Viluki |
When most think of the Fey they think of forests, fairies and elves. They think not of the steaming jungles of both the mortal and fey worlds... Jenthia was desperate, an escaped slave from the Chelexian slave pits. When she was finally cornered at Warlock Isle she did not expect to survive, if she could not escape she would commit suicide rather then be captured. Yet something strange happened, the isle lived up to it's name but not in a way anyone could have expected... Jenthia dived into a river of strangely clear water as the hellknights closed in to capture her, yet she did not drown... Jenthia entered another world, a world where everything was more vibrant and alive. She walked for what seemed countless miles and endless days, from rolling forests and crystal clear rivers she came to a great desert harsh and regal in it's beauty. Then she entered a steaming jungle which was a riot of colors and life, it was here that she came upon a great serpent of green scales.
It was here that Jenthia learned the wisdom of the serpent, she sat by the serpent for what seemed years. The wisdom hissed into her ear and she slowly changed, her features became more serpentine and she forgot any trace of humanity. Then the serpent jolted her out of her reverie and made her an offer she could not refuse, exact the serpent's will upon the mortal plane and she would be given the wisdom of the serpent. For even as the serpent hissed she felt the wisdom of the serpent leave her like it had never existed, her body aged like she had become an old woman. She realized that not accepting the serpent's offer would be her downfall, the pact was sealed and days (or months depending on your point of view) later she joined a ship heading towards the jungles of the south to exact her master's will...
do you like gm? if so I will get a stat block prepared.
Paulinus Ratarion |
Okay, I think I'm finished now. Posting just once with the alias for ease of finding it. I might give the backstory another edit later, but it won't really change the story at all.
The mechanical idea for this build is to use life link to establish links with the party, then use lay on hands to heal myself as a swift action while still fighting. Basically be the party's HP battery/tank. It'll take until third level to really get going, but that's the idea.
The roleplay idea is a colonial Sargavan who is torn between siding with his own people and the native Mwangis who he also strongly empathizes with due to his being freaky looking. He wants to change things by uniting the colonial and Mwangi peoples under a fair and just system, and to spread the worship of Abadar to more Mwangi. Essentially he'll start out as a naive and idealistic rich boy with grand ideas, and see what happens from there. He also wants to have some adventures along the way, and of course earn a living befitting an Abadaran.
Aquanda |
Here is my submission. I will load an Alias if requested or selected.
Drake Allenin
Drake started his life in the back of a merchant’s wagon. His parents were peddlers who traveled the world gathering and trading curios, trinkets, pots, pans, needles, and whatever else the people they met along the way needed or sold. Drake spent most of the travel time making wooden toys and statues he sold with the family trade at each stop. He was particularly fond of one fox design he had made that sold quite briskly to the village children. It was an exciting life marked but several close calls as the family fought off raiders who thought the peddler’s wagon would be an easy target. When they discovered that Drake’s father was a more than competent swordsman and his mother a sorceress they usually moved on looking for easier prey.
On one occasion when Drake was about 14 a group of hobgoblin did not take the hint and he battle was not going well until Drake’s psionic powers first showed themselves. He manifested an astral construct behind the hobgoblin lines reminiscent of the wooden fox he had been working on before the attack began. Thinking they had been outflanked and support for the peddlers had arrived he Hobgoblins retreated. At first Drake’s mother thought her son’s powers were evidence that he had inherited some of her magic blood. After a frustrating year of trying to teach her son she realized his “magic” was something else entirely.
It took another 3 years before she was able to track down a suitable mentor for Drake. Well perhaps suitable was a stretch. The unpleasant hermit was the only person who seemed to know anything about the psionic abilities that Drake manifested. It was with great reluctance that Drake left the wagon to study with the hermit whose training was hard and emotionless, though not cruel. 4 more years had passed before Drake’s training was complete. By that time he had lost contact with his parents and he was anxious to track them down.
He set out following the very old trail his parents had left. The last remnant of news he was able to dig up seemed to indicate they had headed to Eleder. Hoping to catch up Drake booked passage on the Jenivere.
