Darksmokepuncher |
Greetings.
I am going to run a zero magic game using pathfinder rules. This game will be run in a home-brew setting, not in Golarion.
All spells, spell-like, and supernatural abilities are removed from this game. Only mundane items are allowed. If you're not sure, please ask.
The Story
The Kingdom of Pollexia is invaded and it's army has thus far been prevented from joining into a cohesive unit. Individual barons work tirelessly to avoid battle and bring their troops together under the leadership of the Lord Marshall. Many have been unsuccessful.
After a crushing defeat under their liege lord, the players scramble off the battlefield. Cut off from their contingents and now deep in enemy territory, they must decide what is to become of them.
You may be a professional soldier, a member of the militia, or a clerk/aid de camp to a low ranking officer. The story is very open and can take a wide array of turns depending on what skill sets are available and what choices are made. Each character should represent a real person in this world and should be rounded enough to be playable in combat and social situations alike. Obviously, some characters will favor one over the other.
Character Creation
Level 2
Max Hp at 1st level, then average.
1000gp in starting gold
Human only
20 Point Buy - No score lower than 8
Only the following classes are allowed:
Barbarian (Vanilla or Unchained)
Bard, no bardic performance or spells
Fighter
Monk (Vanilla or Unchained), no Ki Pool or supernatural (ie. Wholeness of body, diamond body, abundant step etc.)
Ranger, no spells, favored enemy is replaced with the Slayer’s Studied Target ability, Skirmisher is a good choice
Rogue (Vanilla or Unchained)
Cavalier
Brawler
Slayer
Swashbuckler
2 traits (one must be a combat trait) and 1 flaw. I will choose a 3rd trait to help tie your characters to the story.
1-3 paragraphs about your character with emphasis on her/his life outside of war and how he/she feels about war in general. The chosen group will collaborate with me to finalize backgrounds once they are chosen.
Things to know
Pollexians do not have a religion: you are living and breathing or you are mud. Otherwise, morality, honor and so forth exist on a similar spectrum to our own world.
Enemies will include other humans, animals, and the elements. All are held to the same no magic rules as the players.
Technology is closest compared to 12th and 13th century Europe.
Please ask if you have any questions.
pauljathome |
Definitely applying.
Time limit on applications?
Number of characters?
Skalds, hunters, investigators and Samurai aren't on that list. Is that deliberate? (even with no spells, I can see these being viable)
You mentioned in your interest thread that you were at least considering expanding herb lore or the like. Any decision on that? I'm considering trying to see how useful a mundane healing sort could be.
Darksmokepuncher |
I'm not going to put an end limit on the applications just yet.
I will take 3-5 characters. Probably 4.
The class list is deliberate.
I haven't finished up with any expanded herb lore or anything. Suffice to say that if you've got enough survival and heal skill ranks, you'll be able to handle it.
I do mean drawbacks, not flaws. Sorry.
pauljathome |
I'm not going to put an end limit on the applications just yet.
I will take 3-5 characters. Probably 4.
The class list is deliberate.
I haven't finished up with any expanded herb lore or anything. Suffice to say that if you've got enough survival and heal skill ranks, you'll be able to handle it.
I do mean drawbacks, not flaws. Sorry.
A couple more questions then I'm done:
1) Any chance you'd consider background skills?
2) No magic items, no alchemical items. Can we buy special materials (mithril being the obvious although at 1k not at character creation :-( unless using some wealth boosting trait.
3) If we have craft skills can we buy items we craft ourselves (assuming can take 10 to hit DC) at 1/3 cost?
Darksmokepuncher |
I like the camp follower idea. Women characters will bring an interesting perspective to this game, since medieval gender roles basically hold true. Just know that a female character might face challenges a male wouldn't.
I will not however entertain or include overt sexual violence of any kind in this game. At most, someone may mention "having their way" or "being used", etc. But I do want to stay away from that side of things as much as possible.
There will be mature themes and descriptions in this game, but we can try to be tactful about it.
I had not read the background skills rules, but I just did and love them. Go for it.
