Rise of the Runelords

Game Master Goblins Eighty-Five

Why then the world's mine oyster, Which I with sword will open.
-William Shakespeare


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Sovereign Court

Goal: to explore the ancient thassilonian ruins in Sandpoint and determine their purpose.

Personality: a shy individual prone to bouts of chatter when nervous. Socially inept, but generally likable. Insatiably bookish and curious.

Appearance: of average height (5'10") though lithe of frame (150) he keeps his appearance (black stringy hair, pure while skin and yellow eyes) as undercover as is socially acceptable. High soft leather boots, brown woolen pants and long sleeve shirt comprise the basics of his clothes. He wears a black, long, deep hooded cloak and gloves when outside, and/or in public places, again when acceptable.

Fave delicacies: "Goblin Fingers", a slender cookie wafer topped with butterscotch or caramel and covered in chocolate (think Twix bars)...a hot drink named Kahvae consisting of boiled water poured through a filter filled with ground beans of a tree found in the jungles of Sargava.

Reason to travel to Sandpoint: Raised by Pharasmian Clerics in an Absolom library they tended. He would spend many hours hiding himself from the more "normal" folk and reading the books he would find littering the musty shelves in the deepest corners of the basement. Here is when he first discovered the ancient civilizations of Thassilon. Some of the stories he uncovered were feeding his sense of discovery and driving a yearning to see the world. As he searched he found a more modern book mentioning the potential that a small community in Varisia may be the home to a structure constructed by the great nation of Thassilon. He worked to save as much coin as he could and bought his way to Magnamar, one of the head cities of Varisia, and the closest he could reach by sea. He has just recently found a purchase overland to get him the rest of the way. His excitement is barely contained.

Sczarni

Goblins Eighty-Five:

I'm going over my outline for a backstory and taking what I already know of my character to replace the trait you asked me to.

That said, I'm torn between Armor Expert which reduces my armor check penalty in armor by 1, and Rich Parents which increases my starting wealth by 900 gp.

Höd's mother is an armorer, that much I already knew. I just don't know if she should be well known and sought after (Rich Parents), or if she made armor for me to play in as I grew up (Armor Expert).

I'd really love your opinion if you have one. Which do you see working better in your campaign? I want to make sure to leave hooks for you to use to make this character connect to the quests. Thanks for your insight.

Sovereign Court

Darksmokepuncher wrote:
** spoiler omitted **

I know it was not addressed to me but I thought I would mention...

Rich parents does not increase your starting cash by 900, but increases it to 900

Sovereign Court

@ Goblins85:

So I am looking at the Historian trait...
"Benefit: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you."

this was obviously written for 3.5 Bard knowledge since PF Bardic Knowledge is more general...

"Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained."

So in using Historian with PF Bard Know I would, as written, get a +1 to all knowledge skill checks. Making it a little strong as a trait.

I am wondering how you wanna run with this...

Also for for filling pre-requisites with skill ranks do I need PF ranks...or the ranks requireed minus 3? If that makes sense...

I need 5 ranks in a knowledge skill for the Knowledge Devotion...do I need to wait until level 5 (when I am able to get 5 ranks in a skill....or since 5 ranks was attainable by 2nd level in 3.5 do I just need to wait until I get 2 ranks)

Dark Archive

You seem to be a lover of the little equipment, those small things that others ignore. I love those details as well. I plan on paying extra close attention to how your characters are set up (where you store your items, for example). I do not know if your character's mother would be well known in varisia, just to warn you.

Sczarni

I meant in the Lands of the Linnorm Kings. I want no special treatment in Varisia. Just a means to explain the extra gold.

And yes, I do love to be prepared, but I would not take anything my character wouldn't have or use. For example, he has a hammock instead of my usual tent because he spent time on boats and is used to one.


I'm really looking forward to this as well. I hope I get in- my experience, to date, has been 3.5 and Faerun, not Pathfinder and Golarion

I hope Hod also makes it in. Two Ulfen would be fun.

