Nightflier's Shadows of Numeria (Inactive)

Game Master nightflier


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@GM
"By Allowing more powerful versions," you mean cracking open the ARG and upgrading a race using the race builder rules (or using a 3.5 LA +1 template), I assume.
And If so what would the RP limit be?


Interested -- working on a dhampir bloodrager.

Dark Archive

@Azure Zero

You roll d20. If you get 1, you get the play more powerful version of the race you want to play. This is a choice available to everyone. if you play Drow, you get to play Noble Drow. Other races get better stats and additional abilities, but generaly I decide what the bonuses are, comparing the new "noble" race with Noble Drow.


Ah, I'm hoping to make a Half-Dragon(Human or half-elf).
1d20 ⇒ 1

I could make the Half-Dragon(Human or half-elf) as a base race with 40+/-2 RP
and Let you look over it.


NIghtflier

Spoiler:

1d20 ⇒ 20
Would a natural 20 get you anything extra? :)
Just for considering tweaking afterwards.

Would you allow skills and spoken languages from the android template to be available aside from the slayer's class skills? For now her skills are solely based upon the Slayer class.

Atm she's built on the slayer with some things from the page on d20's Android.

RPG Superstar 2013 Top 8

28 points? That's a lot.

Sounds like a fun environment. I'd be interested in playing a swashbuckler, shaman or investigator. Not sure of race yet but possibly human, halfling, tengu, or skinchanger.


Still working on my Samsaran Investigator. I have a family thing all day today, but I might be able to get him done after. Would really like to not miss out on this!


this still open?


@nightflier, still open?

I only came across this today when I checked out your posts page of your profile, as from time to time do put interesting questions forward to the community and Paizo.

I always wanted to make a sorcerer/wizard character, and would like to try this one out. Shaman looks interesting too to try out.

As this is a play test, I assuming no background is needed.

I see you want non-standard core races, so ARG is the source for races.

Would you like us to min/max abilities to gain very efficient characters to test out balancing issues.

Noble roll: 1d20 ⇒ 11


@GM sent PM on Half-Dragon race using Drow Noble as a reference point.


Nightflier,
Char sheet of Jayla, android slayer.
Bio and fine details coming tonight or tomorrow morning.

Spoiler:

Jayla
Female Android, Slayer lvl 1
TN
Init +7; Senses Perception +4 (+2 racial), -4 to Sense Motive, -2 Char., Darkvision 60 ft, Low light vision.

DEFENSE

Spoiler:

AC 18, touch 14, flat-footed 14
Hp 11(8+2+1)
Fort +4, Ref +6, Will +2
Chain shirt (4 AC)

OFFENSE

Spoiler:

Spd ft. 30 ft)
Melee: Gladius +2 (1d6)
Ranged: Shortbow +5(1d6)

Stats, traits & Feats

Spoiler:

Str 13, Dex 18(16+2 racial) Con 14, Int 16(14+2), Wis 14, Cha 8 (-2 racial)
BaB +1; CMB +2; CMD +6
Feats: Weapon Finesse
Traits:
Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Crowd Dodger: You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Skills

Spoiler:

Ranks per lvl(4+3 int mod):
Acrobatics 8(1rank+3class+ 4dex), Kn. [Geography] 7(1rank+3class+ 3Int), Perception 8(3rank+3class+ 2Wis), Stealth 9(2 rank+3class+ 4dex),
Languages: Common

Misc & special abilities:

Spoiler:

Backpack (2gp)
Money left: 28gp

SPECIAL ABILITIES

Favored Class: Slayer
Favored Class Bonus: Slayer (+1HP)

Weapon and Armor Proficiency:
A slayer is proficient
with all simple and martial weapons and with light
armor, medium armor, and shields (except tower shields).

Track (Ex):
A slayer adds half his level (minimum 1) to
Survival skill checks made to follow tracks.

Favored Target (Ex):
At 1st level, a slayer can as a move
action study an opponent. The slayer then gains a +1
bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks against that opponent, and a +1
bonus on weapon attack and damage rolls against it.
These bonuses remain in effect until either the opponent
is dead or the slayer studies a new target.
At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses
against a studied target increase by +1. In addition, at
each such interval, the slayer is able to maintain these
bonuses against an additional studied target at the same
time. The slayer may lose this connection to a studied
target as a free action (allowing him to study another
target in its place).
At 10th level, the slayer can study an opponent as a
move or swift action.

Racial:
Androids are defined by their class levels–they do not have racial Hit Dice. All androids have the following racial traits.
Standard Racial Traits
Ability Score Racial Traits
• Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
• Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits
• Androids gain a +2 racial bonus on Perception checks.
• Emotionless (–1 RP): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Senses Racial Traits
• Exceptional Senses: Androids have darkvision to a range of 60 feet and low-light vision.
Other Racial Traits
• Constructed (2 RP): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
• Emotionless (–1 RP): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
• Nanite Surge (3 RP): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.


Playtest? Heck yes.

[roll]1d20[/roll] - Joining the race race.


Better make those dice.
1d20 ⇒ 7


Here is Alvoise of Karcau, dhampir bloodrager. Gear needs to be completed, but otherwise the character is ready to play (excluding more of the tangible roleplaying aspects like personality and appearance).