Drake is tall and lanky with red-brown hair cut short against his head. He wears worn-in clothing suitable for a long journey with a large wide brimmed hat and a neatly packed backpack. A light crossbow hangs from his side opposite a long knife. A crystal pendent around his neck seems to give a faint pulsing glow and move of its own accord as if getting comfortable whenever Drake settles into a new position.
Drake is well traveled and used to being on his own. Having spent little time living in large societies he doesn't feel a need to go out of his way to help others he doesn’t know personally. He does however have great loyalty for his friends as he knows they count on him and he on them when times get tough. Drake does have a dislike for brigands and thieves so may step in to help a stranger if it means thwarting a robbery.
----------------
Khalkeus Chamenos
----------------
CN Medium Humanoid (Human) Psion 1
Init +2 Perception +4
----------------
DEFENSE
----------------
AC 15, (+2 Dex, +3 Armor)
Hp 8
Fort +2, Ref +2, Will +3
Concentration +87
Speed 30 ft.
----------------
OFFENSE
----------------
Melee
Dagger -1 1D4-1 (Critical 19-20 x2)
Ranged
Light Crossbow +2 1D8 (Critical 20 x2)
Dagger +2 1D4-1 (Critical 19-20 x2)
----------------
STATS
----------------
Str 9, Dex 14, Con 14, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD +11
Traits World Traveler, Focused Mind
Feats Psionic Talent, Boost Construct, Psicrystal Affinity
Skills Craft(Sculpture) +8, Knowledge(Arcana) +8, Knowledge(Local) +8, Sense Motive +8, Spellcraft +8, Use Magic Device +4
----------------
SPECIAL ABILITIES
----------------
Psionics (6 Power Points)
At Will: Detect Psionics, Entangling Ectoplasm, Ectoplasmic Creation
Level 0: Empathy, Crystal Light, Create Sound
Level 1: Force Screen, Astral Construct, Energy Ray
----------------
Favored Constructs
----------------
Dog: Small Construct, 15 HP, Move 30', AC 18, Slam +3 1D6+3 (Trip +7 CMB)
Snake: Small Construct, 15 HP, Move 30', AC 18, Slam +2 1d6+6
Eagle: Small Construct, 15 HP, Move 30'Fly 20' (Average), AC 18, Slam +2 1d4+6
Edeldhur |
Hello GM mechaPoet, I would like to throw my hat into the ring with Targ, my Barbarian gone seafarer :D
Targ
Human Barbarian (Invulnerable Rager, Urban Barbarian) 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +5 (1d10+6/19-20/×2)
Special Attacks rage
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Extra Rage
Traits barroom talespinner, threatening defender
Skills Climb +8, Diplomacy +4, Knowledge (local) +6, Perform (oratory) +4, Profession (sailor) +5, Survival +2, Swim +8
Languages Common, Cyclops, Polyglot
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Bardiche, 137 GP
--------------------
Special Abilities
--------------------
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Targ's separation from his clan was somewhat of a big issue - he faces the prospect of living one's life as free as possible with a natural approach, but it was not taken lightly by the Shundar-Quah elders, nor by his family. He understood his wanderlust much better than any other could ever fathom, by the first time he travelled with his father in a trading venue to Riddleport - it had been a particularly harsh winter, and the Quah was compelled to travel much farther than usual to sell their wares. As soon as he took the first glimpse of the ocean, he was captured by its call, even though he kept the feeling to himself.
He insisted that they should maintain the trade route open with Riddleport, defeating his father's argument that the city was riddled with dishonest people by claiming that all that mattered was that the trade provided them a wealthy return - not fully convinced, he allowed him to travel there regularly, an opportunity Targ grabbed with both hands staying more and more time with each trip, as the call of the Sea got stronger and stronger.
When the time of his rite of passage was upon him, he had no doubt what his Journey would be - instead of the traditional 'pilgrimage' undertaken by all of the Shundar-Quah when they came of age across the Storval Plateau, sharing their lives with each tribe at a time, and learning their ways, he decided to go outside the borders of their ancestral land, and live in Riddleport - the shock to the Quah was enormous but his mind was set. After living in Riddleport six months, and learning all he could about sailing and the sea, he understood how strong the pull was to him - he needed to understand why, and decided to go even further boarding a ship headed to the Shackles, where it is said all maritime routes of Golarion meet.
