Strike the Earth: Histories of Greed and Determination

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

Campaign Reference
Campaign Map
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I've actually been taken by a strange mood and claimed a glass furnace, so I might be a while, but maybe my friend Vunomônor can tag in for me?

Silver Crusade

Rotaretilbo wrote:
The solution is simple. Pick 7, and have the rest show up as a migrant wave! <3

And everyone in the wave has to roll up a level 1 commoner with all their skill ranks in Profession(cheesemaker).


That'd be worrisome, I don't want any of my characters to take a cheesegrater to the face or other parts!

Liberty's Edge

EAT LIMBURGER, YA LILY-LIVERED MAMMY'S BOY!


FACE MY CATS! MIASMA ALL UP YOUR FACE!


Dwarfes of all sizes, unite!


Pah. The true worth of a dwarf is in the length of his beard and his capacity for alcohol.

Drinking contest!

Liberty's Edge

Better bring a long table then, ya nancy eared fop, cuz that line o' steins'll reach from Sandpoint to Minkai 'fore I'm done!

Actually, maybe we're on to something here. Maybe the best Dwarven insults should get us selected. HAH!


1 person marked this as a favorite.

Best not lad, me sister was born with more beard than ye look to have.


That's not your sister, that's my Da's pet goat! He left it behind on a visit this one time... I understand the confusion though.


So I've been accepted into a bunch of games since I showed interest here, so I'd like to remove my submission from here so someone with fewer games than I can have some Dwarven goodness.

Have fun everyone!

Liberty's Edge

I'm going to do the same. I am in plenty of games, and don't want to take someone else's spot, so I withdraw my submission.


I feel like there should be a run of the Dwarf Fortress game, where all the PCs that didn't make it in get a representation are added as founders and migrants to the fort.

That way we can all die together to another Armok-damned second year werebeast invasion.

Liberty's Edge

Werecatsplosion. I will totally RP the crazy cat lady Dwarf for that.

Silver Crusade

Rosc wrote:
That way we can all die together to another Armok-damned second year werebeast invasion.

With my luck, I'll survive by pure luck into the fifth year, only to dig out the wrong pillar and end up being the instigator of the tantrum spiral that ends it all.


3 people marked this as a favorite.

Ok, the time has come.

This has been difficult. Really, I could have gone any way and still feel satisfied with my choice. I tried to be objective and come up with a sort of rubric, which helped, but in the end, I'm really following my intuition. I'm an INFJ, I can't help it.

This is my second recruitment for a PbP game. I tried to do it differently, but it didn't make it any easier. I wish there was a better way!

But, of course, if REALLIFE(tm) happens, and players have to drop out, I will pull from the original applicant pool for replacements first.

Thank you all for your enthusiasm. If you get a PM from me, you're in.

As a poor excuse for a consolation, I would like to share with you a recounting of my very first game of DF. Please enjoy.

//^\\//^\\//^\\//^\\//^\\//^\\//^\\

In my very first foray into Dwarf Fortress, my starting seven ended up on the top of some Armok-forsaken clay hill. It was raining. I was enthralled at the display on my screen, and absolutely confused by everything. I hadn’t yet read any walkthroughs or the wiki or anything. Other than coming across some memes and an article in the new york times, I knew absolutely nothing about the game other than I wanted to play. So I had my dwarves dig a little hobbit hole into the top of the hill. It was a terrible, haphazard, design. I figured out how to assign a fishing hole, and how to chop down trees, and how to forage for berries, but I didn’t know to assign stockpiles, and so all that food was left outside to rot. Unbeknownst to me, on the very first day of my fortress being anything, one of my starting seven had been spooked by a passing badger and fell into a pond and drowned.

Soon, I figured out how to dig DOWN, but quickly hit an aquifer. Next thing I knew, my little mudhole was flooding. Not knowing what to do, I dug out a giant reservoir to drain all the water into, and that quickly filled up. So I dug out a tunnel leading into the valley below and drained out all that water. I remember how mesmerized I was watching this torrent of water spewing down the hillside and actually flooding the valley below. But, now my fortress (ehem, hole in the dirt) was high and dry. But that’s when the goblins started to show up. In my headcannon, it was because I had so drastically changed the landscape by flooding an entire valley, that the goblins were clued into my fortresses existence.

I had no clue about setting up a militia or traps or drawbridges or anything, so the goblins just waltzed right in. Again, I was mesmerized as I watched heads sailing in arcs across my screen, dwarves dragging their entrails behind them as they tried to crawl away from the slaughter. Luckily, that’s when the first caravan showed up, and the guards quickly dispensed of the ambush.

So now I had a bunch of half-starved, half dead dwarves, and even more full dead dwarves. The miasma was piling up. I think I even had a fell mood at about this time. I had to think quick about how to dispose of all the corpses, so I dumped them into the reservoir. Oh hey, remember that dwarf that drowned on the very first day? Well, now she rose up as a ghost, and started tormenting what was left of my living dwarves. That’s when the tantrum spiral started. It was terrible. It was glorious. There were no survivors. I was hooked.


A tale of Fun, and good luck to the lucky dwarves!

Silver Crusade

djdust wrote:
*A harrowing tale*

Glorious.

Have FUN everybody!


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This is a little late, buuuuuuut for anyone who might be interested, I could always slap together a game of Dwarf Fortress for those who didn't get in.

I mean, like, an actual run of the game, on my PC. I could create you guys as the forward expedition, built based on your specifications, and see how long it goes before it all ends in clowns and the circus.


@Rosc: If you're still up for that, feel free to add Stauntram Uthuan, dwarf stonelord paladin.


Hello Forumites,

We have lost a player in this exciting game of Dwarven Antics. I’m looking for 1 replacement player. I think at this point please apply with a fully realized character, lvl 2.

