Grimm Tales

Game Master Red Velvet Tiger

A dark fairytale-based campaign where heroes stand against The Five, a coven of five evil witches whose sinister schemes threaten the known world.


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I see lots of potential for all these characters. >w<


Red Velvet Tiger wrote:

Will try to post replies and such later. TSP and I got drunk, since Thursdays are party days!

MPCampbell, TSP and I were talking and wondered if you would like to make some extra money formatting some of our PDFs once we get a 3PP started up? He's already got a few blokes lined up to help him get a lot written and got an editor or two on standby.

While I hesitate to say never, please know that I am a medical student. I study 14 hours a day, seven days a week and that despite the seeming outlandishness of the claim, I am not exaggerating. I take my US National Board exams in two weeks and must move to New York three weeks after that to begin clinical rotations which require even more time. The only reason my wife has allowed me to apply to your game is because it is Ravenloft-esque and I am a Ravenloft fanatic.

I have the time to play in campaigns (1-2 posts a day) but I do not see myself having time for a part time job. This is a shame because I get very excited over other people's passions, but I think you will be better off hiring an artist with more time. I believe there are many on these boards but if you cannot find one, I can easily recommend two or three who have time and charge far less money - I was a Creative Director before I was a med student and my time is usually billed at $300/hour. Naturally, I wouldn't charge you that, but well, even half that is...well...a lot.

So I hope you don't think I'm being ungrateful or snootish, but my wife would kill me, collect the pitiful insurance I'm worth and marry a young hispanic cabana boy who looks hot in a speedo.

I think we can all agree that would suck. 8(


@Hilde: Oh MY. o_O

And that is not in response to an accidental innuendo, that is just in general. It's great that you're moving up in life, though! ^_^

@Cake: Give me 4-5 years and I can draw stuff for you!

or something.

I'll probably be in University by then. But I'm sure I'll have time!


Neils D. Lafont wrote:
Doctor Rogers wrote:

I've updated my background, traits, and skills. Still working on feats and equipment.

Also, advice from other applicants: Kn(Arcana), Kn(Nobility), or Kn(History) for this setting? I'm having trouble deciding which one to focus on.

I have arcana and planes down

I have them at +10 myself, but nobility seems like a good one. Also, local might help. I would say history, but I have that one at +10 as well.

Still, since you can't retry knowledge checks, it's never a bad idea to have two people with a high bonus.


Yeah, I have all knowledge checks at +12 so far, but my class comes with a skill focus in one as well.

I'm thinking Nobility, but Local might be a good one, too.


Maena, that trait is fine.

Arwyne, I may or may not be slightly British, as in from the UK! :P But English pudding? Not very appetizing, since TSR made an Ooze monster based off of it! O_O Also, you want a mischievous, genius-level marmoset lol? And if you ever want to help out, feel free to, because we're always looking for good contributors and employees (Not that we've started yet, but preparation is the handmaiden of fortune, as they say!).

Emmeline, I'm curous, is your character going to look all beastly and ugly or is she going to have an Arnold Schwarzenegger body and a little girl's face/head?

Hilde, I know very well that medical school is a whole new Dark Tapestry full of unknowable horrors (Professors!), odd and mind-shattering geometrics (Textbooks!), and, of course, the price to be paid for heroism (Large-@$$ student debt, measured in tens of thousands of dollars!). Thank you for your consideration, even if it seems to be a no for the offer! Could you tell me how to get in contact with these people you speak of that could do a good job, what they expect per hour, ect.?

Doctor Rogers, Knowledge: Local is VERY good to have the focus in. Nobility will be slightly useful, but there are some people applying it seems to fit better, such as the few royals applying.

The Exchange

Hilde Alfborne wrote:
Red Velvet Tiger wrote:
stuff
more stuff

Bahahaha I'm dying


Cake, it'll probably be a mix. As a brute, she has to have a pretty tough body, what with 20 Str and all, but I figured she'd look twisted and somewhat bestial as well, to reflect the caliban traits, even if she doesn't technically have any of them. She's going to end up multi-classing into Barbarian along the way to reflect the growing brutish instincts she'll be struggling with, as well.

Also, I'd love to help out with 3rd party stuff, though I'm not really sure what I could bring to the table, sadly. :|


Red Velvet Tiger wrote:
the price to be paid for heroism (Large-@$$ student debt, measured in tens of thousands of dollars!).

OMG, I wish.

I have finished 2.5 years and owe $200,000 US. I hear people complain that they have no money and all I think is, "You lucky bastiches. I am so far in the hole that I will need an act of God to climb out. 8)

I will get you some email addresses once my wife gets home. I'll get you 2-3 email addys of people I trust.


