The Lion Cleric
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I've lurked for a considerable amount of time in this thread, having checked the interest check as well. Two weeks, at the least.
I'm a massive fan of both urban campaigns, and campaigns where the players are a part of something greater, and not just the "adventurers", so I'd absolutely be interested in applying for the game, but first I've got a couple of setting questions.
From what I gathered, Mivon is (or was) quite feudalistic/aristocratic, up until the lynching of the previous mayor changed things around, and the Watch Academy is another step in shaking that order. Now since I really liked the term "Twinklefoots", I was considering a caster with similar principle - The nobles can afford their wizards and their fancy schools, and their blathering about convergences, amalgamations and trigonometries, but if you're a commoner and you want something done, you go to the witch, and you bring your own eye of newt. The question is:
Are there any big wizarding/magic academies in Mivon, and is there a particular dislike of witchcraft?
I'm thinking about the backstory for the minute, but the main concept is a rather street-savvy and perceptive (not just the skill) witch, who believes in the Watch Academy project, and enjoys procedure.
"What is step number one in the Twinklefoot approach to apprehending the subject, you familiar stands?"
"Hide behind the SWAT, sir!"
"What is step number two in the Twinklefoot approach to apprehending subjects, bookworms?"
"Cast a debilitating spell, sir!"
"What is step number three in the Twinklefoot approach to apprehending subjects, you arrow-attracting robe-wearers?"
"Maniacally megalomaniac laughter, sir!"
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"The next mage who forgets where they put their wands will be washing the laundry for the entire precinct for next week. And NO prestidigitation!"
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"On first offense, "My familiar will attend the briefing instead" will be sanctioned. Second offense results in a termination of the contract and offering a contract to said familiar."
The general build I'm looking for is with a generous split of abilities from "Squad Support" to "Non-lethal takedowns". Eventually, would possibly argue that enemies turned into small animals are easier to capture. I'll probably give the Slumber Hex a miss Since it's not the most fun to play against., unless the GM says they can handle it and don't mind me taking it.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
@The Lion Cleric
First props as that is an excellent characterization of the Twinklefoot division. It is notable there's nothing stopping say a RAY specialist from entering the Snipers.
Part of the reason I basically fast forwarded Mivon about 50yrs was
1) I wanted some Goleran lore for the ease of Gods ect being defined but I also wanted to ability to ignore most of cannon so it being 50yrs forward is useful for that. I love Kingmaker above all APs so the Riverlands region is the one I'm most familiar with.
2) I like technology being around 3 Musketeer level. It's not quite steampunk yet but the trappings of modern technology are at least partly there.
You'll find that the present Mayor has poured generous amounts of money into magical academies and the watch has a division specifically pumping out magic item requests. You'll find magic is common enough in both arcane and divine forms in the city proper. It's a bit lighter in the countryside and witchcraft doesn't have much of a stigma unless you're seen consulting with hags and the like.
I have no problem with the Slumber Hex as it only takes one target at a time and does so non-lethally which you'll find is a perk.
@All
Setting wise Mivon has Aristocratic Fencing Academies which is where the bulk of the police force has been pulled from. Those Academies have had noble sponsorship and mainly comprised of armsmen looking for noble favor so it is rather a corrupt institution by most commoners.
Magic users are also typically in the employ of nobles which makes them suspect to many lower class folk as well.
Overall think Gotham and 3 Musketeers France had a baby and you'll have a decent idea,
| Ouachitonian |
Gun technology has not moved very far forward but the genie is out of the bottle and the technology is pretty much everywhere. Think 3 musketeers level guns and you have it right. AS such they are martial weapons.
In terms of the Pathfinder gun rules eras we’re in “Commomplace Guns”?
| Artemis P. |
@Gm: I'm really hoping I'm not too late here, but I'd like to submit my idea for a singing Catfolk Twinklefoot OR Officer. Twinklefoot, because that's basically what he is. Officer, because the idea of an officer singing out orders or serenading a hostage crisis is priceless!
I know that this is supposed to be for Merfolk- only, but can my Catfolk take the Song-Bound Oracle curse? This is just so flavorful and pretty much exactly how I picture my character, I'd love to take it if at all possible. If not, I'll change it to a different curse, but I thought I'd ask.
Anyways, here's the
Fluffball was born Kugar Fanglord Sharpclaw, second son of the prestigious Sharpclaw family in Mivon. As the second son, Kugar was pushed towards academics; after all, not only did the Sharpclaw family make its fortune crafting magic items and spell books of all sorts, but also by being the smartest family in Mivon! Kugar excelled at this pretty easily, easily memorizing facts and passing every test put in front of him. Unfortunately for Kugar, he was terrible at everything else; and, as devout followers of Irori, his family expected him to master many things! It wasn’t his fault he couldn’t fight, or that he was constantly forgetting his backpack; he needed that brain space to memorize facts! I mean, there were so many questions….. and besides, Lionel, his elder brother, was much better at the fighting and running things. Really, Kugar just wanted two things; to read, and to practice his art.
