From girl to lady - What makes a Princess? (Inactive)

Game Master JonGarrett

Bedroom Brawl


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Sure is heretics in here...Vulkan would be disappointed.


So this is a character I was going to be running in a different campaign but I didn't get selected for it. So I don't have his backstory write up at the moment. But I do have his stats.

crunch:
Aritian "Macabre" Gestavah
Human Abjurer/Ecclesitheurge Cleric of Groetus 5
CN
Init 0; Senses ; Perception 12
DEFENSE
AC 12; Touch 10; Flat-Footed 12
HP 28; Wounds —; Non-Lethal —
Fort 6 ; Ref 2 ; Will 9
DR —; Immune —; Resist 5 force; SR —
OFFENSE
Speed 30ft;
Spells Known/Prepared
3rd—Protection from Energy(W), Haste(W), Vision of Hell(C), Archons Aura(C), Fly(W), Deeper Darkness(C[D])
2nd—Glitterdust(W), Protection From Arrows(W), Bull's Strength(C), Aid(C), Blindness/Deafness(C[D]), Mirror Image(W), Warding Weapon(W), Protection from Evil, Communal(C)
1st—Grease(W), Shield(W), Obscuring Mist(W), Disguise Self(W), Bless(C), Doom(C), Bane(C), Confusion, Lesser(C[D]), Mage Armor(W), Snapdragon Fireworks(W), Entropic Shield(C)
0th—Detect Magic(W), Light(W), Ghost Sound(W), Create Water(C), Detect Poison(C), Mending(C), Guidance(C)
STATISTICS
Str 7, Dex 10, Con 10, Int 20, Wis 18, Cha 12
Base Atk +3; CMB 2 CMD 12
Feats Blind Fight(b), Scribe Scroll(b), Craft Wondrous Item, Craft Magical Arms and Armour, Skill Focus(Spellcraft), Craft Wand(B)
Skills Diplomacy 8, Knowledge Arcana 11, Knowledge Dungeoneering 9, Knowledge Engineering 10, Knowledge Geography 10, Knowledge History 9, Knowledge Local 10, Knowledge Nature 9, Knowledge Nobility 11, Knowledge Planes 9, Knowledge Religion 10, Perception 12, Sense Motive 11, Spellcraft 14 (3), Swim 0, Use Magic Device 5
Languages common, infernal, abyssal, necral, elven, draconic.
SQ Arcane Bond(Item[mwk Quarterstaff]) (Ex/Sp), resistance (Ex), Protective Ward 8/day (Su), Channel Positive Energy 2d6 (Su), Touch of Darkness 7/day (Sp), Vision of Madness 7/day (Sp), Blessing of the Faithful (Su), Divine Bond(amulet)
Gear Mwk Quarterstaff, Amulet of Natural Armour+1(Bonded Holy Symbol), Headband of Inspired Wisdom: , Pearl of Power 1st level x2: , Bracers of Armour +1, Cloak of Resistance +1; Money 500 gp

Note: he is human with the dual talented racial trait.

What languages are going to be common here btw, I might want to swap around my languages a bit.

Also is blood money banned?


Finished the profile.


Julie Dei Vult wrote:

At our level, 2 Con damage is +5 damage and -1 to fortitude saves. And it only triggers on crits. But, sure, bleed damage would be fine*. You can set the numbers.

*If you choose that, would you mind if I eventually upgraded Kraken's Maw to Living Steel or some differently flavored variant thereof, so that when I get Weapon Material Mastery at level 9, my crits suppress fast heal/regeneration so that the bleed damage actually does something against opponents with those abilities?

Normally I'd agree, but I assume you'll be getting some kind of Keen effect on the thing, and thus it'll be critting pretty often. And enough con drain followed by Fortitude Based saves might put a damper on my day.

But yes, replacing the metal with living steel or some such later should be fine.

fearcypher wrote:

So this is a character I was going to be running in a different campaign but I didn't get selected for it. So I don't have his backstory write up at the moment. But I do have his stats.

** spoiler omitted **
Note: he is human with the dual talented racial trait.

What languages are going to be common here btw, I might want to swap around my languages a bit.

Also is blood money banned?

Common will do. And yes, no blood money please.


If you're worried about combat lasting to round two, I'd advise not using gestalt. :P

In one of my roleplays with Rednal, I gave everybody gestalt. The first three fights were ended in a single attack, if I remember correctly. (Though, I will admit that the warhammer wielder had significant difficulties rolling below a nat 20.)

~~

So, I believe being a level 4 Incanter gives me 6 talents to play with. That means I can have two spheres with two talents each, yes?

Destruction Sphere-
Destructive Blast- Standard action, bludgeoning 1d6 + 1d6/2 levels, melee touch or ranged touch close. 1 Spell point to increase damage dealt to 1/CL. May apply up to one type/shape.
Energy Weapon (Shape)- As a standard action, make a single weapon attack with the destructive blast, if the weapon attack hits, so does the destructive blast.
Crafted Blast (Type)- Change damage type to bludgeoning, piercing, or slashing, may change all rolled 1's and 2's to 3's.

Enhancement Sphere-
Enhance- Standard action, lasts concentration, or with spell point min/level.
Enhance Equipment- +1 (+floor(1/5 levels)) Enhancement bonus to weapon/armor/shield, .
Deep Enhance- Spell point makes it last 10 min/level.
Great Enhance- +1 to Enhance Equipment bonus.

Now, does Enhance Equipment work like GMW in that it does not grant any DR penetration other than DR/magic?


JonGarrett wrote:
Common will do. And yes, no blood money please.

Alright, I was wondering because it would be nice to not have to shell out the cost for cleric spells like restoration or raise dead.

Also in the description of the Abjurers energy resistance ability it doesn't call out the types of energy resistances allowed. Would you allow it to extend to things like force/positive energy/negative energy?


