| icehawk333 |
"The verbal language of the proteans is constantly and quickly changing, sometimes quite radically, frustrating planar linguists. The Keketar proteans have a crown of symbols that resemble writing, but linguists cannot agree on whether the proteans truly possess a written language"
This is rather important to note, when you take protean as a language.
Due to this, I've thought on it a bit, and think it fair that linguistics checks be required to speak fluent protean on the fly- changing your knowladge of protean to match the sudden and new version as you may face after you hear a protean talk. The DC itself would likley be rather random as well.
Initially, it was going to be a banned language, but I figure, this might make it a more interesting interaction in the short and long run.
With a +13, passing is almost certain.
The DC would likely be 10+1d20, with a -1 to the DC every round you try and speak to the protean.
(average DC 20.5)
If you're speaking to a keketar*, who's constant shifting of language to their own personal rules would make it a DC 10+2d20 (average 31) that must be made to understand them whenever they speak protean to a non-protean- every round, this check must be remade in order to understand them that round.
A keketar will always understand your protean, however.
*the protean equivalent of a pit feind
In turn, when talking with proteans in thier native language, they tend to respect you for your work- speaking to a protean in it's native lanaguage gives a +4 to all attempts to change their attitude, and can be used to attempt to move one from hostile to unfriendly as a standard action with a -10.
| Nesipho Inkosi |
I'm actually very excited with what you've come up with on that. It fits very well thematically with proteans.
Of course my character with a cha of 8 is going to be very entertaining in trying to do diplomacy and such. As I level up I will need to spend some skill points there, but it fits with his background to not start with any.
| Green Smashomancer |
Mechanically, my submission is finished, gonna put together a backstory when I get out of work.
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Luca Bloodbeak
Male Tengu Warpriest/6
Neutral Good Medium Humanoid (Tengu)
Init +3; Senses Low-light vision; Perception +4
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Defense
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AC 20, flat-footed 17, touch 13 (+7 armor, +3 Dex)
hp 42 (6d8 + 6 con, FCB)
Fort +6; Ref +5; Will +7
Defensive Abilities: Fervor (5/day)
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Offense
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Speed: 20 ft.
Melee: Bite +8 (1d8+3; x2), 2 Claws +8 (1d8+3; x2)
Ranged: Sling +7 (1d4+3; x2)
Special Attacks: Channel Energy, 2d6 (2/day)
Spells Prepared: (CL 6, Concentration +8)
0 (5/At-Will): Create Water, Light, Mending, Read Magic, and Spark
1st (4/day): Comprehend Languages, and Divine Favor x2
2nd (3/day): Bull's Strength, Ironskin, 1 empty
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Statistics
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Str 16, Dex 16, Con 12, Int 12, Wis 15, Cha 10
Base Atk +4; CMB +8; CMD 16
Feats: Weapon Focus: (Claws/Bite), Eldritch Claws, Orator, Skill Focus (Linguistics), Power Attack
Traits: Claw Tools, Cosmopolitan (trait not feat)
Skills: +10 Knowledge: Geography/Religion, +18 Linguistics, +11 Profession: Chef, +11 Sense Motive
Languages: Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Ignan, Protean, Sylvan, Terran, Tengu
Special Qualities:
Combat Gear: Bird gumption, +1 Breastplate (1200), Fighter kit (9), Sling.
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Special Abilities
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Fervor: At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Edit: Lemme know if there are questions.
| icehawk333 |
Rivet, my submission, tho' I should probably polish him a little more yet.
You're good too.
| Thorek Bloodaxe |
As the decades rolled past, he found the relative safety of his mountain home to become stifling. To swing the same pick at the same rocks wore against him. He tried to distract himself, taking on different odd jobs, until the day finally came that he made the decision to leave Janderhoff behind. He went to Kopparberget, selling his services as a mercenary in the wars against the Deurgar. This kept him occupied for a few months, until he bored with the stalemate left the mines behind to explore the surface.