Dark Archive

@OilHorse: When converting 3.5/3.0 prerequisites, you eliminate 3 required ranks. In regards to the Historian trait, ignore all references to bardic knowledge.

Dark Archive

Sweet! Double Post!

So, I don't want to wait for Saturday, do you? Nah, I don't think you do. I'm closing submissions today. This is who I've seen submit characters:

Torme the Ulfen
Fireclawdrake
Oilhorse
Joy
Darksmokepuncher

And who I am still waiting for:
Gavinfoxx
Jen the GM
halplm
...a mysterious fourth contender?

So...five people is awesome! But there is still one opening, and three potential recruits. If your character isn't awesome though...I'm good at five. And, if I get three awesome submissions, then I have to make a hard decision between 8 folks which two will be leaving the island.

Also, did I miss anyone? That would be embarrassing.


Quote:
@Joy: *Looks at Exotic Weapon Proficiency feat* *Looks at bladed-scarf* *Rolls eyes at +1 Base Attack bonus prerequisite* Sometimes, things should allowed on a case-by-case. If it is for a bladed-scarf, (and only for that) you may ignore the +1 BA prerequisite.

Yay, I can actually use my scarf at first level. :)

Also, minor equipment question: How much would you suggest a pretty enameled brooch/cloak pin in the shape of Desna's holy symbol cost?


Alright, I've updated my alias profile with my stats, a better description, minor equipment, and more roleplaying fodder. I'm gonna assume Jolt is okay (since it's really just an electric version of the other damage cantrips).

@Joy: It really depends on the type of material it's made from, etc, though I'd count it as a holy symbol. If it's made from iron, I'd probably put it at about 5gp, maybe 10gp for higher-quality craftsmanship. [I have a similar piece of jewelry made from bronze, and I paid 10gp for it.] None of this has been run by Goblins85 though, so take everything I say with a grain of salt.

Sczarni

Thank you for the consideration Goblins Eighty-Five. Do you need anything else from me to make your final decision?


I think I'm going to drop. I can't think of an interesting character that would fit this campaign well. If not for that, I would've definitely applied, as this looks fun.

Best of luck everyone!

Dark Archive

I think, at this point, I want to hold out until midnight before I say anything more, but I'm thinking I already know who I'm choosing, but, I will say this: I will be running with at least 5 players, *clears throat* if you follow my meaning.

Sczarni

*Wink*


Sorry, have I misunderstood the requirement for the date of posting an application? I didn't realize it was due so soon. What about the answers to my questions? I still have a few crunch questions outstanding, not the least of which is 'Is Collegiate Archivist acceptable?' and 'What spells from obscure lists can he have at character start already scribed, and how will we be doing the price of that?', not to mention the things previously mentioned...? Perhaps talking over AIM / WLM / Skype / Yahoo would be best for these sorts of things? I am still finding my feet with the idiosyncrasies of this particular forum, it's much different than, say, myth-weavers...

Dark Archive

@Gavinfoxx:

First, you know what, you are right, it is unfair to close recruitment to anyone who showed interest beforehand. Anyone new, they have till sometime tonight. Anyone who got in before, you have till Saturday in the early AM.

To answer your other inquiry, I will give this answer:

Here is a peak behind the curtain.

After finishing a game about two weeks ago, I was dissatisfied with my players lack of caring. When I say that, I mean that after a dungeon or an event is completed, the players only cared about XP, Magic Items, and where the plot train was going next. They didn't seem to care about how their character may have changed, unless it was rules based (leveling up). Did their character's personality come into play?

No.

Am I anti-rules? No. Heck no! I love choices. When GMs limit choices, I think, and this is just me mind you, I think that they also limit a player's ability to build a character's personality, it limits the character's story. So, I allow all rules, with a few restrictions. So, I say, play whatever you want...

But only if it contributes, logically, to your character's story, and helps me tell that story along with everyone else's. And, I have to like what story could be told about your character. I'm pretty open to what that story might be, however.

When I run a game, in my mind, the rules are there to help you tell a story. When the rules are there to help the rules, I am no longer interested. When the rules stop the story, I discard them, and then make my own.