Alvoise of Karcau:
Alvoise of Karcau
Dhampir Bloodrager 1
CG Medium Humanoid (dhampir)
Init +4 Senses low-light & darkvision 60’; Perception +6
--------------------
DEFENSE
--------------------
AC
17 (10+3+4), touch 14, flat-footed 13 (+3 studded leather armor, +4 Dex)
hp 15 (1d10+2+3)
Fort +4, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Speed
40 ft.
Melee Rapier +5 1d6+2 18-20/x2
Dagger +3 1d4+2 19-20/x2
Ranged Dagger +5 1d4 19-20/x2 10’
Throwing Axe +5 1d6 x2 10’
--------------------
STATISTICS
--------------------
Str
14, Dex 18 (16+2), Con 14 (16-2), Int 10, Wis 10, Cha 15 (13+2)
Base Atk +1; CMB +3; CMD 17
Feats Weapon Finesse (rapier), Toughness
Traits Exchanged for bonus feat
Trained Skills Climb +6, Intimidate +6, Perception +6 (+1+3+0+2), Survival +4
Untrained Skills Bluff +4 (+2+2); Studded leather armor −1 to certain skills
Languages Common
Gear Studded leather armor, 1 throwing axe, 1 rapier, 3 daggers
--------------------
CLASS ABILITIES
--------------------

Weapon and Armor Proficiency: All simple and marital weapons, light & medium armor, and shields (except tower).
Bloodline: Celsetial
Bloodrage: Bloodrage for 6 rounds/day (4+CON mod). Bloodrage effects: +4 morale bonus to STR and CON, +2 Will saving throws. −2 AC. +2 hit points/Hit Die from increase CON. Also gets Angelic Attacks.
Fast Movement: Land speed 10 feet faster than normal when wearing, no armor, light armor, or medium armor, and while not carrying a heavy load.
Angelic Attacks (Sp): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal 1d6 extra damage when you deal damage to an evil outsider with a melee attack. This extra damage stacks with effects such as align weapon and those granted by a weapon with the holy magic weapon special ability.
--------------------
RACIAL TRAITS
--------------------
Medium
Medium size.
Normal speed Base land speed 30 feet.
Senses Low-light and darkvision 60 feet.
Manipulative: Bluff and Perception +2 racial bonus.
Undead Resistance: +2 racial bonus against disease and mind-affecting effects.
Dayborn: Unhindered by daylight. Replaces spell-like ability.
Negative Energy Affinity: Reacts to positive and negative energy as if undead. Positive harms, negative heals.
Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Begins with Common.

--------------------
Background, Appearance, Personality
--------------------

Alvoise of Karcau is not actually from Karcau, nor is his real name Alvoise. He goes by that name to protect his true identity, Sammith of Caliphas. He is the son of a cleric of Shelyn and a vampire. She was abducted by the vampire in order to have his child. She managed to escape while three months pregnant. She prayed constantly that the child would be a beacon of hope, love, and beauty for the world and not a being corrupted by the father’s vampire nature. Her deity must have intervened. When born the boy tolerated sunlight better than most dhampirs.

At the age of six his father stole him from his mother. She rescued him two years later. The vampire returned again when Alvoise was sixteen and abducted him again.

The vampire wanted Alvoise to join some of his other dhampir offspring and help him run his conglomeration of thieves’ guilds. Alvoise pretended to join in order to escape later.

A war with a rival guild spiraled out of control. Alvoise’s vampire father was killed and the network of guilds broken and absorbed.


Upon looking the ACG playetest through for the umpteenth time, I've decided that the warpriest looks like it needs an overhaul the most, excluding the Hunter, which I'm already playtesting. (Don't get me started on how much I despise the hunter. Ugh.) Aty any rate, I'll put a warpriest together and see how it measures up to your deadly game.

Dark Archive

Sorry for not posting more frequently; a lot of work-related stuff going on this weekend.

To answer some of your questions:

1) Recruitment is still on; I'll close it when I have at least 6 PCs with different classes.

2) @Azure Zero - your half-dragon looks fine. Go with it.

3) @Chyrone - this looks fine.


No Worries, RL happens

Finished most of it (Half-Dragon Bloodrager), working on Backstory.


I just hope they paying you nicely for all your hard work.

I build an arcanist this evening.

RPG Superstar 2013 Top 8

Made a skinwalker (werewolf-kin) shaman with the nature spirit. Looks fun. Still tweaking, will post tomorrow. Thinking of making him small just for kicks (Blood of the Moon page 7) as I always wanted to play a small character without a strength penalty.


stats:
Male Undine Bloodrager (Fey bloodline)
CN Medium humanoid (Native Outsider)
Init +4; Senses Perception +6

DEFENSE

AC 17, touch 14, flat-footed 13
hp 13 (1d10+3)
Fort +5, Ref +4, Will +1
Cold Resistance 5

OFFENSE

Speed 40 ft.
Melee swords, short 5+, damage 1d6+1/19-20x2
Ranged, Chakram 5+, damage 1d8+4/x2
(Fey Bloodline)Bloodrage 7 rounds/day
Fast Movement
Nereid Fascination (replaces racial spell like ability)

STATISTICS

Str 12 (14-2), Dex 18 (16+2), Con 16, Int 10, Wis 12 (10+2), Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Two Weapon Fighting and Weapon Finesse
Skills Perception 6+, Acrobatics 8+ (7 with studded armor), Intimidate 5+ and Knowledge (Nature) 1+
Languages Common and Aquan
equipment Studded Leather Armor (25 gp), sword, short (2) (20 gp), Chakram 5 (5 gp)

Wily Ondir:
The Grandson of a Nereid, Ondir seemed from birth to be destined for great things. He was as a babe placed at the doorstep of an unsuspecting monastery which took him in, like most children left at the monastery the monks intended to raise him to become a member of their order...this was not to be. Ondir the deep, watery green skinned boy stood out from his peers like a sore thumb. He was also lacking discipline and from birth seemed capable of speaking in a speech that the monks could not understand, by his twelfth birthday it became clear to the monks that he should be taken outside the monastery for his birthday to a village thirty miles away as a "present". The monks deliberately arrived at the village when everyone was asleep and in the village square they knocked Ondir out and then silently as monks tend to be they vanished.