Party currently consists of:
Dwarf Alchemist
Dwarf Geokineticist
Dwarf Inquisitor
Dwarf Brawler
Gnome Bard
and Dwarf Spiritualist

Build Rules:
-Level 2
-20pt buy
-Allowed races: Dwarf, Oread with Dwarf Blooded Feat, Gnome, Halfling, or hey why not Ratfolk.
-No 3pp material, please.
-All Paizo Classes and Archetypes are on the table. The only exception to this is probably the Oozemorph... I just can't wrap my head around it.
-I'd consider thinking ahead to the kingdom roles when designing your PCs.
-Two traits, or alternatively, three traits and a drawback
-Starting wealth by level: 1,000 GP
-We will be playing with the Background Skills rules, with the additional rule that one of your Background skills must be a Profession that aligns with one of the Dwarf Fortress skills. You can be specific (ie cheesemaker) or more general (ie farmer). I'm pretty loose with creative uses of skills, so if you want to use your Profession(Wax Worker) to give a bonus to your Craft Wax Golem check, have at it :)
-Along the same vein (get it?) there will be plenty of downtime in this game, so plan accordingly.
-I'd deeply appreciate it if you format your character sheet on your alias as described here.
-Houserules in Play: Automatic Bonus Progression, Feat Tax Rules

This is a Hex Exploration and Kingdom Building Campaign inspired by the Famed Indie Computer Game Dwarf Fortress, however set on Golarion in the Five Kings Mountains. The party originated in the Dwarven Kingdom of Taggoret, and were commissioned by their king to reclaim Droskar’s Crag in the name of all Dwarfkind. Your PC too will originate from Taggoret and be part of a follow up expedition sent out to resettle the Theocrat’s Vault, an abandoned fortress and relic of Droskar’s Theocracy that the party is currently clearing.

Please Read the Campaign Reference Document for all Pertinent Details

Thanks for playing and happy gaming!

Silver Crusade

dotting. Will hopefully having something come together over the weekend.

I may take you up on that rat-folk offer heheh, little bit of skaven flavor yes-yes?


A dwarf campaign! I’m in. :)

Will whip a character up. Making a Vigilante. A dwarf whose clan were clerics of Droskar. He has come to make up for their misdeeds in the eyes of Torag, but is worried about what would happen should he family be known.


Always happy for another chance to get into the dorf fort campaign. I'll see if I can't put something together later today.


Interested and will adjust soon.


Grumbaki here. Profile will be done soon.

“A dwarf whose clan were clerics of Droskar. He has come to make up for their misdeeds in the eyes of Torag, but is worried about what would happen should he family be known.”

Brunhild is a merchant by trade, as it let her leave her clan behind and invent a new life. She brings with her face skills (+11 Diplomacy, +9 Bluff, +9 Sense Motive) And has solid prof merchant and appraise. She can also identify any item we find.

In combat she will be in close combat. +5 Hit and 2d6+9 damage is pretty solid.


Interesting, I'll dot this.

Silver Crusade

Now, I know you said no 3pp, but I can't help myself, the skaven is escaping me. Would you be open to allowing this class?

The machinesmith?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Quite interested.


Hi all. I am a player from the game. Not sure I get a vote or not but I wanted to mention that your will be replacing a Shamen. Someone with some heals would likely get my vote.


rorek55 wrote:

Now, I know you said no 3pp, but I can't help myself, the skaven is escaping me. Would you be open to allowing this class?

The machinesmith?

It actually looks like a solid class, and I like that the theming is more magitek, less steampunk. However, I’m afraid of opening the floodgates and/or making special exceptions, so I’m going to stick to my guns and refuse your request.

If I were running an Iron Gods Campaign...

To second Glor, this has been a combat heavy campaign, and I’m sure the party would appreciate a cleric or oracle or similar.

Silver Crusade

alas, This and this will not be then.

I'll see what else I can come up with, worst comes to worst, I could simply reflavor a magic rat towards that. Though one of my favorite paizo classes for that is taken (alchemist) :(.

back to the drawing board!


Alright! Redid it. Just need to do math on Equipment. But overview...

Healing: 3x Cure Light Wounds per day. Will be able to cast all Cure Spells

Combat: Archer. She has a respectable +5 Hit and 1d8+2 damage. As an Occultist, if she has a magic weapon then as a standard action she can add Bane to her weapon. Like an inquisitor, this is where her damage comes in.

Party Utility: Can identify magic items found. And of course, can heal. She also is a good face. At lvl2 she has +12 Diplomacy and +11 Bluff. Her Intimidate is very poor though at +2.

So all in all? Provides some healing, some damage, some utility, and some face skills. It’s a class that relies on Int, which dwarves don’t traditionally have. But I think she turned out prettt good anyways.

Silver Crusade

before I continue my foray, what kingdom rolls are already "spoken" for?

considering 4 different classes atm,

sorcerer- pheonix bloodline (the ashes of the dwarven empire shall be reborn into even greater glories!)
Warpriest- Cleanse the filth of Droskar
Stone-lord paladin- similar to warpriest.
Wizard- Rat-folk tinkerer, mildly insane but just as genius.


This is mostly a question for Toulbe, but also for the GM. I'm building a gnome oracle, and I was thinking of tying her background to Toulbe's to explain why she joins the group. Specifically I was thinking of having her be his long-suffering older sister.

Obviously if that's not okay I'll come up with something else, I'm just really amused by the idea of her showing up and smacking him on the back of the head. "I thought you were sticking to the nice, safe cities! Now you're following some dwarves on a fool quest and worrying Mom and Dad sick!" *sighs heavily* "I suppose I'll have to stick around and make sure you don't get yourself killed."


Hmm, I mean I am fine with it but what is her interest/curiosity? Cause uf you are going sterner and less amazed by new experiences then she is starting to suffer from the Bleaching which is sad. (But still a good arc, it would also have Toulbe dote on her and try to show her the whimsy in everything.)


Toulbe Hilnack wrote:
Hmm, I mean I am fine with it but what is her interest/curiosity? Cause uf you are going sterner and less amazed by new experiences then she is starting to suffer from the Bleaching which is sad. (But still a good arc, it would also have Toulbe dote on her and try to show her the whimsy in everything.)