Julie Dei Vult wrote:

If you're worried about combat lasting to round two, I'd advise not using gestalt. :P

In one of my roleplays with Rednal, I gave everybody gestalt. The first three fights were ended in a single attack, if I remember correctly. (Though, I will admit that the warhammer wielder had significant difficulties rolling below a nat 20.)

Hey! Shh I like Gestalt!


Julie Dei Vult wrote:

If you're worried about combat lasting to round two, I'd advise not using gestalt. :P

In one of my roleplays with Rednal, I gave everybody gestalt. The first three fights were ended in a single attack, if I remember correctly. (Though, I will admit that the warhammer wielder had significant difficulties rolling below a nat 20.)

I'm not too worried about that. I can usually make combat interesting for characters, even some of the scarier ones.

fearcypher wrote:
JonGarrett wrote:
Common will do. And yes, no blood money please.

Alright, I was wondering because it would be nice to not have to shell out the cost for cleric spells like restoration or raise dead.

Also in the description of the Abjurers energy resistance ability it doesn't call out the types of energy resistances allowed. Would you allow it to extend to things like force/positive energy/negative energy?

I don't see why not.


Being that I play in another game of Jon's that is pretty high power, I'll concur with:

Spoiler:
I'm not too worried about that. I can usually make combat interesting for characters, even some of the scarier ones.

He's been doing pretty well at giving us good opposition.


Only 'pretty' eh? Time to crank up the difficulty a notch...

Grand Lodge

ok..i'm going with an elven swashbuckler/magus...i will study the spheres system to get a handle on the system...i assume a magus is a medium caster?


Sorry, sorry, I'm still here! Was doing taxes last night >.< I hate paperwork...

Anywho, here is the crunch for Stirling, the half-elf bard to House Hmvari. (Went with a made-up noble house, just cause! And yes, she is named after Lindsey Stirling, half of the inspiration for the character.) For casting traditions, I went with Verbal Casting, Focused Casting, and Skilled Casting (Perform [String]), so she needs to sing, be holding her violin, and play the violin to use any of her sphere abilities. Also, would you allow the feat Prodigy to work with the background skill Artistry?

Fluffy Bits:
Born to the noble House Hmvari, renown for their works of art, Stirling was quickly shown to be a natural when it came to the violin. Amazing family and instructors alike, she could not only play but write her own performances. When it came to defending herself, however, she shunned the standard weapons of the land, and learned to use her own body as a weapon, thereby retaining the ability to continue playing her violin on the field of battle. Rising through the ranks of the family business, she was quickly presented to the ruling House Archaos. Using this new situation to her advantage, and wanting to gain enough clout to gain the ear of the future queen, she utilized all of her 'assets' show that she was the best musician in the capitol. And when the princess was captured, well, that was just the opportunity to ingrain herself with the once and future queen...


grimdog73 wrote:
ok..i'm going with an elven swashbuckler/magus...i will study the spheres system to get a handle on the system...i assume a magus is a medium caster?

You assume correctly. Here's the whole thing.

Sphere Magus:
Casting: The sphere magus may combine spheres and talents
to create magical effects. The sphere magus is considered a
Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool: The sphere magus gains a small reservoir of energy he can call on to create truly wondrous effects, called a
spell pool. This pool contains a number of spell points equal
to his level + his Intelligence modifier (minimum: 1). This pool
replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere magus gains 1 magic talent every
time he gains a caster level.
Arcane Pool: A sphere magus does not gain an arcane pool.
Instead, any time he may spend an arcane point, he may instead spend a spell point to achieve the same result. This includes spending arcane points to add enhancement bonuses to
their held weapon.
This modified the arcane pool class feature.
Sphere Conversion
Archetypes
Spell Combat: A sphere magus may use his spell combat
ability with any of his sphere abilities. Rather than casting a
new sphere effect every round, a sphere magus may use spell
combat to maintain a sphere effect with a duration of ‘concentration’. In all other ways, this functions as the spell combat
class feature
This modifies the spell combat class feature.
Spellstrike: A sphere magus may use his spellstrike class feature with any sphere ability that requires a touch attack.
This modifies the spellstrike class feature.
Arcane Potency: At 4th level, a sphere magus adds half his
magus level to his spell point total.
This replaces spell recall and improved spell recall.
Bonus Feats: A sphere magus can select combat feats, item
creation feats, magic talents, or metamagic feats for his bonus
feats.
This modifies the magus’s bonus feats.
Expanded Magic (Su): At 7th level, whenever the sphere
magus rests to regain spell points, he may choose one base
sphere or magic talent he does not possess and add it to the
list of spheres and talents he has access to that day. The sphere
magus loses this bonus magic talent the next time he rests to
regain spell points, and may choose another talent to take its
place. The sphere magus may choose the same talent multiple
times in a row.
This replaces knowledge pool.
Medium Armor: At 7th level, the sphere magus gains proficiency with medium armor. If he possesses the Somatic Casting
drawback, he may cast in medium armor without incurring a
chance of arcane spell failure.
This modifies medium armor.
Heavy Armor: At 13th level, the sphere magus gains proficiency with heavy armor. If he possesses the Somatic Casting
drawback, he may cast in heavy armor without incurring a
chance of arcane spell failure.
This modifies heavy armor.
Masterful Magic (Su): At 19th level, whenever the sphere
magus uses his Expanded Magic class feature, he may choose
two magic talents or base spheres to gain instead of one.
This replaces greater spell access.


DekoTheBarbarian wrote:

Also, would you allow the feat Prodigy to work with the background skill Artistry?

No worries. I haven't set a closing date yet, but it'll be about a week I'd imagine.

And yes, you can use Prodigy with Artistry.


Any word on the numbers/cost on Kraken's Maw bleed variety? I'm nearing statblock completion in this alias. Also, I'd love if I could swap about the heavy blade ride versatile training for something else, but if you think I've got enough going on, no problem, maybe Julie's got a horsie ranch.

*Note, because I only have one stance, I included it's effects in my statblock. If you attack me while I'm unconscious, I will not have that +4 dodge. :P


Slowly but surely he's coming together.