Steel, wrought iron, bronze, brass, tin, copper, and precious metals (silver, gold, etc.) are really the only metals we'll get into. No need to worry on mithril, cold iron, or the like.
Crafting is fine. Basic things that can be made with your hands and basic tools like a knives or an axes are no problem. Larger woodworking projects or metal work, especially forged steel, will be much harder as those things require specific equipment that will be controlled by the powers that be wherever possible. As the game progresses, depending on the choices made, such things may become easier. Otherwise, normal crafting rules apply.
Ashling_Frost-wing |
Have to work on the actual mechanics and crunch of the character but this is her backstory before the events of this game. her personality, ect.
I wasn't always like this you know... I used to have a family...A mom, dad, and older brother. My parents were killed in front of me...by my brother. I don't know why, he just went insane. It was then that i just stopped caring about everything.
Emotions are confusing, he's my older brother i should love him but he's a murderer so i should hate him. it was all too confusing. I was alone, my brother disappeared. I spent most of my time alone, I was bored. i felt barely anything no matter what i did. I became a
killer for hire mainly for the military, the problem with the job is normally emotional struggle, people being unable to cope with stress of murder...not me i couldn't feel or at the very least i didn't care anymore.
I've been called reckless by some of the few team's I've worked with before...I would run into combat without fear...I know it's stupid but sometimes i hope that if i keep doing it, eventually i will start feeling something...even if it's fear. Hoping to feel scared,It's odd.
Ashling is a reckless emotionally stunted thrill seeker. The trauma of seeing her brother go insane and her parents murdered in front of her drove her to be detached and emotionally distant. She constantly seeks and performs insane acrobatic stunts to alleviate the boredom. Working as a legal assassin for hire mercenary type. She enjoys battle and war, maybe a little to much. Often letting herself become overcome by the thrill of battle. She generally keeps her identity hidden away behind cloak, masks and shadows.
White hair, violet Eyes, pale skin, wears a dark purple hooded cloak and black studded leather armor, 5'6 relatively skinny. Small and graceful, her eyes and hair color are genetic traits. she also carries an abundance of knives and other weapons on her person.
Nutcase Entertainment |
What about the Generic Classes from 3.5 Unearthed Arcana? (Upping the Expert to D8, and giving the Warrior Heavy Armor proficiency)
EmissaryOfTheNorth |
And here's my submission. No magic, no super human stuff. We be normal and real this game!
Just so you know... it's hard to spend even 1000 gp when you have no magic items to buy. Hard, but enjoyable.
"You know? Things haven't always been like this. You cosmopolitan call people like me Highlander or something like that, but we are just free people. Before going to live by myself to the mountais I used to have a job, a wife, a house. But I didn't want none of them, they were chains. Stones that dragged me deep under the water."
Robert stops to look at the pot, checking the still cooking meal.
"Every darn day I dreamed of changing my life, of being happy. But every darn night I ended in my home, with my lovely wife, living a *sigh* happy life. Until the day I finally broke free. I packed my stuff and walked away."
He adds a few herbs and salts to the mixture and remove it.
"And I've never regretted that moment for the last 5 years... til the war. See, back in town I had friends. They could have hidden me, or helped me escape the recruitment. But there in the mountains I was just by myself.
And just like a bad dream I was forced to fight for something I didn't care in places I didn't even like."
He stops removing and takes his bowl, filling it with a warm meal.
"Dinner's ready. What was I saying? Ah, yes. The war. You know the worst part? I didn't mind killing. If you force me into a they or me situation, the choice is easy. The worst was that those guys, the ones we have killed... they were like us. Not all of them were here by choice. Not all of them wanted to fight. And none of them wanted to die. But hey, we are here and they are not, so let's celebrate our luck with a sip of wine and a good ol' Highlander Stew."
Robert was a hunter back in town, not the best but one that could feed his family. He knew his way through forest, he knew how to wait for the prey and when to hit. Best of all, he knew to keep his mouth shut when needed.
