
KoolKobold |

You have my undivided interest; always wanted to play a kobold ranger.
Set 1:
stats: 4d6 ⇒ (6, 1, 5, 2) = 14 13
stats: 4d6 ⇒ (5, 5, 5, 2) = 17 15
stats: 4d6 ⇒ (3, 2, 3, 1) = 9 8
stats: 4d6 ⇒ (5, 3, 5, 3) = 16 13
stats: 4d6 ⇒ (3, 5, 5, 1) = 14 13
stats: 4d6 ⇒ (1, 6, 3, 2) = 12 11
Set 2:
stats: 4d6 ⇒ (2, 3, 4, 3) = 12 10
stats: 4d6 ⇒ (4, 6, 2, 2) = 14 12
stats: 4d6 ⇒ (1, 1, 1, 4) = 7 6
stats: 4d6 ⇒ (6, 4, 4, 3) = 17 14
stats: 4d6 ⇒ (3, 6, 2, 6) = 17 15
stats: 4d6 ⇒ (3, 1, 3, 4) = 11 10
Set 3:
stats: 4d6 ⇒ (3, 3, 6, 6) = 18 15
stats: 4d6 ⇒ (4, 2, 6, 2) = 14 12
stats: 4d6 ⇒ (4, 4, 5, 5) = 18 14
stats: 4d6 ⇒ (3, 6, 1, 3) = 13 12
stats: 4d6 ⇒ (4, 5, 6, 5) = 20 16
stats: 4d6 ⇒ (3, 1, 4, 2) = 10 9
I'll go with Set #3 and will create a character with my favorite monstrous race in Pathfinder!
Also GM Redelia, is it okay if I can trade the Crafty racial trait with Beast Bond and Darkvision and Light Sensitivity with Dayrunner (it's a trait from that Kobolds Revisited book; replaces darkvision and light sensitivity with low-light vision)?

GM Redelia |

GM Redelia wrote:I will have to maybe look at changing the race then.Raltus wrote:Kobolds are at the very low end of the range of race points I'm taking as submissions. I realize that if any are chosen, there will be adjustment needed.@ GM Redelia - What about Kobolds? They have a -3 to their CR when they are made into PCs so they have a lot of negatives.
My idea for a Kobold is a trapper/guide of the army who helps them make their way safely through enemy territory.
I think maybe you're misunderstanding me. If this is the character you think would be fun, go ahead and build it. Trust me to balance out the characters after a party is selected.

GM Redelia |

And okay, question. I understand we're "redeemed". I was currently looking at a gnoll barbarian, and I'm having trouble making the leap to "redeemed", I'm feeling the idea really about a gnoll who learns better ways than the marauding, killing, enslaving, but it's a long hop. Maybe I'd be better served with a Hobgoblin? I really liked the idea of a gnoll though. They're adorbs.
I would suggest that you not give up on the concept that inspires you. Perhaps even start to put together the mechanics, and maybe as you do that an idea will jump out at you.
A few questions/thoughts that might help:
-Was it a one time dramatic event, or many small things that brought about the change?
-Is there a particular good deity or ideology that might inspire the change?
-Perhaps if you look at the particular 'bad things' gnolls are known for, you might find an inspiration for something to reject first?

ScorchedOne |

I would suggest that you not give up on the concept that inspires you. Perhaps even start to put together the mechanics, and maybe as you do that an idea will jump out at you.
A few questions/thoughts that might help:
-Was it a one time dramatic event, or many small things that brought about the change?
-Is there a particular good deity or ideology that might inspire the change?
-Perhaps if you look at the particular 'bad things' gnolls are known for, you might find an inspiration for something to reject first?
Thanks actually, those questions (more especially the third one), really help.

GM Redelia |

KoolKobold, submitting the great dragon archer, Xakroo the Arrow Shooter. If there needs to be any adjustments let me know; I have to go do a few errands now, but when I get back I'll work on his background and personality.
Mechanics looks good, I'll look again when the background is filled it.