For the next four years of his life Ondir survived by being..."wily Ondir" who always managed to survive. Things changed on his sixteenth birthday when he made his way accidently into a portal to the First World and things changed radically as he was "initiated" (aka press ganged) into the service of the Fey Lord Gaap, Rai of the Three lakes and Isles. Ondir soon learned that the reason he had been "initiated" was due to his heritage, his grandmother had apparently taken an interest in her grandson's "well being"... Which meant that she pulled strings with Gaap to have the portal that transported Ondir opened up deliberately and once he arrived at the Third Isle he soon learned all about his heritage. He was the grand son of the great Nereid duchess Neushalliya of the Third Isle and his grandmother believed that he had not been "cared for" properly. Which meant that for the next five years Ondir was instructed by various tutors in the ways of the First world Fey Courts in General and the Court of Gaap in particular. He learned to fight in the style of the Water Fey Sentinel, a style that encourages leaps, dodges, wild maneuvers and other feats of acrobatic daring.

After his training was completed his grand mother decided that since he was now a young, strapping man he required a stint in Golorian as "Water Sentinel Errant" before he could return to the First World. Now one year into his journey that will last for at least a decade Ondir has wondered into Ustalav seeking treasure, wine, women and all the "good" (aka pleasurable) things of life. He has been drawn to the Ustalav/Numeria border in particular with its rumored conflicts and opportunities for wealth, fame and glory...

Dark Archive

DarkOne the Drow wrote:

I just hope they paying you nicely for all your hard work.

I build an arcanist this evening.

Arcanist is being scrapped. I suggest you pick another class, since this one will already be changed to fit another concept.


Okay, so I have the crunch done for a Samsaran investigator. Mostly, anyway; he still needs traits and gear, both of which I'll pick when the fluff is done. That should be up tomorrow when I get back from work.

Spoiler:

Henric Xantrian
Male Samsaran Investigator 1
NG medium humanoid (Samsaran)
Init +7; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 8 (1d8)
Fort +0; Ref +5; Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sword cane +2 (1d6+2/x2)
Ranged Shortbow +3 (1d6/x3)
Spell-like abilities (CL 1st)
1/day comprehend languages, deathwatch, stabilize
Investigator extracts prepared (CL 1st)
1st-level (2/day) disguise self, identify
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 14
Base Atk +0, CMB +2, CMD 15
Feats Improved Initiative
Traits
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +7, Disguise +8,
Knowledge (history) +8, Knowledge (local) +8, Knowledge (religion) +8, Linguistics +8,
Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7; Racial bonuses +2 Disguise,
+2 Perception
Languages Celestial, Common, Draconic, Hallit, Samsaran, Skald, Varisian
SQ alchemy, trapfinding +1
Combat Gear; Other Gear shortbow, sword cane, leather armor, formula book, 94 GP
--------------------
Tracked Resources
--------------------
Arrows: 0/20
Inspiration: 0/5
--------------------
Special Abilities
--------------------
Alchemy Can identify potions by touch
Inspiration (5/day) Can expend inspiration to add +1d6 to a skill check, or two uses to add
to an attack roll or saving throw
Lifebound +2 to resist death effects, saving throws vs. negative energy, Fort to remove
negative levels, Con checks to stabilize
Low-light Vision Can see twice as far as a human in low light
Shards of the Past +2 to Disguise and Perception
Trapfinding Adds ½ level to Perception to locate traps & to Disable Device; can use
Disable Device on magic traps
Formula book
1st-level – crafter’s fortune, cure light wounds, disguise self, expeditious retreat, identify, shield


Greetings, So I've got the stats for a Kasatha swashbuckler here and would very much like to play. now he does have the ability to make four attacks in a round. I am working on a Kitsune swashbuckler if that's not okay with you.

Blen'dur:

Blen’dur
Kastha swashbuckler 1
CN Medium Humanoid (kastha)
Init +4 Senses Perception +5
--------------------
DEFENSE
--------------------
AC 20 (+4 dex+2 dodge +4 armor), touch 16(+4 dex +2 dodge), flat-footed 14 (+2 armor)
hp 12
Fort +1, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Cestus (19-20x2 1d4+2) Rapier(18/20x2 1d6+2) Dagger (19/20x2 1d4+2) Shortsword (19/20x2 1d4+2) Star knife (20x3 1d4+2)
Ranged
Dagger (19/20x2 1d4+2 10ft) Star knife (20x3 1d4+2 20ft)
--------------------
STATISTICS
--------------------
STR: 14 DEX: 18 CON: 12 INT: 10 WIS: 13 CHA: 16
Base Atk +1; CMB +3; CMD +18
Melee attack bonus +3 or +1/-1/-1/-1 Ranged attack bonus +3 or +1/-1/-1/-1
Feats Combat reflexes, Multiweapon fighting
Traits (Exchanged for bonus feat)
Trained Skills Acrobatics +6, Perception +5, Sense Motive +5, Sleight of Hand +6,
Languages: Common, Kastha
Gear Chain shirt, Cestus (X4), Dagger (x8), Rapier, light pick (x2), Short sword (x2) Star knife, spring loaded wrist sheath, (x4) 100gp pocket change 12 gp worth of rations, and a masterwork backpack
--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency: All simple and martial weapons +light armor and bucklers
Panash pool: 3

