Dias-Lewis |
The princess has left the castle, that's the rumor that's been going around but the king has set a reward to find her. You find her but she leads you to a whole new quest, to save the world from impending doom. (Yeah yeah sounds like final fantasy)
You have to help her along the way, keep her alive and bring her to her goal location. We'll be playing from level 1 to level 20
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- 25 point buy, no stat above 19 or below 10 before racial modifiers.
- Core and races up to 15RP allowed.
-Homebrewed races up to 15RP allowed. Must be approved FIRST
-All classes allowed
-2 traits max
-1 drawback for a trait allowed
All alignments except CE allowed
Classes with magical abilities that allow for planar travel are NOT ALLOWED TO BE EVIL PERIOD
-250 GP to start
- HP Max at first level and then max for each level
- 3rd party content except homebrewed races are NOT ALLOWED! NO EXCEPTIONS ASIDE FROM MINE!
Dias-Lewis |
Continents
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Talios - Starting continent
Europeon Medieval type continent Environment – Farmlands, forests, plains, mountains
<Will state races a little later on>
Dasin (You can be from here, explain how you got to Talios)
Asiatic medieval type continent (Eastern) Farmlands, Mountains, Arid step, semi-tropical jungles
<Will state races a little later on>
Asala (You can be from here, explain how you got to Talios)
Aztec & Mayan Rain Forests, Farmlands, Mountains, deserts
<Will state races a little later on>
Ophelia (You can be from here, explain how you got to Talios)
A little further advanced than medieval style, more technology (almost steampunk) Cityscapes, forests, farmlands, deserts
<Will state races a little later on>
Aleppan (You can be from here, explain how you got to Talios)
Asiatic Western Medieval semi-tropical jungles, mountains, farmlands, desert
<Will state races a little later on>
Zantar (You can be from here, explain how you got to Talios)
African/Jungle A little more primitive Jungles varying from semi-tropical to outright rain forests, one desert
<Will state races a little later on>
Goncherque (You can be from here, explain how you got to Talios)
Tribal lands, high spirituality Different varying ranges of forest, tribal villages, though technology is around the same as the Medieval type, though no metal is being used, rocks crafting, bones crafting. So a little more primitive but they make up for it in craftsmanship.
<Will state races a little later on>
The Dragon |
This might be fun. I call the princess is evil.
At any rate, what's the reason behind the no evil planar travellers? Is it sort of a safeguard against the world being screwed up by a high-level evil wizard or something?
Is it an IC or OOC rule?
And are they allowed to have UMD or non-evil friends who trusts them and have planar travel?
The Dragon |
I guess what I'm saying is that adventurers are the sort of people who don't run away when faced with deadly situations. A chaotic evil gal might hang around for the expected loot, power or fame to be gained from saving the world. Or perhaps they want to watch the world burn, and doing so from second row seats in limbo isn't quite the same thing, really. Or maybe even because the other characters are her friends, and he's going to help them with their inane quest against her better judgement.
Now, with that out of the way, I can totally see why you don't want the characters to run away from your plot. That'd defeat the purpose.
I'm quite interested in this. Not sure as what yet, I might do a druid or a shaman, they look interesting.
Brandon Dellmen |
Dotting Will make a Android Brawler That will roleplay like Armitage, and use Style feats as diffeent combat modes
Bah sorry I went to double check and Androids are 16 RP :(. I'll think of somethng else.
What is your option on an Elf Druid with the Green Faith Initiate/Treesinger Archetypes and eventually take the Green Faith Acolyte prestige class
Dias-Lewis |
Brandon Dellmen wrote:Dotting Will make a Android Brawler That will roleplay like Armitage, and use Style feats as diffeent combat modes
Bah sorry I went to double check and Androids are 16 RP :(. I'll think of somethng else.
What is your option on an Elf Druid with the Green Faith Initiate/Treesinger Archetypes and eventually take the Green Faith Acolyte prestige class
I don't see why not so long as you keep to the book on the Prestige class.