Because Kugar was a master singer! He loved to sing; in fact, he would sing lists of information to himself, to help facilitate his memorization of obscure facts or logic puzzles. Once again, however, his family didn’t take kindly to that one- singing, in fact, most art, was for other people, people who didn’t want to get ahead in life! Not something for a respected member of the Sharpclaw family, no sir.
One day, after a particularly vicious fight with his family, Kugar decided to do something about his family’s lack of support: he walked out. Just gathered up a pack full of things, and left. He changed his name to Fluffball, found an inn to stay at, and offered the innkeeper to sing at his establishment in return for a night’s stay. The innkeeper was skeptical- who was this young catfolk with the ridiculous name?- but since his normal fiddler came down ill, he decided to give Fluffball a chance. Surprisingly, the catfolk did fairly well, earning himself a nice tip from the patrons, and a night’s stay at the inn. It certainly helped that the catfolk new a bunch of songs, both popular and obscure, and was extremely pleasant to be around! Soon, the inn began drawing in larger and larger crowds, Fluffball the Melodious (so he was named) beginning to attract a name for himself.
During the Revolt of 4758, Fluffball’s reputation and likability was the only thing that kept the inn from burning down. In fact, several people tried to rob the inn, but Fluffball was able to fascinate the robbers with his voice, doing his best to keep them safe. It wasn’t always easy, and the inn sometimes lost a few funds, but nothing was harmed, and that was important.
However, Fluffball had reached the end of his patience, and when the Mayor offered to allow Watch guards from all backgrounds, Fluffball accepted, thinking his many contacts within the city might be a boon to the organization. He might not have many other skills, but he’s bound and determined to try! His only fear in this adventure is that someone from his noble past might recognize him…...
I'll get the crunchy parts up in a bit. Let me know!
| Artemis P. |
Here is the link for Artemis's character, Fluffball the Melodious, pending approval on that Oracle Curse. I really like the character, hope you will too!
A side note on the backstory; If the curse is approved, I'd like to write in something about him being "cursed" to only sing, but I never wrote that in just in case it's not ok.
| Roonfizzle Garnackle |
Please consider this mostly as an expression of interest as I work out some ideas. Spoiler's for Wall O' Text written at work.
I briefly flirted with pbp a few years back, and found things either way too fast, or way too slow or ... dead within a matter of days game time.
Fast forward, I'm in a new job, that has a varied work load, such that some days are frantic for ~10 hours (like this past Monday), others have 2~3 hours of dead time. Which, while not ideal, is conducive to a solid pbp game.
While I am generally 3pp friendly for the games I run, I am not familiar with the works of Flying Pincushion Games, and look at this as an opportunity to gain some exposure.
I am DMing (among other things) a Kingmaker table top game. We meet 1d6+1 times a year, and at the 12 month marker, we're most of the way through book 1, about to visit SL's Fort. As preparation, I HAVE read, all 6 volumes, and charted out a number of changes I expect to make as the party progresses.
The PC I immediately thought of for this game, is a recycled character with heavy inspiration from Javert of Les Mis. Their current status is deceased. Some DM's prefer to NOT have an application of "some guy's favorite PC from years ago that he won't shut up about." Is this something you'd rather not see?
My major concern: Given that I will be expecting to post 1d4-1 times a day from work, on a company machine, with an understanding boss, who I run a game for... I'm still concerned about your extremely brief mention of a key NPC (Lizardfolk), will that be something that I should be concerned with if my boss, or coworkers, happens to wander up and read about over my shoulder?
Alan the Found is a very ... focused, nigh on fanatic, individual, taken in as an orphan at an extremely young age by a major temple of Abadar, he took to the faith with the drive of the truly devout. To his peers, his relentless single mindedness was at times both inspiring, at equally discouraging when compared to their own self doubts.
The local Archbanker quickly routed his drive into the martial arts, and paired him with one or more less blinkered, and likely wiser students. Someone more able to translate a literal instruction into a workable set of tasks, after finding a young Alan trying to through a barrier, instead of over it like some of the other more athletic acolytes.
Alan draws some HEAVY inspiration from Javert of Les Miserablés, and will be played straight as a lover of the law, with several heavy blind spots, such as a complete lack of situational awareness and the tendency of taking everything at either face value, or filtered through his own preconceived notions as to how the world works. This will be backed up mechanically with negative perception, and sense motive, from an 8 Wis, and potentially Drawbacks, as several seem to fit.
Human, Paladin of Abadar
Potential Archetypes (Enforcer, Gray, Legate, Oath Against Chaos, Oath of Vengeance)
Potential Drawbacks (Fey Taken, Naive, Meticulous, Oblivious, Provincial)
Potential Curse - Legalistic
Feats: EWP Bastard Sword, Fey Foundling, Greater Mercy
Potential Teamwork Feats: Bonded Mind?
Potential Tracks: Swat, Officer, Secret Service?