@Cake: I very possibly will be spending a school year off in the UK! ^_^

@Hilde: Poor, poor you. I still haven't decided what I want to Major in/do for a living, though! D:


I'd be interested in contributing to some 3PP content. I've written a campaign of sorts (yet to be play-tested), and I'm working on a few classes, archetypes, domains, etc. Not even sure what for really, just recreationally I suppose.


@Cake: The way you put the Marmoset just makes it seem that much more awesome. Do want. Specifically, I want a White-Headed Marmoset. :D

Feywarden class updated! I now have spellcasting from level 3 and full BAB! :D

I'll try not to beat EVERYONE into the dust. :P

EDIT: Just found an awesome house rule that should definitely be considered.
Eye for an Eye: When receiving damage that would put a character at 0 HP or less, the player may opt instead to lose a body part, such as an eye or an arm or leg (with commensurate loss of ability), and is reduced instead to 1 HP.

So instead of dying to fire damage, Neils' player decided to make him take damage to his esophagus instead.

Obviously, this is a very work-with-the-GM type thing, but I like it because it gives a legitimate way for a character to be crippled physically.

EDIT AGAIN: speaking of which, I think the Restoration spells should be made to only be able to undo small, less-complex injuries such as a punctured lung or a lost finger. Anything bigger just feels like magic's gone a little TOO far. Same with the Resurrection spells outside of True Resurrection. Those should cover recently-dead and not-totally-mangled bodies.


Arwyne Feywatcher wrote:


EDIT: Just found an awesome house rule that should definitely be considered.
Eye for an Eye: When receiving damage that would put a character at 0 HP or less, the player may opt instead to lose a body part, such as an eye or an arm or leg (with commensurate loss of ability), and is reduced instead to 1 HP.

So instead of dying to fire damage, Neils' player decided to make him take damage to his esophagus instead.

Obviously, this is a very work-with-the-GM type thing, but I like it because it gives a legitimate way for a character to be crippled physically.

EDIT AGAIN: speaking of which, I think the Restoration spells should be made to only be able to undo small, less-complex injuries such as a punctured lung or a lost finger. Anything bigger just feels like magic's gone a little TOO far. Same with the Resurrection spells outside of True Resurrection.

While interesting, it is important to keep in mind exactly what pathfinders system is designed to do, which is simulate high fantasy hack n' slash dungeon crawls. I agree wholeheartedly with the sentiment, but the rule itself doesn't mesh well with the established game. Healing is simply so easy and available that there is almost no reason for me to opt to lose something like a limb or an eye instead of just stabilizing and chugging a potion (which are pretty easy things to do).

Which brings me to the second point, death in pathfinder is virtually meaningless. Magic that brings you back to life is significantly more available than in any game system I have seen, which means dying isn't really a big deal most if the time. Thus, encounters are typically constructed around the idea that characters can come back if they really need too. Hell, you can pick up a feat that lets you come back without magic. Once you start reducing PCs abilities too keep themselves healthy, pathfinders system starts to get weird. SoD spells become much more dangerous, characters specializing in healing have to scramble to stay relevant, and anyone with Summon Monster on their spell list becomes much, much more powerful.

I'm not saying it's a bad idea, I just think one should consider the consequences carefully before adding major house-rules to any game. (Also I can't take damage to my friggin esophagus because of the stupid magic system, otherwise I would have already added that in. Trust me, I tried).

In that spirit, here's some other rule changes that seek to make Pathfinder a grittier game:

Spoiler:


Wounds and Vigor

Tanuki Tales' PF Houserules. Notable for the Corruption and Wounds mechanics.


@Neils: I actually like the Wound system a lot. Corruption seems like it's pigeonholing people into good acts, because any Big Bad would probably be an Abberation by the time the Heroes got around. Evil without consequences should exist, even if it isn't condoned.


Arwyne Feywatcher wrote:
@Neils: I actually like the Wound system a lot. Corruption seems like it's pigeonholing people into good acts, because any Big Bad would probably be an Abberation by the time the Heroes got around. Evil without consequences should exist, even if it isn't condoned.

I actually meant to make note of the casting system, not the corruption mechanics. So that's my mistake. I played in the game for a bit, but it ended up being really disappointing.

The corruption system seemed to me to be a play on the Warp mechanics from WH40k. Since Evil in pathfinder isn't just a metaphysical or philosophical concept, it's a real thing you can touch and fight, the more exposed to it the more twisted and tainted you became. Though I do agree that simply committing heinous acts probably shouldn't qualify one for corruption. It should be solely be a result of exposure to spooky-bad energies and such.

Some of the other mechanics where interesting (Sanity, Expertise) but it ended up being more tedious than fun.