Try to imagine a former boxer with a bit of the notorious gangster swagger reduced to little more than a fancy vase by the mistakes of youth.

Grand Lodge

so he loses his arcana? I don't see any mention of them


It's treated as an archetype.

So you keep them.

Grand Lodge

gotcha..just thought i would check....

umm..any other changes if i go with bladebound magus?


Julie Dei Vult wrote:

Any word on the numbers/cost on Kraken's Maw bleed variety? I'm nearing statblock completion in this alias. Also, I'd love if I could swap about the heavy blade ride versatile training for something else, but if you think I've got enough going on, no problem, maybe Julie's got a horsie ranch.

*Note, because I only have one stance, I included it's effects in my statblock. If you attack me while I'm unconscious, I will not have that +4 dodge. :P

Shall we call it a grand on top of the base price? And I'm afraid I'm not sure what you mean by the heavy blade ride versatile training? I seem to be missing a lot these days. Is it one of the new tricks a Fighter can grab?


Oh boy is it. It's basically the heavensent answer to "Why can't fighters have skills?"

Think Versatile Performance. It grants you the skills in question as class skills and gives you free BaB ranks in them. On the downside, you have to pick it up instead of some pretty neat abilities to get it, like Bravery to all will saves instead of just fear, or +(1 + 1/2 wep enhancement) shield bonus while wielding a weapon. I'm playing the long game and hoping I can pick those up later.

For Heavy Blades, you get Diplomacy and Ride. Just for the 5 diplomacy ranks alone, I'm taking it, but if I could swap the Ride for something like Bluff (feinting with a longsword is bluffy? :P), that'd be whipped cream WITH the cherry on top.

As far as Kraken's Maw is concerned, 1 grand for bleed what? You said you wanted to replace the effect with bleed, but bleed needs a number to go along with it. Bleed 1, Bleed (Crit Multiplier), Bleed 1d4, Bleed 2d6?


I think I have to drop the spherecasting, even if no somatic components would be nice. I simply don't have time to learn it. I'll probably just have to suffer from spellfailure (with geisha) or wear mithral medium armor or go with the Diva archtype.

Still waiting on the versatile performance stacking question before I continue with my character. It'll pretty much decide which bard archtype I go for and hence probably affect my fluff quite a bit.

Would it be possible to play a young nobleman with a hope of getting to be her consort one day? I imagine her marriage will probably be politically decided (or will it), but that shouldn't stop him from having a crush on her or even an ambition.


I am very much still going to make a character, it was a rough day yesterday. My 40 minute commute turned into a three hour commute thanks to blizzard conditions.


I'm very interested by the basic idea here. Adventuring with a side of management/intrigue is totally my jam. That said, I know recruitment's been up for a few days - is there still plenty of time to get some crunch rolling, or should I get a move on?

In the meantime, here's the basics of my concept. It's...a little on the nose, but sometimes the classics are there for a reason. I also takes a few liberties with things you might consider a little too plot-centric, but I'm open to changing the details around as necessary. Without further ado, presenting:

-------------------------------------------------------------------
Aaron Archaos, Stalwart Protector
"You can recognize a lady by her elegant air, but a genuine Princess is exceedingly rare." -Marshall Barer, "Once Upon a Mattress"

Once, Aaron was like many other younger sons of noble Houses - a gadabout with enough money and privilege to do whatever pleased him an little of his elder's responsibilities. Without the pressure of the family's obligations, he was free to indulge his true passion, travel. Sailing on the open sea was freedom like none he knew, and out on the water he could avoid the politics and double dealings of court.

Once, while on a voyage, he caught sight of a seabird perched on the rail nearby. Or rather, what he thought at first was a seabird - but after a moment, he came to realize it was a white kestrel, the sigil of his older brother Renner, and it was watching him. For reasons he couldn't quite define, a feeling of dread came over him, and he immediately sent the boat homeward bound. When he arrived, he understood the omen, but he wished he never had.

His brother had fallen in defense of the Princess Amberlae, their cousin and heir to the throne. By long-standing tradition, the eldest child of their branch of the family was the Princess's personal guardian and military envoy. There had been an assassination attempt, and Renner had done his duty as her protector from birth and died to save her life. Now, it was Aaron's duty in his brother's stead, and he took it up with a will. The kestrel of his brother watched over him still, and he took it up as his own symbol to honor the fallen.
--------------------------------------------------------------------

And there you have it. A little rough around the edges at the moment (I just kinda slammed it out), but there's the basic idea. He'll be a Swashbuckler/Paladin with the Chosen One archetype. In my head, his familiar from Chosen One will be the white bird of his brother's spirit, and his Paladin powers will be coming from the influence of that ghost as well, which neatly explains his gestalt-ness in a way that makes me happy.
With decently high Charisma and Dexterity and a smattering of courtly knowledges, he'll be able to hold his own in social combat as well as physical, and have a little extra healing in the party's tank in addition to melee striker power.
As far as an influence on the Princess goes, he'll be a definite supporter of her in nobility and strength. He'll want her to lead from a position of power, and will definitely disapprove of the shadier side of politics. It's the Paladin thing - a paragon of light and law and all that jazz.

Whaddya think?


You know the more I refine my character idea the more I'm drawn to axing the melee side of him all together. I know it's not optimal or whatever to be gestalt with only one good save and a low BAB progression, but screw it.

Switching to Psychic Sorcerer 5// Telepath 5

Image 1

Image2

Image 3


A question about spheres of power and gestalt.

A starting sphere caster gets two bonus talents the first time they take a level in a casting class. Do we get this for each side of the gestalt?


That's the way I've always done it. XD


Julie Dei Vult wrote:

Oh boy is it. It's basically the heavensent answer to "Why can't fighters have skills?"

Think Versatile Performance. It grants you the skills in question as class skills and gives you free BaB ranks in them. On the downside, you have to pick it up instead of some pretty neat abilities to get it, like Bravery to all will saves instead of just fear, or +(1 + 1/2 wep enhancement) shield bonus while wielding a weapon. I'm playing the long game and hoping I can pick those up later.

