENSE
Speed 30 ft
Melee longsword +7 (1d8+4, 19-20/x2)
Melee morningstar +7 (1d8+4, x2)
Melee dagger +7 (1d4+4, 19-20/x2)
Melee +1 adaptive composite longbow +8 (1d8+5, x2)
Ranged +1 adaptive composite longbow +9 (1d8+5, x3, 110 ft)
Ranged dagger +7 (1d4+4, 19-20/x2, 10 ft)
Special attacks Hunter tactics
Spellcasting (CL 3rd; Concentration +7)
0-level – detect poison, detect magic, guidance, know direction, mending, spark
1st-level (4/day) – entangle (DC 15), gravity bow, magic fang, summon nature’s ally I
STATISTICS
Str 18, Dex 19, Con 15, Int 13, Wis 18, Cha 15
Base Atk +3; CMB +7, CMD 21
Traits Armor Expert, Civilized; Drawback: Pride
Feats AP (light, medium, heavy), Coordinated Shot, Deadly Aim, Empty Quiver Style, Point Blank Shot, Precise Shot, Weapon Focus (longbow), Rapid Shot, Weapon Proficiency (simple, martial)
Skills (ACP -0) Climb +8, Craft (bows)* +7, Handle Animal +8, Intimidate +8, Knowledge (dungeoneering) +6, Knowledge (engineering)* +7, Knowledge (local) +6, Knowledge (nature) +6, Perception +10, Spellcraft +7, Stealth +11, Survival +10, Swim +8
*- background skills
Languages Common, Orc
SQ Animal companion (?), animal focus, nature training, orisons, wild empathy, track
Combat Gear 3 potions of cure light wounds, oil of bless weapon, potion of magic fang; Other Gear +1 adaptive composite longbow with 40 arrows, 20 blunt arrows, 20 cold iron arrows, longsword, morningstar, dagger, mithral agile breastplate +1, cloak of resistance +1, masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (25 days), and a waterskin, masterwork artisan’s tools (bowcrafting), 2 explorer’s outfits, training kit (dandy brush, training harness, training whip, whet bone, 8 days’ worth of carnivore feed), 64 gp, 7 sp
Maul
N tiger
Init +3; Senses Perception +8; low-light vision, scent
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 armor, +3 natural, +3 Dex)
HP 24 (3d8+6 Con)
Fort +4, Ref +6, Will +3
Special Defenses evasion
OFFENSE
Speed 40 ft
Melee bite +4 (1d6+2, x2) and 2 claws +4 (1d6+2, x2)
Special Attacks rake (2 claws +4, 1d4+2)
STATISTICS
Str 14, Dex 17, Con 13 (15), Int 2, Wis 15, Cha 10
Base Atk +2, CMB +4, CMD 17
Feats Armor Proficiency (light), Improved Natural Attack (claws)
Skills (ACP -1) Perception +8, Survival +5
Tricks attack, come, defend, down, guard, heel, hunt, track
SQ Animal Focus (Bear), Link, Share Spells
Gear studded leather barding
Balthasar’s father was a lumberjack in Hescoy Hamlet. He grew up playing with other children in the area, and hunting in the forest as he grew older. Balthasar always dreamed of adventure and seeing far off places, so he joined an adventuring company called the Silver Eagles. In his time with them, he has had many exciting adventurers. Included among them were:
-Exploring an ancient Cyclopean ruin looking for an ancient treasure and accidentally stumbling upon a plot by an evil wizard to use an ancient ritual to animate a massive army of undead.
-Saving the frontier village of Haven from a group of hobgoblin slavers who sought to enslave them.
-Hunting down and slaying a witch who put a curse upon the fields of the farming hamlet Green Hill.
-Ending the dangerous threat of a werewolf who was ravaging the town of Seversky Bluff.
It was during these adventures he met his tiger, Maul. Balthasar was scouting the area where the Silver Eagles were camped for the night when he came across the tiger. The two studied each other, circling, before Balthasar pulled out some meat he had and offered it to the tiger. The tiger, accepting of the gift, followed the Silver Eagles for the next few days, with Balthasar giving it food each night. Eventually, the tiger came into the camp and sat with him. Balthasar named him Maul, and he has been Balthasar’s friend and ally since.
His most recent adventure involved the Silver Eagles hunting down and slaying a green dragon that had been preying upon merchant wagons carrying valuable goods. It is from the horde of this dragon that Balthasar wears the mithral armor he does, and his archery contributions were invaluable in slaying the beast.
At the headquarters of the Silver Eagles in the capital of Elensafier, Balthasar received the letter from Simeon and Jerry and thought, Why not? I have not been home in some time, and it would be good to see both them and my family again. So, he arranged to take a leave from the Silver Eagles and, together with his ever-present companion, Maul, has journeyed to Hescoy Hamlet, looking forward to a week-long celebration.
| RealLifeCorn |
@crayfish & @The Pale King
yeah, always two levels behind. I know that some people don't care for a complex gestalt character, so that's why I chose it to be like it is.
@Ian Taranis
Looks interesting. I like the mix that you found.
@Philo Pharynx
Paul looks good so far.
@Diego Rossi
Yep. It's the same amount of levels as the other gestalts, but why not take 3 levels of wizard first for the higher-level spells, and then multiclass it sorcerer later?
@Gilthanis
Yep. It subtracts from your starting funds as normal too. If you're crafting stuff magically, then you'll need the apropraite feats as well
@Phntm88
I was a bit confused about the melee bow until I saw the empty quiver style feat. It think that weapon focus would still apply though, since it is still the same weapon even though you're using it in a way different than is typical. I like the backstory and it fits in very well with the information that I recently posted in the campaign info tab. Great minds think alike, amiright?
| RealLifeCorn |
Ok guys. In order to help keep things organized I’ve created this roster of the people so far that are auditioning.
If there’s any discrepancies then let me know.
I will be updating this post as it changes.
(G) Refers to a Gestalt Character
Submitted Applications
Full BAB
Groff the glib---Played By: drbuzzard --- (G) Paladin Swashbuckler
Zakon/ Fireskorn ---Played By: Seth86 --- (G) Antipalidan Oracle
Catherine---Played By: Ierox--- Cavalier
¾ BAB
'Spooky' Fey Earthroots ---Played By: Miteke--- Kineticist
Ian Tanaris ---Played By: Ouachitonian--- (G) Warpriest Magus
Paul M'wag'ni ---Played By: Philo Pharynx--- Magus
Half
(none)
Building/Interested
JoshB
The Pale King
Loup Blanc
Guillamaumine Sanz and Goldoth
Phntm888
Jovich
YoricksRequiem
Valjoen Kc
BeastMasterFTW
JonGarrett
trawets71
dwilhelmi
tiny Tim
Marget
Philo Pharynx
Adsapiens
Gilthanis
Gobo Horde
Madcaster
Keltor Dox
Lord Christian D'Elagante
CucumberTree
Slyness
EmissaryOfTheNorth
ToxicDragon
Diego Rossi
Crayfish Hora
| Rotaretilbo |
For a second I was like "huh, I'm not on the list" but then I saw I'm listed by two of my aliases. For the record, Abby is the character I'm submitting. Gill's currently being run in another PbP campaign, and neither of my arrays was appropriate to run poor Goldy.