Rules are fun. I love rules discussions. I want to run a game about stories, not rules.

So, I guess what I'm trying to tell you is that I just don't care, yet, about how the rules will, one day, possibly, apply to an Archivist. I care about who this person is. What they are like, and what is their story?


@Goblins: Okay. I'm going to go download the rise of the runelords players guide, see if that tweaks me some.


Okay, Goblins. Here is my basic, preliminary idea (to be expanded upon later, what with names and physical description and changes and such). The basic idea is that this human is an expatriate of Almas in Andoran, who is on a quest to seek the most obscure Divine Spells (he refuses to call them 'Prayers' unless doing so will likely help him obtain said scroll) for his prayerbook. The reason he is doing this is because he wishes to develop a non-religious or non-ideologue method of Divine Spellcasting, which contains all of the most useful and relevant spells from all of the paths of divine spellcasting in the world... and to get an invitation to Hermea, there to set up a school to teach this non-belief based method of 'divine' spellcasting in the glorious city of Promise. He is in this part of the world because there are a large number of nomadic tribes with obscure and unique methods of spellcasting, rumored to be divine, from which he believes he should be able to obtain some useful spells for his (as he calls it) Spellbook. What do you think of this idea?

Dark Archive

@Gavinfoxx:
Sounds good so far. Collegiate Archivist is an interesting version of that feat, so that is fine. Archivists may only ever add cleric spells to their prayer books at level up and character creation. As far as the scribe scroll work around, I was wrong, to craft potions, wands, and scrolls, you must know and have prepared the spell you wish to scribe. So yeah, questing for such scrolls or paying others to cast them are the only work arounds that I can find. Now, lets see you fill that out with a bit more detail!

I'm still leaving this open for three more hours for newcomers (I doubt it), and may allow up to seven players, but we will see, we will see. In the meantime:

Torme the Ulfen
Fireclawdrake
Joy
Darksmokepuncher

You are golden! I'm going to start a discussion thread, and there we can go into more details about your characters fluff and crunch, and other things.

Oilhorse, I'm still considering you, let me see your preliminary character stats.

Gavinfoxx, halplm: Lets see personality and all that jazz, and your character's stats.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

To be honest, I was interested in joining, but I'm still in the process of figuring out what type of build I would wish to make. I had envisioned a gnome in the closing chapters of his life masquerading as a younger man, perhaps even another race through the help of his eidolon which would form around his being through the Synthesis Archetype. His interests would pertain to all things magic, especially the outer plains and items of magic.

If such a thing would interest you and you would not mind giving me a little more time to work out his details and build, perhaps allow me to come in a little later, please just let me know. Unfortunately work comes too soon and I must be off for the night.

Take it easy and if nothing else, I look forward to seeing the story that unfolds.

Dark Archive

@Joshua Hirtz: The definition of 'in just under the wire'. You get the Saturday AM deadline.

Sovereign Court

Sholloch Dobban
Fetchling, Bard 1

Str:13 (3)
Dex:16+2=18 (10)
Con:10 (0)
Int:14 (5)
Wis:12-2=10 (2)
Cha:14+2=16 (5)

Skills: 6 class +2 int +1 fave class

Trained-
Disguise
Knowledge (arcana)
Knowledge (history)
Knowledge (local)
Knowledge (religion)
Linguistics
Perception
Perform (oratory)
Spellcraft

Racial: +2 Knowledge(planes), +2 stealth

Traits: 2
Adopted (Historian): +1 trait bonus to Knowledge (History) and it is always a class skill.
Spirit Guide: +2 trait bonus to Knowledge (Religion) and it is a class skill.

Feat: 1
Lingering Performance:The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Darkvision: Fetchlings see in the dark up to 60 feet.

Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.

Shadow Blending: Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Spell-Like Abilities (Sp):
Disguise self(1/day):It can assume the form of any humanoid creature using this spell-like ability.
@ 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day.
@ 13th level it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day.
A fetchling's caster level is equal to its total Hit Dice.

