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Game Master nate lange

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Ynja Eva Ragnavold wrote:

PC Submissions list 003

In order of Submission

Submitted PCs with Links
-: Sam C - Marcusic Human? Skald L6 | Evangelist of Shelyn L1

Original description::

Human Skald 6/Evangelist of Shelyn 1. Wields a +1 keen impact glaive right up front, but is built more for support with the spirit totem and superstition rage power sets, as well as the Skald's Vigor feat chain. Expanded Spell Kenning and a few item creation feats let him provide nice little things for his allies when he has time, and a whopping 6 Knowledge skills make him a pretty useful source of answers when someone wants to know what's trying to maim them, though limited skill ranks means he has to cycle the skills in turn as he levels up. And he still has two high-level feat slots left to fill, so there's a wee tiny bit of room to further customize. If I had the feat slots to pull it off, Eldritch Heritage (arcane) and Improved Familiar would see him rocking a clockwork valet familiar too.

Appearance is almost a stereotypical Ulfen: big, blond, and beefy, with long mustache and hair, and a magnificent chest pelt. But the key word is almost; he has elaborate abstract tattoos in Shelyn's colors, permanently ink-stained fingers, minute scars all over his hands and arms from working with hot metal, and a faint squint from long hours staring at scrolls and texts.

The combination of battle-happy skald, scholar, and fervent devotee of Shelyn is pretty odd, but he makes it work. The terrible beauty to found in battle speaks well enough for itself, as do the epics of song and story that result, while a well-crafted piece of equipment or thoroughly-researched text on some obscure subject can be equally beautiful if you're willing to look at them the right way. Where other followers of Shelyn go for the low-hanging fruit of performance, art, and the like, this fellow encourages the discovery and appreciation of beauty in less-obvious forms.

So yes, human :D.

Grand Lodge

This is Emissary's submission. Even tho I originally intended to be one of those gunlovin'-bombmixing characters, I've finally decided upon something quite more amusing...

Behold Krashsh Aknur the Scale Knight and his trusty companion Rex Aknur, the Tyrannosaur!

Krashsh' Personality & Outlook:

Even if Krashsh believes that a display of might and strength is truly an amazing feat of prowess and he could certainly make true the statement that Might makes Right, he isn't one to abuse his abilities to subdue others, to be fair he despises those that do so.
A firmly believer that everybody should have a right to choose, Krashsh is an upbeat lizardfolk with a strong desire to help others achieve their goals and attain their true strength.
Brash and even distrustful at first -for he has been betrayed frequently by those that viewed him as only a mass of muscle without brain to back his brawn- he is slow to trust, but when he can call another being a friend he will stop to nothing to protect them.
Krashsh views nothing like a hero, even though he aspires to be one, but the looks of distrust and even disgust his appearance produce in some people have made him doubtful of himself. That's why he strives so hard to demonstrate, perhaps to himself, that he is a righteous knight. One everybody can count on when needed.

Oh, and he has a soft spot for the smallest races. Before training his best with Rex to become the strong pillar he is now, Azruk was small for a Lizardfolk, and so he understands the bullying the halflings, gnomes and such have to cope with. Even the slavery, which is the thing Krashs hates the most.
To sum up / TL;DR: Krashs is an upbeat, muscle whorsipping, liberty defending lizard knight. Slow to trust but a fiercely loyal companion. A lizard who made himself.

Krashsh' Appearance:

Standing at almost 7 feet tall, those who know nothing of Krashsh may view in him only an idiot with more brawn than brain. This wrong idea is strengthened by the myriad of scars that cover his silvered scales, most of them mere scratches but some are truly grievous wounds that he have survived. One in particular, a cross-cut where the neck and shoulders connect, left his scales destroyed and they never regenerated.
Having learned that mobility is prime to survive the predation of those who would enslave or kill him, Krashsh favours half armours. His breastplate has seen better days, but under the effects of cuts and hammer blows still remains the bright of white painted steel. Krashsh enjoys keeping his armor and sword, which he calls Akresh (Liberator in his native tongue), up to date for he finds a little bit of discipline and maintenance keeps his mind and gear sharp and ready.

