Project Ingenue (Inactive)

Game Master The Little King


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GM Arkwrite gave me a great idea to update my PCs back ground.

say we start with
NATO super soldier program and then we all pick a NATO member country to have made our PCs, I thought France/Israel would be fun, and the way they did it is not Cloning of vat grown, no they take a living subject and alter them by completely resequencing that body's DNA and wiping its mind. Nice and dark hehe.

New Background

The France's secretly israeli and with the US's blessing contribution to NATO's super soldier program. When an ex-cold-war Psionic project 'Z' which used previously dismissed theories of psychic abilities to seriously level of study was taken out of moth balls and combined with a resent Secret initiative. The Extra-biological Life Adoption Neo-human Project, or 'ELAN' Project. The Alpha Z was born. With the EU's Human Genome project acting as a cover the 'Z' team worked to isolate DNA elements that heighten Psionic capacity. After sifting 100,000s of human DNA profiles the project pinpointed a number of genes associated with true psionics capacity's. Then the Elan team used its newly developed and very secret GENE therapy advancements to craft the 'Apha Z' The Elan team had find a way to take a brain function comprised subject and completely resequencing that body's DNA, Adding in the Psionic DNA elements as well ad body enhancements from their own research. The result is that with in two weeks they altered a brain test subject into a fully formed Neo-human psionic replicant with NATO stand'ed AKU neural pathways installed. The Alpha Z test subject has been shipped ready for deployment.

Description
Alpha Z Designed as a Command and Infiltration unit. It stands some 5' tall, Short by human standards, but seemed to be a good high for infiltration Opps. It looks female aged around 20-ish, weight around 70lb because of very low body fat. It has black orb like eyes and black hair with a slight metallic sheen to the skin when running powers. Based on gymnast and Psion DNA. Highly acrobatic, good stealth skills, moves fast, IQ at Human Genius level with a number of Psionic powers and talents none other on earth have. Her designated combat equipment load out is a combat jumpsuit, boots, Back pack, stranded 9mm Nato Side arm, P90 MG and combat knife. Civilian load it is any normal Civilian clothing. She can kill with a thought or a bullet.

You do realise being French by design, she is going to love good food and really experience clothing


There is Implanted Psicrystal. By Dreamscarred, for 3.5 though.


Humm 3.5 and the GM made a ruling on this so I think that's a no-no.
I am happy to have it the way the GM wants Nyaa.


In addition, here's my sheet.


That's a cool background idea. I'm going to jump on that bandwagon for my Vitalist and choose Germany.

Also I'm wondering what psionics feats are good for a vitalist to take?


harmonic-resonance-psionic
efficient-aid-psionic
extra-transfer-psionic


I can't say

"Alpha Z" now with out doing it in a French ascent. "Alpha Zee"

hehe


The "Celeste-Soutien" researchers have a couple of questions for the GM and other researchers.

1. GM Pandorica/Alpha Z: Do you have a problem with another submission from France? If you'd rather be unique, the "Celeste" can be Italian or British in design, but I'd prefer French if you don't mind doubling up.

2. The Little Game Master: Agathion-Blooded Aasimars get "Summon Nature's Ally II" as a spell-like ability 1/day. Would you prefer that I trade it for something else, or should I design a list of possible summons and a flavor for how it works?

3. Hi Gwen/Jaime/Vivi!


Nope not at all "Vive la France!"

EDIT: In fact I have had a rethink and now I think I will have her as the UK's offering to the project, She is far more the dark and twisted thing the UK would make. O how we do love war in the UK. So yes France is all yours.

New UK Background:

The UKs contribution to NATO's super soldier program is the Alpha Z. When an ex-cold-war Portland Down Psionic project 'Z' which used dismissed theories of psychic abilities was taken out of moth balls and given seriously level of study it showed results. Results that where ordered by the MOD to combined with a resent Secret initiative. The Extra-biological Life Adoption Neo-human Project, or 'ELAN' Project. From this the Alpha Z was born. With the EU's Human Genome project acting as a nice cover the British governments new 'Z' team worked to isolate DNA elements that heighten Psionic capacity. After sifting 100,000s of human DNA profiles the project pinpointed a number of genes associated with true psionics capacity's. Then the 'Elan' team used its newly developed and very secret GENE therapy advancements to craft the 'Apha Z' The Elan team had find a way to take a brain function comprised subject and completely resequencing that body's DNA, Adding in the Psionic DNA elements as well added body enhancements from their own research. The result was that with in two weeks they could alter a brain dead test subject into a fully formed Neo-human psionic ELAN with NATO AKU neural pathways. The 1st 'Alpha Z' test subject has been shipped ready for deployment.