Languages: Common, Varisian, Ancient Thassilonian

Spells Known: 4/2
0: Dancing Lights, Detect Magic, Read Magic, Prestidigitation
1: Comprehend Languages, Cure Light Wounds

Sovereign Court

@ Goblins85: Is it an issue to increase the trait bonus for Historian to +2 and make it more inline with Spirit Guide?

I will buy equipment if/when I am chosen for the campaign.


OilHorse wrote:

@ Goblins85: Is it an issue to increase the trait bonus for Historian to +2 and make it more inline with Spirit Guide?

I will but equipment if/when I am chosen for the campaign.

The reason why Spirit Guide is better is because it has a prerequisite (must worship Pharasma). Historian's bonus is the standard bonus for traits.

Sovereign Court

FireclawDrake wrote:
OilHorse wrote:

@ Goblins85: Is it an issue to increase the trait bonus for Historian to +2 and make it more inline with Spirit Guide?

I will but equipment if/when I am chosen for the campaign.

The reason why Spirit Guide is better is because it has a prerequisite (must worship Pharasma). Historian's bonus is the standard bonus for traits.

Not sure that is actually true though...look @ Child of the Temple...it is more in line with Spirit Guide, because it give a +1 bonus to 2 skills, than it is with Historian.

Also Historian used to have 2 components to it, the knowledge bonus and the bonus to bardic knowledge. Because BK is different in PF compared to 3.5 that portion of the trait does not work.

This is not even considering the fact that Historian also has a requirement: being Human.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Thank you for your consideration and the extra time. I'll actually try getting something in later today once I get out of work.

Dark Archive

OilHorse wrote:
@ Goblins85: Is it an issue to increase the trait bonus for Historian to +2 and make it more inline with Spirit Guide?

No. However, I will do this instead:

Historian (Human)
Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past.

Benefit: You gain a +1 trait bonus on Knowledge (history) checks and Knowledge (Geography) checks, and one of these skills (your choice) is always a class skill for you.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Here is a rough draft of the character concept I have come up with. I am toying with the idea of making him an alchemist (Profession wise.) instead of a Jeweler to open up some other options. Does this suit your tastes?

Character Concept:

Name: Tike the Jeweler
Class: Summoner Synthesis
Alignment: NG
Golarion Deity: Nethys
Goal: Learn the secrets of magic and transcend his mortal bonds through one means or another.
Appearance: Tike is short, even for his race, standing at 3 feet on the dot with stark white hair. If it were not for the hair on his face, many might mistake him as a starving child as he is quite frail looking at only 28 lbs. A survivor of "The Bleaching", Tike now stands among the ranks of Golareon's Bleachings and takes pride in showing off his accomplishment by putting his hair in startling styles when he allows the world to see his true form.

More often than not though, Tike comes off to be a burly young human standing at a astonishing height of 7 feet and weighing in at 250 lbs with golden blonde hair, fair skin, and golden eyes. Some might even mistake him as the Aasimar he tries to disguise himself as.
Personality: Tike is a fun loving man, but age has tempered his reasoning to make him a shrewd businessman when it comes to his craft. However, once one makes their way past his quirky personality and find their way into his heart, Tike will often go out of his way to make sure his friends find the best deals possible and perhaps even go so far as to cut them a deal if they wish to purchase something from him.
Reason for going to Sandpoint: Tike wishes to expand his market while trying to find the chance to search out some of the long lost secrets of the fallen mage kingdom.
Traits:
1. Hedge Magician - Links into his interest in magical items.
2. Rich Parents - I wish to use this trait in terms of the wealth he has acquired over his lifetime, not as if he had rich parents.
Favorite Drink: Elven Wine
Favorite Food: "The sweeter the better" is Tike's motto. Age has done nothing to extinguish his craving for sweets and his curiosity keeps him from choosing a favorite.


...Sorry. It's past saturday early morning, and I didn't have it in me to beat your deadline. I think I might have bit off more than I can chew!