deeds
Daring-do (Ex): At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, Swim check to roll d6 and add
the result to the check. She must choose to do this before
she rolls. If the d6 roll is a natural “6,” she rolls another
d6 and add it to the check. She can continue to do this
as long as she rolls natural “6s” up to a number of times
equal to her Dexterity modifier (minimum 1). This deed’s
cost cannot be reduced by the Signature Deed feat, or any
other effect that reduces the amount of panache a deed
costs.
Opportune Parry (Ex): At 1st level, when an opponent
makes a melee attack against the swashbuckler, she
can spend 1 panache point and can expend a use of an
attack of opportunity to attempt to parry that attack. The
swashbuckler makes an attack roll as if she were making
an attack of opportunity. If her attack roll is greater than
the roll of the attacking creature, the attack automatically
misses. For each size category the attacking creature is
larger than the swashbuckler, the swashbuckler takes
a –4 penalty on her attack roll. The swashbuckler must
declare the use of this ability after the creature’s attack is
announced, but before that attack roll is made.

Riposte (Ex): At 1st level, immediately after a
swashbuckler performs a successful parry, she can spend
1 panache point to make an attack of opportunity against
the creature whose attack she blocked, provided that
creature is within her reach. She must have an available
attack of opportunity to use this deed (one for the parry
and one for the riposte).

Recovery (Ex): At 1st level, when an opponent attempts
a melee attack against the swashbuckler, she can spend
1 panache point to move 5 feet as an immediate action;
doing so grants the swashbuckler a +2 bonus to AC against
the triggering attack. This movement doesn’t negate the
attack, which is still resolved as if the swashbuckler was
in the original square. This movement is not a 5-foot step;
it provokes attacks of opportunity from creatures other
than the one who triggered this deed. The swashbuckler
can only perform this deed while wearing light or no
armor, and while carrying no more than a light load.

RACIAL TRAITS
--------------------
Medium Medium size.
Normal speed Base land speed 30 feet.
Defensive training: +2 dodge bonus to AC
Desert runner: +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert stride: Can move through natural difficult terrain in the desert at their normal speed while within the chosen terrain.
Jumper:Always considered to have a running start when making Acrobatics checks to jump.
Multiarmed: Kastha possess four arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Stalker: Perception and stealth are always class skills

--------------------
Background, Appearance, Personality
--------------------
Like all members of his tribe Blen’dur went on a journey of self-discovery when he reached adulthood, unlike most males of his tribe he discovered an inordinate love for pointy things. It’s getting close to the six month mark of his journey and Blen’dur is seriously considering abandoning his tribe in favor of traveling to exotic locales and questing for the pointiest of things.


Robot_nachos wrote:

Greetings, So I've got the stats for a Kasatha swashbuckler here and would very much like to play. now he does have the ability to make four attacks in a round. I am working on a Kitsune swashbuckler if that's not okay with you.

** spoiler omitted **...

and done

also I made a mistake on Blen'dur's ranged attacks they are actually two higher.

Victor Gallant:

Victor Gallant
Kitsune swashbuckler 1
CG Medium Humanoid (kitsune, shapechanger)
Init Senses low-light vision; Perception
--------------------
DEFENSE
--------------------
AC 15 (+3 dex +4 armor), touch 13 (+3 dex), flat-footed 14 (+4 armor)
hp 13
Fort +2, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Raiper (18-20x2 1d6+2) Dagger (19-20x2 1d4+2)
ranged Dagger (19-20x2 1d4+2 10ft)
--------------------
STATISTICS
STR: 14 DEX: 16 CON: 14 INT: 11 WIS: 12 CHA: 16
Base Atk +1; CMB +3; CMD +16
melee attack bonus +3 Ranged attack bonus +4
Feats Combat Reflexes, Realistic Likeness
Traits Exchanged for bonus feat
Trained Skills Bluff +7, Knowledge (nobility)+4, Digiuse+4 (+14 if using realistic likeness), Diplomacy +7
Languages: Common, Sylvan
Gear rapier, chain shirt, Dagger (x5), fancy cavalier hat (10 gp) decorative trim (5 sets 10gp each) explorers outfit (free) Courtier's Outfit (60gp) backpack, canteen, 20gp, rations (6gp)

--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency: Swashbucklers are
proficient with simple and martial weapons. They are
proficient in light armors and bucklers.

panache points: 3

Daring-do (Ex): At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, Swim check to roll d6 and add
the result to the check. She must choose to do this before
she rolls. If the d6 roll is a natural “6,” she rolls another
d6 and add it to the check. She can continue to do this
as long as she rolls natural “6s” up to a number of times
equal to her Dexterity modifier (minimum 1). This deed’s
cost cannot be reduced by the Signature Deed feat, or any
other effect that reduces the amount of panache a deed
costs.

Opportune Parry (Ex): At 1st level, when an opponent
makes a melee attack against the swashbuckler, she
can spend 1 panache point and can expend a use of an
attack of opportunity to attempt to parry that attack. The
swashbuckler makes an attack roll as if she were making
an attack of opportunity. If her attack roll is greater than
the roll of the attacking creature, the attack automatically
misses. For each size category the attacking creature is
larger than the swashbuckler, the swashbuckler takes
a –4 penalty on her attack roll. The swashbuckler must
declare the use of this ability after the creature’s attack is
announced, but before that attack roll is made.
Riposte (Ex): At 1st level, immediately after a
swashbuckler performs a successful parry, she can spend
1 panache point to make an attack of opportunity against
the creature whose attack she blocked, provided that
creature is within her reach. She must have an available
attack of opportunity to use this deed (one for the parry
and one for the riposte).

