On the Razor's Edge, A Razor Coast Campaign (Inactive)

Game Master Feral


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Looking at the classes again. I think a Luring Musketeer Cavalier more fits where I want to go with her. Are you Ok with that? I checked and neither replaces the same thing.

Edit:

She isn't the best shot but she likes drawing enemies through her allies as she fires at them. And relishes melee when it is engaged. She also grants allies various abilities when she can.


How many submissions are we allowed?


Presenting Rigel Quicklingfay, gnome Gunslinger (mysterious stranger)/Sorceress (arcane bloodline) for your consideration. Crunch will follow - gestalt is complicated!

Introduction:

Rigel tilted her head, soft brown eyes staring at the lock, before levelling her pistol and blasting it.

The door swung open onto an illicit drug/gambling den & brothel; unlicensed, but that wasn't Rigel's concern. For the moment. Stepping through the door, the gnome realised she was the focus of several pairs of eyes. She concentrated briefly and the air was suddenly full of blinding particles - and cries of dismay.

Maintaining her usual friendly manner, Rigel approached the closest patron, who was frantically trying to clear his eyes: "Hello! I would ask how you are, but I think I know the answer." Her voice was girlish and lighthearted. "Can you help me, please? I'm looking for Vakrel - apparently he's been rather naughty..."

To get the man's full attention, Rigel placed the still-warm barrel of her (reloaded) pistol against his neck. The man spluttered unhappily: "Working for the Dragoons now, are you? Weren't you one of us, once?" This was true, up to a point, but it's hard to be a smuggler when the bastards have confiscated your ship. Rigel debated with herself whether to explain this, but settled for clubbing him with her gun.

She sighed, mournfully, and ran a hand through her blue hair. Noticing the mark of a powder burn on her sleeve, she tutted and removed it with a quick word. "Won't you please tell me where Vakrel is? I don't want to be a bother - but I really do want to find him..."

It didn't take long, after that. It rarely did. Armed with the information, Rigel stepped back out into the night, in search of her target. There was a handsome bounty on Vakrel, and she was going to claim it. It helped that she believed in this job: rapist-murderers needed tracking down, in her view.

Background:

Sailor, smuggler, and now bounty-hunter, Rigel (pronounced 'wriggle') has had an eventful life, even by the standards of a gnome. Born in a sylvan woodland on another continent, Rigel's early life is something she doesn't talk about much. Her magical talents apparently manifested very young, and there were a number of 'incidents' (none fatal) that made her think that she was unwelcome. Leaving home, she has been wandering ever since.

Bad things can happen to an unwary gnome travelling by herself, but Rigel was lucky enough to fall in with some good-natured adventurers who adopted her. They were led by a gruff dwarven alchemist/gunslinger named Haskell, who fascinated Rigel, if only because he was utterly immune to her charm. Realising that she needed to make herself useful, the gnome applied herself to the study of alchemy. Her obsessive nature was a good match for the meticulous dwarf, who soon tasked her with crafting his ammunition. High praise indeed.

Sadly, good times seldom last and Rigel's happiness was torn apart (much like the party itself) when they were ambushed by a pack of ghouls. Her illusion magic was useless against such creatures and all she could do was hide in a tree until dawn, and the rising sun, drove the monsters away. Retrieving Haskell's (mangled) pistol from his half-eaten corpse, Rigel fled, sobbing uncontrollably. She still regrets not having been able to bury him properly.

For some reason, the pistol still worked for her, but she couldn't get it to function for anyone else. Aware that it compensated for her own weakness, Rigel modified it for her small size and practised with it regularly. Firearms are temperamental mechanisms, but Rigel's own force of personality is not easily withstood and she eventually mastered the weapon, regarding it almost as a pet rather than a simple tool. Unlike Eddy, her scorpion familiar, however, it doesn't make incessant demands for fresh meat and warmer weather.

Like so many wayfarers, Rigel was eventually drawn to the city and specifically the port cities. There's something about ports that seems to attract trouble - and adventurers. Rigel was no exception. She was thrilled to discover that the sea had its own siren call for her, despite not having grown up near it.

Taking employment on a merchant ship, the steady nature of the work quickly bored her and she took up more exciting (some might say disreputable) company. The ship she ended up on, Galleas' Way, was what is euphemistically called a "free company" and indulged in a mixture of activities. Here, Rigel prospered.

