| Scout 42 |
Scout's vote for Bard's Gate was based on the possibility that they would be more welcoming to strange people/races there. But Scout could potentially go with Endhome as well. Both locations are on/near rivers and other bodies of water. Which can make it easier for Scout to arrange get aways and lose tails. :-)
"I tell you the little guy must have drowned. He fell in the water and never came up."
| Wow Such Doge |
I am quite interested.
I am already in quite a few games and told myself I wouldn't do more, but this one just looks too good.
First glance character is <16 race builder. Going for a lot of the hypnotic type abilities.
Appearance wise he is mostly androgynous, lithe and attractive with black hair and stunning eyes. He has a soothing voice that makes it easy to convince people to go his way. His problem is that he has white cat ears and tail. Not something people outside the cirque are too fond of. But in the cirque it makes him exotic, which helps his act.
In performance he's an exotic eastern style dancer, equally appealing to the ladies and gentlemen.
Outside of performance for a job, he's a hypnotist, helping people deal with their habits on a subconscious level.
In combat he's an arcane bloodline sorcerer with a pendulum being his bonded item. Of course he'll try to keep our guys safe while trying to make sure the others would rather not hit them.
I have no preference for which place,and it doesn't sound like my vote would sway it anyways.
ASK THE AUDIENCE:
Would you prefer him as a bard? It would literally change nothing about his character, as he's already equipped to be one.
| Wow Such Doge |
He's still only a brain child at the moment, so class is still mutable. Those two just fit best.
Actually, not all bards play an instrument.
If he needs one, it would be percussion, like tamborine.
Read back through and saw that there are both wizard and sorcerer applications, so bard makes better sense from an "I'd like to make it in and have less competition for a spot" sort of way.
I'll look bard over and see if there's a fun archetype that fits him.
| Hotaru of the Society |
Presenting: Sergislav the Strong
Class: Abyssal Bloodrager (Steelblood, Primalist)
Race: Human (Trading Skilled for Heart of the Fields(Wainwright) to Make It Look Easy™ at the end of his performances)
Alignment:Neutral Good
Stat Breakdown: 18/12/14/8/10/14
Deity: Yudrig (If I can make my own. I'm directly stealing from Bastion, because Yudrig, the 'Morning Horse' god of Impulse and Bravery is just perfect for Sergei)
Traits: Muscle of the Society, Signature Moves*
Feats: Power Attack, Intimidating Prowess
Equipment: Earthbreaker, Armored Coat, 15gp (probably in 'trade goods' that he uses as weights).
Personal Performance: Simply weightlifting. 800 lbs lift-off-ground while not raging, and 1400 when he does.
Item Wishlist: Masterwork Backpack, Muleback Cords
Fluff: Sergei hails from a mountainous land that regularly has to deal with giants. As a point of fact, he is the son of a single mother, and a runaway father (who just happened to be a shapeshifted Oni, hence his bloodline). As a direct result, I chose the Abyssal bloodline. Ideally, most of the time, he's this huge guy, but when he bloodrages, he takes on the traits of giants rather than out-and-out demons. Ideally, his 'claws' can be basically just his fists, his Demonic Bulk simply be him growing a few feet taller and a bit wider, and give up Demon Resistances. :)
Despite his background, and the fact that he was ostracized by the village for much of his life, he was raised by a goodhearted mother and has kept many of her values. He's a little on the dim side, but he can be expected to be mostly amiable, and seems to have a very good heart. He speaks in a Slavic accent.
"Sergei lived in land faaaar to the north, where there are many... what is word..? Large. Large creatures. Large animals. Large people. Large mountains. Sergei's people very proud. Very mighty. Very strong. Like Sergei. Sergei's mother was a very good woman. Very proud, she raised Sergei to be the man he is today. But was not always easy, you see. Many large animals and people would come to Sergei's home, and do many bad things. They must be always vigi... watchful. For you see, not all of the large creatures look as large creatures do. Some look as people. It was a very dangerous place to live, especially when the creatures attacked."
He paused to make sure you were keeping up with the story. He was amiable, but he seemed to have trouble getting to the point of abstract concepts, and moreso with large words, which meant his stories would be round-about and longwinded whenever he felt like sharing. After pausing to ensure that you were still interested in his story, the mountain of a man continued.
