Funfair (Inactive)

Game Master Aebliss

Who doesn't enjoy a day at the funfair?
Go enjoy the games and forget all about your worries, your woes...
Forget everything.
Oh wait, you seem to have done that already!
Well, enjoy. Enjoy finding the way home...



I obviously haven't learned my lesson about not starting games as GM...

Fair warning: this game will move with painful slowness at times as other matters swallow my time. If you're not prepared for that, it's probably best not to apply. ^^;

The premise
Greetings, and welcome to recruitment for a game idea I came up with: Against the Cycle.
Your great challenge: finding clues, unravelling mysteries and surviving battles, all for the purpose of getting you home from the strange places and distant times you will find yourself thrown into. If all goes well, there will be several chapters of your quest for home. The wrinkle: you are not all from the same time and place. The upset: you're not entirely sure where and when you're from... or even who.

When Funfair starts, you all find yourselves on -- you've guessed it -- the grounds of a funfair. This much is familiar to all of you. Some small details will seem off about it to some of you, though. Cotton candy-making machines will seem extremely odd to some, for instance. Stranger still will be the fact that you, the players, will find the fair deserted apart from yourselves.
This is where it starts. Where it stops... You'll find out as you go.

Character creation
Character creation will be a bit unusual.

Crunch:
* You start at 1st level.
* You get standard 20-pt. buy to determine ability scores.
* You get maximum HP + Con. + favourite class bonus as appropriate at level 1. At all consecutive levels, you get half maximum HP + Con. + 1 + favoured class bonus as appropriate.
* Background skills are allowed; you get two skill ranks per level to determine background skills. Note the selection thereof every time you level, please.
* Hero points are allowed.
* You can select two traits from the available books, as appropriate to your species and background.
* Variant Multiclassing is allowed.
* All alignments other than CE are allowed.
* The books you are allowed to draw from are:
- Core rulebook
- Advanced Players Guide
- Ultimate Magic
- Ultimate Combat
- Advanced Race Guide
- Advanced Class Guide
- Ponyfinder Campaign Setting (but NO other 3rd-party materials!)
- Paths of Prestige
- Blood of Fiends
- Orcs of Golarion
- Humans of Golarion
- Goblins of Golarion
- Blood of Angels
- Dragon Empires Gazetteer
- Technology Guide
- Faiths of Purity
- Faiths of Corruption
- Faiths of Balance
- Gods and Magic
- Inner Sea Magic
I trust these will be more than enough books to be getting on with. :p I'd appreciate it if no one tries to ask for more...
* You get maximum gold as appropriate to your class at level 1, but you must spend it all. If you have any cash left over after buying equipment appropriate to your character concept, it is gone when you arrive at the Funfair. No exceptions. So go on, spend that last cp on a bauble. It's fine.

* Now we get to the wrinkle.
I would like you to write up your character's backstory (at least two paragraphs' worth, detailing childhood, early adulthood and family), but all your stories end with a day that was supposed to be perfectly normal... until something suddenly blotted out the sun. You looked up -- and there your memories end, until you wake up at the Funfair.
And to make matters worse, when you do wake up at the Funfair, you will not remember your backstory.

When awakening at the 'Fair, you will be without memories... and without your equipment. You will awaken with the shirt on your back (as appropriate to creature type), and that is it. Please rest assured that your equipment is on the grounds, and that you will have the opportunity to reclaim it when you come across it.

* Oh, yes. There is no Common language; fill that language slot up with a language appropriate to your racial bonus languages.
But hey, you all get a bonus language: Androffan! Now won't that be nice...?

Worlds within worlds:

When creating your backstory, please keep in mind that you will not all be from the same places. In fact, your choice of source materials will determine where you are from.

Obviously, anyone using material from the Ponyfinder campaign setting will be from the magical world of Everglow - but take note that you may be from any of its outlined time-frames. You could be from the era of consolidation, from the height of the empire, or from the time after its fall.

Anyone using the materials outlined in the Technology Guide should not be from Golarion or Everglow. Instead, your homeworld is part of a great Star Empire, one which has united many worlds. The Empire may not be as democratic as its predecessor, but it has rigid order and startling levels of technology. To you, magic is a fable and the gods a myth, but who cares so long as science bears you up?

If other worlds come to mind... we can talk about it.

Are you still here? Still with me? Still interested?
If so, you have until next Sunday to set up your character concepts and intrigue me. Seven will be selected to play... but how many will survive the fun and games awaiting you at the Funfair...?


Paint me interested :)


Are the custom race rules from the ARG available? If so, what RP level?


Nope, no customs. Just core, featured and uncommon. Sorry.


