Reflections in the Eyes of the Beholders (Inactive)

Game Master Terquem

It is like a shroud, like the folds of a black curtain. A strange darkness has fallen across the city of Rhandilinskenburg. Two different armies have invaded the city. Chaos reigns. Death spreads across the city like ripples in a pond. There have been a few survivors, only a few. |


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In retrospect, I would probably look at doing either a bard or a wiznerd...err...wizard.

each of their backgrounds are included below:

Bard Background:

While he is in school to learn magic (paid for by his Archmage parents who are friends of the Master), Kaldane has chosen to rebel by focusing on talking to women and hanging out in bars. While he would by far be considered the laziest of our master's students, there's just something about him makes people shake their head and go "that's just like Kaldane".

He's also taken up performing in his spare time (which, since he shirks most of his classes, is most of the time) in one of the nicer taverns in
Rhandilinskenburg, a place known as the gilded rooster. making one of his rare appearances at the tower when the story would begin, I could even see the master yelling at him when the shroud is dropped "Kaldane, what did you do this time!"

Wizard Background:

Rand, while being a polite enough young man, never really seemed to connect to people. A consummate studier, Rand believes deeply in the stories that he reads about Honorable warriors/knights, damsels in distress, and noble lords who only have the best interest of their people at heart. He tends to downplay evil actions as much as possible and accentuate the good. While he finds people fascinating, he tends to avoid people, as no one seems to get what are actually very simple concepts for him. think of him as shy, but with a good heart who believes that there is no such thing as true evil.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

GM, If you are not wanting to say no to people then I would suggest let everyone turn in the ability scores that they want to you and you approve them them individually and not worry about double up. There will be double up in some cases with more than 5. This also lets the players have a little freedom and keeps you from having to chose. But also makes it where you can keep the stats more or less where you want them. With what people have already posted their is over lap to what I wanted for my idea. There was a reason I hadn't posted mine because I was waiting on everyone to be chosen and the discussion on stats to start after that.


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Okay, here is where I am at today in this developement

I would like to ask all interested Players to post the following information information in italics is explanatory

Character Name

Proposed Race (Racial Modifiers)

Character Age (From 18 to 22) for this campaign please disregard any standard descriptions of age for very long lived races, all characters are adolescents and all are approximately the same age

Ability Score Array (in the following format, Str - ; Con - ; Dex - ; Int 16 ; Wis - ; Chr - ; Com -)Please keep in mind that the array that is available is a 40+ point buy build, and as such this will be an unusually difficult to survive adventure. The array is now open to all Player Characters, no restriction on repetitive Ability Scores will be imposed, but I may ask you to modify your Array, as the party is established, please do not apply Racial Modifiers, or Any other modifiers to your Array at this time

Your Selection of Nine items from the list in the first post under Equipment

A Brief Description of your Character

Also – Each Character begins the game with -400 experience points, one feat (any), and one trait. You are considered a ‘Student Wizard’ and will be recognized as such by any citizen of the city on a percentile roll of your Comeliness Score or less. You cannot prepare Read Magic from memory. You do not receive Scribe Scroll as a Bonus Feat. You know four (4) Cantrips, and can prepare them every day. You have a Spell Book (it is a “Student’s Book”; it can hold 5 more cantrips, 5 first level spells, and three second level spells). You begin the adventure with a Familiar AND a special Bonded Object. You begin with 4+d4 hit points (plus constitution bonus)

I am not asking any Player to create an Alias at this time, but if you do create one, please populate the visible field (the field that is displayed under the Alias Name when posting in Game Threads, I believe this is the Class/Level field) with the following statistics

AC (-); t (-); ff (-); |hp (current)/(max) |Fort (mod); Ref (mod); Will (mod) |Comeliness (base)

And please try to add as much information to the Alias as you can, such as your characters skills, feats, items carried, description, familiar, and anything else you think is relevant. Also, please be prepared to track your own experience points

---Posting---

There will be no expectation for posting every day, but if I need you to post (to move the game along) and you haven’t, I may send you a private message

I would like to encourage everyone to use the following posting conventions

Use ”Bold” with quotation marks for things your character says, and bold italics for things your character thinks
Use italics for questions or comments made by you as a player
Use out of character to describe actions your character is going to take, when you want to be clear about those actions (otherwise, it is acceptable to type your description of what your character is doing in regular type

When rolling dice, please identify the nature of the roll

So a post could look like

”Wait, everyone, I think I heard something!” I say as I back up against the wall. This is supposed to be the building where Martine told us we would find those books, after all, isn’t it I think to myself as my heart begins to pound in my chest.

