The Cleansing of Nexorus

Game Master thegreenteagamer

Monsters in a human-supremacist nation look to break free of their captivity, and possibly turn the world against their captors.


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Nexorus is a nation on the rise. While not the most magically inclined, nor the most technologically, they have taken their gift for hybridizing there arts and used it to push their military to heights the world has not seen. The primarily human nation has been swallowing up competitors, and pushing non-human humanoids, such as dwarves and gnomes, to a position of servitude and serfdom - while outright "monstrous" races such as kobolds and orcs are put to the sword by the hundreds - usually after they are worked nearly to death in camps.

A few nations resist the Nexorans, but most cow to their bullying to remain independent, as the humans of Nexorus swallow up competitors.

You are one of those monsters. You begin in one of those camps...and what happens next...is up to you.

The game's theme is maintaining your "humanity," as it were, when the world around you is monstrous. There are meant to be parallels between Nazi Germany and the Nexorans.

I have amended the list of races to choose from compared to the original interest thread, so please pay attention. Do not ask me to play another race. These races were chosen for a reason. Other races either a. don't exist in this homebrew world, b. are not right for the theme of the game, c. I am not familiar enough with to make a judgment. I don't want to analyze a bunch of races I'm not terribly familiar with for balance and...look, I've given you 23 to choose from.

I reserve the right to make alterations if I find a race is absolutely wrecking the game, or turning one player into Superman while everyone else is Aquaman. It's supposed to be fun for everyone, though, so that would most likely result in me souping up the Aquamen.

I'm looking to tell a story here - your story, obviously, but my point is this isn't about just wrecking stuff as a monster (though obviously there will be wrecking stuff as a monster, because duh). It's about thinking outside the box - what use is that gold chest you found, when every town in miles will murder you if they see you? How do you survive when you're hunted on all fronts? Will you turn into the monster they think you are, or are they wrong?

House Rules/Character Generation for this game:

I. 20 point buy with 2 traits
1) Traits can be from any campaign/setting/flavor, but the "no two from the same category" rule still applies.
II. No feat requirements for item creation, but skill rolls and other prerequisites are required.
1) Can take feats to further reduce item creation costs, if desired.
III. Allowed Material:
1) All Pathfinder official Paizo material allowed (except Mythic and a few exceptions listed below).
A) Prestige classes can be taken even if not in the group, as the Forgotten Realms don't have “Red Mantis Assassin” and other specific groups unique to Golarion. However, something similar must replace it. I.E. if you want to play a Winter Witch, you should spend a lot of time in the cold to justify it, even if you aren't in Golarion's Irrisen or a member of that specific group.
B) Any base class is allowed, but you need story justification. If you're playing a barbarian and want to eventually multiclass a few levels in wizard, that's fine, but justify it by spending time in libraries and practicing before you take your levels.
C) Summoners and Rogues must be of the Unchained variety.
D) Barbarians and Monks may be Unchained or original.
E) No Leadership. Just...a headache I don't want to deal with.
2) No 3rd Party or 3.X stuff. I learned a lesson in my last recruitment to not open that can of worms. Please don't ask.
IV. All alignments will be allowed, but I will have NPCs (including other monstrous races react according to your reputation as individuals and as a group. “But nobody saw me murder that homeless woman!” Remember, Divination magic, scrying, and Speak With Dead are all low to medium level spells.
1) No PVP allowed. I don't care what you say about "but my character would..." - Change your character if that's the case. You must get along as a group when it comes down to it. Come up with reasons as a group; I don't care what reasons you have, as long as they hold up.
V. The economics use a base copper system, not gold.
1) Starting gold is in copper, not gold.
2) Equipment is available in lower tiers:
A) Rusty:
i. Rusty/warped equipment is -1 attack for weapons, and +1 AC penalty for armor and shields.
ii. Rusty/warped equipment is ½ cost.
B) Broken:
i. Broken equipment is -2 attack for weapons, +2 AC penalty for armor and shields.
ii. Broken equipment is 1/10th cost.
VI. E6 System: This means the level cap is 6.
1) After 6th level, experience only earns additional feats.
2) This means that some races, such as trolls, will be capped at lower levels, due to their CR adjustment.

Race List:

Boggard (Bestiary I page 37)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) “Terrifying Croak” ability DC increases by ½ per class level.

2. Bugbear (Bestiary I page 38)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.

3. Cyclops (Bestiary I page 52)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 5 negative levels until you balance out the levels.

4. Dire Corby (Bestiary III page 80)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 1 negative level until you balance out the levels.
C) “Screech of Doom” ability DC increases by ½ per class level

5. Gargoyle (Bestiary I page 137)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.

6. Goblin
A) Standard rules

7. Gnoll
A) Use the Advanced Races Guide version on page 225.
B) No negative levels, level adjustment, or other penalties as a result.