|
| pushing spoilers below avatar wrapper
v
- Race: Gnome
- Creature Type: Small Humanoid (Gnome)
- Character Level: Hunter (Packmaster) 5
- Strength Score: 14 (16 base, -2 racial)
- Dexterity Score: 10 (10 base)
- Constitution Score: 12 (10 base, +2 racial)
- Intelligence Score: 12 (12 base)
- Wisdom Score: 17 (17 base)
- Charisma Score: 18 (15 base, +2 racial, +1 level)
- Senses: Low-Light Vision
- Languages: Common (Racial); Druidic (Class); Elven (Bonus); Gnome (Racial); Sylvan (Racial)
Defense
- Health: 5 HD; 33 HP (28 HD, +5 CON)
- Armor Class: 18 (10 base, +0 DEX, +1 size, +4 armor, +2 shield, +1 deflect) [+2 vs Aberrations, Oozes, and Vermin]
- Armor Class (Touch): 12 (10 base, +0 DEX, +1 size, +1 deflect) [+2 vs Aberrations, Oozes, and Vermin]
- Armor Class (Flat-Footed): 18 (10 base, +1 size, +4 armor, +2 shield, +1 deflect) [+2 vs Aberrations, Oozes, and Vermin]
- Combat Maneuver Defense: 14 (10 base, +3 BAB, +2 STR, +0 DEX, -1 size) [+2 vs Aberrations, Oozes, and Vermin]
- Fortitude Save: +5 (+4 base, +1 CON) [+2 vs Illusion]
- Reflex Save: +4 (+4 base, +0 DEX) [+2 vs Illusion]
- Will Save: +4 Will (+1 base, +3 WIS) [+2 vs Illusion] [+1 if 30ft from indifferent+ Tiny+ Animal]
Offense
- Speed: 20ft Land (20 base)
- Melee Attack Bonus: +6 (+3 base, +2 STR, +1 size) [+1 vs Aberrations, Oozes, and Vermin] [+2 if flanking w/ teamwork]
- Ranged Attack Bonus: +4 (+3 base, +0 DEX, +1 size) [+1 vs Aberrations, Oozes, and Vermin] [+2 if flanking w/ teamwork]
- Combat Maneuver Bonus: +4 (+3 base, +2 STR, -1 size) [+1 vs Aberrations, Oozes, and Vermin] [+2 if flanking w/ teamwork]
- Trident: +7 Attack (+6 melee, +1 enhance); 1d6+2 Piercing Damage (1d8 base, -1sz, +2 STR) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
- Dagger: +7 Attack (+6 melee, +1 enhance); 1d3+2 Piercing or Slashing Damage (1d4 base, -1sz, +2 STR) [+1d6 if flanking w/ teamwork]; 19/x2 Critical
- Unarmed Strike: +6 Attack (+6 melee); 1d2+2 Nonlethal Damage (1d3 base, -1sz, +2 STR) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
Checks
- Ability
- +2 Strength (14-15 score)
- +0 Dexterity (10-11 score)
- +1 Constitution (12-13 score)
- +1 Intelligence (12-13 score)
- +3 Wisdom (16-17 score)
- +4 Charisma (18-19 score)
Skill
- +2 Acrobatics (+2 rank, +0 DEX, +3 class, -3 ACP)
- +1 Appraise (+0 rank, +1 INT)
- +1 Artistry (All) (+0 rank, +1 INT, +0 class)
- +5 Bluff (+1 rank, +4 CHA)
- +3 Climb (+1 rank, +2 STR, +3 class, -3 ACP)
- +1 Craft (All) (+0 rank, +1 INT, +0 class)
- +2 Diplomacy (+0 rank, +4 CHA, -2 trait)
- +4 Disguise (+0 rank, +4 CHA)
- +1 Escape Artist (+1 rank, +0 DEX, +3 class, -3 ACP)
- -3 Fly (+0 rank, +0 DEX, -3 ACP)
- +12 Handle Animal (+5 rank, +4 CHA, +3 class)
- +7 Heal (+1 rank, +3 WIS, +3 class)
- +4 Intimidate (+0 rank, +4 CHA, +0 class)
- +5 Knowledge (Dungeoneering) (+1 rank, +1 INT, +3 class)
- +5 Knowledge (Geography) (+1 rank, +1 INT, +3 class)
- +9 Knowledge (Nature) (+5 rank, +1 INT, +3 class)
- +2 Knowledge (Religion) (+1 rank, +1 INT)
- +2¹ Knowledge (Other) (+0 rank, +1 INT)
- +7 Lore (Dinosaurs) (+3 rank, +1 INT, +3 class)
- +13 Perception (+5 rank, +3 WIS, +3 class, +2 racial) [+2 if adjacent to Snowfeather]
- +4 Perform (All) (+0 rank, +4 CHA)
- +9 Profession (Herbalist) (+1 rank, +3 WIS, +3 class, +2 racial)
- +3² Profession (Other) (+0 rank, +3 WIS, +0 class)
- -3 Ride (+0 rank, +0 DEX, +0 class, -3 ACP)
- +12 Sense Motive (+5 rank, +3 WIS, +3 class, +1 trait) [+2 if adjacent to Snowfeather]
- -3¹ Sleight of Hand (+0 rank, +0 DEX, -3 ACP)
- +5 Spellcraft (+1 rank, +1 INT, +3 class)
- +9 Stealth (+5 rank, +0 DEX, +3 class, +4 size, -3 ACP)
- +11 Survival (+5 rank, +3 WIS, +3 class)
- +3 Swim (+1 rank, +2 STR, +3 class, -3 ACP)
Miscellaneous
- +0 Initiative (+0 DEX)
- +9 Wild Empathy (+4 CHA, +5 class)
¹result cannot exceed 10
²can only earn 1sp/day
Special Qualities
- Warden of Nature (+2 to AC and +1 to attack vs Aberrations, Oozes, and Vermin)
- Illusion Resistance (+2 to saves vs Illusion)
- Keen Senses (+2 to Perception)
- Obsessive (+2 to Profession Herbalism)
- Gnome Magic (+1 to DC of cast Illusions)
- Favored Class (DR 2/Magic Lashtail; DR 1/Magic Snowfeather)
- Animal Friend (+1 to Will if within 30ft of indifferent+ Tiny+ Animal)
- Outcast's Intuition (+1 to Survival; +1 to CL to dispel)
- Anxious (-2 to Diplomacy; speaks slowly and quietly)
- Pack Bond (Lashtail effective Druid 3; Snowfeather effective Druid 2)
- Track (+2 to Survival to track)
- Hunter Tactics (auto grant teamwork feats to up to 2 Animal Companions)
- Woodland Stride (ignore non-magical undergrowth damage and impairment)
- Shared Vigilance (+2 to Perception and Sense Motive if adjacent to Snowfeather)
- Outflank (teamwork; +2 to attack if flanking)
- Precise Strike (teamwork; +1d6 damage if flanking)
Special Abilities
- Wild Empathy (1d20+9 check to influence attitude of Animals as Diplomacy)
- Pack Focus 5min/day (aspect w/ duration on self; aspect w/o duration on Animal Companion)
- Improved Empathic Link (share emotions w/ Animal Companion 1mi; can use Animal Companion perceptions)
- Spirit's Gift 5min/day (grant bonus to Animal Companion)
- Combat Expertise (take -1 to attacks and gain +1 to AC)
Spell-Like Abilities: Gnome Magic (CL 5; CHA-based; Arcane)
- Cantrips
- dancing lights 1/day
- ghost sound 1/day - DC 15 (10 base, +4 CHA, +1 racial)
- prestidigitation 1/day - DC 14 (10 base, +4 CHA)
1st-Level
- speak with animals 1/day
Spellcasting: Hunter Spells (CL 5; WIS-based; Divine; Spontaneous)
- Orison -/day - DC 13 (10 base, +3 WIS)
- 1st-Level 5/day - DC 14 (11 base, +3 WIS)
- 2nd-Level 3/day - DC 15 (12 base, +3 WIS)
Spells Known: Hunter Spells
- Orison
- create water
- detect magic
- detect poison
- light
- purify food and drink
- stabilize
1st-Level
- cure light wounds
- entangle
- magic fang
- speak with animals
- summon nature's ally i
2nd-Level
- barkskin
- perceive cues
- protection from energy
- summon nature's ally ii
Equipment
- On Person
- Hide Armor | 1500cp | 12.500lb
- --Masterwork | 15000cp | 0.000lb
- Heavy Wooden Shield | 700cp | 5.000lb
- --Masterwork | 15000cp | 0.000lb