Basic Watch Kit options: Living Steel Full Plate +1, Merciful Bastard Sword +1, Potion of Bull Strength
Edit: Reprice Checked, Living steel doesn't include the price of masterwork, which puts it at 1.5 + 1 + 1.5 + 150, or JUST a touch too much. Unless you'd be OK with the difference coming out of the starting funds for a scroll of Masterwork Transformation?
Initial Questions/clarifications
Major Concern from above.
HP: you said 1/2+1. For clarification purposes, is half+1 of 10, 5.5+1=6 ie, rounded down, 5.5+1 =7 ie, rounded up? Just trying to use the correct math.
Officer: I assume that's supposed to be OR?
Requirements Any teamwork feat PR the ability to confer a +1 morale bonus to a group
Officer: The Knight's Pennon (battle), would it be permissible to have the pennon('s) attached to a Helm, or perhaps to a suit of armor, similar to how the Samurai iconic has his Banner?
To Do: massive crunch decisions, review some Mivon notes for appropriate localization. Expand brief notes. Wait for approval/interaction on potential Curse.
| Valjoen_KC |
Interest campaign... I'm thinking of a crafting wizard who supplies minor magical items to the watch guard. He's a resent graduate of the Arcanamirium college that has taken up residency in Mivon and now has been pressed into field work. However, he is a bit skittish at the idea. He'd take the Arcanamirium Crafter specialization school.
With approval, I'd like him to take Echo Bonded arch-type. It basically gives him an arcane bond with a wand that functions similar to a witch's familiar. In that, his spells are learned by the wand.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
@Roonfizzle Garnackle
-I also post from work so pg 13
-In your d10 example 6 is correct
-yes that was intended to be an OR
-I'm cool with using the scroll as part of price, good idea
-Legalistic is a fine choice for Javier type
-that backpack Samurai banner thing is fine and not uncommon among officers
| GM_Solspiral RPG Superstar Season 9 Top 32 |
GM_Solspiral wrote:Gun technology has not moved very far forward but the genie is out of the bottle and the technology is pretty much everywhere. Think 3 musketeers level guns and you have it right. AS such they are martial weapons.In terms of the Pathfinder gun rules eras we’re in “Commomplace Guns”?
correct
Just a Mort
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Str 10
Dex 14
Con 14
Int 14
Wis 8
Cha 20
Hp 25
Fort +3, Ref+3,Will +7
Oracle Spells known (CL 3rd, concentration +8)
. . 1st (7/day) — Remove Fear, Ant haul, Colourspray, Shadow trap, CLW
. . 0 (at will)—Detect magic, Light, Create Water, Stabilize, Ghost sound, Mage hand, Guidance, Mending
Alternate racial traits:Dimdweller
Traits:Varisan tattoo(bladed scarf and starknife proficiency), Paragon of speed
Feats: Divine fighting technique (Desna's shooting star), Extra Revelation(Moonlight bridge), Steadfast Personality
Revelation
Awesome display
Skills
Diplomacy +11
Bluff +7
Spellcraft +7
Knowledge Local +8
Knowledge Religion +6
Knowledge Arcana +6
Knowledge Engineering +6
Knowledge Dungeoneering +6
Knowledge Nature +6
Knowledge Geography +6
Knowledge Planes +6
Disguise +6
Background skills:
Linguistics +5
Knowledge History +6
Perform Dance +7
Gear:Cold iron starknife, Silver starknife, Starknife Backpack, Studded leather armor, 50ft silk rope, grappling hook, water skin, spellcomponent pouch (2),2 silver holy symbols of Desna, 1 wand of CLW, 2 days rations, smelling salts, 2 Scrolls of magic weapon, 1 scroll of obscuring mist, MW studded leather armor, Light shield, the rest TBD
Curse:Haunted
Alignment: Probably NG.
Copied my submission from other thread, I'll work out backstory. Twinklefoot pls.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
Interest campaign... I'm thinking of a crafting wizard who supplies minor magical items to the watch guard. He's a resent graduate of the Arcanamirium college that has taken up residency in Mivon and now has been pressed into field work. However, he is a bit skittish at the idea. He'd take the Arcanamirium Crafter specialization school.
With approval, I'd like him to take Echo Bonded arch-type. It basically gives him an arcane bond with a wand that functions similar to a witch's familiar. In that, his spells are learned by the wand.
My only problem with this archetype is that is references a 3rd party feat I cannot look up. Since I do not know what that feat does I cannot fairly judge its power.
| Valjoen_KC |
Valjoen_KC wrote:My only problem with this archetype is that is references a 3rd party feat I cannot look up. Since I do not know what that feat does I cannot fairly judge its power.With approval, I'd like him to take Echo Bonded arch-type. It basically gives him an arcane bond with a wand that functions similar to a witch's familiar. In that, his spells are learned by the wand.
Fair enough. I wasn't able to find much on that feat as well.
Let me see if I can come up with another concept.
| Andy Brown |
OK, so idea #1 - Carl-Simon Inglemar
The family saved enough money to send Carl-Simon away for a proper education, and hoped that would be followed by a good, sensible career. It didn't take long for Carl-Simon to be scoring the highest marks in tests, but when asked how he managed it, he always claimed to have guessed several answers and put it down to "sheer luck". He used that phrase so often to describe his results that the other students began to use it as a nick-name.