But maybe the most distinguishable detail of Krashsh is his gaze. When he has set his path or he feels the call of freedom running his blood, his lizardy golden eyes seem to be ablaze with determination and fury. And yet his eyes seem to have another layer, for when he finds souls he can truly call brothers in arms they shine like the morning sun, filled with hope and joy.

Rex!:

Much like Krashsh, Rex is more than he show. A seemingly smart tyrannosaur, he shares a deep connection with Krashsh, since they two grew and learned together. His scales run silver, with white and blue patches over his back, and his eyes are ice cold blue... with a gaze that may indicate intelligence above a mere animal.
But even if Rex is more than a simple tyrannosaur, he still is one. He enjoys feasting and running wild with Krashsh riding his back or a good fight where he can demonstrate his might and position as apex predator.


PC Submissions list 004
In order of Submission

Submitted PCs with Links
-: JAF0 - Azrael the Avenger - angel blooded Aasimar monk L2 | Paladin L4 | Mystery Cultist L1
-: mdt - Shi'Vatha Eidelon | Ranger L7
-: Nicos - Ealasaid of the Golden hair Half-elf Bloodrager (steelblood) [Arcane Bloodline] L7
-: Jereru - Igmutanka Hanhepi Half-Orc Unchained Rogue (Swashbuckler)/VMC Magus L7
-: eMagdAeH - Mingledash Toe cruncher Halfling Rogue (Filcher) L7
-: JoeLudwick - Ariok Birch Aasimar Cleric L7
-: GM Panic - Ynja Eva Ragnavold Dhampir Kineticist [Void] (Overwhelming Soul) L7
-: WreckTall - Libidinous Prax Tiefling (Asura-Spawn), Inquisitor (Preacher) 7
-: Mbauers - Johan Reinhart Male Half-Elf Occultist L7
-: Moonlight Cult - Berstuk Cert Human Warpriest L6 (Mantis Zealot) / Unchained Rogue (Knife Master) L1
-: BC4Realz - Josei Hebi Vishkanya, Unchained Rogue - Deadly Courtesan, L7
-: Jesse Heinig - Niobe Aptos Merfolk, Druid (Skinshaper) L7
-: loc- ZorinBlitz Tiefling, Alchemist (Vivisectionist Mindchemist) L7
-: Sam C - Marcusic Human, Skald L6 | Evangelist of Shelyn L1
-: Oterisk - Alabaster Boralis Human, Summoner L5 | Dragon Disciple L2
-: DeviousDevious - Drakroo Kobold, (Green) Monk L7
-: Emissary Of The North - Krashsh Aknur Lizardfolk, Cavalier(Beast Rider) L7

waiting submitted alt/link
-: Olaf the Holy - Apropos Gunslinger
-: Monkeygod - Skinwalker Lunar Oracle
-: Galoria Ginodesa - horizon walker
-: Zayne Iwatani - halfling brawler/s

NOTE: If I have missed someone or got something wrong, please let me know and I will add/fix it, thanks GM Panic

RPG Superstar 2012 Top 32

@Panic- thank you very much for maintaining the list. Once per day would probably be plenty frequent enough though.

@everyone- we had a big burst of interest when the thread came up and it has definitely slowed down. If it stays slow I may move up the deadline. If I do I'll give at least 48 hours notice.


@ Will do GM nate, 1/day it is from here on out :)


Nate - don't forget character feedback... would love to have a chance to rework/tweak before the deadline if there's anything you don't like


nate lange wrote:
@Zayne- if you want to spend some of your gold on your cohort that's fine. The only thing is, if you ever find yourself needing to replace your cohort for any reason the new one will not get any of that extra gold (so you could possibly end up behind everyone else's wealth).

Shouldn't be an issue. Less cohort and more comrade. They're brothers utilizing teamwork feats. Won't be awful without help but will certainly be better with it. Here is what I have so far.