- Trident | 1500cp | 2.000lb
- --Obsidian | -750cp | -0.500lb
- Dagger | 200cp | 0.500lb
- --Obsidian | -100cp | -0.125lb
- Monk's Outfit | 0cp | 0.500lb
- --Remove Shoes | 0cp | -0.125lb
- Ring of Protection +1 | 200000cp | 0.010lb
- Holly and Mistletoe | 0cp | 0.075lb
- Holy Symbol Tattoo | 10000cp | 0.000lb
- Masterwork Backpack | 5000cp | 1.000lb
- Belt Pouch | 100cp | 0.125lb
- Waterskin | 100cp | 0.125lb
- --Water 1pt | 0cp | 1.000lb
- Blanket | 50cp | 0.750lb
- String 50ft | 1cp | 0.500lb
- Signal Horn | 100cp | 0.500lb
- Hooded Lantern | 700cp | 2.000lb
- Glass Flask | 3cp | 0.500lb
- Lamp Oil 1pt | 10cp | 1.000lb
- Flint and Steel | 100cp | 0.030lb
- Carnivore Animal Feed 1da | 5cp | 5.000lb
- Whet Bone | 10cp | 2.000lb
- Ball 5" | 20cp | 0.300lb
- Gold Piece x6 | 600cp | 0.120lb
- Silver Piece x14 | 140cp | 0.280lb
- Copper Piece x11 | 11cp | 0.220lb
Elsewhere
- Amulet of Mighty Fists +1 x2 | 800000cp | 1.000lb
Equipment-Related
- Character Wealth: 1050000cp
- Carried Weight: 35.285lb
- Carrying Capacity: 50lb Light; 100lb Medium; 150lb Heavy
- Lift/Move Capacity: 150lb Overhead Lift; 300lb Offground Lift; 750lb Push/Drag
- Abbicka (taken upon reaching adulthood) [how she calls herself]
- Tatyana (given by both parents in early childhood) [how she is called by elders who knew her as a child]
- Krystal (given by father at birth) [how she is called by her father as a pet name]
- Bethanee (given by mother at birth) [how she is called by her mother as a pet name]
- Barrowfield (family name) [the surname she was born with]
Appearance
- Gender: Female
- Age: 48
- Height: 2'11" (89cm)
- Weight: 33lbs (15kg)
- Skin Tone: Indian Yellow (#e3a857)
- Iris Color: Hunter Green (#355e3b)
- Hair Color: La Salle Green (#087830)
- Hair Length: 14"
- Hair Style: Straight, worn as dreadlocks.
- Facial Features: Small button nose. Small, thin lips. Lips dyed Hunter Green (#355e3b).
- Miscellaneous Features: Prominent facial and body tattoos, Wageningen Green (#34b233) swirling line patterns; these tattoos have religious significance and mark her as a member of the Green Faith.
- Physique: Wiry and fragile.
- Clothing: Loose Field Drab (#6c541e) linen tunic and shorts. Gray-Asparagus (#465945) sashes tying clothing down at waist, just above elbows, and just above knees. No shoes; bottoms of feet are dirty and heavily callused. Thin wreath of holly and mistletoe around neck. Simple Silver (#c0c0c0) band on right ring finger.
- Armor: Rawhide overtunic, vambraces, and greaves, dyed Castleton Green (#00563f) with Celadon (#ace1af) highlights.
- Reference Image: https://i.warosu.org/data/tg/img/0400/25/1431960555096.png
Philosophy
- Alignment: Neutral Good
- Religion: Green Faith
- Beliefs: Doesn't feel strongly about the law. Values loyalty. Values family. Thinks friendship is important. Has a negative view of those who exercise power over others. Values honesty. Sees guile and cunning as indirect and somewhat worthless. Doesn't value eloquence so much. Respects fair-dealing and fair-play. Values decorum, dignity, and proper behavior. Values tradition. Values artwork. Sees cooperation as very important in life. Values independence. Thinks it is of the utmost importance to present a bold face and never grouse, complain, or even show emotion. Deeply values introspection. Finds moderation and self-control to be very important. Views tranquility as one of the highest ideals. Values a harmonious existence. Doesn't really value merrymaking. Doesn't particularly care about craftsmanship. Finds those that develop skill with weapons and fighting distasteful. Respects the development of skill. Values hard work. Values sacrifice. Doesn't have strong views on competition. Respects perseverance. Values leisure time. Doesn't particularly respect commerce. Doesn't care one way or the other about romance. Holds nature to be of greater value than most aspects of civilization. Believes that peace is always preferable to war. Values knowledge.
- Personality: Does not easily hate or develop negative feelings. Doesn't often feel envious of others. Is rarely happy or enthusiastic. Often feels discouraged. Is slow to anger. Is always tense and jittery. Does not often feel lustful. Cracks easily under pressure. Doesn't focus on material goods. Does not enjoy participating in physical confrontations. Has a noticeable lack of perseverance, and is conflicted about this, as she respects perseverance. Prefers that everyone live as harmoniously as possible. Is very friendly and always tries to say nice things to others. Is very polite and observes appropriate rules of decorum when possible. Has a tenancy to go it alone, without considering the advice of others. Is somewhat fearful in the face of imminent danger. Lacks confidence in her abilities. Is not inherently proud of her talents or accomplishments. Is not driven and rarely feels the need to pursue even a modest success. Feels a strong need to reciprocate any favor done for her. Prefers to present herself modestly. Doesn't tend to hold on to grievances. Has a low sense of self-esteem. Is easily moved to mercy. Tends to assume the worst of two outcomes will be the one that comes to pass. Is gripped by a crippling shyness. Tends not to reveal personal information. Often finds herself changing her mind to agree with somebody else. Is somewhat uncomfortable around those that appear unusual or live differently from her. Tends to form only tenuous emotional bonds with others. Is swayed by emotional appeals. Finds helping others very emotionally rewarding. Has a sense of duty, and is conflicted about this, because she values independence. Can get caught up in internal deliberations when action is necessary. Tries to keep her things orderly. Is slow to trust others. Prefers to be alone. Would never under any circumstance speak up or otherwise put forth her point of view in a discussion. Doesn't seek out excitement. Is given to flights of fancy to the point of distraction. Has a tendency to consider ideas and abstractions over practical applications. Greatly moved by art and natural beauty.