I take a standard action to move as close to the building as I can, from the street, and stand with my back to the wall, then listen carefully

Perception Check, listening: 1d20 + 3 ⇒ (6) + 3 = 9

Am I still suffering from a ringing in the ears from the explosion in the last encounter? If so, subtract 2 from that roll

---House Rules---

I will be using a few house rules, the most important of which is this one, one that I have used in my other games

House Rule #1

Perception will be an Intelligence based Skill

Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called
Intuition which is a Wisdom based Skill

You can use both these skills untrained

Intuition is a Class Skill* for all Divine Magic using classes, Fighters, Monks, Cavaliers, Samurai, and Barbarians

Perception is a Class Skill for all Arcane Magic using classes, Rogues, Inquisitors, Alchemists, Gunslingers, and Ninjas

*Not all listed Classes are available in this adventure

Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to, but

HERE is the catch!

You must choose one skill to use first, and then wait for the results of that skill check before you use the other

So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills)

A failure or success on the first can affect the second, so be careful of your choices (an abysmal Perception roll can adversely affect your intuition, and vice versa)

Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or taste. It tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation. You can usually detect a hidden foe through perception.

Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be. You can usually avoid being surprised by a hidden foe through your intuition.

Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition. If you have a class ability or racial ability that modifies Sense Motive, you retain that modifier, but only in situations when you are using Sense Motive, and not with every Intuition Roll.

---House Rule #2---

Familiars and Bonded Objects

In this campaign, each character begins the adventure with a familiar of thier choice (or no familiar at all) and all standard rules for familiars apply, AND a special Bonded Object. There are changes to the rules on how Bonded Objects and Familiars work.

Familiars: If your Familiar is lost (killed or destroyed, not dismissed) you must make a percentile roll. If the results is >Comeliness you lose a number of Hit Points equal to your Level +1 (this is a PERMENANT Hit Point Loss, and I ask that you keep track of this loss if it occurs. You can replace a lost familiar only through a spell. This is a First Level Spell called “Summon Familiar”

Summon Familiar:
School Universal; Level 1
Casting Time 1 hour
Component V, S, M (10-500gpv + Unique Component)
Range: Close
Target Materials
Duration Permanent
Saving Throw none

A Character able to summon a Familiar must supply Material Components worth no less than 10 gold pieces (and there is no practical limit to the upper end of this Material Costs, but a bonus for Comelinees because you have a Familiar is capped at +50) plus one of the following Unique Components

A drop of the Caster’s Blood

A Mechanical Action (this is a box with a wind up spring and key)

A Topper Enthaldynomometer (this is a small, somewhat magical, Steam Engine, it is very small, and requires a regular supply of water)

A Piezo-Magicorum Necromechanisim

The basic materials will define the shape (appearance) of the Familiar and the Unique Object will set the physical properties of the Familiar as follows

A Drop of the caster’s blood, will create a Living (normal) Familiar

A Mechanical Action will create clockwork familiars that behave and resemble normal familiars in every way, but gain resistance to Cold (5), vulnerable to Electrical, and suffer a -1 intelligence modifier

A Topper Enthaldynomometer will create a living/clockwork familiar. This familiar is similar to a normal familiar in every way, but gains resistance to cold (5) and is not affected by channeling negative energy to do damage to living creatures.

A Piezo-Magicorum Necromechanisim is an extremely rare crystal and mechanical action that has been enchanted with negative energy. It produces a familiar similar to a living/clockwork familiar, but this familiar also gains SR 10, DR B/S 5, and also suffers from being adversely affected by spells or affects that utilize positive energy (this familiar takes permanent hit point loss damage equal to the level of the spell or ability used if it is the subject of such an effect and half this amount, rounded down, if it is in the area of such a spell or effect)

When this spell is cast, the caster rolls percentile dice, and if the results is < the character’s Comeliness Attribute, the character gains (Permanently) hit points equal to 1 + the caster’s level +1d4 hit points.If the roll is > Comeliness the caster gains 1 + caster level Hit points.

