| GM Infinity |
| 1 person marked this as a favorite. |
I'm a teacher and my summer break begins next week. This is the perfect time to try out GMing on these boards.
Looking for a group of 4! I like players with creativity to feed each others imaginations. I also like players with descriptive writing ability (doesn't have to be good writing, just descriptive).
Character Generation:
- Core races + Android.
- 20 point buy, max hp, max gold for class, level 1.
- Background Skills.
- No 3rd party material.
- One trait must be from Player's Guide. No drawbacks.
- Feel free to explore technology with the build, that's why I want to do this.
- All players start with an optional special item/ability/spell you design usable once per rest. This is just a little extra customization and shouldn't be more powerful than a 1st level spell. It can not duplicate an existing item/ability/spell.
- 5 categories for Background (GM Nightmare Knight style):
1) 5+ short blurbs capturing concept and story
2) 2 goals you would like the character to accomplish in game
3) 2 secrets, one the PC keeps from himself, the other kept from the PC
4) 3-5 people tied to your PC by blood, love, rivalry, honor, etc. At least one enemy per 3
5) 3 key memories
- A reason to be in Torch, a large town in central Numeria.
Some Rules Quirks:
Natural 20s are always success, no critical threat rolls necessary. Player does description.
Natural 1s are always fails. Player does description.
Recruitment open until 12 GMT May 19th.
Nebten
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| 1 person marked this as a favorite. |
Infinity, why don't you try running a module first. One could be completed during your summer break instead of an AP that could take at least 3 years to complete. Better to cut your teeth on something smaller first. If it works out well, you can parlay that into an AP.
Also 4-5 days is a short amount of time to create a character that has the writing requirement that you are requesting.
| GM Infinity |
Nebten, thanks for the advice, and you are likely correct. Regardless I'd like to move forward. I considered some modules, then was heavily leaning towards just jumping into part 2 of the AP and running it alone. With the time crunch I was hoping to find people like me who just sit in front of a computer all day with nothing to do.
GypsyMischief, its meant to enhance your character concept and not be crunchy. Maybe something like a minor wondrous item.
- An unidentified piece of technology that allows you to communicate with a space captain once per rest, neither of you knows why.
- A mysterious Numerian organism you share an empathic link with, once per rest it will do your request.
- A gem that allows you to view how a person will react to a statement, once per rest.
| Peony Boffin |
(Alias of Gypsy Mischief)
Ah, alright, thanks for that, now the wheels are turning. I've always wanted to play Iron Gods, the Sword & Lasers feel is something I've been interested in for a long time. I'll probably be rolling as the lovely Peony Boffin, a tenacious frontiersman (woman) who lives by the skin of her teeth and the steel in her hands. I'll get to work on the background blurbs and whatnot. I won't have a lot to do the next few weeks, so a PBP sounds like just what I need.
| YoricksRequiem |
Would you allow the Savage Technologist to be used with the Unchained Barbarian? The changes to the Rage ability don't exactly translate because of how Unchained streamlines them, but I think it could easily be ruled as either a) You don't take the -2 to AC and nothing else changes, or b) You don't take the -2 to AC and instead of Temporary Hit Points, you also get +2 to Ranged Attack and Damage rolls. What do you think?
| GM Infinity |
Peony, have you considered galvanic saboteur?
YoricksRequiem, sure, I'd go with option B.
| Krah of Rage |
I'd like to submit Krah, a Gnome Bloodrager.
Krah - Bloodrager
Male gnome bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CN Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +2; +2 vs. illusions
Defensive Abilities bond to the land
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Offense
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Speed 30 ft.
Melee greatsword +4 (1d10+3/19-20)
Special Attacks bloodrage (7 rounds/day), staggering strike
Spell-Like Abilities (CL 1st; concentration +3)
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
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Statistics
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Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Iron Will
Traits mathematical prodigy, robot slayer
Skills Climb +4, Handle Animal +6, Knowledge (arcana) +6, Knowledge (engineering) +4, Perception +4
Languages Common, Gnome, Sylvan
SQ fast movement, gnome magic
Combat Gear acid; Other Gear chain shirt, greatsword, backpack, belt pouch, 17 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Staggering Strike (DC 13) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
5 Blurbs:
1) Krah was born Tulin Markengear and his parents were archeologists and machinists that traveled through Numeria, often through Torch.
2) When Tulin was old enough to help his parents with their work he would routinely tinker with devices he found and was becoming quite the mathematical prodigy. He has a belt that can emit a temporary shield around him before it overheats. (Spell: Shield)
3) During one excursion into a ruin Tulin’s father pulled a large canister from the wall and a robot sprung to life in the ceiling. The robot sprung on his father and was immediately grappling him. One of its appendages opened to reveal a spinning blade and moved towards his father’s face. The only way he could defend himself was to put the canister in between him and the blade. The canister burst open, black viscous liquid sprayed forth hitting Tulin in the face and getting into his mouth, nose, and eyes. Tulin does not remember anything after that but when he finally came to his father was dead, his arm having been cut off and the robot was smashed into pieces.
4) Tulin’s mind degenerated, becoming more angry and alien. He would spend hours at night starting into the night sky and would wander off for weeks, returning with new scars and pieces of metal strung on a necklace. His mother fell into depression having lost her husband and finally having enough of life was nowhere to be found when Tulin returned from a rather long rage-about.
5) Krah was a joke name given to Tulin to mock his “battle cry.” It’s become his identity though, and those who mock him do not stand on two-feet for long. He isn’t completely “feral” and understands how to work with others. He’s mainly used as “surprise” muscle on Numerian caravans and Krah appreciates the coins he gets in payment that pay for the small comforts he cares about like a strong weapon and a comfy bedroll. Having spent time in Torch recently he has heard there are robots being brought out of the ruins. He’s ready to put them down if they prove harmful.
Two goals:
1) Krah wants to understand what happened to him with the black slime (what gave him his bloodline and turned him into a bloodrager) and who built the robots, especially the one that ruined his life. He feels incredibly vengeful against anyone who would use robots and does not trust androids. He is no fan of the Technic League.
2) Krah has put her into the deepest parts of his mind but he would like to find his mother again and know whether or not she is okay.
Two secrets:
1) Krah knows he is becoming increasingly unstable and the part of him that is Tulin is being suppressed more and more by the darkness in his blood.
2) Krah is being targeted by the Technic League for extermination. They know something about what he was exposed to and want him destroyed.
People tied to him:
1) Friendly Rivalry: Doric Trull, a fighter and fellow caravan guard who competes for the same jobs as Krah. He is fascinated by the gnome and respects his strength but doesn’t like the idea of competing with a gnome!