Sovereign Court

Goblins Eighty-Five wrote:
OilHorse wrote:
@ Goblins85: Is it an issue to increase the trait bonus for Historian to +2 and make it more inline with Spirit Guide?

No. However, I will do this instead:

Historian (Human)
Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past.

Benefit: You gain a +1 trait bonus on Knowledge (history) checks and Knowledge (Geography) checks, and one of these skills (your choice) is always a class skill for you.

Ok. Thanks. I wanna ask why you chose to not allow the +2 to single skill and go the +1/+1 route?

Not debating, just curious.

Dark Archive

@Oil Horse:
If you review the Human racial traits that deal with Knowledge, they grant a +1 to two knowledges and allow one as a class skill. At least, the broad majority of them. And...*cough*(you might need Geo...)*cough*

@Gavinfoxx: I've said the same! About myself. When applying to someone else's game. Shutting up now.

@Joshua Hirtz: I'm guessing you didn't throw up Stats because you were waiting for me to say yes, that's fine. The Synthesis Summoner makes his eidolon appear around him like a ghost, kind of. However, I will allow this as a trait...

Summoner's Mask [Summoner Trait]
Prerequisite: Synthesis Summoner
Effects: When you summon your eidilon, it no longer has a translucent look to it. Instead, it appears at it would have, with you still in it's center. You can still see out of the eidolon as if it were translucent. You automatically succeed at all disguise checks made to appear as the eidolon .

Sovereign Court

Goblins Eighty-Five wrote:

@Oil Horse:

If you review the Human racial traits that deal with Knowledge, they grant a +1 to two knowledges and allow one as a class skill. At least, the broad majority of them. And...*cough*(you might need Geo...)*cough*

Thx for the insight...and hint taken ;)


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Indeed, I was waiting to hear from you before fully stating everything. I should be able to get something up in about an hour.

In regards to the Eidolon, I understand the Eidolon appears translucent, but I was actually going to use disguise and a disguise kit to make the Eidolon appear as if it were a Aasimar. I believe I should be able to pull this off pretty effectively with the build I'm making. This should work as Tike will be able to perceive things through his Eidolon.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

This post will be updating, but here's a look at what I have so far.

Key:
AS - Ability Score Cost
VA - Venerable Age: Can only drop a score down to 1 at the lowest.

Tike without Eidolon:

Ability Scores:
Strength: 1 = Base 7 (+4 AS) - 2 Gnome - 4 VA
Dexterity: 1 = Base 7 (+4 AS) - 6 VA
Constitution: 3 = Base 7 (+4 AS) +2 Gnome - 6 VA
Intelligence: 20 = Base 17 (-13 AS) + 3 VA
Wisdom: 20 = Base 17 (-13 AS) + 3 VA
Charisma: 22 = Base 17 (-13 AS) + 2 Gnome + 3 VA

Saves:
Fort: -4 = Base 0 - 4 Con
Reflex: -5 = Base 0 - 5 Dex
Will: 7 = Base 2 + 5 Wis

Tike with Eidolon:

Ability Scores:
Strength: 16
Dexterity: 12
Constitution: 13
Intelligence: 20 = Base 17 (-13 AS) + 3 VA
Wisdom: 20 = Base 17 (-13 AS) + 3 VA
Charisma: 22 = Base 17 (-13 AS) + 2 Gnome + 3 VA

Saves:
Fort: 1 = Base 0 + 1 Con
Reflex: 1 = Base 0 + 1 Dex
Will 7 = Base 2 + 5 Wis

Skills (Under Construction):

*Appraise
*Bluff
*Craft (Jewelry)
Diplomacy
Disguise
*Knowledge (Arcana)
Knowledge (Planes)
*Linguistics
*Sense Motive
*Spellcraft
Use Magic Device

Dark Archive

@Oil Horse: Kay, you are in. Go to discussion and we will work over the finer points.

@Joshua Hirtz: So, at first, I thought: Wow, that's broken.