"Sergei's home was surrounded by wood and stone and mountains as far as the eyes could see. And snow. White snow everywhere. Was very beautiful. You would like it, I am sure. Except for the giants. Sergei made his living working with wood. Is very easy. Was easy to change from lumberjack to cart-fixing. Still hit wood, just use hammer instead of axe. Very easy. Sergei was still young, but was as large as most of the men. Now, Sergei is larger." he smiles. "The people did not always respect Sergei for his size. Some said that Sergei was like the beasts and men outside the walls. Sergei did not mind, of course. Sergei is large. Is a good likeness. But when people say this, they make Sergei's mother sad. he explains to mother that it is okay, that Sergei is large and this means more bread and wood for fire, and more blankets. Sergei does work of two men, and Sergei's mother lives well doing what she loves. But she is still sad." His face sets, mouth in a thin line.
"I try to explain to men and boys and women not to say such things in front of Sergei's mother, for it makes her sad, but they do not listen. So, Sergei tries to convince them in other ways. Sergei knows that sometimes, one must fight for the things one desires. Sergei fought well, and knocked many men unconscious. He spent a night in jail, and the people no longer spoke of Sergei in that way. Yet Sergei's mother became more sad after this. She never told Sergei why." He shrugged his arms, as full of wonder as he had been the first time.
"Village does not act the same around Sergei after that. Does not give as much for the same wood as others. Does not give as much food for the same coin. Sergei does not worry. He still lives well. His mother can still do as she likes. Then... Sergei's mother grows sick. She is old, and she will die. Sergei understands this well. Sergei works longer and longer hours to afford better care for his mother. When he does not work, he sleeps or eats, or spends little time with his mother. He does not spend much time with the villagers; they do not treat him well. Eventually, Sergei's mother passes on. Sergei and friends performed the rituals for his mother, and then Sergei went back to working. He kept the same hours, working longer and longer. But Sergei is alone. He has much, but... he has no one. So... Sergei decides to travel." He shrugs once more, as it if were the only natural option.
"He waits until a traveling merchant comes along, and then travels with him to a large city. There are many lights, and many sounds, and many people. Instead of large creatures, they have large homes, and streets, and lights. Many lights. Sergei spent much time there, before moving onwards once more. He did many jobs for many people. Returning stolen goods, protecting the dancing girls, even helping to bury the dead. Sergei does much and is well-traveled. But on most nights, Sergei is still alone. Always lives well, but is always alone." Another helpless shrug. Followed by a large smile.
"Then, one day, Sergei learns of circus. Many lights, many people, all moving together. Many shows. He meets with Phin... Ringmaster, and talks with him. Sergei offers to work for him and travel with him. He explains that he is good at most anything and everything that is important, and would be happy to show him... but does not need to show him anything. Ringmaster understands all about Sergei and hires him on the spot. Sergei does much work for repairing wagons, and Ringmaster even lets Sergei perform with lifting great weights during shows! Then... Ringmaster dies. This is normal. Then Cat dies. Now... is just us. But Sergei still lifts heavy things with much ease. And still repairs the wagons. But Sergei begins to feel alone again." He frowns slightly, but then the frown is lost, with the gentle giant's large toothy grin.
"You wish to hear about tattoos next? Or Beard?"
| Arcanic Drake |
By my count, there are about 10 people (including me) vying for a position so far... Steve has his work cut out for him.
He's still only a brain child at the moment, so class is still mutable. Those two just fit best.
Actually, not all bards play an instrument.
If he needs one, it would be percussion, like tamborine.Read back through and saw that there are both wizard and sorcerer applications, so bard makes better sense from an "I'd like to make it in and have less competition for a spot" sort of way.
I'll look bard over and see if there's a fun archetype that fits him.
Whatever suits you. Bard does make a little more sense for a circus setting and would have a lot more utility for it but I would personally go for a sorcerer for more "firepower." It also emulates the prejudice against certain people more (magic bloodline freak?).
| thunderbeard |
Yeah... we're currently low on the "music/announcer" bit, with nobody poised/statted to take over as a new ringleader. Which could be interesting though.