- Race: Deinonychus
- Creature Type: Small Animal (Dinosaur)
- Character Level: Animal Companion (Racer) 3
- Strength Score: 12 (11 base, +4 racial, +1 class, -4 age)
- Dexterity Score: 18 (11 base, +4 racial, +1 class, +2 age)
- Constitution Score: 15 (11 base, +6 racial, -2 age)
- Intelligence Score: 2 (10 base, -8 racial)
- Wisdom Score: 12 (10 base, +2 racial)
- Charisma Score: 14 (10 base, +4 racial)
- Senses: Low-Light Vision; Scent
- Languages: Raptor (Racial)
Defense
- Health: 3 HD; 24 HP (18 HD, +6 CON)
- Armor Class: 18 (10 base, +4 DEX, +1 size, +3 natural)
- Armor Class (Touch): 15 (10 base, +4 DEX, +1 size)
- Armor Class (Flat-Footed): 14 (10 base, +1 size, +3 natural)
- Combat Maneuver Defense: 16 (10 base, +2 BAB, +1 STR, +4 DEX, -1 size)
- Fortitude Save: +5 (+3 base, +2 CON)
- Reflex Save: +7 (+3 base, +4 DEX)
- Will Save: +2 (+1 base, +1 WIS)
Offense
- Speed: 70ft Land (60 base, +10 class)
- Melee Attack Bonus: +4 (+2 base, +1 STR, +1 size) [+2 if flanking w/ teamwork]
- Ranged Attack Bonus: +7 (+2 base, +4 DEX, +1 size) [+2 if flanking w/ teamwork]
- Combat Maneuver Bonus: +2 (+2 base, +1 STR, -1 size) [+2 if flanking w/ teamwork]
- Talon: +5 Attack (+4 melee, +1 enhance); 1d6+2 Slashing Damage (1d8 base, -1sz age, +1 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
- Talon: +5 Attack (+4 melee, +1 enhance); 1d6+2 Slashing Damage (1d8 base, -1sz age, +1 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
- Bite: +5 Attack (+4 melee, +1 enhance); 1d4+2 Physical Damage (1d6 base, -1sz age, +1 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
Checks
- Ability
- +1 Strength (12-13 score)
- +4 Dexterity (18-19 score)
- +2 Constitution (14-15 score)
- -4 Intelligence (2-3 score)
- +1 Wisdom (12-13 score)
- +2 Charisma (14-15 score)
Skill
- +16 Acrobatics (+1 rank, +4 DEX, +3 class, +8 racial)
- +1 Climb (+0 rank, +1 STR, +0 class)
- +5 Escape Artist (+1 rank, +4 DEX)
- +4 Fly (+0 rank, +4 DEX, +0 class)
- +2 Intimidate (+0 rank, +2 CHA)
- +9 Perception (+0 rank, +1 WIS, +0 class, +8 racial)
- +16 Stealth (+1 rank, +4 DEX, +3 class, +8 racial)
- +1 Survival (+0 rank, +1 WIS)
- +1 Swim (+0 rank, +1 STR, +0 class)
Miscellaneous
- +4 Initiative (+4 DEX)
Special Qualities
- Pack Hunter (+8 to Acrobatics, Perception, and Stealth; +20 to Acrobatics to jump)
- Bonus Tricks (learn 2 additional trick for free; increase max tricks by 2)
- Link (DC for Handle Animal and Wild Empathy reduced by 4 for master)
- Fast Movement (+10 speed if no armor and light load)
- Natural Armor Bonus (+2 to natural armor)
- Superior Animal (+1 to STR and DEX)
- Evasion (on successful Reflex for half damage, take no damage instead)
- Woodland Stride (ignore non-magical undergrowth damage and impairment)
- Combat Reflexes (+4 AoO/rd; make AoO while Flat-Footed)
- Narrow Frame (no penalty to attack or AC for squeezing w/o Escape Artist)
- Outflank (teamwork; +2 to attack if flanking)
- Precise Strike (teamwork; +1d6 damage if flanking)
Special Abilities
- Improved Empathic Link (share emotions w/ master 1mi)
Known Tricks
- Attack
- Defend
- Down
- Exclusive
- Guard
- Menace
- Stay
- Watch
Equipment
- On Person
- Amulet of Mighty Fists +1 | 400000cp | 0.500lb
Equipment-Related
- Carried Weight: 00.500lb
- Carrying Capacity: 33lb Light; 65lb Medium; 98lb Heavy
- Lift/Move Capacity: 98lb Overhead Lift; 196lb Offground Lift; 490lb Push/Drag
- Lashtail (given by Abbicka) [the name she responds to]
Appearance
- Gender: Female
- Height: 1'6" (46cm)
- Length: 5' (152cm)
- Weight: 58lbs (26kg)
- Skin Tone: Pale Taupe (#bc987e)
- Iris Color: Olive (#808000)
- Dorsal Feather Color: Pale Brown (#987654)
- Ventral Feather Color: Pale Copper (#da8a67)
- Crest Feather Color: Napier Green (#2a8000)
- Flight Feather Color: Napier Green (#2a8000)
- Miscellaneous Features: Otter Brown (#654321) banding on dorsal feathers; Onyx (#353839) banding on crest and flight feathers.
- Physique: Thin, but muscular.