8. Grippli:
A) Standard rules

9. Hobgoblin:
A) Standard rules

10. Kobold:
A) Standard rules
B) May take one alternate racial trait without giving up one as a result of weaker power.

11. Lizardfolk
A) Use the Advanced Races Guide version on page 226.
B) No negative levels, level adjustment, or other penalties as a result.

12. Minotaur (Bestiary I page 206)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 4 negative levels until you balance out the levels.

13. Nagaji
A) Standard rules

14. Ogre (Bestiary I page 220)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 3 negative levels until you balance out the levels.

15. Orc
A) Full orcs only, not half orc
B) Standard rules

16. Ratfolk:
A) Standard rules

17. Sahuagin (Bestiary I page 239)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) 3 negative levels/CR3 if you choose 4-armed variant.

18. Strix:
A) Must take the “clipped wing” variant.
B) Otherwise Standard Rules

19. Tengu
A) Standard rules

20. Troglodyte (Bestiary I page 267)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 1 negative level until you balance out the levels.
C) Stench DC goes up by ½ per class level.

21. Troll (Bestiary I page 268)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 5 negative levels until you balance out the levels.

22. Vanara:
A) Standard rules

23. Yeti (Bestiary I page 287)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) “Frightful Gaze” DC increases by ½ class levels.

I have one spot already saved for this game - I will choose 3-4 other players. I keep a pretty quick game - I expect a minimum 1/day posting rate. I choose my players based upon a combination of factors, from how fast they post in other games, to their writing style (analyzed by reading other games' posts), character backstory/personality, and team synergy.

If you have any questions, please feel free to ask. I will be running this recruitment until November 10th at 5pm EST, and I expect I will have my decisions shortly after, probably the next morning at the latest.


Dotting with interest. Though I may be at capacity by then.


Dawt. Ratfolk investigator coming right up.

Grand Lodge

Dot, seems fun, I do like trolls, playing a Trollkin in a RL game of IKRPG


Ooooh boy... Well... I just have to do a spell eater bloodrager as a troll. So much healing per round... *Drooling intensifies*

Building him as something other than a front line damage dealer could be fun, Maybe a CMB specialist. Martial debuffer sort of thing, I always like those guys.

Edit: Ah didn't catch the level cap part, won't get to a high enough level for that particular shenanigan.


Dotticus


Interested in this, the story sounds very compelling.

That said, PC as monster rules are kind of a mess (in the sense that they're unclear), and it's not entirely clear how your negative levels interact with them, or how you 'balance out' the levels. I get the sense that say, a troll character(CR 5), is supposed to start off with a single class level, and then at each level he gains after, he removes one negative level instead of taking further class levels? Is that right?

The next bit is maybe a stupid question, since it's in the Monsters as PCs rules and we're told to use those, but do we use the 'It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level' bit?

So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character.

Edit: Is there a missprint in the Gargoyle entry? All the other monster races carry negative levels equal to their CR, while the Gargoyle only has half its CR in negative levels. I suppose it might make sense in the sense that much of its CR is derived from the very high damage reduction, and if magic weaponry is super common, it might effectively be lower-CR than it says on the tin.


Reading through the rules, two points need to be discussed...

First one: Either I failed my Perception check or there isn't a starting level writen. I will be assuming it's 1st level plus racial HD minus Negative levels to balance out.

Second one: Only 23 races available?!?!?! What are we? Barbaric people?

Ejem, I will check later during the weekend/week with my submission, tis game indeed sounds good, my kind Lord.

P.s.- A question that goes unresolved for me... how do you get stat bonus and penalties from monsters? Or instead f 20 pt buy for races with racial HD you imply use the stats as they are resented in their Bestiary entry?
Other question arisen from this one regards such HD including races and their feats and skills. I assume we are to choose those by ourselves instead of taking the statblock in its entirety, but please do correct me.

P.P.S.- I found the followingin Bestiary I. Still need TGTG clarification.

BestiaryI wrote:

Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.


Yes very much dot-ing this, looks cool, always wanted to play a

Vanara, Druid.

Q: If there are Neg levels, what level we starting at?

Also GM the min I post in once a day, more if i can.


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Okay, a few things.

1. Starting at level 1.

2. Leaving the Gargoyle in was a mistake - the only race that's supposed to be there with a fly speed is the Strix, and even they're supposed to only take the clipped wing variant. This is because fly at level 1 kind of ruins a lot of stuff.

3. Monsters with racial hit dice will not start with class levels. You can earn them as you level up, once you've bought off your negative levels. Example - a troll character will add the stat modifiers mentioned above, but otherwise be the same - except they will have negative levels to balance out their CR until they're level 1. As a result, I'm going to lower the negative levels for monstrous races by 1, since they won't have a class level to begin with. (Sorry, I was mildly distracted when I posted the original race list.)

As a result here is an updated and fixed race list: (I think I made this easier to understand than before.)