Could be interesting. Im in
Might see if a friend wants to join.
Can we link back stories? I know we wont remember. But i could be interesting to see what happens between what back stories says and how they interact and then find out later they are linked somehow?


Sure thing - provided you're both selected.


If my friend does not join. Ill make a character that is very new to me. Something strange. Something different =^^=

Either a
Ferocious Fighting Feline
Or a
Cheeky Charasmatic Cat


Friend informed me cant take on more games. So will make my submission tonight

So. Im thinking. Doppelganger Pegasi crossblooded sorc


Go for it. ^_^


Any skill can be background or do you prefer those in the unchained book?
and can we take a drawback for a 3rd trait?


No drawbacks, but you are free to take the Additional Traits-feat.

Background skills are shown on the relevant table.


Shadowfrost:

Shadowfrost
Doppelganger pony (pegasus) sorcerer (crossblooded, wildblooded) 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Ultimate Magic 69, 70)
NE Medium fey (ponykind, shapechanger)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 40 ft., fly 30 ft. (average)
Melee dagger -3 (1d4-3/19-20)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—mage armor
. . 0 (at will)—detect magic, mage hand, ray of frost
. . Bloodline Empyreal, Unification
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 12, Int 14, Wis 17, Cha 14
Base Atk +0; CMB -3; CMD 10 (14 vs. trip)
Feats Dashing Flyer, Eschew Materials
Traits cautious flyer, instinctive distrust, star bear celebrant
Skills Acrobatics +3 (+7 to jump), Bluff +6 (+8 with all Fey creatures), Diplomacy +2 (+4 with all Fey creatures), Disguise +8, Fly +7, Heal +5, Intimidate +6 (+8 with all Fey creatures), Knowledge (arcana) +6, Sense Motive +8 (+10 with all Fey creatures), Spellcraft +6
Languages Androffan, Auran, Celestial, Senzar, Sylvan
SQ +2 profane bonus to servants' will saves, brand of destiny, change shape, lesser, cloud walker, emotional charge, fingerless, paranoid, winged flight
Combat Gear liquid ice[APG]; Other Gear dagger, bedroll, belt pouch, dice[UE], fishhook (2), flint and steel, loaded dice, superior[APG], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Brand of Destiny All ponies are born with a Brand of Destiny on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it.
Change Shape, Lesser (Su) Assume a single earth pony form.
Cloud Walker (Su) The creature treats any kind of cloud or fog as if it were solid.
Emotional Charge (Su) Gain insight bonus after mind-altering magic
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fingerless Ponies and many other races of Everglow can manipulate any one-handed item with their mouths, despite their lack of fingers, as per the rules below:

- Hand and ring slot items automatically adjust to fit, becoming anklets that otherwise function
Flight (30 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paranoid Aid Another DC 15 for attempts to help you.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Unification There is a calling inside of you, driving you towards your people's divinity. Perhaps, with time, training, and hardship, you will also gain the blessings of three major breeds of ponies. Only ponykin can take this bloodline.

Bloodline Arcana
Winged Flight (Ex) Pegasus ponies and other related creatures can fly using wings. These winged creatures can only fly in light armor; anything heavier grounds them. All of these aspects of winged flight can be improved with a variety of feats.

--------------------

Squeek
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 3 (1d8-2)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +0; CMB -2; CMD 3
Feats Weapon Finesse
Skills Acrobatics +2 (-10 to jump), Bluff -2, Disguise -2, Fly +16, Intimidate -2, Perception +6, Sense Motive +3, Spellcraft -1; Racial Modifiers +4 Perception
SQ +2 profane bonus to servants' will saves, improved evasion
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Sorry, only saw your post now, here is the reworked one:

Shadowfrost:

Shadowfrost
Female doppelganger pony (pegasus) sorcerer (crossblooded, wildblooded) 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Ultimate Magic 69, 70)
NE Medium fey (ponykind, shapechanger)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 40 ft., fly 30 ft. (average)
Melee dagger -3 (1d4-3/19-20)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—mage armor
. . 0 (at will)—detect magic, mage hand, ray of frost
. . Bloodline Empyreal, Unification
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 12, Int 15, Wis 16, Cha 14
Base Atk +0; CMB -3; CMD 10 (14 vs. trip)
Feats Dashing Flyer, Eschew Materials
Traits cautious flyer, instinctive distrust
Skills Acrobatics +3 (+7 to jump), Bluff +6 (+8 with all Fey creatures), Diplomacy +2 (+4 with all Fey creatures), Fly +7, Heal +5, Intimidate +2 (+4 with all Fey creatures), Knowledge (arcana) +6, Knowledge (nobility) +3, Linguistics +3, Sense Motive +8 (+10 with all Fey creatures), Spellcraft +6
Languages Androffan, Auran, Celestial, Senzar, Shae, Sylvan
SQ +2 profane bonus to servants' will saves, brand of destiny, change shape, lesser, cloud walker, emotional charge, fingerless, winged flight
Combat Gear acid, alchemist's fire, liquid ice[APG]; Other Gear dagger, backpack, bedroll, dice[UE], fishhook (2), flint and steel, hip flask[UE], loaded dice, superior[APG], sewing needle, signal whistle, whetstone, 4 cp
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Brand of Destiny All ponies are born with a Brand of Destiny on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it.
Change Shape, Lesser (Su) Assume a single earth pony form.
Cloud Walker (Su) The creature treats any kind of cloud or fog as if it were solid.
Emotional Charge (Su) Gain insight bonus after mind-altering magic
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fingerless Ponies and many other races of Everglow can manipulate any one-handed item with their mouths, despite their lack of fingers, as per the rules below:

- Hand and ring slot items automatically adjust to fit, becoming anklets that otherwise function
Flight (30 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Unification There is a calling inside of you, driving you towards your people's divinity. Perhaps, with time, training, and hardship, you will also gain the blessings of three major breeds of ponies. Only ponykin can take this bloodline.

Bloodline Arcana
Winged Flight (Ex) Pegasus ponies and other related creatures can fly using wings. These winged creatures can only fly in light armor; anything heavier grounds them. All of these aspects of winged flight can be improved with a variety of feats.

--------------------

Squeek
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 3 (1d8-2)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +0; CMB -2; CMD 3
Feats Weapon Finesse
Skills Acrobatics +2 (-10 to jump), Bluff -2, Fly +16, Linguistics -1, Perception +6, Sense Motive +3, Spellcraft -1; Racial Modifiers +4 Perception
SQ +2 profane bonus to servants' will saves, improved evasion
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


What is this Familiar Folio? It's not on the list...


DM Quoth wrote:

What is this Familiar Folio? It's not on the list...

How do you have so many languages?

Familiar Folio, just for the Bat familiar. didnt see herolab had it as that.

2 base. 2 from int. 1 from Linguistics. and you did say bonus language is Androffan. if it was just bonus as a bonus choice, i will remove that one :)


No, I just miscounted. My bad! ^_^


Thats why i post my build. so GM can check if i made a mistake. Having access to so many things on herolab, i do get carried away


Backstory:

Szerith was disliked from his birth. A pale, frail child born of a forbidden union. His youth was filled with harassment and beatings from the other children in his village. With puberty came what seemed to be a wasting disease, as if his body was already rejecting what little life seemed to be his.

As soon as he was able, he collected as many things as he could and set out on the road -- perhaps to redeem himself, but more likely, just to find out who and what he was. He took odd jobs, often in cemeteries, since he seemed to be not out of place there.

He had taken a job as a night watchman in a cemetery in a Hendrek's Point. They had had some problems with the dead not resting in peace. As the sun came up, he got his umbrella out (since he didn't like being in direct sunlight), and as he opened his umbrella, the light of the sun seemed to pierce him to his bones...


Ooooh, we are going to get along like a house on fire Szerith ;)

Work keeping me busy. But i hope to have a proper story by Friday

Im thinking shes a arcane priestess of the Night Mare.


by racial bonus language you means like the human language like varisian or something or what? also, with Androffan as a bonus language, do u mean that you start with it, or that its a bonus language that you can add to your list of additional languages you can pick from based on intelligence modifier?


You get Androffan for free. You don't need to spend a point to take it.

All creatures have bonus languages listed in the Core rulebook and ARG.


Till when will recruitment be open?


If only technology guide stuff wasn't insanely priced haha. I would totally do a jumpsuit wearing gunslinger Kasatha. xD


Okay, DM Quoth. I've never done a feral alchemist before...

Kethys, Half-orc Feral Alchemist:

Kethys
Half-orc alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4+3/19-20) or
. . morningstar +3 (1d8+3) or
. . silver dagger +3 (1d4+2/19-20) or
. . unarmed strike +3 (1d3+3 nonlethal)
Ranged bomb +3 (1d6+2 Fire)
Special Attacks bomb 3/day (1d6+2 fire, DC 12)
Alchemist Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, enlarge person (DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Brew Potion, Iron Will, Throw Anything
Skills Acrobatics +3, Appraise +6, Craft (alchemy) +6 (+7 to create alchemical items), Heal +4, Intimidate +1, Knowledge (nature) +6, Perception +4, Survival +4, Use Magic Device +3; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +1), hero points, mutagen (+4/-2, +2 natural armor, 10 minutes), orc blood
Other Gear chain shirt, cold iron dagger, morningstar, silver dagger, alchemy crafting kit[APG], backpack, bedroll, belt pouch, crowbar, flint and steel, grappling hook, hemp rope (50 ft.), signet ring, soap, torch (10), trail rations (5), waterskin, 4 gp, 9 sp
--------------------
Tracked Resources
--------------------
Bomb 1d6+2 (3/day, DC 12) (Su) - 0/3
Cold iron dagger - 0/1
Orc Ferocity (1/day) - 0/1
Silver dagger - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
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.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

I relish comments.