After two years schooling it was time for Carl-Simon to find work. However, the only person who saw any use for his abilities was a taxidermist, who thought that a quiet, intelligent boy with a meticulous attitude would be a perfect candidate to learn how to turn dead pets and hunting trophies into works of art.
Unfortunately Carl-Simon soon became bored and began to make additions to the animals he was preparing. After several complaints about artificial fleas on immortalised pets, and a hunting trophy that opened its eyes at a particular temperature (a trick that Carl-Simon developed after previous work was described as "not lifelike enough"), the taxidermists decided that Carl-Simon would be better suited to some other career.
Six months later Carl-Simon hadn't found a new career, and so has decided that he's going to try his luck in the watch.
Male human (Varisian) alchemist (chirurgeon) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
N Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 24 (3d8+6)
Fort +4, Ref +4, Will +3; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee +1 merciful light mace +3 (1d6+1 nonlethal plus 1d6 non-lethal) or
. . dagger +2 (1d4/19-20) or
. . unarmed strike +2 (1d3 nonlethal)
Ranged bomb +4 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist (Chirurgeon) Extracts Known
. . 1st (free) - ant haul[APG], comprehend languages, cure light wounds, endure elements, heightened awareness[ACG], polypurpose panacea[UM], shield, stone fist[APG]
. . 1st (purchased) - enlarge person, expeditious retreat, keen senses[APG], long arm[ACG], reduce person
Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +7)
. . 1st - cure light wounds, heightened awareness, long arm, shield
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Statistics
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Str 11, Dex 12, Con 12, Int 18, Wis 14, Cha 10
Base Atk +2; CMB +2; CMD 13
Feats Additional Traits, Brew Potion, Cosmopolitan[APG], Scholar[ISWG], Throw Anything
Traits anatomist, cunning liar (any city), scholar of ruins, scholar of the great beyond, suspicious
Skills Acrobatics -1, Appraise +2, Bluff +6, Climb -2, Craft (alchemy) +10 (+13 to create alchemical items), Craft (Taxidermy) +10, Diplomacy -2, Disguise -2, Escape Artist -1, Fly -1, Heal +7, Intimidate -2, Knowledge (arcana) +9, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +7, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +8, Perception +6, Ride -1, Sense Motive +7, Spellcraft +9, Stealth -1, Survival +0, Swim -2
Languages Common, Necril, Orc, Shadowtongue, Shoanti, Skald, Sylvan, Varisian
SQ alchemy (alchemy crafting +3), discovery (spontaneous healing[UM]), infused curative, meticulous, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear potion of barkskin +2, potion of cat's grace, potion of cure light wounds (2), potion of cure moderate wounds, potion of darkvision, potion of endure elements, potion of enlarge person, potion of lesser restoration, potion of reduce person; Other Gear +1 mithral chain shirt, +1 merciful light mace, dagger, eyes of the eagle, ioun torch ioun stone[APG], sleeves of many garments[UE], traveler's any-tool[UE], alchemist starting formula book, alchemy crafting kit[APG], belt pouch, belt pouch, masterwork backpack[APG], quickcatch manacles, signal whistle, traveler's outfit, waterproof bag[UE], 320 gp, 5 sp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Meticulous -2 on all untrained skill checks
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Scholar (Knowledge [religion], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Carl-Simon is very good at the things he's studied, but not so good at the things he hasn't. He's also sometimes not so good at controlling his sense of the ridiculous.
Just a Mort
|
GM - if racial/regional traits for Golarion can no longer be used, I will have to get back to drawing board.
Luriel's Dad was a cop and her mom was a Varisan street performer, for which it was love at first side. Her Mother, Elsmere, gave up her wandering ways and settled down with him. Elsmere contracted measles not too long after Luriel's birth and was told she could not conceive ever again, much to Elsmere's dismay as she wanted to be surrounded by kids.
Luriel's father, Dave, always secretly wanted a boy, to continue his family's city watch tradition, and as a result treated his only daughter, Luriel like one.
From her father she was inculcated the (glamorous?) ways of the guard, and from her mother she learnt the magics and the dream powers of her people, as well as their love for adventure.
Her (now retired) father encouraged her to sign up for the mass recruitment drive, to continue the family tradition of serving the city.
| Andy Brown |
Idea #2 - She Who Always Tries.
Taking the gifts, the young Vanara set off; knowing that her father meant her to travel further than the villages to the north of her home. After a few months she reached the coast and found passage on a ship heading northwards. She Who Always Tries was able to work her passage, as somebody who can climb the rigging as easily as walking on the deck is always useful. Landing in Andoran, She worked her way along the river system, joining trade caravans as both guard and animal handler, until She reached Mivon. As the weather was turining colder, She Who Always Tries decided she was far enough North, and even after her years of travelling, making herself useful, and learning new skills, She's still not sure that she has found out who she really is.
Again considering her father's advice, She Who Always Tries has decided that She will help the people of Mivon by joining the Watch and keeping the streets safe.