I think one of my old DMs had some homebrew rules on casting/healing/spells...I need to dig them up, though.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

You have to be careful with house rules. I have fallen under that banner of starting a character and house rules coming into play that boost other characters and completely stripped mine. Making the game no fun because my concept was shot down. (RIGHT before it was to come to fruition) Aka little red riding hood Riding her wolf animal companion. And the ranger got a full up grizzly bear, or full round casting for spells changing so that I couldn't "double tap" as they said, basically I could not activate a spell on the round after it was cast, like call lightning.


But the flavor~!

Think of how cool Xerxes would be with an eyepatch!

The cool thing about the rule is that it allows for 'trophy wounds' to be taken.


I have proofread Marianne and updated a version without all of the grammatical errors. I was so worried that the massive response might end recruitment early and posted what I had written unread. I think you'll find the copy much more pleasant now.


Arwyne Feywatcher wrote:

But the flavor~!

Think of how cool Xerxes would be with an eyepatch!

The cool thing about the rule is that you don't have to waste thousands of gold pieces on a resurrection if you take a huge blow that would kill you in one hit. Instead you would have a giant wound that would allow for character development.

And it's a rule that would allow for actual implimentation of trophy wounds.

Frankly, I'd rather pay the gold than take the penalties for missing an eye/limb/organ etc.

Plus it's already super easy to get a scar on your character:
"Remember when that Elf stabbed me in the back?"
"Yeah"
"I have a scar from that".

It's just not something I see needing an actual rule for, since it's never been a problem to say that a character has received a scar from a wound.


Hilde Alfborne wrote:
I think you'll find the copy much more pleasant now.

But the first one already had me seeing the therapist over feelings of inadequacy...


@Neils: Point taken.

And to your second post, yes. Marianne scares me with her sheer power of roleplay.


Found most of the homebrew rules, most regarding spells.

Save Rules:
Save Rules:
All casters now make a cast roll to land a spell with the cast modifier equal to half caster level+primary ability modifier, vs the target’s save+11. This replaces the target’s saving throw.

This applies only to effects that have a caster level or attacks such as breath weapons, spell-like and supernatural abilities. All other effects such as poisons or trap DC’s are unchanged and require saving throws.

Heighten spell increases your effective caster level by 2 for bypassing the target’s save. This increases the spell slot by 1.

Reason: It enables casters to feel like their doing more and make them more enjoyable. It also has the effect of making low level spells just as effective a choice at high level as the spell level doesn’t determine the modifier any more.

Wild Magic Effects:
Wild Magic Effects: When any spell/spell-like ability is disrupted, due either to damage or failed concentration checks, a wild magic burst is triggered. When any spell, spell-like ability is used in a wild magic area a concentration check (DC set by DM based on the strength/size of the wild magic area +spell level) is needed. If successful the spell goes off as normal and a wild magic burst is triggered. If failed, the spell is wasted and two wild magic bursts are triggered. Rods of Wonder just cause a wild magic burst. Wild Magic effects are a 1d10,000 rolled on a chart.

Spell Points + Updated Witch spell list:
Spell points: We use the spell point system from Super Genius Games with the following change: Bonus spell points are calculated by multiplying half your caster level by your primary casting stat modifier. So a lvl 1 Wizard with 20 Int would gain 5 bonus spell points (half CL of 1, rounded down is 1, multiplied by the Int mod of +5)
Updated Witch spell list: Found here, https://docs.google.com/document/d/1EF5OdIKO9802Q7dG5u0LmGDKKuG5NJMnHGM0Jhz -R0U/edit to give them a spell list that isn’t crap and honestly should’ve been on their list in the first place.