The concept I have right now is that she's a people person; her main interest is talking to new people and hearing their stories. (I'm taking skill points in linguistics and a trait purely to give her a ridiculous number of languages.) She travels between cities but rarely spends too much time in the wilderness outside them. She'll be much more comfortable with the "kingdom-building" part of the adventure than the "exploration" part, although obviously she'll assist in both.

I'm giving her the curse Powerless Prophecy, which in terms of character makes her more cautious than most gnomes. Hence her worry about the brother* she thought was in a city learning about new cuisines suddenly turning out to be on a dangerous adventure. She's not currently suffering from the Bleaching...although her increasing caution was definitely making it a threat. A new adventure will be good for her.

*I do know that family is a bit more nebulous for gnomes, so "sibling" could just mean "close in age and raised in the same community."


Ever, and everyone, I like the idea of Toulbe's sister joining us, but when we first began we were restricted to one non-dwarf. This is a dwarven show and not meant to be heavily influenced by the lesser races. :)

I am not sure where our GM stands on this now.


Presenting Adu Hilnack, gnome oracle. Unfortunately I finished this build shortly before seeing Glor’s post about not wanting another non-dwarf. I confess I really wanted to try an oracle, but if the race is a dealbreaker I’d build a dwarven cleric instead.

Crunch:

Adu Hilnack
Female Gnome Oracle 2
NG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +8
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Defense
--------------------
AC 19, touch 12, flat-footed 16 (+6 armor, +2 Dex.+1 Size)
HP 13 (2d8)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Masterwork Light Crossbow +5 (1d6+0, 19-20/x2)
Melee Light Mace +1 (1d4-1, x2)
Melee Dagger +1 (1d3-1, 19-20/x2)

Spell-Like Abilities:
Dancing Lights (1/day)
Ghost Sound (1/day)
Prestidigitation (1/day)
Speak with Animals (1/day)

Spells Known (CL 2):
Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (5/day):
Charm Person: Make one person your friend.
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Murderous Command: Target is compelled to kill its ally.
Sanctuary: Opponents can't attack you, and you can't attack.
--------------------
Statistics
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Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 18
Base Atk +1; CMB -2; CMD 10
Feats:
Precise Shot: No penalty for shooting into melee
Traits
Dangerously Curious (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Etymlogist (Racial): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Mediator (Social): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.

Skills:
8 skill ranks per level (4 class, 2 Int, 2 Background) + 2 FCBs

Bluff [1]: +9
Craft (books) [1]: +6
Diplomacy [2]: +11
Heal [1]: +3
Knowledge History [2]: +7
Linguistics (background) [2]: +8
Perception [2]: +8 (not in class)
Profession (Record-Keeper) (background) [2]: +6
Sense Motive [1]: +8
Spellcraft [1]: +6
Stealth [1]: +6 (+10, -4 armor penalty)
Use Magic Device [2]: +10

Languages
Common, Draconic, Dwarven, Goblin, Gnome, Sylvan: Elven, Infernal, Terran, Undercommon

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Intrigue):
Bonus Class Skills: Bluff, Disguise, Sleight of Hand, and Stealth
Bonus Spells: Charm person (2nd), false belief (4th), suggestion (6th), sending (8th), true seeing (10th), symbol of persuasion (12th), greater scrying (14th), mind blank (16th), overwhelming presence (18th).
Selected Revelations:
Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

Curse (Powerless Prophecy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat.

Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

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Racial Traits
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Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gift of Tongues (Alternate Racial Trait): Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

--------------------
Equipment
--------------------
Combat Gear:

Masterwork Light Crossbow: 335gp, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Light Mace: 5gp, 2lbs
Dagger: 2gp, 0.5lbs
Agile Breastplate: 400gp, 12.5lbs

Other Gear:

Backpack (Masterwork): 50gp, 1lb
Bedroll: 1sp, 1.25lbs
Belt Pouch: 1gp, 0.125lbs
Everburning Torch: 110gp, 1lb
Flint and Steel: 1gp, -lb
Gnome Trail Rations (5): 10gp, 2.5lbs
Mess kit: 2sp, 1lb
Obsession Log: 25gp, 1lb
Silk rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 0.5lbs
Thieves Tools: 30gp, 1lb
Traveler's Outfit (x3): 3gp, 3.75lbs
Waterskin: 1gp, 1lb

Total Cost: 992gp, 3sp, 1cp
Total Weight: 38.625 pounds (Medium Load)

Character Background:

Adu Hilnack was a gnome on a mission: to collect as many stories as possible. The best part about stories was that there were so many of them, each new and exciting and unique. Why bother going on dangerous adventures yourself when you could get all the juicy details from the people who came back? Sure, you missed out on stories from the people who didn’t come back, but it wasn’t like adventurers were in short supply.

Staying in cities also made it easy to collect even older stories from the various books, records, and manuscripts floating around. There were always dusty old libraries or city record books that could use a little more organization. Adu got to add more stories to her collection and a decent amount of coin to her purse. If she started to feel bored? Just head on to the next city where there’d be new people to meet and new books to peruse.

Which was why, after finishing a job in Carpenden, she decided to head on over to Taggoret. It was pretty close by, and the last letter she’d gotten from Toulbe said he was going there to study dwarvish cuisine. It would be good to catch up with Toulbe again. He always had the best stories. Some of them were even true.

Unfortunately, there was one flaw with this plan.

”What do you mean he’s not here?!”

It was hard for a gnome to look intimidating. Judging from the way the landlady’s face had paled slightly, she was managing it anyway.

”Um, he said something about going on an epic quest? To, uh, Droskar’s Crag?”

”Droskar’s Crag. The active volcano Droskar’s Crag. The filled with monsters that like to eat gnomes Droskar’s Crag.”

”That would be the one, yes.”

One of the worst things about being blessed (or cursed) with divine powers you didn’t fully understand: you could never be sure whether a feeling of impending doom was paranoia or foresight.

Sure, Toulbe was a grown gnome perfectly capable of taking care of himself. But...adventuring was dangerous. She liked Toulbe. She wasn’t okay with the thought of him being one of the adventurers who never came back.