Simon: why not just use a regular Kitsune/Catfolk, and maybe add one or two small things that make sense if the RP are too low? That seems to be what most people who've touched the race builder are doing. I'd also suggest bard, because there are some awesome and performance-appropriate archetypes (Flame Dancer lets you dance fireballs at people, while Thundercaller sings the lightning)
Meanwhile, here's the breakdown of proposed characters, if I can count properly, sorted by "role":
Performers
Scout 42 — Golemoid Rogue Juggler, Scout
Veilwar (Daniel Stewart) — Wayang Wizard Stage-Magician
Flying Jack (thunderbeard) — Half-Orc Brawler Acrobat/Juggler
Simon Saito (Wow Such Doge) — Neko Bard Dancer
Sideshow
Zathyl (Arcanic Drake) — Snakefolk Druid Contortionist, Wilderness Guide
Sergislav the Strong (Hotaru) — Human Bloodrager Strongman
(Nohwear) — Blue?, Freak (unfinished)
Caravan
(Katie Dogrider) — Fetchling Oracle Fortune-Teller
Agggghh the Unclean (MannyGoblin) — Dwarven Sorcerer Handyman
| Arcanic Drake |
Yeah... we're currently low on the "music/announcer" bit, with nobody poised/statted to take over as a new ringleader. Which could be interesting though.
Good point. I don't think my character would make a good ringleader (nor do I like leadership roles...) and a bard ringleader makes sense.
Sideshow
Zathyl (Arcanic Drake) — Snakefolk Druid Contortionist, Wilderness Guide
Kinda what I was going for. Though I can also be a main act if I also do some animal taming and what not (a lot easier for me too since my class).
Caravan
(Katie Dogrider) — Fetchling Oracle Fortune-Teller
I don't know why, but I think a Circus (or any caravan/gypsy sort of thing) always needs a fortune teller. There is something about the occult/traditional nature of it that I like.
| Simon Saito |
Thanks for the suggestions guys. :)
I do have a couple reason for not going catfolk.
I've already had two or three catfolk.
Catfolk has the stats to fit, but most of the bonus features would be wasted.
There are so many good hypnotist racial options.
It's already done. XD
Sorcerer would have more competition and it would appear bard has a decent niche here.
I have considered possibly taking leadership later on. This is a BIG if, as there's such a stigma attached to it. It would, however set him up to possibly be a leader of men/women/other.
The problem with that is that while he's equipped to be a leader, it's dubious as to whether he really would be what the caravan needs. XD
He is, however, VERY equipped to be a party face. ;)
| Arcanic Drake |
Thanks for the suggestions guys. :)
I do have a couple reason for not going catfolk.
I've already had two or three catfolk.
Catfolk has the stats to fit, but most of the bonus features would be wasted.
There are so many good hypnotist racial options.
It's already done. XDSorcerer would have more competition and it would appear bard has a decent niche here.
I have considered possibly taking leadership later on. This is a BIG if, as there's such a stigma attached to it. It would, however set him up to possibly be a leader of men/women/other.
The problem with that is that while he's equipped to be a leader, it's dubious as to whether he really would be what the caravan needs. XDHe is, however, VERY equipped to be a party face. ;)
Oh! So like a human with cat ears and a tail instead of a normal catfolk. Sounds like your trying to make an anime character.... or something from final fantasy for that matter... Which I both like by the way. Also helps with the being "abnormal" thing.
You also don't need to take the ringleader role if you don't want to. If you are picked then you are in control of your character.... though someone does need to take the role (unless the group decides that they don't "need" one and no one could replace the first ringleader.... and not to mention the disaster with the cat...).
| Scout 42 |
Just to note that I not only juggle (Sleight of Hand), I also do tumbling (Acrobatics), assist with/run animal acts and drive wagons (Animal Handling), and contortionist stunts (Escape Artist). So I'm very versatile. All of that in addition to being permanent night watchman because I don't need to sleep and can see in the dark. Last but not least, needing neither food nor drink means my upkeep is cheap. :-)
Biggest drawback would likely be the voice (bizarre high pitched monotone). How people would react to a living "wooden puppet" could also be interesting.
| Scout 42 |
I gave in to temptation. :-) I upgraded Scout from a 12 rp race to a <gasp> 13 rp race. What I did was spend 1 rp to give him darkvision 120 feet instead of darkvision 60 feet. Makes him a potentially much better information gatherer/sneak in that he can keep an eye on creatures with darkvision 60 feet from beyond their ability to see him.
As for the other character being both the lion tamer and the lion, that sounds like a conflict of interest. :-) However, given that Scout only weighs 49 pounds, I would hope the other characters could lift him. ;-)
| Arcanic Drake |
Leadership... on someone, is a good way to get all the tent pitchers and general grunts that a caravan needs, as long as it stays out of combat.
... And possibly other circus-folk! Non-Combat NPC's that fill in as the other circus acts when the campaign level gets higher. Makes sense anyway that we would want to refill our numbers after we lost so many (and the reason why we lost them in the first place was that Phineas also had the leadership feat before he died).