Individual Spell Changes:
Individual spell changes:
All cure/inflict/healing/restoring spells do not have a cap on effects based on CL and all are considered necromancy (positive)/(negative) spells (but do not counter one another as they draw from different planes and energies)
Cure/Inflict moderate wounds is 2d8+2 per CL
Cure/Inflict serious wounds is 3d8+3 per CL
Cure/Inflict critical wounds is 4d8+4 per CL
Breath of Life is 5d8+5 per CL
Breath of Life/Death, Heal, Harm, Mass Heal/Harm are now included in spontaneous casting of cure/inflicts and automatically added to spells known for oracles, just like the normal cure/inflicts known.
Restoration line are all now standard actions and affect undead/creatures healed by negative energy as the below new Degeneration spells.
This also affects all mass versions of these spells.
Mage Armor is now an Abjuration spell where it should’ve been.
Feeblemind is now Lesser Feeblemind and lasts for 1/rd per lvl and no longer gives a penalty to saves against those that know arcane spells, in addition it applies the penalty to Wis as well. Feeblemind is a lvl 7 spell that is permanent, applies to Wis, and does not have a penalty to arcane caster saving throws. In addition, Feeblemind can be removed with Break Enchantment.
Sleep no longer has a HD limit, but is now single target. Deep Slumber has no HD limit, but a limit of 1 creature per 2 lvls, chosen randomly within the 10ft burst. Cloak of Dreams is unchanged.
Symbol spells that have a hitpoint or HD limit no longer have them. However, they give a will save (unless they didn’t give a save and didn’t have a HP/HD limit already).
Power Word spells can now be used on targets that have higher HP than the spell allows, however those targets that do have higher HPs get Will saves.
Circle of Death/Undeath to Death now do not have a HD limit on their effects, but instead creatures with over half health are immune. Creatures with ¼ or less of their HP remaining take a -4 on their saves. This makes this spell more of an execute effect.
Daze now works on any humanoid, but the target gets a bonus on their save equal to their HD.
Hypnotic Pattern no longer has a HD limit.
Scare is removed, Cause Fear is no longer HD capped, Fear is unchanged.
Specific spells that counter each other, such as Haste/Slow, are now the same spell. In order to get the desired effect you merely reverse the spellcasting (exactly how a counter works). Learning (or preparing) one spell effectively gives you both. The following are affected by this change (with updates as needed):
Haste/Slow
Bestow/Remove Curse
Daylight/Deeper Darkness
Blindness/Deafness and Remove Blindness/Deafness
Contagion/Remove Disease (Note, this spell is removed from the sorc/wiz list)
Poison/Neutralize Poison (Note, this spell is removed from the sorc/wiz list)
Flesh to Stone/Stone to Flesh
Enlarge/Reduce Person/Animal
Knock/Arcane Lock
Cause/Remove Fear
For clerics/oracles only, for all others these are separate spells and do not counter:
Degeneration/Restoration and lesser and greater versions
Breath of Life/Breath of Death
Regenerate/Disable
Discern Lies applies a bonus to Sense Motive equal to the bonus Glibness applies to Bluff of equivalent caster level. This effectively negate glibness while balancing the save issue.
Reason: The changes to cure spells allows them to be effective in combat heals. Before, a cleric had to spend all resources on healing and could rarely keep up until they received Heal where it became easy. This change scales cure spells more linearly so Heal isn’t such a big jump and clerics can easily keep up. It also raises the threat of a clerics inflict spell to on par with Wizards as this is commonly their only attack spell. Discern lies was changed to counter Glibness. In the old system, Glibness just worked with no method of resisting while Discern Lies gave the target (assuming Glibness) a save and was unreliable. This creates a counter effect that neutralizes Glibness. The changes to Feeblemind were because it was an effective single save way to end a character in much the same way a death would, didn’t affect clerics/druids at all, and even placed a penalty against wiz/sorcs for an indiscernable reason. And it wasn’t removeable by the classes that could cast it until two spell lvls later (for an exorbitant amount of money), yet could be removed for free by a higher lvl cleric (that it didn’t affect). The changes to the spells that counter one another were both to fit in with lore (a counter spell is literally a spell cast in reverse according to lore, so Haste/Slow SHOULD be the same spell), and for balance for spontaneous casters because it wasn’t really possible to take one of these spells without needing the other due to ‘if I take bestow curse then the DM will use it and I’ll HAVE to take remove curse as well’. The changes to Sleep, the Power Words and the Symbols were due to HD and HP both being calling ‘intangibles’ by the game and shouldn’t ever have been designed around them in the first place. Not to mention being utterly useless 1-2 lvls after you get them, or worse, useless 2-4 levels BEFORE you get them.


this is what I imagine Cake to be thinking when she sees this. Calling it, she is actually the Sixth. All of us actually are the characters we made for this campaign, we're just under the effects of a very powerful illusion spell of some sort. This is totes true.

"Oh, new posts in my awesome and twisted campaign recruitment thread! Little do these cretins know how much I loathe them all! I will screw with them so MUCH today!"

*skims thread*

"WHAT!? WHAT IS THIS SUGGESTION OF HOUSE RULES IN MY CAMPAIGN!? YOU WILL ALL BE PUNISHED!!"

*reads thread more closely*

"That damn Gnome started this, I see... Well, SHE won't be getting into this campaign! But I won't tell her until Sunday! MUHAHAHAHAHAHAHA*cough*cough*I am so evil!"

*cue very nice post saying how she prefers not to use too many house rules*

Also, these are the finalized versions of the Feywarden and the Faerie Beast:

Feywarden
Faerie Beasts

Regarding the caster rules you posted, Emmie, I like them all, and I'm sure Spidre will be excited to hear about an expanded spell list ;)


I am a doctor, able to bring dying people back from the brink and reattach body parts with my handy medical kit.