2) Employer: Brune Stonebellows – Dwarven merchant and smith who routinely uses Doric and Krah as protection for his skymetal caravans.
3) Mother: Maren, his archeologist mother. Her location is unknown.
4) Friendly acquaintance: Miss Reln – A blind halfling woman who rents a room to Krah in Torch. She is kind and cannot see the aberrant tendencies he displays. Krah lets his guard down around her and feels relaxed eating late dinners with her and helping her carry supplies around town.
Key memories:
1) Brune provided Krah his greatsword after several successful caravan runs. He saved Brune’s life with it that same week when two rogue androids attacked Brune’s cart. Krah has noticed his rage becoming more controllable, and more powerful during that fight.
2) Krah is still a gnome and carries fey magic in his blood. Besides Miss Reln, he speaks to caravan horses and mice using his “Speak with Animals” ability. This has only increased his value to Brune as it helps him understand how to keep his horses healthy. The first time Krah did this he was able to find a shard of skymetal lodged in the hoof of one of Brune’s mares. Krah kept it and put it on his necklace.
3) Krah still remembers in detail waking up from his first bloodrage and finding his father dead. Krah’s knuckles were bloodied with pieces of metal dug into them. He buried his father outside of the Numerian ruin he died in using pieces of the robot as a a shovel and tombstone. Krah has never returned to that spot.
I'm Hiding In Your Closet
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@GM Infinity: If I were to privately submit you a custom-made Sorcerer Bloodline for this adventure, would you consider it? I'd been working on an idea that would suit this Adventure Path very well.
On a related note, would you permit me to play an Intelligence-based Sorcerer (without needing to be of the Sage Bloodline; maybe also allow for Bloodline Spells to come at Oracle or Psychic levels since they're basically revisions, otherwise as standard)? ever since I first opened up the 3.0 Player's Handbook, I considered it a mistake for Sorcerer magic to be Charisma-based rather than Intelligence-based. After all, the description in that book said that Sorcerers get their magic from "imagination and talent" - which would be Intelligence. A Sorcerer (at least as was originally portrayed) is basically a "self-taught prodigy Wizard," with all the advantages and disadvantages that would come with that.
| GM Infinity |
I'm Hiding: yes I will check out your custom bloodline.
As for the second, you mean to be the wildblooded(sage) archetype with an associated Bloodline other than Arcane? Looks like its the Bloodline Arcana that does the charisma to int swap. So yeah, if you want to take that Bloodline Arcana and insert it into your custom bloodline or what not, its probably ok. Show me how it all comes together in your master plan.
I'd have to see more detail on the even numbered bonus spells, not sure what you are meaning by "revisions".
| Olaf the Holy |
I'm considering an elven scavenger rogue, if that's okay.
I saw someone with a character picture a while back that really stuck with me.
Geshiened, or more commonly just 'Ned'. Name was the only thing she got from her birth parents.
Elven Unchained Scavenger Rogue 1
Perception +7, Low-Light Vision; Initiative +6
HP 10 (1d8+2)
AC 17, FF 14, T 13, CMD 14, FFCMD 10
Fort +1, Ref +6, Will +1
30ft.
Melee
...Shortsword +4, 1d6 (19-20/*2)
...Other Shortsword +4, 1d6 (19-20/*2)
...Dagger +4, 1d4 (19-20/*2)
...Two-Weapon Fighting with Daggers, Shortswords, or combination +0/-4
...CMB +0
Ranged
...Dagger +4 (19-20/*2, 10ft., 4)
...Light Crossbow +4 (19-20/*2, 80ft., 10)
SA: Sneak Attack +1d6
Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 7
Feats: 1B - Technologist, 1B - Skill Focus(Use Magic Device), 1B - Weapon Finesse, 1 - Extra Traits
Traits: Campaign - Local Ties(Disable Device), Magic - Pragmatic Activator, Race - Warrior of Old, Social - Student of Philosophy
Skills: Acrobatics +7, Bluff +2/+7, Climb +3, Diplomacy +3/+7, Disable Device +10, Knowledge(Dungeoneering) +7, Knowledge(Local) +7, Perception +7, Sense Motive +5, Stealth +7, Use Magic Device +10
ACP: -1
SQ: Elemental Resistance(Electricity 5), Finesse Training, Forlorn, Keen Senses, Low-Light Vision, Technic Training +1
Gear: Acid Flask, Dagger(4), Light Crossbow(10 bolts), Shortsword*2, Studded Leather, Wand of Shocking Grasp(8 charges)
Currency: 11gp
I'm Hiding In Your Closet
|
As for the second, you mean to be the wildblooded(sage) archetype with an associated Bloodline other than Arcane? Looks like its the Bloodline Arcana that does the charisma to int swap. So yeah, if you want to take that Bloodline Arcana and insert it into your custom bloodline or what not, its probably ok. Show me how it all comes together in your master plan.
Well, no, I was hoping you would allow (since it's a home-game) simply letting a Sorcerer be Intelligence-based without need for a special Bloodline Arcana or whatever (I once heard that the reason they made Sorcerers Charisma-based to begin with was in an attempt to make them seem more different from Wizards - but with all that Pathfinder has done to make both classes more ornate and distinct, that's no longer a necessary move).
I'd have to see more detail on the even numbered bonus spells, not sure what you are meaning by "revisions".
Well, when Sorcerers were published, Bloodlines were all-new and they'd been trying to play it conservatively to stave off "power creep" - the result being that you didn't get distinctive Bloodline-fitting spells until a bit late (consider the Draconic Bloodline and how it grants mage armor - at 3rd level), and you had little incentive to take the spells that obviously suited your Bloodline best immediately, since Bloodline Spells can't be swapped out. The Oracle improved on that whole deal a lot, however, and the Psychic improved on it even more, which would indicate that, if the designers had it to do all over again, Sorcerers would probably get their Bloodline spells at the same levels that Psychics get their Discipline spells (and/or be able to freely swap out what they get as bonus spells at certain levels if they happened to have already selected that spell, the way the Psychic class handles granting detect thoughts at 2nd level).
Forgive me if I seem pushy or whatever at all - I've had very few opportunities to play non-Society games (I've been trying to get into actual D&D games since 2000, but had ongoing piss-poor luck until 2011-ish, and my gaming experience still wasn't that great a lot of the time until I found the Flaxseed Lodge on here just last year).
| Olaf the Holy |
I have an idea for my technological item;
Cloaking device
Activating this item is a standard action, requiring the press of a button and standing still for a brief startup period. While active, it blends you with the background, allowing you to stealth without cover or concealment, although attempts to hide while being observed still fail. As the effect relies on the device observing the background and surroundings, the trick becomes obvious if one moves too quickly. Therefore, it only works while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit until the start of your next turn.