Which meant there was only one thing she could do. She'd just have to make sure that once whatever fool quest he was on was over, he did come back.

”So...which way to Droskar’s Crag?”

About Me:

Eastern Time Zone. 30 years old, currently working as a librarian but exploring a few different career options. My history with gaming is pretty limited. I’ve always wanted to play rpgs, but could never seem to find a group. That changed back in December, when I managed to find not just one but two IRL campaigns with an open spot. (1 homebrew 5e, 1 runthrough of Kingmaker.)

Unfortunately both IRL games can only meet once a month. Maybe twice, if people’s schedules permit. I’m enjoying playing as much as I thought I would, and definitely want to play more often. I just joined another PBP game, but would like to add another.

As for why this campaign in particular, I’ve never played Dwarf Fortress but like the concept. The kingdom building is the part of Kingmaker I’m most looking forward to, so I’m excited to try another game with that mechanic.

Posting/Playing style (insofar as I have one being a newbie): I’m definitely more interested in roleplaying than combat. Not that I don’t also enjoy slaying monsters and looting treasure, but I care more about a good story. (Which you can probably tell from some of my character-building choices; an oracle really, really doesn’t need that many languages.)

I should be able to post once a day minimum and probably more often.


That is overstating it a little. I just wanted to impart the initial recruitment criteria.


Glor Stonebeard wrote:
That is overstating it a little. I just wanted to impart the initial recruitment criteria.

Sorry, I worded my post badly. A better phrasing might have been “before I saw Glor’s post indicating that there might be a campaign limit on non-dwarves.” I mostly just wanted to say that I’m fine coming up with another character concept if race is a concern. (I really like building characters, so this is a plus for me anyway. And now I’m wondering if I could make a dwarven oracle work...)


The GM did list non-dwarven races when re-opening recruitment, so I don't think that a non-dwarf would be out of bounds.


I have no objection to Adu being in consideration.


As a sign that I had way too much free time last weekend, I will present an alternative to Adu Hilnack. Meet Rogar Feldsparrk, dwarven oracle. Mechanically while Adu would be a straight caster/skill monkey, in combat Rogar would be doing more melee fighting than casting.

Important thing to note: Rogar is middle-aged which gives him a much-needed +1 to charisma, intelligence, and wisdom at the cost of -1 to strength, constitution, and dexterity. (Also, sorry for cluttering up the recruitment thread. Unless I need to answer a question this will be my last post here, I promise!)

Crunch:

Rogar Feldsparrk
Male Dwarf Oracle 2
LG Medium Humanoid (Dwarf)
Init +5; Senses: Darkvision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 dex.)
HP 17 (2d8)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Warhammer +4 (1d8 +2, x3)
Melee Dagger +3 (1d4 +2, 19-20/x2)
Ranged Light Crossbow +2 (1d6+0, 19-20/x2)

Spells Known (CL 2):
Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Mending: Make minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (5/day):
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Enlarge Person: Humanoid creature doubles in size.
Shield of Faith: Aura grants +2 or higher deflection bonus.
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB 3; CMD 14

Feats:
Improved Initiative: +4 bonus on initiative checks

Traits
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Propitiation (Religion): At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Skills:
5 skill ranks per level (4 class, -1 Int, +2 Background), +2 FCBs

Intimidate [2]: +8
Knowledge Engineering (background) [1]: +3
Knowledge History (background) [1]: +3
Perception [2]: +5
Profession (Engineer) (background) [2]: +5
Sense Motive [2]: +5
Spellcraft [2]: +4

Languages
Common, Dwarven, Terran

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Battle):
Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Selected Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Curse (Tongues):
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. (Selection = Terran)
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

--------------------
Racial Traits
--------------------
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

--------------------
Equipment
--------------------
Combat Gear:

Masterwork Warhammer: 312gp, 5lbs
Dagger: 2gp, 1lb
Light Crossbow: 35gp, 4lbs
Crossbow bolts (20): 2gp, 2lbs
Masterwork Mountain Pattern Armor: 400gp, 40lbs
Buckler: 5gp, 5lbs

Other Gear:

Backpack (Masterwork): 50gp, 4lbs
Bedroll: 1sp, 5lbs
Belt Pouch: 1gp, 0.5lbs
Chalk: 1cp, -lb
Crowbar: 2gp, 5lbs
Flint and Steel: 1gp, -lb
Grooming Kit: 1gp, 2lbs
Hammer: 5sp, 2lbs
Hip Flask: 1gp, 0.5lbs
Marbles: 1sp, 2lbs
Mess kit: 2sp, 1lb
Silk rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 2lbs
Trail Rations (5): 2.5gp, 5lbs
Traveler's Outfit (x3): 3gp, 15lbs
Waterskin: 1gp, 4lb

Total Cost: 834gp, 4sp, 2cp
Total Weight: 110.5 pounds (Medium Load)

Character Background:

The Feldsparrks were soldiers. Always had been. Rogar’s father, Drolf, was a guardsman. His grandfather and great-grandfather had both been captains. From childhood Rogar trained extensively to prepare himself for combat, vowing he would make his family proud. He was good at it too, stronger than most other dwarves his age and with an aptitude for just about any weapon he picked up. It seemed he would make a fine soldier, maybe even better than his forefathers.

Up until his first battle.

Rogar felt fine, swinging his warhammer at the enemy goblins just like he’d trained. But he couldn’t seem to understand anything his squad leader was saying. Nothing made sense. From the confused looks of those around him, they couldn’t understand him either. He tried to ignore the strangeness and pressed his attack...completely missing that a call had just been made to retreat. Drolf managed to rescue his son, but was nearly killed himself in the attempt.

Stress, the healers said. Some dwarves just panicked when faced with a true battle. Rogar wanted to argue with them. He was a Feldsparrk. He’d trained his whole life to be a soldier. How could they say he’d panicked? But staring at his father’s unconscious form, Rogar realized it didn’t matter what had happened. Whatever ailment or affliction had cursed him had nearly gotten both him and his father killed. He would not risk it happening again.