When the Familiar is created it adds to the Character’s Comeliness Attribute (whenever the Familiar is prominently displayed, carried on the shoulder or arm, or on a leash). The Bonus to Comeliness is equal to +1 to +50 depending on the cost of basic Material Components Used. This Comeliness Bonus applies to interactions with Necromechadons and Survivors of the City, BUT is not applied in encounters with the Goblin Forces.

Campaign Specific Bonded Object – Each player begins the adventure with a unique Amulet (its exact form and appearance can be decided upon by the Player). This amulet is worn on a leather strap around the neck, and is usually kept concealed. The Bonded Object acts normally (following the normal rules for Bonded Objects) with the following modifications

The Bonded Object relays your location to a scrying device (the exact nature of this device, and where, on the property of the school it is kept, is unknown to you)

When you prepare spells, any spell you prepare can be “backed up” by the amulet (this replaces the ability for a Bonded Object to allow the caster to cast any spell in their spell book)

The Amulet is “Bonded” to one of your Abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Once per day the Amulet can be used to enhance that ability score for ten minutes. The enhancement is +2 to the Ability score.

If you are separated from the Amulet you lose 2 points (permanently) from that Ability Score and these points cannot be replaced by any means other than the creation of a new Amulet. You have a time limit, measured from the Sunrise of the day you lose the Amulet to the Sunset of the following day in order to recover a lost amulet and avoid this effect.

Normally the exact Ability Score Bonded to the Amulet is determined randomly (roll a d6). However, it is understood that due to the exact nature of the enchantments cast upon the Amulet, some people who are usually considered “unattractive” have a special ability to force the Amulet to Bond to the Ability score of their choice. If your Comeliness score is < 15 you may make a Will Save, the DC is 12, and if you succeed you may choose the Ability Score that the Amulet is Bonded to, or you may choose to force the Amulet to only appear to be Bonded to you (the Amulet relays tracking information based upon your location, but does so with a strange time delay, this has lead the Masters of the School of Wizardry to have a difficult time identifying Amulets that are faulty in this way, and caused a situation in the school’s history where some students have known about their faulty Amulets and used this to their advantage).


hit point roll: 1d4 + 6 ⇒ (2) + 6 = 8

roll for attribute for bonded amulet: 1d6 ⇒ 4

percentile dice for familiar hp bonus: 1d100 ⇒ 19

bonus hp from familiar: 1d4 + 1 ⇒ (3) + 1 = 4

Character Name Kaldane Starlight

Proposed Race Human (+2 to any one ability score, +1 skill point, +1 feat)

Character Age 17

Ability Score Array Str 12 ; Con 15 ; Dex 14 ; Int 16 ; Wis 10 ; Chr 19 ; Com 24 (before player mod); HP 12

Nine items from the list in the first post under Equipment:
mirror, masterwork flask, disguise kit, loaf of bread, pocketwatch, sunrod, wooden holy symbol (deity of love/lust or music), and I wanted to ask about 2 different gm approval items: a masterwork instrument, and a container of expensive brandy that was a gift from my father.

Appearance:

Kaldane is tall, Blonde-haired, Purple eyed, and in fairly good shape.

Feat: Endurance

Cantrips: Detect Magic, Prestidigitation, Ghost Sounds, Dancing Lights

Familiar: Kaldane's Familiar is a ferret, which he uses to meet women. (+1 com when it is displayed)

Bonded Item: amethyst amulet on a silver chain that is linked to Kaldane's Intelligence.

as a quick question about familiars, how much money did we have to throw at them? I would assume that it would be the minimum, but I could definitely be wrong.


Hey, thanks Vrog, quick note, and I suppose I should have made this clear, the assumption that each character begins with a Familiar was the basis for the +d4 hp to start (4 hit points + Con, + d4 (familiar at level 0). So you shouldn't add the +d4, then take credit for a familiar as well, okay?