Likewise, if you make an attack, the effect ends. The effect lasts for 10 minutes per level, or until you make an attack.
Weight: 1lb.
This device is Ned's pride and joy, the finest example of technology she's liberated to date. It's even her own creation, in part. She's managed to jury-rig a crude device that allows for recharging, if the thing is left out in the sun.
It takes the shape of a harness around her upper body.
It's loosely based off of the elf-only first level spell, Blend.
I'm Hiding In Your Closet
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Okay, I just found out that I can't find the Bloodline I'm trying to submit, having just moved my hard-drive into a new computer and not being able to find everything for some reason, so this may take a bit longer than I'd hoped (I'll send you something as quick as I can, though - some kind of alternative, if it comes down to that).
| The Emerald Duke |
Dotting... not sure what I will bring (my last attempt in this setting was a Catfolk bard, see link here: Miniri's Page) but I will get to work.
| baja1000 |
Dotting for interest. Gonna make a Human fighter, be the tank for the group. Wanna try out some of the cool stuff from the Armor and Weapon master books. See if these buffs to fighter can make them work wonders now.
@GM infinity - for the special abilities you mentioned, how would you feel about a once per rest ability like a gut intuition. Something to give a small circumstance buff to like perception or sense motive. Kind of like getting a hunch
| GM Infinity |
baja1000, sure one way to do that could be like inspiration from investigator: 1d6 on wisdom skill check after roll but before result revealed.
I should add I give a lot of +2 to +4 bonuses when players can give a convincing/creative reason based on the situation at hand. Same for penalties to enemies.
| Devzzin Pinprick |
10 minute background for this character
-Kal has always been a bit on the prideful side, far into his own self and strength of will. (Think Prince Vegeta)
-After losing his family at a young age, he has grown to have a soft spot for children of all races, feeling like none deserve to grow up alone like he did, regardless of how strong it made him.
-His disgust for robots comes from his fear of them. He has learned what he could, but he'll never settle for anything less than their total destruction.
-He's learned by watching fighters and barbarians alike, having watched many duels and battles in fighting pits.
-He's always had a strong gut instinct, helping him out of trouble on more than one occation.
-One goal of his is turn earn a knight title of some kind, preferably join a Hellknight order and rid the word of robots throughout the land.(His name is after all an anagram of Black Guard xD)
-Simply, to rid this world of robots so they can not rampage on another family as they did his.
-He's not as harsh and cold as he'd appear, he's just a really vulnerable guy. One of those types, you know the ones xD
-All his hate is directed towards the wrong enemy, the robots having merely been pawns under the control of an Impossible Blooded sorceror.
-Selim Panko: The elder of two brothers, and one of the first that began training Kal. Much like the dwarven brother gods, the two focused on two seperate aspects of combat, Selim's being master of defense with a shield.
-Duran Panko: The younger of the two brothers, with a preference to aggression. He's the one that fed Kal's hatred for the robots and taught him to crush his enemies rather than give them a chance for revenge another day. Despite being different from his brother, he still respects him and taught Kal not to disregard his brothers teaching either.
-Barras the Fierce: A barbarian leader, his first teacher and the group that discovered him first after losing his family. They had taught him much, but with his wife, had become Kal's new family. Parting ways was tough, but Barras in the end encourage him to follow what his heart told him and to see out his justice and revenge.
-Oreius Copperhead: Human worshiper of Serpentfolk and their headless God, is the Impossible blooded sorceror that targeted Kal's family and the caravan. He is mostly a greedy slob, targeting wandering travelers nearest his secret home only to fund his research into the serpentfolk magics.
-The day he lost his family. Seeing the robots mercilessly stomp out everything that moved all to take whatever gold and equipment they could find will always plague his mind.
-Meeting the Panko brothers. They were some of his best teachers, and despite having enjoyed the company of many different teachers, these two were able to instill a balance of attack and defense into him the best.
-His time with his adoptive family. They helped him learn how to survive. They helped keep him from an even darker future and help him keep his perpective in life.
In Torch mostly on the search for more robots to vanquish. With the light in town vanishing he believes their ilk might be the cause.
I'm Hiding In Your Closet
|
Okay, I just found out that I can't find the Bloodline I'm trying to submit, having just moved my hard-drive into a new computer and not being able to find everything for some reason, so this may take a bit longer than I'd hoped (I'll send you something as quick as I can, though - some kind of alternative, if it comes down to that).
Alright, this seems to have gone from specific obstacle to crisis of broad potential impact: Despite having moved my old hard drive to the new computer, it doesn't acknowledge the existence of ANYTHING on that hard drive more recent than 2014. This is actually kind of terrifying. I had so much stuff on there, and I've had help searching for the rest...but nothing.
Can anyone here possibly help/possibly know anything about this? I should have a LOT that simply isn't showing up (though the hunt has only been for one specific thing so far, the fact that NOTHING of a more recent save date than 2014 is what's scary) - and I've been assured that there's no reason that everything that was on the old computer shouldn't be on this one. But it isn't.
I'm Hiding In Your Closet
|
Try it with an (preferably the aforementioned) old computer. It may well be a compatibility issue. I don't know much about this, but it's what I might do in your shoes.
I'm not sure why it should be a compatibility issue, but that would be a nice idea (and not inconceivable) since I can't do anything with (what's left of) the old machine. Its engine burned out or something: Last time I turned it on, the back end flared with light, went *POOF*, and started generating a bit of smoke, but I were able to turn it off before it was completely destroyed. The hard drive SHOULD be undamaged, and if it were, I don't understand why only the newer stuff would be lost - the gap between the saved material I'm looking for and the "it clearly broke" event is very large, and it was working fine until then (there was a period where I wasn't using it at all, only my laptop, and it "blew up" when I turned it back on after that long hiatus - but I'd still been using it regularly as recently as last Winter). Note also that it appears to just be "document" kind of things - my game data is evidently all there.
| Mjolbeard89 |
Here is my submission for Adrazzi, an android who was discovered by Khonnir Baine just outside of Torch. Adrazzi does not fully remember or understand his own origins, so Khonnir took him in and trained him for while. That's all I have so far, and I'm still working on the background, but here's the build.
LN Medium Humanoid/Construct (Android) Age Unknown
Init +2; Senses Darkvision 60ft, Low-light vision Perception +0
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DEFENSE
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AC 15, touch 12, flat-footed 13
hp 10 (1d8+CON)
Fort +4, Ref +2, Will +2, +4 on saves vs mind-affecting, paralysis, poison, stun, immune to fear and emotion effects
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OFFENSE
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Speed 20 ft.