Seth86 |
Gale, assigned protector of the princess. Created to serve her. He is one of the Royal Guardians. Sole purpose is to protect the ones they are assigned to
Gale
Guardians fighter 1
LN Medium humanoid (half-undead, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 18 (1d10+8)
Fort +6, Ref +2, Will +0; +2 trait bonus against mind-affecting effects, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist undead resistance; SR 12
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . 2 claws +5 (1d6+3)
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Statistics
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Str 16, Dex 14, Con 18, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Improved Natural Attack (claw), Toughness, Weapon Focus (claw)
Traits deathtouched, dedicated defender
Skills Acrobatics -3 (-7 to jump), Climb +2, Swim +2
Languages Common, Common
SQ resist level drain
Combat Gear potion of inflict light wounds; Other Gear chainmail, dagger, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hemp rope (50 ft.), hip flask, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 36 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Dedicated Defender +1 to attack and checks vs SR while adjacent to a dying/disabled ally.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Potion of inflict light wounds Add this item to create a potion of a chosen spell.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Resistance (12) You have Spell Resistance.
Undead Resistance +2 save vs. disease, mind affecting effects.
VikingIrishman |
Submitting for your acceptance.
Male Half-Orc Witch (Scarred Witch Doctor)
NE Medium Humanoid (human, orc)
Init +2; Senses Darkvision 60', Perception +2
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
HP 15 (1d6 + 5 Con + 1 Favored Class + 3 Toughness)
Fort +6, Ref +3, Will +5 (+2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor)
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Offense
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Speed 30 ft.
Melee - +0 Ceremonial Dagger (1d4, Piercing or Slashing, 19-20/x2)
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Statistics
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Str 11 (+0), Dex 14 (+2), Con 20 (+5), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Base Atk +0; CMB +0; CMD 12
Feats: Endurance (B), Toughness
Traits: Ghost Sight, Legacy of Sand
Skills: Heal +3, Intimidate +3, Perception +2, Spellcraft +4
Languages: Common, Orc
Weapons: Ceremonial Dagger (1d4, PoS, 19-20/x2)
Armor: MW Silken Ceremonial Armor
Other Gear: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Wealth: 47gp
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Special Abilities
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Class - Constitution Dependant, Fetish Mask, Hex Scar, Patron (Vengeance), Scarshield (+1 natural armor, 1 min/day), Spells (See below)
Racial - Darkvision 60', Sacred Tattoo (+1 to all saves), Shaman's Apprentice (Endurance bonus feat), Weapon Familiarity
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Spells Known
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0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1 - Bungle, Cure Light Wounds, Ear-Piercing Scream, Fumbletongue, Ill Omen, Mudball, Nauseating Dart, Ray of Enfeeblement
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Spells Per Day
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0-3
1-1 (2 bonus)
2-0 (1 bonus)
3-0 (1 bonus)
4-0 (1 bonus)
5-0 (1 bonus)
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Typical Spells Prepared
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0-Detect Magic, Read Magic, Touch of Fatigue
1-Cure Light Wounds, Nauseating Dart (3), Ray of Enfeeblement (3)
ginganinja |
I'd like to submit a Cleric, that will eventually enter into the Blackfire Adept PrC. I'm envisioning him as a Neutral character both of IC and OOC reasons (the primary one being I hate/find it exceptionally difficult to play evil characters). Is this an acceptable PrC to eventually aim for, or outside the scope of what you want your players to be?
Zama |
And here is the basic character. I have made him from Dasin, and given him the language Dasin as kind of a catch-all for whatever language is normally spoken there, although he could just as easily be from Aleppan.
He is currently a 20 point build, so expect some adjustments. I also need to give him fab.
Note that he has wisdom in the flesh trait; this is for followers of Irori; if there is no Irori in this world I will have to pick another.
Dias-Lewis |
I'd like to submit a Cleric, that will eventually enter into the Blackfire Adept PrC. I'm envisioning him as a Neutral character both of IC and OOC reasons (the primary one being I hate/find it exceptionally difficult to play evil characters). Is this an acceptable PrC to eventually aim for, or outside the scope of what you want your players to be?
Looks like an interesting character concept, feel free to whip up a crunch.
Well, as there are no ranged builds, I'll happily submit a Zen archer.
That may or may not be a problem, though I could see it being a possibility as we do need a ranged fighter in the party for sure.
Questions:
What languages are there?
Are the gods the same as in Golarion?
Think the languages would pretty much be the same except human language, each continent has it’s own human/common language.
The Gods are the same as Golarion.
And here is the basic character. I have made him from Dasin, and given him the language Dasin as kind of a catch-all for whatever language is normally spoken there, although he could just as easily be from Aleppan.