PS,

Q:Do you know how many countries the the British have invaded?
A: 9 out of 10 that's how many.
I kid you not, all but 22 countries in the world have not been.

List here:

The countries never invaded by the British:
Andorra
Belarus
Bolivia
Burundi
Central African Republic
Chad
Congo, Republic of
Guatemala
Ivory Coast
Kyrgyzstan
Liechtenstein
Luxembourg
Mali
Marshall Islands
Monaco
Mongolia
Paraguay
Sao Tome and Principe
Sweden
Tajikistan
Uzbekistan
Vatican City

I think with some work they could get the Vatican City in the end of 2015 don't you.


Thanks. Celeste's player here. I don't know how much nationalities are actually going to be relevant, but I enjoy typing the French accent.


Vee have vays ov making you talk!

Made in Germany here. woo. Now to create a character sheet.

Project - Bewusstsein

Subject Soul Thief - Lebensnehmer (literally- life taker)

Information found while searching through old classified and hidden nazi research and experimentation ducumentation lead some to believe that hitler was close to producing his own super soldiers or übermensch. Others thought it was a bunch of outdated theories with no scientific backing. Some scientists labeled wackjobs by most thought that perhaps with modern knowledge they could crack the problems that the scientists failed with first time around. There was also a great need for secrecy. If it got out that nazi experiments were being revived there could be serious repercussion, no matter the differences in the methods today compared to the horrific methods back then. Some funding began and the search to help people evolve to the next stage began. Then came the war.

As desperation to stop the war turned into a need to win it, military budgets expanded. NATO began a secret project and called in experts from it's member countries to help. Germany of course brought in their finest and from out of the darkness project Bewusstsein began in ernest. They unlocked the secrets the nazis couldn't. After many trials they thought they had the perfect formula but every time brought unpredictable results. The dna held still more secrets but there was little time to unravel them. They needed something now. Subjects were created and shipped off with little time for final testing of abilities.


Vivì is the Italian contribution to NATO's super soldier program. Italian is indeed her first language (English is the second).

THIS is the man she might call "dad".


Okay, lemme go ahead and (unfortunately) kill this "remade man" idea. It's inventive, for sure, but it's EXTREMELY important to the story that you be brand new creations. HOWEVER, feel free to keep the languages and nationalities, because it's an international team of scientists so it stands to reason that your AKUs would've been written in different languages by scientists/technologists with different cultural backgrounds (and humans are never unbiased). This would also allow you all to double up as much as you like.

@Alpha Z, this says "two psi-like abilities," but your Access Psionic Talents feats check out, sorry I missed the reference. Everything else checks out as well including your original AC set-up, so if you could, please change it back. It makes just as much sense that the psi-shield would make it harder for you to get hit as it would that it reduces the force with which you are hit, and this way we don't have to change the rules.

@Vivi, good point with the Expeditious Retreat, flavor is satisfied with you just being able to move extremely quickly for short periods of time.

@Arkwright, remember in Character Creation, you only get 6 CPs which means LG, NG, or LN. Military interests wouldn't want any Chaotic super-soldiers running around...yet...
Also, Prometheus is no longer worshipped/followed/prayed to on earth. The only thing I could find was a polytheist/occult group which reveres him, and refers to him in the past tense, so it's clear that no one on earth, even if they believe he existed, thinks he's currently active in any way. If I can assume Liberation and Fire/Smoke are your class domains, Colopatiron, the Angel of Liberation, might fit your character, Fire is a common weapon in the bible, and people pray to angels today, meaning there is belief in their power. I'd be happy to write it up if you like.