When he moved to the mountains he had to learn how to live alone. Up there a bad step and you screwed your leg... And you are some wolf next meal. You tripped and cut with your knife? Good luck passing that without a doctor.
When he was forced into the army he had to learn how to kill another man. It's real easy, actually. To live knowing you reaped another man (maybe one like you) life is a tad harder.
After all he learned one thing real good: how to survive. And he is quite good at that
Robert
Male, Human Slayer 2
Init +4; Senses Perception +7
Defense
AC 18 (20 w/ shield); Touch 14; Flat Footed 14 (4 armor, 4 Dex, 2 shield)
Hit Points: 19 (2d10+4)
Saving Throws:
Fort +5; Ref +7; Will +2 (+1 vs Environmental Hazards)
Offense
Speed: 30 ft.
Melee :
·Longsword +3 (1d8+1 / 19-20) or
·Dagger +3 (1d4+1 / 19-20)
Ranged :
·Composite Longbow +6 (1d8+1 / x3) or
·Rapid Shot Composite Longbow +4/+4 (1d8+1 / x3)
Special Attacks: Studied Target +1
Statistics
Str 13 Dex 18 Con 12 Int 10 Wis 14 Cha 10
Base Attack: +2; CMB: +3; CMD: +17
Feats: Point-Blank Shot (H), Rapid Shot (1st), Precise Shot (Ranger Combat Style)
Traits: Resilient, Condescending(Drawback), Survivalist
Skills: Climb +6, Heal +7, Knowledge(Local) +4, Perception +7, Sense Motive +7, Ride +8, Stealth +9, Survival +7(Track +8)
Background Skills: Craft(Bows) +5(+7), Knowledge(Geography) +4, Craft(Stew) +4
Languages: Common
SQ: Studied Target, Slayer Talents(Ranger Combat Style I)
Gear: Mwk. Backpack, Mwk. Chainshirt, Composite (+1) Longbow, 60 arrows, Mwk Bowcrafting Tools, Sawback Longsword, Sawback Dagger, Heavy Wooden Shield, Ranger's Kit, Studded Leather Barding(Horse), Healer's Kit, Climber's Kit, Trail Rations(4), 46 gp
Animals: Guard Dog, Light Combat-trained Horse
Arachnofiend |
Exemplar Brawler might be a good choice for this; Inspiring Prowess is an (Ex) ability and one of the few non-supernatural means of buffing your party. Think I'll submit something to that effect.
On second thought, think I'm gonna go full-hog on being a support unit and make a Battle Herald. Since this is a Human only campaign, would it be okay for me to waive the race requirement on the Helpful trait?
pauljathome |
I am definitely zeroing on my character. He will be primarily a medic with the heal skill (some combat ability, obviously).
There is a religion specific trait that fits him perfectly. Battlefield surgeon. Any chance that you would waive the prereqs for that trait (presumably changing the category at the same time)?
I'd also be willing to take it as a feat. It is probably that powerful in this campaign.
Darksmokepuncher |
Battlefield Surgeon is easily tooled as a combat trait for this campaign. Go for it.
Languages:
Pollexian: This is the national language and replaces common. You all get this for free.
Sepalese: The language of Sepal, a country to the south.
Odish: The language of Odalisk, a country to the south west.
Jocastian: The language of Jocasta, a country to the north.
I have no issue with multi-classing.
Ashling_Frost-wing |
Went with slayer, a melee dexterity build.
Mostly just buying equipment at this point
The actually numbers are on the sheet listed in the link below. feats, abilities, backstory, personality, equipment and such will be listed in further detail on the alias.
Link will also be in the alias as well, posting here for ease of access
Character Sheet
Darksmokepuncher |
Ok. The closest things to completed characters at this point are:
Ashling (Incomplete) and Robert (Complete).
We have some good ideas posted, and I'd like to get started sooner rather than later. To that end, I have decided on a dealine:
All applications need to be submitted and complete by Sunday, January 10th at 5pm PST.
I will then do my best to choose a team by EOD Monday the 11th.
Nutcase Entertainment |
I am definitely zeroing on my character. He will be primarily a medic with the heal skill (some combat ability, obviously).