He is currently a 20 point build, so expect some adjustments. I also need to give him fab.
Note that he has wisdom in the flesh trait; this is for followers of Irori; if there is no Irori in this world I will have to pick another.
Looks good, just make the readjustment for the 25 point build and you’ll be good. Though I'm having problems finding your traits. I found one but can't find the other.
Gavmania |
Looks good, just make the readjustment for the 25 point build and you’ll be good. Though I'm having problems finding your traits. I found one but can't find the other.
Yeah, they're not spelled out. I'll put them in a spoiler when I get a moment, but for now I'll just say it's Wisdom in the Flesh (Disable Device - a childhood hobby) and suspicious (seemed appropriate).
I've completed the 25pt build, upped his Cha to 10 (will adjust background to take out his disfigurement) and adjusted Con/Int (so 1 more hp and 1 less skill point)Haven't added in Favoured Class Bonus (1/4 point ki bonus) though it has no material effect at 1st level.
ginganinja |
Looks like an interesting character concept, feel free to whip up a crunch.
I can do better than just a crunch, I can also do a rough outline of his backstory =]
Blake Ignatius always had a passion for reading. As a young boy, he loved reading fiction, or hearing about old myths, legends, or stories. From an early age he knew he wanted to be a scholar, a researcher, a holder of knowledge, and this drive sustained him for most of his early childhood. During his studies, Blake discovered many things, one of the more significant however, were his readings upon the Planes, and the tears, or gaps between them. He studied the Worldwound, read accounts from the mighty divine casters that had cast the powerful Gate spell, and read forbidden texts, lecturing on the strange substance knowing as blackfire…
Blake was fascinated by the great Planes, the specifics of summoning, of binding, of outsiders in general. Secretly, Blake was interested in the taint of his own demonic heritage, and as to what that might mean for him. As a worshiper of Yog-Sothoth, he was well aware of the Dark Tapestry, and the attempts of many cultists to amass enough power to control the beings that reside there, but Blake had no interest in this…yet. His goal was to master the art of summoning, preferring to summon demons, in part due to his irritation at the taint within his own bloodline, although he could and would summon Celestials as well. Blake struggled to see the struggle between good and evil, preferring to simply see Demons or Celestials alike as simply tools for his research, or for a job, and nothing more. He resolved to become a Blackfire Adept, for nothing else had his researched unearthed to be their equal in summoning, save for perhaps the arcane spellcasters, but Blake had always considered divine casting his speciality. Always aware that many Blackfire Adepts often turned dark, Blake resolved to be Neutral, determined that he would be the bridge between the two sides.
Having learnt what he could, Blake turned his attention to the practical side of things, resolving to travel and test what he had researched using his own magical talent, determined to master such powerful binding and summoning spells on his own, his goal being Gate, the pinnacle of Planar summoning. What he would do once he reached this goal, I am not even sure he knew himself, but, for now at least, Blake is concerned with achieving his current goal, and is determined to have nothing stand in his way.
Blake Ignatius
Human cleric (ecclesitheurge) of Yog-Sothoth 1 (Pathfinder RPG Advanced Class Guide 91)
N Medium humanoid (human)
Init +0; Senses Perception +4
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Defense
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AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +3, Ref +0, Will +6
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Offense
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Speed 40 ft.
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric (Ecclesitheurge) Spells Prepared (CL 1st; concentration +5)
1st—bless, obscuring mist[D], summon monster I
0 (at will)—create water, detect magic, guidance
D Domain spell; Domains Void (Dark tapestry subdomain), Darkness
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Statistics
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Str 10, Dex 10, Con 12, Int 14, Wis 19, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Augment Summoning, Spell Focus (conjuration)
Traits magical knack, true name caller
Skills Acrobatics +0 (+4 to jump), Bluff +3, Diplomacy +6, Knowledge (planes) +6 (+10 to discover the true name of an Outsider from plane of choice, halve the time required to learn the outsiders name as well.), Knowledge (religion) +6, Sense Motive +8, Spellcraft +6
Languages Abyssal, Common
SQ domain mastery, door sight, it came from beyond, secondary domain (exploration), spell-only domain (), variant channeling (knowledge variant channeling)
Other Gear 150 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cleric (Ecclesitheurge) Domain (Dark Tapestry) You worship not only the vast emptiness of space, but the sinister and alien powers that reside therein.