@Nyaa/Alpha Z, yeah, I'm gonna say no to the imbedded crystal...that'd be difficult to do in a lab, before the specimen awakens for the first time.

@HOHW/Pandorica, I'm not familiar with psionics in general yet (in case you couldn't tell), thanks for the assist Pandorica!

--Complete Submissions--
Vivi: Garuda-Blooded Aasimar Inquisitor 5
Alpha Z: Elan (Replicant) Psion (Telepath) 5
Celeste: Agathion-Blooded Aasimar Paladin (Hospitalier) 2/Oracle of Life (Spirit Guide) 3
Grunt: Human Cleric (Mystic Sage) 5
Ben: Human Vitalist 5


The Little Game Master wrote:


which means LG, NG, or LN. Military interests wouldn't want any Chaotic super-soldiers running around...yet...

Alignment changed accordingly (CG=>NG).

Grand Lodge

Ok, here is my submission....John

John:
John
XP
Male half-elf slayer(vanguard) 5
NG medium humanoid(halfelf)
Init +10; Senses lowlight; Perception +13

Defense

AC 13; Touch 13; Flat-Footed 10; (+3 Dex)
HP 45(5d10+15)
Fort +6; Ref +8; Will +3
Defensive Abilities na; DR na; Immune na; Resist na; SR na

Offense

Speed 30
Space 5ft; Reach 5ft
Melee

Ranged

Special Attacks
sneak attack +1d6

Statistics

Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +5; CMB +6; CMD +19 ( vs. trip)

Feats
Point blank shot,skill focus (survival), deadly aim,
toughness, snap shot(*), Improved initiative(*)

Skills
Perception +12
Survival +12
Linguistics +9
Climb +9
Acrobatics +11
Stealth +11
Swim +9
Knowledge Nature +9

Racial Modifiers
+2 Dex

Racial traits
Adaptability, keen senses, lowlight vision, multitalented,
cold-honed

Languages
English(native), French(native), German, Russian, Chinese,
Spanish, Japanese, Arabic

Traits
Reactionary-+2 Initiative
Deft Dodger-+1 Reflex save

SQ
Studied target(+2bluff, Knowledge, Perception,
Sense motive and survival checks, +2 attack and damage),
Second studied target(+1 on same as above),
sneak attack +1d6, 2x slayer talent, lookout(half level
added to Initiative checks)

Combat Gear

Other Gear

Quick background, John is the product of a Canadian biotech firm's defense project. He is genetically enhanced for survival in the climates of the northern hemisphere and also has heightened senses.

I took English and French as native languages, since half-elves get common and elven as starting languages. I can change this if needed.


Couple things that grimdog has brought to my attention

Instead of "Common" you start with English, German, or French. If your race gets a second native language, pick two of the above.

I get that you all want to be from different countries and what-not, but even if the lead scientist on your programming is from a particular country, you are all products of the same international project. Project Ingenue. That's why it's the title. kthx

Also, weapon proficiency.

I'm aware that class weapon proficiencies might be confusing so here's the rule:

If your class says "simple" or "martial" use this page to determine what firearms are ADDED to the list of original pathfinder weapons your character is proficient with.

If your class offers additional weapons, the modern equivalent of which you'd like to use, just let me know and I'll tell you what the counterpart is...e.g. if Vivi wanted to use the modern equivalent of the repeating crossbow I'd say she has proficiency with the M2HB heavy machine gun.

Also, since things like daggers, clubs, and the gladius are out of circulation at the moment, those proficiencies will be transferred also. E.g. survival knives, batons, and machetes for the examples above.

Savvy?


The bioengineers involved with the "Celeste-Soutien" project want to know if we should train her in skills from the website linked or if skills from regular PF will be used. Also, how are summons going to be handled?

Grand Lodge

I was meaning that my guy was the Canadian contribution to the project.


@GM INfo and yep will do thats:

GM:lemme go ahead and (unfortunately) kill this "remade man" idea. It's inventive, for sure, but it's EXTREMELY important to the story that you be brand new creations.

A: Inventive is my middle name, but will do GM

GM:@Alpha Z, this says "two psi-like abilities,"

Yes 2 + Detect Psioincs which ALL Psions get as a 3ed talent, so I have it down as such.