Fixed Race List:

Boggard (Bestiary I page 37)
A) No starting class
B) 1 negative level until you gain a level (when other races would be at level 2, you will have 0 class levels, and just your racial hit dice). You can begin to gain class levels when other races are at level 3.
C) “Terrifying Croak” ability DC increases by ½ per class level.

2. Bugbear (Bestiary I page 38)
A) No starting class
B) 1 negative level until you gain a level (when other races would be at level 2, you will have 0 class levels, and just your racial hit dice). You can begin to gain class levels when other races are at level 3.

3. Cyclops (Bestiary I page 52)
A) No starting class
B) 4 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 5.

4. Dire Corby (Bestiary III page 80)
A) No starting class
B) You can begin to gain class levels when other races are at level 2.
C) “Screech of Doom” ability DC increases by ½ per class level

5. Goblin
A) Standard rules

6. Gnoll
A) Use the Advanced Races Guide version on page 225.
B) Otherwise standard rules.

7. Grippli:
A) Standard rules

8. Hobgoblin:
A) Standard rules

9. Kobold:
A) Standard rules
B) May take one alternate racial trait without giving up one as a result of weaker power, or may take a third trait for free.

10. Lizardfolk
A) Use the Advanced Races Guide version on page 226.
B) Otherwise standard rules.

11. Minotaur (Bestiary I page 206)
A) No starting class
B) 3 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 4.

12. Nagaji
A) Standard rules

13. Ogre
A) Use the Advanced Races Guide version on page 229
B) Only a 10 point buy instead of 20.

14. Orc
A) Full orcs only, not half orc
B) Standard rules

15. Ratfolk:
A) Standard rules

16. Sahuagin (Bestiary I page 239)
A) No starting class
B) 1 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 2.
C) 2 negative levels to begin for a 4-armed variant. They can begin to gain class levels when other races are at level 3.

17. Strix:
A) Must take the “clipped wing” variant.
B) Otherwise Standard Rules

18. Tengu
A) Standard rules

19. Troglodyte (Bestiary I page 267)
A) No starting class
B) You can begin to gain class levels when other races are at level 2.
C) Stench DC goes up by ½ per class level.

20. Troll (Bestiary I page 268)
A) No starting class
B) 4 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 5.

21. Vanara:
A) Standard rules

22. Yeti (Bestiary I page 287)
A) No starting class
B) 3 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 4.
C) “Frightful Gaze” DC increases by ½ class levels.

I hope that clears things up!

Burnscar wrote:
So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character.

Pretty much, except I lowered a few of the negative level adjustments to account for the fact they're not going to start with class levels.

Hope this isn't coming up too confusing for people


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EmissaryOfTheNorth wrote:

P.P.S.- I found the followingin Bestiary I. Still need TGTG clarification.

BestiaryI wrote:

Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.

^Pretty much this^


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@GreenTea: What's the start "copper" wealth for creatures without class levels?


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I'm a bit confused about the starting wealth. Is copper equivalent to gold, and we get starting equipment as normal, or is copper copper, and we get copper for our starting wealth instead of gold, thus explaining the Rusty and Broken qualities? Anyways, going to brew up a character meow.

Sczarni

This looks exciting. Dotting and thinking of a charismatic Lawful Evil Unchained Monk.


I'm thinking about creating a sahuagin, although the light blindness is a little scary.

Sczarni

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Virr Dustmouth, Yaezhing's Dragon
Gnoll Unchained Monk/1
LE Medium humanoid
Init +2; Senses Perception -1, Dark Vision

--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12
hp 14 (1d10+3 +1 from Favored Class)
Fort +5, Ref +4, Will -1 (2 versus charm and compulsions)
+2 saves versus sleep, paralysis, and stunning effects.
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Unarmed Strike +5 (1d6+5), PA (+4, 1d6+7)
First strike in any round is 1-1/2 times strength (+6 instead of +4)
PA on first strike is +4 (1d6+9)
Charge, run, or withdraw through difficult terrain.
Charge through allies' squares.
--------------------
STATISTICS
--------------------

Str 18, Dex 14, Con 16, Int 7, Wis 9, Cha 14
Base Atk +1; CMB 5; CMD 19
Feats: Power Attack
Bonus Feats: Improved Unarmed Strike, Stunning Fist, Dragon Style
Traits: Irrepressible, Heavy Hitter, Blessings of the Feast
Drawback: Pride
Skills: Intimidate + 7, Climb +8
Languages: Gnoll
SQ: Stunning Fist 1/day

--------------------
CLASS ABILITIES
--------------------
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Bonus Feats: A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity UC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.

This ability modifies bonus feats.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

--------------------
RACIAL ABILITIES
--------------------
Thick Hide: +2 to natural armor.

Sczarni

Are drawbacks allowed to take to take another trait? If not, I'll have to sack a trait. I'll have my gnoll's backstory done later today, after I'm done mulling over ideas.