Recovery (Ex): At 1st level, when an opponent attempts
a melee attack against the swashbuckler, she can spend
1 panache point to move 5 feet as an immediate action;
doing so grants the swashbuckler a +2 bonus to AC against
the triggering attack. This movement doesn’t negate the
attack, which is still resolved as if the swashbuckler was
in the original square. This movement is not a 5-foot step;
it provokes attacks of opportunity from creatures other
than the one who triggered this deed. The swashbuckler
can only perform this deed while wearing light or no
armor, and while carrying no more than a light load.

RACIAL TRAITS
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

--------------------
Medium Medium size.
Normal speed Base land speed 30 feet.
Senses Low-light and darkvision 60 feet.
--------------------
Background, Appearance, Personality
--------------------
Victor Gallant (or Daimonji if you want to use the boring name he was given at birth) is a man of secrets. Upon reaching adulthood he integrated into Keleshian society and his spends his days masquerading as various members of the Keleshian aristocracy. Even now anyone who asked would tell you that Victor Gallant was taking a well deserved vacation in Druma when in actuality he seeks greater fortune in Numeria.


@nightflier: Will a shaman do? Looks rather interesting.

I reading the new idea for arcanist. If it becomes available to play test would you consider change to it?

Or else can try the hunter as alternative. Though never used team work feats for any character.


Current Entries (Character Data made and Presented)

Valeria Avila Leonard Dragon-Half(Half-Elf) BloodRager(Abyssal)
Ony Zimyatov Dhampir (Svetocher) Bloodrager (Undead)
Alvoise of Karcau Dhampir Bloodrager(Celestial)
Wily Ondir Undine Bloodrager (Fey bloodline)

Jayla Android slayer

Henric Xantrian Samsaran Investigator

Currently Presented Data:

Classes:
Bloodrager: 4
Slayer: 1
Investigator: 1

Races:
Dhampir: 2
Dragon-Half(Half-Elf):1
Undine:1
Android: 1
Samsaran: 1

Gender:
Male: 4
Female:2


Nightflier,
With her int. score she gets bonus languages. It's updated in profile, it covers the main languages for Numeria and Ustalav as well as elven.
I've replaced the gladius with a rapier and a small shield/buckler, as they were an android's things according to the guide.

Jayla Talusia
Bio

Spoiler:

One cloudy day at the West Sellen river west of Aramor in Northwestern Numeria, a (surprisingly) yet undiscovered ruin brings forth a new figure. Clad in a leather armor with a rapier and a small shield. Pale skin, with blueish eyes. Without any clear direction, she wandered, appearantly in some kind of trance.
After a few days of wandering along the river, bad weather happened. She was struck by a lightning bolt and spent a day on the ground recovering. So happens, a traveling caravan from the Technical League in Numeria found her and recognized she was not what she seemed to be. They took her back to examine her while she was still "not functional", as they themselves would say. They called her Jayla Talusia, their quick term for "Special mechanical person". That's where her first memories started to be "recorded".
The league engineers were constantly discussing, wanting to pry her open. Something inside her said this would not be benificial to her. (Un)fortunately overnight a group of Dixit Gremlins, engineered by the Black Souvereign's cousin Kragreth-Kol, stumbled upon the camp. They started to rapidly tear apart everything. As the chaos ensued, she found chance to elude her captors and regain her lost arms. Fighting her way through the camp, she noticed the leader wore a chain shirt and could resist punishment longer than the leathercladded men. She snuck over, disposed of her leather armor and donned the chain shirt. A few stragglers had escaped, relayed the discovery of the woman to their superiors. This lead to the occasional search for her capture and she was forced to kill her persuers.
She eventually came upon Aaramor, the fabled City-Fortress. Somehow being able to somewhat keep up appearance, she found work as a merchant's guard, traveling alongside the man and his other guards. Due to his various customers, she had learned the main speeches of Numeria and Ustalav.

Personality.

Spoiler:

Jayla is driven more by logic and practicality. Lacking any emotion she thinks in those ways. A conversation with her is awkward to say the least, as she applies those 2 principles to topics discussed.
Her understandings of human culture are still basic, but learning more of the world is an important thing.
She does however, "feel" she is missing crucial understanding on her origins. But maybe with time, it will become clear.

Appearance

Spoiler:

Jayla has pale skin with graceful features.
If you look her straight in the eyes, her entire eyes are faint blue-ish.
She has some odd "tattoos" across her neck and arms, as far as visible goes.


Updated Valeria Avila Leonard's backstory and included a render.

RPG Superstar 2013 Top 8

Mostly done, I need to pick the traits and spells.

Small (halfling-descended) Werewolf-Kin (skinwalker) Shaman with Nature spirit and owl familiar. I just thought it would be fun to make him small. Something of a loner since his kind are suspect in Ustalav. The shaman powers give him some flexible magical options and he should be a decent combatant, using a longspear for an AoO and then switching to his natural weapons.

Stats:

st 5: 14
dx 2: 12
co + 2: 14
in - 2: 10
wi (+)10: 16 human/18 bestial
ch 7: 15

Race: Werewolf-Kin (Humanoid, Skinwalker, Shapechanger)
Small (halfling descended): (Note Blood of the Moon, p. 7 allows small skinwalkers with no stat changes. I thought this a good opportunity to try a small character with no strength penalty (although of course weapon damage goes down).