Discipline Talents (Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

*Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

So from class 3 Talents
1:Mind Link
2:Mind thust (lesser)
3:Detect Psionics*

Then 10 more from feats

GM: Everything else checks out as well including your original AC set-up, so if you could, please change it back. It makes just as much sense that the psi-shield would make it harder for you to get hit as it would that it reduces the force with which you are hit, and this way we don't have to change the rules.

A: Will do GM,

NEW BACK GROUND

Background
The UKs contribution to NATO's Project Ingenue is the Alpha Z. When an ex-cold-war Portland Down Psionic project 'Z' which used dismissed theories of psychic abilities was taken out of moth balls and given seriously level of study it showed results. Results that where ordered by the MOD to combined with a resent Secret initiative. The Extra-biological Life Augmented Next-step-human Project, or 'ELAN' Project. From this the Alpha Z was born. With the EU's Human Genome project acting as a nice cover the British governments new 'Z' team worked to isolate DNA elements that heighten Psionic capacity. After sifting 100,000s of human DNA profiles the project pinpointed a number of genes associated with true psionics capacity's. Then the 'Elan' team used its newly developed and very secret Bio Mechanical GENE advancements to craft the 'Apha Z' Adding in the Psionic DNA elements as well added body enhancements from their own research. The result was a fully formed Bio engineered psionic next-step-Human. NATO AKU neural pathways imprecated ready for Project Ingenue input. The'Alpha Z' test subject has been shipped ready for deployment by Project Ingenue.


Pan here player of Alpha Z, and Psion nut case. Love em

GM as your not up to full speed with Psionics, I would like to offer some help with mixing magic and Psionics, there is a rules set that really helps with games that have both they let players and GM slimly understand how Psionics and Magical Effects relate to each other in a game way that works with out having side by side two systems.

Its called Psionics–Magic Transparency

And they are as follows.

Psionics–Magic Transparency rule:

The rules can be find here and are as follows.

Combining Psionic and Magical Effects

The default rule for the interaction of psionics and magic is simple: powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics–magic transparency.

Psionics–Magic Transparency: Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics. When the rule about psionics–magic transparency is in effect, it has the following ramifications.

Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)

All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.

The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the discipline of the psionic aura), while detect psionics detects spells, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the school of magic).

Dead magic areas are also dead psionics areas.

Unless specifically mentioned in a power’s description, a power cannot be counterspelled when it is being manifested, nor can powers be used to counterspell a spell as it is being cast. Unless specifically stated otherwise, feats such as metamagic feats that specifically affect spells do not affect powers, and feats such as metapsionic feats that specifically affect powers do not affect spells.

Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place. powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.

Different Bonus Types: The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Same Effect More than Once in Different Strengths: In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).

Same Effect with Differing Results: The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

One Effect Makes Another Irrelevant: Sometimes, a power can render another power irrelevant.

Multiple Mental Control Effects: Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.

Instantaneous Effects: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

The rules can be find here


Wasn't quite sure how you wanted to handle religion. In the modern day, gods kinda don't go around granting cleric spells, seemed reasonable that some sort of gods exist but don't do things or require much worship so prometheus could be real.


Dropping out, best of luck.


As far as skills, the Modern PF additions to craft, knowledge, perform, and profession are available to you in addition to the original skills. We will, however, be using house rules for crafting and repairing (I'm going to use more realistic craft times, but supply costs will be the same).

Summons: if you have the gene sequences that allow you to generate exotic energy (magic), you have the capability to bend space briefly and teleport a creature from earth to your aid. Because it was your energy that was used to do so, that creature is imprinted with said energy and you can control it to a certain degree. (Mechanically, it works the same). If someone wants to be a Summoner...that'd be a whole different conversation.

Yes grimdog, I understand, but I just wanted everyone to know that you are all the product of the same international project. It's important to the story that everyone who was involved in Project Ingenue collaborated with everyone else. No one could've made any of you by themselves. That being said, each of you likely had a different head scientist in charge, and that would explain the different language settings and nomenclature, etc.

@Alpha Z, k sorry. Like I said, psionics n00b. All done! Thanks for your submission! And thanks for those rules! Considering spells and powers technically come from the same place in the story, that fits really well. That being said, the PCs encounters with enemies having either ability will be rare at best.