The above are simply basic background notes to give an idea of who Targ is - I like developing characters as the games proceed, but I will probably add some more details to his backstory as time permits.
GM mechaPoet |
@ Viluki: Look interesting, I would love to see what you come up with for that.
@ Paulinus: Looks like everything's in order. I've always liked the Oradin concept, but I've never had the chance to try it out myself.
@ Aquanda: Looks good for the most part. If you are selected, you will have to trade out one of your traits for a campaign trait found in the Player's Guide.
@Droskar: Looks good, I await your background!
@ Edeldhur: Looks good, but you have a trait for the wrong AP. This is Serpent's Skull, not Skull & Shackles. There's nothing wrong with being a sailor (and indeed, the Swim skill has its uses in this adventure), but it is a largely land-bound campaign.
@ Gnick Gnak: That's fine, there's a one-hour edit window for posts anyway, so don't worry about it now. nightdeath is correct, and there is a formatting guide underneath every new post box that shows some other useful things.
Aquanda |
I have made the corrections on my traits (swapping Focused Mind for Boarded in Shackles). It really only affected the crunch but I included all details below for reference.
Drake started his life in the back of a merchant’s wagon. His parents were peddlers who traveled the world gathering and trading curios, trinkets, pots, pans, needles, and whatever else the people they met along the way needed or sold. Drake spent most of the travel time making wooden toys and statues he sold with the family trade at each stop. He was particularly fond of one fox design he had made that sold quite briskly to the village children. It was an exciting life marked but several close calls as the family fought off raiders who thought the peddler’s wagon would be an easy target. When they discovered that Drake’s father was a more than competent swordsman and his mother a sorceress they usually moved on looking for easier prey.
On one occasion when Drake was about 14 a group of hobgoblin did not take the hint and he battle was not going well until Drake’s psionic powers first showed themselves. He manifested an astral construct behind the hobgoblin lines reminiscent of the wooden fox he had been working on before the attack began. Thinking they had been outflanked and support for the peddlers had arrived he Hobgoblins retreated. At first Drake’s mother thought her son’s powers were evidence that he had inherited some of her magic blood. After a frustrating year of trying to teach her son she realized his “magic” was something else entirely.
It took another 3 years before she was able to track down a suitable mentor for Drake. Well perhaps suitable was a stretch. The unpleasant hermit was the only person who seemed to know anything about the psionic abilities that Drake manifested. It was with great reluctance that Drake left the wagon to study with the hermit whose training was hard and emotionless, though not cruel. 4 more years had passed before Drake’s training was complete. By that time he had lost contact with his parents and he was anxious to track them down.
He set out following the very old trail his parents had left. The last remnant of news he was able to dig up seemed to indicate they had headed to Eleder. Hoping to catch up Drake booked passage on the Jenivere.
Drake is tall and lanky with red-brown hair cut short against his head. He wears worn-in clothing suitable for a long journey with a large wide brimmed hat and a neatly packed backpack. A light crossbow hangs from his side opposite a long knife. A crystal pendent around his neck seems to give a faint pulsing glow and move of its own accord as if getting comfortable whenever Drake settles into a new position.
Drake is well traveled and used to being on his own. Having spent little time living in large societies he doesn't feel a need to go out of his way to help others he doesn’t know personally. He does however have great loyalty for his friends as he knows they count on him and he on them when times get tough. Drake does have a dislike for brigands and thieves so may step in to help a stranger if it means thwarting a robbery.
----------------
Drake Allenin
----------------
CN Medium Humanoid (Human) Psion 1
Init +2 Perception +4
----------------
DEFENSE
----------------
AC 15, (+2 Dex, +3 Armor)
Hp 8
Fort +2, Ref +3, Will +3
Concentration +8
Speed 30 ft.