Speed: 20'
Low-Light Vision
+2 racial bonus on Perception and Wild Empathy checks
SLA: Magic Fang 1/day

Change Shape: std action to beast form, swift to human form.
+2 to WIS and one of
Bestial features:
* bite 1d4 (small)
* 2 claws 1d3 (small)
* darkvision 60'
* +2 all saves

possible trait: gain 1d6 temp hp when damaging a foe with nat. atk. OR +1 bluff and class skill
Feat: Extra Feature...+1 feature when shapechanging

skill ranks: 4+int(0)+favored class(1)=5
hit die: d8(+2)
alignment: NG

class skills: craft, diplo, fly, handle animal, heal, kn. nature/planes/religion/nature, prof, ride, spellcraft, survival

All skills in most advantageous form (beast for WIS, halfling for CHA)
Handle Animal: 1 rank +3 class +2 CHA=6
Heal: 1 rank +3 class +3 WIS=7
Kn. Nature 1 rank +3 class +0 INT=4
Perception: 1 rank +2 race +3 WIS=6
Stealth: 1 rank +3 class +4 size +2 DEX=10

BAB: 0
melee attack: BAB 0 +STR 2 +size 1=3
ranged attack: BAB 0 +DEX 1 + size 1=2
CMB: BAB 0 +STR 2 - size 1=1
CMD: 10 + BAB 0 +STR 2 +WIS 4 - size 1=15 (beast form)
AC: 10 +4 WIS +1 size +3 armor=18 (touch: 15, ff: 14)
armor: hide shirt (+3 AC, +4 max dex, -1 ACP)

weapons:
bite d4+2
2 claws d3+2
longspear: d6+2 brace/reach
sling: d3+2
Proficient with simple weapons, light/medium armor
favored tactic: use longspear for AoO with enemy approaching, then switch to natural weapons for close fighting

Saves:
Fort 0+CON 2=+2
Ref 0 +DEX 1=+1
Will 2 +WIS 3=+5

Orisons (cleric list)
Shaman's Familiar
Spirit: Nature: WIS to CMD and AC
Spirit Magic

Spells/day: 4 level 0
2 level 1

Familiar: Owl (+3 perc. in shadows), not hindered by terrain or wind (from Spirit Familiar ability)


Oh man, I have so much interest in this it is ridiculous.
1d20 ⇒ 1

I would like to put my hat in for a Centaur brawler. I will have the crunch and background done tonight (tomorrow at the latest) for submission.


Adjusted her bio to more fit her class.

Spoiler:

One cloudy day at the West Sellen river west of Aramor in Northwestern Numeria, a (surprisingly) yet undiscovered ruin brings forth a new figure. Clad in a leather armor with a rapier and a small shield. Pale skin, with blueish eyes. Without any clear direction, she wandered, appearantly in some kind of trance.
After a few days of wandering along the river, bad weather happened. She was struck by a lightning bolt and spent a day on the ground recovering.

So happens, a traveling caravan from the Technical League in Numeria found her and recognized she was not what she seemed to be. They took her back to examine her while she was still "not functional", as they themselves would say. They called her Jayla Talusia, their quick term for "Special mechanical person". That's where her first memories started "recordeding".

The league engineers were constantly discussing what to do with her. Something inside her said this would not be benificial to her.
(Un)fortunately overnight a group of Dixit Gremlins, engineered by the Black Souvereign's cousin Kragreth-Kol, stumbled upon the camp. They started to rapidly tear apart everything in sight. As the chaos ensued, she found chance to elude her captors and regain her lost gear. Fighting her way through the camp, she noticed the leader wore a chain shirt and could resist punishment longer than the leathercladded men. She snuck over, disposed of her leather armor and donned the chain shirt.

She eventually came upon Aaramor, the fabled City-Fortress. Observing human society, she came to some understanding of how the laws and the system works. As with all human cities, there are the "less virtuous" folk, selling stuff on the side. She snuck into a warehouse of one such merchant, however she got caught and fought the warehouse's guards. The merchant saw her slaying 3 out of 5 guards without so much as a hint of regret before beig restrained. Seeing potential, he offered her a job instead of calling the authorities.
Her job was to "remove" merchants whom would pose serious competition in business. What better person for such a job than someone who completely lacks regret and hesitation. Occasionally a businessman or merchant would end up dead overnight. Due to his various customers from both Numeria and people who came even from Ustalav, she had learned the main speeches of both countries.

Bio

Spoiler:

Jayla is completely devoid of any emotion, so a casual conversation with her is awkward to say the least. It's more likely she'd give an analysis than to get the pun of a joke. She thinks logic and practicality will get one through most ordeals, as such she views things from angles with those two principles in mind.


Seems hunter is already undergoing a number of changes according to Jason's first post. The additional comments on the hunters indicates this class is worse off than the arcanist, with plenty problems.

Dark Archive

Okay, I am gonna take a look at this thread in 2 days. Please finish your characters by then. I am gonna allow up to 9 characters.


My fluff should be up in five hours or so. Sickness caught up to me, but I've been well enough to work today, and hand-wrote two pages of fluff between classes... Haha.


You must have had a good spark of inspiration then.


Eh, kinda? I had the basic ideas I wanted already simmering, but was too crook to sit down and get them on paper. Once I started writing on my breaks, it just kept coming!

So, without further delay!

Henric Xantrian:

History.

This time around, Henric lives in Ustalav. This time around, he was born to Varisian parents. This time around, he's getting worried.

As a Samsaran, Henric's lived many lives - a diplomat in Taldor, an archaeologist of the Pathfinder Society, a beserker from the Thanelands. Some lives have been better than others; some ended violently. Each holds a wealth of memories.

It's this that worries Henric.