Melee Unarmed Strike +2 (1d6+1; x2)
Ranged Light Xbow +2 (1d6; x2, 50ft)
Special Attacks Arcane Pool enhancement, Spell Combat, Unarmed Spellstrike
Spells 0 level (DC 14 - All) 1 level (1/day DC 15 - Burning Hands, Chill Touch, Hydraulic Push, Mount, Shield, Shocking Grasp, True Strike) Concentration +4
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STATISTICS
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Str 12, Dex 15, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 13
Traits Local Ties - K. Engineering (campaign), Bladed Magic
Feats Improved Unarmed Strike, Weapon Finesse
Skills Climb +4, Craft (mechanical) +8, K. Arcana +8, K. Dungeoneering +8, K. Engineering +9, Spellcraft +8
Background Skills Linguistics +8, Artistry (tattoos) +8
Languages Common, Hallit, Orc, Gnome, Elven
SQ Nanite Surge
Combat Gear Lt Xbow, Bolts; Other Gear Studded Leather, Backpack, Scroll (Shieldx5)
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SPECIAL ABILITIES
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Arcane Pool: Gain an arcane pool (5 points). Spend 1 point to give unarmed strikes +1 enhancement for 2 min.
Spell Combat: Cast spell from magus spell list along during full-attack with -2 to attack
Unarmed Spellstrike: Deliver touch spells as part of an unarmed strike.
As for the special device, I'm thinking about a pendant that hides Adrazzi's circuitry tattoos, giving him a +2 or +4 bonus to Disguise checks to appear fully human once per day for a short period (10 mins? 1 hour? Your call). Does that sound reasonable?
Like I said, I'm still working on the background info you requested, but should have that up tomorrow maybe.
Thanks!
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Also, sorry to hear about your tech issues, Hiding. That does not sound fun at all. Wish I could offer more help. :/
| Jade Essex |
YoricksRequiem here, throwing my hat into the Android ring, with an Android Barbarian (Savage Technologist) with an eventual single-level dip into Gunslinger (Techslinger).
YoricksRequiem, sure, I'd go with option B.
Brilliant, thanks!
I'm still toying with the "custom ability / item" idea. I am thinking of some kind of technology item, but I'm not super sure yet what it would do (it's hard to come up with something unique for it!) I also didn't choose Mundane items because I hate doing that. I'll deal with it if I get selected.
Otherwise my sheet should be done. I cheated a bit with the background but I probably wrote too much as it is, and frankly I like the spin I put on it.
| The Emerald Duke |
OK, the creative engines are firing on my end but I had one question for you: What is your stance on character alignment?
I am asking because I am leaning towards a character that would probably be considered LE. I am thinking along the lines of Frank Underwood from House of Cards if you have seen it, or Richard the III if you haven't (see spoiler for more on the implementation of this idea). I would understand reservations about it, but I would do my best to not cause conflict with the other party members (exception would be when their interests conflicted greatly with his goals and he felt that he could win in a direct confrontation). If that isn't something you want to deal with that is fine, I still early enough in the envisioning phase to modify it.
So, the idea I had was that his technological item that you have granted us had, in addition to its ability, somewhat of a curse on it in the form of a trapped mental construct imprisoned for being too ambitious in the "take-over-the-world" variety. When the poor guy first found and attempted to use it, the prisoner was released into him, fusing with his mind, memory, and personality. This personality is convinced that it can do a much better job of ruling the world than its current disparate rulers and countries can, and that the people under his rule would be better off for it (both technologically and socially). That said, from an objective standpoint he would be somewhat selfish in that belief, especially as he would not be above deception and treachery to achieve that end (he is very much an ends justify the means proponent). His view on the fellow adventurers would be that they might be more or less useful in helping him achieving that goal... and would be willing to respect and aid them in proportion to that perceived usefulness.
| GM Infinity |
mjolbeard89, +5 for 10 minutes is fine. I'm imagining like a small canister of tech oil you spread on yourself but it can be anything.
yoricks, looks good. Very cool background.
theEmeraldDuke, that's fine as long as you can appear as a team player and not thwart PC plans. Great idea for the unique item also.
Kazuka, that is no problem as an item.
I'mHiding, I'm not a computer expert but I concur with your belief that hard disks do not store data sequentially (as in fill this first quarter, then move to the next quarter, etc). Instead, inbuilt electronics monitor where to drop data, and it can go anywhere. Only by making partitions on the disk manually (before you start using it) could you get something organized by date.
| Tessara Winkol |
Here is something that I think is pretty nice. Sort of inspired by Mass Effect.
Holo-Messager
Main-
This simple, nondescript metal bracelet is worn on the wrist. By hitting a switch, a holographic display appears as a gauntlet, its color up to the user. Due to age and apparent damage, the device is only usable once a day. This device acts as the spell Message, only appearing as a strange holographic message that can be sent to the desired recipient. To activate it and write a message is a standard action.
Alternate (Upon approval)-
As a swift action, once per day the holographic gauntlet can be used as a weapon for only 3 rounds . Upon the desire of the user, this gauntlet can turn into a long blade that does P/S Damage or a brass knuckle that does B damage. No matter what the damage type, it does 1d3 of damage.
| GM Infinity |
Tessara, all of that is ok with me.
Krah, yeah maybe the +2 is better, after all anyone can get potions of shield of faith. On the other hand soon you could afford a wand of shield, so if you want to start with an (arcane, force) +2 shield and build it up to +4 over time with more tinkering, or somehow the fluid embedded in your skin is enriching it slowly...
NenkotaMoon
|
Here is something that I think is pretty nice. Sort of inspired by Mass Effect.
Holo-Messager
Main-
This simple, nondescript metal bracelet is worn on the wrist. By hitting a switch, a holographic display appears as a gauntlet, its color up to the user. Due to age and apparent damage, the device is only usable once a day. This device acts as the spell Message, only appearing as a strange holographic message that can be sent to the desired recipient. To activate it and write a message is a standard action.Alternate (Upon approval)-
As a swift action, once per day the holographic gauntlet can be used as a weapon for only 3 rounds . Upon the desire of the user, this gauntlet can turn into a long blade that does P/S Damage or a brass knuckle that does B damage. No matter what the damage type, it does 1d3 of damage.
My bad, it says Massager instead of Messenger lol
| Madcaster |
Redwald Wrynge, young enthusiastic investigator-empiricist.
10 minute backstory and a custom thingy coming tomorrow.
AC: 16 =+3 armor, +3 dex
Touch: 13 =+3 dex
Flat-footed: 13 =+3 armor
HP: 10 (1d8+2)
CMD: 13 =10 +0(BAB) +3(Dex) +0(Str)
Fort: +2 =0(class) +2(Con)
Ref: +5 =2(class) +3(Dex)
Will: +2 =2(class) +0(Wis)
Speed: 30 ft.