Who ever is the new ringleader would have to have a high charisma stat (or moderate) to at least attract a good amount of caravan workers/circus people though.
| Simon Saito |
Completed Character for your perusal. ^_^
Happy to hear what you have to say, Steve and Others. :)
A Neko resembles a lithe human with cat ears and tail. All Neko are thin and athletic. Their ear and tail combinations come in all different varieties, but rarely match the color of their hair. All Neko have eyes that the stars themselves are jealous of and a smooth voice that would be the love child of Bob Ross and Morgan Freeman.
Neko are Humanoid with the Neko subtype. They are medium sized and have average speed. Neko are gorgeous and quick, but not terribly resilient. They have +2 Cha, +2 Dex,-2 Con.
Neko have the following Racial abilities:
Silver Tongued (3 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Gregarious (1 RP): Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.
Sociable (1 RP): Prerequisites: None; Benefit: When members of this race attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Hypnotic (2 RP): Prerequisites: None; Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse.
Hypnotic Gaze (3 RP): Prerequisites: None; Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round.
Object of Desire (1 RP): Prerequisites: None; Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.
Seducer (2 RP): Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level).
Lowlight Vision 60 feet
AC 10+2+2=14
Fort-1
Will+5
Refl+5
HP 2+7+3=12
CMB+0
CMD10+1+2-1=12
Melee+3
Ranged+3
0th
Lullaby
Dancing Lights
Daze
Prestidigitation
Summon Instrument
1st 3/day
Charm Person
Hypnotism
Sleep
DC for Charm Person 10+1+1+4+1(♡+1)=17(♡18)
Level amount of ranks in:
Diplomacy+2+1+3+4+2=+12(♡+1)
Perform Sing+4+3+2=9
Profession(Hypnotist)+3+2+2=+7
Bluff+1+3+4+2+2=+12(♡+1)
Sense Motive+3+2+1+2=+8
Disguise+3+4+2=+9
(CrvnS)Perform Dance+3+1+2+4=+10
Rogue Talents
2nd Finesse Rogue
Trait: Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Shown by ♡.
Feats:
1st Spellsong
10 GP
Leather Armor
Rapier
Reversible Cloak (multicolored and black)
Entertainer's Outfit
Break Away Entertainer's Outfit
Pendulum (Tool, Masterwork, Profession(Hypnotist))
Pathfinder's Kit This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.
Simon Saito is 5 foot seven and 137 pounds. He is healthily thin, with just a hint of defined muscle. Simon is very attractive in an androgynous way, attractive to both genders within their taste. He has jet black hair and eyes that put any gem stone to shame, as they glimmer in almost every color depending on light and angle. A couple of things about him stand out, or up, that is. Above his jet black hair are a pair of soft white pointed ears, withe a small gold stud in the right one. He also has a matching white tail, about three feet long. He has several outfits he usually wears in layers. The outermost is a black cloak and hood. When he goes on, he emerges from where he was hidden in the audience to take center stage, removing the cape with a flourish, and turning it around to reveal a multicolored performer's outfit. He introduces himself(and possibly the other acts if he is elected Ringmaster) in a green, gold, and purple outfit. When it comes his time to perform, he rips that one straight off, revealing a red and gold eastern style performance outfit.
Simon is cunning and fun loving, always open to wordplay with open minded individuals. He is very much a hedonist, and enjoys using his striking looks and personality to get what, or who, he wants. Now, this isn't to say he takes by force. No means no, even if no garners an instant change in his interest towards you. He is not one to use his super powers for evil. He is quite protective of his companions, lovingly refering to them as his family. Simon is forgiving usually, but does have some things he finds inexcusable. He is generally accepting after a short period of scrutinization. He is confident in his abilities to read people. His motto is "Always be your best self."
Simon was born to be in the Cirque. His parents were both human and were somewhat scared when they discovered their child's... adornments... Nonetheless, they were good people and tried to raise him as best they could. They keprovide him sheltered in their home, never letting him see the outside world. They stayed this way for seven years. In the fall of his seventh year, a wonderous thing came to town. There were people. People that were like him, but not like him. The same, but different because they were different from everyone else too. With tearful goodbyes, his family gave him over to the people that called themselves The Circus. His new family. This is what was best, so he could be safe from the growing hatred of those that are out of the norm.
