Peet |
@GM Tempest
So I looked through Ultimate Equipment and Feast wouldn't wear any of the outfits I read about.
I was wondering if I could have her wear something like a hide outfit?...
You could get travelling clothes or cold-weather clothing and just say they are made of primitive hides or furs. The description doesn't specify any one material they are made of.
The Yaddithian can be found here and here is an image of them from a Paizo blog.
As for why I want to play one, it's fairly simple: I really like the ugly buggers.
Yeah, the Yaddithians are pretty neat.
Phntm888 |
I have created aliases for Holbar Groshnel and Eckubar Flinscrap, since you said you preferred having aliases to link to for making the decision. I'm not going to post with them, so I can delete them if either both or one doesn't get in. I have so many aliases as is.
Kevin O'Rourke 440 |
I sent in a link but I'll put it here.
Background
Hota grew up in an orphanage in Korvosa, he was always bigger and stronger than many of his peers which some put down to his Shoanti blood however what eventually got him noticed by the right people was the thing they least expected from a Shoanti youth due to the prejudices and stereotypes against his people for being brutish and uncivilised. Always grim and dour his sharp intellect caught the eye of a Hellknight Signifier from the Order of the Nail called Elim.
Seeing the boys potential Signifier Elim took him in as an apprentice and in Hota’s mind was a good master never giving a beating that wasn’t deserved and rewarding loyal service with knowledge and skills. Coin is a material thing easily lost or spent, but knowledge, wisdom and skill these his master instructed him could earn a living and to be a constructive member of society.
At his master’s instruction he began taking tentative steps in understanding many aspects of civilisation but most importantly magic and law. He learned of the ancient histories of Varisia and ancient Thassilon. The boy took the lessons to heart and he said to his master that if Varisia had only ever been united by the Runelords then lessons could be learned from their ancient empire in helping to bring enlightenment and order to his lands and his people. Korvosa was a bastion of civilisation it was true but nothing compared to what came before or what would come later.
Hota was released to conduct a period as a journeyman apprentice to prove himself worthy or being allowed even attempt the test. He has headed west to Magnimar, though the Order had members there and he was but an Arminger perhaps with the lessons his master had imbued in him he could wrest secrets from the monuments there.
Thassilonian Specialist Wizard (Evocation/Wrath=No Conjuration or Abjuration). Evoker (Admixture Focused School)-Level 1
Human (Shoanti) Lawful Evil
Str 14 HP 11=6+1/Con+1/FC+3/Toughness
Dex 12 AC: 13 FFAC: 11 TAC: 12
Con 12 Fort 2=0+1+1
Int 18(16+2) Ref 1=0+1
Wis 10 Will 2=2+0
Cha 10 Melee Club +2, 1d6+2, 20/x2
Initiative: +1
Feats: Toughness, Skill Focus (Spellcraft)
L3 Arcane Armour Trainning, L5 Spell Penetration, Level 7
Human Alternate: Focused Study (Skill Focus Spellcraft),
Traits: Hedge Magician (Magic), Resilient (Combat)
Languages: Common, Shoanti, Varissian, Infernal, Thassilonian, Giant
Arcane Bond: Ring?
Skill Points: 8=2/Base+4/Int+1/Human+1/Background Skill
Knowledge
-Arcana 8=1+4+3
-History 8=1+4+3
-Local 8=1+4+3
-Nobility and Royalty 8=1+4+3
-Planes 8=1+4+3
Language 8=1+4+3
Profession Lawyer 4=1+0+3
Spellcraft 11=1+4+3+3
Spellbook
1st Level 3+4/Int=7
Burning Hands, Identify, Magic Missile, Shocking Grasp, Ray of Enfeeblement, Floating Disk
Thunderstomp
Spell Slots
Cantrips x4
-Detect Magic -Light -Prestidigation
-Jolt
1st Level 4=1/Base+1/Bonus+2/Sin Specialist
-Burning Hands -Ray of Enfeeblement -Magic Missilex2
Gear Wizard 70gp
Cold Iron Dagger 4gp 1lb
Leather Armour 10gp 15lbs
Wizard’s Kit 21gp 21lbs
Club - 3lbs
Silk Rope (50ft) 10gp 5lbs
Spellbook * 3lbs
Travelling Spellbook 10 1lbs
Lariat 0.5gp 0.5
Scroll Case 1 0.5
Backpack 2 2=62.5gp 54lbs
Mask 1gp 1lb=59.5gp 53lbs
10gp 5sp
Evocation Arcane School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cuàn |
Here is the profile for Nar'Tarchi, my Yaddithian wizard for the arcane group. Background still needs to be finished, what I have can be found below.
Nar'Tarchi's parents were guests and friends of emperor Xin. When the Runelords overthrew Xin they were killed while trying to defend their friend and host. Nar was still an egg then. Xanderghul, Runelord of Pride, took the egg as a trophy and placed it in a container that kept it in a magical stasis, preventing it from hatching. It was then placed in a treasury within the city of Torandey.