Rogar tried to find a new direction in life. He studied engineering and architecture, though he’d never been much of one for school. Eventually he managed to find a job as a building designer. A decent job, even if it was never something he would have considered before. He ignored the disappointment in his father’s eyes and told himself he was content. If he still kept up his combat training...well, that was a secret only he needed to know.

While walking through an old building with his friend Kira, a wall unexpectedly collapsed on them. Trained reflexes allowed Rogar to spring clear, but Kira was buried. By the time he pulled the debris off of her, she was already unconscious. Dying. She was dying and it was his fault. He was the one who’d wanted to check out this building, see if it could be renovated. He was the one who hadn’t considered that it might be dangerous. He would not let her die for his mistake.

Rogar could vaguely hear shouting from outside, but he couldn’t understand it. His hands were glowing. When had they started glowing? It didn’t matter. Nothing mattered but Kira’s slow breathing and making sure it didn’t stop.

It didn’t stop. Kira regained consciousness, and by the time help arrived the only evidence she had been injured at all was the blood still staining her clothes. As Kira was rushed off for further examination, Rogar stayed behind. He’d healed her. That much was obvious. But how? He was certainly no cleric.

Research led Rogar to discover tales of the mysterious oracles, nearly unheard of in dwarven society. Both blessed and cursed with divine power, it was almost certain that his newfound ability to heal and his strange “affliction” were related. Perhaps, with further study, he could even manage to undo the curse.

Perhaps he could still bring honor to the Feldsparrk name.

Double-check my math for Rogar’s ability scores:

Starting point buy (20):
Str: 15 (cost 7)
Dex: 14 (cost 5)
Con: 13 (cost 3)
Int: 7 (cost -4)
Wis: 7 (cost -4)
Cha: 17 (cost 13)

After racial modifiers:
Str: 15
Dex: 14
Con: 15 (+2)
Int: 7
Wis: 9 (+2)
Cha: 15 (-2)

After age modifiers:
Str: 14 (-1)
Dex: 13 (-1)
Con: 14 (-1)
Int: 8 (+1)
Wis: 10 (+1)
Cha: 16 (+1)


I’m open to more non-dwarves joining the party. I’d like if a healthy majority of the party were dwarves throughout the Campaign, but it’s not necessary for ALL dwarves. As the campaign progresses I’ll open it up to more and more allowable races as replacement PCs in case of death, player dropout, boredom, etc.

This current recruitment will close on Friday.


Took longer than I intended, but here we go.
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Summary:
Gil is built as a sort of jack of all trades. She's a suboptimal healer/support caster, and just a bit of a skill monkey; her main strength is as a blaster/controller, but a quirk of the character means she won't really utilize this out the gate.

I had a hard time placing her in an existing Kingdom Building role. She has high INT, and her free clinic could work as a decent cover, which lends itself to Spymaster, but I didn't really intend to invest in Sense Motive, which seems to be important for Spymaster. Wouldn't be too hard to tweak the build to invest in Sense Motive. Honestly, I'm not terribly familiar with the Kingdom Building rules, so I'm not sure how important that is. I'm also in the dark as to what roles the existing players intend to fill.

I don't like making aliases for submissions, when I can help it; if I get selected, I'll make an alias and format it in accordance with the linked document. If absolutely necessary, I'll make an alias.

Crunch:
Ermengilda Sanz
Female Dwarf Alchemist (Ectochymist) 1 Chaokineticist 1
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +5
Str 7 (-2), Dex 13 (+1), Con 18 (+4)
Int 18 (+4), Wis 10 (+0), Cha 5 (-3)

--------------------
Defense
--------------------
HP 22 (2d8+8+1)
AC 15, T 11, FF 14 (+4 armor, +1 Dex, +0 natural)
CMD 10
Fort +7, Ref +4, Will +0

+2 racial bonus to Saves vs Poison, Spells, SLAs
+2 untyped bonus to AC and Saves vs Undead
+4 racial bonus to CMD vs Bull Rush and Trip on solid ground
+2 untyped bonus to Saves vs Negative Levels
+1 trait bonus to Saves vs Necromancy and Negative Energy damage
recover from Undead ability damage at double normal rate
+1 HP from favored class

--------------------
Offense
--------------------
BAB +1, CMB -1
Speed 20ft Land (ignore encumbrance)

Melee
Club -1 (1d6-2 B; 20/x2)
Dagger -1 (1d4-2 P/S; 19/x2)

Ranged
Club +1 (1d6-2 B; 20/x2) 10ft
Dagger +1 (1d4-2 P/S; 19/x2) 10ft

Special Abilities
Ectoplasmic Blanche 5/day as FRA
Mutagen 1/day
Gather Power

Spell-Like Abilities
Basic Chaokinesis 0 Burn
Gravity Blast +1 (1d6+5 B; 20/x2) 30ft; 0 Burn
Pulling Infusion 1 Burn

Spells
1st-level 2/day
ant haul DC 15 Fort negates
crafter's fortune DC 15 Will negates
cure light wounds DC 15 Will halves
endure elements DC 15 Will negates
enlarge person DC 15 Fort negates
reduce person DC 15 Fort negates

+1 CL for [Darkness], [Light], and [Shadow] Spells
mundane weapons deal 50% damage to Incorporeal as if magic

--------------------
Statistics
--------------------

Racial
Slow and Steady
Hardy
Death's End (replaces Defensive Training, Hatred)
Stability
Stonecunning
Shadowplay (replaces Greed)
Darkvision
Shadowhunter (replaces Weapon Familiarity)

Trait
Necrotic Aura (Faith)
Precise Treatment (Magic)
Artisan (Social)
Warded Against Nature (Drawback)

Class: Alchemist
Extract
Ectoplasmic Blanche
Mutagen
Alchemy
Brew Potion
Throw Anything

Class: Kineticist
Elemental Focus: Void
Burn
Kinetic Blast
Gather Power
Gravity Blast
Basic Chaokinesis
Pulling Infusion (1st infusion)