Who needs magical healing to do such things?

I think RVT already said spell casting was going to be difficult/dangerous, so I'm a little afraid it might explode a limb you are trying to reattach.

I'm not really paranoid about this, but I can see him being so. For some reason I really like the idea of a paranoid old man.

Edit: I really like the spell save rules you posted, Emmeline. That would be cool in a game like this.


Seriously, Doc, how tall are you? for realsies.


I haven't decided yet. I could be 5'4", maybe 5'5". How tall do you think I am?

I'm 5'9", but I want him to be a bit shorter.


Doctor Rogers wrote:

I haven't decided yet. I could be 5'4", maybe 5'5". How tall do you think I am?

I'm 5'9" though.

Either way, you're too tall for Xerxes to scare you.

I'm actually 5'8, and still growing.


10'4", oh my.

I'm like...5'...something or another? Only weight 136 pounds, though, and I've weighed this much for about 5 years now.


dang you, I'm ~160 pounds. I'm kinda lazy and I eat when I'm stressed, so I'm kinda plump, though. :/


Emmie, how could anything scare you? You are almost two of anything I could point to in the First World outside of the Tane.


What is the biggest panther you've seen?

Now imagine its bigger, intelligent, and hungry.

Xerxes doesn't necessarily terrify me, but he's also not a creature I want to offend, turn my back on, or leave without food for too long.

I'm 155. Edges are a bit rounded from being a gamer


That's wise of you, old man.


Nah, Xerxes wouldn't hurt anybody, especially someone who's shown me kindness! I would brutally murder him if he did that!


I'm still just 14 years old...

I'm actually pretty reclusive, all things considered. No real friends left living nearby, so I only really get out the house to go to work and go to things I absolutely have to go to. Time at home is spent on PF, games, and college work. It'd be awesome if I could contribute something to that 3rd party stuff, though...


I should really work on my art; maybe I could eventually draw the world this campaign takes place in.


I need to find out what I'm actually good at doing...Otherwise I have nothing to contribute... D:


writing is always an option for you. Your backstory is pretty well-written.


I appreciate the compliment, but I highly doubt my writing would be up-to-standards for third party stuff. ^^;


Emmeline wrote:
I appreciate the compliment, but I highly doubt my writing would be up-to-standards for third party stuff. ^^;

Please, even huge companies like Blizzard don't have as much writing talent than the people in this thread (excluding me) have.


Arwyne Feywatcher wrote:
Emmeline wrote:
I appreciate the compliment, but I highly doubt my writing would be up-to-standards for third party stuff. ^^;
Please, even huge companies like Blizzard don't have as much writing talent than the people in this thread (excluding me) have.

Methinks you're just being modest. ^^; If I was able to get into a third-party deal, I'm sure you'd be just as able. *Nodnod*


Emmeline wrote:
Arwyne Feywatcher wrote:
Emmeline wrote:
I appreciate the compliment, but I highly doubt my writing would be up-to-standards for third party stuff. ^^;
Please, even huge companies like Blizzard don't have as much writing talent than the people in this thread (excluding me) have.
Methinks you're just being modest. ^^; If I was able to get into a third-party deal, I'm sure you'd be just as able. *Nodnod*

if I'm not totes modest, then I feel like I'm bragging. I have a lot of shortcomings in my writing that I need to get over.


Arwyne Feywatcher wrote:
Emmeline wrote:
Arwyne Feywatcher wrote:
Emmeline wrote:
I appreciate the compliment, but I highly doubt my writing would be up-to-standards for third party stuff. ^^;
Please, even huge companies like Blizzard don't have as much writing talent than the people in this thread (excluding me) have.
Methinks you're just being modest. ^^; If I was able to get into a third-party deal, I'm sure you'd be just as able. *Nodnod*
if I'm not totes modest, then I feel like I'm bragging. I have a lot of shortcomings in my writing that I need to get over.

I think this should probably go to PM so we don't spam the thread anymore. ^^;


Sorry for the wait GM, but here is my submission: Princess Faun. Her proposed story trait is included in her crunch for your review. I hope you like her. I had a lot of fun with this one. I'm very open to adjusting her backstory to further accommodate your ideas about the world. Thanks so much for your consideration.