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Female Neutral Sahaugin, 1 negative level
Initiative +3; Senses Blindsense 30ft., Darkvision 60ft., Perception +6
AC 18, T 13, FF 15, CMD 17, FFCMD 14
Hp 16 (2d10+1)
Fort +2, Ref +4, Will +4
Weaknesses Light Blindness
Speed 30ft., Swim 60ft.
Melee
...2 claws +4, 1d4+3 and bite +4, 1d4+3
...Combat Maneuver Bonus +4
Special Attacks: Blood Frenzy
Str 16, Dex 17, Con 16, Int 18, Wis 14, Cha 10
BAB +2
Feats Point Blank Shot
Traits Bruising Intellect, Magical Lineage(Eldritch Scoundrel Rogue)
Skills Bluff +0(1 rank), Diplomacy +1(2 ranks), Intimidate +8(2 ranks), Perception +6(2 ranks), Stealth +7(2 ranks), Survival +6(2 ranks), Swim +14(1 rank)
Languages Aquan, Common
Gear ???


Dot.

I'm thinking of a troll - perhaps an Investogator, bard, alchemist, or slayer.

Or, for maximum oddity, a gunslinger, but that's just because I like firearms.
(Unless those don't exist in the setting - that's fine, if not.)

Obviously, I'm not going to be doing much with it ('dat level adjustment! XD), but as I'll probably never be able to play a troll otherwise...

I would have been here sooner, but this week has been... devastating, physically, and time-devouring (we managed to finally start to get close to back on track this weekend!) Fortuitously, that's all (mostly) over, now! Let's roll~! XD

EDIT: oh, I might go for a PrC of some sort instead, if I can swing it, though I'm not sure what: those mental penalties, though are going to make that tough! XD

Also, I'll likely be some flavor of good - probably lawful, but maybe chaotic.


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The Chess wrote:
@GreenTea: What's the start "copper" wealth for creatures without class levels?

The same as monks.

The Doomkitten wrote:
I'm a bit confused about the starting wealth. Is copper equivalent to gold, and we get starting equipment as normal, or is copper copper, and we get copper for our starting wealth instead of gold, thus explaining the Rusty and Broken qualities? Anyways, going to brew up a character meow.

Copper is still copper, and you get copper for your starting wealth instead of gold, thus explaining the rusty and broken qualities. I am not saying you'll not eventually get regular/MW/+1, etc, but to start you're rather broke, being, you know, prisoners. (You'll see when you begin...)

Tacticslion wrote:

Or, for maximum oddity, a gunslinger, but that's just because I like firearms.

(Unless those don't exist in the setting - that's fine, if not.

There most assuredly are firearms. The Nexorus empire in fact employs a magical arsenal of firearms, airships, the whole shebang.

In case you didn't know, folks, Tac is the saved spot I mentioned in the first post.


Imma dot, and come back with (1=Kobold knight, 2=Gnoll witch)

1d2 ⇒ 2

Witch it is. Oh, the cackling that will be had.

Should be finished by the end of the night.

Edit: I don't know if it's an issue for you, but I've found that the ARG version of the Gnoll is slightly more powerful than the bestiary version.

Edit x2 (I should start thinking these posts out more before submitting): Also important question; What kind of general tone do you want to the game, before I go nuts with a silly PC? I get the general feeling it would be mostly serious, and I will submit with that in mind, but are we talking fully grimdark, or more self-aware? Should the jokes stay out-of-character? For example, if I were to dip swashbuckler for a level, should I restrain myself from calling myself "Errol the Flind" in-character?


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Green Smashomancer wrote:

Imma dot, and come back with (1=Kobold knight, 2=Gnoll witch)

[dice=]1d2

Witch it is. Oh, the cackling that will be had.

Should be finished by the end of the night.

Edit: I don't know if it's an issue for you, but I've found that the ARG version of the Gnoll is slightly more powerful than the bestiary version.

It doesn't have any racial hit dice, which makes it simpler. The minute amount more power will balance out in the long run.


Considering some sort of lizardfolk... but trying to talk myself out of it because I'm in too many games right now. XD


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Alrighty then, Green Smashomancer, reporting with a witch.

I felt like it would be appropriate for a Gnoll to come from a desert area originally, but I also don't want to intrude by adding a location in a setting that isn't mine, so I kept things ambiguous.

I'm gonna keep doing some tweaking (Most obviously, I don't have a patron selected), but Gehuil Sandstream is ready for inspection. I assumed starting HP was average.

What would be some reasonably common languages to choose from?


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You can read the future by cutting open your abdomen and pulling out your entrails. This is a full-round action that deals 6d6 points of damage to you. This functions as the divination spell, using your Hit Dice as the caster level. You can perform this ability no more than once per day.