Assume everyone has a cheep familiar (10gp worth) finding a nbew familiar can be in your future.

Also, I'm going to say no on the Brandy (you would not be allowed to have this in the Dormitory) but the musical instrument is fine (also, the city is being looted, when the game begins, it won't be difficult to find brandy, soon).

Also, also, could you adjust the character age to 18, please, this game should only include adolescents who are 18+


I do have an idea of what I want to make, but I doubt I'll have time to get it written up and submitted before I have to leave for a meeting so I'll aim at having it typed up and in by the end of the night. Otherwise, just to make sure everyone knows, I am still looking at making a Dhampir Cruromancer (Wizard).


@generic dungeon master: on the hp thing, I was looking at the formula in the familiar section that has the 1d4 being based on comeliness, which is where my confusion came from. certainly can adjust hp as necessary. also, can certainly adjust age to 18 and change brandy to a dagger/dinner knife.

as far as the familiar goes, I had assuming the baseline, hence notes on my character. I think that covers everything you mentioned.


Jazzai Moonbreaker wrote:
GM, If you are not wanting to say no to people then I would suggest let everyone turn in the ability scores that they want to you and you approve them them individually and not worry about double up. There will be double up in some cases with more than 5. This also lets the players have a little freedom and keeps you from having to chose. But also makes it where you can keep the stats more or less where you want them. With what people have already posted their is over lap to what I wanted for my idea. There was a reason I hadn't posted mine because I was waiting on everyone to be chosen and the discussion on stats to start after that.

I want to thank Jazzai, for being a voice of reason that helped me decide to more forward with this issue.

Thanks, this was good advice.


Two questions:

Under bonded item, it says "any spell you prepare can be 'backed up'". What exactly does this mean?

Also, will I be allowed to create a custom semi-draconic race?


Right, that was me thinking I knew exactly what I wanted to say, and didn't say it.

It means, duplicated, that is, any single spell you prepare for the day can be selected to be duplicated (backed-up) by the Amulet, and cast out of the Amulet at a later time, just as if you prepared it.

Yes you can create a custom Draconic race, but let's make sure we are on the same page with the numbers we are using. When I get to my other computer, in a few hours, I'll check my PRD for exactly what we should be aiming for.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I'm scared to roll the amulet bonus. :P I know being silly. Your welcome GM. It seemed the simplest answer. I am working on her write up and had a quick question on alternate racial traits. Are they allowed? I'm mostly asking for the Aasimar Halo :P if no, can I just have a cosmetic halo?


I think the Aasimar Halo is acceptable

Shadow Lodge

I've got my character mostly planned out and finally decided on a name (Rovosi, I feel like it isn't gnome-y enough but its what I got at the moment). I still have a few quick questions to narrow down the last bits.

1. Have we come to a consensus on racial mods to comeliness? If so, what would a gnome's be?

2. As far as familiars go, do we all start normal ones or could we summon one of the other types?

Shadow Lodge

I remembered my third question, Would the health bonus as written in the summoning apply on a second second summoning or a we making that roll as well right now?


I think in this setting, Gnomes would be a +2, or -2, depending on if the Gnome accepted the norms of societies ideals of physical attractiveness, or rebelled against them. (Pick one that suits the character type you are thinking about)

You must start with a normal familiar. Should you find the things that might allow you to make a better familiar, you can dismiss your current one, and summon a new one.

Shadow Lodge

Ok two more, sorry.

When calculating comeliness, should we add it up from base stat array or from stats modded by race?

As far as his racial mod to comeliness, I see Ro as having outrageous appearance but in this setting it seems like in this city that would fit in quite well. So could I take the +2 on the basis that he doesn't accept the social norms but his gnomish tendency towards what is generally thought to be absurd would make him attractive here?


go ahead and figure Comeliness with your modified stat array (after racial modifiers).

I wanted to see each players array choice, without racial modifiers so I could see what kind of character they were trying to build (I want to see the process, or I might not understand how you got from "A" to "B").