----------------
OFFENSE
----------------
Melee
Dagger -1 1D4-1 (Critical 19-20 x2)
Ranged
Light Crossbow +2 1D8 (Critical 20 x2)
Dagger +2 1D4-1 (Critical 19-20 x2)
----------------
STATS
----------------
Str 9, Dex 14, Con 14, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD +11
Traits Boarded in Shackles, World Traveler
Feats Psionic Talent, Boost Construct, Psicrystal Affinity
Skills Craft(Sculpture) +8, Knowledge(Arcana) +8, Knowledge(Local) +8, Sense Motive +8, Spellcraft +8, Use Magic Device +4
----------------
SPECIAL ABILITIES
----------------
Psionics (6 Power Points)
At Will: Detect Psionics, Entangling Ectoplasm, Ectoplasmic Creation
Level 0: Empathy, Crystal Light, Create Sound
Level 1: Force Screen, Astral Construct, Energy Ray
----------------
Favored Constructs
----------------
Dog: Small Construct, 15 HP, Move 30', AC 18, Slam +3 1D6+3 (Trip +7 CMB)
Snake: Small Construct, 15 HP, Move 30', AC 18, Slam +2 1d6+6
Eagle: Small Construct, 15 HP, Move 30'Fly 20' (Average), AC 18, Slam +2 1d4+6
GM mechaPoet |
@ Seth86: Sure, I don't see why a centaur couldn't become a pirate.
@ Nosgrim: The best mounts would be those that are adapted for navigating tangled jungle brush, ancient ruins, and occasionally urban environments. Having a mount that you can summon and dismiss (a Paladin's mount or Summoner's Eidolon, for instance) is a big boon, as well. There is some narrow-hallway'd dungeon delving, but there have since been published ways to mitigate that, like hosteling armor or the Narrow Frame feat. That said, if you bring something like a horse, there will simply be some places that it won't be able to get to for the first few levels (not the majority, but some). As far as crafting goes, there are definitely some chances to do that. The first few levels (i.e. Book 1 of the AP) involve a lot of free time, but without a lot of access to the usual resources. There will be some chances for such things closer to the start of the second book, but we'll cross that bridge when/if we come to it.
Siri Quinray |
Background and a brief description of Siri here.
Faunra was shipped off to far off Cheliax as a slave, where she was put under service of an ambitious and cruel Aspis Agent. Under his 'care' she soon found herself with child, and fearing the worst for them, ran off into Andoran. There she gave birth to her daughter Siri, taking her into the country's forest region to raise without the benefit of her tribe.
Siri and her mother would make Arthfell Forest their home for over two decades - a pittance for the long lived mother, but the young woman who sprouted up so quickly in her eyes carried a burden - the looks of a Cheliaxian with the soul and upbringing of an Ekujae. That gave her as much of a boon as a curse, less xenophobic than her mother and more willing to trade with the Andorans, but always seeming to disappoint her mother for little reason.
When she was fully an adult, her mother decided that it was time for them to return to their tribe. Faunra feared that her daughter would not be accepted, but her love demanded she try. The journey sneaking into Cheliax to find a proper vessel was not fortuitous for them, as Siri found herself having to leave her mother to the Aspis agents who reclaimed her as a slave.
Siri would stowaway on a ship bound for Sargava soon enough in Corentyn, desiring revenge against the people who took away her only family. To that end, she plans to return to her tribe and join them in destroying all of the Consortium's outposts.
Edeldhur |
Ok, I hereby resubmit Targ ;)
Targ
Human Barbarian (Invulnerable Rager, Urban Barbarian) 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +5 (1d10+6/19-20/×2)
Ranged sling +3 (1d4+4/×2)
Special Attacks rage
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Extra Rage
Traits jenivere crew, threatening defender
Skills Climb +6, Diplomacy +3, Knowledge (local) +6, Perception +5, Profession (sailor) +5, Survival +6, Swim +6
Languages Common, Cyclops, Polyglot
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Lamellar (leather) armor, Bardiche, Sling, 77 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Targ's heart has been that of an Explorer since he can remember - his childhood was filled with bruises and scratches caused by his need to go where others would not, and poking his nose and fist where his brothers would not.