You know, I have always wanted to make something with this, but you know, I dont think I could ever actually roleplay it out. I would just be too squeamish :S

thegreenteagamer wrote:
2. Leaving the Gargoyle in was a mistake -

Are you sure? Would you reconsider if we took out its flight completely? Gargoyles have pretty wings, but as they are made of stone they most certainly cannot fly!

Heck, I would be willing to offer any of his Flight, Natural Attacks or DR as well for the chance to play one. :)
I would try and create him into a Empyreal Sorcerer when he finally gets to a high enough level :)

But since I know the answer to be no, I think I am going to try and create a Kobold Draconic Sorcerer who looks almost like a mini Red Dragon :)
He will be small and cowardly (cautious!) And will hide out on one of the bigger monsters shoulder :)
From that safe perch he will seek to use Mind Magic and mini fireballs.

thegreenteagamer wrote:
I'm looking to tell a story here - your story, obviously, but my point is this isn't about just wrecking stuff as a monster (though obviously there will be wrecking stuff as a monster, because duh). It's about thinking outside the box - what use is that gold chest you found, when every town in miles will murder you if they see you? How do you survive when you're hunted on all fronts? Will you turn into the monster they think you are, or are they wrong?

Well... the Kobold would still hoard that chest, Cuz Dragon Gold! But I am invisioning him having inferiority issues and security issues. He would desire to find a place of safety (failing that, create one) first, especially in such a cruel and uncaring world. He would then seek to hoard riches because thats what dragons do. But during that, his dragon blood would quickly force him to seek out more adventure and excitement.

He would probably become the monster people fear, but who knows? My own goodness might rub off on him too much :)
And I am still deciding on how I would build him and whether to go Dragonic Aspect or not...


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Ok, officially submitting Volnar for the opportunity to, ummm, be imprisoned in a forced labor camp?

Details in profile, but essentially a woodsy type built on an archaeologist bard archetype chassis.


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Alright, I have worked up a Vanaran monk. Mind if I make the fur blue and play him as a non-telporting 'Nightcrawler' type? Charisma hit makes a swashbuckler a risky choice, but c'mon, when will I get a chance to play a character that actually looks like Kurt Wagner?

Nightcrawler:

Kur T'wagnar ~'Nightcrawler'
Male vanara monk (unchained, perfect scholar) 1
LN Medium humanoid (vanara)
Init +3; Senses low-light vision; Perception +7
—————
Defense
—————
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
—————
Offense
—————
Speed 30 ft., climb 20 ft.
Melee temple sword +3/+3 (1d8+3/19-20) or
unarmed strike +3/+3 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
—————
Statistics
—————
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 20 (22 vs. trip)
Feats Dodge, Improved Unarmed Strike, Stunning Fist, Tree Hanger

Traits monk weapon skill, quain martial artist

Skills
Acrobatics +9 (+10 to jump)
Climb +14
Perception +7
Stealth +9
Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Vanaran
SQ prehensile tail
Other Gear temple sword
—————
Special Abilities
—————
Climb (20 feet) You have a Climb speed.

Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.

Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.

Tree Hanger DC 15 Acrobatics to hang by tail, granting +2 CMD vs. bull rush, drag, and reposition.

Concept:
Kur T'wagnar was captured/kidnapped and forced into sideshow acts. Due to his unique coloring and ability to climb, he was dubbed "Nightcrawler". He was liberated and trained by a monk who felt pity for the vanaran. The two were hunted down by the authorities. Kur was brought to the camp, he has no idea where is mentor is or even if he is still alive. Despite all this, Kur has tried to maintain a bright and optimistic view of the world.


Mmm. Mm. You're tempting me here, man. My first thought was a nagaji scaled fist monk, but I see someone doing that with a gnoll a little ways up, so I'm thinking. But mmmmm. The temptation is very strong here.

EDIT: Temptation's even stronger as I realize this is the perfect game for the hobgoblin kineticist I've been wanting to play. I'll have something up when I can.


Quick roll for alignment: 1d3 ⇒ 3
Alright! Chaotic good it is!
Also, stealing someone else's template for this post ('cause, phone at present)...
The below is a rough draft, subject to change. (It's in need of several.)
Posting for now to save:

Lio'chae'tel' "the sewer troll" ("Leo" to any hypothetical friends)
Troll (4 negative levels)
CG Large humanoid (giant)
Init +2 [-2 negative levels]; Senses darkvision 60 ft., lowlight vision, scent; Perception +8 [+4 w/ negative levels]

--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 63 (6d8+36) regeneration 5 (acid or fire)
negative levels: hp 43
Fort +11, Ref +4, Will +3
[negative levels: Fort +7, Ref +0, Will -1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: bite +5 (1d8+5), 2 claws +4 (1d6+5)
[negative levels: bite +1 (1d8+5), 2 claws +0 (1d6+5)
--------------------
STATISTICS
--------------------
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6 {need to spend 20 points}
[negative levels: -4 to ability checks
Base Atk +4; CMB +10; CMD 22
[negative levels: CMB +6; CMD 18
Feats: Intimidating Prowess, Iron Will, Skill Focus (perception)
Traits: Civilized, Patient Optimist, Trapfinder {subject to change}
Drawback: Lonely
Skills: Intimidate +9, Perfeption +8 {going to have more skill points}
[negative levels: Intimidate +5, Perfeption +4
Languages: Giant
SQ: -

