The Faceless GM's: On the Dying Sea (Inactive)

Game Master kamenhero25

Adventurers from deep beneath the earth journey across dark waters to face a dangerous hidden danger.


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Silver Crusade

@faceless GM, I know this is galorian but could there be possible ties to the group of Bregan D'aerthe? I would love to have my character be, at least, an associate of the group :P


Hi! I would love to have a try at this, it sounds cool enough (I guess we're adults enough to manage that evil characters possibility, right?).

I was thinking on rescueing an idea I had long ago and which I haven't been able to play: an assassin magus (with spells centered around nondetection, infiltration and the like). I have a pair of questions, though:

1) Where can I find Half-Drows? I don't happen to see them on here.

2) Drow are Humaoid (Elf) by the rules. Does that mean they can pick Elf feats, traits and options? What about FCB options?

3) Are we allowed pre-game crafting? I was planning on scribing some scroll tattooes or something. If not allowed at half price, can we have it purchased at full price?

4) The races presented on your Player's Guide... do they have FCB options?

Thank you in advance.


If I can muster the time, I am planing on submitting a mixed up rogue/hunter - seems like the perfect fit to navigate the wide expanses of the Darklands :D


@ rorek55: I would rather not add things from other settings. Golarion has its own flavor to the Darklands that's different from the Forgotten Realms one.

@ Jereru: In order:
1) Half-drow are a variant of the half-elf race, not a separate thing. The alternate racial traits Blended View, Dimdweller, Drow-Blooded, Drow Heritage, Drow Magic, Drow-Trained, Dusksight, Poison Minion, Thinblood Resistance, Underworld Guide, and Voice in the Darkness all represent possible alternate traits that a half-drow might have over a regular half-elf. I would personally suggest taking at least Blended View or Drow Blooded for the Darkvision at the very least, but you're not obligated to do more than make sure that your backstory accounts for your elven parent being a drow rather than a normal elf.

2) It depends. Some traits and feats could work for either surface elves or drow, but mostly they're treated as separate things. Drow have their own FCBs, traits, and racial feats for the most part.

3) Pre-game crafting is fine as long as you can make the craft check while taking 10.

4) I have not made any yet, but I'm happy to work with people to create them if people are interested in them


Ahhh, thank you!

For example, given that Drow have no FCB for Magus, could the Elf one be chosen?


The alignment handbook super thread over on the gitp boards could be quite helpful for ideas on roleplaying in a constructive manner, especially the evil alignments.

Liberty's Edge

The simplest way to imagine the good/evil axis without automatically assuming you're a sith lord or the Joker is thus:

Good=thinks of others.
Evil=thinks of themselves.

So good and evil are about selflessness vs. selfishness. In this manner of thinking, you can easily make a character who's evil without assuming you have to immediately kill everyone you meet in game.

Silver Crusade

fair enough, I'll only make a small reference to them then. (though, to be fair, drow aren't a lot different in Galorian than they are the forgotten realms)


@ Jereru: I'm fine with that. It seems fitting

@ rorek55: I don't mind inspiration taken from other sources. Perhaps you could create a somewhat shady mercantile guild that's native to Telderist that's more or less what you're looking for with the serial numbers filed off. That would work just fine.


If this is still open, I'd love to throw my hat in the ring.

*edit* Yeah maybe I'll make a serpentfolk character, serpentfolk Arcanist could be fun.

Liberty's Edge

GM, are you okay with the Elementalist Oracle archetype? I know it's not from a major rulebook, but it can't hurt to ask.


@ Teiidae: You're good. The recruitment will be running two more weeks unless something really unexpected happens.

@ Daynen: As long as it's official Paizo, it's good. Technically there's a revised version in UW, so check that out too. I think the only change is an errata on what level you gain your new languages though.