This time around, Henric was born in Caliphas to wandering Varisians. It was apparent from birth that he was different - his skin was nearly translucent, and when his cord was cut, the blood wasn't red, but transparent as spring water. His father was distraight, but his mother saw it as a blessing. She didn't know what Henric was, but she knew he was special.

Many of Henric's memories of his childhood are indistinct - he has memories of running across the rooftops of Korvosa, of working a farm in Issia - but he knows neither can be correct. He knows that much. He also knows that, when he was about sixty years old - still a young man, but his parents had died long since - he found his way to Lepidstadt University. He knows not how long it took, nor how he got there - entire sections of his own memory are blank, replaced by swirling glimpses of where he was last time around, or the time before. (It was also around this time that he realized Xantrian was the name he had in his previous life, and took it on as his last name.) Surprised at where his feet had brought him, Henric decided that since he was here, he may as well try to find some answers.

He was able to enroll at Lepidstadt easily enough - his intellect was dizzying, and he began studying anatomy, poring through tomes in the Laurelguage Library at night, looking for a sign. Finally, he found it - he was a Samsaran, a being reincarnated many times into many bodies, each distinct yet retainly shadowy memories of its past.

Though it all made sense now, he didn't like it.

For one, each past life had its own memories, memories that kept trying to fight their way to the surface, confusing him. He'd instriduce himself to someone, and halfway through their conversation, confuse them with someone he knew in a past life - or forget who they were altogether. The memories gave him headaches, and ruined his focus. One ex-personality took sadistic glee in the study of anatomy, and his head was constantly filled with reminders of the best places to stab and slice to cause someone pain. Feeling sick, he began to study alchemy instead - something he hadn't done in a previous life, apparently, because apart from memories of a burglar who made use of some alchemical items, for the most part, his mind was silent as he studied.

The worst part was that it was unpredictable. He had all the knowledge of his past lives, but accessing it was difficult - it was usually locked away, and every now and then a fragment of knowledge would escape.

His study of alchemy didn't lead him to a way to suppress it for a long time, but it was useful - he learned the arts of curative potions, of magical defenses, and, in one joyous breakthrough, how to disguise himself magically, in the form of a potion that allowed him to alter his skin colour and eyes. Finally able to pass for human, Henric threw himself into the study of alchemy for its own sake with great gusto, eventually creating a potion that would quiet the voices by creating hallucinations - a potion he found himself partaking of more and more as the past lives refused to stay silent.

After years of honing his skills, Henric grew weary of Lepidstadt. He ended his studies, packed his things, and set out in the grey hours of a cold Kuthona morning. His memory grows indistinct on what happened next, but eventually, he found his way east, across Ustalav, to the Numerian border. Perhaps his memories pulled him there, perhaps it was all him. He didn't know.

This time around... who knows what could happen?

Appearance.

Henric stands about six feet, two inches tall - taller than he'd like, but not so tall as to be conspicuous. His build is a bit on the slim side, but he doesn't mind - he's built like thousands of others, after all. Nothing overly noticable.

Under the effects of his magical disguises (and mundane ones), Henric's skin tone is a dusky brown, typical of the Varisians he was born to, and his eyes are dark, almost black. Naturally, however, his eyes are blank white orbs, his skin a cold, icy blue. His hair is short and dark, bluish-black, kept neat and trimmed, and he keeps himself clean-shaven. His facial features are plain - his cheekbones are a little high, his nose a little sharp, his lips a little thin - altogether, rather forgettable. Handsome, but not enough to be remarkable.

He dresses in the clothes of the upper-class - usually seen in a vest and coat with pieces of tough leather armour protecting his joints and vitals. He carries himself well - not too arrogant, but it's a habit he can't break from his last life, as a Taldan diplomat (he's certain this was his last life, anyway). Overall, he doesn't stand out in a crowd, and can blend in easily if need be - often with the help of an extract or two.

Personality.

Henric is a sharply intelligent man - his mind races, always picking up on small details, filtering out anything unnecessary, keeping the rest and filing it away. He speaks in a soft, unobtrusive voice, with almost no accent - he doesn't sound like he really comes from anywhere.

On meeting new people, Henric almost immediately begins studying them out of sheer habit - searching them for answers he doesn't even know the questions to. He has a catalogue of faces from his many lifetimes, and the wires frequently cross - often resulting in him starting blankly at someone he's known a few hours, suddenly confusing them with someone else.

Despite the drawbacks of his past lives, and the headaches - literal and figurative - they do have their advantages - particularly in their knowledge. Every now and then, a surge of memory hits him, giving him answers he didn't ask for, or a sense of deja vu that tells him just how to react to a situation. He hasn't quite gotten the hang of this yet, but sometimes, he finds he's able to ask a question of his past lives and find an answer, but its success rate is unreliable for the time being.

Unfortunately, Henric isn't so good with people. His habit of studying them, combined with his tendency to blank out as his memories fight for control, makes him somewhat disconcerting. In turn, he finds people irritating, mainly because they tend to have such an effect on his memories, and as such tries to keep interactions short unless absolutely vital.

A samsaran investigator seemed perfect - the synergy of the Samsaran's "memories of past lives" combined with the Investigator's inspiration mechanic. Basically, Henric's "inspiration" is all his old memories giving input to his skill checks, attack rolls, and saving throws - past lives having encountered particular questions before, or remembering something about a particular trap he encountered in a tomb centuries ago, or knowing the weaknesses of a particular enemy and thus knowing how to strike true. Likewise, his sneak attack is from the memories of a crueller past life, one he tries to block out.