She Who Always Tries thinks of her hand crossbow, which she calls "Memories of Home and Kin" as a link to her family, and takes it everywhere with her. She is determined to help people, sometimes to the point that she doesn't care whether they want her help or not, while trying to learn as much as she can from them and about them - this can lead to her asking a lot of questions without always waiting for an answer.
Female vanara gunslinger (bolt ace) 3 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Bestiary 3 280, Pathfinder RPG Ultimate Combat 9)
N Medium humanoid (vanara)
Init +7; Senses low-light vision; Perception +8
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 31 (3d10+9)
Fort +6, Ref +7, Will +4
Defensive Abilities nimble +1
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Offense
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Speed 30 ft., climb 20 ft.
Melee +1 merciful cutlass +5 (1d6+2 nonlethal/18-20 plus 1d6 non-lethal) or
. . dagger +4 (1d4+1/19-20) or
. . sap +4 (1d6+1 nonlethal) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged +1 merciful light crossbow +7 (1d8+1 nonlethal/19-20 plus 1d6 non-lethal) or
. . mwk hand crossbow +7 (1d4/19-20)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (2)
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Statistics
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Str 13, Dex 16, Con 14, Int 14, Wis 14, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits bruising intellect, reactionary, vagabond child (urban)
Skills Acrobatics +11, Climb +15, Escape Artist +10, Handle Animal +3, Intimidate +8, Knowledge (local) +8, Linguistics +3, Perception +8, Profession (sailor) +6, Sleight of Hand +9, Stealth +5; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Gnome, Polyglot, Sylvan, Vanaran
SQ attached, crossbow maven, prehensile tail
Combat Gear cold iron crossbow bolts (50), potion of cat's grace, potion of cure moderate wounds; Other Gear +1 merciful cutlass, +1 merciful light crossbow, dagger, mwk hand crossbow, sap, cloak of resistance +1, ioun torch ioun stone[APG], belt pouch, belt pouch, cold weather outfit, grappling bolt[UE], hunter's sight[ACG], masterwork backpack[APG], quickcatch manacles, signal whistle, silk rope (50 ft.), smoked goggles[APG], thread (50 ft.), 8 pp, 158 gp, 9 sp, 9 cp
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Special Abilities
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Attached (Hand Crossbow) If your attachment is threatened, -1 Will & -2 save vs. fear
Climb (20 feet) You have a Climb speed.
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
| Roonfizzle Garnackle |
And, mostly finished, barring some fiddling here and there, and well, locking in a career track, mostly between Officer and Swat. If it's ok, I'm leaning to waiting till seeing the party make up before making a final decision? Lots of Swat > Officer, or vice versa. Alan could pursue either track fairly well.
Background/Concept:
1: concept: Hammer of the God of Law, Cities and Merchants. Devoted, to the edge of Fanaticism.
2: Description: Below
3: Quirk: Blinded to some of the failings of Man. Literally unlikely to see anything out of the ordinary, and takes people at their word, but quick to be a force of Law, should transgressions be pointed out.
4: Quirk of Fate: Alan has a key shaped mark on his right forearm. It is commonly believed to be a birthmark.
Goals
1: (IC) Bring Justice to the streets, and prevent the spirals of destruction that grip the nearby Galt from troubling Mivon.
2: (IC) Bring Abadar’s Will to the masses.
Secrets:
1: (Quasi-Known) Alan’s birth parents are completely unknown.
2: (Unknown) Alan’s first year or two were spent in the First World, prior to being deposited on an Abadaran Temple’s steps. Time spent in the First World occasionally flows …oddly.
NPC's:
1: (Friendly): Banker Fabris, in Alan’s youth, Banker Fabris was the brother who was charged with guiding the young acolytes and novices training programs, and is well aware of Alan’s failings and potential. Recently he has had significantly less time to work with the newest generation due to a promotion and increased duties and workload.
Male Human
Paladin (Enforcer) 3
___________________
- Stats
Size / Type: Medium Humanoid (Human)
Alignment: LG
Deity: Abadar
Age: 25
Speed: 30 Ft.
Initiative: +0
Senses: Perception -1, -3 vs Sight based Checks
Languages: Common, Sylvan, Dwarven
Attributes
STR 18 (+4)
DEX 10 (+0)
CON 13 (+1)
INT 15 (+2)
WIS 8 (-1)
CHA 18 (+4)
___________________
- Offense
BAB: +3
Merciful Warhammer +1
Attack: 1d20 + 8 (3 BAB +4 Str +1 Weapon )
Damage: 1d8 + 5 + 1d6, Non-lethal (4 Str 1 Weapon 1d6 Nonlethal)
Crit: 20 x3
Possible Modifiers
___________________
- Defense
HP: 25 (3d10 + 1 Con per Level)
AC: 20 (10 Base +0 Dex + 9+1 Armour + 0 Shield +0 Amulet + 0 Ring +0 Size)
Touch: 10 / Flat-Footed: 20
Notes:
CMB: 7 (3 BAB + 4 Str +0 Size)
CMD: 17 (10 Base + 3 BAB + 4 Str + 0 Dex - 0 Size)
Fort +9 (+3 Base Paladin + 1 Cloak +1 Con +4 Cha)
Refl +6 (+1 Base Paladin + 1 Cloak +0 Dex + 4 Cha)
Will +7 (+3 Base Paladin + 1 Cloak -1 Wis + 4 Cha)
Notes:
+2 trait bonus on all saving throws against charm and compulsion effects.