His natural curiosity was faced with naturality by all of the tribe, and gazed upon with pride by his father who, with an abnormal clarividence and foresight for a barbarian family leader, considered that each and every experience the boy lived through would only enrichen the man he would become, hence inciting him to always keep an open mind, and inquisitive nature.
Bolstered by such motivation, the boy turned into a daring adolescent, contibuting in a definitive manner to the expansion of his tribe's domains, even if through minor roles of scout or supply chain participation he took pride in his actions, and always insisted on being the forefront of the tribe's actions, whether these were combat missions against the unending orcs from the Hold of Belkzen, diplomatic missions to contact the other Quahs, or patrols all the way Southeast to the maligned Storval Stairs - his father recognized his entrepeneur spirit, and took a bet with him that he hadn't done with his brothers. He sent him to make a living in Magnimar, intent on broadening the boy's horizons even further, in line with the open minded approach to life of the Shundar-Quah - The Spire Clan.
Targ's initial reaction was of shock, but he quickly understood and empathized with his father's motivations, and departed to the Varisian metropolis - there he grew emotionally, learning to deal with realities almost diametrically opposed to that of his homeland and tribe - he understood the value of diplomacy over intimidation, and the advantages of taming the rage that he harbored in his heart as part of his ancestry heritage, turning it into a controlled, and keen martial acumen he had never felt before. He toiled in everything, since the loading docks to the butchers, to being a bouncer in one of the city's many inns and taverns. Surprisingly enough, his lust for exploration never diminished, and his longing for further knowledge never abated.
A year later he returned a different man to his homeland, with amazing tales to share around the fire about all the things he had experienced in the 'civilized' world - the tribe easily related to his recounts of this or that fist fight in the alleys of Magnimar, yet it was harder to convey his wanderlust, as everyone seemed to be expecting him to definitely return to his tribe, yet he had different plans... Able to read him like an open book, his father was aware of this, and when the opportunity presented itself, spoke with Targ privately making clear he had his blessing. Furthermore, he made him understand, that this was probably what the elders called "The Journey", and even though his was different from any others thus far, the path was his own to thread, independently of tradition or peer pressure.
Again reassured by his father's words, Targ left his homeland two months later, his mind set with the comprehension that this time he would probably not be back one year later - he would return, but he did not know when.
With no set destination in mind, the Jenivere was the first ship that would accept him on board as a deckhand, and he grabbed the opportunity with both hands, having been a part of a couple of trade voyages aboard the vessel thus far, and learning his way around the ropes.
Nosgrim |
@ Seth86: Sure, I don't see why a centaur couldn't become a pirate.
@ Nosgrim: The best mounts would be those that are adapted for navigating tangled jungle brush, ancient ruins, and occasionally urban environments. Having a mount that you can summon and dismiss (a Paladin's mount or Summoner's Eidolon, for instance) is a big boon, as well. There is some narrow-hallway'd dungeon delving, but there have since been published ways to mitigate that, like hosteling armor or the Narrow Frame feat. That said, if you bring something like a horse, there will simply be some places that it won't be able to get to for the first few levels (not the majority, but some). As far as crafting goes, there are definitely some chances to do that. The first few levels (i.e. Book 1 of the AP) involve a lot of free time, but without a lot of access to the usual resources. There will be some chances for such things closer to the start of the second book, but we'll cross that bridge when/if we come to it.
Good to know, thanks. And character gen crafting? Could one craft their own weapons with a rank(because lvl 1 :D) in craft(weapons)? *trying to make 35gp work for a weaponwielding monk*
Alexite K. |
Hey GM,
Please consider Alexite Krupt for inclusion in your game.
He was originally made for a now defunct Serpent's Skull PbP game, which probably got to about half way of the 1st book before the GM was swallowed up by the 'enernet'. :)
Needless to say, I can keep player knowledge and character knowledge separate should my PC be selected but I thought I state this upfront to avoid any unnecessary confusion.