I am switching my crunch over to Serpentfolk Arcanist (Occultist), as it's more in line with the occult-y nature of those snakey folk. Was also thinking about Brown-Fur Transmuter (Green-Scale? :D), but conjurations for days is so much fun. With six characters, I think we can have more than one arcane caster, eh? :)


Dotting for interest. Have some ideas for a crazy derro. More details as they come to me.


@ Faceless: I'll ask for FCB for serpentfolk.


Teiidae wrote:
@ Faceless: I'll ask for FCB for serpentfolk.

For arcanist...

I feel like the exist half-elf bonus is pretty fitting. Increase the CL of all enchantment spells you cast by 1/3. Either that or something basic like +1 maximum arcane reservoir per level or +1/6 exploits per level.

Sczarni

Hello, Faceless!

Hello, interested people!

@GM - I've followed this, and read the resources, and I have to say, I am really interested in the game!

I've had an idea for a hobgoblin. Possibly an Investigator, since I've been interested in the class for a long time, and it fits with both the story I have in mind, and the race.

Liberty's Edge

Phew. Doesn't usually take so long to get a character sorted out. Had some really tough choices, especially on how to spend that starting gold. Now that it's crunchy, it's time for the fluffy...


Actually, I'm thinking on changing my plan. I've been struck by inspiration for a ghoul kineticist who brought a little something back with him from the grave.


Nimue's Crunch in the profile is done, finishing up her backstory now


Alright, starting to weave some background here... anyone playing a drow wants to have a half-drow assassin at his/her side or service? Would certainly be fitting and helping explain why she's here.


So, this is what I'm thinking of for a backstory, but I want to make sure it will fit with the setting after having read your documents.
He was a personal doctor for a few members of House Parastric, until he failed to cure a son of black-eye fever. The son didn't die, but one of his eyes did turn black - an unacceptable outcome for the perfection-obsessed drow. It's okay to have any other beings horribly warped and mutated for our amusement and profit, but not us!
So, he was killed and the body sold to merchants who traffic in that sort of thing, which resulted in him waking up in a pile of corpses who were also waking up. Unlike them, he brought something back from the other side - a mental passenger of sorts that gnawed out a space for itself amidst his former memories, medical knowledge, and sanity. He's not amnesiac, but there are gaping holes in what he knows, replaced with kineticist abilities and things he doesn't like to think about.
He's not out for revenge or anything silly like that, though - mostly he/his passenger are just curious. And hungry. Very, very hungry. Is that something that would fit into your setting, or is it too... Anything, really? I can think of a number of potential complaints.


@ Corvynn: I don't see anything terribly troublesome. What I'm getting is that he was alchemist for House Parastric, made a mistake trying to treat an illness in someone more important than him, and was promptly murdered. Not all that unusual for drow society. His body was disposed of and bought by ghouls, who raised him as a ghoul. He came back with most of his mind intact, but when he came back from beyond, his head was a little messed up and he'd picked up a voice in his head from somewhere on the ethereal or negative energy planes.

My main question would be why kineticist? This seems like perfectly fitting for a spiritualist, especially the Fractured Mind archetype.


Ok, below follows the first draft for a crunch on my Serpentfolk Hunter - he is mostly supposed to be a guide/tracker/combatant, but I put down Disable Device as a placeholder just in case (and he is quite good at it to be honest). Be patient with me because I had to create a custom race in Herolab, etc ;)

Szirass:

Szirass
Male serpentfolk hunter 4/unchained rogue 4 (Pathfinder RPG Advanced Class Guide 26, Pathfinder Unchained 20)
NG Medium monstrous humanoid
Init +5; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 natural)
hp 63 (8d8+20)
Fort +9, Ref +15, Will +6
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +9/+4 (1d4+11/19-20) or
. . +1 dagger +9 (1d4+6/19-20) or
. . bite +4 (1d4+2)
Special Attacks sneak attack (unchained) +2d6
Hunter Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—barkskin, summon nature's ally II
. . 1st (4/day)—cure light wounds, endure elements, lead blades[APG], monkey fish[ACG], summon nature's ally I
. . 0 (at will)—create water, detect magic, know direction, mending, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 16, Wis 14, Cha 8
Base Atk +6; CMB +7 (+5 awesome blow, +5 bull rush, +5 bypass armor, +5 corps a corps, +5 create opening, +5 dirty trick, +5 disarm, +5 drag, +5 enemy cover, +5 feint, +5 garrote opponent, +5 grapple, +5 hinder natural attack, +5 hinder special ability, +5 joint strike, +5 overrun, +5 paralyze opponent, +5 parry attack, +5 pull, +5 push, +5 reposition, +5 rope-a-dope, +5 sacrificial critical, +5 sap, +5 scar opponent, +5 steal, +5 sunder, +5 trip); CMD 23
Feats Boon Companion[UW], Combat Expertise, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Piranha Strike, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits river rat (marsh or river), Nightrunner Apprentice
Skills Acrobatics +16, Climb +5, Disable Device +20, Escape Artist +7, Handle Animal +10, Intimidate +10, Knowledge (dungeoneering) +14, Knowledge (local) +8, Knowledge (nature) +14, Linguistics +8, Perception +13, Profession (trapper) +11, Sense Motive +9, Stealth +18, Survival +14, Swim +6, Use Magic Device +12; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Aboleth, Abyssal, Aklo, Common, Draconic, Dwarven, Undercommon
SQ animal companion (??????), animal focus (4 minutes/day), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hunter tactics, improved empathic link, nature training, rogue talents (combat trick, weapon training), track +2, trapfinding +2, wild empathy +3
Combat Gear daredevil softpaws[ARG]; Other Gear +2 mithral shirt, dagger, dagger, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (??????)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Piranha Strike +4/-2 You can subtract from your attack roll to add to your damage with light weapons.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Now... My issue is with the Animal Companion... My first idea was a panther (Leopard) which he had found on a very occasional trip to the surface (I have a whole story about it), and teamed up unsuccessfully while trying to save his mate. They became inseparable since then. But the cat does not have Darkvision, and this can become a real problem (I could slap the bat permanent Hunter focus on him for Darkvision, but it would be a resource almost permanently stalled). Am I wrong?

Then I looked in your Player's Guide, and saw the giant Scorpion suggestion as animal companion - I admit I was almost immediately convinced to take him on board, but... it becomes LARGE, and even though the potential for awesomeness is unending with a serpentfolk riding a giant scorpion (:D), again I have the feeling this may become a serious issue when traversing the Darklands, tunnels et al. Right?
(the giant ant kinda works here since it doesn't become large but... I don't want a giant ant as an animal companion :P)

That being said, any ideas? :D


@The Faceless GM
I drew inspiration from the Channeler of The Unknown cleric archetype (something is answering your prayers, but it sure isn't your deity) and the original kineticist, the 3.5 Warlock. He's not a spiritualist because his little friend isn't a ghost - in fluff terms I was thinking something like a very minor eldritch horror - and he's not a Fractured Mind because it's not part of his own psyche.
I can write around it, since the important part is his personality and motivations, and it would be fairly easy to replace that with something about how the radiation from the lazurite wiped out bits and pieces of his mind while activating the part responsible for kineticist powers. The only issue I have with that is that it offers less room for hopefully amusing misunderstandings about how medicine and bodies work, which was part of the original concept.

Liberty's Edge

So, the basic idea for my Oracle is that his family had plans for him...and he's dashed every single one. Now he's striking out on his own, partly to get away from his murderous mother (who is the opposite of pleased with him) and spite his house by being everything they didn't want him to be.