For Heavy Blades, you get Diplomacy and Ride. Just for the 5 diplomacy ranks alone, I'm taking it, but if I could swap the Ride for something like Bluff (feinting with a longsword is bluffy? :P), that'd be whipped cream WITH the cherry on top.

As far as Kraken's Maw is concerned, 1 grand for bleed what? You said you wanted to replace the effect with bleed, but bleed needs a number to go along with it. Bleed 1, Bleed (Crit Multiplier), Bleed 1d4, Bleed 2d6?

We'll stick with the rules for Versatile Performance, I think, until I've finally had a chance to read my copy of the Weapon Master's Handbook.

Call it a grand per 2 points of bleed.

oyzar wrote:

I think I have to drop the spherecasting, even if no somatic components would be nice. I simply don't have time to learn it. I'll probably just have to suffer from spellfailure (with geisha) or wear mithral medium armor or go with the Diva archtype.

Still waiting on the versatile performance stacking question before I continue with my character. It'll pretty much decide which bard archtype I go for and hence probably affect my fluff quite a bit.

Would it be possible to play a young nobleman with a hope of getting to be her consort one day? I imagine her marriage will probably be politically decided (or will it), but that shouldn't stop him from having a crush on her or even an ambition.

Well, there's a few days until I'll be closing applications, and Spheres is easy to learn the basics of, but it's up to you.

I'll allow Silver Tongue to stack with Versatile Performance.

Romance is a possibility.

Bane88 wrote:
I am very much still going to make a character, it was a rough day yesterday. My 40 minute commute turned into a three hour commute thanks to blizzard conditions.

No worries, we'll be open a few more days. I'll decide on the exact day later tonight.

Viscount K wrote:

I'm very interested by the basic idea here. Adventuring with a side of management/intrigue is totally my jam. That said, I know recruitment's been up for a few days - is there still plenty of time to get some crunch rolling, or should I get a move on?

In the meantime, here's the basics of my concept. It's...a little on the nose, but sometimes the classics are there for a reason. I also takes a few liberties with things you might consider a little too plot-centric, but I'm open to changing the details around as necessary. Without further ado, presenting:

-------------------------------------------------------------------
Aaron Archaos, Stalwart Protector
"You can recognize a lady by her elegant air, but a genuine Princess is exceedingly rare." -Marshall Barer, "Once Upon a Mattress"

Tropes are tropes because they work. Character looks reasonable, and we can tweak things if we need to.


And here is complete Matt crunch. Still going to be writing up backstory, but the hard part is now out of the way. Yay!

*yoink*

Matthew Hazeman, Besmaran Breaker
Cardinal Rules of this Job: No Break Is Worth Dying For; Incapacitate By Design, Kill By Necessity; No Breaker Shall Slay Another Breaker; No Breaker Shall Refuse Aid to Another Breaker; No Breaker Shall Interfere With Another's Break; and In the Break One Incapacitates or Kills, Never Both

Intelligence is a trait greatly admired in Golarion. After all, a brilliant mind can help one gain powers one could call godlike, and can ensure quite a profitable living at the very least. However, for all the good intelligence does, it can lead to one thing that most consider intolerable: Sheer, utter boredom. This has been a defining factor for most of Matthew Hazeman's life. Unfortunately for him, his family was rather comfortably high-middle class thanks to their work at the Bank of Abadar, leading to a rather dull regimented life in Northern Ambervale for the boy.

That is, until Matthew hit his teenage years. Then he had the most welcome distraction of being taken hostage by a band of criminal known as the Besmara Breakers during a heist at the Bank of Abadar. The Breakers were a local group of Besmara worshippers who specialized in breaking into (and out of) any and all secure locations. Much to the group's surprise, Matt proved quite capable of escaping the cell they were keeping him in, a fact they only discovered when they found him making himself a meal when he was supposed to be safe inside his cell. But rather than grow angry with the boy, the leader of the Breakers merely laughed, and immediately set out to develop Matthew's natural talents.

Finally, Matt had found something that interested him more than simple number-crunching. He took to it like a fish took to water, and quickly began to learn his new trade. For years, Matt has worked with the Besmara Breakers, earning a steady profit and enormous amounts of entertainment at the same time. From cons to infiltrations to prison breaks to heists, Matt has worked with the Breakers on a great many jobs, and has proven his worth time and again. Now, however, a promotion is on the line for him, requiring that he prove himself to be one of the best Breakers out there. Thankfully, a job that should certainly prove this has recently arisen. After all, what better way to prove his skills than to break a princess out of bondage?


Alright, I have a character concept- A young dwarven artisan//Incanter princess of a close house or kingdom, focused on magic item creation. (Artisan was designed by Drop Dead studios)

If I do play an artisan, due to the majority of my class features being magic items, may I do pre-game crafting? Creation is one of the primary fluff features of her background, and not being able to do so kinda sucks, especially since the class is built around magic items. I don't suppose I can apply Magical Liniage to the Creation sphere's Creation ability to make it so I don't have to pay spell points? If not, is there a way to make it so I can use the creation ability at-will? Maybe reduce my CL by two?


Here is the stat block for Christaph Von Archaos.