Seth86 wrote:
Till when will recruitment be open?

Ideally until monday the 27th. ^_^


DM Bigrin wrote:

Okay, DM Quoth. I've never done a feral alchemist before...

** spoiler omitted **...

Hmm-hmm... hmm-hmmm... Looks pretty solid, DM Bigrin! I'm a big fan of the Iron Will-feat, all the way back to AD&D 3e, so it's nice to see.

One minor quibble: Common has been eliminated. Please replace that with a Half-Orc bonus language, and you get Androffan for free!


yep yep yep.trying to figure out how to do that with HeroLab. Thanks!


Okay, then. I think I figured it out. Here you go.


Heh. This happens to me EVERY time. I come up with multiple ideas for same character:

New idea:
Doppleganger Pony (Unicorn) Witch (Winter witch)

Its late. So will try to bring on a sheet after work tomorrow

=^^=


Shame. I would've loved to see the Unification Bloodline in action. ^_^


Well. If GM likes that build. Ill go that way. =^^=

But i think i might just drop the wisdom bloodline. So focus just on that. Unification.

That or i add instead draconic bloodline

Just need to modify my stats to fit charisma.


Well GM, here you go

Midnightfrost:

Midnightfrost
Female doppelganger pony (pegasus) sorcerer (crossblooded) 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Ultimate Magic 69)
NE Medium fey (ponykind, shapechanger)
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft., fly 30 ft. (perfect)
Melee dagger -3 (1d4-3/19-20)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—mage armor
. . 0 (at will)—detect magic, mage hand, ray of frost
. . Bloodline Draconic, Unification
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 13, Int 14, Wis 12, Cha 16
Base Atk +0; CMB -3; CMD 10 (14 vs. trip)
Feats Dashing Flyer, Eschew Materials
Traits cautious flyer, instinctive distrust
Skills Acrobatics +3 (+7 to jump), Bluff +7 (+9 with all Fey creatures), Diplomacy +7 (+9 with all Fey creatures), Fly +15, Intimidate +7 (+9 with all Fey creatures), Knowledge (arcana) +6, Sense Motive +6 (+8 with all Fey creatures), Spellcraft +6
Languages Androffan, Auran, Celestial, Senzar, Sylvan
SQ +2 profane bonus to servants' will saves, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), brand of destiny, change shape, lesser, cloud walker, dragon's flight, emotional charge, fingerless, winged flight
Combat Gear acid, alchemist's fire, liquid ice[APG]; Other Gear dagger, backpack, bedroll, dice[UE], fishhook (2), flint and steel, hip flask[UE], loaded dice, superior[APG], sewing needle, signal whistle, whetstone, 4 cp
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Brand of Destiny All ponies are born with a Brand of Destiny on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it.
Change Shape, Lesser (Su) Assume a single earth pony form.
Cloud Walker (Su) The creature treats any kind of cloud or fog as if it were solid.
Dragon's Flight (30 ft, average, 1 minutes/day) (Ex) Familiar can sprout draconic wings.
Emotional Charge (Su) Gain insight bonus after mind-altering magic
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fingerless Ponies and many other races of Everglow can manipulate any one-handed item with their mouths, despite their lack of fingers, as per the rules below:

- Hand and ring slot items automatically adjust to fit, becoming anklets that otherwise function
Flight (30 feet, Perfect) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Unification There is a calling inside of you, driving you towards your people's divinity. Perhaps, with time, training, and hardship, you will also gain the blessings of three major breeds of ponies. Only ponykin can take this bloodline.

Bloodline Arcana
Winged Flight (Ex) Pegasus ponies and other related creatures can fly using wings. These winged creatures can only fly in light armor; anything heavier grounds them. All of these aspects of winged flight can be improved with a variety of feats.