And then, I thought about it, an realized you made yourself the perfect glass cannon. You see, the Synthesis Summoner gets the Eidolon's HP as http://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points which means, once they are gone...they are gone. They can't be healed, they can't be regenerated, even if the Eidolon could normally have regenerated them. And it sounds like you'd be in Melee possibly. Also, if you get hit with an aging spell (highly unlikely) you'll die. I also do not like you getting to effectively ignore the gnome's negative to Strength because of aging (gain a bonus, hide a negative). You need to make his base strength at least 9, and compensate your point distribution accordingly.

I like the build's concept. It reminds me of the character Grove from Vampire Hunter D: Bloodlust.

Your disguise explanation makes perfect sense. Just don't get wet. (Don't worry, I won't be throwing buckets of water at you or something stupid like that. I'm thinking of Water Elementals or falling into water traps and the like.)


hey can i join?


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Actually thank you for bringing that up, it is something that I needed to talk to you about. There are many different things going around on the forums and the way they worded the RAW does not really make sense.

First off, the Fused Link actually does not work in any shape or form as it can only be activated as a free action and more often than not, you're going to be taking the killing blow while its not your turn to find yourself unable to activate it. Would you allow a house rule so that its an immediate action?

Otherwise, there is no real way to help it regain hit points other than letting it die and resummoning it the next day with half its hit points and/or possibly through the 4th level Summoner Spell Purified Calling. I can understand not wanting to let it heal through normal positive healing means, but would you would allow the summoner spells that were created only to effect Eidolons and its own Fast Healing ability to work on it still?


Some free actions can be done while it's not your turn (speaking comes to mind as an example). I believe it's the author's intent to allow you to take damage in lieu of your eidolon ANY time it would die. Making it an immediate action would limit it to once per turn.

Dark Archive

TheDarkKing wrote:
hey can i join?

Sorry, recruitment is closed.

@Joshua Hirtz: I guess what I'm saying is that you've managed to make a broken character, and to be honest, you couldn't have normally started at venerable age. Starting ages are, well, starting ages, and you normally can't play anybody older than those. However, I'll allow it, but only because the Eidolon can't regain the temporary hit points it grants you, making your rules twist essentially useless. And I didn't say no right away.

Even though I said I'd allow most 3.5 rules (and a few other things), I never mentioned allowing things like templates or a difference in starting ages, and I'm honestly not happy that people thought that's what I meant. If you want to play someone who suffered from 'the bleaching', that's fine. But I wouldn't reflect it with the rules. So, either you play a Synthesis Summoner as I've laid it out, or possibly play something else. I now regret mentioning making broken characters. I meant that in this way: you could make a broken character within the conventional rules, not outside them. Wanted to make a character with Monkey Grip? Fine. Want to use flaws from Unearthed Arcana? Great! But other things that aren't even mentioned as character options? No.

Now, that said, I should have told you no when I read 'The Bleaching' in your character description, but I didn't think you'd be doing it up venerable style, so, my bad. But I'm going to nip this in the but now. I designed what I consider a nifty Merchant class that I like. There are interesting Bard and Rogue builds that would also work well for a merchant, and who's to stop you from making a fighter or cleric that sells stuff? Nothing. And as far as transcending the mortal form, there is the Mountebank, Binder, Monk, Cleric, Wilder, gosh, the list goes on. And you could even choose the summoner's synthesis archetype. So, what is it going to be?


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I apologize. I never meant to make you feel like I was breaking the rules. I saw the age as a variant type of rule, but I can see how I misinterpreted that and I am the better for it now. However, the inability to heal a Synthesis Summoner's Eidolon through means specifically made to heal a Eidolon makes it a bit too much for me want to play. However, I understand the reasoning for not wanting to do such.

Though, I do have another concept now if your willing to give me a bit more time to get it all set up. I'm currently envisioning a Half-Orc Shapeshifter (Ranger Variant from APG) who was adopted and taught the way of elves. I warn, I am looking at the arrows from the Pathfinder Elves of Golarion book when I make this build. I envision this guy shooting his enemies before moving in with his animal companion to get up close and personal.