Skills
Acrobatics -1
Appraise +4
Artistry +4
Bluff -3
Climb -4
Craft (Alchemy) +12
Craft (Other) +4
Diplomacy -3
Disable Device +6
Disguise -3
Escape Artist -1
Fly -1
Handle Animal -3
Heal +10
Intimidate -3
Knowledge (Arcana) +8
Knowledge (Nature) +8
Knowledge (Planes) +6
Knowledge (Religion) +8
Knowledge (Other) +4¹
Perception +5
Perform (All) -3
Profession (Brewer) +4
Profession (Herbalist) +5
Profession (Midwife) +4
Profession (Other) +0²
Ride -1
Sense Motive +0
Sleight of Hand +4
Spellcraft +8
Stealth -1
Survival +0
Swim -4
 ¹result cannot exceed 10
 ²earn sp/day instead of gp/day

+2 racial to Perception vs unusual stonework
use INT rather than WIS on Heal

Feats
Healer's Hands

Equipment
Doctor's Outfit
Doctor's Mask
Chain Shirt
Club
Dagger
Masterwork Backpack
    Traveler's Outfit
    Traveling Spellbook
    Waterskin x2
    Scrivener's Kit
    Healer's Kit
    Antidote Kit
    Midwife's Kit
    Surgeon's Tools
Bandolier
    Flask w/ 8 doses of Alchemist's Kindness
    Flask w/ Smelling Salts
    Flask w/ 2 doses of Soothing Syrup
    Flask w/ 1 dose of Fortifying Brew
    Flask w/ 1 dose of Longbeard Lambic
    Flask w/ 1 dose of Troll Oil
    Empty Flask
    Empty Flask
Spell Component Pouch
    Vial w/ 1 dose of Belladonna
    Vial w/ 1 dose of Leechwort
    Vial w/ 1 dose of Wolfsbane
    Vial w/ Ground Cardamom
    Vial w/ Ground Cinnamon
    Vial w/ Cumin Seeds
    Vial w/ Dill Seeds
    Vial w/ Ground Garlic
    Vial w/ Ground Mint
    Vial w/ Mustard Seeds
    Vial w/ Ground Nutmeg
    Vial w/ Ground Oregano
    Vial w/ Ground Rosemary
    Vial w/ Ground Saffron
Hip Flask w/ 1pt Mead
Belt Pouch
    7pp
    21gp
    16sp
    16cp

Other Possessions
Alchemist's Lab
Cask w/ 2ga Mead (less flask)
Belt Pouch w/ 1lb Ground Cardamom (less vial)
Belt Pouch w/ 1lb Ground Cinnamon (less vial)
Belt Pouch w/ 1lb Cumin Seeds (less vial)
Belt Pouch w/ 1lb Dill Seeds (less vial)
Belt Pouch w/ 1lb Ground Garlic (less vial)
Belt Pouch w/ 1lb Ground Ginger (less vial)
Belt Pouch w/ 1lb Ground Mint (less vial)
Belt Pouch w/ 1lb Mustard Seeds (less vial)
Belt Pouch w/ 1lb Ground Nutmeg (less vial)
Belt Pouch w/ 1lb Ground Oregano (less vial)
Belt Pouch w/ 1lb Ground Rosemary (less vial)
Belt Pouch w/ 1lb Ground Saffron (less vial)

Description/Philosophy:
Ermengilda is a female dwarf about 3'10" tall and 143lbs.
She has pale skin and a gaunt physique.
She has a square jaw, deep-set near-black eyes, a flat nose, and thin lips.
She has silver shoulder-length hair that is cut in a bob.

    Ethics
  • Intrinsic vs Instrumental: Intrinsic
  • Liberty vs Authority: Authority
  • Duty vs Consequence: Strong Duty
  • Tradition vs Progress: Neutral
    Behavior
  • Emotion vs Logic: Logic
  • Altruism vs Sadism: Altruism
  • Social vs Solitary: Strong Solitary
  • Critique vs Anxiety: Critique

    Philosophy
  • Sapient life has intrinsic value
  • Duty not to kill, except in self-defense or defense of someone else
  • Duty not to harm, except in self-defense or defense of someone else
  • Duty not to steal, except in self-defense or defense of someone else
  • Duty not to vandalize, except in self-defense or defense of someone else
  • Duty not to deceive, except in self-defense or defense of someone else
  • Duty not to pry, except in self-defense or defense of someone else
  • Duty not to insult, except in self-defense or defense of someone else
    Personality
  • Quiet; doesn't know how to make small talk
  • Seeks to maintain an air of professionalism in all things
  • Generally doesn't ask for help, but quick to offer help