+2 feat bonus on all saving throws against death effects.
.
___________________
- Skills
For Background: 2
Per Level Paladin: 5 (2 Base + 2 Int +1 Human)
- Diplomacy +9, 10 to Gather Information (+2 Ranks +3 Class Skill +4 Cha +1 Trait to gather information)
- Handle Animal B +8 (+1 Ranks +3 Class Skill + 4 Cha)
- Heal+3 (+1 Rank +3 Class Skill -1 Wis)
- Intimidate +10, 12 to demoralize (+3 Rank +3 Class Skill +4 Cha +2 MW Tool)
- Kn Local +3 to Gather Information (+0 Rank +0 Class Skill +2 Int +1 Trait )
- Kn Religion +8 (+3 Rank +3 Class Skill +2 Int)
- Perception -1, -3 vs Sight based Checks (+0 Ranks +0 Class Skill -1 Wis -2 Drawback Oblivious)
- Perform B (Song) +12 (+3 Ranks +3 Class Skill +4 Cha +2 Trait Savant)
- Ride +4 (+1 Rank +3 Class Skill +0 Dex)
- Sense Motive -3 (+0 Ranks +0 Class Skill -1 Wis -2 Drawback Oblivious)
- Spellcraft +8 (+3 Ranks +3 Class Skill +2 Int)
Notes:
___________________
- Traits, Drawbacks & Curse
Birthmark (Faith) -
This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
The Stranger (Cosmic) Requirement(s) 21 Neth - 29 Neth
Like the lone traveler that walks alongside the caravan for but a brief while, you have a way with strangers. You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to gather information. Additionally, either Diplomacy or Knowledge (local) becomes a class skill for you.
Savant (Social) Choose a performance type.Song You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
The City Protects (Religion, Abadar) Benefit In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage.
Naive (Drawback) Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
Oblivious (Drawback) Whether because you are an avid daydreamer or you are accustomed to everything being handed to you and spelled out for your benefit, you pay little attention to your surroundings and other people. Effect: You take a –2 penalty on Sense Motive and sight-based Perception checks.
Legalistic (Curse)
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
___________________
- Feats
Enforcer (Combat): Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. (L1 Feat)
Fey Foundling: (Level 1 Feat, Human, Bonus) Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort)
Greater Mercy: Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage. (Level 3 Feat)
___________________
- Special Abilities
Proficiencies - Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Detect Chaos (Sp) - At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.
This ability replaces detect evil.
Smite Chaos (Su) (1 / Day) - Once per day, a paladin can call out to the powers of good to aid her in her struggle against Chaos. As a swift action, the paladin chooses one target within sight to smite. If this target is Chaotic, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.This ability replaces smite evil. In addition, while smite Chaos is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not Chaotic, the smite is wasted with no effect.
The smite Chaos effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) 5/5 - Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Aura of Courage (Su) - At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. trait, The City ProtectsIf you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage.
Divine Health (Ex):: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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- Mercy
Riled : The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source: Pathfinder Player Companion: Healer's Handbook
___________________
- Scrolls on Hand
- Cure Light Wounds, CL 1 5/5
___________________
- Equipment
WIP
Gold: 164
Watch Issued Full Plate +1, Living Steel
(Cost: 150 )
+10 AC, +1 Max Dex, -5 Check PenaltyScroll of Masterwork Transformation Used
[bigger] Living Steel An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.
Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.
Scroll: Cure Light Wounds
Scroll (Cost: 125 )
1d8+1 healing
Cloak of Resistance +1
Cloak (Cost: 1,000)
+1 Resistance to Saves
Watch Issued Warhammer +1, Merciful
Weapon (Cost: 0)
+2 Magic Weapons, medium, Merciful. 1d8 20x3
WI Handcuffs
Tool (Cost: 0)
WI CMW Potion
Potion (Cost: 0)
WI Bull Strength Potion
Potion (Cost: 0)
+4 Str, 3 min
WI Whistle
slotless (Cost: 0)
MW Intimidate Tool (Watch Badge?)
slotless (Cost: 50)
+2 Circumstance to Intimidate’s Demoralize
Kit, Paladin’s
Gear kit (Cost: 11)
30 lbs, usually at the Watch Barracks This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
___________________
- Abadaran Paladin Code
Of all the neutral gods, only Abadar supports and promotes a holy order of paladins. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition, an Abadaran paladin upholds the following creed.
| Tindertwig&Dirtbag |
Thank you, Souls at War.
A few sound fun, but not committed to one, as yet.
Haunted could be entertaining, although the benefits don't apply....looking...
