| Nutcase Entertainment |
Nutcase Entertainment wrote:[sarcasm] But what about violence by creepy children? [/sarcasm]
I am also guessing no to:
* characters missing limbs.
* Mute characters.
* Blind or Deaf characters (outside of Oracle curse).You can do any of those, if you want. You won't get any advantages in exchange for taking them, though.
You... would... allow... a... mute... character???
"SQEEEEEEEEEE!"
| The Pale King |
Technically it hasn't been officially errated, but in PFS it has been ruled that Dune Drifters can use challenge with their guns. Would you allow this ruling?
I am finding it intriguingly difficult to make a backstory for an evil character without making them too redeemable. I am trying to go for sympathetic, but ultimately irredeemable.
| Nutcase Entertainment |
Thinking Oracle with the Streets Mystery, with a tweaked version of the curse this character has
| Dregan Hirscherz |
Thinking Oracle with the Streets Mystery, with a tweaked version of the curse this character has
Just a little advice: If you haven't played a mute (blind or deaf character before) try it in a short module before a longer campaign. I've seen many great character concepts with these disadvantages struggle to interact with the party well and lead to the player not feeling engaged and dropping out. It can be made to work but it hard to do so.
Hi GM just lurking until player's guide is out.
| The Pale King |
The Pale King wrote:Technically it hasn't been officially errated, but in PFS it has been ruled that Dune Drifters can use challenge with their guns. Would you allow this ruling?Can you give me a source on this?
It's in the campaign clarifications document, on page 3:
A spellscar drifter’s challenge ability allows him deals extra damage whenever he makes attacks with firearms against the target of his challenge. His challenge ability does not allow him to deal extra damage with weapons that are not firearms.
| Game Master |
Any thoughts on how you would handle the RP side of Faction feats, such as the TPA requirements found in the Faction Guide?
I own that book but haven't spent much time looking through it. I don't have any specific plans on TPA requirements and such.
What feat(s) were you interested in?
| Nutcase Entertainment |
Reposting and updating:
Thinking Oracle with the Streets Mystery, with a tweaked version of the curse this character has, with your consent and advise of course, if you are OK with it?
| Game Master |
| 1 person marked this as a favorite. |
Thinking Oracle with the Streets Mystery, with a tweaked version of the curse this character has, with your consent and advise of course, if you are OK with it?
Since that oracle curse doesn't exist anywhere else, there's no abilities for 5th, 10th, and 15th levels. I like that you found an actually extant curse in an official Paizo product though. Tell you what, I'll make a complete version of that curse and make it available in the Homebrew document if you or anyone else wants to use it. I'll make a post when it's done.
Any thoughts on the Cleaner archetype of Slayer? http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---sl ayer-archetypes/cleaner
Maybe he's the local undertaker, too. I'm liking how this possible party is shaping up, lots of different sorts of evil.
Sounds like an excellent archetype for the early stages of this campaign (I have no idea what books 2 through 6 are like yet).
| Nutcase Entertainment |
Nutcase Entertainment wrote:Thinking Oracle with the Streets Mystery, with a tweaked version of the curse this character has, with your consent and advise of course, if you are OK with it?Since that oracle curse doesn't exist anywhere else, there's no abilities for 5th, 10th, and 15th levels. I like that you found an actually extant curse in an official Paizo product though. Tell you what, I'll make a complete version of that curse and make it available in the Homebrew document if you or anyone else wants to use it. I'll make a post when it's done.
Could be increasing the number of Telepathic Bond?
- - - - -
*Goes back to trying to get a more normal idea/concept.*
Edit: the Game needs a "Dwarf"/"Dwarf Creature" simple template.
- - - - -
*Goes back to trying to get a more normal idea/concept.*
| Game Master |
Alright, I posted it. It's duplicated below:
This curse is an expanded version of the curse appearing in The Brinewall Legacy, p. 43.
Something has stolen away your voice, but in its absence you have found power.
You cannot speak, use verbal spell components, activate command word items, or use any other ability requiring the use of your voice. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. In addition, you can communicate telepathically with any creature you are in physical contact with, and can maintain a telepathic bond with one specific creature at a time by taking a full-round action to link your mind to that creature during telepathic communication.
At 5th level, you add detect thoughts and silence to your list of spells known.
At 10th level, you gain telepathy with a range of 30 ft.
At 15th level, the range of your telepathy increases to 120 ft.
| Nutcase Entertainment |
Alright, I posted it. It's duplicated below:
Mute Oracle Curse wrote:This curse is an expanded version of the curse appearing in The Brinewall Legacy, p. 43.
Something has stolen away your voice, but in its absence you have found power.
You cannot speak, use verbal spell components, activate command word items, or use any other ability requiring the use of your voice. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. In addition, you can communicate telepathically with any creature you are in physical contact with, and can maintain a telepathic bond with one specific creature at a time by taking a full-round action to link your mind to that creature during telepathic communication.