There is a religion specific trait that fits him perfectly. Battlefield surgeon. Any chance that you would waive the prereqs for that trait (presumably changing the category at the same time)?
I'd also be willing to take it as a feat. It is probably that powerful in this campaign.
*throws his ideas for a Gregory House expy into the nearest trashbin.*
@ Darksmokepuncher: It was kinda why I asked about UA Expert.
Time for a new idea/concept.
Demon Lurking |
Here's my rough draft. The crunch is mostly complete, it just needs traits and drawback, and a second language. Those should come as I type up and flesh out his background. Then I'll get the formatting cleaned up. If chosen, I'll create the alias.
Trent Walker, human unbreakable fighter.
Trent joined the army as soon as he was able. He'd been raised in armor, trained to the sword since he could stand.
Male human fighter (unbreakable) 2
LN Medium humanoid (human)
Init +1; Senses Perception +2
Defense
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 31 (2d10+11)
Fort +6, Ref +1, Will +1 (+1 vs. mind-affecting effects)
Defensive Abilities unflinching +1
Offense
Speed 30 ft. (20 ft. in armor)
Melee bayonet +5 (1d6+4) or
dagger +5 (1d4+3/19-20) or
mwk bastard sword +6 (1d10+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Statistics
Str 16, Dex 13, Con 16, Int 12, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Shield Focus, Toughness
Skills Acrobatics -7 (-11 to jump), Appraise -1, Bluff -3, Climb -5, Diplomacy -3, Disguise -3, Escape Artist -7, Fly -7, Heal -1, Intimidate +4, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (engineering) +6, Perception +2, Profession (soldier) +6, Ride -7, Sense Motive +2, Stealth -7, Survival +6 (+8 to avoid becoming lost (compass)), Swim -5
Languages Common
SQ +1 hit point, +2 to one ability score, bonus feat, meticulous, skilled
Other Gear mwk banded mail, mwk heavy wooden shield, bayonet, dagger (2), light crossbow with 30 bolts, mwk bastard sword, backpack, bedroll, belt pouch, belt pouch, canteen, compass, flint and steel, ink, inkpen, mess kit, pot, shovel (folding), silk rope (50 ft.), soap, soldier's uniform, torch (10), trail rations (14), traveler's outfit, twine (50'), whetstone, 5 gp, 3 sp, 7 cp
Tracked Resources
Crossbow bolts - 0/30
Dagger - 0/2
Torch - 0/10
Trail rations - 0/14
Special Abilities
+1 Hit Point FCB (2) +1 Hit Point
+2 to One Ability Score (Constitution) The selected attribute gains a +2 racial bonus.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bonus Feat Humans select one extra feat at 1st level.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exotic Weapon Proficiency (Bastard sword) You make attack rolls with the weapon normally.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Meticulous -2 on all untrained skill checks
Shield Focus +1 Shield AC
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Toughness You gain +3 hit points.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Arachnofiend |
You know, I'm actually wondering... How important are our saving throws going to be? The only (Ex) will save I can think of is Terrifying Howl. No magic certainly removes all of the charms/compulsions that usually have you scraping for every possible will save booster in the game. Am I missing something/will something be added that gives me a reason why I have to invest in that saving throw?
GM-Gathrix |
Here is my concept for an archer.
Forced to fight or be hanged, he decided to take his chances. Kas was given a bow and found that he was a natural. Always the first to fire, or to run. In the confusion after his lord's death he chose the later. I ain't no noble, what care have I who runs this place. One lord's as good or bad as the next far as I be concerned. He thought to himself and would recite the words if anyone asked his opinion on the matter.