Elan Psion/Psychic Sorcerer:
Christaph Von Archaos
Male elan psion 5/sorcerer 5/gestalt 5 (Ultimate Psionics 49)
LN Medium humanoid (aberrant)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 32 (5d6+10)
Fort +3, Ref +3, Will +6; +2 vs. mind-affecting
Resist mental resistance +2
--------------------
Offense
--------------------
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 5th; concentration +8)
6/day—psychic strike (1d6+2)
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (5/day)—blur, id insinuation I[OA] (DC 15), invisibility
1st (7/day)—alarm, burning disarm (DC 14), color spray (DC 14), erase, mind thrust I[OA] (DC 14)
0 (at will)—detect magic, detect poison, ghost sound (DC 13), light, mage hand, read magic
Bloodline Psychic
Psion Powers Known (power points 39, ML 5th; concentration +13)
3rd—concussive onslaught (DC 18), mindhunter
2nd—brain lock (DC 17), control sound, mass missive, swarm of crystals
1st—entangling ectoplasm, inertial armor, mind thrust (DC 16), mindlink, vigor
0 (at will)—conceal thoughts, detect psionics, distract (DC 15), sense poison
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 20, Wis 12, Cha 16
Base Atk +2; CMB +0; CMD 11
Feats Combat Manifestation, Empower Power, Eschew Materials, Extend Power, Overchannel, Psion Weapon Proficiencies, Psionic Talent, Talented
Skills Appraise +13, Artistry (literature) +6, Artistry (musical composition) +6, Artistry (philosophy) +6, Autohypnosis +8, Bluff +11 (10 vs non-elans.), Craft (calligraphy) +13, Diplomacy +11 (10 vs non-elans.), Disguise +3 (2 vs non-elans.), Intimidate +7 (6 vs non-elans.), Knowledge (arcana) +9, Knowledge (history) +13, Knowledge (local) +9, Knowledge (nobility) +13, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Linguistics +10 (+15 to Linguistics checks to identify forgeries), Perception +6, Profession (scribe) +6, Sense Motive +9, Spellcraft +13
Languages Azlanti, Celestial, Common, Dwarven, Elven, Garudan, Gnome, Halfling, Infernal, Kelish, Varisian
SQ bloodline arcana: psychic, discipline (telepathy [telepath]), mental intrusion, repletion, resilience, resistance, talents
Combat Gear sorcerer's robe[UE], wand of cure light wounds; Other Gear cloak of resistance +1, spectacles of understanding[UE], 750 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Empower Power Numeric effects of a power are increased 50%. +2 Power Points.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Power You can manifest powers that last longer than normal.
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Overchannel Take 1d8 to gain +1 manifester level.
Psionic Talent Gain 2 or 1 extra power points.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+2, 6/day, DC 15) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Repletion (Su) Spend 1 power point to go without food or drink for 24 hours.
Resilience (Su) Spend 1 or more power points to reduce damage.
Resistance (Su) Spend 1 power point to gain +4 bonus to saves.
Talented You can overchannel powers with less cost to yourself.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathy (Telepath) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.


Okay, here's Kiyomi.

Known history:

Twenty-five years ago, an exotic young woman came from a far-off land. Yukio was charming, some would say captivating. It did not take long for her to become a frequent guest at the various balls, courts and social events of the nobility. It was not long after that she was known for being the mistress of powerful men (and there were rumors of a few ladies). Though she stayed with no-one longer than a season, she was known to part ways amicably. And often profitably.

Things changed when she became pregnant. She retired to the country to raise her daughter, keeping private for the first few years. Rumors flew over who the father was. Most thought it was Valen Traegos, but there was a strong case for Roland Kahlavest. Further rumors flew about how private she kept the child at first. Rumors about monstrous deformities.

When Yukio finally re-entered society with a huge party, people saw that five-year-old Kiyomi was no monster, but as beautiful and charming as her mother. People could see her mother's exotic features, but also saw hints of Traegos and Kahlavest features. Yukio announced that she would be founding a school for young women to prepare them for society.

The Harmonious Cherry Blossom School for Girls raised Kiyomi along with many other children. Many were from courtesans, but some lesser nobility also felt that they might be able to improve their fates through this.

At fifteen, Kiyomi went forth and looked into another type of school. It seems she had a a talent for magic as well as the courtly arts. She chose Gabal's Academy, a small but intense school focused on the way of the Invisible Blade. It was a bit shocking, as most of the students were of the less refined sort. Bodyguards, warmages, adventurers. People clucked their tongues at the impetuousness of youth.

Despite this rebellion, she still entered society. Dances, banquets and parties were livened up by her presence. A few romances with young heirs to power, once again following her mother's rule to keep things short and sweet. She even became fast friends with the Princess. Unless this doesn't work for the game.

When the princess came missing, Kiyomi answered the call. She arrived dressed for travelling to seek out the villains and rescue her friend.

Secret history:

Neither Yukio nor her daughter are human. They are kitsune, the hidden foxes. Besides being a courtesan, Yukio has been a spy working for House Archaos. With her ability to be anyone, her understanding of the mind, and her magics, few secrets were safe. She kept four to five identities from all levels of society that she used to further Archaos.

She faded from the public eye for two reasons - to keep people from associating Yukio with the leaks of information and because her daughter was born with fur and a tail. Still, she maintained her other identities and kept working. She re-entered society when she was sure that Kiyomi was able to hold a human form with no chance of being seen. She was also raised in the arts of espionage and mind magic.

Most of the students at the Harmonious Cherry Blossom School were simply educated in the skills that young ladies needed at court. A few were trained in a different way. Through hypnosis and magical conditioning, they would be raised to follow orders without conscious thought. They would watch and when given the order, they would go into a trance to reveal their information and get new instructions. Sleeper agents, spies, and even assassins if needed.

Kiyomi chose to follow a public magical tradition that was physical in order to hide her gifts with the mind. It was a planned rebellion, a way of framing this identity as someone rebelling against her mother, against and yet with society. A ruse cooked up by both in concert.