Basically his reason for coming to Sandpoint is his search for a place to call his own. He never felt accepted in his homeland, a point exemplified by the point he was abandoned by his human mother at birth to be picked up by a sympathetic elf. Upon his "parent's" death, this feeling continued to grow until he finally packed what possessions he had and set out with his animal companion.

Dark Archive

@Joshua: No need to apologize, I'm generally seeing things that aren't there. Your concept for the half-orc is quite exiting to me, as I love the shapeshifter archtype, and it is a perfect reason for you to take this: Student Survivalist and say that you heard she moved to this region for the exact same reason you did, because, well, she did. I recommend the Natural Weapon combat style, and HIGHLY suggest Aspect of the Beast (claws of the beast) as a feat at first level, and replacing orc ferocity with the toothy alternative race trait, giving you three natural attacks, all primary, none secondary. If you are hungry for feats, you can take Flaws.

*Looks back at what he typed*

As you can see...I really like the Shapeshifter half-orc build...and yeah...


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I was actually looking at both the Toothy substitute racial trait and Aspect of the Beast for claws. Though I thought it required one to wait till level 2 when you get your first combat style feat. Otherwise, I see him using a bow to pelt his enemies with one type of an arrow or another to give a bit of damage and hopefully some kind of effect before rushing in to use claws and teeth to tear them apart. Likely using his bear form to boost his strength and damage and his likely be more to have high dexterity then strength. Just compliments the bow and natural claw to hit after taking Weapon Finesse.

Dark Archive

I'm going to guess you don't own the APG. There, it says that as long as you are a Shapeshifter Ranger and/or have the natural weapons style, you meet the prerequisites for aspect of the beast. Also, I forgot that as a shapeshifter ranger, you must take natural weapons style.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

That part must have slipped past me while I was looking it over and yeah, that is part of why I was choosing the Shapeshifter ability. Hopefully I'll get something built and up later today, but for now I need some sleep. Thanks for the trait idea.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Sorry about not getting back to you yesterday, I ended out and about all of yesterday. I should have everything up for your perusal tomorrow as I tend to be very diligent in figuring out how my character is made.

So far I'm envisioning him as an abandoned Half-Orc that was taken in by Shalelu Andosana as a sort of pupil/"little brother" for some reason or another. I could definitely use some more info on her if your willing to give me some.

However, I did find a bit in terms of her stat block which is helping me immensely. Being her pupil I could see him sharing a few of her characteristics.

For his other trait, I was envisioning taking Sacred Avenger from the Elves of Golarion. I see him worshipping Calistria as he deals with his abandonment issues.

Will that work for you?

Dark Archive

Shalelu is supposed to be mysterious, so if you got your hands on her stat block, that should be enough. Even if she did raise you, it would have been something of an apprenticeship. You would have found out that she

just doesn't...

ever...

talk!

And she isn't all that mysterious, she just keeps to herself mostly.

I'm not sure about sacred avenger only because I don't know who'd be your ilduliel, and if they'd ever show up in the game. Scratch that. An elf named Ironbriar. He's been a pain in your side all your life, judging you based on your orc heritage, and now he is a justice (judge/politician) in Magnimar. You hope to reunite with Shalelu in Sandpoint during the swallowtail festival, and then, with her aid, track down Ironbriar, and...well, you don't know what yet.

Sovereign Court

Goblins Eighty-Five wrote:

Shalelu is supposed to be mysterious, so if you got your hands on her stat block, that should be enough. Even if she did raise you, it would have been something of an apprenticeship. You would have found out that she

just doesn't...

ever...

talk!

And she isn't all that mysterious, she just keeps to herself mostly.

I'm not sure about sacred avenger only because I don't know who'd be your ilduliel, and if they'd ever show up in the game. Scratch that. An elf named Ironbriar. He's been a pain in your side all your life, judging you based on your orc heritage, and now he is a justice (judge/politician) in Magnimar. You hope to reunite with Shalelu in Sandpoint during the swallowtail festival, and then, with her aid, track down Ironbriar, and...well, you don't know what yet.