At 5th level, you add detect thoughts and silence to your list of spells known.
At 10th level, you gain telepathy with a range of 30 ft.
At 15th level, the range of your telepathy increases to 120 ft.
Thanks! :)
| mbauers |
GM, you can consider this my official application :-)
My most recent (and still ongoing) long-term campaign
In the coming weeks he entered his religious tutelage and, with the others in his class, postured among themselves to establish a pecking order. Alliances were formed and broken and the boy, not the strongest, smartest, or wealthiest, found others showing deference to his will as his would-be rivals found themselves victims of unfortunate circumstances. Violence, expulsions for violated rules, tuition lost in transit—no one had seen the boy move directly against anyone, but they could tell by the way he carried himself that he was not to be crossed. The child, misunderstood by his peers at home, had finally found a place where he could thrive.
The massive soldier cracks his knuckles loudly, flexing his gauntleted hand impatiently as it strays toward the handle of the greatsword above his shoulder. The portly shopkeeper, beads of sweat dripping down his face, cowers from the brute in the cramped space. I…I swear! I don’t know anything! Please, I haven’t done anything wrong!
The sound of steel sliding from its scabbard, slow and deliberate, draws a whimper from the merchant as a slight man, unarmed and unremarkable save for the pentagram he wears around his neck, interposes himself between the two figures.
Stay your hand, he says, quiet but firmly, and his words hold enough weight to sway the Hellknight. He places a hand on the shopkeeper’s shoulder and leans in close, voice barely above a whisper.
Yes, you are a good man, a good citizen. We know you are loyal to House Thrune—you are incapable of serving the rebellion. You have nothing to fear from us, only these intruders who seek to raze our society to the ground. It is not your fault if they came in here by force, took your goods, and…seized your establishment as a place to hide their supporters. What could you do to stand against them, alone? Tell me where they are and I give you my word you will not share in their fate. But if you withhold any information, I’m afraid I cannot help you…
The fat man speaks not a word, but turns his head slightly, eying a location on the floor for a heartbeat before pointing at it.
The priest smiles, nodding, and addresses his companion without sparing a glance. Captain, if you will.
The knight strides forward, boots plodding loudly as he brings his blade crashing down on the indicated floorboards. A chorus of cries rings out fearfully from the newly-made breach. The rebels had been found…
Kael Endymion
LE Human Cleric (Evangelist) 1 [Worships Asmodeus]
Age: 36 Height: 5'10" Weight: 165 lbs Eyes: Blue Hair: Black
Languages: Common, Infernal, Celestial
Favored Class: Cleric (+1 Skill Point)
Speed: 30 feet
Initiative: +4
BAB: +0
CMB: +0
Armor Check: -3
HP: 9/9
AC: 10
CMD: 10
Fort: +3
Ref: +0
Will: +5
Strength: 11 (0)
Dexterity: 10 (0)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 17 (+3)
Charisma: 14 (+2)
Sermonic Performance: 6 rds/day
Spells:
0th: Create Water, Light, Guidance
1st: Protection from Chaos, Bless, Infernal Healing
Attacks:
Feats: Improved Initiative, Spell Focus (Enchantment)
Skills: Diplomacy +7, Intimidate +7, Knowledge (Religion) +6, Knowledge (Planes) +6, Perform (Oratory) +7, Sense Motive +7
Traits:
Mediator: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Omen: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Campaign trait:??
Racial Features: Bonus Feat, Skilled
Class Features:
Law Domain:
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Spontaneous Casting: Instead of spontaneous casting for inflict spells, Kael gain spontaneously cast the following: 1st—command, 2nd—enthrall, 3rd—tongues, 4th—suggestion, 5th—greater command, 6th—geas/quest, 7th—mass suggestion, 8th—sympathy, 9th—demand
Public Speaker: An evangelist gains Perform as a class skill. In addition, he is trained to project his voice with great skill and effect; the DC to hear him speak in difficult conditions is reduced by an amount equal to his class level plus his Charisma modifier (3)
Sermonic Performance (6 rounds/day)
Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (Oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Fascinate (Su)-- DC 12
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Equipment:
Leather Lamellar Armor, 60 gp, 25 lbs.
Spear, 2 gp, 6 lbs.
Dagger, 2 gp, 1 lb.
Masterwork Backpack, 50 gp, 4 lbs.
Scroll of Infernal Healing, 25 gp
Belt pouch, 1 gp, 0.5 lbs.
Spell Component Pouch, 5 gp, 2 lbs.
Gold: 5 gp
Weight Carried: 76 lbs. (43 lbs or less is light, 44-86 is medium, 87-130 is heavy)
Note that if I am selected I will make a profile and reformat the stat block, probably in the style of one of my PFS characters.