For 15 or so years, he has traveled with the circus. From his travels he learned the wonderous thing that is the Humanoid race. Constant travel let him meet all sorts of people, and he soon learned to love any contact with other people he had missed for the first years of his life. Soon he developed wonderous gifts for speaking, and performing, being able to win people over with his voice and visage. Now he uses his talents to help people and enjoy himself. He took up hypnotism to help people like themselves more, and to help them deal with long term problems.
| Arcanic Drake |
Just noticed that my paragraph worth of Personality was also deleted when I was making my background... So here is the shorter version...
| Arcanic Drake |
I just got back from a wild weekend (as wild as a cat's weekend can be at least) and am itching to get this show on the road. I'll leave more details/respond later tonight, but recruitment will be closing soon, so any lurkers out there would do well to speak up!
Looking forward to it Steve. Fingers Crossed!
| RJ the Wolf |
| 1 person marked this as a favorite. |
hello all, just joined. i'm interested in this campaign, my basic concept is a tengu knife thrower, maybe trick shots and stuff, though i'ma have to look up just what all that might entail. I don't want to step on the jugglers toes, but maybe as a second man for duel juggling acts, where we toss knives, flaming swords, bowling pins or w/e back and forth.
| Steve the Cat |
Alright, I know it's a little soon, but I'm dying to kick this thing off, so recruitment will end this Thursday, the 18th.
Notes:
@Hotaru: Yudrig is perfectly fine as a deity, but I'd also like to draw your attention to Bowbe, who might be a fun god. Of course, there's no pressure or preference towards either one.
Alignment: Chaotic Neutral
Domains: War, Chaos, Strength, Vengeance
Symbol: Crossed Sword and Hammer of Bowbe
Garb: Furs, skins and pelts over battle armor
Favored Weapons: Greatsword, warhammer
Form of Worship and Holidays: Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated foes are offered to the god. Those that he doesn’t keep belong to the victors. His priests specialize in wild cursing and imaginative insults.
Typical Worshippers: Barbarians, raiders, reavers and plunderers.
Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other. Bowbe revels in war and the slaughter of his foes. His battles against giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures. Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes. Bowbe only grants the raising of one of his followers if that follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.
@Simon Saito: First off, I'd like a little more explanation as to how Simon was born an entirely different race to two human parents. Simon himself needn't know this information, but I as the GM woud like to. Also, I'd ask that you cut the Hypnotic ability (I feel that the re-roll forcing would slow down PbP play) as well as either Sociable or Gregarious (three traits all modifying Diplomacy checks seems just a tad excessive).
| Wow Such Doge |
I understand your concerns. If things in combination is the problem, could I respend those RP? To get Darkvision back, for example.
Replacements I'm looking at are Darkvision instead of lowlight, and Command or Lock Gaze 1/day. Would you have a preference? Lock gaze plays into the eyes thing, but command plays into the voice and I think would be slightly more useful.
Fixed.
Went the slightly more self confident route and removed sociable.
As far as him being born that way, I had several mental options.
One was his parents had tried having children but couldn't, and this was the result of trying to improve their chances with shady magic.
Two was that it was a gift/curse/experiment/entertainment from some higher power.
Three was that it was either a mutation in his bloodline, since they're very close to humans anyways or that the traits were already in his ancestry and something "woke them up."
Any combination of those is possible.
Heck, you could use it as a plot hook and not tell me what you chose. :P
| Katie 'The Sage' Dogrider |
Katie is being modified to add outsider to her template to add the shadow template. I also have decided, with the ability to project a persons worst possible fates with a gaze, to go for the frightful gaze ability. That will make her more useful to debuff foes.
Moccavallo seemed an appropriate diety.
| thunderbeard |
I'd generally caution everyone against taking too many racial SLAs for anyone using the race builder, mostly out of worries that it might unbalance the party and make people a little too eager for combat in a game that I can only assume will focus more than usual on things like Knowledge (nobility) and Profession (wainwright)
(EDIT: Didn't realize Katie was taking an extra level worth of racial stuff; I guess that makes more sense).
Daniel Stewart
|
Was there anything else you needed from my submission? (do not want to miss out on this one!)