- Reference Image: http://ewilloughby.deviantart.com/art/Deinonychus-On-the-Beach-57030539
- Race: Deinonychus
- Creature Type: Small Animal (Dinosaur)
- Character Level: Animal Companion (Bodyguard) 2
- Strength Score: 11 (11 base, +4 racial, -4 age)
- Dexterity Score: 17 (11 base, +4 racial, +2 age)
- Constitution Score: 15 (11 base, +6 racial, -2 age)
- Intelligence Score: 2 (10 base, -8 racial)
- Wisdom Score: 12 (10 base, +2 racial)
- Charisma Score: 14 (10 base, +4 racial)
- Senses: Low-Light Vision; Scent
- Languages: Raptor (Racial)
Defense
- Health: 3 HD; 24 HP (18 HD, +6 CON)
- Armor Class: 16 (10 base, +3 DEX, +1 size, +2 natural)
- Armor Class (Touch): 14 (10 base, +3 DEX, +1 size)
- Armor Class (Flat-Footed): 13 (10 base, +1 size, +2 natural)
- Combat Maneuver Defense: 14 (10 base, +2 BAB, +0 STR, +3 DEX, -1 size)
- Fortitude Save: +5 (+3 base, +2 CON)
- Reflex Save: +6 (+3 base, +3 DEX)
- Will Save: +2 (+1 base, +1 WIS)
Offense
- Speed: 60ft Land (60 base)
- Melee Attack Bonus: +3 (+2 base, +0 STR, +1 size) [+2 if flanking w/ teamwork]
- Ranged Attack Bonus: +6 (+2 base, +3 DEX, +1 size) [+2 if flanking w/ teamwork]
- Combat Maneuver Bonus: +1 (+2 base, +0 STR, -1 size) [+2 if flanking w/ teamwork]
- Talon: +4 Attack (+3 melee, +1 enhance); 1d6+1 Slashing Damage (1d8 base, -1sz age, +0 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
- Talon: +4 Attack (+3 melee, +1 enhance); 1d6+1 Slashing Damage (1d8 base, -1sz age, +0 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
- Bite: +4 Attack (+3 melee, +1 enhance); 1d4+1 Physical Damage (1d6 base, -1sz age, +0 STR, +1 enhance) [+1d6 if flanking w/ teamwork]; 20/x2 Critical
Checks
- Ability
- +0 Strength (10-11 score)
- +3 Dexterity (16-17 score)
- +2 Constitution (14-15 score)
- -4 Intelligence (2-3 score)
- +1 Wisdom (12-13 score)
- +2 Charisma (14-15 score)
Skill
- +11 Acrobatics (+0 rank, +3 DEX, +0 class, +8 racial)
- +0 Climb (+0 rank, +0 STR, +0 class)
- +3 Escape Artist (+0 rank, +3 DEX)
- +3 Fly (+0 rank, +3 DEX, +0 class)
- +3 Intimidate (+1 rank, +2 CHA)
- +13 Perception (+1 rank, +1 WIS, +3 class, +8 racial) [+2 if adjacent to master]
- +15 Stealth (+1 rank, +3 DEX, +3 class, +8 racial)
- +1 Survival (+0 rank, +1 WIS)
- +0 Swim (+0 rank, +0 STR, +0 class)
Miscellaneous
- +3 Initiative (+3 DEX)
Special Qualities
- Pack Hunter (+8 to Acrobatics, Perception, and Stealth; +20 to Acrobatics to jump)
- Bonus Tricks (learn 1 additional trick for free; increase max tricks by 1)
- Link (DC for Handle Animal and Wild Empathy reduced by 4 for master)
- Shared Vigilance (+2 to Perception and Sense Motive if adjacent to master)
- Woodland Stride (ignore non-magical undergrowth damage and impairment)
- Improved Natural Armor (+1 natural armor to AC)
- Stable Gallop (AC penalty for charging halved; various penalties to rider reduced)
- Outflank (teamwork; +2 to attack if flanking)
- Precise Strike (teamwork; +1d6 damage if flanking)
Special Abilities
- Improved Empathic Link (share emotions w/ master 1mi)
Known Tricks
- Attack
- Defend
- Down
- Exclusive
- Fetch
- Flank
- Stay
Equipment
- On Person
- Amulet of Mighty Fists +1 | 400000cp | 0.500lb
Equipment-Related
- Carried Weight: 00.500lb
- Carrying Capacity: 25lb Light; 50lb Medium; 75lb Heavy
- Lift/Move Capacity: 75lb Overhead Lift; 150lb Offground Lift; 375lb Push/Drag
- Snowfeather (given by Abbicka) [the name he responds to]
Appearance
- Gender: Male
- Height: 1'5" (43cm)
- Length: 4'9" (145cm)
- Weight: 46lbs (21kg)
- Skin Tone: Pastel Gray (#cfcfc4)
- Iris Color: Olive (#808000)
- Dorsal Feather Color: Pastel Blue (#aec6cF)
- Ventral Feather Color: Platinum (#e5e4e2)
- Crest Feather Color: Tufts Blue (#3e8ede)
- Flight Feather Color: Tufts Blue (#3e8ede)
- Miscellaneous Features: White Smoke (#f5f5f5) stripes along dorsal feathers; Periwinkle (#ccccff) tips and Pastel Purple (#b39eb5) banding on crest and flight feathers.
- Physique: Tall and lean.
- Reference Image: http://ewilloughby.deviantart.com/art/The-Smell-of-Rain-175931623
If you have any questions, just ask. I have a detailed log of progression, which source books everything is from, etc in notepad form, it just doesn't translate easily into Paizo's very limited BBcode (and it was time consuming enough converting the statblock and description portions into something legible; we really need nested [list] or something!). As for formatting, particularly in areas where a total is given followed by parens and the like, () indicates an accounting of how the total was reached, while [] notes circumstantial bonuses not otherwise accounted for. For ease of reference, the Special Qualities and Special Abilities are roughly organized Racial, Trait, Class, Feat.
I still need to write a cursory backstory, but in the interim, the beliefs and personality portion of Abbicka's description should give a pretty clear picture of the sort of character I'd be playing.
Diego Rossi
|
@Diego Rossi
Yep. It's the same amount of levels as the other gestalts, but why not take 3 levels of wizard first for the higher-level spells, and then multiclass it sorcerer later?
Good suggestion, I will follow it.
I is only that I see this kind of 1 level dipping as something that you do early because you are still uncertain on your path in life, so I tend to pick it early.I hope I will be able to prepare a decent background in time. I have a local tourney to master this week end.
| Phntm888 |
@Phntm88
I was a bit confused about the melee bow until I saw the empty quiver style feat. It think that weapon focus would still apply though, since it is still the same weapon even though you're using it in a way different than is typical. I like the backstory and it fits in very well with the information that I recently posted in the campaign info tab. Great minds think alike, amiright?
Actually, I don't think Weapon Focus does apply yet, and that's due to the following feat.
You can apply your ranged fighting feats to melee attacks.Prerequisite(s): Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon.
Benefit(s): While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.
I interpret Weapon Focus to not apply, due to the fact that a longbow is technically not a melee weapon. If you interpret it differently, I will happily take a +1 to hit when swinging my bow.
| RealLifeCorn |
After realizing that I can no longer edit my above submission roster (lol, I'm still learning how these forums work) I decided to put it over on Google drive. It can be found here.
ATTENTION
To make it easier on myself, once you've finished making a character I'd like you to add yourself to the submission roster. I've changed the permissions to allow anyone with the link to edit it, but please don't mess with other people's names and such. Thanks :)
@Rotaretilbo
whoops! I could've sworn that you were on the list. Needless to say it's been amended. I love the section on her personality and beliefs, as I don't think I've seen someone do something quite like that during a submission
@Diego Rossi
Do you want more time?
@all
What about the rest of you? I can push the deadline back a week if you'd like to have some extra time to finish
@Phntmm88
That does check out... But it's annoying & a little silly to make it a feat. GM FIAT: you can use WF when using a bow melee
| Phntm888 |
Okay, then. Reposting with Weapon Focus applied to using my bow in melee.
I will be taking Empty Quiver Flexibility eventually regardless, since there are other feats I have that will make use of it (plus the fighter's Weapon Training ability)
I also noticed I forgot to note my Armor Training ability from Fighter, so that's been noted now.