Human fighter (archer) 2 (Pathfinder RPG Advanced Player's Guide 104)
Medium humanoid (human)
Init +10; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex)(+4 Armor)
hp 19 (2d10+4)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +4 (1d8+2/×3) or
dagger +4 (1d4+2/19-20)
Ranged mwk composite longbow +8 (1d8+2/×3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits criminal, reactionary
Skills Acrobatics +1 (-3 to jump), Climb +4, Disable Device +7, Handle Animal +4, Intimidate +4, Perception +1, Survival +4, Swim +3
Languages Common
SQ hedonistic
Combat Gear arrows (50); Other Gear mwk chain shirt, battleaxe, dagger, mwk composite longbow (+2 Str), ale (per gallon), bedroll, belt pouch, blanket[APG], camouflage netting[UE], candle, flint and steel, grappling arrow[UE], grappling arrow[UE], hemp rope (50 ft.), hip flask[UE], masterwork backpack[APG], soldier's uniform[UE], thieves' tools, trail rations (10), winter blanket, 22 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
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.
Darksmokepuncher |
I don't see what needs changing for the juggler. They're all EX abilities.
Gunnhild, Trent, Kas, and Ashling look good.
Arachnofiend, you're will affects how easily you can be intimidated...but you're right. Not a huge call for will saves here.
That being said, I'm going to get suspicious if Machievellian plans start flowing from a Wis 8 character.
pauljathome |
I'll create an alias for Ganterra if I'm chosen.
Obviously, some of the details are a bit sparse. If I've invented too much of the world in my background or if there is something that you don't like mechanically please let me know and I can change stuff.
Summary: A combat medic accompanied at all times by a leopard, he is competent in combat but is much more useful because of his skills.
Ganterra is a member of a tribe of indigneous people native to the forested wilderness on the border of Pollexia. When 12 years old he was captured by slavers from Odalisk where his skills as a tracker and hunter made him valuable. Fortunately, his slavery lasted only a little more than a year as he managed to escape since his captors underestimated how resourceful a young boy could be. The incident has left him with a strong hatred of slavery and of Odalisk.
After returning to his people he found that his experiences had changed him, partly for the better and partly for the worse. He was less insular than his people and, at the same time, found it harder to readjust to tribal life.
He left his people see more of Polexia. He used his skills in a wide range of jobs but finally found a home in a circus. It was there that he learned surgery and other techniques to supplement the herb lore that he had learned as a child. It was there that he raised Harthfield from a cub when his mother died. It was there that he became quite good at talking to and fooling others.
When Polexia was invaded he was conscripted into the army. There, it was quickly apparent that he was better utilized for his medical skills rather than on the front lines. His companions probably think of him only as a medic.
Ganterra is a fairly honourable and peaceful person. He doesn't like to kill and will avoid doing so if that is possible. He takes his medical duties quite seriously and follows something very similar to a modern day doctors ethics.
He hates war with a passion. Innocents get killed in a war and that is bad. Lives are disrupted and that is bad.
He is moderately patriotic towards Polexia but hardly fanatical. Polexia has treated his people poorly in the past.
He hates people who look down on him due to his tribal background, he hates slavers, and he dislikes people from Odalisk. He cannot abide wanton cruelty to animals. But even these he would prefer not to kill.
Ganterra
Male human barbarian (mad dog) 1/slayer (cleaner) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Class Guide 53, 118)
NG Medium humanoid (human)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 20 (2 HD; 1d10+1d12+2)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
. . guisarme +3 (2d4+1/×3) or
. . sap +3 (1d6+1 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Boon Companion, Deceitful, Skill Focus (Heal)
Traits battlefield surgeon, enslaved, trustworthy
Skills Acrobatics +2, Bluff +7 (+8 to tell a lie), Climb +5, Diplomacy +6, Disguise +7, Handle Animal +5 (+7 vs. Harthfeld while worn), Heal +12 (+15 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Perception +9, Profession (herbalist) +9, Sense Motive +8, Stealth +2, Survival +8, Swim +2
Languages Custom Language, Custom Language
SQ fast movement
Combat Gear healer's kit (2); Other Gear mwk agile breastplate[APG], mwk buckler, blunted bolts (10), crossbow bolts (10), dagger (2), guisarme, light crossbow, sap, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], surgeon's tools[UE], torch (2), trail rations (3), veterinarian's kit[UE], waterskin, 9 gp, 4 sp, 3 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Battlefield Surgeon Can treat deadly wounds 1 additional time per creature per day.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
enslaved You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skil
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
--------------------
Harthfeld
Leopard (bodyguard)
N Small animal
Init +5; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 14 (+2 armor, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 17 (3d8+3)
Fort +4, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +8 (1d4+1), 2 claws +8 (1d2+1)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
Feats Dodge, Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Flank, Hunt
Skills Acrobatics +9 (+17 to jump), Climb +5, Stealth +13 (+17 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ attack, attack any target, come, defend, down, flank, hunt, shared vigilance
Other Gear leather armor, carnivore feed (per day) (5), dandy brush, disguise kit, hemp rope (50 ft.), training harness[ARG], waterskin (2)
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Trip (Ex) You can make a trip attempt on a successful attack.
