From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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It is in the prd: half elf.


Alright


Nox:

Nox
Female half-elf (drow-descended) (Half Drow) expert 2
LE Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 19 (2d8+6)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—dancing lights, darkness, faerie fire
--------------------
Statistics
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Str 13, Dex 19, Con 15, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Endurance
Traits elven reflexes, pain is pleasure
Skills Acrobatics +8, Disable Device +7, Escape Artist +8, Heal +6, Intimidate +5, Linguistics +4, Perception +7, Stealth +9; Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven
SQ elf blood
Other Gear 1 gp, 1 cp
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Hope this is correct =^^=


I don't see anything inherently wrong with it, but I see something that might be problematic depending on your backstory and I'm keeping it to myself.


I did give a short backstory. Will expand if needed...


Alright, I'm calling it. Recruitment closes in 26 hours. You have until then to express interest after that you have until wednesday to to finish up characters.


Sweet, hope Leekoo makes it! He really REALLY wants to blow stuff up!


Good luck to all who submitted!


Pathfinder Adventure Path, Rulebook Subscriber

Dang, missed this one. Are you willing to allow the occult adventures classes? I have an idea for an arsonist who is a pyrokineticist.


I have quite enough arsonists already Drogeney


Pathfinder Adventure Path, Rulebook Subscriber

Ah, alright, I'll look into something else then.


Pathfinder Adventure Path, Rulebook Subscriber

My submission.

Tenula's Build:

Tenula
female tiefling (pitborn) oracle 1
LE medium outsider (native)
Init +1; Senses darkvision 60 ft, Perception +3
--------------------
Defense
--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------

Speed 30 ft.
Melee 2 claws +3 (1d4+3)
Ranged varies +2
Special Attacks unearthly terrain
Spells (CL 1; concentration +5):
1st (4/day)—divine favor, shield of faith, cure light wounds
0 (at will)—detect magic, create water, guidance, detect poison
-------------------
Statistics
--------------------

Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 18
Base Atk +0; CMB +3;CMD 15
Feats
Traits charming, murderer
Skills diplomacy +8 (+1 more if charming), (bg) linguistics +0, perception +3, (bg) perfrom (dance) +5, sense motive +5
Languages abyssal, common, infernal
SQ maw or claws, prehensile tail, skilled, darkvision 60 ft, oracle's curse (legalistic), orisons, spells (cure), mystery (outer rifts)
Combat Gear; Other Gear
Misc Gear gp
--------------------
Special Abilities
--------------------

Curse (Legalistic) Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.
At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.
At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 +1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).
[b]Charming
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Maw and Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Murderer You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Revelations
Unearthly Terrain (Su) You can twist the material world into the harsh, jagged edges and uneven angles of the outer planes. As a standard action, you can turn one 20-foot square into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
Skilled While most tieflings gain a +2 racial bonus on disable device and perception checks, those of the variant heritages listed below gain a modifier to different skills.

Desription:
Tenula is a terrifying, and beautiful, sight to behold. She stands around five feet five inches tall, her eyes are blood red, her hair black as night, and her tail pointed like the demon she is descended from. She wears garish clothing that shows of her form and has a pair of horns that surmount her head. She is sixty four years old.

Background:
Born to a aasimar woman who was taken and violated by an incubus then left in a country that was stuck up on the idea of goodness and saw one such as her as inherently evil, Tenula quickly found herself growing up on the street. She lived a long time that way, doing what she could to survive and dodging the police when she had to. If it weren't for the emergence of her oracular abilities Tenula would likely have been caught some time ago for her various crimes.

Recently Tenula was in the process of stealing some food when she was caught in the act. In the resulting fracas with the store owner a new ability surfaced in her, one that altered the room to be more like that of the outer planes, all jagged and rough. The sudden change caused the man to trip and fall, hitting his head hard on a counter and killing him. In her horror, Tenula couldn't bring herself to flee and was quickly captured by the authorities. They didn't take her circumstances into account, they simply decided that she showed her true colors and quickly sentenced her to death for the man's murder. Now that she's been branded and chained Tenula looked for a way out, and that's when HE spoke to her. Asmodeus offered her retribution for the wrongs done against her if she would swear her loyalty to him The hunger for vengeance proved strong and she swore herself to Asmodeus' will.


Drogeney wrote:
Ah, alright, I'll look into something else then.

Sorry actually forgot I said 26 hours. I thought you were asking for an

ECCC:
exemption for cool character concept
. Go ahead and build the character you want

Pathfinder Adventure Path, Rulebook Subscriber

Lol, it happens. I think I'll stick with the one I posted above, she's already kinda grown on me as a concept for this campaign.


Simple minded, swill sipping, undereducated, obfuscating Orc sons! The lot of them! One mistake with an unfortunate beggar, on his way to becoming something useful, even as a means of understanding, and they forget the years of thankless service. The minor aches and ills; the only comfort through the harsher maladies. My draughts and potions. My time and energy. My skills, my knowledge, my power!