Her natural charm and abilities led her to the top very quickly, and she was entrusted with a number of commissions, perhaps before she was ready for it. Her mistake in smuggling goods into Port Shaw was in thinking that it was lawless. It turned out that in fact there is a hierarchy, and that you can't just do what you like without permission. The League did not take kindly to her smuggling activities - it was only some very fast talking on the gnome's part that left the crew alive, although the ship was confiscated.

That was nearly 30 years ago. Since then, Rigel has been living in Port Shaw, getting to know the place. She started off seeking work as an alchemist's assistant, but her natural talent for trouble quickly carried her into another path - that of the bounty-hunter. It's a nicer word than contract killer, although sometimes the lines get fuzzy (it's an imperfect world). Rigel's own view is that as long as she isn't drawing unwelcome attention from the Dragoons, she's probably on the right side of what passes for the law round here. Not that she cares overmuch about that, when the price is right. It may be in fact that Port Shaw is getting a little too hot to hold her for much longer - and there is in her ears, every day, the siren call of the sea - and of the camaraderie that comes with being part of a ship's crew...

Description & Personality:

Rigel looks adorable: with her button nose, soft brown eyes and wavy, blue-green hair, she could be a porcelain doll. That said, there aren't many porcelain dolls that could put just under an ounce of lead between your eyes from 20 paces; although she'd do it with the cutest expression on her face...

Rigel dresses to impress: smart, dark silks and clean, light linens (always spotless: magic does have its advantages) are something of a trademark style. Her beloved pistol is holstered in an elegant, rose-red satin cummerbund - when it's not being wielded with intent.

Her greensting scorpion familiar, Eddy, is usually perched on one of Rigel's shoulders; finding a colour to wear that doesn't clash with his carapace and her hair is one of the gnome's ongoing challenges. A skilled (and slightly obsessive) alchemist, Rigel spends a lot of time researching dyes, trying to find colours that will look good on her. It is rumoured that underneath all that fine clothing can be found a number of tattoos. Stories vary, but one constant tale is that of a pair of crossed flintlock pistols. There's no agreement (and some speculation) as to where. Rigel encourages these rumours, and may even have started some of them herself.

With her adorable looks, warm, friendly voice, and easygoing - often flirtatious - manners, Rigel has left a trail of broken hearts across Port Shaw. Her curiosity and inconstancy mean that she is often on the move and easily bored; a combination that is both charming and exasperating in equal measure. Sensible people accept her friendship when it's offered and don't go looking for anything more than that. There don't seem to be very many sensible people around.

By now a long-term resident of Port Shaw, Rigel is familiar with nearly all of what it has to offer and there aren't many areas she doesn't know well. Her job takes her to a lot of places, in many of which her fine silks and courtly appearance look extremely out of place. This, together with her short stature and friendly nature, leads some to underestimate her. Doing so is ... inadvisable.

Despite the solitary nature of her work, Rigel is gregarious and friendly. Indeed, recently she has been aware that she could do with some company. She sometimes misses the days with Haskell's Hitters (yes, that's what they were called; she wasn't consulted) and has found herself musing about the possibility of seeking out another adventuring group.

Role:

In combat, Rigel focuses as appropriate on debuffs (Colour Spray, Glitterdust), gunfire and battlefield control (Hydraulic Push). The plan is to add utility magic and then at higher levels some blast spells, usually with some debilitating metamagic feat attached to it (Dazing Fireball FTW!).

Out of combat, her skill set includes her professions, together with social skills and the alchemy she needs to craft her ammunition. She also has decent perception, while her small size and lack of armour mean that she can stealth it up when required.


I am very interested in this game, and I have a gestalt concept I've been very eager to try out.

Basically it's a rogue/summoner concept where the eidolon serves to be the character's partner in crime. I'm considering a dagger rogue for his sneaky side taking the knife master and scout archetypes and the first worlder summoner archetype as I think the mischievous fey eidolon fits perfectly with the concept.

He will be a good-hearted rogue type, probably an outcast from his native society, trying to eke out a meager existence on the streets of Port Shaw. I'm thinking either human or half-elf as the race.

Does this pique your interest? This is a concept that's been bouncing around for a while and I think it is very strong both mechanically and conceptually. Just give me the go ahead and I'll start crunching him out.