GM Redelia |

Please see previous post?
Can you point out what particular abilities you are concerned about stacking?
In terms of healing, I'll houserule an appropriate spell and make sure it's accessible to someone in the party or do something like that. All I can say at this point because I don't know who else is in the party that I am aware of the issue, and we will find something.

drbuzzard |

Ok, have my build and background.
Movrot was a young warrior in the Skull Crusher tribe of Hobgoblins. It wasn't the biggest tribe, or even the most vicious (the up and coming Iron Fang kept pushing them around). However, they were generally able to keep together through a combination of fighting prowess and knowing when not to fight and run instead.
Over time with defections to Iron fang and attrition from combat, the tribe dwindled. Eventually they were down to a couple score of warriors. In a last ditch attempt to reverse their declining fortunes, the chieftain planned a raid on a human village called Green Briar. It was just a bunch of farmers, so how tough could it be?
Well it could be pretty damn tough if you don't realize that one of the farmers is a retired adventurer who is an experience priest of Erastil.
The war band came into the village expecting to roll over the defenders. A few flame strikes later and a bunch of well placed arrow shots and only Movrot was still alive and he was bleeding out. The old priest, Frederick, was moving through the vanquished war band and found the lone survivor. He decided to stabilize him on a whim instead of just letting him die.
Deciding that it would be a good idea to keep him alive and send him back as an example, he tended his wounds and nursed him back to health. Movrot, noticed the kindness shown to a fallen foe, but still wished to leave. Once healthy, he was actually let go (though many of the villagers wanted him dead as an example instead, with his head on a pike).
Going back to his tribal village, it was empty. Without the leadership and the warriors, the tribe had fallen apart and been absorbed into other bands (but only the women and children, rival warriors were generally not accepted). Movrot had no place to go, so he went back to Green Briar. As he was spied by the locals, they started hurling rocks at him, to drive him off. Frederick made them stop and took him in. He made him into his menial servant and he kept him plenty busy as there is never a shortage of work on a farm.
Frederick taught him the ways of Erastil and the value of an orderly life and farm. The other villagers never came to accept him, but the patience and kindness of his master led Movrot to change his ways and outlook and become a peaceful farmer. Well a mostly peaceful farmer since he would still get waylaid by locals who hated him for his race and background, so he became very proficient with his fists.
Over time Movrot became devoted to his master, and this was quite evident so he became a trusted servant. Movrot was given more independent jobs, and sometimes even sent on errands which took him well away from the farm. He would generally cover himself to obscure his race on these trips (no reason to get in more fights). On a recent trip lasting a fortnight, Movrot came back to find his farm a smoking ruin, and Frederick dead. Finding a survivor of the village in the nearby woods, he found out it was the work of the Ironfang tribe. His idyllic life ruined, and his mentor dead, he vowed to have justice and vengeance for his new people.
Movrot
Hobgoblin brawler 1 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Bestiary 175)
LG Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 14 (1d10+4)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5 (1d6+4)
Ranged sling +5 (1d4+4)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 11, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 19
Feats Improved Unarmed Strike, Power Attack
Traits indomitable faith, unbreakable survivor
Skills Acrobatics +8, Climb +8, Handle Animal +3, Perception +4, Profession (farmer) +4, Ride +8, Stealth +8, Swim +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ brawler's cunning, martial training
Combat Gear alchemist's fire (2); Other Gear leather armor, sling, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 46 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Ouachitonian |

Guy St-Amant wrote:So, what about Core Races with the Lycanthropes template?In concept, yes, that could be great. It's a +1CR template, but applie to a core race, that's not going to be unbalanced with the higher race point entries.
Ooh. I hadn't plan to ask about templates since we're starting at L1, but I was thinking about Skinwalkers, which are basically half-lycanthropes. Why not go all the way?

Yokaiboy |

3 higest: 4d6 ⇒ (4, 3, 3, 6) = 1613
3 higest: 4d6 ⇒ (5, 3, 3, 6) = 1714
3 higest: 4d6 ⇒ (6, 5, 4, 6) = 2117
3 higest: 4d6 ⇒ (2, 1, 3, 4) = 109
3 higest: 4d6 ⇒ (2, 3, 1, 4) = 109
3 higest: 4d6 ⇒ (4, 4, 2, 4) = 1412
3 higest: 4d6 ⇒ (1, 5, 5, 2) = 1312
3 higest: 4d6 ⇒ (2, 6, 5, 3) = 1614
3 higest: 4d6 ⇒ (1, 4, 4, 4) = 1312
3 higest: 4d6 ⇒ (2, 6, 3, 6) = 1715
3 higest: 4d6 ⇒ (4, 5, 5, 5) = 1915
3 higest: 4d6 ⇒ (2, 4, 2, 4) = 1210
3 higest: 4d6 ⇒ (3, 2, 2, 6) = 1311
3 higest: 4d6 ⇒ (6, 6, 1, 2) = 1514
3 higest: 4d6 ⇒ (2, 4, 4, 5) = 1513
3 higest: 4d6 ⇒ (4, 2, 4, 4) = 1412
3 higest: 4d6 ⇒ (4, 2, 5, 2) = 1311
3 higest: 4d6 ⇒ (5, 6, 6, 6) = 2318
How do you feel about Driders?