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Arachnofiend |
I don't see what needs changing for the juggler. They're all EX abilities.
Gunnhild, Trent, Kas, and Ashling look good.
Arachnofiend, you're will affects how easily you can be intimidated...but you're right. Not a huge call for will saves here.
That being said, I'm going to get suspicious if Machievellian plans start flowing from a Wis 8 character.
That works just fine, since the character I was planning on is definitely more suited to being a leader on the field than at the planning table.
Green Smashomancer |
Gonna start building my Archer now. Anyone have any preference between a ranger, or Zen Archer?
Related question, would I be able to use the Ki pool for purely non-supernatural abilities like the extra attack in a full attack? If not, I still might pick Zen Archer or Sohei anyway. Zen really kicks into gear at 3rd, but Sohei offers a lot too. And picking Ranger will let me buff the party, and buffs will be exceedingly rare.
Corsario |
About Gunnhild Josch (will make an alias if selected). IMAGE
The life of a camp follower is not easy. Life tends to be brutish, sad, and in most cases, short.
Most of her half brothers and sisters died before they could walk. Her father, a soldier, died in a battle when she was little.
But that didn't made the murder of her mother and sister, at the hands of the soldiers of the victorious army any easier. She ran away, knowing that she could not save them, and unwilling to die with them. But her heart refused to go, and died there, next to them.
She was alone. Utterly. But she would survive, she won't let fate defeat her. She won't let pain bend her knees.
She will hide, run, steal, lie, and even kill to survive. She would find a group where her abilities as a cook and a thief were valued, and use them as a shield, as a place to hide, as a place to be safe.
A place to survive.
A place where she could cry herself to sleep at night, without anybody seeing her.
Darksmokepuncher |
A few little modifications to Weapons and Armors proficiencies, and of Combat Juggling... of the "Juggle and Throw Anything" types.
If you have specific requests, I will consider them, but I'm not going to change a perfectly valid archetype blindly.
Green Smashomancer, I gotta say no to the Ki Pool as the ability is itself supernatural. Sorry.
Green Smashomancer |
Alrighty then, I'm almost done, but are there any rulings on things like Smoke Arrows, Etc? Otherwise, here's Johnny Riley.
Male Human Freebooter/Skirmisher Ranger/2
LN Medium Humanoid (human)
Init +5; Perception +7
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Defense
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AC 18, flat-footed 14, touch 14 (+4 armor, +4 Dex)
hp 20 (1d10 + 2 [+2 FCB])
Fort +4; Ref +7; Will 0
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Offense
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Speed: 30 ft.
Melee: Machete +3 (1d6; 19-20x2)
Ranged: MWK Composite Longbow +7 (1d8 + 2; x3)
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats: Point-Blank Shot, Precise Shot, Rapid Shot
Traits: Deadeye Bowman, Tracker of the Society, Overprotective (Drawback)
Skills: Acrobatics (Dex) +6, Climb (Str) +6, Handle Animal (Cha) +4(b), Intimidate +4, Know: Geography (b) +5, Know: Nature +5, Perception (Wis) +7, Stealth (Dex) +9, Survival (Wis) +7 (+8 to track), Swim (Str) +6
Languages: Pollexian, Odish
Special Qualities:
Combat Gear: +2 MWK Composite Longbow (650) gp, MWK Chain Shirt (250) GP, Machete (10) gp, 1 Grappling Arrow, 20 Blunt Arrows (2) gp, 40 Common Arrows 78 gp remaining
Misc: Ranger’s Kit
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Special Abilities
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Freebooter’s Bane (EX): As a move action, grant allies within 30 ft who can hear him +1 to attack and damage. Increases at 5th level and every 5 after.