@Arkwright, sorry to see you go; It's just that in spite of the fact that most deities aren't highly active in the world today, if any of them were to be, it would have to be one with a following. If no one believes in them as a deity, and hasn't for centuries, I find it very hard to believe that such an entity would expend the necessary energy to make a scion for themselves.

As far as deities going around granting cleric spells...there's a large number of people who believe in faith healers, and visions, etc...So no it's not copious, but Christianity for one does have a following that believes in the power of their faith.


Have an idea for a set of twin Kinecticists to be played by me and a friend, with like a duality theme, one as being like a Pyrokineticist and the other being a Hydrokineticist. Let me know what you think and if you like it me and him can flesh it out more.


Here's my idea. A halfling aegis (abberant). Those working on him were trying to create a highly mutable warrior, capable of changing forms to suit the current missions needs and "grow" his own weapons. What they got wasn't quite what they hoped for. The processes done during his experiments stunted his growth resulting in a particularly short subject and the energy needed (as well as mass) had to be stored somewhere resulting in a rather roundish form.
Still, results were achieved as the subject was highly resistant to damage, the cells repairing themselves with remarkable speed. As well, his body was quite capable of rapid mutation, turning his arm into a cannon shooting bone spikes or his eyes bulging out on to eyestalks to see around corners or in multiple directions at once.

One direction I am thinking of taking him is having him be quite "round" and "soft" looking most of the time but when threatened spikes suddenly stick out of his body, his left hand turns into a spiky cannon and the fingers on his right turn into ridged claws (kind of like a hedgehog/pufferfish kind of thing?)


Okay, thanks TLGM. I probably won't change much, then.


@Tuyena, that'd be great! Can't wait to see them!

@Cam James...I don't see anything under aegis or aberrant that lets you make a bone cannon out of your arm or bulging eyestalks...could you link me those? I see spoked carapace...but that's about it...

Also, the Halfling thing doesn't have to be an accident, they could've been creating a multi-tool infiltrator, able to access areas inaccessible to larger soldiers, but still able to be of use once inside...? The puffer-fish concept sounds hilariously badass. Can't wait!

--Complete Submissions--
Vivi: Garuda-Blooded Aasimar Inquisitor 5
Alpha Z: Elan (Replicant) Psion (Telepath) 5
Celeste: Agathion-Blooded Aasimar Paladin (Hospitalier) 2/Oracle of Life (Spirit Guide) 3
Grunt: Human Cleric (Mystic Sage) 5
Ben: Human Vitalist 5
John: Half-Elf Slayer (Vanguard) 5


A bit more mechanics for my guy.
Feats: Psionic Body, Extra Customization (x2)
10 Customization points (+free brawn, darkvision and hardened strikes).
Core: Obese, Spikes, Spoked Carpace (5 points)
Obese gives me the roundness and duribility, Strikes, Spikes and Carpace make me very pokey and spikey >:)

That gives me 5 points that are "mutable" and that can be changed from day to day. (if this seems like too much to keep track of i can limit how often i change them or even just have a single set that i use all the time)
Potential mutations: energy resistance (1pt), evasion/stalwart (1pt), eyestalks (1pt), psionic attacks (1pt), brawn/hardy (2pts each) max +4 str/con, extra arms (3pts) 2 extra arms! Yay!!, improved damage (2pts), inproved DR (2pts), inproved NA (2pts), flight (2pts).

Alternitave:
If im going to keep it at one set, it would probably be this:
Free: brawn, darkvision, hardened strikes.
10pts: obese, Spikes, Spoked Carpace, Psionic Attacks, Imp DR, Flight.

This means i have magical spikies everywhere, DR 5/- and flight. If you dont want one of your characters flying around i will probably take Stalwart and Energy Resistance instead.

Im flexible ^^

About Elans:

An Elan would do this about twice as well as a Halfling but i worry it might be too much :(
Plus Elans are just stronger then the core classes in general.
What the Elan would give me:
+3 hps, +2 PP, a floating +2 bonus, no -2 str penalty, Resistance/Resilience (MASSIVE duribility increase, usable about 10x/day), medium size.
Would you be ok with a small sized Elan? I really like the idea of small and round ^^
What do you think of the Elan in general for this idea? Too much?