Veilwar
Male wayang wizard (shadowcaster) 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Race Guide 210)
NG Small humanoid (wayang)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +2, Ref +2, Will +3; +2 vs. shadow spells
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks binding darkness
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—ghost sound (DC 11), pass without trace, ventriloquism (DC 12)
Wizard (Shadowcaster) Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), color spray (DC 14), mage armor, magic missile, shadow weapon[UM] (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), prestidigitation
. . Opposition Schools Necromancy, Transmutation
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Maximize Spell, Scribe Scroll
Traits magical lineage, wayang spell hunter
Skills Acrobatics +2 (-2 to jump), Appraise +8, Knowledge (arcana) +8, Linguistics +7, Perception +4, Spellcraft +8, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Shadowtongue, Wayang
SQ extended illusions (1 round), light and dark, shadow magic, shadow spell slot (shadow spell slot), shadow spells
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Binding Darkness (1 rds, 6/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Associated School: Illusion
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Wayang Spell Hunter (Magic Missile) Reduce spell level increase from metamagic for chosen spell by 1.
----------------------------------------------
Background:
The wayang were once a proud, powerful people who angered the gods and were punished to become the misshapen creatures seen today. Cursed some say to walk the path between light and darkness, stories of these march dwelling people are common further to the south of the kingdom. It is said that the people down in those vast fens hunt the wayang for sport, counting them more animal and humanoid. Others tell of the wayang slipping into villages to steal babies to feed their unholy hungers.
Veilwar is a product of this ignorance and prejudice. He was captured by townsfolk while he was a young boy fishing off his skiff deep in the marshes. The people were looking for a scapegoat to blame for a sickness that was ravaging their lands, and a hag had told them only the sacrifice of one of the "shadow swamp people" would end the disease. As they were getting ready to burn the poor Veilwar, a stranger intervened.
A travelling carnival had been making its way through the lands and just happened to be stopping at this village. The Ringmaster, not believing the stories about the wayang offered to have his own fortuneteller give a reading, and after some bribes and an ominous reading that basically said if they killed the boy a greater cures than a simple illness would befall the village, and that the swamp hag had her own, selfish reasons to stir up trouble between the wayang and the villagers.
So they released the half dead child into the hands of the Ringleader, who quickly moved his caravan out of the area. It was weeks before Veilwar was well enough to go, but in that time he had grown close to a number of the performers, and felt a great duty to the Ringmaster.
So he stayed on, honing his shadow-skills and becoming the carnivals magician. He has hidden his heritage from outsiders using his magic, and none are any the wiser.
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Appearance and Personality:
Veilwar the Magnificent, conjurer of shadows and adapt of the Mystic Arts is a tall, darkly handsome man, with a thin, waxed moustache and a pointed, beard. It is, of course, all an illusion. His real appearance is not even close to this image. As a wayang he is short, with a slightly rotund body and stick-like arms and legs poking out. His hair is dark, but oily and scraggly, while his beak-like nose and pointed chin almost look as if they would meet. Dark, beady eyes dart here and there, as if searching the shadows for hidden figures.
While performing, he is a confidant and charismatic figure, but in truth he is withdrawn and trusts very few people. He can sometimes be seen skulking about the carnival, as if looking for something, or perhaps hiding from something.
His only real friend seems to be the fortune teller, with whom he shares a love for shadow.
| Steve the Cat |
@Hotaru: No worries, Yudrig sounds great in that regard.
@Simon Saito: Darkvision is fine but I'm going to ask that you stick to only one SLA, be it hypnotism, command, or lock gaze.
@Katie: A couple inconsistencies in the statblock. Race is listed once as 'Shadowborn' and then later as 'Shadowfate' and the background makes it seem like she was born as a Ratfolk. You also took the trait, Fey Foundling, which implies some sort of fey connection/found in the woods as a child vibe. Jonnie/Jonhilda are used in the background. Deity is listed as Mocavello but in the background she is a worshipper of Sarenrae. Lastly, information from the Shadow Creature template should be present.
@Daniel Stewart: Veilwar looks good - you don't need to worry about finishing it by the deadline, but his equipment will eventually need to be detailed if he gets picked.
@Shiv Blackfeather: Shiv looks okay so far.
| Arcanic Drake |
| Billybrainpan |
This would be my custom race. It is Essentially a human born with giantism or with giant heritage.
humanoid (giant,human)
large 7
slow speed -1(their large size impedes their movement)
paragon 1 (+4 str, -2 int,wis,cha)
xenophobic (its much harder for them to learn languages since they are outcasts)
flexible bonus feat 4 (basic human)
rock throwing (there larger size allows the to throw heavy objects with great skill.)
14 RP
I would probably give him the ogre kin template too. The idea of the character is that he would be a strongman-esqe character with a huge strength score. I think it would be great fun.