Edit: Forgot to mention that I am EST as well and can post 2-3 times a day (during the week, weekends are always hit or miss) without issue.


Renamed Ashley to Jean, a traveling arcanist who funds her expeditions by selling her crafted weapons and clothing.

Crunch is mostly done, although some tweaks may come as I read more into the Freebooter's Guide. Decided to go back to an Arcanist. Fluff to follow soon!


RVT, thanks for the offer to sub in in TSP's Echoes campaign. If it works for him and the other players it certainly does for me.

Why don't you post something to that effect in our discussion thread?


Jazzai, the archetype is fine.

Mcridill, 3.

Sixteenbiticon, sounds cool, but have you looked on the SRD? There's a cool archetype where the eidolon is a fragment of the characters mind. It's like Dissociative Summoner or something like that. I could see it now, 'But sir, he was on the OTHER side of the city robbing Lord X!' 'Listen captain, he was having dinner with me. I am NOT stupid, so I would suggest you refrain from telling me who I remember was at my house! He did not rob the Carmine Jewel and that is final!' 'Of course sir...'. Lol!


I think I will withdraw from consideration. Thanks.


I have a few questions.

1. Where can I find info on making a gestalt character?

2. I was hoping to play a sort of a voodoo witch doctor style character and one of the archetypes that really matches the flavor I'm going for is the Scarred Witch Doctor. Is that an archetype I could take as a half-orc? The rules are a little foggy on that.

3. As far as half-orcs go in the Razor Coast setting, could I play one with Aizanes-Tulita heritage? It seems like most half-orcs are immigrants from areas beyond the Razor Coast, but the Aizanes-Tulita worship a very heavily "voodoo" flavored pantheon that would fit perfectly with my character concept.

4. Finally, is it possible we could just drop the Racial Prereq for that Archetype completely? There would be a lot less fluff-bending if I could just play an Aizanes-Tulita human.

Thanks!


1. Basically, you take the better of HD, BAB, Saves, Skill Point totals and such, you gain all the class skills and class abilities of both, which stack where applicable.

2, 3, and 4. You may drop the prerequisite race for that unless you want to play an Orc.

IF ANYONE SEES A RACIAL ARCHETYPE THAT YOU WOULD LIKE ON A DIFFERENT RACE, FEEL FREE TO ASK ME IF I'LL ALLOW IT! :)

Dark Archive

The only archetype I'm looking at is Freebooter (which fits the campaign flavor perfectly!) but I will keep looking to see if there are any druid ones that would fit.

GM, do you rule that the various animal shaman archetypes have to wait until level 6 to get Wild Shape?


Seranov, I would rule that you may assume the animal form the class represents ONLY at 4th level, then at 6th it follows the normal rules. It makes sense that way.


I am unable to locate the archetype you're referring to. Could you shoot me a link? I did stumble across the shadow caller fetchling archetype which seemed pretty neat.


Recruitment for TSP's campaigns got me working on a few gestalt concepts. I'm reading the player's guide now.

Time Zone: PDT
Posting rate: several times a day.


Sixteenbiticon, here you go.


Kawai was rescued from an uninhabited island. The ship his parents were traveling on fell to the coral ringing the island during a hurricane.

When the storm was over, Kawai found few from the small sloop, all dead but his mother. She was wounded and died a few weeks later. At a young age of 12, Kawai was left to his own devices. Fortune had smiled on him though. While the ship had its bottom ripped out when it was blown across the coral, a significant amount of supplies were scattered along the shore, and still on the wreck. Most prized of these were his father's matched pistols and his mother's spell book. For the next eight years, Kawai not only survived, but also thrived on the island. Learning to swim, fish, and care for himself. In addition, he used nearly all the ammunition and powder that he had saved, and he learned to cast spells, finding a natural affinity for the arcane arts.

When he was finally rescued by a passing merchant ship, Kawai could communicate in draconic, the language of the arcane arts, but was limited in his speech and other languages. For the next two years he sailed aboard that merchant ship, learning the ways of seafaring and fighting pirates. He spent a further three years pressed into service upon a naval vessel patrolling the ocean.