I will track resources, spells, abilities, etc and put shorthand for things in classes/levels slot for easy access.
Thanks for considering me and for running this game!
| Nutcase Entertainment |
List of silly things I thought of playing:
* 3.5 UA Expert.
* Robot.
* a Child.
* Lycanthrope.
* Sentient Jell-O, er, Ooze.
* Cute litle doll (< inspired by Soulbound Doll, Soulbound Mannequin, Soulbound Shell and Chucky (kinda).
Now that those are out of my head...
| Asekial Hollows |
Currently in four games here, a fifth just concluded. I teach public school and can post from my phone. I enjoy character based role playing and find the improvisational interaction and peer work that shape a good character is a unique artform explorable in this format.
| Asekial Hollows |
"Boy," for such was the way Asekial's father had always named him but during the most sacred of ceremonies, "and why, again, is it that we mix this in 5 parts to 1, and no other?"
Asekial grunted. "Any less an the blood stains, any more and the cloth gets et up."
His father's lack of reprimand was his only sign of approval. "When finished, where is the solution stored?"
"Only in metal, only with lids. Pottery taints the solution and glass's too costly."
"Boy," a third voice mocked. Sister Beatrix, only 54 and of fine health, and the only one who still called him that. "You talkin to PA again, you pathetic fool? You kilt him same as yer own ma. Well, cut out that shit. Papaw says there's work for you. You specific. Makes you wonder what it is, don't it?" She laughed her usual laugh, one that spoke to her knowin whole world's of things he never would. Didn't matter. Papaw beckoned him to hark, and so he'd hark. He hadn't been asummoned since-a long time hence. Maybe it was his time.
| Justimar of House Leroung |
I am considering Variant Multiclassing, probably to improve my abilities in a supportful way. For leadership/group buffs, Bard or Cavalier. For a familiar/other creatures to add to my arsenal, perhaps Sorcerer of the Arcane Bloodline, Wizard, Witch with Fortune Hexes.
All of them would have a focus on either support and/or getting a familiar to act as a li'l baby Eidolon. On the Arcane Bloodline though, you have houseruled its 3rd Level Arcana to occur automatically. Would I be able to take a feat at this level instead, or do you have another feature in mind?
I might just take Eldritch Heritage (Arcane/Sylvan) in the future though.
| Harakani |
Okay, given Deko has backed out, I figure the Thrune idea is back up for grabs.
@Games Master: Before I get my hopes up, can I check if the following is okay please .
Basic concept is a manipulative mastermind working through cutouts, mind control and minions.
THRUNE
He's the grandson of a Thrune family head, but his mother was married off to the other end of the
Grandson has done well for himself, but things got a bit hot back home. Has now come to Cheliax and been told he needs to 'prove himself' before being able to use the Thrune name/get any backing. Thus he's stuck in some backwater without the ability to use the name properly.
It is my hope that if it turns out Thrune is okay, it's something he can work at getting. If not, then the whole thing was just his grandfather using him.
I'm nervous about conflicting too much with Justimar. I figure he's looking at someone pretending to be nobility. I'm looking at someone who is nobility.
MECHANICS
Basic concept is a Pyschic with the Abomination Discipline, and Cunning Caster (so he can cast without revealing himself). Uses psychic powers to manipulate people.
Because of this I'd like to take the Rich Parents trait and use that to buy Soldiers (or undead, or slaves... something to have minions, even if they're not very good or can only be used in limited circumstances).
TYPE OF EVIL
Openly 'ends justify the means ruler'. Under that is 'machiavellian mastermind'. Under that is 'selfishness'. Under that is 'secret sadist'. At the bottom is the Abomination that lurks in his soul courtesy of the Abomination Discipline. I'm flexible on this one, but with a preference to something even Abrogail would find distasteful.
Basically so he doesn't seem so bad on the top, but the more you delve the worse you find he is.
| Justimar of House Leroung |
Dropping Augmented Summoning for Eldritch Heritage, Arcane Bloodline. I will be taking Augmented Summoning at a later date (third level?). I gain a familiar (Viper for Bluff bonus, Mascot, Sage or Emissary Archetype). I will likely flavor this familiar to be my character’s supposed Eidolon, strangely stunted but oddly accepted by Justimar. For bloodline flavor, I’ll change my backstory so that a distant relative was an accomplished arcane caster, though no member until Justimar exhibited such traits. His family believed his summoner’s mark to signal the return of a great family.
My deity will be Alseta (LN), Goddess of Doors, Transitions and Teleportation. I will thank her for my transition to the Leroung family. I do not flaunt but neither hide my faith. It will somewhat foreshadow my planned change to LE, the appearance and acceptance of my Eidolon, and matching my current and future alignment.