Balthasar Heimren
LN male humanoid (human) fighter 3/hunter 3/gestalt 3
Favored Class: Hunter
FCB: +3 Animal Companion Skill Points
Init +4; Perception +10
DEFENSE
AC 21, touch 14, flat-footed 16 (+4 Dex +7 Armor)
HP 28 (3d10+6 Con)
Fort +7, Ref +7, Will +5
Special Defenses bravery +1
OFFENSE
Speed 30 ft
Melee longsword +7 (1d8+4, 19-20/x2)
Melee morningstar +7 (1d8+4, x2)
Melee dagger +7 (1d4+4, 19-20/x2)
Melee +1 adaptive composite longbow +9 (1d8+5, x2)
Ranged +1 adaptive composite longbow +9 (1d8+5, x3, 110 ft)
Ranged dagger +7 (1d4+4, 19-20/x2, 10 ft)
Special attacks Hunter tactics
Spellcasting (CL 3rd; Concentration +7)
0-level – detect poison, detect magic, guidance, know direction, mending, spark
1st-level (4/day) – entangle (DC 15), gravity bow, magic fang, summon nature’s ally I
STATISTICS
Str 18, Dex 19, Con 15, Int 13, Wis 18, Cha 15
Base Atk +3; CMB +7, CMD 21
Traits Armor Expert, Civilized; Drawback: Pride
Feats AP (light, medium, heavy), Coordinated Shot, Deadly Aim, Empty Quiver Style, Point Blank Shot, Precise Shot, Weapon Focus (longbow), Rapid Shot, Weapon Proficiency (simple, martial)
Skills (ACP -0) Climb +8, Craft (bows)* +7, Handle Animal +8, Intimidate +8, Knowledge (dungeoneering) +6, Knowledge (engineering)* +7, Knowledge (local) +6, Knowledge (nature) +6, Perception +10, Spellcraft +7, Stealth +11, Survival +10, Swim +8
*- background skills
Languages Common, Orc
SQ Animal companion (?), animal focus, armor training 1, nature training, orisons, wild empathy, track
Combat Gear 3 potions of cure light wounds, oil of bless weapon, potion of magic fang; Other Gear +1 adaptive composite longbow with 40 arrows, 20 blunt arrows, 20 cold iron arrows, longsword, morningstar, dagger, mithral agile breastplate +1, cloak of resistance +1, masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (25 days), and a waterskin, masterwork artisan’s tools (bowcrafting), 2 explorer’s outfits, training kit (dandy brush, training harness, training whip, whet bone, 8 days’ worth of carnivore feed), 64 gp, 7 sp
Maul
N tiger
Init +3; Senses Perception +8; low-light vision, scent
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 armor, +3 natural, +3 Dex)
HP 24 (3d8+6 Con)
Fort +4, Ref +6, Will +3
Special Defenses evasion
OFFENSE
Speed 40 ft
Melee bite +4 (1d6+2, x2) and 2 claws +4 (1d6+2, x2)
Special Attacks rake (2 claws +4, 1d4+2)
STATISTICS
Str 14, Dex 17, Con 13 (15), Int 2, Wis 15, Cha 10
Base Atk +2, CMB +4, CMD 17
Feats Armor Proficiency (light), Improved Natural Attack (claws)
Skills (ACP -1) Perception +8, Survival +5
Tricks attack, come, defend, down, guard, heel, hunt, track
SQ Animal Focus (Bear), Link, Share Spells
Gear studded leather barding
Balthasar’s father was a lumberjack in Hescoy Hamlet. He grew up playing with other children in the area, and hunting in the forest as he grew older. Balthasar always dreamed of adventure and seeing far off places, so he joined an adventuring company called the Silver Eagles. In his time with them, he has had many exciting adventurers. Included among them were:
-Exploring an ancient Cyclopean ruin looking for an ancient treasure and accidentally stumbling upon a plot by an evil wizard to use an ancient ritual to animate a massive army of undead.
-Saving the frontier village of Haven from a group of hobgoblin slavers who sought to enslave them.
-Hunting down and slaying a witch who put a curse upon the fields of the farming hamlet Green Hill.
-Ending the dangerous threat of a werewolf who was ravaging the town of Seversky Bluff.
It was during these adventures he met his tiger, Maul. Balthasar was scouting the area where the Silver Eagles were camped for the night when he came across the tiger. The two studied each other, circling, before Balthasar pulled out some meat he had and offered it to the tiger. The tiger, accepting of the gift, followed the Silver Eagles for the next few days, with Balthasar giving it food each night. Eventually, the tiger came into the camp and sat with him. Balthasar named him Maul, and he has been Balthasar’s friend and ally since.
His most recent adventure involved the Silver Eagles hunting down and slaying a green dragon that had been preying upon merchant wagons carrying valuable goods. It is from the horde of this dragon that Balthasar wears the mithral armor he does, and his archery contributions were invaluable in slaying the beast.
At the headquarters of the Silver Eagles in the capital of Elensafier, Balthasar received the letter from Simeon and Jerry and thought, Why not? I have not been home in some time, and it would be good to see both them and my family again. So, he arranged to take a leave from the Silver Eagles and, together with his ever-present companion, Maul, has journeyed to Hescoy Hamlet, looking forward to a week-long celebration.
Otherwise, I think I'm done.
| Rotaretilbo |
@RealLifeCorn
No worries. I was on the list, but as "Guillaumine Sanz and Goldoth", which are aliases I'm using (in the former case) or have used (in the latter case), and are noted as the "aka" if you hover over my name. I went ahead and removed that listing from the Google doc.
As for Beliefs and Personality, that sort of evolved out of my frustration with the limited nature and subjective interpretation of alignment. It's a lot more informative to try and nail down specific ethical beliefs and tendencies than to try and boil an entire character down to two vaguely-defined ternary values. I'm glad that you liked it.
| RealLifeCorn |
RealLifeCorn wrote:I'm not sure what the deadline is but I could use another day or two, I've got the crunch done and am just trying to solidify my backstory.@all
What about the rest of you? I can push the deadline back a week if you'd like to have some extra time to finish
Deadline was originally may 15th (hence the recruitment title)
| Ierox |
@all
What about the rest of you? I can push the deadline back a week if you'd like to have some extra time to finish
I'd have to be very lazy not to be able to write up Catherine's fluff over the next four or so days. I hope I'm not that lazy - I think the current amount of time is plenty. :)
Crayfish Hora
|
I'll be ready by that time, now that I know what I need to know. Kudos to you that do. I'll leave my decision up to chance, because having all these ideas equally appealing is challenging. The most challenging part of my summer, I'd say.
To Gestalt, or not To Gestalt!: 1d1000 ⇒ 214 500 and below, I do. 501 and above, I don't.
And we are gestalting. Woop-woop!
| HedwickTheWorldly |
Is it too late to audition for this? I'm on my phone right now, but I can write a thing tomorrow.
Str: 3d8 ⇒ (6, 8, 4) = 18
Dex: 3d8 ⇒ (1, 7, 3) = 11
Con: 3d8 ⇒ (1, 8, 5) = 14
Int: 3d8 ⇒ (7, 8, 8) = 23
Wis: 3d8 ⇒ (1, 4, 4) = 9
Cha: 3d8 ⇒ (5, 4, 4) = 13
I mean, definitely a magus or Arcanist thing. Assume 1/2 or 3/4 BAB.
Edit again: May do a full BAB Gestalt with an Arcane caster
| RealLifeCorn |
Is it too late to audition for this? I'm on my phone right now, but I can write a thing tomorrow.
[dice=Str] 3d8
[dice=Dex] 3d8
[dice=Con] 3d8
[dice=Int] 3d8
[dice=Wis] 3d8
[dice=Cha] 3d8I mean, definitely a magus or Arcanist thing. Assume 1/2 or 3/4 BAB.