Here's a little preview (his full stats are in the alias).
APPEARANCE
Light brown hair cut shoulder-length frame a strong nose; a small goatee adorns a strong jawline. Compact, stringy muscle under white skin burned tan by many years outdoors allow Alexite to move gracefully even with a heavy load. The ranger has a well-oiled chain shirt under his snug clothes. Leather boots on his feet and his weapons (longbow, dagger, and battleaxe) complete the picture.
BACKGROUND (from Alexite)
Now, with a few decades under my belt, I see things more clearly. I was born to luxury and carry a family name hundreds of years old. My family has lived surrounded by the finer things in life since they settled this beautiful land but that needs to change and the sooner the better.
I’ll start at the beginning... my family name is Krupt, of noble lineage in far off Cheliax. My ancestors, lured by promises of riches, came to settle what is now called Sargava. Several hundred years later and my family is the proud owner of vast tracts of lands where pineapples and figs are grown and where cattle roam the seemingly endless plains. My childhood memories are filled with plantations, lazy summers, and all the trappings of a noble family. I was taught to hunt and track and to wield the family sword, all in preparation for my brief but mandatory stint in the Sargavan Guard, whom my ancestors had the vision of founding.
As a member of one of the founding colonial families, I was quickly given command of a scouting unit that best suited my skills and interests. We were assigned to Kalabuto; it was 4702 and the third Mzali invasion was just shaping up.
I was never meant to go to war; my father tried his best to pull me out when he heard the news but by then it was too late. Under my unskilled command, my scouting unit was ambushed. Half of us perished right there and then; I was lucky to have been saved by a couple of old veterans, locals much to my embarrassment. My Colonial upbringing was about to clash head-on with the reality of Sargava. It was a tough couple of days but I finally relinquished command of my unit to those better suited for it. That single action saved my life and has since shaped my outlook on everything.
We managed to survived, the four of us that were left from the original twelve. It was during these months that I learned the true art of the wild. I was taught to move as silently and swiftly as the wind, to tell which roots to eat and which would kill you, which animals screamed the least when they died, and I was taught to hunt. Not animals, I already knew that; I was taught to hunt men.
As much as I learned from my practical lessons, my most important experience was the gift of sight. True sight, not the one where we imagine how things are because of what others tell us or because of what we want to see. This was unadulterated sight, really seeing things for what they truly are without adding any bias to it. So I saw how the Ivory Cross put down the Mzali rebellion when called in (and were paid handsomely for it) but did nothing to rescue the Sargavan Guard. I saw the Ivory Cross instigate native uprising so they could then be hired to put them down. And I saw how the natives were thought of and treated like second class citizens when they had a lot to teach on how to truly thrive in this land.
My new-found sight came accompanied with a new-found voice with which I confronted my family telling them the truths that had been hidden from me. Ignored and told to keep quiet to maintain the status quo, I learned that my family profited from the Ivory Cross contracts and our substandard treatment of the natives. Disgusted, I left my easy life, my estate, my plantation, and cut ties with my past. Elated with my freedom, I returned to the land and those that saved my life and taught me so much.
I still carry my name, much to my family’s discontent, because I believe that things can be different. I am as much local here as any of the natives but I want to change the way the Colonials treat the true natives.
After a few years of roaming Sargava and the Mwangi Expanse, I’m heading to Eleder to see first-hand how things are at the capital.
PERSONALITY
Alexite has learned a new respect for life, especially native life in Sargava. He’s lost his noble haughtiness and has replaced it with an even temper. Although still in his 30s, he speaks like a veteran of many battles. He is slow to anger but his temper is slow to rein in when ignited. The subject of the exploitation of the natives by either colonial or foreign powers is something dear to his heart and he is trying to find a way to change this in Sargava. The fact that he is also not fond of foreign trading companies pillaging the natural resources of the region has not made him very popular among some of the Colonials. Only his last name keeps him from being subjected to the same treatment the Colonials reserve for the natives.
Please let me know if you have any questions or need further information at this time.