Crunch:

Princess Faun
Human Witch 3
NG/M/Human (19 years old)
Init 7 = 3(Dex)+4(Feat) Senses Perception +6
-----------------------
Defense
-----------------------
AC 13 Touch 13 Flat Footed 10 (+3 Dex)
HP 24 (3d6+6)
Fort 3 =1(Base)+2(CON)
Ref 4 = 1(Base)+ 3(DEX)
Will 4 = 3(Base)+1(WIS)
CMD 13 = 1(BAB)-1(STR)+3(DEX) + 10
-----------------------
Offense
-----------------------
Speed 30 ft
Base Atk + 1CMB 0=1(BAB)-1(STR)
Melee 0 = 1BAB- 1STR
MW Dagger +1(1d4)
Ranged 4 = 1BAB+3DEX
MW L.CrossBow +5(1d8) 80ft.
MW Dagger +5(1d4) 10ft.
-----------------------
Statistics
-----------------------
STR 08(-1)
DEX 16(+3)
CON 14(+2)
INT 18(+4)
WIS 13(+1)
CHA 14(+2)
-----------------------
Skills
-----------------------
Class Skills: Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (Arcana, History, Nature, Planes), Profession, Ride, Spellcraft, Use Magic Device.
Ranks/Level: 7 = 2+4(INT)+1(Human) + 3 FCB

Diplomacy 10 = 1(Ranks)+2(CHA)+3(Class)+1(Trait)+3(Familiar)
Handle Animal 7 = 3 (Ranks)+2 (CHA)+2(Feat)
Intimidate 9 = 3(Ranks)+2(CHA)+3(Class)+1(Trait)
Know. (Arcana) 10 = 3(Ranks)+4(INT)+3(Class)
Know. (History) 8 = 1(Rank)+4(INT)+3(Class)
Know. (Nature) 8 = 1(Ranks)+4(INT)+3(Class)
Know. (Planes) 8 = 1(Rank)+4(INT)+3(Class)
Perception 6 = 3(Ranks)+1(WIS)+2(w/ Familiar in Arm’s Reach)
Perform(Sing) 5 = 3 (Ranks)+2(CHA) (Free Rank Bonus)
Ride 11 = 2(Ranks)+3(DEX)+3(Class)+1(Trait)+(2 Feat)
Spellcraft 10 = 3(Ranks)+4(INT)+3(Class)
Sense Motive 4 = 1(WIS)+1(Trait)+2 (w/ Familiar in Arm’s Reach)
Use Magic Device 8 = 3(Ranks)+2(CHA)+3(Class)
-----------------------
Languages
-----------------------
Common +4 Others
-----------------------
Feats
-----------------------
Lvl 1: Improved Initiative
Lvl 1: Animal Affinity (Human Bonus)
Lvl 1: Alertness(w/ Familiar in Arm’s Reach)
Lvl 3: Spell Focus: Enchantment
-----------------------
Traits
-----------------------
Riding Lessons: Faun took regular riding lessons from childhood and spent much of her free time riding through the castle grounds. Horses are no exception to her fondness for animals and she loves being in the saddle. Overtime, she’s become an exceptional rider. +1 Ride Checks and Ride becomes a class skill for you. (Proposed Story Trait)
Extremely Fashionable: +1 Bluff, +1 Diplomacy, +1 Intimidate. Diplomacy becomes a class skill. Must be in 150 GP worth of jewelry.
Overwhelming Beauty: +1 DC of Mind Affecting Effects vs. Creatures w/ Same Subtype
-----------------------
Hexes
-----------------------
Lvl 1: Evil Eye
Lvl 2: Cackle
-----------------------
Spells
-----------------------
Spells Known
(Lvl 1 = 7, Lvl 2 = 2 X Lvl 1, Lvl 3 = 2X Lvl 1 or 2)
Lvl 1: All on Witch List
Lvl 1: Command*, Charm Person*, Cure Light Wounds, Ear Piercing Scream, Frostbite, Hex Ward, Ill Omen*, Mage Armor, Mount + Charm Animal (Patron)
Lvl 2: Commune WIth Birds, Hold Person*

Spells Per Day:
Lvl 0: 4
Lvl 1: 3 = 2+1
Lvl 2: 2 = 1+1

Spell DCs:
Lvl 0: 14
Lvl 1: 15
Lvl 1 Enchantment: 16
Lvl 1 Enchantment, Mind-Affecting vs. Humans: 17
Lvl 2: 16
Lvl 2: Enchantment: 17
Lvl 2: Enchantment, Mind-Affecting vs. Humans: 18
-----------------------
Special
-----------------------
Witch’s Patron: Animal
Witch’s Familiar: Thrush (A robin red-breast)
-----------------------
Equipment
-----------------------
Combat Trained Heavy-Horse (300GP)
Military Saddle (60GP 40LB)
Saddle-Bags (4GP 8LB)

In Saddle Bags:
50 Bolts - 5 Quivers (5 GP 5LB)
Familiar Satchel (25GP 6LB)
Animal feed (5 cp 10 lb ea)
Water-skin (1GP, 4LB)
Backpack (2GP, 2LB)
Grooming Kit (1GP, 2LB)
Bedroll (1SP, 5LB)
Blanket (5SP, 3LB)
Trail Rations x5 (1SP, 1LB ea.)