Today, Kawai stands at a respectable 6' in height. His light skin has a hint of bronzing from long days in the sun. A mottled grey and black scarf covers his lower face, having learned this was a tradition of his people, he rarely removes the scarf. In an effort to fit in, Kawai typically uses his upper arms for nearly everything, content to keep his lower arms close to his body, and held across his waist. This also places them close to the matched pistols he wears in cross-draw holsters. A wicked rapier hangs low on his left side. The straps of a low-profile backpack cross over his upper shoulders. A pair of daggers held in sheathes on the straps.

Crunch:
Kawai is a male Kasatha gunslinger (mysterious stranger) / wizard (teleportation conjurationist).

Dark Archive

GM Queen of the Razor Coast wrote:
Seranov, I would rule that you may assume the animal form the class represents ONLY at 4th level, then at 6th it follows the normal rules. It makes sense that way.

Neat, I might be able to justify grabbing one of them, then. They're super cool flavor-wise, but pushing Wild Shape back two levels would have been super painful for the concept I'm building.

Looking at the options available (and taking into consideration that it probably fits a jungle best) I was thinking about going for Saurian Shaman, with a Stegosaurus pet. Does that sound okay?

In the meantime, I'm gonna start writing up Etir's fluff.


What about custom races, or modified races using ARG?


Fnord72, you would have to stat it up before I could give an honest answer.


*Glances left*

*Glances right*

*PMs idea*


Kasatha, modified:

I'd like to modify the stock Kasatha by removing Terrain stride (desert) (1 RP)and replacing it. While poison use would certainly be a lot of fun, powerful swimmer is a better thematic fit.


Alright, my build is bouncing back and forth between a Monk (Martial Artist)/Aegis (Aberrant) and a natural weapon specialist Slayer/Aegis (Aberrant). The basic idea is that of a somewhat monstrous man who keeps moving to hide the mutations he seems to randomly undergo. Tough as hell, strictly a dirty fighter and an all around beast when it comes to charging in and hurting things.


I present Mori Fallenoak, Druid/Shaman and Avenger of the Ng'ihaze. She's part nature-caster, part wild-shape-melee-er, and all slaver-stalking huntress.

Crunch is mostly done, although I still need to write up stats for her Osprey Familiar and her Dire Osprey animal companion. Also I took "Finding Haleen" as a trait, but I'd like to re-flavor it as her searching for her tribe mates.

I tried to do something more cinematic with her background, so I'd love some feedback on if it works well.

Background and Appearance:

Story

We are the Ng'ihaze, a tribe of fishers, hunters and warriors living in the furthest reaches of the Aizanes islands. A green-haired girl runs down a passage between two straw and mud huts amidst a variety of tropical plants. She bursts into a clearing in the middle of a busy village, men and women going about their daily business. Our tribe has lived here generations uncounted, in harmony with nature and peace with our neighbors as demanded by the Loa. As the young girl continues her sprint through the village, she passes an elderly woman kneeling down to place offerings in front of shrine consisting of a carved totem depicting an osprey. Our lives are not always easy, nor are we strangers to disaster. The girl runs through pouring rain and fierce winds, taking shelter inside one of the huts. Safe for the moment, she peeks out and watches in shock as a gust of wind uproots a tree nearby, toppling it onto one of the other houses across from her. But we have always survived, rebuilt and continued on. As the wise women say, 'So has it always been, and so shall it always be'.

And so it was, until they came. The girl, now in her early teens and with shoulder-length hair, stands among palms on the beach staring off at the horizon. Far in the distance a dark mass with white above it looms ever closer. They first arrived seeking trade and assistance, and our elders took them at their word and showed them the same respect we show the other tribes. Men load baskets of fruit and and two large boars into a landing craft that has been dragged up on to the beach. Several bronze-skinned warriors with spears and shields watch as they load the goods, and two village elders take a basket of various items back inland. In the distance a mighty sailing vessel stands anchored in the bay. Further up the beach the girl turns and runs to the village as she sees the elders approaching. Then they came for tribute, and our elders offered them riches so they would leave us in peace. The landing craft lays on the beach again, a different sailing vessel anchored in the distance behind it. Several men bearing muskets and wearing breastplates watch as villagers load baskets of fruits and game, pearls, precious metals aboard the boat. Off in the village, the girl lays with her head on a young man's chest crying, her waist-length hair splayed across his body. Blood runs profusely from several holes in his side and chest, staining her hair. They took what little we had, but it was not enough. Eventually they came again, but this time for us. Men in armor with muskets run through the village chasing down women and children. Others stand over those already caught, binding them together with ropes. The bodies of warriors lay piled haphazardly in the clearing at the center of the village. Off to the side, several men drag a younger woman screaming and kicking into one of the huts. Hidden in the dense foliage nearby, a green-haired woman forces herself to watch, her eyes filled with tears and her hand clasped firmly over her mouth.