When Earthfall came and the city was lost the treasury got locked off from the outside world. The event caused the container that held Nar's egg to fall from it's shelf, causing it to break open and ending the stasis. Nar hatched a few years later.
For over nine millenia Nar is stuck in this room and he survives on the small vermin that make their way in to the room and on the water that leaks in from the ceiling. With little else to do he takes his time to study all the objects found in the room, including the spellbook he found next to an apprentice that died there during Earthfall. He also starts breeding the torbles that find their way into his tomb. They are easy to keep and they are good eating.
A few years ago two Ulfen pillagers descended into the fallen city and managed to break open the door. They are overwhelmed by the dozens of torbles that Nar kept as pets. Seeing an opportunity to finally leave the cursed ruin Nar grabs a few handfuls of torbles, including his most recent favorite, and tries to reach the surface. There he finds the city of Jol built atop the ruins.
As far as sins go, I'd actually be looking at either Pride or Sloth, though Gluttony or Wrath could also work. Both Greed and Lust won't work as both are alien to him. He has been imprisoned among immense wealth for millenia and it did nothing for him. I myself am not a fan of the envy option.
The feat selected so far would actually be changed to match the school of his sin if not going pride. The exception is Gluttony as I'd probably grab Brew Potion then as I'd like him to focus on oozes and gluttonous creatures like otyughs and rust monsters instead of purely on undead. That is in part because undeath holds no attraction to him as he can't die of old age anyway.
HedwickTheWorldly |
Karl Yorgason has been renamed - when I was writing his story, I realized I wanted him to be Chelish. He's now Rinaldo Tannesen, and he has a background written. None of the sins are specifically called out, though Rin could be a viable candidate for Greed, Envy, and Pride pretty easily, and possibly Lust, if it's not exclusively a sexual lust. He's absolutely anti-sloth, and gluttony/wrath seem like a stretch at best.
(I'm writing this without using his alias because it's still under 10 messages, in case I need to edit him again :P)
Joof the Rider |
I'm proud(?) to present the great Joof the Rider, sworn cavalier of almighty Zarongel. He's a beast rider/gendarme that's far from optimized, but a concept I thought would be fun to roleplay. Backstory will be up at some point tomorrow, but the idea is he's a halfling who was adopted by goblins; an adventurer "saved" Joof by slaying his tribe, and now he wants to set off on an adventure: found his own "goblin" tribe, find loot and mostly burn stuff.
I think the most fitting sin for him is Wrath.
Cuàn |
A question: Do you have access to Legacy of the First World?
I'm asking because I'm interested in turning my non-arcane submission into a devotee of the Green Mother (sins would focus on Lust with possible move to Wrath, Pride or Gluttony). For it I would love to use the Seducer Witch archetype, which is from that book.
Another option would be making a printscreen of the page, uploading it and giving you the url as none of the online srd's have it yet.
Profession Smith 6 ranks |
Still planning on submitting a character...looks like a changeling bard pirate-wannabe eyeballing Greed. Still have to decide on traits and equipment.
Quick question: Campaign traits from other APs are OK, correct, if justified in the character's backstory? In particular, Trap Finder from Mummy's Mask for an arcane PC to help cover that role?
GM Tempest |
Still planning on submitting a character...looks like a changeling bard pirate-wannabe eyeballing Greed. Still have to decide on traits and equipment.
Quick question: Campaign traits from other APs are OK, correct, if justified in the character's backstory? In particular, Trap Finder from Mummy's Mask for an arcane PC to help cover that role?
That would be fine, yes.
Cuàn |
I'm in not sure whether I want to make my Seducer Witch a Gnome or a Kitsune.
The latter has the added benefit of being able to appear any human or mostly human person due to the Realistic Likeness feat and as such further expanding her intrigue options.
The former however might be mechanically more sound due to a far superior FCB (more hexes) and the boons of small size. The down side is that the possibilities for (non-magical) seduction by a Gnome might be quite a bit slimmer.
ginganinja |
Submitting a Void Kineticist. If she gets selected I'll make an alias, but I'd prefer avoiding bloat.
Astrid is the classic example as to how fear and superstition can ruin a childs life before they can enjoy living it. Born to a remarkably well off family in the deserts of Casmaron, Astrid had a family with wealth, political power, and an inheritance to move into. As a girl, she was relatively headstrong, intelligent, and lithe as she could gracefully navigate her surroundings with ease. As a child, no-one really took much notice of any of the little oddity’s that surrounded her but the perceptions sharpened as she grew older into a young women, moving up into the world.