These unappreciative, closed-minded sheep don’t have the will to expand their limits. They won’t ‘lower’ themselves to cause another suffering in the pursuit of improvement. But all the world is suffering, and it is the strict application of that suffering toward one’s betterment that is the sole good to come of it. And now their ignorant stagnation becomes my sorrow.

Bastards. I doubt the headsman even knows how to do a proper job of it.

Background:

Few know the power to be harnessed from life itself as does Isabella Deschain. Which may be for the best, as fewer still have the discipline to apply such knowledge properly.

The daughter of a barber and a midwife, Isabella grew up moulding life; pulling out the bad, and helping to develop something new. Her father, Gabriel Deschain, had her leeching patients before she could see over the high table, and cutting off gangrenous toes before most boys had any inkling to hold a razor. She assisted her mother, Gloria, in more births before becoming a woman herself than her years spent in Talingarde.

Yet, Isabella’s unbounded thirst for knowledge pushed her beyond limits that her parents never even knew existed. She quickly found herself enraptured with the unexplored possibilities offered through the limitless variety of animal physiology. Where most children would bring strange pets home to their parents, Isabella brought home experiments. Her parents tried to discourage the girl’s pain-filled experiments, impressing on her the immorality of operating on living creatures as a means for study. They were fools, unable to understand the young surgeon’s groundbreaking discoveries. There is so much power to be gained from the study of the natural world, and none had ever (as far as Isabella knew) found such an extraordinary means of extracting that power.

Of course, as her knowledge grew, so too did Isabella’s thirst for more. Eventually she outgrew the stifling atmosphere of her parent’s home & the small town of her birth, and sought the freedom of the road. She purchased a donkey and a small tent, acquired her own trade tools, and set out on her own, ostensibly as a traveling barber surgeon. And, for a while, things were good. At least, she was able to make a living wage, and her studies went exceptionally well.

As always, Isabella’s experiments pushed her further and further beyond the limits of social acceptability. She had grown accustomed to keeping her research a secret, but to truly delve into the application of her studies, she needed a human subject. So she devised a plan, and captured a destitute beggar in one of the towns along her regularly traveled route. That too, was good; quite informative, actually, until the man escaped while Isabella was out gathering materials.

Apparently, the people of Talingarde prefer their beggars quiet and alive, as opposed to screaming, half-flayed and dieing in the street. Simpletons, all. They have no respect for the burdens necessary for growth, nor the strength of will or power of thought to produce such advancements. Fools. One day their eyes will be opened to the truth, and their blissfully ignorant stagnation shall be their downfall.

EDIT: The above is my official bid for Isabella, with some considerations below. Stats are in her profile.

First,
A change to Isabella's intended path: going Vivisectionist/Beastmorph archetypes, instead of vivisectionist/internal alchemist/chirurgeon (I’m willing to keep the latter at the DM’s preference, but thought Isabella could use a bit more ‘umph’ after seeing all the non-core race applications - internal alchemist & chirurgeon are both mechanically weaker than the base alchemist, & beastmorph still preserves the flavor I want).

Second,
I have a few questions. Regarding the Expert NPC class: they pick 10 class skills; so does that mean, with 2 levels of Expert, a character would have 20 class skills? I made my skill choices assuming only 10 class skills (some of which won’t matter after retraining anyway).

Regarding beginning with our class spells prepared: How exactly does this work, specifically for alchemist extracts? I assume we won’t start with the items necessary to hold an extract, & so we won’t have access to them right away. But you're saying our NPC classed character will start knowing the spells/extracts they'd have as if we had started them in their spellcasting class? Or is that just for adepts, replacing the spells from the Adept class?

Third & Lastly,
I need to pick a background trait & starting feats, then, depending on the answers here, Isabella is all set to go. Is there anything else I should add, Korak?


extracts are not spells and you're not an alchemist yet, prepared spells do not discharge until used, you still need things like spell components and such, but this specifically only applies to adepts. You get the 10 skills period.

I don't care your choice in archetypes so long as they're legal, if they aren't, point me towards what's illegal and I may give you a work around.


I have the alias for my submission thrown together for you. All the stats are in it.


In that case, would it be possible to add Chirurgeon in addition to the Beastmorph & vivisectionist archetypes?

Beastmorph removes all poison resistances & posion immunity, and chirurgeon removes poison resistance +4 & poison immunity.

The only class features not altered with those 3 archetypes are Throw Anything & Brew Potion at level 1, & instant alchemy at level 18 (as well as all the discoveries).

It's definitely not necessary for the character, but chirurgeon does add some nice healing. Mostly I just like the flavor of it (Isabella will be a "healer" of sorts either way, but adding the archetype gives it a better feel, and more application).


No, it's replacing a bit too much there.


So, how much longer does the deadline have before you start choosing?