I'm building Henric as a knowledge-bot, with a smattering of general skill-monkey skills. Disguise will stay high for flavour reasons, all Knowledge skills will get a point eventually, and disable device is pretty much a given for a rogue class.

I think he'll be fun to role-play, particularly when he "blanks". Also, let's chuck a d20 and see what happens...

1d20 ⇒ 6

Eh, worth a shot.


I think he and Jayla could get along. Both having their odd features, plus when it comes to social dealings. :)


I see Jayla as being odd right from the get-go, asking questions in a calculating, mechanical fashion and generally freaking people out. Whereas Henric would be more friendly and likeable (14 CHA, after all), until he "blanks". Then he'd get all kinds of weird and creepy.

I want both our characters to make it now, because that would be the most fun I can imagine having with social ineptitude.


Seeing there is already a samsaran character, I been deciding between changeling and tengu for shaman, and finally settled on tengu. Tengu seem to be more tribal with greater alignment choices for a shaman with an appearance would make an interesting shaman.


I going to bail out considering how much time I going to be without internet in the next couple days, and the beta testing period closes mid December. Also there is someone with a shaman here already.

Looking closely at the shaman, and with wandering spirit, it makes any choice of the spirit to be the same due to access to all features of other spirit, except for level 20 and the effect on the familiar. In effect one choose manifest you want for your character if character gets to 20th level.

@nightflier, if you plan to continue playing with these beta classes, I rather build a revised arcanist next week.

Dark Archive

Guys, do you want to proceed with the game or wait the next week for rules revision?


Either's fine for me.


I can do either


We could start now and update when the revision comes out.
But given that some classes are getting a major revision,
it means two options;

1) wait for the week, and odds are another revision will occur a bit later will likely be minor, but there's still a chance of major change.

2) Start the game, and if the revision changes the class so much that a player does not want to play it, allow a rebuild with one of the other classes.


Out of the two options Azure mentions, the 2nd is a good option as well.


Where does it say the revision will be posted next week? All I can find is 'sometime in the next few weeks'.

For my own preference, I'm pretty relaxed. I'd like to play, and could start whenever (assuming I'm in :P). I kind of like the second option Azure pitched - the updates pitched for the Investigator probably won't affect my enjoyment of the class too much.


I would like to come in next week when I am back from trip with the revised arcanist once it is out. The arcanist was my original choice of class to try out. Jason did say it could be this week still for new PDF, all depends on the Paizo artists to put it together.

I must say Azure's 2nd option makes most sense.


hmmm...if there is a revision next week we could simply wait till level two to do the updating.


I would not mind rewriting my character as revisions are revealed to us.

RPG Superstar 2013 Top 8

Skinwalker (Werewolf-kin) shaman.

Revised him a little. Now of human ancestry rather than halfling. I thought the background fit better.

Andar

Andar was an orphan child of uncertain parentage who was adopted by a Kellid shieldmaiden. As a youth, he started to manifest beast-like features at times. When his tribe was attacked by werewolves, he fell under suspicion. He left the tribe and began living alone in the wild. Driven by strange dreams and visions, he wandered until he came to the borders of Ustalav. Now he wonders if he can find a clue to his strange heritage.

stats:

28 pt buy
st 5: 14
dx 2: 12
co + 2: 14
in - 2: 10
wi (+)10: 16 human/18 bestial
ch 7: 15

Race: Werewolf-Kin (Humanoid, Skinwalker, Shapechanger)

Speed: 20'
Low-Light Vision
+2 racial bonus on Perception and Wild Empathy checks
SLA: Magic Fang 1/day

Change Shape: std action to beast form, swift to human form.
+2 to WIS and one of
Bestial features:
* bite 1d6
* 2 claws 1d6
* darkvision 60'
* +2 all saves

Feat: Extra Feature...+1 feature when shapechanging

Trait: Born Free (Faiths and Philosophies) 1/day reroll save vs. compulsion (before result is known)
Trait: _____ gain 1d6 temp hp when damaging a foe with nat. atk. (from Blood of the Moon)

skill ranks: 4+int(0)+favored class(1)=5
hit die: d8(+2)
alignment: NG

class skills: craft, diplo, fly, handle animal, heal, kn. nature/planes/religion/nature, prof, ride, spellcraft, survival

All skills in most advantageous form (beast for WIS, human for CHA)

Handle Animal: 1 rank +3 class +2 CHA=6
Heal: 1 rank +3 class +4 WIS=8
Kn. Nature 1 rank +3 class +0 INT=4
Perception: 1 rank +2 race +4 WIS=7
Stealth: 1 rank +3 class +2 DEX -1 ACP=5

BAB: 0
melee attack: BAB 0 +STR 2 =2
ranged attack: BAB 0 +DEX 1 =1
CMB: BAB 0 +STR 2 =2
CMD: 10 + BAB 0 +STR 2 +WIS 4=16 (beast form)
AC: 10 +4 WIS +3 armor=17 (touch: 14, ff: 13)
armor: hide shirt (+3 AC, +4 max dex, -1 ACP)

weapons:
bite d6+2
2 claws d4+2
longspear: d8+2 brace/reach
sling: d4+2
Proficient with simple weapons, light/medium armor
favored tactic: use longspear for AoO with enemy approaching, then switch to natural weapons for close fighting

Saves:
Fort 0+CON 2=+2
Ref 0 +DEX 1=+1
Will 2 +WIS 3=+5

Orisons (cleric list)
Shaman's Familiar
Spirit: Nature: WIS to CMD and AC
Spirit Magic

Spells/day: 4 level 0
2 level 1

Familiar: Owl (+3 perc. in shadows), not hindered by terrain or wind (from Spirit Familiar ability)

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