These differences began to add up, for instance, the ability to leap much higher than anyone else her age without much effort, the way the air seemed to hang around her, heavier than it ought to be, the fact that she always seemed to be in shadow, no matter the hour. Eventually, the differences grew more obvious, until the line was quickly drawn when it was noticed that Astrid’s shadow never changed shape, size, or positioning, no matter what the time of day. Unable to explain the phenomenon away, people fell back on fear, calling some offspring of a being of shadow. As everyone turned on her, friends and eventually family, Astrid fled the city, eventually slipping into Magnimar, where she found work as a courtesan.
Surprisingly, stripped of wealth, prestige, family, Astrid ironically grew more self-confident, resilient, self aware. She embraced her curious powers and became far more open about romantic liaisons where previously she would have been encouraged to hold back. With no pressure on her to conform to normality, Astrid treads her path as she sees fit, and doesn’t tolerate any barriers in her way.
Motivations & Fears
Astrid has now embraced herself to be different, experience anything and everything, wonderlust. She embraces her latent powers in order to pursue that goal, but fears returning to be that same girl she was before, with the pressures of having to say this or do that, whereas she really just wants to experience the passion of total and utter freedom. Technically, due to her self-confidence being a relatively new development, it could be shaken from her which might leave her rudderless while she sorted out how to proceed, but for now she uses that confidence as a shield. For instance, her now indifferent attitude allows her to feel confident dressing in shadow as her powers wax.
Technically, her Sin is probably Lust since she is using it as an outlet to gain confidence in herself and what she does, but she wasn’t built to embody any particular Sin.
Astrid Zurie
Female human chaokineticist 1 (Pathfinder RPG Occult Adventures 10)
LE Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (1d8+5)
Fort +6, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—emptiness
Infusions—extended range
Blasts—gravity blast (1d6+5)
Utility—basic chaokinesis
--------------------
Statistics
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Str 7, Dex 16, Con 19, Int 10, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 11
Feats Point-Blank Shot, Precise Shot
Traits keleshite princess, reactionary
Skills Acrobatics +7, Diplomacy +1, Intimidate +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Profession (courtesan) +4, Stealth +7 (+9 while benefit from concealment or full concealment due to darkness or dim light)
Languages Common
SQ basic chaokinesis, burn (1 point/round, max 7), dimdweller, gather power
--------------------
Special Abilities
--------------------
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 0; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
GM Tempest |
Spreadsheet updated.
One more day for submissions. At this point, I think I am only going to run one table, simply based on the applicants, just so everyone is aware.
Cuàn |
Here is Dahlia Sarazzi, my Gnomish Seducer Witch. If with one game you only want one submission per person I'd prefer this one over the Yadithian.
As is to be expected Lust would be the best fit for her but she could fit all, with the sole exception of Gluttony.
The moment she was old enough to be considered an adult she packed her belongings and left town, hardly taking the time to say farewell. She joined up with the very first Varisian caravan that she encountered. The fact they turned out to be a roaming band of Sczarni thugs did not bother her in the slightest. In fact, she revelled in the excitement that it brought and it wasn't long before she joined in on their activities. Initially she'd just help scout the target and stand on watch but before long she started helping them out in other ways as well. She'd distract guards or marks so that her allies could do the job.
It all went fairly well until quite recently when the clan tried to rob a jeweller in Magnimar. Dahlia was to distract the city guard patrolling the streets while they'd beat up the jeweller and take his things. None had counted on the jeweller having any magic abilities. Within seconds the entire gang was bound in bands of force and carried off to prison. All except Dahlia who was talking to the city guard.
Now she is stranded in Magnimar. She can't go back to the rest of the family without the others and she doesn't feel in any way inclined to try and break them out. She'll just have to find another way to keep herself amused.
GM Tempest |
Hey guys, so today is decision day! Just now able to get on (crazy site issues lately).
So obviously we had some real solid character concepts, and I have the unfortunate job now of breaking some hearts. Nothing personal, of course. I just don’t think I’ve got enough to run two tables honestly, so without further chatter, I’m in the process of finalizing right now. I’ll have the Seven selected in around an hour.
Note: Clyde & Cuan, I did see the posts and updated with changes.
GM Tempest |
Suddenly, I feel like this adventure is going to turn into the Seven Samurai, but the Samurai are the bandits this time. Anyways, here’s the Seven in order of appearance in post:
William Nightmoon - Gara Voreata - Pride
Storyteller Shadow - Genevieva Ree - Lust
Ignuspyre - Kael Torrin - Wrath
Chapel36 - Seyllana - Envy
Seth86 - Angelos Ree - Gluttony
Harakani - Ignavius - Sloth
Teiidae - Magnus Harzhor - Greed
Head on over to discussion guys!
May not be the most balanced mechanic-wise, but in the end I want to see the best collaborative story told, and this is who I’m choosing to try and do that. If you didn’t make it, perhaps there will be a spot that opens up in the future for you. There are a couple I feel real bad about not picking, but there it is.
Happy gaming everyone!