I'm waiting until wednesday for everybody to finish up their characters, then I start choosing. Once I check and see they're all in, then I start choosing regardless.


Mmkay, looking forward to it. Hope I get to blow up some churches!


Right, definitely too much finagling with all that. Thanks Korak. I'll finalize things for Isabella here shortly.

Happy Labor Day weekend for those in the States. Good luck to all!


RECRUITMENT IS OFFICIALLY CLOSED.

Thank you everybody for your interest and see you back here on wednesday unless I suddenly kick the bucket.


Just a reminder, I need your finished characters tomorrow


Good luck to everybody!


*eagerly awaits the test results* I just KNOW I'm not the father!


I am looking forward to seeing who makes the cut.


Warning warning. It is 12 AM here, when I check in in the morning time is officially up. I will proceed to make a list some time after that to make it easier to deliberate.


I hope, I will be choose.


And we're done. I'm hanging with a buddy so organization and decisions will come later.


Balls. Get busy for a few days dealing with medical stuff and trying to figure out the insidious web of community college and financial aid, and I miss the deadline.

Ah well. I'll be reading along with the campaign so you guys better make it good! :p.


Artemis, you asked me question after question, you stated how much you wanted to play, but I also don't want to be unfair to the other players, I'm still compiling, if they agree and you can finish by tomorrow, I'll consider you.


I don't mind at all, assuming the in-game frequency will be better than here! Everybody gets busy. :)


Korak The Boisterous wrote:
Artemis, you asked me question after question, you stated how much you wanted to play, but I also don't want to be unfair to the other players, I'm still compiling, if they agree and you can finish by tomorrow, I'll consider you.

Cool beans.

Off to get to work on it in case folks agree.

And yes, attendance will indeed be better. Fiance and I have come down with head colds and sore throats, in addition to everything else we had to be doing (dealing with scheduling a cardiologist visit before her surgery since her EKG was "strange"; dealing with the local community college; trying to get this entry done for a community writing contest since I REALLY need that 33 bucks; etc). Actual gameplay gets a slot in my schedule planner (even if it's 1-2/day), games that haven't started tend to be forgotten in the rush of everything else.

Off to finish making that Aasimar Blood Kineticist w/ intent on taking the vamp feats.


Remember to start with Bitten.


Korak The Boisterous wrote:
Artemis, you asked me question after question, you stated how much you wanted to play, but I also don't want to be unfair to the other players, I'm still compiling, if they agree and you can finish by tomorrow, I'll consider you.

No objections here to Artemis finishing a submission.


Give 'im a day or so, but not much longer.


DekoTheBarbarian wrote:
Give 'im a day or so, but not much longer.

Same for me.


No problems here


That's fine by me as well. I do have a inkling little fear that the vampire template could easily unbalance a party, though, just to voice a slight concern. Not that I think it shouldn't be allowed or taken - just not abused (death by sunlight is a big b%%+#, but also nearly a moot point if the party accommodates & sticks to darkness, etc.)

But I'm generally not much for heavy optimization myself, so I'm probably biased, and I have no experience running campaigns. Just my 2 cents.

That said, Artemis' character is quite intriguing.


Its a 5 feat chain. 5 feats are a heck of a sync to become undead. But there are 2 other templates for different play styles. Dreadknight for martial people and lich for the more magic incluned folks. All of which are CR+2 templates. Will balance a party if it seems a Vampire is a bit over the top. And also. Cr+2 means that player will eventually not get the lvl20 abilities of his or her class

=^^=


My old homegame GM pretty much always had templates in his games for the players, actually played a vampire, werecroc, and half-fiend in his games. They can be unbalanced depending on the rest of the party make-up. That said, having the templates come as a feat chain is interesting and I look forward to seeing how that plays out.


1 person marked this as a favorite.

Looked at another way, if you gave somebody five free feats they would probably punch above their weight as well.

As long as we're not role playing sparkly vampires I'm ok with it.


2 people marked this as a favorite.
Ego Mortenson wrote:
As long as we're not role playing sparkly vampires I'm ok with it.

In a related note, a friend of mine was in a 4E campaign and a player got cursed. The DM said he started to sparkle and they player kept trying to kill his character off.


Glad to see not everyone has fallen to the sparkly side.


Good points, although I can't think of a feat chain available before level 10 that puts you in league with an immortal destroyer of life.

But I'm an awful devil's advocate, and would actually very much like the party to be full of ungodly horrors.


Quote:
But I'm an awful devil's advocate, and would actually very much like the party to be full of ungodly horrors.

I'm cool with that.


There should be a feat chain for other templates, like the half-breeds and lycanthropy.


Having a party with those feats does add an interesting element to the game. I think it would require some coordination among the players as well as with the GM. Although, the fact that these are set up in a feat chain is sort of a way to balance these characters, requiring the characters to use feat slots that would otherwise go to other feats.

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