Cleric (Ecclesitheurge) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Door Sight (7/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Knowledge Variant Channeling (±1 Sacred) Knowledge & Perception bonus/Intelligence damage
Magical Knack (Cleric [Ecclesitheurge]) +2 CL for a specific class, to a max of your HD.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
I'm happy to flesh out his backstory some more, as I feel fairly involved in the character, but I don't feel like writing an essay and end up drowning any readers.
Alistus |
I've got a Half-Elf Mystic Theurge ready to go, starting as a first level Cleric of Nethys. I'll leave the basic progression below, but the character does rely on the spell-like abilities granted from the Half-Drow alternate racial traits as well as an inquisition taken instead of a domain to qualify him for Mystic Theurge. The character would be a great addition to any party, being an almost full Arcane and Divine caster. If anything looks off let me know, I'll have a background together shortly.
Cleric 1: Fate Inquisition/Magic Domain(Arcane)
Sorcerer(Wildblooded) 1(2): Epyreal Bloodline
Sorcerer(Wildblooded) 2(3)
Mystic Theurge 1(4)
Meeting the requirements:
3 Knowledge Arcana/Religion ranks gained through levels
2nd Level Arcane casting gained through Half-Elf Drow Magic trait
2nd Level Divine casting gained through Fate Inquisition
(Name undecided) is a Half-Drow from a long line of powerful spell-casters. After recently learning of his heritage, he began seeking answers about the magic that flows through his veins. Stumbling upon a temple of the God of Magic, Nethys, (Name Undecided) vowed to fulfill what he now believes is his destiny. He would become the most powerful spell-caster the world has ever seen, by mastering both the arcane and the divine he would learn every spell that has ever been cast, and even create some of his own.
Bara Red-Tail |
Melee
Bara Red-Tail - Tiefling Fighter
Gale - Guardian Fighter
Ranged
Zama - Human Monk (Quinggong/Zen Archer)
Caster
Aku'Tenshi - Half-Orc Witch (Scarred Witch Doctor)
Blake Ignatius - Human Cleric (Ecclesitheurge)
Skill
Kaerzon - Half-Orc Rogue (Burglar)
I held off posting the idea submissions until crunch is listed. Just OCD about that...
Oh, and when does submissions end?
Alistus |
Male Half-elf Cleric 1
N medium humanoid
Init +7 Senses Darkvision (60) Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15
hp 9
Fort 3 Reflex 1 Will 6
OFFENSE
Speed 20 ft
Space 5 Reach 5
STATISTICS
STR 10 DEX 12 CON 12 INT 14 WIS 19 CHA 13
BAB 0 CMB 0 CMD 11
Feats Improved Initiative
Skills Acrobatics -2, Appraise 2, Bluff 1, Climb -3, Diplomacy 1, Disguise 1, Escape Artist -2, Fly -2, Heal 4, Intimidate 1, Knowledge (arcana) 6, Knowledge (religion) 6, Perception 7, Ride -2, Sense Motive 4, Spellcraft 6, Stealth -2, Survival 4, Swim -3
Languages Elven, Common
Gear Crossbow - light, Quarterstaff, Bolts - crossbow (10), Kit - Chroniclers
Brandon Dellmen |
Here ya go let me know what you think.