This one definitely fits him, but...
Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.
You are frenetic and excited, never pausing.
EFFECT
You can never take “take 10” on a skill check, and you take a -2 morale penalty when you “take 20.” However, you roll initiative twice, taking the better result.
At 5th level, you add your Charisma bonus to your Reflex saving throws.
At 10th level, you gain the Wind Stance feat, even if you don’t qualify for the prerequisites.
At 15 level, roll initiative three times, instead of twice, taking the best result. You gain the Lightning Stance feat, even if you don’t qualify for the prerequisites.
| Eluvias the Grim |
Eluvias the Grim wrote:** spoiler omitted **...Curse is approved, be aware candlemere might come up as it is a location I've played with before.
My apologies for submitting two characters.
But as Eluvias’ curse is already approved, and Sven’s Background was never written, I’ll stick with this elven sniper.
And having an integral part of a character’s backstory come up not something to just be aware of. It is something to actively look forward too. :)
Alternate SLA: 1d100 ⇒ 36
“You can communicate telepathically with any sentient creature with which you are in contact.”
Oh...wow. So much more interesting that Detect Thoughts.
Daniel Stewart
|
Here is my submission for this game. I will get the background and such in soon.
Hoch
Female human ranger (urban ranger) 3 (Pathfinder RPG Advanced Player's Guide 129)
NG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 28 (3d10+6)
Fort +4, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk tonfa +7 (1d6) or
. . mwk tonfa +7 (1d6)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (tonfa)
Traits armor expert, friend in every town, world traveler
Skills Bluff +3, Diplomacy +9, Disable Device +11, Intimidate +6, Knowledge (local) +7, Linguistics +2, Perception +7, Profession (Guard-Watch) +7, Sense Motive +8, Sleight of Hand +5, Stealth +10, Survival +7
Languages Common, Elven, Halfling
SQ family ties, favored community (Mivon +2), track +1, trapfinding +1, wild empathy
Combat Gear caltrops; Other Gear mwk studded leather, mwk tonfa[UC], mwk tonfa[UC], belt pouch, canteen[UE], flint and steel, hip flask[UE], manacles, masterwork thieves' tools, signal whistle, 2,101 gp, 2 sp
--------------------
Special Abilities
--------------------
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Favored Community (Mivon +2) (Ex) +2 to rolls when in mivon terrain.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
| Artemis P. |
@GM
I haven't heard an answer back, so I wanted to repost- can my Catfolk take the Song- Bound Oracle curse? It fits his character really well, so I had hopes.
Here's the link to the character, and his backstory is linked in his character page and written above.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
@GM
I haven't heard an answer back, so I wanted to repost- can my Catfolk take the Song- Bound Oracle curse? It fits his character really well, so I had hopes.
Here's the link to the character, and his backstory is linked in his character page and written above.
yeah sorry office has a block on srd so I had to use my phone. I'm willing to look past the merfolk requirement but keep the countersong pool separate as you do not have the ability to use that for anything but countersong.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
@DeviousDevious I'm rather familair with wrecker go for it.
@Withdraws no hard feelings I get ti I've done the same. Sometimes time gets in the way sometimes it's a character concept not working out, happens
@Anyone with an approval question I missed, poke me if you need to. Generally if it's not an unreasonable request I will at elast try to work with you.
| Roonfizzle Garnackle |
If nothing else, (ie, I do not get chosen), DeviousDevious just gave me an idea for something I can do at some point for a home game I'm running that has an Oracle with the Wrecker curse. Mix in something to the 15~20 range of his curse, inspired by Relg, from the Belgariad by David Eddings.
So thank you both GM_Solspiral and DeviousDevious!
Daniel Stewart
|
Hoch grew up in the city to parents who ran a local bakery. During the last uprising, mobs penetrated into their neighborhood and starting looting and burning buildings. She and her family were lucky, as the clothier next door was pillaged and burned, but their home and shop were left unscathed. All through the harrowing night, Hoch could only wish that there was someone to come and protect them.
When Hoch heard of the formation of watch-guards, she knew she had to be part of the team. She told her parents, who while not thrilled that their young daughter was going to be putting herself in harm's way, understood her drive and determination. With their blessing, off she went to train.
During the grueling months of basic training, one thing became very clear to her superiors. While she was very talented and knowledgeable about the city and got along well with the merchants and regular people, she was not use to having a partner. Time and again she would leave her assigned partner behind, or get ahead of them and try to finish the assigned test on her own. In her own words, "They just slow me down!". Beyond this problem, she was a model cadet and graduated at the top of her class.
Her first postings turned out to be somewhat disastrous. Continuing to disdain her partners, Hoch soon gained the reputation of a bad partner. It has gotten to the point that her superiors are thinking of moving her to a permanent station at one of the gates. One of the commanders had the idea of starting a division using animals to assist the watch-guards, and that maybe if she was unable to have a human partner, then maybe an animal companion might be the way to go.
| Licitus |
I know I'm late to the game, but hopefully, not too late. I have an idea for an Alchemist (Metamorph) who would qualify as an Investigator (if gaining Sense Motive as a class skills through traits count). He would also have the Lycanthropy (rat) Oracle curse, if approved. I'll write him up and submit him today for your consideration over the weekend. He will be human. Would you allow the Fey Magic alternate racial trait? He will have a disguise and animal flavor for his character.