Kiyomi's friendship with the princess was real, and she honestly chose to go looking for Amberlae and punish her captors. In doing so, she risks her other identities, as she can't keep them up while travelling. But this furthers both her friendship, and her connection to the family. Once again, subject to revision if it's better for the game

Crunch:

Kiyomi
Female Kitsune Eliciter (Hypnotist) 5/Elementalist 5
N Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light; Perception +9
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +3 Dex, +2 dodge)
hp 38 (5d8+10)
Fort +6, Ref +7(e), Will +5 (+11 vs compulsion/charm)
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Offense
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Speed 30 ft.
Melee Greater force blast +6 touch (3d6+2 force, 1-2 counts as 3)
Ranged Greater force blast +6 touch (3d6+2 force, 1-2 counts as 3) 150'
Special Attacks Augmented greater force blast (5d6+2 force, 1-2 counts as 3), favored element
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Magic
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Spell Pool 20/20
Mind Sphere (CL 5, DC 20)
. . . Base - Suggestion - plant thoughts 0/1/2 sp
. . . Enthrall - make friendly 0/1/2 sp
. . . Expanded Charm - charm anything with a mind
. . . Group Charm - Charm 2 extra creatures +1 sp
. . . Powerful Charm - may access highest level effects
. . . Read Mind - pull information from subject 0/1/2 sp
. . . Subtlety - if they save, second save to not detect anything was tried
. . . Vision - make somebody see things 0/1/2 sp
Destruction Sphere (CL 5, DC 17) Energy Focus: Force
. . . Base - Destructive Blast - 3d6 force
. . . Base - Augmented Blast - 5d6 force, 1 sp
. . . Extended Range - Medium range
. . . Greater Force Blast - 1 and 2 become 3 on damage dice
Life Sphere (CL 3, DC 16) Regenerate - self only
. . . Base - Cure 1d8+3
. . . Base - Invigorate, 3 Temp HP, not to exceed max HP
. . . Base - Restore 1d4 ability damage and many minor conditions
. . . Revitalize - Fast healing 1 for 3 minutes 1 sp
Warp Sphere (CL 3, DC 16)
. . . Base - Teleport Close, Medium for 1 sp, self or willing target
. . . Unseeing Teleport - +1 sp, teleport without LOS
. . . Extradimensional storage - full round or swift with SP, 50 lbs.
--------------------
Statistics
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Str 8, Dex 16, Con 14, Int 14, Wis 12, Cha 20
Base Atk +3; CMB +2; CMD 17
Feats realistic likeness, deceitful, cunning caster, weapon finesse, dodge
Traits academy trained, irrepressible
Skills Acrobatics +9, Bluff +17*, Climb +3, Diplomacy +13*, Disguise +19, Intimidate +12*, Kn: History +5, Kn: Local +6, Kn: Nobility +8, Perception +9, Perform: Dance +10, Perform: Sing +10, Sense Motive+15**, Stealth +11, Swim +3
* Inspiration can be used without spending a point ** Roll twice and take better (including free inspiration die)
Languages Common, Sylvan, Elven, Celestial
Special Qualities Inspiration Pool 4, empathy, elemental defense, persuasive, hypnotism 5/day, defensive empathy
Magic Gear +1 mithral chain shirt, headband of alluring charisma +2, sleeves of many garments, spectacles of thought-seeing (made as lenses)
Other gearAlchemist's Kindness (20), Bedroll, Belt Pouch, Blanket, Cards, Chess set, Courtesan's kit, Flint and Steel, Grooming kit, Ioun Torch, Jewelry (150 gp assorted), Mess kit, Mirror, Night Tea (100), Rations, trail (5 days), Rations, wandermeal (10 days), Scarf (10), Signal whistle, Silver Dagger, Tea, Tea Set, Waterskin (2), Wine, fine (2) 247gp

--------------------
Special Abilities
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Academy Trained Gain 1/2 sphere talent as favored class bonus
Change Shape Change to human form (Std)
Cunning Caster Hide that you cast a spell
Deceitful +2 to Bluff and Disguise; +4 with 10+ ranks
Dodge +1 dodge bonus to AC
Elemental Defense +2 CMD
Empathy (Investigator Talent) Roll twice for Sense Motive and take higher, including inspiration. For 1 inspiration 1/day detect surface thoughts 2 rounds
Favored Element Add 1/2 Elementalist level to force damage
Hypnotism Hypnotize a target within Close, including self. 5/day DC 19
Hypnotism - Fascinate Fascinate target 5 rounds or until broken
Hypnotism - Liberate Reroll Will save (using eliciter's bonus if higher) against all mind-affecting effects.
Inspiration 4/day Add 1d6 to any check after roll. 2 uses for attack or save. Augment Diplomacy, Bluff, Intimidate, Sense Motive without spending
Irrepressible Add Charisma bonus instead of Wisdom vs. charm or compulsion
Kitsune Magic Add +1 to the DC for Enchantment; Dancing Lights 3/day
Low Light Vision See in dim light
Natural Finesse Gain Weapon Finesse instead of bite attack
Naturalized No need for disguise checks. Take 10 to bluff being human.
Persuasive +2 bonus to Mind sphere DC's, Bluff, Diplomacy and Intimidate
Realistic Likeness Use Change Shape to mimic anybody. +10 on disguise checks.
Sleeves of Many Garments Turn into any type of clothes. Clean and repaired
Spectacles of Thought-Seeing +6 on Sense Motive. When determining if somebody is lying, get flash of their thoughts
Weapon Finesse Use Dexterity to hit with light weapons

I'm open to all comments, suggestions and feedback.


JonGarrett wrote:
Romance is a possibility.

Cool. I really want to go with the lovesick drawback now. It's a hefty penalty until we locate the princess and even after it's probably still going to crop up from time to time. The problem with this is that my build will be quite feat starved between trying to support the social/bard stuff and actually getting something for combat, so I would prefer to get a major drawback instead/as well. Any good ideas for how to make this work (another pf drawback to combine for a feat?). Of course Lovesick might kinda be too strong feelings to start off with, which means it might be better to go with a normal flaw.

What race is the princess? I was assuming human, but I didn't actually see that listed anywhere, but I might have missed it. I want to make my character the same race if at all possible.

Obviously my character would be a noble, but I'm having a hard time settling on a house for him to come from. There don't seem to be any houses with much focus on military (the warlord side) nor the finer arts of dance and song (the bard side). Do you have any good suggestions? Obviously he can't come from Archaos.

Traegoh is opposed to Archaos, so that might not be such a good idea either. Of course Romeo and Juliet is a classic, and while I certainly hope for a more successful end than they, it might be fun to play against the rivalies of their families. Though in turn that might make the idea pretty much impossible to pull off.