    Dorf Fort Beliefs
  • Respects the law.
  • Greatly prizes loyalty.
  • Values family.
  • Thinks friendship is important.
  • Doesn't find power particularly praiseworthy.
  • Values honesty.
  • Does not really value cunning and guile.
  • Deeply respects eloquent speakers.
  • Has great respect for fairness.
  • Values decorum, dignity, and proper behavior.
  • Doesn't have strong feelings about tradition.
  • Finds artwork boring.
  • Values cooperation.
  • Values independence.
  • Sees no value in holding back complaints and concealing emotions.
  • Sees introspection as important.
  • Doesn't particularly value self-control.
  • Doesn't have a preference between tranquility and tumult.
  • Sees equal parts of harmony and discord as part of life.
  • Sees merrymaking as a waste of time.
  • Values good craftsmanship.
  • Does not really value skills related to fighting.
  • Respects the development of skill.
  • Deeply respects those that work hard at their labors.
  • Believes that those who sacrifice for others should be deeply respected.
  • Doesn't have strong views on competition.
  • Respects perseverance.
  • Doesn't think one way or the other about leisure time.
  • Doesn't particularly respect commerce.
  • Doesn't care one way or the other about romance.
  • Values nature.
  • Values peace over war.
  • Views the pursuit of knowledge as deeply important.
    Dorf Fort Facets
  • Does not easily fall in love and rarely develops positive sentiments.
  • Does not easily hate or develop negative feelings.
  • Often feels discouraged.
  • Has a calm demeanor.
  • Does not often feel lustful.
  • Can handle stress.
  • Doesn't focus on material goods.
  • Does not enjoy participating in physical confrontations.
  • Is a friendly individual.
  • Is very polite and observes appropriate rules of decorum when possible.
  • Dislikes receiving advice, preferring to keep her own counsel.
  • Is somewhat fearful in the face of imminent danger.
  • Takes no pleasure in her talents and appearance.
  • Isn't particularly ambitious.
  • Feels a strong need to reciprocate any favor done for her.
  • Does not find most jokes humorous.
  • Is easily moved to mercy.
  • Can be very single-minded.
  • Tends to assume the worst of two outcomes will be the one that comes to pass.
  • Is curious and eager to learn.
  • Is private to the point of paranoia, unwilling to reveal even basic information about herself, and is conflicted by this, because she sees no value in holding back complaints and concealing emotions.
  • Is a perfectionist.
  • Forms only fleeting and rare emotional bonds with others.
  • Tends not to be swayed by emotional appeals.
  • Dislikes helping others, and is conflicted by this, because she believes that those who sacrifice for others should be deeply respected.
  • Has a strong sense of duty, and is conflicted by this, because she values independence.
  • Tries to keep her things orderly.
  • Does not trust others.
  • Tends to avoid crowds.
  • Doesn't seek out excitement.
  • Likes to keep things practical, without delving too deeply into the abstract.
  • Does not have a great aesthetic sensitivity, and is conflicted by this, because she values nature.

Backstory:
Gil is a doctor by trade. One day, she manifested strange powers that she does not really understand, linking her to the Plane of Negative Energy. Convinced that she's slowly turning undead, she volunteered to relocate to a newly established settlement in the hopes that she might research a cure, if one even exists, in secret.

Wish I'd spent more time on this, but I'm worn out between family stuff and plotting out the progression over the weekend. Will probably spend more time on this if I get picked.


You have till the end of the day today to submit if interested!


I'm bored (and incredibly anxious), and looking back, I think I could have better described the general build, the role it fills, and how it will shape up.

Background:
Gil was built with the initial goal of producing a competent healer who does not use magic. Since I was foregoing the magic-aspect, it freed me to pick some other class, and I thought it would be fun for her to have a dark secret. The campaign I first built her for involved a setting where all Necromancy was hyper super illegal and where casters had to be registered with a central authority, so being an unregistered Kineticist tied to the Plane of Negative Energy just sounded like tons of fun. The first time I built her, however, neither PRG: Planar Adventures nor PPC: Blood of the Ancients existed, and I frankly consider the original goal to have been a failure. The character still worked, due in large part to the unique circumstances of the setting/campaign and the fact that the GM went out of his way to create scenarios where a uniquely mundane approach to medicine was useful, even necessary at times, but as a conventional bandaid dispenser, she didn't really work.

When I was trying to decide whether to submit Gil or another, more appropriate character, I decided I needed to update Gil's build anyway, because I use a different format for my internal build notes now, and in the process of doing this, discovered several recently added feats, which actually make the build... I don't want to say viable, because it's still off-meta garbage, but possible.

As a Healer:
Throughout progression, Gil will be investing a skill point in Heal at every level. She's equipped with a variety of tools to assist with Heal checks, and will be refreshing those as they are expended.

At level 1, she picks up the Healer's Hands conduit feat added in Planar Adventure. First, it allows her to use Treat Deadly Wounds as a Full-Round Action, as opposed to it taking an hour. This means that TDW can be used in combat. Not well, given it either requires that Gil takes 2 rounds, was already adjacent to the target, or that the target moved to Gil before her next turn in order to be used, but it can be used, which is something. Moreover, it very mildly buffs the amount of healing offered by TDW; normally, TDW heals 1 HP per character level of the target, but with Healer's Hands, if Gil rolls a 30 or higher on her Heal check, she adds her ranks in Knowledge (Planes) to that amount. I intend to invest a rank in Knowledge (Planes) at every level, so this means that, at a given level, Gil can heal twice the party's character level as a Full-Round Action at touch range. Finally, Healer's Hand allows Gil to bypass the normal 1/day restriction on TDW per target; she'll instead be able to use it a number of times per day equal to her rank in Knowledge (Planes), which will be equal to her character level. It's not much, but it's something.

So, at currently level, Gil can heal a party member for 2-4 HP 2/day as a Full-Round Action at Touch range, for a theoretical total of 12/day if each other party member needs healing twice. It's very weak, but it's something. By weight of comparison, a 2nd-level Cleric can use cure light wounds to heal a party member for between 3 and 10 HP, they can do it 3-4/day depending on their ability scores, and they can also Channel Energy for additional healing.

At 5th level, Gil gets her biggest power spike in this regard. Its the earliest she can meet the prerequisites for Incredible Healer. This feat only has one purpose, but it's an important one. Rather than whatever amount Treat Deadly Wounds would normally heal (at this level, 5 HP), she instead heals an amount equal to the result of her Heal check (minimum 20 HP to pass the DC) plus her character level on high rolls due to Healer's Hands. At this level, Gil should have a +16 on Heal checks before applying a +3 from tools, for +19 overall, meaning she cannot fail this check, and should hit the DC for Healer's Hands about 50% of the time.

Ultimately, at 5th level, she can heal a single party member for between 20 and 44 HP as a touch-range Full-Round Action, and she can do this 5/day for each party member other than herself. This is still suboptimal compared to dedicated healers, who often have Selective Channel to allow for ranged and AoE healing and who can heal as a Standard Action in most instances, but it's a lot less suboptimal than it was before. For comparison, a 5th-level Cleric's cure serious wounds would typically be healing for between 8 and 29 at this level.