L8r,
Fabian
GM mechaPoet |
@ Deliverance: Ah, good catch. Although, the wording suggests that the X/day number of times you can summon the mount can be used for teleporting it next to the Paladin after its first summoning...
@ Siri Quinray: Thanks, looks good.
@ Kenton: Sorry! I missed acknowledging you in the thread, but don't worry, you are on the list of completed applications on my home computer.
@ Nosgrim: Yes, that should be fine.
@ Alexite K.: Looks good, I'll add you to the list.
GM mechaPoet |
GM mechaPoet wrote:The best mounts would be those that are adapted for navigating tangled jungle brush, ancient ruinsLike a treant!
GM mechaPoet wrote:, and occasionally urban environments.Doh! :)
I think it would be a little difficult to have a companion that could thrive in ALL those environments. I'm sure Sticky would manage, though. :)
Hunter Deadeye |
@ Hunter Deadeye: I apologize, I should have been more clear. When I said to stick to things from the ARG, I meant the Core, Featured, and Uncommon races. So no Kasatha. They're a bit too powerful for a first level character, not to mention that (as far as I can tell) they exist solely as an example for the race-builder, and have no official fictional tie to Golarion other than their blurb about being wasteland raiders. If you're still interested in having multiple arms, you may look into an alchemist with the vestigial arms discovery, or a (synthesist) summoner.
@ Deliverance: I believe rangers have the option of taking natural weapon focused combat feats. Besides that, I'm not sure what else would go well with a bite. Perhaps a beast totem barbarian?
Multi-classing allowed? still interested in ranger, but might take just enough levels to gain another arm, and maybe another discovery,
GM mechaPoet |
GM mechaPoet wrote:Multi-classing allowed? still interested in ranger, but might take just enough levels to gain another arm, and maybe another discovery,@ Hunter Deadeye: I apologize, I should have been more clear. When I said to stick to things from the ARG, I meant the Core, Featured, and Uncommon races. So no Kasatha. They're a bit too powerful for a first level character, not to mention that (as far as I can tell) they exist solely as an example for the race-builder, and have no official fictional tie to Golarion other than their blurb about being wasteland raiders. If you're still interested in having multiple arms, you may look into an alchemist with the vestigial arms discovery, or a (synthesist) summoner.
@ Deliverance: I believe rangers have the option of taking natural weapon focused combat feats. Besides that, I'm not sure what else would go well with a bite. Perhaps a beast totem barbarian?
Of course. A second level alchemist could take the vestigial arm discovery, and from then you could take the Extra Discovery feat for the second arm.
Gnick Gnak PaddyWack |
Gnick Gnack Paddywack is about 3 feet tall with spiky blue hair. He does not have a beard as he is afraid that it might catch fire during one of his blendings of various materials and he always wears his goggles, just to be safe. He doesn't want to be reminded, as he was as a young gnomeling, when he told other gnomes that he wanted to build x or y, he was always being told ,"You'll shoot your eye out, kid." The lesson stuck so he wears his goggles. You can't be too safe. He is very excitable, as his lessons in the lab have shown him that a slow poke gets a fast blow up.
Learning about all he could on alchemical things and mastering how to make tanglefoot bags and sticky glue as he calls it, he wanted to learn how to make gnome fire which he has dubbed the more well known alchemists fire, since as an alchemist and a gnome he thinks he should master. He has recently learned how to make this item. He goes around community to community learning about poisons, other alchemical things, as well as herbalism. He is on the ship on the way to Sargavia to see what new toys and herbs and lore he can pick up.
GM mechaPoet |
You would have one primary hand and three off-hands.
So the way this would work is that you would follow the table in the two-weapon fighting rules, with each off-hand taking the same penalty. If you have two pairs of hands holding one weapon each, you would get the benefits of using those weapons with two hands. One of those weapons would be wielded with your primary hand and an off-hand, and would thus be the primary hand weapon. The other one would wielded in two off-hands, so it would be your off-hand attack. As there is no mechanical benefit to using light weapons two handed, I assume you would be doing this only if they were non-light (like the crossbows, as you mentioned).