GM Redelia |

Well I am concerned about Hit dice, Bab, saves, and skills. I was hoping I could cherry pick the best of both worlds to make up for some of the drawbacks but I leave that up to you.
Hit points: you get a rogue's hit die (D8) at each level. At first level, you get the maximum, which is 8. Also, you get a flat +10 to your hit points from being a size small construct. It's possible to add to this from toughness or your favored class bonus. Thus, at level 1, you have 18HP plus any more from toughness/FCB.
Saves: You get a rogue's saves at that level. However, this is not likely to be an issue at all, because a rogue's reflex save is good, and your construct immunities will make the others almost never matter. You are immune to mind affecting effects, which is almost all will saves, and immune to anything with a fort save 'unless the effect also works on objects or is harmless.' Also immune to death effects, negative levels, paralyzed, stunned, fatigued, exhausted, ability damage, ability drain, energy drain, non-lethal damage, bleed damage, diseases, and poisons.
BAB is also just what you get from rogue.
In terms of the downsides, the dying at 0 HP is balanced somewhat by the +10 construct HP. Your long list of immunities should also balance a lot of things, particularly if healing is made more accessible.

GM Redelia |

[dice=3 higest]4d613
How do you feel about Driders?
Yow, that's 35 Race Points. If you wanted we could come up with something around 15 race points by carving away some of the abilities. My suggestion would be size medium, remove two of the three 'advanced' stats, which would leave 3 +2 stats, and remove the quadruped. You could still have 8 legs, I'm just talking about removing the mechanical benefits of them. That would leave you at 16 race points. I'm open to suggestions to change this a little differently, this is just a starting place.

ElterAgo |

Love the concept!
Anyone want to pair up for a Groot and Rocket Racoon team? I can play either one with joy.
Otherwise I'm thinking maybe a kobold sorcerer. Or maybe a lizardfolk hunter. What about a ...
Aaagh! Too many ideas!
.
.
.
Are hero points being used?
Starting Level 1?
Is VMC allowed?
A1: 4d6 - 1 ⇒ (4, 3, 1, 3) - 1 = 10
A2: 4d6 - 1 ⇒ (6, 3, 1, 5) - 1 = 14
A3: 4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
A4: 4d6 - 2 ⇒ (2, 5, 6, 6) - 2 = 17
A5: 4d6 - 1 ⇒ (3, 5, 3, 1) - 1 = 11
A6: 4d6 - 2 ⇒ (6, 3, 3, 2) - 2 = 12
B1: 4d6 - 1 ⇒ (1, 1, 3, 6) - 1 = 10
B2: 4d6 - 1 ⇒ (5, 2, 1, 3) - 1 = 10
B3: 4d6 - 3 ⇒ (3, 3, 5, 5) - 3 = 13
B4: 4d6 - 1 ⇒ (1, 5, 5, 4) - 1 = 14
B5: 4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11
B6: 4d6 - 2 ⇒ (6, 2, 5, 2) - 2 = 13
C1: 4d6 - 1 ⇒ (6, 1, 2, 2) - 1 = 10
C2: 4d6 - 1 ⇒ (1, 2, 1, 6) - 1 = 9
C3: 4d6 - 4 ⇒ (6, 4, 4, 5) - 4 = 15
C4: 4d6 - 1 ⇒ (4, 1, 3, 3) - 1 = 10
C5: 4d6 - 2 ⇒ (3, 5, 6, 2) - 2 = 14
C6: 4d6 - 1 ⇒ (5, 4, 1, 1) - 1 = 10
Bleagh, suppose it will have to be set A

GM Redelia |

I would like to submit a Hobgoblin Psion using Ultimate Psionics. Let me know if that book is approved DM. I know someone asked about it earlier upthread but I did not see a response.
If Hobgoblin RP is too low I can add a feature to him to tick up the RP.
Thanks!
That particular character concept is approved. Don't worry about the hobgoblin's RP; there are many characters in that same range. I'm OK adding good things to the characters that are approved after I decide, but I wouldn't want to nerf badly then.