Lots of questions, sorry ^^
Recap: Going Halfling Aegis. Highly Durable, round and spikey.
1) Potential for high mutability, do you want me to stick to a single "set"?
2) is it ok to have a 20ft fly speed?
3) Can/should i go Elan? Worried its too much :S
3-b) if so, can i be a small Elan?


Under the Aberrant Aegis they give you a few extra customization options including eyestalks, spikes and obese.

Obese makes you slow (and fat) but gives you extra hps equal to your level and +1 DR.
Eyestalks give you +2 perception and you can see around corners (going to take this instead of the energy resistance! =^^=)
Spikes lets you fire 2 spikes as a standard action (1d6+str, 180ft)


I have a finished character sheet now.

Oodie:

Male grippli sorcerer 5
N Small humanoid (grippli)
Init +3; Senses darkvison 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 40 (5d6+10)
Fort +3; Ref +4; Will +4;
OFFENSE
Speed 30 ft., climb 20 ft.
Melee touch spell +6 (as per spell)
Ranged ranged touch +6 (as per spell/ability)
Special Attacks havoc of the society (+1 point of force damage to all damage-dealing spells)
Bloodline Spell-Like Abilities (CL 5th; concentration +8)
6/day—acidic ray
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (5/day)—bullet shield, ghoul touch (DC 15), see invisibility
1st (7/day)—chill touch (DC 14), damp powder (DC 14), enlarge person, grease (DC 14), mage armor, touch of the sea, vanish
0 (at will)—drench, ghost sound (DC 13), jolt, mage hand, message, prestidigitation
Bloodline Aberrant
STATISTICS
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 13
Feats Agile Tongue, Eschew MaterialsB, Expanded Arcana, Weapon Finesse
Traits Havoc of the Society, Swamp Rebel
Skills Acrobatics +6, Perception +4, Stealth +11 (+13 swamps, +15 marshes/forests), Swim +2; Racial Modifiers +4 Stealth (marshes/forests)
Languages English, French
SQ bloodline arcana, camouflage, long limbs, swamp stride, weapon familiarity
SPECIAL ABILITIES
Acidic Ray (Sp)
Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bloodline Arcana
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Camouflage
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Long Limbs (Ex)
At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Swamp Stride (Ex)
A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Weapon Familiarity
Gripplis are proficient with nets.


help for other players, if you need a list of new skills here you are

>D20 Modern Knowledge Skills<

+0 Knowledge (Art) (+int, +rank +class)
+0 Knowledge (Behavioral Sciences) (+int, +rank +class)
+0 Knowledge (Business) (+int, +rank +class)
+0 Knowledge (Civics) (+int, +rank +class)
+0 Knowledge (Current Events) (+int, +rank +class)
+0 Knowledge (Earth and Life Sciences) (+int, +rank +class)
+0 Knowledge (Physical Sciences) (+int, +rank +class)
+0 Knowledge (Popular Culture) (+int, +rank +class)
+0 Knowledge (Streetwise) (+int, +rank +class)
+0 Knowledge (Tactics) (+int, +rank +class)

>Pathfinder Skills<
+ Knowledge Arcana/Psionic (+int, +rank +class)
+ Spell/Psionic craft(+int, +rank +class)

full list here for D20-M skills
http://www.d20modernpf.com/characters/skills

@Cam James
The GM said we can use The New Race Biulder With a Max to 17RP spend, to match Aasimar.

The Little Game Master wrote:
However, someone asked me earlier if you could use Race Builder, and I think I forgot to answer. The answer is yes with a maximum RP of 17 (since I'm allowing aasimars, it seemed only fair). IF you make a race similar to the one which owns the racial archetype (physiologically speaking), then yes, feel free to take it.

(Aasimars is 15RP? so I think the GM is being more than kind, I was thinking of building a race but Elan works better for my idea.

But if you want a round Halfling with powers, Shape change seems like a must.