They tried to teach him to forge weapons...and he found more talent for mixing chemicals instead. In response, they tried to train him as a wizard to complement that...but he didn't take to the book magic like he did with his innate powers. Once tensions reached an all time high, they tried to beat the soldier's skillset into him. He showed some promise, but his leg was broken during a particularly intense training session with his disapproving mother and it refused to heal properly despite repeated treatments and painful resettings, leaving him with a sluggish limp...and a spark of divine power. A male drow with divine magic--RESTORATIVE magic, even--THAT was the last straw for mommy dearest.

So now, he goes where he wishes, using his magic and skills alike for whatever enterprising agreement suits him.

I'm still working on the "event that got him noticed" but other than that, he's crunched up and ready to pull some shenanigans.


So the build is going to look like this...

Half-drow wizard. Battlefield controller + Diviner/utility caster. Backstory to come :)

Silver Crusade

Drovic Daerthe

This is my drow sorcerer, he was born with noble blood (represented by taking the drow noble feats)

He is going to be a fairly straightforward sorcerer, not specializing in much, and trying to have a decent tool kit.

He is a runaway from the drow noble families as he got fed up with his prowess and ability always being ignored because of his gender. He is seeking to form a mercenary band, or some group thereof for himself. He sees his arcane gifts and providence, and as a sign he is destined for greatness.

Thinking about giving him the improved familiar feat for an Imp.


@ Albion: I see your problem. My solution would actually be to apply an animal companion archetype to your companion. The Aberrant, Deathtouched, and Draconic companion archetypes all add Darkvision along with some other boons in place of a few of their abilities.

@ Corvynn: Fair enough. I have just realized something that might be a problem though. Ghouls can't take nonlethal damage, being undead, so ghouls cannot accept burn. Also, a lot of your abilities key of an ability score you don't have.


@The Faceless GM
Anything that would use Constitution uses Charisma for undead, so that wouldn't be a problem, but you're absolutely right about the non-lethal damage! I had forgotten that undead are immune to lethal damage. Back to the drawing board, although your idea about a spiritualist has some merit.


The Faceless GM wrote:

@ Albion: I see your problem. My solution would actually be to apply an animal companion archetype to your companion. The Aberrant, Deathtouched, and Draconic companion archetypes all add Darkvision along with some other boons in place of a few of their abilities.

@ Corvynn: Fair enough. I have just realized something that might be a problem though. Ghouls can't take nonlethal damage, being undead, so ghouls cannot accept burn. Also, a lot of your abilities key of an ability score you don't have.

They all replace Share Spells... That is bad for a teamwork combat animal companion :P


@ Albion: True, I hadn't thought of that. The most rules friendly option is to spend some starting gold on it. Get a scroll of Darkvision and a scroll of Permanency with your starting funds and boom. However, asking you to spend ~6250 gp on having a functional class feature would make me an ass. So how about I just rule that you can spend an animal companion feat on adding Darkvision to 60 feet?


@Albion: You could use the "Divine Hunter" archetype, for Hunter... At level 3 the companion becomes celestial or fiendish, which have Darkvision. The problem is that you'd lose Hunter Tactics so you'd have to purchase the Teamwork Feats, but at least you keep Share Spells.


@The Faceless GM
How do ghouls interact with feats that require Con prerequisites? Do they use Charisma to qualify instead, or do they simply not qualify for anything that requires a constitution score?

Sczarni

Hm. I got to thinking, and I ended up going on a completely different tangent. If there is a sea, then there's bound to be more than just pirate ships.

Thusly I present Valiana Snarltusk, daughter of an average riverboat captain (and a nearly legendary tavern brawler). Backstory will come soon.