Fluffball the Melodious
|
So, by my count, here's the completed submissions:
Eluvias the Grim- Grumbaki
Milo Hanse- DBH
Tindertwig and Dirtbag- Dorian Grey
Fluffball the Melodious- Artemis P
Alan the Found- Roonfizzle Garnackle
Carl- Simon Inglemar- Andy Brown
She Who Always Tries- Andy Brown
Tucker and Hoch- Daniel Stewart
Cracked- DeviousDevious
And that's still with a few hours left to go! Get those submissions in, guys, and good luck!
P.S. If I missed anyone, my sincere apologies! Post so that GM Solspiral knows.
| Licitus |
This is Janix, Alchemist (Metamorph). He has an animal flavor and concentrates on disguise. Still need to flesh out his gear and make a couple tweaks, but here you go.
CN Medium Humanoid (Human)
Init +2; Sense Motive +5; Perception +5
------------------------------
DEFENSE
------------------------------
AC 18, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 21
Fort +5, Ref +5, Will +0 (+2 vs charm and compulsion)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +7
Ranged +4
------------------------------
STATISTICS
------------------------------
20.14.14.14.8.14
Base Atk +2; CMB +7; CMD 17, ff 15
Traits
Alternate Racial Traits
-----------------------
Focused Study
Fey Magic - Urban
Traits
------
Focused Disciple
Suspicious
Truth's Agent
Drawback - Paranoid
Oracle Curse - Lycanthropy (rat)
Languages Common, Orc, Read Lips
Skill Focus (Disguise)
Power Attack
Dodge
Adventuring - 18 ranks (6 ranks/level)
*Acrobatics +5, 3 ranks
*Climb (CS) +9, 1 rank
Disguise (CS) +11, 3 ranks (3 CS + 2 CHA + 3 ranks + 3 SF)
^Knowledge (local) (CS) +8, 3 ranks
^Knowledge (nature) (CS) +6, 1 rank
Perception (CS) +7, 3 ranks
Sense Motive (CS) +7, 3 ranks
*Swim +6, 1 rank
Background - 6 ranks (2 ranks/level)
Craft (Sculpture) (CS) +8, 3 ranks
^Handle Animal +5, 3 ranks
ACP -1
* ACP applies to these skills (included)
^ Requires Training
Shapechanger
Mutagen
Adaptive Physiology
Carrying Capacity
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried
Weapons:
Armor:
Equipment:
Money 0 GP 0 SP 0 CP
Janix carefully brushed off the textured surface of the cat's cheek. Once this carving was finished, it would be a nice addition to his little menagerie. He didn't really need to have so many, but the process of making the miniatures helped quiet the voices and keep him calm. While whittling, he didn't have to hear the voices of the animals (mostly rats) chattering around him. Peace was important to him. He stuttered whenever he got upset, and if he became upset enough, he couldn't even do that. Anything he tried to say just came out as a hiss, snarl, or squeak. Bad enough as an adult; downright traumatic as a child.
Those days were over, now. Janix was on his own, even though he still lived in the slums. He'd never been able to quite pull his way out of poverty and truly establish himself. But that was all changing. Janix had applied to the Academy to be trained as a Watch Guard. He'd have money, responsibility, respect. Things were really going to be different now that Mayor Julius Thorne was calling the shots. Hopefully, he would be accepted and finally be able to do something about all these voices in his head. Hearing the rats' tales of all the misdeeds and misfortunes happening every day to others was driving him crazy. He wanted to help, if for no other reason than to no longer hear so much about it. But he was one man, alone, without authority. That's what was going to change. He'd be part of a team that could help him put these voices to rest.
His mother and father, whoever they were, would regret giving him to that orphanage. He was no abomination. It wasn't his fault the animals sometimes made sense. It wasn't his fault they told him things, things that ended up being true. He was going to be respectable, maybe even have friends beyond his rat pack. In the end, he was probably better off having been raised at the orphanage. At least there he learned a bit about order (even if it didn't really take), about how to act around others, and about how to hide the things that really bothered him. When younger, the bullying and teasing were relentless, but as he grew older and stronger, they backed off. It didn't even matter that he had never gotten over his speech impediment. He couldn't trust those people, but no one said a word about it, anymore. Not to his face, anyway.
Janix sheathed his knife and put the cat on the shelf. It was time to head out and see if he had been selected. Today, he walked with his held his head high (but not so high he couldn't avoid the dirty puddles) and hoped for the best. Things were changing, and he knew it. The rats had said so...
Age: 20
Height: 5' 10"
Weight: 175
Hair: thick, straight, light brown; short beard
Eyes: black
Skin: light tan
Janix is nice enough, but reserved. He is also skittish. He jumps easily and is always trying to maintain his composure.