At 9th level, Gil has another, albeit smaller power spike. At this level, I'll be dipping for a second level in Alchemist to pick up the Infusion Discovery. It will basically mean that, in addition to the healing described above, Gil will be able to pass out 3 extracts of cure light wounds each day, for quicker healing.

In addition, Gil will pick up the Pathologist feat, which supplements the Treat Disease or Poison aspect of Heal, basically allowing party members to substitute their Fort save for her Heal check result, as a Standard Action vs poison or in 10 minutes vs disease. At 9th level, Gil's Heal bonus should be +24.

So at 9th level, Gil can heal a party member for between 25 and 53 HP, compared to a 9th-level Cleric's cure critical wounds, which would be healing for between 13 and 41 HP. Still suboptimal, because Cleric's have way more versatility when it comes to healing, but at least the numbers are staying high. And Gil would have the ability to sort of imitate a 9th-level Cleric's neutralize poison spell as well, now.

The final little power spike is at 13th level, where Gil will pick up Improvisational Healer. This will allow Gil to make First Aid and Treat Deadly Wounds checks without a Healer's Kit, but more importantly, it'll grant +2 to such checks if she has a Healer's Kit. Additionally, it allows her to treat the Caster Level of any cure potion she drinks or administers as if it were her rank in Heal. It's not a lot, but I imagine it will help if someone is down and she's somehow out of TDW uses for the day on that character.

Just for further context, at 13th level, Gil will be healing a single party member for between 44 and 64 HP, and she'll be able to do this 13/day per party member, albeit still as a touch-range Full-Round Action. A 13th-level Cleric, however, will now have access to heal and be able to output 130 HP of healing, plus ending a number of negative affects and healing things like ability damage. From when Clerics get access to heal forward, Gil does not scale well. She still heals for a good clip, but Clerics will have both more versatility and higher spikes of possible healing output. Ideally, by this point, she's now supplementing the party in other ways, as noted in subsequent sections.

Beyond that, I'm taking Skill Focus (Heal) at 3rd, Self-Sufficient at 15th, and Greater Skilled Kineticist (Heal) at 16th to further amplify her Heal bonus (Skill Focus is factored into the expected Heal bonuses I outlined above), and she'll get boosts to the appropriate ability mod at 6th, 11th, and 15th from Mental Prowess. Probably from Legendary Gifts if we get to 19th/20th, but I haven't actually lined out which I'd take.

As a Skill Monkey:
I used the magic trait Precise Treatment to tie Gil's Heal skill to her Intelligence, which allowed me to invest more heavily in Intelligence rather than splitting between it and Wisdom. Between that and Background Skills, Gil has a lot of skill points. I'll be investing in Craft (Alchemy), Heal, Knowledge (Planes), Perception, Profession (Herbalist), Sense Motive, and Sleight of Hand at every level. I'll also be heavily investing in Disable Device, Knowledge (Nature), Knowledge (Religion), Spellcraft, Profession (Brewer), and Profession (Midwife), as Gil's INT expands, such that all will be 20 ranks by 20th level, should we get that far. And I'll still have plenty of points to spare to invest at least a rank into each class skill.

On top of this, Gil will be grabbing Breadth of Experience at 7th level, which allows her to ignore the untrained penalties to Knowledge and Profession checks, as well as Prodigy, Master Alchemist and Brewmaster over the course of the last 10 levels to further supplement Craft (Alchemy).

The result is that Gil will have a lot of skill ranks in a lot of skills. While she's a doctor by trade, she'll be good with her hands in a way that is typically only true of Rogues and Bards. She won't be a substitute for a proper Rogue, lacking some of the class features that let them really shine at disarming traps, and some of this won't kick in until she starts getting bumps to INT after 6th level, but she'll be pretty versatile when it comes to skills.

As a Blaster/Controller:
The Kineticist class really shines as a blaster and controller. Kinetic Blast does pretty good damage, and a lot of Infusions are built around battlefield control. With Infusions, Gil will be investing in Pulling Infusion (CMB Drag on hit) at 2nd, Pushing Infusion (CMB Bull Rush on hit) at 4th, Weighing Infusion (Save or Entangled) at 6th, Darkness Infusion (as darkness for 1 round) at 11th, Wall (similar to wall of flames) at 13th, Greater Darkness Infusion (as deeper darkness for 1 round) at 15th, and Grappling Infusion (supplements Wall, CMB Grapple on hit) at 17th. Additionally, she'll grab the Gravity Master utility talent (as reverse gravity but better) at 20th, if we get that far.

However, Gil's being a Chaokineticist is something of a dark secret. She's convinced herself she's becoming undead, and so she's not going to tell the other party members about her latent abilities, nor will she use them in situations that might out her, unless absolutely forced. Gives us something fun to RP around. I imagine that she will be outed eventually, I'd generally guess around "halfway" through this campaign (pending GM advisory), so she won't really be operating as a blaster or controller until such time.

I am a little worried about overlap with Glor, because Geokineticist is similar in combat application, being good for damage and battlefield control, but at least for a good bit at the beginning, that shouldn't be a concern. And even after, I expect Gil will be more concerned with her duties as healer and will only be providing supplemental damage and crowd control when healing isn't an immediate concern.

In Practice:
So how will Gil look in combat? Until she's outed as a Kineticist, I expect her to hover around the front line. She has good CON, so she can probably handle taking a few hits, and she has her Extracts to provide a little self-care. If she's already in touch range of whomever needs healing, it heavily mitigates the drawback of her primary means of healing being a Full-Round Action.

Once she's outed as a Kineticist, I don't imagine this general behavior will change much, other than that she'll be spending some rounds throwing out DPS or CC when healing isn't immediately necessary or when the former is more important than the latter.

Out of combat, I expect her to be using her versatility in skills to supplement the party, and to be brewing potions. All of the spells I chose, I did so with an eye for utility and potion-ability. I've also tweaked the build since the submission with ultimately fitting into the Spymaster role in mind.


Well, once again, this is a hard decision. I’m going to take my players’ input into heavy account. The selected will receive a PM from me soon. Thanks for submitting! Happy gaming!

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