Edit again: May do a full BAB Gestalt with an Arcane caster
Yup you have loads of time. It looks like recruitment will be ending the 15th as planned
| derpdidruid |
*Furiously starts rolling stats and thinking of interesting character ideas!*
STR: 3d8 ⇒ (6, 3, 6) = 15
DEX: 3d8 ⇒ (6, 6, 6) = 18
CON: 3d8 ⇒ (5, 8, 5) = 18
INT: 3d8 ⇒ (8, 1, 6) = 15
WIS: 3d8 ⇒ (3, 5, 3) = 11
CHA: 3d8 ⇒ (4, 1, 4) = 9
Eeeeeh, already have enough pure physical characters, lets re-roll see what we get.
STR: 3d8 ⇒ (5, 4, 8) = 17
DEX: 3d8 ⇒ (6, 5, 7) = 18
CON: 3d8 ⇒ (4, 5, 1) = 10
INT: 3d8 ⇒ (7, 8, 6) = 21
WIS: 3d8 ⇒ (2, 6, 8) = 16
CHA: 3d8 ⇒ (1, 4, 4) = 9
Oh, that looks nice, and I have an idea for it as well. Does anyone know of a way to get an oracle curse outside of being an oracle? I'm wanting to make a Zen archer monk with the blind oracle curse, but that charisma is not the best for that.
| derpdidruid |
@Derpdidruid
Ever heard of Variant Multiclassing?
That's what it was! I knew I remembered a way to do it, thanks Corn.
| Tiny Tim |
I think I have finally decided on a character, thanks to Rotaretilbo's generous gift.
I am going to go with a gestalt witch//oracle. Still working out exactly what curse/patron/whatever to go with but I am aiming to be just a really awesome support caster. Wish me luck as I delve the mysteries of the... mysterious...
| Rotaretilbo |
@RealLifeCorn
So how deep a homebrew is the setting? Is Deslo part of Golarion, for example, or, if not, are there other continents besides Deslo? I saw mention of Vicero and Nym, which I presume are homebrew deities, but are these the only homebrew deities, or are there others? And either way, are you using some, all, or none of the established Golarion deities? I believe you mentioned you were willing to take ideas for organizations and the like, so I'm assuming that we're probably operating entirely outside of Golarion, but I want to get a bearing for what currently exists before I sit down to write Abby's backstory.
| Sena Drovely |
Here she is, Sena Drovely, former town rich girl turned monastery mage.
Would Vildeis be setting appropriate? She's my favorite deity, and I believe is the one most likely to call on Warrior's personally.
Reckless
|
How do you feel about the Myrmidon Archetype?
3d8 ⇒ (7, 3, 1) = 11
3d8 ⇒ (3, 6, 3) = 12
3d8 ⇒ (8, 6, 1) = 15
3d8 ⇒ (3, 3, 6) = 12
3d8 ⇒ (4, 7, 2) = 13
3d8 ⇒ (5, 3, 6) = 14
3d8 ⇒ (1, 1, 7) = 9
3d8 ⇒ (6, 4, 7) = 17
3d8 ⇒ (6, 3, 5) = 14
3d8 ⇒ (4, 4, 7) = 15
3d8 ⇒ (8, 8, 5) = 21
3d8 ⇒ (7, 4, 8) = 19
| JonGarrett |
Ended up going Bloodrager. It simply became clear that building a full-plate wearng, size-shifting rage monster was most easilt accomadated by doing so, even if his spellcasting will be...lackluster. The final straw was realizing that I could get +5 rounds of rage this way.
Also, his backstory got a little way from me.
Crow
Male Half-Ogre Steelblood Bloodrager 5
Neutral Medium Humanoid (Human, Ogre)
Initiative; +2 Perception +
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Defense
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AC 22 touch 14 flat-footed 20
hp 65
Fort +10, Ref +3, Will +2
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Offence
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Speed 30 ft.
Attack +1 Large Greatsword (Power Attack) - +10 to Hit - 3d6+16 damage - 19-20 x 2 Crit.
+1 Large Greatsword (Power Attack, Rage) - +12 to Hit - 3d6+19 damage - 19-20 x 2 Crit.
+1 Large Greatsword (Power Attack, Monstrous Rage) - +12 to Hit - 4d6+20 damage - 19-20 x 2 Crit.
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Magic
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Bloodrager Spells
Level 1 - One Per Day
Guardian Armour - Teleport a suit of armour to another for an instant, helping them take a hit.
Shield - Gain a +4 shield bonus that blocks magic missle.
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Statistics
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Str 22 Dex 15, Con 23, Int 14, Wis 8, Cha 20
Base Atk +5; CMB +3; CMD 15
Feats
1st - Power Attack - Increase the damage of a weapon, but reduce its accuracy.
3rd - Lighten Weapon - Reduce the size increment of a weapon by one, but take a -2 to attack.
5th - Furious Focus - Ignore the penalties for Power Attack on the first blow.
Traits
Steel Skin (Combat) - Gain a +2 bonus on Intimidate when wearing a great helm, and take half as long to don armour.
Indomitable Faith -+1 Will save..
Bruising Intellect (Social) - Intimidate functions on intelligence.
Voice of Velvet (Race) - Gain +1 to Perform (Oratory) and Diplomacy.
Drawbacks
Overprotective - When an ally has fallen, take -2 on attack rolls and skill checks if further than 10ft away.
Righteous Indigiation - Must take an attack of opportunity uless a DC 15 will save is passed.
Racial Traits
Darkvision - Half-Ogres see perfectly well in up to 60ft of total darkness, even if you don’t want them to.
Intimidating - Larger and scarier than most, Half-Ogres gain a +2 to intimidate.
Ogre Blood - Half-Ogres qualify as both human and Ogre for all purposes - positive and negative.
Skills Acrobatics +10(-4), Climb +12 (-4), Diplomacy +10, Intimidate +12, Ride +10(-4) Survival +7, Stealth +7 (-4), Swim +12 (-4)
Background Skills Craft (Food) +8, Perform (Oratory) +10, Profession (Farmer) +5
Languages Common, Giant, Goblin, Orc.
Combat Gear +1 Living Steel Fullplate (4000gp), +1 Greatsword (2000gp), +2 Headband of Charisma.
Other Gear
Money 700gp
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Special Abilities
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Armour Training - Increase the AC allowed by 1 and reduce the ACP by 1 at various levels.
Armoured Swiftness - Move an additional five feet in medium or heavy armour.
Blood Sanctuary
Indomitable Stance Gain +1 on CMD against Over Run and trample attacks, as well as on charge attacks and charge damage.
Bloodrage - Bloodragers are not known for their skill at self control and impressive anger management skills, but instead the ability to fly into a brutal killing rage. For a number of rounds equal to the Bloodrager’s Constitution modifier plus four, and an additional two each level, the Bloodrager gains a +4 bonus to Strength and Constitution, and a +2 to Will. However, they also take a -2 penalty to AC and cannot use any Intelligence and few Charisma or Dexterity based skills. When the Rage finishes they are fatigued for twice as many rounds as they spent Raging.
Bloodline - Abyssal - Demonic taint is another of the minor issues experience.
- Claws - At first level the loodrager can grow Claws with which to attack a foe while raging.
- Demonic Bulk - When entering a Bloodrage, you can choose to grow one size category larger.