CMB +0 =+0(BAB) +0(Str)
BAB: +0
Melee: +3 Rapier (1d6, 18-20/x2)
Ranged: +3 Light crossbow (1d8, 19-20/x2, 80 ft.)
Special Attacks:
Inspiration 5/day
Extracts prepared:
1st (2/day) - Shield, [empty]
Extracts known:
1st - Expeditious Retreat, Cure Light Wounds, Heightened Awareness, Long Arm, Monkey Fish, Shield
Str 10 (+0)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 10 (+0)
Cha 10 (+0)
Traits:
Numeria Archaeologist
Student of Philosophy
Feats:
1[race]: Weapon Finesse
1[character]: Technologist
Skills:
13 per level =6(class) +4(Int) +1(race) +2(background)
[+1 favored class @ lvl 1]
14 total
7 Acrobatics* 1 +3(dex) +3(class)
8 Craft (alchemy) 1 +4(int) +3(class)
4/8 Diplomacy 1 +0(cha)/+4(int) to persuade others +3(class)
7 Disable Device* 1 +3(dex) +3(class)
8 Kn. (Arcana) 1 +4(int) +3(class)
8 Kn. (Dungeoneering) 1 +4(int) +3(class)
8 Kn. (Nature) 1 +4(int) +3(class)
8 Linguistics 1 +4(int) +3(class)
4 Perception 1 +0(wis) +3(class)
4 Sense Motive 1 +0(wis) +3(class)
7 Sleight of Hand* 1 +3(dex) +3(class)
8 Spellcraft 1 +4(int) +3(class)
7 Stealth* 1 +3(dex) +3(class)
4 Use Magic Device 1 +0(cha) +3(class)
*ACP -1
Languages: Common, Androffan, Elven, Gnome, Dwarven, Orc, Draconic
Class Features:
1[investigator]: Alchemy, inspiration, trapfinding
Rapier (1d6, 18-20/x2, P, 2 lbs.)
Dagger, cold iron (1d4, 19-20/x2, 10 ft., S, 1 lbs.)
Light Crossbow (1d8, 19-20/x2, 80 ft., P, 4 lbs.)
Crossbow Bolts (10) (1 lb.)
Alchemist's Fire (1d6 fire, splash, 10 ft., 1 lb)
Formula Book
Hide shirt (AC +3, MDB +4, ACP -1, 18 lbs.)
Outfit, Traveler's (5 lbs.)
Belt Pouch
Component Pouch
Backpack (2 lbs.) - 22 lbs. total
Thieves' tools, 2 candles, chalk, hammer, 4 pitons, 50 ft. of silk rope, hooded lantern, 5 flasks of oil, 2 sacks, 2 torches, 4 tindertwigs, flint and steel, waterskin
Carrying Capacity: Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 33 lb. (55 lb. with backpack)
Money: 1 GP
| FedoraFerret |
Dotting, and I present a query: Synthesist Summoners. Generally banned not because of an inherent OPness (although they are very strong), but because they make it extremely easy to minmax and optimize. Would you allow someone who is not a minmaxing optimizer, such as myself, to play a Synth Summoner, particularly with unchained where the eidolon, and by extension the Synth Summoner, is weaker? Because I would like to have an Inevitable Eidolon and be Iron Man.
If not, totally okay, I'll come up with something else.
| Mjolbeard89 |
Here's the background for Adrazzi.
- He does not remember his origins, and does not fully understand his own powers and abilities.
- Part of the confusion stems from the tattoos that cover his body. Unlike typical androids, who have fairly linear circuitry tattoos, Adrazzi’s markings are more fluid in style.
- One skill he retained despite his apparent amnesia is tattoo artistry. He is capable of creating beautifully intricate designs.
- As he progresses in level, he will discover that these tattoos actually possess magical qualities (expressed in the Tattooed Spell class ability at 5th level and beyond)
- In terms of his story, I would love for Adrazzi to embrace his technological origins and find some way to turn that to the advantage of those he values.
- Adrazzi does not know that he was initially sent out from a crashed ship as an assassin intended to blend into society while he stakes out his target, hence the special item that disguises his circuitry tattoos.
- Rocky: A stray dog that Adrazzi found pinned under some debris in the Junkyard. Adrazzi rescued the dog and took him back to Khonnir to heal the animal. Rocky lost a leg, but became a constant companion to the android in his excursions around Torch.
- MZ-477 (enemy): Another android that was dispatched to eliminate malfunctioned units that are no longer following their original directives. Adrazzi has a vague memory of this figure, but does not recognize that he is probably coming after him.
- The memory of his tutelage under Khonnir Baine. Khonnir has almost taken on a fatherly persona, though Adrazzi finds it difficult to process such sentimental feelings.
- He also remembers the day he rescued Rocky. Yet more feelings to confuse him.
| The Emerald Duke |
OK, ready to present what I have. I apologize for it not being in what I would consider a complete format (see any of my aliases for what I mean) but if selected I will do so.
With that said, I present to you Zael, the human (mostly) investigator.
Zael "Human"
Investigator (favored class) 1
Str: 12
Dex: 13
Con: 10
Int: 16
Wis: 14
Cha: 14
HP: 9/9
Gold: 180
Skills:
Bluff: 6 / 7 When attempting to fool someone
Craft (Mechanical): 7
Disable Device: 5
Diplomacy: 7
Intimidate: 6
Knowledge (Engineering): 7
Linguistics: 7
Perception: 8
Sense Motive: 8
Spellcraft: 7
Feats:
Technologist (Grants trained ability when dealing with tech items/creatures, empowers Craft: Mechanical)
Alertness (+2 on Perception and Sense Motive checks, +4 if reach 10 ranks in them)
Traits:
Numerian Archaeologist (Androffan language, rolling 2 dice on glitches, choose result)
Trustworthy (+1 on bluff checks to fool someone, +1 diplomacy checks, diplomacy always a class skill)
The Mental Star: Allows Zael to communicate telepathically with his android servant, Artrioc (or Art as he calls himself). This allows Art to view through Zael's eyes and help him analyze technology or plans Zael is having trouble deciphering on his own. Adds a circumstance bonus of +2 to the next Knowledge: Engineering, Craft: Mechanical, Disable Device, or Perception roll performed to analyse, disable, or craft technology. This also allows a reroll of a failed Knowledge: Engineering roll previously attempted.