On Person:
Courtier’s Outfit (30GP, 6LB)
Pearl Earrings (75GP)
Platinum Comb (75 GP)
MW Dagger X 2 (604 GP 1LB ea)
MW Light Cross Bow (335 GP 4LB)
10 Bolts (10GP 1LB)
Spell Component Pouch (5GP, 2LB)
Belt Pouch (1GP, 1/2 LB)
Scrolls:
Obscuring Mist X2 = 50 GP
Identify X2 = 50GP
Blindness/Deafness X 2 = 300 GP
Pearl of Power (Level 1) = 1,000 GP

Background:

Princess Faun just recently escaped seven long years of captivity at the hands of The Ice Witch.  Plucked from her far-away native kingdom at the young age of twelve years old, The Ice Witch kept her locked away ever since.  Due to her cunning and the guidance of her patron she was finally able to escape, though by the skin of her teeth.  She doesn’t have a clear idea of how long she’s been kept away, or how far from home she is.  In fact, she’s not even sure she wants to go back.  For now she knows one thing  is true, she is finally free.

Fauns mother died at child birth and when Faun was four years old her father married a noblewoman from a neighboring kingdom. The new queen gave birth to Fauns brother Darius and remained indifferent to Faun. The queens cruelty was in her indifference; Nothing more, nothing less. Fauns father adored his new born son and heir , and though still warm and loving towards Faun, his attentions seemed unbalanced leaving her feeling isolated from the family unit at a very early age.

When very young, Faun was raised primarily by her nursemaid, her handmaidens and various tutors and servants rarely leaving the castle grounds. As she grew a bit older she excelled the most in the art of singing and in horseback riding, practicing both these hobbies often in her leisure.  

As she approached adolescence she could not help but let a melancholy consume her. There were no other children at court for Faun to create any kind of lasting relationship with and her brother the young prince was cocky and unpleasant to be around. Her nurse maid loved Faun very much, as much as she should, but secretly viewed her as a strange and unadjusted child. The other handmaidens also gossiped behind closed doors about the death of Fauns mother and how Faun was cursed, or "sold to the shadow " as they would say.

The only true friends Faun has ever had were the animals on the palace grounds. The horses in the stable, the peacocks by the fountains and the hounds in the yards ...
With these creatures she felt connected, finding her solace, her joy and the reciprocity of common decency and respect. She knew young she would not be pawned off to some prince in some kingdom for some reason far removed from her own self and mind. She didn't know what it was going to take to be free.

One very cold night, much colder than recorded for springtime, a chilling breeze pulsated through the castles corridors. A rush of cold down her spine woke Faun up from her sleep. She could see her breath in the cold night air and in an instant like the sound of a hundred crows circling a battlefield Faun found herself waking up yet again, only this time in an unknown bed, in an unknown place, and in a cage.

"Let me be your master, my pet. I can give you everything you desire ... a princess should not be sad ... a princess should not be ignored." These were the first words to Faun from her captor, the Ice Witch.

Faun was, dare we say, the fairest in the land. Fair enough to catch the attention of the Ice witch who was a collector of exotic baubles and rare beautiful things. There was no chance of Fauns family finding her, for the land where the ice witch lived was on the other side of the world from Faun’s kingdom. The witch had been magically spying on a few princesses from around the world as potential ornaments, and with time running short on the opportunity to strike, she decided Faun was the most fair and graceful of them all and snatched her in the night with a evil spell.

For the first few years of her captivity Faun played to the witch’s favor, gaining her trust and serving as company for the witch in her icy abode. The witch kept Faun dressed in the finest clothes and in complete comfort and luxury. The witch also severely underestimated Faun’s wits and never once would imagined that Princess Faun would herself become a witch.

One day, when she was 15, Faun discovered her potential for using magic. The witch was out for the morning and in the hall was a small thrush flitting about in a tiny cage. Probably a living spell component or the future victim of some unusual transformation magic.  From her own cage Faun threw a platinum comb given to her by the witch, knocking the small bird cage off the table and setting the thrush free. She started singing sweetly to the bird, coaxing it near her. To her surprise the bird sang back, in her own native language. The robin-red breast, named Pip, became her familiar. This is how Faun discovered her talent for magic, and her beastly patron.

It was then that Faun realized she wasn’t truly alone. She wasn’t the only beautiful creature the witch held in captivity. She could ally herself with other animals. They could help her to escape. But first, she would need to grow in power. She convinced the Ice Witch to let her keep Pip as a pet. A concept she became quite fond of, a pet taking care of pets of her own. She began to ask for more pets, and without realizing that Faun was building an army out of them, the Ice Witch obliged. Faun began practicing magic in secret, playing out the long-game with the witch. For several more years she obeyed every command, and acted as if she were the loyal daughter she knew the Ice Witch desired. Then one day, she hatched a plan.