--------------------
TRAITS
--------------------
Civilized: You are well versed in the local laws, customs, and politics.
Effect: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Patient Optimist: You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers.
Effect: You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Trapfinder: Though probably not the life you would have chosen, you were born and raised (mostly by yourself) in the infamous sewers below <town name>, where you continually worked to ensure the safety of those lost there from the many deadly tricks and traps set by the various thieves' and assassins' guilds that used the sewers. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. Now that you have been captured and forced from the only place you e ever called home, perhaps you can put those skills to good use elsewhere.
Fluff text altered to fit the character's backstory.
Effect: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Lonely: You are far too easily convinced of the friendly intentions of others.
Effect: You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
--------------------
OTHER
--------------------
Currently sustaining 4 negative levels. For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.

Altogether, he has a -4 to all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks; and reduces his hit points by 20.

--------------------
STUFF
--------------------


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@GM: Question on the creatures with level adjustment/negative levels: couldn't such creatures start with an extra negative level and a class (which would advance only when all the other negative levels are gone)? I'm asking it for a sake of making the characters a little more unique, since the classes will give us an extra hand of customization. Let me know your thoughts :)


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The Chess wrote:
@GM: Question on the creatures with level adjustment/negative levels: couldn't such creatures start with an extra negative level and a class (which would advance only when all the other negative levels are gone)? I'm asking it for a sake of making the characters a little more unique, since the classes will give us an extra hand of customization. Let me know your thoughts :)

I'm just feeling that's going to overcomplicate things to begin with. You can swap out their feats, skill points, pick traits, and adjust their stats with point buy, so...I mean, there's that, with the more powerful ones. I almost didn't even keep any of the racial HD ones, to be honest, but I wanted the "big bruiser" race options available, to keep it more monstrous in theme. With only 6 levels to work with, it's not like we have a lot of flex room anyway.

Sczarni

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Why not have two mighty dragon monks? The party balance may be upset, but I'm certain the dragons won't be. Monk buddies!

Virr's Backstory:
Virr was a simple gnoll at first. He lived on the water's edge and liked to fish. But he wasn't a very good fisherman. The other, smaller beasts caught so many in a day, so he did the natural gnoll thing; he demanded that they offer their fish to him so he wouldn't kill them.

It was a good life, to be revered and feared by lesser beasts. It inflated his pride in himself, killing those that dared come close to his power to keep the lessers in line.

One day, he finds a strange book written in a strange language. Knowing only gnoll (and gnolls aren't known to write well), he knew that this book was different. It was water-sealed and had lots of fantastic pictures of the strongest beast he's ever seen: the almighty whiskered dragon!

So he pronounced himself as a dragon, in stance and attitude, his hubris out of control. But one day, a small, half-human thing came by. Virr demanded he pay tribute for stepping foot on his beach, but the half-human only poked him mercilessly with his spear, always stepping just out of reach from Virr's meaty fists.

Thrashed and defeated, Virr was forced to retreat from his home and travel to find a new one. His pride was damaged but it would recover in time.


By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.


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Crayfish Hora wrote:
Why not have two mighty dragon monks? The party balance may be upset, but I'm certain the dragons won't be. Monk buddies!

I didnt see your post (or forgot about it :P) but I was also thinking of creating a Red Dragon Kobold Sorcerer :p

I am trying to figure out how to make him into the most genuine tiny Red Dragon I can (and the extra trait helps ALOT).
3 dragons too much?


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Burnscar wrote:
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.

Well, I'm interested. Why Eldritch Scoundrel Rogue for most of your levels, instead of all Magus? Better spell progression, right?

Edit: Also, if anyone wants to hear my super interesting plans, I'm probably going to go for the Healing Patron, since somebody ought to be white mage, at least in part. Other stuff is mostly what my Hexes are for.


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Green Smashomancer wrote:
Burnscar wrote:
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.

Well, I'm interested. Why Eldritch Scoundrel Rogue for most of your levels, instead of all Magus? Better spell progression, right?

Edit: Also, if anyone wants to hear my super interesting plans, I'm probably going to go for the Healing Patron, since somebody ought to be white mage, at least in part. Other stuff is mostly what my Hexes are for.

I like skills, and wanted to do archery - the spell progression is much the same. There's also a plan in there to do intimidate and ranged sneak attack with shatter defenses.