Usage leaves him a bit disoriented, however, so combat rolls, dexterity based rolls, or saves vs mind affecting abilities attempted within 5 minutes of usage will be done at a -2 penalty. Furthermore, as it was originally a prison for part of the consciousness for Zael, he is a bit wary of using it and will not attempt to do so unless he feels the situation is dire enough to warrant it. It's internal power source recharges slowly after use for this purpose, allowing for usage only once per day.
a) He was once an archaeologist conducting research in Numeria until activation of an unearthed artifact five years ago fused his personality with that of an alien mind.
b) Although evil in intent and methods, he never gives his word without intending to honor the letter of it... eventually.
c) He does not personally enjoy direct violence and will attempt to negotiate (with his interests at heart) whenever possible. When not possible, he will do whatever he deems necessary to win. When victorious, he is not above accepting surrender... but such magnanimity always comes with a price.
d) He views most people as a farmer views their livestock: useful, sometimes cute, generally stupid, and ultimately expendable when necessary. That said, like a good farmer he knows that well cared for animals are more useful than those abused and neglected.
e) While he is cunning, charming, gifted in understanding and applying technology, and even able to extract some spell like components from reagents, his greatest weapon by far is he ability to observe and read people and things around him.
a) Begin sowing the seeds for a new government in Numeria (getting loyalties of town leaders, ensuring that forces that would oppose his rise to power either are in his pocket or dismantled, begin finding like minded individuals to assist in governing once power is established, etc.)
b) Recover and recreate as much of the ancient tech as practical (better armed and armored soldiers being better able to overthrow the government being the obvious application, but also to improve the quality of life of those that are willing to work with him and serve him... making it more likely that some towns or forces will join willingly).
a) (from himself) He no longer remembers the person he was before the accident... and thus is unaware that he has a 19 year old daughter who has sworn to capture him (in order to try to reverse the fusing).
b) (known, but from the others) He wants to conquer the Technic League in order to subvert it to his own ends. If asked about his thoughts on them, he will dismiss them as amateurs who aren't worth the time... people who stand in the doorway of knowledge, refusing to go inside or let others do so... etc.
a) As mentioned in the secret, he has a daughter (unbeknownst to him) who fears what he has become and wants to stop him. She would love nothing more than to cure him of his "tech-madness" and bring back the sweet archaeologist who was her father. Braeley will stop at nothing to achieve this goal.
b) He saved a dhamphir woman named Mala from being executed in Ustalav for the crime of having her heritage (trumped up charges of actually being a vampire, missing children, etc) and then helped her exact vengeance on the over zealous crusader who had brought the charges (ensuring enough evidence was "discovered" by a visiting inquisitor to brand him as a "heretic"). She has sworn fealty to him as a result, and while she did not accompany him to Torch, she did point him in the direction of it. She is roaming Numeria, looking for additional tinderboxes that he can use to his advantage. (Essentially, she is his master of spies and rumors.)
c) An android was discovered in the same haul that netted the artifact that cursed Zael. Originally inert and motionless, the thing animated upon the device's initial activation. Calling itself Artrioc, it immediately pledged itself to the service of the newly formed Zael, claiming to have served the original being locked inside the prison. Art, as he is called by Zael, is his chief technological adviser, and can communicate with him when the device is active. Art's physical location is a secret from most people, as he prefers to avoid interactions with the Technic League or the generally tech-phobic population of humans.
a) Most vivid is the moment of fusion. The alien mind (Zullion) and the archaeologist's mind (Vrael Bentara) met as two light sources do... amplifying and merging until the sources are obscured and only the combined result remains. Zullion, being the brighter light in the equation, got the better part of the merging, though enough of Vrael did survive to truly change some parts of the alien's perspectives. From that moment on, the past memories of both minds... their visions, goals, dreams, and even personal memories ceased to be as unique data. There was only Zael now, and while some memories influenced the new beings worldview and goals, the origins were too obscured to be readily identifiable.
b) Second in formation was the time spent in libraries, studying the known history of Golarion. Reading of the rise and fall of civilizations, of the potential greatness... and the inevitable declines of power and influence as decadence ate away at the core of what was once great.
c) Third is his brief sojourn through Ustalav. While many thought him mad to travel through there, he was insistent at seeing the wreckage of the land and what power and ambition at the cost of those being ruled could accomplish. His ability to acquire the loyalty of Mala was an added bonus, and he still looks fondly back at the memory of watching her accuser burn at the stake for crimes he had no more committed than the ones he had accused her of committing.
Mala had heard the rumors of the Torch going out, and not coming back on as was typical. Feeling the time was ripe, Zael heads to the town in an effort to solve its problems... and ensure their loyalty to him once his new order begins to rise.
I will pick gear out if selected... and I believe that would be the only thing I missed. Let me know if you have any comments or questions, and thank you for considering Zael!
| BC4Realz |
I have a Dwarven Warpriest that did not make it into another game that is stated and ready to go...If you are good with the basics of the build I can just change up some of the fluff...
If I remember correctly he was 25 point buy, so the stats might need to change as well...I can check. Intended to be a bruiser and party buff caster.
Kranolud Wojna
Male NG Dwarf Warpriest, Level 1, Init 1, HP 15/15, Speed
AC 18, Touch 11, Flat-footed 17, CMD 15, Fort 6, Ref 3, Will 5, CMB +4, Base Attack Bonus 0
Weapon Familiarity Dwarven Waraxe (-) +5 (1d10 + 4, x3)
Scale Mail, Heavy Wooden Shield (+5 Armor, +2 Shield, +1 Dex)
Abilities Str 18, Dex 12, Con 16, Int 8, Wis 16, Cha 6
Condition None
Kranolud was raised in the dwarven communities of the Onyx Foothills, beyond the northern shores of the Tourondel River. His parents were taken from him as a youth, his home burned by incursions of orcish raiding parties. With no family to take him in and nowhere to turn, Kranolud found himself being raised in the Monastery of the Forge-Fire.
Being an orphan in the cities of the Onyx Foothills where family is so important is not a wonderful way to be raised as a youth. Kranolud experience a lot of bullying as a small child, until he grew into his body and was able to fight back.
Initially, Kranolud wanted to become a paladin and join the ranks of the Home Guard to repel future orcish raids and take the battle to them. Unfortunately, the path of a paladin in the Onyx Foothills begins in a place of privilege and prosperity, and being an orphan, he had neither. So instead, he become a novice in the Forge-Fire temple, training with the clerics and warpriests there and found it a good outlet for his aggressive desires.
Now, 55 years later, he is finally ready for the Journey of Valor, a rite of passage that every novice must face to become an accepted of the Forge-Fire. He must travel into the outer world and accomplish a task of great importance. Only his honor will tell him when that task has been completed and he can return to the Foothills of his fathers, ready to return to the temple, no longer just a student, but a teacher as well.