Bards use magic, so Kahlavest is a possibility, but it's certainly not the focus of my character. That house seems much more suited for someone actually focused on magic.

That leaves Garesh and Larensh and their rivaly. I don't imagine my character as neither a merchant nor a wilderness-specialist, but that seems to be what they thrive on and probably the tradition for which they would raise their children.

I'm really unsure what to pick here. Often I tend to go with what fits the theme of the character, but there are no such options here. Of course in real life there might not be such a thing as everything fitting perfectly together, so having a family at odds with what my character is focusing on might make things more believable.

JonGarrett wrote:
I'll allow Silver Tongue to stack with Versatile Performance.

I don't want to spring any surprised on you and keep my character to a reasonable level. I'm certainly picking up Diplomats presence from bannerman (I can't chose not to):

Quote:
Diplomat's Presence: At 2nd level, the bannerman adds a +4 competence bonus to Bluff, Diplomacy, Intimidate and Sense Motive rolls while in this presence.

Then of course there is Silver Tongue as already mentioned for another +2. I'm thinking that anything more might be too much. I was considering Deific Obedience for Shelyn and either Diva or Geisha which would boost it even further. Is it better if I drop them? If so I'll just go for another feat and pick up Duettist


Lady Karnelia Meline Varnos of Traegoh

I've got my character's crunch up here. Now working on my spiritualist Phantom's. When that's done, I'll write up some background. (I've been brainstorming.)

EDIT: Got the phantom's crunch up. Jon, would like your thoughts: Think I should operate the phantom (basically an independent helper character at times, like an eidolon) from the same alias as Karnelia, or should I give it its own alias?

In the end I didn't pick us Phantom Fighter. It felt waaay too cheesy.


Blind Delahaye's Compass
"Of course I trust a blindwoman's sense of direction. If the path was treacherous, she would have fallen down."

This compass that never points in one direction for long, seems to be the battered remains of an ancient relic jury-rigged and ham-fistedly repaired a few too many times. Its glass is a spiderweb of cracks, and its casing is corroded with sea-spray. But Blind Delahaye, a devout Besmaran and remarkably competent navigator for a blindwoman, swore by the compass and spent every share of her pay on a set of crystal coins to slot into it and empower it. Julie Dei Vult agreed, and after removing Blind Delahaye of her need of it, has carried it since.

On command word, the compass can shine, as the light spell. The compass also grants you a +2 circumstance bonus on finding any location that would be covered by the Lore(Pirates) skill, such as burried treasure or shipwrecks of legend. The compass can carry a ioun stone, as a wayfinder, and loses its bonuses while doing so.

Wayfinder 500 gp
And The "Crystal Coins"
+Incandescent Blue Sphere (Cracked) with Resonance* 500 gp
+Dusty Rose Prism (Cracked) with Resonance* 1,250 gp
+Vermilion Rhomboid (Cracked) rolling for Resonance normally 400 gp.

*Assuming that you sell for half cost, increasing the cost of a Ioun Stone by 150% should give you four tries for resonance, which with 25% each, gives you decent odds. I can do this by actually rolling for it, if you prefer. I'm also assuming one is using the Static Assignment set.

Periapt of Cleanliness
One of the very first actions of Lady Julienne upon returning to noble society was to commission an item that would allow her to get the blood out of her clothes after using the Kraken's Maw. Of late, it has become unreliable, and Julienne suspects Kraken to have interfered with it.

The Periapt of Cleanliness cleans the user's clothes and repairs light wear and tear. However, of late, it seems to require a bit of cajoling and start up time, taking 1d6x10 minutes to start cleaning.

GP cost 500ish? (It's a sharply limited Prestidigitation, with a mild dysfunctionality.)


oyzar wrote:


What race is the princess? I was assuming human, but I didn't actually see that listed anywhere, but I might have missed it. I want to make my character the same race if at all possible.

The current ruling house is mostly made of humans, yes.

Also, you don't need to choose a house if you don't want to. Seven have been left blank for people to pick up themselves and run with, and I'll fill in any remaining details as required.

And finally...well, as a GM, I'd appreciate you limiting your diplomacy a little. This is a social game, obviously, and I don't want to crank the DC up so high to meet you that no one else can make it. On the other hand, I've been totally expecting someone to ruin the idea of DC with a Diplomacy, Bluff and Intimidate score somewhere in the stratosphere, and have planned for it accordingly. If this was a dungeon crawl I'd be expecting AC and to Hit that only gods could touch, and here I expect social skills. So my suggestion would be to limit yourself a bit, but don't get overly concerned.

Vagabond? wrote:

Alright, I have a character concept- A young dwarven artisan//Incanter princess of a close house or kingdom, focused on magic item creation. (Artisan was designed by Drop Dead studios)

If I do play an artisan, due to the majority of my class features being magic items, may I do pre-game crafting? Creation is one of the primary fluff features of her background, and not being able to do so kinda sucks, especially since the class is built around magic items. I don't suppose I can apply Magical Liniage to the Creation sphere's Creation ability to make it so I don't have to pay spell points? If not, is there a way to make it so I can use the creation ability at-will? Maybe reduce my CL by two?

Yeah, the Artisan is pretty cool. As a dedicated crafter, I will allow you to use half your starting money to craft things.

I will allow Magical Lineage to negate the Spell Point cost for making items up to small in size. After that you need to pay the piper. I don't want you spending three rounds making a fortress to hide in, after all. Or at least, not every fight.

Julie Dei Vult wrote:

Blind Delahaye's Compass

"Of course I trust a blindwoman's sense of direction. If the path was treacherous, she would have fallen down."

This compass that never points in one direction for long, seems to be the battered remains of an ancient relic jury-rigged and ham-fistedly repaired a few too many times. Its glass is a spiderweb of cracks, and its casing is corroded with sea-spray. But Blind Delahaye, a devout Besmaran and remarkably competent navigator for a blindwoman, swore by the compass and spent every share of her pay on a set of crystal coins to slot into it and empower it. Julie Dei Vult agreed, and after removing Blind Delahaye of her need of it, has carried it since.