Witch is good, especially since we probably won't have the gold for spellbooks (which is probably going to be a little bit of a problem, now that I think about it)


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I'm also trying to figure out some way to make use of intimidate, but beyond the regular standard action, I'm coming up blank for ways a witch can use that particular skill. Maybe I ought to respec for diplomacy. It would also work, I think.


Grr...

... sigh.

>.<

... if only everything I wanted to do wasn't done better and more easily with magic!

I find it difficult to make a viable build, and I keep thinking, "If only I had <X> spell..." which I could do with a change in focus to Spellcraft... which isn't too difficult on its own, but it makes the traits kind of less useful, and that makes me want to focus on other, different traits instead.

I find my troll build quite interesting, and there are several things I've not settled on, yet that are really cool - for example that Gift of Sight feat is awesome! -, but... it's hard to build anything viable around that stuff*.

And while I don't feel the need to be the most optimized guy of forever, it's kind of hard to make someone I'm certain won't drag the group down...

#firstworldawesomegameideaproblems

* Also the whole, "Must worship a demon." prerequisite! Kinda hard to be a chaotic good guy and a troll, you know? XD


Q: if a feat normally requires the worship of an evil deity, is that still true?

I'm specifically looking at diabolical negotiator and/or the earlier linked gift of sight.

Mechanically - and to some extent fluff-wise - both are relatively perfect for the ideas I had concerning the character, and I don't really see any sort of viable method of doing anything else similar. The problem is that each of them require an evil patron of some sort... which is kind of a deal-breaker, if I'm going for a lonely, optimistic outcast good guy who seeks the beauty and good in each individual.

I don't know what kind of deities or concepts are in the world, but I pictured him following someone like either Desna (Golarion) or Selune or Sehanine (Forgotten Realms) - a deity of some celestial body or feature he'd only ever seen through the grates of the sewers, but who was associated with mysticism and divinations. His long-standing goal and M.O. had always been to help out those who'd fallen into (perhaps even literally, though I'm unsure of that) the dangerous place that was "his" sewers by disabling traps and leading them to freedom by signs. Meanwhile, he attempted to learn everything he could about the people who lived "above" him.

Concept was to build toward diplomacy, disable device, and stealth, with a few like knowledge (local) thrown in (along with a tad of intimidate and perception).
(I'm thinking I'll need to drop patient optimist and actually get Diplomacy as a class skill - that extra +1 difference may be more important than a retry against already-hostile creatures. I want the retry, but I don't think I'll be able to get it, with everything else; I'll probably go with Ease of Faith, or, if I absolutely have to - switch out Civilized for Affable, and go in a different direction.)

((If the diplomat build isn't viable, I may go for a build with Hedge Magician and Spark of Creation to kind of "hack" either my way in, or someone else's way into being a better diplomat for us all. Eventually. The early levels are gonna suuu~uuuuck, though. XD))

... aaaaaaaaaactually...

Q2: If I have a trait or ability that allows me to craft something for less than others, how much assistance can I have? Do I have to do everything, or can they provide necessary skills/feats/spells/etc. to do things in a less expensive manner (thereby encouraging unity and team work)?


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Yes, it's still true. You're not getting phenomenal soul-selling evil power by worshiping a good guy. It may not be an evil god from a setting you know, but...no, you can't be the shining white knight and the bloodstained black knight at the same time.

I guess I'll allow "gift of sight" to be for non-evil, because it's just more troll themed than it is evil, but not Diabolical Negotiator. There's other "change your score for talking" paths though.

If you get a discount from a feat/perk/etc, you have to be the one providing the prerequisites to get the discount.

Also - you want to make your giant, dumb race the...stealthy...face?


thegreenteagamer wrote:
Yes, it's still true. You're not getting phenomenal soul-selling evil power by worshiping a good guy. It may not be an evil god from a setting you know, but...no, you can't be the shining white knight and the bloodstained black knight at the same time.

Wasn't trying to be! I was trying to be a nice guy with the ability to talk to people, and a creepy method of mysticism associated with my racial traits. :)

While I don't see the feat actually doing any soul-selling, I'll definitely abide by your decision.

thegreenteagamer wrote:
I guess I'll allow "gift of sight" to be for non-evil, because it's just more troll themed than it is evil, but not Diabolical Negotiator. There's other "change your score for talking" paths though.

Fair enough. None that I've seen so far that go smoothly, but fair enough.

thegreenteagamer wrote:
If you get a discount from a feat/perk/etc, you have to be the one providing the prerequisites to get the discount.

How many of them? All prerequisites?

The question has broader utility as well: if I have a magic item crafting feat, how much do I have to provide, relative to standard crafting rules?

So, for example, let's say an item requires spell <X> and skill <Y> and I have feat <item>: if I provide the feat <item>, but Art provides spell <X> and Bea provides skill <Y>, is that sufficient for the half-cost of crafting (per standard rules)? Or if I've the feat and the trait, but lack the skill, can someone else provide the skill?