GM Redelia |

So...this is a game where you specifically recommend a custom race then? Hm. I've been away from PBP for quite some time and I've never played any part of this adventure path, as far as I know. I quit a while back to focus on college, but now that that's done...
Maybe I should get back to it...
It's not so much that custom races are allowed, as that some people wanted Paizo races that are overpowered, so we've been nerfing them. Races are mostly things from the advanced race guide, possibly other things that have stats in their bestiary entry for player characters.

GM Redelia |

***ANNOUNCEMENT***
Recruitment will close in 24 hours. If you can't quite finish in time, do what you can, and if I like your concept enough, I might approve it anyway.
I will later today post a list of all submissions so far.
I have noticed that there are actually two groups of submissions. Many of you are submitting goblins, kobolds, hobgoblins, gnolls and other similar monsters in the strictest sense. They are all in the range of 5 to 10 RP, and it would not take much adjustment to balance them against each other. These people are carefully following the 'redeemed' requirement in the character build rules.
Then there is a group of very high power builds. These are fun concepts where a race is being nerfed down to about 15 race points. They are probably pretty balanced against each other. They're not necessarily following the redeemed requirement as much, because they're not all evil to start with.
Then there are a few that don't fall into either group.
I don't think the two groups will mix well. I am considering either running two tables, or else running one table and finding another GM who will run the other. There are just so many fun concepts here! The ones that don't fall into either group I would look at individually to see where they fit before making any decisions.

HedwickTheWorldly |

Rollin', rollin', rollin'...
4d6 ⇒ (5, 2, 5, 2) = 14 - 12
4d6 ⇒ (2, 1, 3, 4) = 10 - 9
4d6 ⇒ (3, 1, 3, 4) = 11 - 10
4d6 ⇒ (3, 5, 4, 2) = 14 - 12
4d6 ⇒ (5, 1, 5, 6) = 17 - 16
4d6 ⇒ (4, 5, 4, 1) = 14 - 13
16, 13, 12, 12, 10, 9
4d6 ⇒ (4, 3, 6, 4) = 17 - 14
4d6 ⇒ (3, 6, 5, 2) = 16 - 14
4d6 ⇒ (2, 3, 1, 5) = 11 - 10
4d6 ⇒ (4, 5, 1, 2) = 12 - 11
4d6 ⇒ (6, 4, 3, 4) = 17 - 14
4d6 ⇒ (1, 2, 2, 6) = 11 - 10
14, 14, 14, 11, 10, 10
4d6 ⇒ (5, 2, 3, 2) = 12 - 10
4d6 ⇒ (2, 3, 6, 4) = 15 - 13
4d6 ⇒ (5, 4, 3, 4) = 16 - 13
4d6 ⇒ (3, 3, 2, 6) = 14 - 12
4d6 ⇒ (1, 6, 1, 2) = 10 - 9
4d6 ⇒ (1, 1, 6, 4) = 12 - 11
13, 13, 12, 11, 10, 9
Interesting choices. I'll see what I can whip up tonight.
Redelia - what are your thoughts on a Gargoyle? I know it's a 36 RP - I'd definitely propose that I lose flight (-8), the Monstrous Humanoid distinction (-3), the Strength (-4) and either the DR or the Natural Armor (-6), bringing it to 15.
Alternatively, lose the Flight, Natural Armor, and DR, bringing it to 16, and keeping Monstrous Humanoid and Str bonus.
Thoughts?

Storyteller Shadow |

4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (4, 1, 6, 6) = 17
4d6 ⇒ (1, 5, 2, 4) = 12
4d6 ⇒ (3, 3, 5, 5) = 16
4d6 ⇒ (6, 5, 2, 3) = 16
4d6 ⇒ (4, 6, 2, 5) = 17
4d6 ⇒ (4, 2, 1, 3) = 10
4d6 ⇒ (1, 2, 5, 3) = 11
4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (1, 4, 2, 6) = 13
4d6 ⇒ (3, 4, 5, 5) = 17
4d6 ⇒ (4, 6, 3, 5) = 18
4d6 ⇒ (3, 3, 1, 3) = 10
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (5, 2, 4, 2) = 13
4d6 ⇒ (4, 3, 6, 5) = 18
I think I'll go with set 3.
Thanks for the approval DM, I'll get that character up and running.