This comes out to -6/-10 (Primary/Off-hand) for your attacks, or -4/-4 if you have the Multiweapon Fighting feat.
Also, left hands can be primary hands, too. Don't be so dextronormative. :)
Edit:
@ Gnick Gnak: Thanks, I'll add you to the completed submission list.
GM mechaPoet |
Completed Submissions:
(I've grouped together those of the same class, but that doesn't mean that I definitely won't pick two of the same class. I'll be choosing largely from the character's overall feel, rather than just their build.)
Gnick Gnak PaddyWack - Gnome Alchemist
Siri Quinray - Half-Elf Barbarian
Targ - Human Barbarian (Invulnerable Rager, Urban Barbarian)
Vasily Petrescu - Human Bard
Silmayre Leafwalker - Elf Druid (Treesinger)
Talathel Windliss - Elf Magus (Spelldancer)
Onix - Oread Monk (Student of Stone)
Paulinus Ratarion - Aasimar (Idyllkin) Oracle (future Oradin)
Aquanda - Human Psion
Alexite K. - Human Ranger
Galford Dao - Tengu Rogue (Swordmaster/Scout)
Kenton Blackridge - Human Rogue (scout)
Rrruh - Catfolk Elemental Bloodline (Earth) Sorcerer
Partially completed:
Viluki - Background submitted. (From PMs: assuming an Invoker with the Fey Pact)
Droskar Halfblood - Half-Orc Bloodrager, needs background
Interest:
Lady Ladile - Sylph Witch
Otm-Shank - Bloodrager
Scott Williams 16 - Ranger
Threeshades - Ifrit? Magus (Kensai)
Kris Vanhoyland - Human Druid (Feral Child)
Dakcenturi
Ridge
Deliverance - Oni-Spawn Tiefling
Hunter Deadeye - Ranger
Tilnar - Half-Elf or Suli Shaman
Veltharis - Anko'maa the Gorilla Prince, Demon-blooded Mwangi Bloodrager
Nosgrim - Monk?
Nosgrim |
Nosgrim - Monk?
Nosgrim is a Sohei now. But he is going Sohei1/Celestial Sorcerer6/Eldritch Knight
So he falls somewhere between arcane and melee. He is intended a well rounded character. Though not so much with the social skills...:p
He is well suited to support a social character with his perception and sense motive however.
And he is ready. Just needs some minor tweaks and extra backstory. But that could technically be done as the story advances.
Viluki |
N Medium humanoid (Vishkanya)
Init +4; Senses Low Light vision, Perception +0
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, 2+ armor)
hp 8 (1d8)
Fort +0, Ref +3, Will +0
Poison Resistance
OFFENSE
Speed 30 ft.
Melee kukri +4 (1d4/18-20x2)
Ranged Mystic Blast +4 (1d6/20x2)
Poison Use, Toxic, Weapon Familiarity
spell like ability Guidance
Incantations Known (CL 1st; concentration +5)
1st—Intoxicating Venom (fort dc 16)
Pact Fey
STATISTICS
Str 10, Dex 18 (16+2), Con 10, Int 14, Wis 8, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 13
Feats Extra Traits
Traits Boarded in Cheliax, Slippery, Fast Talker, Magical Talent
Keen Senses, Limber
Skills Bluff 9+, Diplomacy 8+, Sense Motive 2+, Knowledge (nature) 6+, Stealth 11+
favored class bonus 1 extra skill point per level
Languages Common, Vishkanya, Sylvan, Elven
SQ Fey Spit, Taste of the Fey World
equipment Leather Armor (10 gp), Kukri (8 gp) and 122 gp
gm do you like? I assumed the average gold for the h8 classes, if this is wrong tell me.
Alexite K. |
It's a 3rd party class called the Invoker, from Little Red Goblin Games. Viluki ok'd it with me over PM. It functions similarly to the old 3.5 Warlock, with a scaling at-will ray and a very limited number of at-will spell-like abilities.
I miss my Warlock. :(
Are the mechanics available for viewing (http://www.d20pfsrd.com/ or somewhere else)?
L8r,
Fabian