EDIT: I didn't even think of this before, but it is suddenly relevant: what is your personal opinion of a CL provided by feats or other special effects like gift of sight when thinking about crafting stuff?

thegreenteagamer wrote:
Also - you want to make your giant, dumb race the...stealthy...face?

Stealthy giants are terrifying!

And more, "hopeless loner optimist who just wants good friends and to live in peace" (and also doesn't drag the party down) - I figure I'm a solid combatant no matter what, and I find the idea of a troll reaching for the humane solution to be suitably rare. :D

EDIT: I mean, I have 24 skill points, and I'm thinking about where to spend them...

EDIT 2: And it's also the reason I'd mentioned the other thing to you, before I fully read this thread's limits - the story I'd had in mind "sized" better with that one. But, as noted, it's cool. And if I have to change concepts, I will. Several ways to take a CG troll. :D


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Loup Blanc here with a mechanical build for my submission. Backstory and such is on the way when I have time.


thegreenteagamer wrote:
Also - you want to make your giant, dumb race the...stealthy...face?
Tacticslion wrote:

Stealthy giants are terrifying!

And more, "hopeless loner optimist who just wants good friends and to live in peace" (and also doesn't drag the party down) - I figure I'm a solid combatant no matter what, and I find the idea of a troll reaching for the humane solution to be suitably rare. :D

EDIT: I mean, I have 24 skill points, and I'm thinking about where to spend them...

EDIT 2: And it's also the reason I'd mentioned the other thing to you, before I fully read this thread's limits - the story I'd had in mind "sized" better with that one. But, as noted, it's cool. And if I have to change concepts, I will. Several ways to take a CG troll. :D

Oh! I was in a hurry earlier, and forgot: also, there were, like, at least three people at a glance that had something to do with Intimidate (and maybe a fourth on the way, given all the "dragon" themes going on), so I didn't want to step on toes. Also, also, I figured we'd need at least one person to make friends - and the "scary, but friendly giant" archetype has yet to be filled, here, soooo... it seemed to be an space to fill! And, you know, you can never have too many people good at stealth (the more people that can successfully participate in a stealth mission, the better the mission is likely to go), and I figured having a quasi-bruiser/tank would help lend itself toward the survival of any fellow stealth/scouts (I could take hits and deal damage, to help set up flanking take-downs and whatnot).

...

...

... also, I firmly deny any suggestion that the name of the character could, in any way, be construed as a reference to TMNT. Nope. Totally can't be construed that way at all.

>.>

*cough*

Hm. So I may have to dump both patient optimist and civilized to nab Amiable. Painful, but there it is. I didn't see any other feat outside of the diabolic negotiator that let me nab anything instead of charisma to diplomacy. I could use Student of Philosophy or Clever Wordplay, but them I'm stuck without a class skill until level 5 (whatever class I get) as I lose Amiable. Long term gain, but short term suck. Everything else in the guide is class-exclusive stuff (though it lacks some newer things like the diabolical negotiator.

But still, I'll work something out! :D


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Ok, guess I'll put a quick summary of what's in the mix so far.

reserved spots:
tacticslion - troll stealth-face-diviner?

submitted characters:

Crayfish Hora - Virr Dustmouth, gnoll unchained monk (Numbers, Backstory)

Burnscar - female sahaugin (Numbers, needs background, planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1)

Green Smashomancer - Gehuil Sandstream, the gnoll witch

angryscrub - Volnar, the nagaji archaeologist

Trishadow - Nightcrawler, vanara unchained monk

Loup Blanc - Maqli, the hobgoblin geokineticist (needs background)

expressed interest:
Paranoid Oldman - ratfolk investigator?
GM_Panic - vanara druid?
Gobo Horde - kobold draconic sorcerer?


Sweet! Thanks, angryscrub!


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Tac, since you're playing so drastically counter to the nature of a troll (hungry, eat, kill because that's how you manage to eat) - it would be helpful if you could work something in your story about why he's so drastically different. I know that's part of the story's theme, but it doesn't mean there shouldn't be a reason.

Good to see all the submissions so far. Very interesting takes on the idea. Neat!


Sure! Actually, I do - it's the same reason he's got such a high intelligence: he lived in the sewers of a city of a civilization who rather callously used warfare magic and doesn't really care who they hurt as they rise in power. BAM: instant weirdo! :D

(Also harkening back to TMNT definitely not referencing anything, that's for sure.)

EDIT: this has been my idea for a while, actually...


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Hmmm... lizardfolk arcanist. That could be an interesting combination...

No! Bad Almonihah! No more characters until you finish some of the campaigns you're already in!


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So, can we have a third trait with a drawback? I want to have diplomacy or bluff in case I can't work with intimidate, but I don't want to give up the opportunity to scare dudes away by laughing madly.

Dark Archive

I have a Gnoll Brawler I'll be making. Always thought Gnolls were cool. Never played a Brawler however, should be fun.

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