Once you've shown me what you have in mind, we can move on to the next step, figuring each player's Player Modifier to Comeliness (this is the -8 to +8 value) and finalize the builds

So, if I understand you, Ro struggles to not fit into the mold of "just another cute gnome" but his angst sets him out as a brooding individual and gives him a sexy edge he doesn't realize


Character Name:Asbques Umbra Caelum

Proposed Race: Tiefling; (+2 Dex, +2 Int, -2 Cha, Darkvision 60, SLA:Darkvision 1/day, Fiendish Resistance:5ER VS Cold, Electric, and Fire, alternate trait: Prehensile tail, can retrive small stowed items as swift action with tail{replaces fiendish sorcery}, Beguiling Liar: +4 Bluff{replaces Skilled:+2 bluff +2stealth} Half-Elf Ancestry: Cosmetic, small pointed ears )

Character Age:20

Ability Score Array: Str 12 ; Con 14 ; Dex 19 ; Int 16 ; Wis 15 ; Chr 10 ; Com 17-3(int)-8(choice)+X(race)=Current of 5 without racials (3 with racial stat modifiers)

Items
Dagger; A Folded large Canvas Sack; A Piece of Flint, A Masterwork Flask; A Vial of Unholy Water; Four Small Candles; A Loaf of fresh bread; Alchemist’s Fire; A Disguise Kit.

Description
This young lady could be so much more attractive if only she just didn't try so hard not to be. Taking every opportunity to hide her attractive features, she wears outmoded and unfashionable clothing. Even just opening her mouth she does her best to drive home the fact that she has rejected societies idea of what is appealing. Despite a few very obvious differences, such as the tail and horns, she is identical to her somehow infinitely more attractive twin. Their eyes are unmistakable though, the heterochromatic eyes in black and gold are reflected between the two.

Class
-400 XP Student Wizard
Cantrips:
Detect Magic, Prestidigitation, Ray of Frost, Touch of Fatigue
Student Spellbook
Familiar:A Snow White Bat
Amulet: A silver chain dangles displaying a Reflected Crescent Moon disk made of Black Opal and gold, it appears to be only part of a whole.
Amulet Bonus: 1d6 ⇒ 6
HP: 1d4 + 6 ⇒ (1) + 6 = 7


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Character Name: Stella Lucem Caelum
Character Race: (Aasimar +2 Wis, +2 Cha, Halo Replaces Darkvision, Skilled: Aasimars have a +2 racial bonus in Diplomacy and Perception checks, Daylight 1/day, Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.)

Character Age: 20

Ability Score Array Str 15 ; Con 14 ; Dex 10 ; Int 16 ; Wis 12 ; Cha 19 ; Com: 21 before player/amulet mods

Description: White hair, pure lovely skin, her angelic heritage showing true and the halo above her head only adds to the image. Vestigial wings can be seen under her robe, and when she gets the chance with her clothing outside of it, but are completely unusable. Her hair is long, uncut and always beautifully groomed. Her clothing is usually always dark but beautiful, true gothic chic, more from her mother's insistence and her own likes. Her black and gold eyes such a sharp contrast that it makes them practically glow. Looking identical to her sister except for the halo and wings and white hair, and her sister's horn and tail and black hair. While her sister prefers whites and pinks, she prefer's blacks and golds.

Items:Dagger, Holy Water, Loaf of fresh bread, Masterwork Mirror, Sunrod, Masterwork Thieves tools(which she stole from her sister), Pocket Watch

With Gm's approval: Sewing kit, Waterskin

Class
-400 XP Student Wizard
Cantrips:
Read Magic, Mending, Acid Splash, Message
Student Spellbook
Familiar:A Black Cat
Amulet: A gold chain dangles displaying a Sun with a black opal in its center and gold for most of it, it appears to be only part of a whole with a blue background.

Amulet Bonus: 1d6 ⇒ 4
Hp: 1d4 + 6 ⇒ (3) + 6 = 9

Shadow Lodge

Rovosi

Build:

Base Stats
Str: 14 Con: 10 Dex: 15 Int: 16 Wis: 12 Chr: 19 Com:24

I’m not super happy with these stats but my original setup did not account for the racial mods. Once I did, I realized his Con was far higher than I saw him as having and taking a negative mod in Str just seemed like a bad idea. My original array so you can see what I was going for: S-10, C-14, D-15, W-12, Ch-19.