Cuàn |

Apparently I hadn't rolled yet
4d6 ⇒ (2, 1, 3, 1) = 7 6
4d6 ⇒ (1, 6, 3, 1) = 11 10
4d6 ⇒ (1, 6, 3, 4) = 14 13
4d6 ⇒ (3, 1, 3, 3) = 10 9
4d6 ⇒ (3, 1, 1, 4) = 9 8
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (5, 4, 6, 5) = 20 16
4d6 ⇒ (5, 4, 2, 4) = 15 13
4d6 ⇒ (6, 5, 4, 5) = 20 16
4d6 ⇒ (4, 2, 5, 4) = 15 13
4d6 ⇒ (6, 2, 6, 5) = 19 17
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (4, 5, 5, 5) = 19 15
4d6 ⇒ (3, 5, 1, 1) = 10 9
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (5, 2, 2, 3) = 12 10
4d6 ⇒ (1, 3, 5, 3) = 12 11
I'll take the second set.

Gramork |

4d6 ⇒ (2, 3, 4, 6) = 1513
4d6 ⇒ (3, 2, 6, 1) = 1211
4d6 ⇒ (6, 2, 2, 6) = 1614
4d6 ⇒ (1, 6, 5, 6) = 1817
4d6 ⇒ (6, 2, 2, 3) = 1311
4d6 ⇒ (6, 6, 4, 3) = 1916
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (3, 1, 1, 1) = 6
4d6 ⇒ (3, 4, 1, 1) = 9
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (3, 5, 4, 6) = 18
4d6 ⇒ (3, 3, 2, 6) = 14
4d6 ⇒ (4, 2, 6, 4) = 1614
4d6 ⇒ (2, 4, 1, 5) = 1211
4d6 ⇒ (5, 4, 6, 1) = 1615
4d6 ⇒ (2, 1, 3, 5) = 1110
4d6 ⇒ (3, 3, 3, 6) = 1512
4d6 ⇒ (1, 3, 2, 1) = 76
Set 1 it is in that case. More will be up soon.

ElterAgo |

Ok, how about this guy. Haven't bought his gear yet.
Male kobold sorcerer (crossblooded, seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Magic 69)
CG Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +0
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee punching dagger -2 (1d3-3/×3)
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—trap rune (1d8+1)
Sorcerer (Crossblooded, Seeker) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—grease
. . 0 (at will)—acid splash, mage hand, open/close (DC 12)
. . Bloodline Draconic, Kobold
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 12, Int 13, Wis 9, Cha 15
Base Atk +0; CMB -4; CMD 9
Feats Improved Initiative
Traits indomitable faith, - custom trait -, magical knack
Skills Craft (traps) +5, Diplomacy +2 (+0 vs. creatures of a different race or culture), Disable Device +6, Knowledge (arcana) +5, Perception +1, Profession (miner) +5, Sense Motive -1 (-3 vs. creatures of a different race or culture), Stealth +11; Racial Modifiers +2 Craft (traps), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty, trapfinding +1, xenophobic
Other Gear punching dagger, 10 pp, 8 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Kobold Increase spell DC by 2 if target is denied Dex bonus to AC.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Trap Rune 1d8+1 (5/day, DC 12) (Sp) Standard action to place magic trap rune that deals elem dam of your choice, Ref half.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
Xraskal was a typical Kobold using traps and ambush to steal what he could to improve his own lot. Since he seemed to have some odd powers, he was separated from his clutch mates and put with the tribal shaman for training.
It seemed his dreams were fulfilled and he was a lit up for greatness. However, the shaman treated him like a thin skin slave and refused to teach him anything. Probably because he actually had little skill and was worried that Xraskal would replace him.
While trying to find something to teach himself some of the lore the shaman was keeping from him, Xrastal found hidden the journals of Deekin Scalesinger. It was like clarion bell. A kobold gained power, respect, and acceptance by the outside world. He stole what he needed from the shaman and fled.
He has devoted himself to following Deekin's example. Though he backslides more than occasionally, he trying to be good and help others. He sometimes still has a hard time telling what good is.