I am Ng'ihaze, all that is left of my once-proud tribe. They have killed our warriors and taken my brothers and sisters into slavery. The village lies in ruins, remnants of huts stand smoldering off in the distance and much of the space in the periphery of the village is filled with hastily dug graves. At the clearing in the center, a funeral pyre lies unlit, the remains of an old elven woman atop it. In front of the pyre, a circle of white powder marks the ground. Within the circle lie offerings at various points, themselves surrounded by strange white symbols. On the side nearest the pyre lies a bowl filled with a thick red liquid. My grandmother was Pakeha, an honorable outsider living within the tribe, and eventually high shaman. She was also E'kelha, one of the elven folk from beyond the great sea. She lived among the village for half a century before she married my grandfather. The green-haired woman walks into the clearing bearing a lit torch and wearing a ceremonial robe. She walks to the pyre and lays a hand upon the old elven woman, bowing her head reverently. She thrusts the torch in the bottom of the pyre and then turns, walking slowly into the ritual circle. She gave all she had for the village, her wisdom guided us and her strength shielded us. The flames slowly spread along the base of the pyre from the torch. The woman reaches the center of the circle and turns to face the pyre, shrugging off the robe and allowing it to fall away, leaving her bare. They say she arrived on the back of a giant osprey spirit. Ni'guh, Wisdom, he was named, and the elders declared him Loa-khi, an emissary of the Loa. As the flames continue to work their way up the pyre, a raptor's cry pierces the still dusk air. A gust of wind lifts the woman's hair aloft as she raises her arms skyward and looks up. The wind fans the flames, causing them to leap further up the mound. A giant hawk, with black wings, a white chest and a wingspan almost as large as the clearing itself lands behind the pyre. Its golden eyes pierce the growing darkness, examining the woman before it.

I know now that he will pass beyond this world soon as well, without her anchoring his spirit here. I cannot allow that to happen, his strength and wisdom are needed still. My brothers and sisters cry for freedom, the elders call for justice, and the dead demand vengeance. Slightly shivering in the cooling night air, the woman kneels before the bowl of blood. Grinding the offerings with a mortar and pestle, she pours the paste into the blood and stirs it before dipping her fingers into it. The Osprey watches intently as she traces lines along her body, starting at the arms and working up to the shoulders and then down from there. The lines cross her chest, and over her heart she traces a mysterious rune. I am all that is left, so it falls to me to answer these cries. The Loa demand it. Since I have neither strength nor wisdom, I shall borrow what I can from Ni'guh. The Osprey seems to nod in the woman's direction as his form wavers and vanishes. The flames of the pyre finish their climb, engulfing the body of the elven woman. The green-haired woman falls forward, her arms crossed over her stomach as she cries out in pain. Her skin begins to blister and takes on a pale grey hue, the beginnings of black quills protruding from the blisters. Tonight I am reborn. No longer a child, no longer a woman, no longer Ng'ihaze. I am winged vengeance, I am a predator, and now the hunt begins. Where the green-haired woman laid a large Osprey rests on the ground. Stretching its wings, it gives a mighty flap once, twice and then launches into the air, grazing the flames of the bonfire as it flies off into the night.

Appearance
Mori's Appearance
Ni'guh's Appearance

Despite being a third-generation descendant of the only known Elf in the Aizanes islands, Mori has inherited a surprising amount of her grandmother's features. Her ears retain the elven points and her facial features are sharper than those of an average Aizanes-Tulita. Her most distinctive features are her flowing waist-length hair, the color of which resembles the leaves of a mature oak, and the copper color of her eyes. In the days before the slaver raids on her tribe, she dressed no different than any other member of the tribe. In the aftermath, however, she took up her grandmother's leaf armor, shield and scimitar, heirlooms she'd brought with her on her travel across the great sea. Ritual markings painted in a deep red adorn Mori’s skin, tracing unbroken lines from the markings on the backs of her hands to the one on her forehead, permanently set as a part of the ritual binding Ni'guh to her. In addition to her features, Mori has also taken up her grandmother's elven name so as to further hide her origins as Aizanes-Tulita names are distinct enough from Tulita to draw unwanted attention to her.