Track (EX): ½ level on survival checks made to track.
Wild Empathy (EX): Can influence animals as if using diplomacy. 1d20 + Ranger level + Cha mod.
It has been many years since then. Riley had settled down in the past, but a quiet life was only something he could enjoy in passing. But, he now has a new reason to fight. His wife and children were depending on him for safety, Riley knew that much. If he didn't keep the enemies of his home and country at bay, he knew he couldn't just rely on someone else to do it. The only choice in his mind was to go forward, and meet his enemies as far between himself and his family as he could. His enemies would surrender, die, or die tired and running.
Riley has a fairly stubborn way in his methods. after all, if he's still alive this long doing things his way, it can't be that wrong. He's nearly middle-aged now, and it shows in his salt and pepper colored hair. He keeps himself clean-shaven, and his clothing orderly, all according to military code. He's a hard-ass through and through, with a habit of finding a way to threaten to put his boot up someones ass. It's unclear if he's serious or joking. Riley might be loud and abrasive, but he will always be the first one to come to the defense of those he cares about, as long as it may take him to warm up to someone.
There we are. I can put more detail into the family if you want, but these are the important bits.
Corsario |
I got Gunnhild Josch equipment... Need to put the values in the Character Sheet.
------------------------- Equipment ------------------------
Name QTY LBS
Masterwork Dagger 1 1lbs
Reversible Cloak (Common) 1 1lbs
Masterwork Chain Shirt 1 25lbs
Outfit (Pickpocket's) 1 3lbs
Pocketed Scarf (0.5 lbs.)
Pouch (Belt) (1.1800001 lbs.)
Signal Whistle 1 0lbs
Coin (Gold Piece) 29 0lbs
Coin (Silver Piece) 5 0lbs
Donkey (600 lbs.)
Bit and Bridle 1 1lbs
Saddle (Pack) 1 15lbs
Saddle (Pack) (242.5 lbs.)
Arrow 40 6lbs
Arrow (Grappling) 1 0lbs
Backpack (Masterwork) 1 4lbs
Bedroll 1 5lbs
Blanket (Winter) 2 6lbs
Candle 11 0lbs Special: Increases light level (5') for 1 hr.
Chocolate (per lb) 1 1lbs
Cinnamon (per lb) 1 1lbs
Cooking Kit 2 32lbs
Crowbar 1 5lbs Special: +2 circumstance bonus to Strength checks to force open a door or chest
Feed (Per Day) 10 100lbs
Flint and Steel 1 0lbs
Grooming Kit 1 2lbs
Honey (per lb) 1 1lbs
Lamp (Common) 2 2lbs Special: Bright illumination (15'), shadowy illumination (30'), 6 hr./pint
Mess Kit 1 1lbs
Mirror (Small/Steel) 2 1lbs
Oil (1 Pint Flask) 10 10lbs
Rations (Trail/Per Day) 10 10lbs
Rope (Silk/50 ft) 2 10lbs Special: 4 hp, DC 24 Strength check to burst
Salt (per lb) 2 2lbs
Shortbow 1 2lbs
Soap (per lb) 1 1lbs
Vanilla (per lb) 1 1lbs
Waterskin (Filled) 1 4lbs
Wire Saw (Common) 1 0lbs
Poncho 2 4lbs
Dagger 5 5lbs
Disguise Kit 1 8lbs
Healer's Kit 1 1lbs
Thieves' Tools (Masterwork) 1 2lbs
Backpack (Masterwork) (4 lbs.)
Shortbow (2 lbs.)
Total weight carried: 31.68 lbs.
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100