Since then he has been a traveling merchant, miner and mercenary, taking whatever job suits his fancy and is most likely to line his pockets. Most recently he has signed up with the White Butterfly Company, for the simple reason that they were paying well and their desire to hire a skilled miner intrigued him.
With little loyalty outside of his clan and his coin-purse, Thorek has joined the expedition, caring little for who his comrades are or what cause they fight for. All that matters to him is that he gets paid, and that he gets to see a new corner or the world.
And there we go. Crunch is up and approved, backstory written. If the company is looking for someone who can excavate, I believe that Thorek is the dwarf for the job. If need be, I could move some skills around to get Profession: Stonemason. But as is, he at least fills one of the party rolls.
| Luca Bloodbeak |
Gonna add a personality and looks section, but Luca is complete enough. I went for a "Kung-fu movie" vibe. Backstory's done, just have to finish spending cash. Any ideas for a weird item? I don't go through the item lists very often cause all the cool stuff get whacked with nerf.
Side note: Paizo needs more than two Tengu Pictures. Why do ratfolk have two that are actually cool, but these guys get the short end of the stick?
| Thorek Bloodaxe |
For the tengu Warpriest have you considered the cult leader archetype?
http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-w arpriest-archetypes/cult-leader/
You've got high dex, so losing heavy armor isn't a big deal. Grab the armor expert trait and a mithral breastplate (0ACP so you can wear it without penalty). So the only thing you do is trade your free Weapon Focus for +2 Skill points per level and sneak attack damage (1d6 per 3 levels). You'll also eventually get hide in plain sight.
For a 3x attack primary weapon build you could pump out a lot of damage with it.
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Also not trying to step on your toes too much. But fate's favored with swift action divine favor means getting an extra +1 hit and +1 damage. Well worth it even if it means taking the extra traits feat.
| icehawk333 |
Ah, there's competition for the stonemason slot? Because that's the one Rivet's going for. Though hopefully there'll be enough people applying eventually for Icehawk to have to choose some rather than accept all anyway.
It's gonna be hard letting some of these charecters go, if they keep up this rate of quailty.
I do apolgize, but i won't be able to reply in disgussion for 4 or so hours,
Till then, thank you for all tbe wonderful submissions.
| Vrog Skyreaver |
Ah, there's competition for the stonemason slot? Because that's the one Rivet's going for. Though hopefully there'll be enough people applying eventually for Icehawk to have to choose some rather than accept all anyway.
I can fill either the stonemason or the miner slot. Dwarves are versatile that way =)
| Green Smashomancer |
For the tengu Warpriest have you considered the cult leader archetype?
http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-w arpriest-archetypes/cult-leader/
You've got high dex, so losing heavy armor isn't a big deal. Grab the armor expert trait and a mithral breastplate (0ACP so you can wear it without penalty). So the only thing you do is trade your free Weapon Focus for +2 Skill points per level and sneak attack damage (1d6 per 3 levels). You'll also eventually get hide in plain sight.
For a 3x attack primary weapon build you could pump out a lot of damage with it.
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Also not trying to step on your toes too much. But fate's favored with swift action divine favor means getting an extra +1 hit and +1 damage. Well worth it even if it means taking the extra traits feat.
I appreciate the input. I decided against those for a few reasons.
| Herkymr the Silly |
One day you Strigh found that certain reagents would make him stronger, faster, or more resilient. Soon he carried one of these where ever he went. His knowledge of mundane alchemy continued to blossom but caused some rivalry between him and several others. After a failed attempt to poison him, Strigh began to learn about and make poisons. They often compensated for his lack of strength and often his opposition was less apt to use it on him if they knew a failed “attack” could result in retribution. If you left Strigh alone, he usually left you alone as well.
While looking for ways to carry and conceal some of his reagents, he found that jewelry or decoration usually passed without much scrutiny. He began to carve small intricate “knickknacks” out of the bones and teeth of small rodents and such. Within these he often packed reagents and then casually hung them from the pack he carried. His brother, seeing an interest in carving, offered to craft a piece of armor if Strigh would do the studding out of bone. “It’s something I haven’t seen done before “was the only reason that he gave. The carving became a challenge and slowly each studded was ready to be inserted in the leather. The result was awesome. Several weeks later, the same brother presented Strigh with the armor as a nameday gift.