A coordinated assault consisting of Pip’s entire flock provided the distraction she needed. While they attacked the Ice Witch, the stable animals rioted. Faun let them loose one by one in the chaos. She rode away on a stallion she named Rhythm, which she still rides to this day. With so many trails to follow, and no animals for her henchman to ride in pursuit, the Ice Witch stood no chance of tracking the girl down.

Which brings us to today. A princess without a kingdom. A girl without a childhood. A woman without a home. Princess Faun may not know what is next for her, but she knows one thing is true. She is finally free.


Emmeline, cool ideas are all that needs to be brought to the table. I agree on the expanded spell list. Also, don't shortchange yourself on your writing abilities, as I rather like it.

Hilde, $200K?! Where are you going?!

Spidre, sounds awesome! Any list of things? You may want to tell me about it via PM, since Paizo owns anything posted on the boards.

Arwyne, that will be a good rule, because RESURRECTION MAGIC CAN HAVE HORRIBLE RESULTS! Like I said, Ravenloft'ish magic alteration! And there are very few healers, so this is a viable alternative. And I don't like Blizzard anymore after they pulled that BS about not releasing the Reaper of Souls DLC for PS3 and 360. Shameless money-grabbers! I mean, people bought the game for console because IT'S BETTER, and most who did previously purchased the PC version. So why the hell should people have to buy it a THIRD time, just to get the DLC on console?! >_<

EVERYONE WHO IS A CASTER, BE AWARE THAT YOUR MAGIC IS EXTREMELY USEFUL, BUT IT CARRIES A PRICE! TO GIVE AN EXAMPLE, RESURRECTION MAGIC OF LESS A GRADE THAN TRUE HAS A TABLE FOR LOTS OF BAD MISHAPS (Characters returned as flesh-eating undead, cursed with an aura that brings death and misfortune to their loved ones, their now living body possessed by an evil spirit who uses it to spread evil, return with some type of deformity, ect.)! SOME SPELLS, LIKE CURE X WOUNDS, FUNCTION NORMALLY. AND ANY CHARACTER, REGARDLESS OF ALIGNMENT, CAN USE SPELLS WITH THE EVIL DESCRIPTOR, BUT A LOT OF THESE COST THE CASTER IN MAJOR WAYS! ALSO, SUMMON SPELLS CALL DIFFERENT CREATURES. IF YOU HAVE ANY QUESTIONS ABOUT DIFFERENT SPELLS, PLEASE PM ME.


Red Velvet Tiger wrote:
Hilde, $200K?! Where are you going?!

I attend St. George's University, in Grenada. According to the Dept of Labor, the average medical student graduates with half a million in debt. Med school has been just as susceptible to inflation as the rest of higher education and the loans these days are truly massive.


Hilde Alfborne wrote:
Red Velvet Tiger wrote:
Hilde, $200K?! Where are you going?!
I attend St. George's University, in Grenada. According to the Dept of Labor, the average medical student graduates with half a million in debt. Med school has been just as susceptible to inflation as the rest of higher education and the loans these days are truly massive.

Meanwhile, in Norway, all higher education is fully paid for by the government, even if you aren't a citizen, because the people who live there recognize that the more educated the people are all over the world the more prosperous the world will be.

Over here in the US our higher education system is designed to turn the best educated people in the country into indentured servants.

We're doing it wrong.


Well, I'm working on the crunch right now. Can someone remind me how a double weapon works? I know you can attack with it twice in a full-round attack, but how would the modifiers work? My Attack modifier is a +6 at the moment...Looking at the SRD, it seems like it'd use the default two-weapon rules, so would that make it a +6/+0 for a double attack?

Also, thank you...I guess if something happens and you guys end up looking for potential employees or partners or something or another, I'd like to know more?


Emmeline wrote:

Well, I'm working on the crunch right now. Can someone remind me how a double weapon works? I know you can attack with it twice in a full-round attack, but how would the modifiers work? My Attack modifier is a +6 at the moment...Looking at the SRD, it seems like it'd use the default two-weapon rules, so would that make it a +6/+0 for a double attack?

Two attacks with a double weapon works the same as if you were wielding two weapons, the off hand counting as a light weapon. This means normal two weapon fighting attack penalties: -4, -8 without the two weapon fighting feat, and -2, -2 with the feat.


I have fluff done and most of crunch complete. Still working on equipment.

Edit: ...and on completing things quickly enough that Paizo allows me to save it.

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