Stat Block (Captain Valiana Snarltusk):

Unchained Monk 8 (Scaled Fist/Sage Councillor)
LN Medium humanoid (Orc, Human)
Init +2; Perception +0
Favored Class Bonus +1 to Skill points
--------------------
Defense
--------------------
AC 20, touch 18, flat-footed 12 (+1 armor, +2 Dex, +3 Cha, +3 level, +1 Natural Armour)
hp 59 (8d10+8)
Fort +9, Ref +10, Will +6; (+2 vs sleep, paralysis, fear)
--------------------
Offense
--------------------
Speed 50 ft.
Melee Fist +16/+16/+11 (2d6+10) or +13/+13/+8 (2d6+16), Flying Kick
Ranged shuriken +12/+12/+7 (1d2+7)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 12, Int 8, Wis 10, Cha 16
Base Atk +8; CMB +14; CMD 31
Feats IUS, Weapon Focus (Unarmed Strike), Stunning fist (DC 17), Skill Focus (Bluff), Dragon Style, Dragon Ferocity, Improved Feint, Greater Feint, Combat Expertise
Skills Acrobatics +11, Bluff +20(+22 vs Humanoids), Diplomacy +17(+19 vs Humanoids), Sense Motive +14(+16 vs Humanoids), Swim +10, Climb +10, Intimidate +7
Background Skills: Profession(Sailor) +12, Knowledge(Nobility) +11
--------------------
Special Abilities
Overlooked Mastermind (Race)
Ki Pool (7 ki)
Ki Powers:
Elemental Fury (Electricity)
Quiggong: Barkskin
Abundant Step

Style Strike: Flying Kick
--------------------
Traits
Extremely Fashionableac
Legacy of Sands
Black-Tooth Mercenary (Aberration) (Campaign)

Drawback: Pride
--------------------
Gear
Monk's Robe
Large Tattoo
Sailor's clothing (Masterwork?)
Jewelry, worth 1000gp
Bondbreaker's Boots
Feather Token (Swan boat)
Shurikens
Mwk Fighting Fan.


@ Corvynn: I would say it depends on the feat, but usually uses Charisma instead since that's what they base their fortitude on.


Hi @Faceless! Chess here with my submission for the game. Please feel free to check and let me know if I should change anything or provide more information. Cheers


@The Faceless GM
I'm specifically looking at the Fast Healer line of feats.


Corvynn wrote:

@The Faceless GM

I'm specifically looking at the Fast Healer line of feats.

Oh yeah, that definitely just works of Charisma instead.


@Corvynn, You know, that makes me really want to look up on how to create some sort of mental horror lurking inside of a ghouls mind XD
I know that the Elf Summoner FCB would allow you to summon your Eidolon in about 2 rounds, you could flavor that as it coming forth from your mind.
You can also get a Figment Familiar that only exists in your mind and that might be fun to play with. Give him the Sage archetype as well and now you have a imaginary creature that resides in your head who happens to be smarter then you! :D
Even better give him the Tumor Familiar Extract or feat and now he can literally reside in your head :p
(I was thinking of doing something with this using a Goblin and a Bat Familiar. The Bat only exists in his head, talks to him and drives him absolutely batty >:D )

I am pretty sure there was another class or archetype that revolved around the concept of having some horror that lived in your head, possibly occult, but I can't remember which it was :/

Anyways, I will probably not use this, but it is fun to theorycraft it a bit ^_^ Neat concept :)

@Albion, You actually have an option here. In the Animal Companion page (scroll up about an inch) it actually gives you an option to forgo growing to large, however the tradeoff is rather weak :(

Animal Companion Descriptions wrote:
As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2.

So you can keep your medium sized Scorpion. Maybe ask the GM for some sort of compromise between the two options?


Definitely interested. I'm considering a half-orc mesmerist. More on that to come!


The Faceless GM wrote:
@ Albion: True, I hadn't thought of that. The most rules friendly option is to spend some starting gold on it. Get a scroll of Darkvision and a scroll of Permanency with your starting funds and boom. However, asking you to spend ~6250 gp on having a functional class feature would make me an ass. So how about I just rule that you can spend an animal companion feat on adding Darkvision to 60 feet?

If you do go with that option, I think it might be perfect for me.