On command word, the compass can shine, as the light spell. The compass also grants you a +2 circumstance bonus on finding any location that would be covered by the Lore(Pirates) skill, such as burried treasure or shipwrecks of legend. The compass can carry a ioun stone, as a wayfinder, and loses its bonuses while doing so.

Wayfinder 500 gp
And The "Crystal Coins"
+Incandescent Blue Sphere (Cracked) with Resonance* 500 gp
+Dusty Rose Prism (Cracked) with Resonance* 1,250 gp
+Vermilion Rhomboid (Cracked) rolling for Resonance normally 400 gp.

*Assuming that you sell for half cost, increasing the cost of a Ioun Stone by 150% should give you four tries for resonance, which with 25% each, gives you decent odds. I can do this by actually rolling for it, if you prefer. I'm also assuming one is using the Static Assignment set.

Periapt of Cleanliness
One of the very first actions of Lady Julienne upon returning to noble society was to commission an item that would allow her to get the blood out of her clothes after using the Kraken's Maw. Of late, it has become unreliable, and Julienne suspects Kraken to have interfered with it.

The Periapt of Cleanliness cleans the user's clothes and repairs light wear and tear. However, of late, it seems to require a bit of cajoling and start up...

Those should be fine.


I think you missed my question above: Would you rather I operate the phantom (basically an independent helper character at times, like an eidolon) from the same alias as Karnelia, or should I give it its own alias?


I did. And it's up you, really. I usually operate companions from the same account, so either way I'm easy.

Also! I've had several requests for feedback on characters. I'm not ignoring you. I'm just not doing it. At least, not yet. I have some other stuff to deal with, but hopefully tomorrow will be quieter for me and I can do some of it then. Along with gathering the complete applications together.


76+ is Resonance: 1d100 ⇒ 87


Alright. I'll consult with my fellow players if I make the cut and see what they decide.

My build, combat-wise, is ending up revolving a lot about using Frightened/Panicked and, later on, Cowered, as a debuff. Is this something that could be an issue?


No, I think I can adapt to it.


I'm feeling a little inadequate compared to some of the other character's backstories, so I'm gonna redo mine. Also, a lot of bard-type characters being submitted!

Fluffy Bits Redux:
The Game. The ultimate form of intrigue in the land, and the name is so simple. Played by many, won by none but a select few, the Game was all that was or ever would be.

And House Hmvari has played the game since the house's creation. Filled with minstrels, bards, courtiers, and other castle functionaries, House Hmvari plays a vital role in the running of the Game. Spies, assassins, thieves, they are all of these and none. And Stirling Hmvari is their newest member.

Born to the House Hmvari High Advisor, Stirling Hmvari was raised on the Game, fed the knowledge of the Game with her milk and mash. And as she grew older, the Game was all she cared for. The ability to sway countries with but a single word, to turn men inside out with but a look, that was what she wanted. Taught as a musician, trained as a hand-to-hand warrior, Stirling was given the knowledge of how to survive at court as a player of the Game. Eventually, when she was deemed ready, the leaders of House Hmvari, with her parents' blessing, she was sent to House Archaos to set up her own game board. But upon arrival, she found that the princess, future ruler of the land, has disappeared. Taking the opportunity to gain a foothold in the castle, she was quick to offer her services to rescue the wayward child.

Any better?


Profile for my submission.


Question: Is there room for some major darkness in House Kahlavest or should I perhaps create a darker counterpart to them? Because I think I have come up with a much better reason my character was taken from the Princess's side at a young age. All hinging on the fact that I have decided to make one half of him an Arcane Bloodrager.

He was born in a house with much magical talent, but never manifested any himself and was therefore a great disappointment. No one paid him much mind as he became closer to House Archaos and the Princess. He was present for an attempt on the Princess's life by a wizard. Something went wrong with the casting of the wizard's magic when the boy rushed to defend his Princess. Which allowed the guards to take him out. The members of the boy's own house were fascinated and proceeded to take him away and perform countless experiments on him. From these experiments his abilities improved greatly, and the training that accompanied them benefited him even more. But their lack of care in handling the boy led to him harbouring a dangerous rage. When the information of the Princess's kidnapping was let slip near the boy this rage was unleashed and he managed to escape. Freedom for the Princess, freedom for himself, these were the thoughts that danced between the enraged howls in his mind.


It's up to you. The Houses are pretty large, so at least part of Kahlavest could act like that.


This is gonna be fun no matter who is chosen


JonGarrett wrote:
Yeah, the Artisan is pretty cool. As a dedicated crafter, I will allow you to use half your starting money to craft...

Yay!

Though, thinking about it, I'm beginning to think that the 1/2 level at-will thing would be nice, but I suppose I can't really argue. Though the Hedge Mage trait is rather nice...

Also, the current idea is the dwarven princess of a neighboring kingdom, I'm thinking somewhere in Arcadia, who maintained conversation with the princess by mail- A close friend, if mostly by mail, with a slight hint of something more.

To put it simply, the Dwarf has kinda fallen in love with her, from afar, with only knowing how she wrote to her. Upon hearing word that she was kidnapped, the dwarf quickly traveled to the woman she fell in love with's home, traveling there to see if she can figure out where she went, and to protect her from the damnable enemies who seek to harm her.

Will this interfere with the plot in any way?


Nope, not a problem. And I have no issue with homosexual relations, so it's possible for love to happen.


Oh... I'll just make my own house then. Feel free to use it even if I'm not chosen. What in the way of natural dangers exists on the island. You mentioned orcs? Is most of the island under the control of the kingdom? What about having some race living underground? Orcs, Drow, Kobolds or Goblins?


Heh, with all the characters in love with her, this may turn into the second unintentional harem roleplay I'm a part of. :P

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