Shortly after her departure from the village she was joined by a small osprey, the reincarnation of Ni'guh who now serves as her spirit guide and advisor. In addition she has tamed one of the few Dire Osprey of the region, naming it Ni'num, or Strength. When needed she uses magic to reduce Ni'num to a more managable size, and occasionally sends him away if she needs to enter more civilized regions.

Statistics:

Female Human (Aizanes-Tulita) Druid|Shaman 4
CN Medium Humanoid (Human)

Init +0; Senses; Perception +16

Defense
AC 22, Touch 16, Flat-footed 17 [4 armor + 2 shield + 5 wis + 1 deflection]
HP 52/52
Fort +7, Ref +1, Will +9

Offense
Speed 30 ft.

Melee Scimitar +7 (1d6 + 4, 18-20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Druid Spells Memorized (CL 4)
2nd (2+1 slots) - feather fall (domain), soften earth and stone, reduce animal
1st (5+1 slots) - calm animals (domain), deadeye's lore, longstrider, obscuring mist, entangle, entangle
0th (4 slots) - create water, mending, purify food and drink, read magic

Shaman Spells Memorized (CL 4)
2nd (2 slots) - aid, <empty>
1st (5 slots) - cure light wounds, cure light wounds, commune with birds, <empty>, <empty>
0th (4 slots) - detect magic, guidance, light, stabilize

Shaman Spells Known (CL 4)
2nd (1/day) - barkskin, lesser restoration
1st (1/day) - charm animal, detect undead

Statistics
Str 18, Dex 10, Con 16, Int 12, Wis 19, Cha 12
Base Atk +3; CMB +7; CMD 22

Feats (R[i]ace, [i]Class, Bonus): (1) Extra Traits, (R) Skill Focus (Kn. Nature), (C) Alertness, (3) Toughness
Racial Traits Focused Study (Know:Nature, Perception, Stealth), Heart of the Wilderness
Traits Lucky Tattoo, Wisdom in the Flesh (Stealth), Finding Haleen, Beast of the Society
Skills Handle Animal +8, Know(Nature) +17, Perception +16, Sense Motive +7, Spellcraft +7, Stealth +12, Survival +19, Wild Empathy +5 Racial Modifiers +2 Perception, +2 Survival
Languages Common, Aizanes-Tulita, Druidic
SQ
Limited Use

Combat Gear Darkwood Shield, +1 Leaf Armor, Scimitar, Ring of Protection +1
Other Gear Ring of Sustenance
Treasure None

Special Abilities (Race)
Heart of the Wilderness: +5 to Con sv to Stabilize. +1/2 level racial bonus to Survival, and 1/2 level added to neg HP max.
Special Abilities (Druid)
Nature Bond: Animal/Feather Fly as Class Skill, Any flight granted by spell increases maneuverability by one step.
Eyes of the Hawk (Ex): 1/2 level racial bonus to Perception. +2 initiative if not surprised.
Animal Companion (Ex): Gain animal companion at druid level - 3. Ni'num, Dire Osprey (As Roc)
Nature Sense (Ex): +2 to Know(Nature) and Survival
Wild Empathy (Ex): Attempt diplomacy with animals, 1d20+druid level+cha mod. Animals or magical beasts with 1 or 2 int (at -4 to check) only.
Woodland Stride (Ex): Move through undergrowth at normal speed w/o taking damage or suffering impairment.
Trackless Step (Ex): Leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure (Ex): +4 sv. vs. Fey Su and Sp abilities.
Wild Shape (Su): (1/day, 8 hrs S/M animal) Assume animal form as beast shape I. Cannot speak or cast in animal form.

Special Abilities (Shaman)
Spirits (Su): Nature (Primary), Life (Wandering)
Nature's Whispers (Su): Add wis to AC and CMD instead of dex.
Channel (Su): (2/day, std act.) Heal 2d6 to all within 30' burst centered on you.