--------------------

Squeek
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 1 (1d8-2)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +0; CMB -2; CMD 3
Feats Weapon Finesse
Skills Acrobatics +2 (-10 to jump), Bluff -2, Diplomacy -2, Fly +16, Intimidate -2, Perception +6, Sense Motive +3, Spellcraft -1; Racial Modifiers +4 Perception
SQ +2 profane bonus to servants' will saves, recurring dream
--------------------
Special Abilities
--------------------
+2 profane bonus to servants' Will saves All of those in your direct command gain a +2 profane bonus to all Will saves.
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Flight (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Recurring Dream (Su) Your familiar is a projection of your own mind.

Soon-to-Be Changeling Queen of the Fey!!!


Tigwith:

Tigwith
Ratfolk alchemist
CG Small humanoid (ratfolk)
Init +6; Senses Darkvision 60 ft.; Perception +5

Defense
AC 19, touch 15, flat-footed 15 (+4 Dex, +1 size)
HP 9 (1d8+1)
Fort +3, Ref +6, Will +0

Offense
Speed 20 ft.
Melee morningstar +1 (1d6+0)
Ranged javelin +5 (1d4+0) (+1 atk and dmg within 30 ft.)
Bomb +6 (1d6+5) (+1 atk and dmg within 30 ft.) (5/day)
Alchemist Extracts Prepared (CL 1st)
1st (2/day)— comprehend languages, reduce person

Statistics
Str 10 Dex 18 Con 12 Int 18 Wis 8 Cha 8
Base Atk +0; CMB -2; CMD -2
Feats Brew Potion, Throw Anything, Point Blank Shot
Traits Reactionary, Indomitable Faith
Skills Acrobatics +5, Craft (alchemy) +11, Disable Device +8, Handle Animal -1 (+3 to influence rodents), Knowledge (arcana) +8, Linguistics +5, Perception +5, Spellcraft +8, Stealth +9, Use Magic Device +1
Languages Androffan, Aklo, Draconic, Goblin, Orc, Undercommon
Combat Gear chain shirt, acid (2 flasks), alchemist's fire
Other Gear alchemy crafting kit, tindertwig, sunrod, bottle of ale (half-finished)

Special Abilities

Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Bombs (Su): Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Mutagen (Su): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

I didn't know exactly what was meant by "background skills" so I didn't add them to the character sheet. Could you explain?

Backstory:

Tigwith was born into an ordinary ratfolk family. He tried to advance in ratfolk society by getting himself involved with the nobility. He succeeded to some degree; however, his short temper held him back.

At a royal party, half-drunk, he began insulting some of the important people who had somehow offended him. The others, also half-drunk, continued until they started physically fighting. This was the last thing that happened before he found himself at the fair.


There is a list of skills that count as background skills. Cant link it right now. You get an extra +2 skill points per level to spend on those =^^=


I wasn't familiar with the rule. Apparently, background skills were linked earlier in the thread and I totally missed it. I added two more skills to my character (two of my skills were already listed as background skills).

Add: Knowledge (local) +5, Knowledge (nature) +8


Alrighty, Kethys Long, Midnight Frost, Oracle Szerith, Tigwith, you guys are in.
Interesting, a party with such divergent alignments -- and two Alchemists...! ^_^ Anyway, please report to the discussion and gameplay threads at your earliest convenience.


Chen here from the other game.

Character:
Khal Khan
Male werewolf-kin skinwalker (witchwolf) bloodrager (primalist, steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 84, 85, Pathfinder RPG Bestiary 5)
NE Medium humanoid (shapechanger, skinwalker)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +6, Ref +3 (+1 bonus vs. trample attacks), Will +3
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+3/19-20) or
. . spear +4 (1d8+4/×3) or
. . bite +4 (1d6+3), 2 claws +4 (1d4+3)
Special Attacks bloodrage (6 rounds/day)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—magic fang
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +5; CMD 15 (16 vs. overrun)
Feats Power Attack
Skills Acrobatics -4 (-8 to jump), Bluff +1 (-3 vs. non-shapechanger humanoids), Diplomacy +1 (-3 vs. non-shapechanger humanoids), Disguise +1 (-3 vs. non-shapechanger humanoids), Intimidate +5 (+1 vs. non-shapechanger humanoids), Perception +7, Survival +5; Racial Modifiers +2 Perception
Languages Androffan
SQ change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), destined strike +1, indomitable stance
Other Gear lamellar (steel) armor[UC], longsword, spear, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 4 gp
--------------------
Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Still working on Background.


Which book is the Skinwalker from?


Outlined I believe in Both bestiary 5 and Blood of the Moon.

RP 10 I believe. Less powerful than blood of angels and blood of fiends, but if you prefer something else I can change it.


Yyyeah, I'd prefer you use stuff from the list of books listed in my Original recruitment post. ;)

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