Seeking a change of venue, Strigh set out to see the nearby cities. Here he excelled without work. He could make and sell his alchemical things and have fun while he “worked.” A particularly bad run of luck left him a pauper on the streets or would have had an agent from White Butterfly Company not approached him. The “sale” of adventure was just right and soon Strigh was hooked into helping. When it became apparent that the alchemist hired for the actual adventuring was inept and inflexible in his ways, Denin approached the one in charge of organization. “You can’t afford incompetence on this trip. Jeris is vastly incompetent and unable or willing to flex with the needs of others. I propose to take his place at the cost of 200000 gold when I return. You will also pay to have me outfitted to help in most circumstances that may occur. I will in exchange, create the flexibility to help your group succeed.”
Chosen for his skills and his audacity, Strigh set to work to create things of use for all of the assembling group.
I have a hero lab file if you have the program
ATTRIBUTES
str 10/ dex 14/ con 14 /int 19 /wis 12 /char 9
ac 14 [2 armor 2 dex] cmb +4 Cmd 16/14 flat
initiative 2 saves 7/8/3
FEATS & TRAITS
catch off guard
master alchemist
splintering weapon
deft dodger
strength of land
SKILLS
bluff--climb--disable--escape--fly--heal--know arcane/nature--percept--ride--spellcraft--stealth--survival--swim--craft alchemy {+15}--craft glass/bone-working--professional herbalist--sleight of hand
[/bigger][/b]
WEAPONS = dagger / adamantine dagger/ feral mutagen[claws/bite] / bombs/ anything just lying around / poisons/ alchemical combinations/items
SPELLS
ant haul
enlarge/reduce person
targeted bomb admixture
true strike
alchemical allocation
cure mod wounds
delay poison
DISCOVERIES
infuse mutagen -- feral mutagen -- wings [6 min/day]
I will set up a profile when and if chosen.
If you have questions ask them.
AM I missing anything?
still working on gear.
I have taken many poisons and lots of alchemical items that will assist with tracking,hunting,and healing.
| Midiotoziggeroto |
So I have gotten a lot further with my submission, it is still not done but I figure it has enough in it for rp purposes.
I am aiming for that "So vital as to be indispensable for the mission" role, he is their supposed exit strategy as well as providing excelent utility (Skills as One lets me share actual skill ranks among the party!) and general logistics advantage.
| Green Smashomancer |
I've changed my mind. I'm using Japanese for Tengu from now on.
GM, What would the price for a cloak with constant (or 1/day, same thing really) endure elements be? And would Luca be able to requisition one on the grounds that it gets really chilly at night, and someone could catch cold. No really. He's probably going to give it to other people constantly. I assume it wouldn't count as an item of questionable use, since it doesn't give skill ranks.
| Thorek Bloodaxe |
Lamp of Mercantilism
This lamp has a djinn bound to it. Once per day the djinn can be summoned. He can buy any item that has monetary value and which can be carried. Make a profession merchant test when selling items. How much and what the Djinn will buy is up to GM fiat.
0-14: Djinn pays 10% market value
15-29: Djinn pays 25% market value
30+ Djinn pays 50% market value
At GM discretion the Djinn might have items to sell.
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Makes use of a skill I otherwise wouldn't use. Can be of use but probably isn't game breaking.
| icehawk333 |
Ok...attempt 2.
Miner's Helm
Dwarven Boulder Helmet with a candle on it. Counts as a wayfinder.
So basically a wearable wayfinder. Casts light at will, gives +2 survival against being lost, and can hold an ioun stone. Price comes out to be about 530 gold.
This is totally fine.
If you want, change the light ability to an ability that's continuous until deactivated or reactivsted, to avoid having to recast every ten minutes.Also, the image of a dwarf just walking around with a candle on thier head amuses me greatly.