Gobo Horde |

Love the concept!
Anyone want to pair up for a Groot and Rocket Racoon team? I can play either one with joy.
Otherwise I'm thinking maybe a kobold sorcerer. Or maybe a lizardfolk hunter. What about a ...
Aaagh! Too many ideas!
Well I am creating a Wyvaran who is basically a flying rock, I could be grootish if you wanted to be something small. Heck, you could probably get free rides if you asked nicely :)
Just warning you, it might be a bumpy ride >_> (nothing a military saddle cant fix ^_^)Daynen wrote:It's not so much that custom races are allowed, as that some people wanted Paizo races that are overpowered, so we've been nerfing them. Races are mostly things from the advanced race guide, possibly other things that have stats in their bestiary entry for player characters.So...this is a game where you specifically recommend a custom race then? Hm. I've been away from PBP for quite some time and I've never played any part of this adventure path, as far as I know. I quit a while back to focus on college, but now that that's done...
Maybe I should get back to it...
Good to know.
Current plan is to go Wyvaran Abberant Aegis (normally I would link but d20 seems to be down?) If that is ok with you?***ANNOUNCEMENT***
Recruitment will close in 24 hours. If you can't quite finish in time, do what you can, and if I like your concept enough, I might approve it anyway.
Good to know! I will see if I cant get my character up and running by then :)

JMG021283 |

Dot and I'll have something up here shortly.
Thinking a surface elf forcefully transformed into a drider.(If that works)
4d6 ⇒ (6, 4, 5, 5) = 20 16
4d6 ⇒ (1, 5, 6, 4) = 16 15
4d6 ⇒ (4, 5, 3, 5) = 17 14
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (5, 4, 1, 3) = 13 12
4d6 ⇒ (6, 3, 6, 6) = 21 18
4d6 ⇒ (2, 3, 4, 3) = 12 8
4d6 ⇒ (1, 4, 5, 3) = 13 12
4d6 ⇒ (3, 3, 3, 3) = 12 9
4d6 ⇒ (4, 1, 6, 5) = 16 14
4d6 ⇒ (4, 1, 1, 3) = 9 8
4d6 ⇒ (4, 3, 6, 3) = 16 13
4d6 ⇒ (2, 2, 6, 3) = 13 11
4d6 ⇒ (6, 6, 2, 4) = 18 16
4d6 ⇒ (3, 2, 5, 3) = 13 11
4d6 ⇒ (6, 4, 4, 1) = 15 14
4d6 ⇒ (3, 1, 6, 5) = 15 14

Cnut Bjornsson |

This is Ouachitonian, submitting Cnut Bjornsson, Werebear Ranger. A longtime raider and mercenary, he was gravely wounded serving Molthune and nursed back to health by a druid of the Green Faith, only to see the kindly man cut down by members of the Ironfang Legion in the Ramgate Massacre. He has since settled in the woods outside Phaendar, occasionally coming to town to trade firewood or pelts for the few goods he needs. But he still trains, remembering the ruthless hobgoblins who killed his mentor at Ramgate, endeavoring to be ready if he ever meets their like again.

wanderer82 |

Set #1 (total mod: +2; point buy: 12)
4d6 ⇒ (2, 2, 5, 1) = 10= 9
4d6 ⇒ (3, 4, 2, 2) = 11= 9
4d6 ⇒ (4, 2, 3, 4) = 13= 11
4d6 ⇒ (5, 6, 2, 4) = 17= 15
4d6 ⇒ (6, 1, 5, 2) = 14= 13
4d6 ⇒ (3, 4, 6, 2) = 15= 13
Set #2 (total mod:+2; point buy: 13)
4d6 ⇒ (3, 5, 2, 6) = 16= 14
4d6 ⇒ (6, 2, 5, 6) = 19= 17
4d6 ⇒ (6, 1, 5, 1) = 13= 12
4d6 ⇒ (3, 2, 3, 2) = 10= 8
4d6 ⇒ (3, 2, 2, 2) = 9= 7
4d6 ⇒ (4, 2, 3, 1) = 10= 9
Set #3 (total mod: +6; point buy: 19)
4d6 ⇒ (3, 6, 5, 5) = 19= 16
4d6 ⇒ (3, 2, 1, 6) = 12= 11
4d6 ⇒ (2, 4, 4, 4) = 14= 12
4d6 ⇒ (4, 2, 2, 1) = 9= 8
4d6 ⇒ (3, 2, 5, 6) = 16= 14
4d6 ⇒ (4, 5, 3, 4) = 16= 13
guess i will take a shot