Background info:
1) I think most of the 5 points are above, but to recap -
a. Kranolud is an orphan, raised by the priests in the holy temple of Angraad.
b. Kranolud feels anger at the death of his parents and the bullying he experienced when they were not around.
c. This feelings are tempered by the teachings of the temple, to use strength of body and arms to bring about good in the world.
d. Kranolud has great respect for people he perceives as honorable, such as Knights and Paladins. Their honor is what he feels is missing in his life, a counterpoint to his hatred.
e. Kranolud is entering the wider world for the first time, to complete his Journey of Valor.
2) Goals:
a. Kranolud wishes to complete some task of great importance to complete his Journey of Valor and return to the Onyx Cave a respected member of society.
b. He also hopes to locate the orcs that killed his family, and exact revenge. He understands that this is not in line with what he was taught in the temple, but he doesn't particularly care.
3) Secrets:
a. Kranolud remembers a little of the night his parents died, mostly just the fire. To this day, the thought of being trapped in a burning building wakes him up at night in a cold sweat. Secretly he hoped that adopting the fire blessing of Angraad would help him overcome this cowardice he perceives in himself, or at least protect him from it.
b. He does not know that his parents were not actually killed by orcs. They were assassinated for supporting a king that was overthrown in favor of a democratic council of merchants, craftsmen, and knights. Knights were involved in this assassination. Should Kranolud learn of this it will shake his believes in an honorable world to the very core.
4) People:
a. Sirote Nishchiy - Kranolud's sister. Kranolud was too young to remember his sister after the fire, and his sister was just a baby. They do not know of eachother, but they have had similar, if slightly divergent, lives. Sirote was raised by a group of Hags on the outskirts of the major town of the Onyx Foothills, and has become an accomplished magic user in her own right.
b. Grand Master Thran - Kranolud's master. The master of the Forge-Fire, Thran has served Angraad for just over 200 years. Now he has begun to look to the future and search for a new master of the Forge-Fire. He has several initiates that he think may be worthy. Kranolud is not one of them.
c. Sredneye Mal'chik - Kranolud's rival. Of all the boys in town to bully Kranolud, Sredneye was the worst. The son of a wealthy owner of a Mithril mine, Sredneye has everything in life that Kranolud doesn't, including the privelege to train with the Home Guard. At least, he did, until he was caught stealing from the armory and was dismissed. Now he is a wealthy street thug and tough, with a gang of hirelings to do his bidding.
d. Master Rispon - Kranolud's teacher. One of the teachers at the Forge-Fire, Rispon guided Kranolud's young life and taught him the path of a warpriest. He is stern, but fair, and truly loves Kranolud as a father loves a son. Of all the teachers at the Forge-Fire he is seen as the favorite to become the new Grand Master.
5. Memories -
A house burning down around him.
Sitting on the street with a bloody nose and a firey rage in his veins while Sredneye laughs above him.
The first time he bested Master Rispon in a duel, a burning of pride in his bosom.
As for his fear, it should be apparent that it is, strangly, fire. I plan on Kranolud being wary of the flames on his Waraxe, and very careful about making sure campfires are ALL the way out.
| rungok |
I made a character to try to get into an Iron Gods campaign about a month ago, still have him. Let me just get him on 20 points and set traits... There.
1-Creighton is an investigator trained in several methods of inquiry from the University at Ustilav, where he had met Professor Lorrimor on a few scarce occasions.
2-He is interested in many scientific/magical fields, including black powder weapons.
3-He is a Torch native who went abroad to study and only came back recently.
4-Creighton is remarkably dark-skinned for a Numerian Kellid. His father and mother were both of dark skinned, suggesting that they came from a place farther south.
5-He also wears very likely the only Bowler hat in Numeria, a token he affects intentionally.
1-Discretely send enough money to his mother to ensure her safe retirement.
2-Make a discovery that will spread his name across the civilized world.
1-(Kept from others) Creighton had an addiction to Pesh for a few years while he was abroad. He keeps that secret from his mother, but it's only been a year since he went sober.
2-(Kept from him) There were a few people who knew how his father really died, but have been lying to Creighton's family about it. They've avoided conversations with him because of this.
1-Creighton's Mother: Emma. She's distraught and old now, but has not been the same since her husband's death.
2-Rival/Enemy: Ludwig. A fellow student from Ustilav, Ludwig has unbeknownst to Creighton traveled into the Numeria region seeking ways to make more money. They intellectually butt heads, not yet physically.
3-Torch's Peacekeepers. He's been a help sometimes, and those leaders understand that Creighton can help, but they also want to keep him at arms reach, at least until after the memories of his father's death have completely faded.
1-His first salvage trip.
2-His journey abroad (minus drug induced hazes)
3-His mother's face when he left compared to how it was when he returned.
The bowler hat is a minor magical wondrous item that, now worn by Creighton for more than 24 hours, is fatefully bonded to him until he gives it away or stops trying to find it. If ever lost, small events occur to give him chances to recover the hat, as well as the hat recovers 1 hit point an hour if damaged, and will recover from anything short of being completely incinerated.
Otherwise, it's just a classy bowler hat.
Creighton, Hound of Numeria
Male human (Kellid) investigator (steel hound) 1 (Pathfinder RPG Advanced Class Guide 30, 103)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike -1 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Investigator (Steel Hound) Extracts Prepared (CL 1st; concentration +5)
. . 1st—keen senses[APG] (DC 15), shield
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Point-Blank Shot, Technologist
Traits stargazer, wiscrani ear
Skills Acrobatics -1 (-5 to jump), Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Craft (clockwork) +6, Disable Device +2, Escape Artist +3, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (history) +8 (+10 to identify alien monsters' abilities and weaknesses), Perception +5 (You may always take 10, even when stressed or distracted), Sense Motive +5, Spellcraft +8
Languages Ancient Osiriani, Common, Dwarven, Gnome, Hallit, Thassilonian
SQ alchemy (alchemy crafting +1), inspiration (4/day), trapfinding +1
Other Gear chain shirt, crossbow bolts (30), light crossbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, eyeglasses, flint and steel, hat[UE], ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1 gp, 8 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Technologist You are familiar with the basic mechanics of technology.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Creighton is a lean man with broad shoulders and a narrow waist, making seem almost scarecrow-like. His skin is dark brown, with a speckling of darker freckles across his face. He has narrow, razor sharp light brown eyes and strong cheekbones. He has a thick mustache and a strip of hair on his chin, a style of grooming he's long since grown accustomed to.
He wears a high collared longcoat over a leather vest, simple button-down shirt and pants, with sturdy calf-height boots. He has a messenger bag slung across his shoulder and an unremarkable rapier at his hip. He is often seen wearing a hat with a domed top.