Spirit Animal (Ex): Gain Ni'guh, Osprey familiar (as Hawk). Must commune with animal for shaman spells.
Spirit Magic (Sp): Cast 1 spell/level spontaenously from spirit spell lists.
Hexes:
Speak with Animals (Ex): May speak with Osprey as if affected by speak with animals.

Wandering Spirit: (Life)

Gear Abilities

Ability Score Calcs:

Str: 18 = 18 point buy
Dex: 10 = 10 point buy
Con: 16 = 16 point buy
Int: 10 = 10 point buy
Wis: 21 = 18 point buy + 2 racial + 1 level adj.
Cha: 12 = 12 point buy

Attack Calcs:

Melee Scimitar [+7 (+3 BAB + 4 str; 1d6 + 4, 18-20/x2]

skill calcs:

Ranks: 6/lvl (4 class + 1 int + 2 favored class)
Handle Animal +8 [4 ranks + 1 cha + 3 class]
Know(Nature) +17 [4 ranks + 0 int + 3 class + 3 skill focus + 2 druid + 5 wis (race)]
Perception +16 [4 ranks + 5 wis + 3 class + 2 alertness + 2 feather domain]
Sense Motive +7 [0 ranks + 5 wis + 2 alertness]
Spellcraft +7 [4 ranks + 0 int + 3 class]
Stealth +12 [4 ranks + 5 wis (trait) + 3 class]
Survival +19 [4 ranks + 5 wis + 3 class + 3 familiar + 2 druid + 2 race]
Wild Empathy +5 [1 cha + 4 druid level]

Favored Class (Druid):

Total: +4 skill ranks, +8 HP,
1: +2 skill, +1 HP,
2: +2 skill, +1 HP,
3: +2 skill, +1 HP,
4: +2 skill, +1 HP,

Gold Calcs:

Starting: 6300 (6000 + 120 + 180)
Spent: 6107 gp
Remaining: 193 gp

+1 Leaf Armor (500gp + 1000 gp)
Heavy Darkwood Shield (107 gp)
Ring of Sustenance (2500 gp)
Ring of Protection +1 (2000 gp)


Gerard here!

Concept/Inspiration

Lizardfolk - Barbarian/Rogue (Scout) 4

STR - 18
CON - 17
DEX - 16
INT - 12
WIS - 13
CHA - 8

Losing his innocence after being forced to slay a tribal elder, S'kar went into self exile to understand what drives a being to sell their own kind. This thing called "evil".

One day, he would return with answers.


Working on Dag's stats now. Shouldn't be too hard. XD At least until I get to Stumpy.

One last question and I think I'm good. Stumpy is going to have Light Armor proficiency, and probably more armor prof. feats in the future. Is there anyway this armor could be... turtle themed? I'm thinking for Light armor it would be like shoulder guards and hip guards in the shape's of turtles, stylized. Its a bit corny, but if you haven't guessed from the name's Dag gives his animal companions, the guy is a bit of a corn ball too sometimes. Not to mention I kind of want to tie in the worship of Old Angry Face in a physical way as well.


Okay, Seranov here. I think Oros is good to go. Got background and all his crunch finished up. You can see everything in his profile.

If you have any questions/concerns, feel free to let me know. :)


Fnord72, I will allow that change.

Dag, no problem on the armor. I actually think I have stats for tortoise-shell armor somewhere... probably in my Cerulean Seas books!


Oh, yes, question! I'm looking at Humanoid (Human) for his first favored enemy as a ranger. Is that ever actually going to be useful in this campaign? I imagine so, all things considered, but I still gotta ask just in case I end up wasting it... XD

And cool! Actual tortoise-shell armor would be neat... so long as it wasn't taken from a turtle that passed away of natural causes. XD Anyway, working on Dag's stats now.


I'm sorely tempted to take the "Deaf" Curse as an Oracle, but do you think that would be too prohibitive for a play-by-post game?


Dagoresh, Favored Enemy: Human? They're only the most common humanoid enemy you face. If you've ever played S&S, it's about like with totals. My suggestion is definitely starting out with Humans, then looking at what you all will be facing and deciding on your next favored enemy. Will look up that turtle-shell armor. For some reason, I see your companion as being the archnemesis of a certain plumber... XD

Olmek, depends on what you mean by prohibitive. If there is someone willing to take up sign language or you have some sort of innate mind-reading, it's not a big deal. Otherwise, it could cut you out of aural-based Perception checks (Aural refers to hearing, not auras!), make it impossible for you to hear what your allies are saying, and things of that nature. It's definitely one of the bigger Oracle Curses!