My companion would end up something like this:

Stryx:

Stryx
Leopard
CG Medium animal
Init +6; Senses Darkvision, scent; Perception +6
--------------------
Defense
--------------------
AC 27, touch 17, flat-footed 21 (+5 armor, +1 deflection, +6 Dex, +5 natural)
hp 52 (7d8+14)
Fort +8, Ref +12, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.; sprint
Melee 2 claws +10 (1d3+11), bite +9 (1d6+10)
--------------------
Statistics
--------------------
Str 22, Dex 22, Con 15, Int 4, Wis 12, Cha 6
Base Atk +5; CMB +9; CMD 28 (32 vs. trip)
Feats Darkvision Thing, Dirty Fighting, Combat Reflexes, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Power Attack
Skills Acrobatics +13 (+21 to jump), Climb +10, Perception +6, Stealth +15 (+19 in undergrowth), Swim +10; Racial Modifiers +4 Stealth in undergrowth
Languages Undercommon
SQ animal focus, devotion, woodland stride
Other Gear mwk mithral shirt
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Dirty Fighting Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I've pondered also other options (thanks to The Chess, but the Divine Hunter doesn't really fit the character, neither thematically nor mechanically...):

- Simply applying 'Narrow Frame' and roll with the punches, but then I end up with either a large scorpion, or tiger or whatnot, and they are not good enough at stealth to move along with Szirass, unless I toss and turn the numbers a tad more :P
- Going with Gobo Horde suggestion (thanks man!), but as he pointed out, the tradeoff is REALLY weak...
- So the above with 'Faceless Darkvision ruling' would probably be my best option. I would take it and run with it :D


Giant Scorpion + Animal Soul (I think that's the feat) means you are immune to mind-affecting spells!


Here is my submission for Kaelmourn Vexidyre. The full mechanics are now embedded in his alias profile.

Appearance:

A fit, agile warrior with dark, slate-coloured skin. Solid white eyes peer out of his shaved head over a thin smile. If he is showing his allegiance openly, Shax's holy symbol of a bloody white feather will be visible as a silver amulet around his neck.

Personality:

Kaelmourn Vexidyre is a sadist more than a killer, though he certainly is also the latter. He is more calculating than one might suspect of a devoted follower of Shax. He has great strength of personality, and can often win over others who dislike or actively despise him. Or browbeat them into doing his bidding, if he doesn't just slay or rend them. He is not blind to the suffering of others, he knows that it is not him who is suffering and that is far more important.

What drives him? Powerlessness. Step by bloody step, he has changed from little better than a slave in his view, to a man with ever-growing power. Power over the fate of others, generally to darken it for his gratification and the glorification of his *chosen* lord.

Background:

- Where is your character from?

Kaelmourn Vexidyre was born in Zirnakaynin to the trading house. He showed remarkable devotion to the house's demon lord patron, Shax. Perhaps a little too much for his mother and sisters' tastes. He absorbed much knowledge of the Blood Marquis and began communing in private aiming to become a great servant of the demon lord, while on the face of it accepted his lot of martial training.

- Why are they in Telderist?
One day, things came to a head and Kaelmourn's strong connection to the demon lord became known to the rest of the house. It is debatable whether Kaelmourn has left his house, or was driven out. He will say the former, them the letter if they speak of him at all. There is something of an unspoken agreement that he will not interfere with them and they will not hunt him, which will last exactly as long as both parties find it convenient.

Telderist, even with a Vexidyre presence, has proven a fine place for Kaelmourn to reside, as much as does in any one place.

- What have they done that might have attracted the Nightrunners' attention?

For several decades now, Kaelmourn has served Shax in many capacities, and thoroughly indulged his own dark impulses while doing so. He plays the long game, racking up a great tally of slain and tortured in Shax's name. And in doing so, he has earned a reputation as a capable warrior - and willing to entertain extreme danger.