"Z" in 3 words - Small, Brilliant and Deadly

My idea behind Z is she looks human, down any street she would pass for one, She looks a like Pale skinned with jet Black hair, but a just another Goth girl, nothing more out of the ordinary. But behind the eyes is a Geniuses level computer fast mind with information on every thing. She was designed by the UKs SIS as an infiltration and assassination weapon for NATO. They did not f****g about, they gave her skills as a pilot, SAS fire arms training, the ability to heighten her capacity's to gain access and then kill targets with a thought.

"What many forget in the world is that we English are nice and polite only up to a point, if you push to far we will stop being nice and polite, and when that happens the world get to meet you Gents"

SAS Commander to his troops on the eve of Dessert storm.


Hmmm. Well I forgot that we could create a custom race, so I can look into that, still I figure that the halfling will be plenty strong and the Elan more then enough. The Resilience/Resistance ability is plenty powerful, so I'm asking how much the GM is looking for.

I'll look at the custom race builder and see what I see, shape change DOES look interesting :)

Grand Lodge

Oh i missed the being able to make a race...will try to get one done tomorrow and make chages to my submission...if thats ok with the boss....


GM Pandorica wrote:

>D20 Modern Knowledge Skills<

+0 Knowledge (Art) (+int, +rank +class)
+0 Knowledge (Behavioral Sciences) (+int, +rank +class)
+0 Knowledge (Business) (+int, +rank +class)
+0 Knowledge (Civics) (+int, +rank +class)
+0 Knowledge (Current Events) (+int, +rank +class)
+0 Knowledge (Earth and Life Sciences) (+int, +rank +class)
+0 Knowledge (Physical Sciences) (+int, +rank +class)
+0 Knowledge (Popular Culture) (+int, +rank +class)
+0 Knowledge (Streetwise) (+int, +rank +class)
+0 Knowledge (Tactics) (+int, +rank +class)

>Pathfinder Skills<
+ Knowledge Arcana/Psionic (+int, +rank +class)
+ Spell/Psionic craft(+int, +rank +class)

full list here for D20-M skills
http://www.d20modernpf.com/characters/skills

Those skills are interesting but I can't find which classes have any of them as a class skill. Also, is there some kind of connection between the above skills and the "classic" ones such as Kn. arcana? Will kn. arcana still be relevant or would it be better to change it for a modern one (even without the class skill bonus)?


That's all down to the GM Vivi I can't fine a direct covertion


@Cam, Oh I see, over in the box...totally block those out subconsciously...my b; and as far as what I'm looking for? The closer to the original rules you get, the easier it is for me; however, I won't be choosing on those criteria. The only criteria I'm choosing characters by are: "does this character fit my story," i.e. would a team of scientists make this to help fight a losing battle; and "will this character fill a unique role in the team," i.e. I don't want two melee, two snipers, and one person doing everything else. Make sense?

@Pandorica, thanks for the list, and sorry, I meant Fetchling (17 RP). Since they're allowed, 17 RP seemed only fair for the race-builder.

@Alpha Z, thank you for reminding me about vehicles. This is for everyone The three "Profession" skills you see for vehicles on the Modern PF page are optional if you want to be guaranteed to be able to navigate a vehicle of those kinds. If you choose not to take them, fret ye not, the Ride skill will allow you to conduct any vehicle based on your check. I.E. In order to drive an automatic transmission automobile, DC 5 ride check (they're not too hard to figure out); Manual: DC 10; Motorcycle: DC 15 and so on ending up with a fighter jet at about 30. With a rank in Profession (Pilot) Alpha Z can fly planes without making a ride check, but needs to make a P(P) check to do anything exciting. Make sense?

@Vivi, I've made a Conversion Chart here; K (Current Events) was a toughy, so if you want that one, let me know and I'll tell you whether your class has it as a class skill. Rogues and Bards and anything like those two will definitely get it, otherwise, like I said, just ask.

To answer your specific question, there is a possibility that you may need to have K (Arcana), but I can guarantee you that it won't be very often. Trying not to spoil the story.

I will say that I'm not going to kill you because one of you didn't rank a particular skill. This is going to be fun, if any of you die, it'll be because you made an obviously poor choice.