Items
MW Thieves’ Tools, MW Silver Mirror, Alchemist’s Fire, Pocket Watch, Disguise Kit,
Pint of Lamp Oil, Piece of Flint, Dagger, Loaf of Bread

Feat
Effortless Trickery

Trait
Trickster

Spellbook
Ghost Sound, Mage Hand, Detect Magic, Ray of Frost

Familiar
A monkey, preferably a Coquerel's sifaka lemur.

Rolls
Amulet Bonus: 1d6 ⇒ 3
Base HP: 1d4 + 5 ⇒ (3) + 5 = 8

And…

Brief Description:

Rovosi, Ro to friends, is in a lot of ways a typical young gnome. He picks pockets for fun but usually just moves money from one pocket to another or sells whatever trinket at pawn shop and then leaves enough money to buy it back and the location with someone who was walking with the person he took it from.

He isn’t the best thief but he is just charming enough to talk his way out of it most times. The constable (sheriff?) in the part of town he frequents knows Ro’s pattern by now and usually comes looking for him if someone reports one of his pranks. There usually isn’t enough evidence to pin it Rovosi and he has grown on the constable who knows that no harm is being done.

I’d be willing to change this if you think it would have gotten Rovosi in more trouble by now but I think his charisma backs up the idea.

Ro sort of stumbled into training at the school. Well, he also literally stumbled into the school and when he did someone said “oh, finally the gnome has shown up,” and ushered into a classroom. Ro isn’t sure if there was another gnome who had signed up and never showed or if the school just knew he would show up, but he isn’t too concerned either way. He shows some talent with magic but his teachers note that magic is a game to him. For his part, he has tried to keep his pranking to a minimum because he does really want to learn magic even if it is just for fun.

Appearance wise, he tends to wear rather odd hats and occasionally he’ll cut the tops out of them to let his hair out, especially if he’s changed the color recently. He knows that people find him cute and he couldn’t care either way. He has a very specific way he intends to look ( though that specific way may change on a daily basis) and if people think that looks cute or looks badass than that is just fine. As long as all the various bits are the way he left them, then he is very happy.

Hope that last bit explains why I thought Ro would get the +2 race mod. One day he might dress cutesy and want to spar, the next he’ll dress like an adventurer with a scowl but want to dance. Some days he may even make sense, but that would be completely on accident. The more I write about him, the more I realize he has a mind of his own.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Wow seems three of us are Cha builds....


if we get diluted with cha builds, I will switch over to my other character concept, the wizard.


derp just noticed I missed the feat and trait.
Feat: Grasping Tail; Can use tail to grab small unattended objects in 5 feet, can hold but not manipulate them.
Trait: Reactionary; +2 initiative


Is anyone, sorry I am still collating the data here, thinking of trying to build a High Charisma, Low Comeliness type?


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

With how me and Ravenica are building opposite builds and she wants to go for low end, I am going high end. Its also why my stats are where they are. Plus, through Oracle of Lore I can eventually use my cha for dex. My first two revelations are chosen for me by the archetype Seer. I ALSO forgot trait and Feat.

Feat: Since I can't think of anything Else

Angelic Blood:
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Trait: Sacred Touch: Standard action Stabalize a person.

Shadow Lodge

I could put the 19 somewhere if need be, though I'm not sure where I'd put it. The 19 in charisma actually makes very little sense for what I want to play but I couldn't find a better place for it.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I wouldn't know.

You could do that he is uncommonly strong but is gentle with everything and even could play pranks underplaying his strength, winning bets against wizards and the like. Or he is just really healthy. If you want to do him charming just switch Str and Cha and you will still have a 16 cha. In the end its your concept and and I like his flavor so far.

17 Str 16 Cha after racial bonus of course.


I think the 19 strength and 16 Charisma is a viable option, and makes for a very interesting Gnome build.


it would be nice to see a gnome with high wis, for once. just sayin


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Well if your going for pretty, dumping the 10 in wis is a way to ensure a decently pretty person. Since being smart and having common sense takes away from the pretty face appeal.

Shadow Lodge

As much as I think a high wis would be useful I found it didn't really with mesh with the character. Ro with good common sense would mean he was purposely going against his better judgement and that seems a bit more self-destructive than I see him.