Mechanical Overview:

Kaelmourn is intended as a front-line melee combatant who can deal out decent damage while simulaneously debuffing madly with Intimidate. Out of combat, he has several knowledges and decent interaction skills.

Anti-Paladin, taking the Dread Vanguard archetype to replace spellcasting with various abilities. Also variant multiclassing into Cavalier, Order of the Star, for his devotion to Shax and extra abilities such as challenge and strengthened touch of corruption.

Sczarni

Backstory:

Life underground isn't all too different than that above. At least, that's what my pops said, when he got a bit too much to drink.

There's a whole load of people just surviving. Whether they farm iron mushrooms and honey ants, or corn and cows. Tradesmen, farmers, smiths. The majority of them don't give a damn whether the king or queen is a drow, an orc, a ghoul or a unicorn, as long as the taxes aren't too high and their village isn't being raided.

I grew up on the The Ponderous Thunder, my pops' keelboat. No idea what it meant, just it made him laugh in that particular way. Most of what you do as an independent captain is whatever you can find. Hauling cargo down the stream, food upwards, transporting colonists, or even, from time to time, the occasional unassuming crate that is to be shown to no authorities under no circumstances. Whatever keeps the boat floating and the bellies full.

The throat wet, too. For a tiny human, my pops could drink a duergar under the table. Not a lot of people in here tolerate humans at all, and especially not tiny, old ones, who drink and giggle, and speak in their own language. Solid mugging opportunity, they usually thought. Well, the old man was the meanest and calmest drunk man I've ever seen, and probably will see. I've seen him kick an eight-foot tall orc in the unmentionables so hard that he was sobbing for hours. I've seen him knock out a duergar with a tankard from across the bar. All while keeping that little smile and that calm face.

Five years ago, he kicked the bucket. One day, he just called me and said, I won't be here tomorrow. Use what you learned. And live, he said. There's no point in life, if you do not live it. Then he was gone.

I'd like to think I proved myself a decent captain. Not the best of navigators, but it's priceless to be speaking to a posh drow, playing the part of the dumb orc and letting yourself be negotiated down to twice your normal price. Running mercenary transport is a pretty good job, too. They get to where they want, and I don't have to worry about pirates. And Clan Black-Tooth, better than anyone, knows the importance of paying on time. I was even considering signing up with them exclusively.

Until those damn Crimson Sails jackasses decided I was smuggling on their waters. Not that I wasn't, of course, but I'd been doing it for years. Thought I'd managed to lay low for long enough. They got my boat and my cargo. The crew and I managed to escape, fortunately, and I managed to cover the cargo's cost to the employer. And just about that.

Now I find myself in Telderist, that horrid den of piracy, with nothing in my pockets. First, I need a drink. Then, I'll figure it out from there.

Appearance:

Valiana is a large half-orc, catching the eye with both her impressive stature and her attractive features. Her clothes are fashionable, with colourful silken shirt, flowing trousers and sashes, and thigh-high boots of fine, embroidered leather. Her hands are covered in rings and bracelets, and several earrings, bordering on gaudy, hang on each pointed, green ear.

A fan and multiple small knives are tucked in her belt. Her hair, jet black, is usually bound in a long braid curling down her back. A challenging look usually shines on her face, usually staring at a drow.

Personality:

While fairly easy-going and happy-go-lucky, Valiana has few important rules: Don't break your word, Don't harm the innocent and Don't steal from the poor. She often enjoys playing the part of the dumb half-orc in front of authority figures, while carefully guiding them to think precisely what she wants.


Albion, The Eye wrote:
- So the above with 'Faceless Darkvision ruling' would probably be my best option. I would take it and run with it :D

If I was writing it up as a full feat, I think it would look like this:

Night Adapted (Animal Companion)
Your companion is trained to hunt at night or in the dark and has adapted to a lack of light.
Prerequisites: Animal Companion
Benefit: The animal companion gains the Darkvision ability with a range of 60 feet, allowing them to see perfectly in the dark within this range.