Creighton grew up in Torch, several years ago. His natural curiosity led him to gather up what resources he could, and leave the family in search of greater knowledge and understanding. Travelling abroad, he found himself all over the world, learning investigative techniques in Ustilav, alchemical concoctions in Varisia, and especially learning many mechanical secrets from the scraps of salvage he could excavate in his hometown. He learned a great many things, but most of all, he learned better how to look into things to learn more.
He only recently returned to Torch in the last month, when a missive from his mother finally found him a year late. His father had passed, and as the only son, he returned to his hometown to settle family affairs and spend time with his aging mother. When the fire of Torch suddenly extinguished, Creighton now finds himself curious... and distracted from the depressing humdrum of family issues.
| Madcaster |
So, both crunch and background of Redwald Wrynge. And an item.
AC: 15 =+3 armor, +2 dex
Touch: 12 =+2 dex
Flat-footed: 13 =+3 armor
HP: 10 (1d8+2)
CMD: 13 =10 +0(BAB) +3(Dex) +0(Str)
Fort: +2 =0(class) +2(Con)
Ref: +4 =2(class) +2(Dex)
Will: +2 =2(class) +0(Wis)
Speed: 30 ft.
CMB +0 =+0(BAB) +0(Str)
BAB: +0
Melee: Rapier +3 (1d6, 18-20/x2)
Ranged: Light crossbow +3 (1d8, 19-20/x2, 80 ft.)
Special Attacks:
Inspiration 5/day
Extracts prepared:
1st (2/day) - Shield, [empty]
Extracts known:
1st - Expeditious Retreat, Cure Light Wounds, Heightened Awareness, Long Arm, Monkey Fish, Shield
Redwald Wrynge
N, Male, Human, Humanoid (human), 22 years, 5'10", 150 lbs.
Investigator (Empiricist) 1
Init +2; Senses: Perception +4
Str 10 (+0)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 10 (+0)
Cha 10 (+0)
Traits:
Numerian Archaeologist
Student of Philosophy
Race Features:
bonus feat
1 skillpoint/lvl
Feats:
1[race]: Weapon Finesse
1[character]: Technologist
Skills:
13 per level =6(class) +4(Int) +1(race) +2(background)
[+1 favored class @ lvl 1]
14 total
6 Acrobatics* 1 +2(dex) +3(class)
8 Craft (alchemy) 1 +4(int) +3(class)
4/8 Diplomacy 1 +0(cha)/+4(int) to persuade others +3(class)
6 Disable Device* 1 +2(dex) +3(class)
8 Kn. (Arcana) 1 +4(int) +3(class)
8 Kn. (Dungeoneering) 1 +4(int) +3(class)
8 Kn. (Engineering) 1 +4(int) +3(class)
8 Linguistics 1 +4(int) +3(class)
4 Perception 1 +0(wis) +3(class)
4 Sense Motive 1 +0(wis) +3(class)
6 Sleight of Hand* 1 +2(dex) +3(class)
8 Spellcraft 1 +4(int) +3(class)
6 Stealth* 1 +2(dex) +3(class)
4 Use Magic Device 1 +0(cha) +3(class)
*ACP -1
Languages: Common, Androffan, Elven, Gnome, Dwarven, Orc, Draconic
Class Features:
1[investigator]: Alchemy, inspiration, trapfinding
Rapier (1d6, 18-20/x2, P, 2 lbs.)
Dagger, cold iron (1d4, 19-20/x2, 10 ft., S, 1 lbs.)
Light Crossbow (1d8, 19-20/x2, 80 ft., P, 4 lbs.)
Crossbow Bolts (10) (1 lb.)
Alchemist's Fire (1d6 fire, splash, 10 ft., 1 lb)
Formula Book
Hide shirt (AC +3, MDB +4, ACP -1, 18 lbs.)
Outfit, Traveler's (5 lbs.)
Belt Pouch
Component Pouch
Backpack (2 lbs.) - 22 lbs. total
Thieves' tools, 2 candles, chalk, hammer, 4 pitons, 50 ft. of silk rope, hooded lantern, 5 flasks of oil, 2 sacks, 2 torches, 4 tindertwigs, flint and steel, waterskin
Carrying Capacity: Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 33 lb. (55 lb. with backpack)
Money: 1 GP
Short blurbs:
1) Redwald is Varisian citizen, who studied at the Magnimar University.
2) He doesn't like being told what to do, but grudgingly admits, that most of the times, arguing just makes more troubles than it's worth.
3) He's slightly clueless, when it comes to hints. He prefers more straightfoward conversasions.
4) Redwald hates waiting, and if he has a chance of doing something, you can be sure that he wouldn't spend time doing nothing.
5) He is of average height and has short brown hair. There is a tatton, on his right shoulder, picturing a fox. He has green eyes and a small scar on his chin, which he got, when a wild cat scratched him when he was a child.
2 goals:
1) To free alien technology from the Technological League and to make it widespread.
2) To establish a research institute free of the government authority, concentrated solely on the advancement of this technology.
2 secrets:
1) Kept from others - Near the end of his studies he once robbed an official in Magnimar. Redwald quickly realized, that it was a bad idea - he was beaten and warned, that if he stays in the city for much longer, he wouldn't be the only in trouble. That greatly influenced his decision to leave for Numeria.
2) Kept from him - He doesn't know it, but Geoffrey, his brother, is working his way into Technological League.
People tied to Redwald:
1) (Enemy/Rival) His brother, Geoffrey, who can't stand Redwald. Maybe, it was because of the father, who payed much more attention to his yonger son. Maybe because most things came easier to Redwald. He haven't spoken or saw Geoffrey for quite some time, and doesn't know his whereabouts.
2) His father, Ernard, who lives in Magnimar. At least when Redwald left for Numeria. Ernard loves his youngest son, to the point that he forgets about the existnce of the older one.
3) His friend, Enweg, with whom he bid farewell in the city of Vigil. Enweg decided to travel to southern regions of Golarion, more interested in exploring the continent, than Numeria and its technologies.
3 key memories:
1) His first successful potion. Admittedly, all it could was just healing small paper cut, but still.
2) Buying a strange artefact from a curiosity trader, who came to Magnimar when Redwald began to wonder about Numeria. It was his first real reasearch project.
3) The day he graduated from the university. The look on his father's face, and the last party with his groupmates.
Reason to be in Torch:
His research indicates, that there may be some ruins under Torch, which has not been yet occupied by Technological League. He wants to explore them, before the League could get their hands on them.
A white metal ring with a complex circuitry engraved on it. When removed from a finger, it splits up into six slim interconnected rings. It takes about a minute to assemble it back. The ring is always warm to touch.
Once per rest, the ring can grant its user some glimpses on the internal structure of a device or mechanism he currenty studies. (+2 to Knowledge (engineering) or Disable Device check)