N Medium Humanoid (Elf) Druid w/Green faith initiate, Treesinger
Init +1 Senses Perception +7/+9
====DEFENSE====
AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
HP 9 (1D8+1)
Fort +3 Ref +1 Will +5
Resistance Cold 5
====OFFENSE====
Speed 30 ft. , 25 ft in armor
Melee Quarterstaff +2 (1d6+2/x2)
====STATISTICS====
Base Attk +0 CMB +2 CMD +13
Str: 14, Dex: 12. Con: 12, Int: 16, Wis: 16, Cha: 10
Traits
Eyes of the Wild: +2 trait bonus on Perception checks in natural settings
Know the Land: +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill
Feats
Green Faith Acolyte: Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants
Skills
Class 4+Int, (4+3), Favored bonus: +1, Total: 8
Climb - +6
Heal – +7/+9 with healkit
Knowledge (Geography) – +7
Knowledge (Nature) – +8
Perception – +9/+11 With Natural Settings
Spellcraft – +7
Survival – +8
Swim – +6
Armor check penalty: -3
Languages: Common, Elven, Celestial, Sylvan, Draconic
Class Features
Plant Bond**, nature sense, orisons, Green Empathy**
Spells Prepared
0 – At Will – Detect Poison, Light, Purify food and drink
1st – 2 – Goodberry, Shillelagh
Gear
Quarterstaff, Hide armor, Druid's Kit ( -Animal feed (5 Days), -Backpack, -Belt pouch, -Blanket, -Flint and steel, -Holly, -Mistletoe, -Iron pot, -Mess kit, -Soap, -Spell component pouch, -Torches (10), -Trail rations (5 days), -Waterskin, Backpack (Masterwork), Potion (Cure light wounds 1d8+5), Potion (Antitoxin), Healers kit (10)
Wealth
G: 20, S: 9, C: 10
Carry Weight
Str Score: 14/15* With Backpack
Light load: 66 lbs. or less, Medium load: 67-133 lbs., Heavy load: 134-200 lbs.
Elf substitutions
Elemental Resistance: Elves who dwell in the most
extreme environments, from arctic wastelands to volcanic
plains, develop natural resistance to the dangers of their
homelands over the course of a few generations. Elves
with this racial trait gain elemental resistance 5 to acid,
cold, electricity, or fire. This choice is made at character
creation, and once made it cannot be changed. This racial
trait replaces elven immunities.
Taking Cold resistance
Plant Companion
Carnivorous Flower
Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.;
AC +2 natural armor; Attack bite (1d8)*; Ability Scores Str
10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities
low-light vision, scent.
Dias-Lewis |
Hola, I am thinking of making a words of power sorcerer crossblooded with Kobold and Dragon. But I would like to use the dragonbreath kobolds in the bestiary if possible. If that is all ok then I can post more crunch.
Dragonbreath Kobolds aren't in the bestiary, I looked, but you can take the feats to acquire dragonbreath if that's what you're looking for. If you are kobold and take the draconic bloodline I'll be fine with that.
zomblisham |
here is the kobold options I was referring to. It's actually from classic monsters revisited.
Damian Wilroth |
Submitting Damian Wilroth, privateer and corsair of Talios, heart of gold, and eyes for it as well. Ranged specialist.
Damian Wilroth
Male Human Ranger Freebooter 1
CG M Humanoid( Human )
Init +6; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10)
Fort +3, [ b]Ref [/b]+6, [ b]Will [/b]+2
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Offense
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Speed 30 ft.
Ranged Longbow +5 (1d8+0/x3)
Melee Longsword +3 (1d8+2/19-20x2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits Reactionary(+2 Initiative), Affable(+2 to Gather Information, ½ Time), World Traveler(Diplomacy), Hedonistic(Drawback)
Skills Acrobatics +5, Diplomacy +6(), Perception +6, Swim +6, Profession ( sailor ) +6, Know. (Nature) +4, Survival +6
Languages Common
Other Gear Studded Leather, Backpack, Bedroll, Torch, Flint and Tinder, Waterskin, Quiver - 20 Arrows, 2x Trail Rations, Small Mirror, 35gp
--------------------
Special Abilities
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Freebooters Bane Move Action - Designate enemy; +1 Untyped bonus to attack and damage rolls against target.
Wild Empathy
Track
With a reward for the rescue of a princess in the air though, the enigmatic Damian has decided to take leave of his mates, and follow the wind to new waters. He hopes, to at the very least, attain the reward, and at best, become the new heir to the throne.
Dias-Lewis |
here is the kobold options I was referring to. It's actually from classic monsters revisited.
Thank you for that, I'll be sure to look it up.
Bara Red-Tail |
Melee
Bara Red-Tail - Tiefling Fighter
Gale - Guardian Fighter
Ranged
Zama - Human Monk (Quinggong/Zen Archer)
Damian Wilroth - Human Ranger (Freebooter)
Caster
Aku'Tenshi - Half-Orc Witch (Scarred Witch Doctor)
Blake Ignatius - Human Cleric (Ecclesitheurge)
Alistus - Half-Elf Cleric
Allion Silverleaf - Elf Druid (Treesinger/Green Faith Initiate)
Skill
Kaerzon - Half-Orc Rogue (Burglar)