This is what we have so far on the run:

Alias ad Tempus - Half-Drow Wizard 8
Captain Valiana Snarltusk - Half-Orc UMonk 8
Drovic Darthe - Drow Sorcerer 8
Kaelmourn Vexidyre - Drow Antipaladin 8 (VMC Cavalier)
Nimue Durmada - Half-Drow Cleric 8
Nymz Mlezziir - Drow Swashbuckler 3 / Magus 5 (VMC Rogue)
Plik Bruh'tok - Kobold URogue 8
"Salty" Valaravans - Half-Orc Alchemist 8
Squeeze Bits - Goblin UBarbarian 5 / URogue 3
Szirass - Serpentfolk Hunter 4 / URogue 4

Drows and half-drows are popular!


I approve of the list, The Chess, though Kaelmourn is technically an Anti-Paladin 8 (Dread Vanguard), VMC Cavalier (Order of the Star).

The only other 'drow' character I've played was a good human knight converted into one. So I'd like to give Kaelmourn a try!


Every expedition needs a cook!
This 22 years-old Half-Orc does make an impression. A pair of formidable tusks protrude from his face, and his greenish muscles bulge below the simple sailor clothes he wears. He smells salty, like sweat, but there is something nice about his smell. He smells like food. Tasty food.
Valaravans was born in a faraway land, and his love for the sea, and his quest for the next cooking recipe, has made him travel far and wide, and now he only recognizes the sea as his home.
A cook by profession, and an Alchemist by trade, he is always looking for that new spice or flavor that can change his day into something special... really special.
Because, what can be more magical that eat or drink something into our bodies, that gives us strength, endurance, happiness, even life itself?
--
I submit for your consideration Valaravans, a half-orc known by those in the trade as "Salty", pirate cook extraordinaire, and also an Alchemist specialized in melee combat, especially when he drinks his mutagen and becomes "Sour" Valaravans.
--
The statistics are in the alias. I haven't equipped him fully or selected his formulae yet, but the character is there already.
--

Sample:
While the others went looking for treasure, Valaravans remained on the sandy beach, examining the giant crab remains, singing softly.
"When I was born, my mother cried for mercy,
Way haul away, we'll haul away Joe
She sends me out to sea, and I never learn to cursey,
Way haul away, we'll haul away Joe"

He took out his drill and knife and started opening the shell, peeking inside with knowledge not only in anatomy but also in cooking.
He started taking the best cuts for later, he separated the tasty bits from the viscera and made sure to get all the possible meat from the dead crustaceans, washing and salting it in seawater to keep it from spoiling.
In his mind, he was thinking in the possibilities for breakfast. Raw with lemon juice? Covered in flour and deep fried? Garlic-laced and broiled?
So many options.
After getting all the meat he proceeded to take the eyes, the claws and several parts of the carapace. Who knows which kind of alchemical potions he would be able to concoction? Potions to see underwater with ease? A lotion to harden the skin? An elixir to restore teeth to toothless seaman?
His nose, before his ears or eyes, let him know something was wrong. The smell of fear. The smell of blood.
He looked up at his companions, running from a big ugly creature, four-legged and with horns, chasing them.
He quickly dropped his stuff and drank two vials from his bandanna. At once his body started to grow and mutate, reaching 9' of height, while a double row of razor-sharp teeth protruded from his mouth and claws appeared from his hands. A dorsal fin appeared on his back, and his feet became big and webbed.
He had become his alter ego, the big half shark monster, "Sour" Valaravans.
He roared at the creature while running to face it.
Time to get the ingredients for dinner.


I've adjusted to unchained rogue.. I believe I'm done with my crunch, and have the basics of my background+personality done. I'll do some minor tweaking to my fluff this weekend.

The Chess wrote:
This is what we have so far on the run:

Still hoping to see some derros.. I think they'd be fun to play and play with.

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