I like the idea of the 16 in cha, but I'm not thrilled about the 17 in str but you're right I could roleplay it in a way that fits his character. Something like, Ro walks into a classroom holding a box like it's very light and then hands it to a wizard who assumes ""if it's light for a gnome" grabs it and the falls over because the box is filled with something heavy.

Like I said Ro has a mind of his own and I like to think all this moving of his stats is a prank he is playing on me.

I'll edit my original post to reflect the change.


OK, I got the adjusted stats in my alias, though someone may need to check my math because my comeliness ended up higher.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Heh, well if you are adding the Racial +2 then it adds up correctly. Your physical stat's add in and Wis mod is 0 so nothing takes away. This of course is not adding your Player mod.


Yes, you can drive your Comeliness down (by applying up to a -8 modifier) when creating the character.

Thanks to everyone for working through this sort of convoluted process. We are headed, I hope, toward an interesting game.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Also, what would you judge a Aasimar's modifier to be?


A +4, for this setting, with no way to drive it down, as I suggested with the gnome. You are just going to "fit" too many of the preset ideals for what the people consider "good looking" no matter how hard you try to look like you do not want to be treated like just another pretty face.


and tiefling?


Now I feel that Tiefling could go either way, as a fixed +4 or -4 as they could (in the setting as I am seeing it) be just different enough to be at the top of the game as far as being "good looking" is concerned, but could also break traditions or be different enough in a swing the other direction to fall on the unattractive side.


Well I'm definately trying to break traditions and be unappealing so a -4 sounds good to me, that would net me a total of... -1 comeliness :P


I'm still here and interested with my proposed Draconic Sorc with the Dragon Bloodline, but I'm waiting for the GM to get back to me on an acceptable number of RPs for my race. Since we have an Aasimar, I figure 15 is good, maybe a few points over, as long as I'm not crazy powerful.

Also, the meds I'm on make me rather drowsy, so I've been sleeping a fair amount since I got home from the hospital on Sat.

Name Unsure, will come up with one once my race is approved.

Race In progress.

Character Age 20

Ability Scores Str:19; Dex:12; Con:15; Int:16; Wis:10; Cha:14 Com:TBD

For gear not listed, you say no weapons, but dagger and Alchemist Fire is on the list. Could I have a similar alchemical item, or is Fire the only one allowed?


I'm sorry for not getting back to you, been dealing with another one of my games that lost a couple of players.

I would like to see players pick from the list provided, and I included an item that is listed as "An item not listed here, but agreeable to the GM (no weapons of any kind will be allowed)" just incase someone had a really unique, but common, item that was important to their character's personality.

So, I will allow a different Alchemic item, if it is somehow important to who you are or what your character is all about

The reason for no weapons will become apparent when the game actually launches (right away, you'll understand, but I'm saving that for the intro)

I think 15 points is fine, for a custom Race, but can we limit the traits per category to 3? (unless this really sets back your concept).


That should be fine. I'll PM you my proposed race later tonight.


I'm going to try and post a condensed review of the characters submitted so far.


since we're looking at adding another cha based character, I will write up and switch to a wizard then (as I said I would earlier). gimme a bit and i'll have it up.

speaking of, would I be able to use my 19 for int? I wasn't sure, so I figured that I would ask.

Sovereign Court

I would be withdrawing as a player and instead be a reader.


No worries, that's fine, thanks for visiting.

Vrog, that's also fine, as long as you are happy with what you are building, but you know, I've just got to ask, out of curiosity, why do you keep marking your own posts as favorites?


GM, I shot ya a PM with my proposed race.


Yes I saw that, it looked okay, but I did not get a chance to respond, I was typing a long response to a dissatisfied player in one of my other games, and it got me down, so I forgot to reply to you, until now when I saw your post, sorry.

Shadow Lodge

Honestly Vrog, despite all the charisma characters, I think a bard would be useful to have around. My charisma is mostly going to help on skill checks as I was thinking of being a wizard as well. I suppose I could go Prankster Bard and use mock and be a Gnome tank.


I mark my posts as favorites to I can find them easily.

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