Favoured Class Bonus - +5 Rounds Rage
Crow himself is a massive mound of a man, towering over most men at well in excess of seven feet tall. His shoulders are massively broad and his arms and legs are thick with huge muscles. Despite his massive height his pure bulk gives him an appearance of being nearly squat. Neither of these things is helped by the fact that Crow tends to wear Fullplate with a heavy, full faceplate.
Although he has a preference for his tailor to be a blacksmith, when not wearing heavy armour Crow dresses in looser fitting garments that often display his impressive physique. His voice is deep and rich, surprisingly pleasant and smooth for one so massive, and he tends to smell much like any many who wear heavy armour - a desperate scent of soap losing a battle against sweat, blood and grime.
Crow’s armour deserves a mention. A towering suit of fullplate, iron grey in colour except when the light hits it right and reveals hints and shades of greens and with blood red trimming, the most notable feature is the greathelm atop the suit. A full, crusader-style helmet, the most noticible aspect of the helm is the symbol of Gorum on its crow, denoting it is as dedicated to Our Lord in Iron - as is its wearer.
It just goes to show, you can never be certain what lies beneath.
Crow is a devout adherent of Gorum, Our Lord in Iron, and only truly feels alive in combat. It was in Gorum that Crow first found true acceptance, and it is Gorum’s teaching that Crow continues to find his life’s path.
Despite this hunger for war and mayhem, Crow understands the fundamental truth of battle. That sometimes a battle not fought is better, as it leads to greater battles and glory later. He rarely bothers fighting those he considers unworthy, as they are a waste of Gorum’s gifts - a strong blade and a sharp edge. The tales of First Blade slaughtering both sides in weak, unworthy battles shows that. It is worthy battle that attracts Gorum’s attention, not slaughter or murder.
Crow is dedicated to friends and allies, and is willing to put aside his own divine quest for glory and battle when it serves the greater good. There will always be another battle. Our Lord in Iron will allow nothing else.
A child was a target, and a mixed race child a potential issues with more fundamental forces within their own ranks. But, perhaps oddly given their background, neither even considered the child as a ritual sacrifice or as a light snack. Instead, a trusted lieutenant was sent out, far away from the boys parents, to hide the child among those who would treat him well, and to watch over him from a safe distance until it was time for the child to be told his true origins.
Which, of course, works a lot better when bandits don’t riddle you with arrows.
The lieutenant was not an easy person to kill, however, and although mortally wounded was able to get the child to a farm outside the small bastion of civilization known as Hescoy Hamlet.
The farmer and his wife had been blessed with many children, but...well, what was one more little mouth to feed? Of course, Crow, as he was named for his dark eyes, did not remain small for very long. The couple, due to the baby’s size, misjudged Crow’s age and were surprised by how slow the boy seemed to be - late to walk, late to talk, late to do anything but simple sums and basic spelling.
As the child grew, however, there mistake became more apparent. Crow was the size of his adopted father by the time he had been with the family for ten summers. By the time it was twelve he was one of the largest people in town, and with a strength to match. And that was, by no means, the end of his growth. Oh no. Not by a long shot.
Still, despite his apparent slowness compared to other children his ‘age’, or at least age bracket, and despite his somewhat...robust features, Crow possessed a number of friends. He was friendly with the townsfolk, always willing to help with lifting things heavy enough that two grown men would struggle.
But there’s always one group of kids who have to little runts to everyone else, and those children always look for the different. And although people skimmed over it, made light of it or outright pretended it wasn’t true, Crow was different.
And Crow, too, was changing. Insults he had once brushed off began to lodge in his throat, stick in his mind and niggle for days. Mockery made his vision flash red, his fists clench, his teeth grind. And one day, an older boy decided to take a swing.
He still speaks with a slurred voice to this day.
Two things were clear - Crow had defended himself, and if he’d had a weapon to hand (or a bench, a small tree...anything at all) the other boy would likely be dead instead of having his jaw reset by the town healers. As nice as Crow was, it was becoming clearer how different he was, how deep in his bones this rage seemed to stem from. One boy swore he’d seen Crow’s nails turn to claws when he had become angry…
Plenty of people flocked to Crow’s defence, but the boy felt trapped, judged - different. He saw whispers everywhere, eyes watching for the latest oddness in his behaviour. It was not too long before the boy decided to set out into the world, and see what he could become.
But Crow had only two real skills - main strength and his ever growing rage. Such skills led to violence, and he found, against the right foe, he was more comfortable with a club in his hands than a plow. Another, however, saw something more. A warpriest of Gorum saw the raw metal of what could be a potent warrior.
She took the hulking young man aside, claiming to see something in him he did not. When Crow chose not to listen, she explained in persuasive form how a life of dedication to Gorum could bring many benefits. Once she was done, having carved apart the tree the youth had used as a weapon and healed the wounds he had taken, she began to explain the God, singing the Gorumskagat as she went, demonstrating the Greatsword in its brutal glory.
And Crow listened.
With Gorum, he learned, it did not matter what he was. He learned that his blood, his ancestry, his nature...everything about himself was irrelevent. Gorum accepted all, each and everyone one, so long as they dedicated themselves to the true calling of battle. And Crow began to smile.
Soon Crow knew the Gorumskagat by heart, and learned to wield a greatsword. He assembled a suit of armour, although it was at best piecemeal given the difficulty in finding what would fit him, and dedicated himself to Our Lord in Iron.
And then...the real fun began. Some Orcs had found a wounded warrior of Gorum, a massive man but wounded from battle, stricken with age and disease, and in a great group fallen upon the man. It was no real battle but a slaughter, and both Warpriest and apprentice received visions of Gorum’s displeasure.
Worse, the Orcs had taken as their prize a suit of ancient armour, dedicated by blood in Gorum’s name, forged by a Druid who had given his calling to the Lord in Iron’s service. It was to be retrieved, and cleansed with Orc blood.
Gathering others of equal intent, the pair fell on the Orc camp like an avalanche, steel-suited bodies rolling over the brutal bandits in a wave of iron and rage. Rage gripped Crow, rage like nothing he had ever felt before, and in that rage he saw Gorum towering over him, slaughtering enemies that only Gods dared look upon.
When the battle ended it was with Crow splitting the leader of the Orcs in half. It was he who reclaimed the armour, and took it as a prize...although given the enormous size it would never fit another. But Crow had to spend gold to have it altered, his own frame even more massive than the previous owners. Still, once it was on, it felt like a second skin…
From then on, Crow took whatever job was most likely to lead to battles, to fights and to war. Bodyguard, bandit hunter, bounty hunter - he cared not one whit so long as the fight was worthy. Until, one day, he received a letter from home, and friends he had not seen in sometime...
| Ouachitonian |
Ended up going Bloodrager. It simply became clear that building a full-plate wearng, size-shifting rage monster was most easilt accomadated by doing so, even if his spellcasting will be...lackluster. The final straw was realizing that I could get +5 rounds of rage this way.
Also, his backstory got a little way from me.
** spoiler omitted **...
I like it. I could see him and Ian being a sort classic odd couple; the towering, iron-shod half-ogre with a prodigious strength and a greatsword and his little buddy, the average-sized human who wears a simple robe, carries a puny rapier, but fights with the very energies of the cosmos.