The Little Game Master wrote:
@Vivi, I've made a Conversion Chart here; K (Current Events) was a toughy, so if you want that one, let me know and I'll tell you whether your class has it as a class skill.

I'm also trying to understand if the new skills will be based on the same characteristics as the old ones. Sense Motive is an example, and it's a good one for the Inquisitor since it's based on Wisdom, while Knowledges are usually based on Intelligence.


The way the D20 Traveller dos it may work well

That has still listed with ether or Mods

Kn (Behavioral Sciences) (Int/Wis) + (Rank) + (other)

In that way a Diplomat class can have it as a skill they gain over years of dealing with People (Wis) and the Scientist Class can have it as academic research (Int)

That way its both a Kn as stated and can have a class based mode like Wis with out having to make more Skills, Simple and works.


Hey, I'm the PC that was previously selected for this adventure. You can look at my profile for my stats if you want information on what is already in the game.


I Got to thinking if she is not a remade woman, then they would build a Elan replcant from starch a Combat Elan, so I used Races Builder to make a Combat version of the Elan I thought may be fun, it has most of the Elans features but with out the shininess, no point having troops in the field who shine like a bl**dy Christmas tree.

Combat Elan 17RP:

Alt race build 17 RP

Humanoid (Aberrant) (0 RP)
This race counts as both Humanoid and Aberrant,
A humanoid/Aberrant race has the following features:
Humanoids breathe, eat and rest.

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP)
The race has a base speed of 30 feet.

Advanced (4 RP) +2Str +2Dex +2Con +4Int -2Cha
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.

languages Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Resistance (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Naturally Psionic: (2 RP)
Prerequisites: None.
Benefit: Members of this race gain Wild Talent feat as a bonus feat at 1st level.

Resilience (4RP)
Prerequisites: Aberration.
Members of this race gain the following as a know Psionic power at 1st level. Natural Healing

Repletion Power-Like Ability, Lesser (Variable, see Special) (2RP)
Prerequisites: None.
Benefit: Choose a 2nd-level or lower power that does not attack a creature or deal damage. Members of this race can manifest this power this once per day. The manifest level of the power is equal to the user's character level.
Special: This trait costs as many RP as the level of the power chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional power, adjust the RP cost of this trait appropriately.
Sustenance [Ex] Self only 1/day.

Dos not sleep (1RP)
This race do not sleep as mortals do, instead entering a deep meditative trance for 4 hours a day. Resting in this fashion grants them the same benefits that other races gain from 8 hours of sleep.


Soo She is now been edited with the 'Replicant' earth Combat Elan over Magic world Elan, sorry GM, I just felt she was more Super hero than Advanced Human. So I toned her down, her powers are less super powers and more Advanced human powers now. Im flavouring it as well as being Bio-Mechanical and programming v your system. I think it fits in with the tone of the game a lot better as a kind of argumentation over just plan magic like stuff.
Also taken all the Pilot, Dive and Boat skills, She would then be any party's Diver, she really is now any parity's Skill Monkey there at aid as a team player not a stand alone PC.

Grand Lodge

Hey GM, can I get your OK on this "race" I made....just want to make sure it's cool with you...

supersoldier:
Humanoid, Medium-o rp each
Specialized stats, +2 dex, +2 con, -2 cha-1 rp
Linguist-1 rp
flexible-4 rp
skilled-4 rp
quick reactions-4 rp
fast-1 rp
darkvision-2 rp


GM whats the time frame for closing recrutment?


He said a week from last Saturday in the post about character generation.


Yuuji Sakai wrote:
Hey, I'm the PC that was previously selected for this adventure. You can look at my profile for my stats if you want information on what is already in the game.

I'm a bit puzzled by your post, sir. This game hasn't even started afaik, it's still in recruiting phase.


The GM said he was reserving a spot for one of his friends. This must be said friend.


Aestereal wrote:
The GM said he was reserving a spot for one of his friends. This must be said friend.

Oh, right! Thank you. Apologies @Yuuji Sakai!


two I think, two Friends, GM is making PCs with them in the 'real'.


Alpha Z wrote:
two I think, two Friends, GM is making PCs with them in the 'real'.

No, its just me. There is no second friend as far as I know.

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