Oh nice foreshadowing...


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Sorry for the delay, I've been working out all the mechanics and trying to come up with a bit of back story. Its not quite flushed out, but I think this gives a decent idea of who Adanel, the Half-Orc Ranger is.

ADANEL:

Male Half-Orc Ranger 1
CG Medium Humanoid (Human/Orc)
Deity Calistria
Init +5; Senses Darkvision 60 ft., Perception +5

DEFENSE:

AC 18, touch 15, flat-footed 13 ( +5 Dex, +3 Studded Leather, )
hp 12 (1d10)+2
Fort +4, Ref +7, Will +1

OFFENSE:

Speed 30 ft.
Melee Greatsword +6 (2d6+3) Or 2 Claw +6 (1d4+2) Bite +6 (1d4+2)
Ranged Longbow +6 (1d8/x3)
Special Attacks Favored Enemy (Humanoid (Orc)) +2; Sacred Avenger (Calistria); Student Survivalist

STATISTICS:

Str 14, Dex 20, Con 14, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 18
Feats Aspect of the Beast (Claws of the Beast)
Skills Initiative +9, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +5, Perception +5, Stealth +9, Survival +7, Survival (Follow or identify tracks) +8,
Languages Common, Orc
Special Qualities Intimidating, Orc Blood, Toothy, Track, Weapon Familiarity, Wild Empathy
Possessions Greatsword; Longbow; Durable Arrows (18); Dye Arrows (2); Studded Armor; Backpack; Bedroll; Flint and Steel; Silk Rope (50 ft.); Traveler's Outfit; Rations, Trail (2); Waterskin

SPECIAL ABILITIES:

Intimidating
Favored Enemy (Humanoid (Orc))
Orc Blood
Toothy
Track
Weapon Familiarity
Wild Empathy

TRAITS:

Adopted (Sacred Avenger (Calistria))
Student Survivalist

BIO AND PERSONALITY:

Description Adelen is tall and burly man to most, standing at 6' and weighing in at 248 lbs. Unfortunately this does little to help comfort people when they see his orc-ish features, most prominent being the tusks protruding from his mouth and his pig-like face.

Adelen is a proud man despite his heritage and carries himself with grace and dignity. To suit this demeanor and for practical reasons, he often tries to keep himself well-kept with his hair in a ponytail atop his head. Unfortunately more often then not, his gear tends to give him the appearance of his bandit kin, since he prefers the wild over the demeaning looks of "civilized" folk.

History Adelen was the product of an orc raiding party. While his home town survived the attack, his mother was unfortunately impregnated before the orc bandits were pushed out of the town. Unable to take the life of her son by her own hands, Adelen's mother would left him at the edge of the town where a traveling elf, Shalelu Andosana, came upon him. Taking pity upon the infant, she took him in and raised him as a pupil, training him in the way of elven rangers and even bestowing some of their secrets upon him.

Upon Adelen's 18th birthday, Shalelu decided it was time to test her pupil's skills and tasked him with tracking her down in Sandpoint. Not one to fail his master, Adelen packed his gear and gave his mentor a 24-hour head start.

Personality Adelen is a proud man that was once controlled by his orc-ish ancestries uncontrollable emotions. However, through the help of his Mentor Shalelu Andosana, he has learned to temper these feelings and manage himself in a decent manner. However, he is not one to merely forget a wrong doing and excels at seeking vengeance on those that do such

Favorite Food Fresh venison

Favorite Drink While he enjoys his ale, he prefers water as it keeps him from forgetting his wits.


GOAL:
I would like to see Adelen confront his Orc father.

If you'll allow it, I'm actually thinking of trading out his backpack and traveler's outfit for an explorer's outfit. With this option, he would store his excess gear inside his bedroll and strap it along his lower back after rolling it up.

Dark Archive

After three drops, the party is down to three, so I'm reopening the recruitment thread! Yaa! I don't particularly care what class you play, but maybe the others do.

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