My main concern would be all of the special considerations it would take for my character to communicate and role-play with the rest of the group. Even assuming I could speak normally and read lips, there would still be plenty of complications. I'd hate for a simple thing like the oracle's curse to be a daily issue for the party.


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I would be willing if I got chosen to learn sign language to help you. It is a big curse but interesting to roleplay. You can also see if the GM is willing to let you pick up lip reading.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

We can even come up with a signal program that tells you in emergencies what we need.


well, my character would likely have some kind of sign language or system of cant-like symbols for use when silence is needed, but it'd hardly be robust enough to convey a lot of ideas.


Yes, I have no problem with lip-reading or sign language. I only ask that you be aware of what you are choosing. It can definitely be circumnavigated.


Imma dot it. I'll have a character up as soon as I can.


Dancing Lights makes for easy (if basic) signalling... I'd imagine that a gunslinger would be glad to have at least one companion who doesn't complain about the noise she makes!


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Absolutely


Am I the only non-magic, non-companion on here? I feel a little like Rodney Dangerfield.

But, since Conan, is been about The Riddle of Steel!


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I picked up magic mostly to augment everyone. But I have seen a couple of no magic entries I think. I just didn't want to do a straight no magic individual. If I had I know what I would play. ^.^


Does alchemy count as magic? (Alchemist/tinker mostly done.)


Gestalt tends to encourage magic use, since there's usually more to gain from taking one side magic and the other side mundane than both from each side.


If you're asking me, by my vague definition, yes. Basically "powers" not mundane.

I understand why, especially with the gestalt thing going on. Old school fighter/magic-user, from way back.

I just decided to keep it simple build-wise and focus on combatant melee/range weapon tactics. Purest heart, starkest warrior sorta thing. NG by the way.

Unquestioned loyalty, support the team, parley between shock trooper and brutal assassin as needs arise.

"What do you mean we're outnumbered? Wait'll they get a load a me..."


Do I get favored class bonuses for both classes? Or just one?

Dark Archive

Just one, I believe. Gestalting is, as a general rule, sticking two classes together and taking the best from both of them. Since you'd only get one FCB normally, you still only take one, but you can pick between either class' FCBs.


My entry is not magic as of yet. Will have some ability to produce magical effects possibly, but mot actual spellcasting.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Just one. The one with the fastest track.


DM, are you okay with Gargoyles? I understand they are powerful, but I'm willing to let you remove a lot of the racial abilities to make them equal to other races. To start the monstrous humanoid, can be changed to Humanoid, so I get no racial hit dice or skill points and that stuff is based upon class.

If you do allow me to submit a Gargoyle just let me know what stuff you remove from it to balance. If you trim down its flying speed, that is okay too. Mainly though I want to play something interesting and an Episode of Tales from the Darkside inspired me.

Gargoyle


Darkness Rising, good point on Dancing Lights! Have them flash in morse code maybe?

S'kar, there are a few non-magics, I believe.

El Ronza, I don't really consider alchemy magical and I tend to rule alchemical abilities as being EX or SU on a case-by-case basis. Some effects seem MUCH more scientific than magical.

YOU GET TWO FAVORED CLASS BONUSES, EACH OF WHICH MUST BE DIFFERENT! AND YES, YOU MAY TAKE THE RACIAL FAVORED CLASS BONUS OPTIONS FROM THE ARG!

DoubleGold, Gargoyles are fine, but I would prefer you either use one of the gargoyles from either this or this. The latter of these two even has a racial class you can take which gives all sorts of cool stuff. I have both books and could put them up on Google Docs if needed as read-only files. And you watch Tales from the Darkside? You're cool in my book! :)


RVT: If we're not taking the optional per-class racial bonuses we'd end up getting +1 skill/+1 HP correct? (i.e. not +2 HP or +2 Skill) Also, will we be able to adjust our bonuses after the ACG comes out? I'm assuming they'll add some favored class bonuses for the new classes.

Finally, can you let me know if Mori's background works? I can add a section detailing her background, tribe and life post-raid to supplement her story if desired.

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