Azrael the Avenger wrote:
Nate - don't forget character feedback... would love to have a chance to rework/tweak before the deadline if there's anything you don't like

Second this. Hate to miss a slot because of something I could have fixed with a bit of notice beforehand.


I have the alias for Josei Hebi built, you can go look at it through my profile if you care to.

Fluff:

Appearance - Josei is tall, but frail. She will generally put on any personality that fits the job, but by default she finds that awkward and timid seem to work best with her build and makes those around her underestimate her abilities.

While of Vishkanya parents, Josei was always the most 'human' looking of her family. She uses makeup and body posturing to enhance that appearance and fit in better with those around her. Her dark black/purple hair and rouged lips often attract the wrong kind of man. But if they get too rowdy they quickly find that she can take care of herself.

Her clothing is as varied as her personalities. A personality and an outfit for every occasion. When on the job she most often will wear her mithral chain shirt over form fitting clothing that stretches enough to not bind or hamper her movement. She'll put her hair up if the job calls for it, but she prefers for it to hang long and loose.

Personality/Outlook-
"Nothing in life is free, and you will find that I am the most expensive of all" - Josei Hebi.

Josei is a woman of her word, but is not particular about who she gives that word to, so long as they are willing to pay. If she finds afterwards that they aren't willing to pay, then she makes them keep their word, violently.

The ultimate company woman; give her a job and she will get it done. But it will cost you. If you are particular about the details of the doing, well, that will cost you more. If you want people to not die in the doing, that will cost you more. If you want someone in particular to die in the doing, well...you get the idea.

Interlude:

Interlude
Shì réngrán shì wǒ de chǒngwù. Bùjiǔ, wǒ jiāng shìfàng nǐ. Qù bǎ wèibīng shuìjiào, ránhòu fǎnhuí.
Spoiler=Vishkanya
Be still my pet. Soon I will release you. Go put the guard to sleep, and then return.

The iron cobra in her hands clicked it's jaw closed. It may have only been a construct, but she was certain it got some pleasure, sinking it's teeth into flesh and letting the toxins she had gifted it work into the victim.

She placed it on the ground and it slithered into the night towards the light of the fire. The guard making patrols probably just thought he had ran into a thorn bush, or stepped on a sharp rock. But within half a minute of the snake's return, he slumped to the ground.

One minute until the alarm sounds, I better make this quick.

Josei stole into the camp, stepping over the unconscious guard, and making a line for the back of the command tent. She waited a pause to listen, no one seemed to be roused in the tent or around it.

Pushing her dagger into the seam of the tent, she made a small opening, and slipped inside. The tent was dark, but by the firelight filtering in from the front flaps she was able to make out the shadowed form of the commander, turned away from her on his cot.

With a sigh she licked one of her blowgun darts and stuck it into the side of his arm. Hopefully he would just think it was a mosquito, and not awaken until the poison took effect. The waiting was inexorable, but finally she was sure that the sleeping venom had taken hold and he wouldn't be waking up.

Let's get some light on the subject shall we?

With a flick of her finger the ioun stone flying around her head blazed to life. Now that the tent was fully illuminated she could see that the desk has littered with papers. Tsk tsk commander. You really should keep a tidier desk. Clean workspace means a clear mind. Let me help you.

With a wisk of her hand the papers on the desk fall into the open bag to be sorted through later. Just as that is done and the ioun stone is once again extinguished, the alarm is raised outside.

A whole 45 seconds longer than it should have taken. You really need to run a tighter ship around here.

Josei is out the back of the tent just as the Lieutenant of the Watch is coming through the front to report to the commander on the breach. It takes longer to rouse the commander than it normally would, but they had marched hard that day, so it was to be expected.

After a few close calls and some impressive hiding, Josei makes it back to the edge of the camp with the battle plans.

Petting the cobra, that had once again become a gauntlet on her arm, Josei became pensive. No one died, just like the employers asked. I do so love no kill bonuses.

It should be interesting if I get picked. I don't often gender bend in role playing, but this character felt more female than male to me. Maybe I have been watching to many crime procedurals. They all say that women prefer poison and distance weapons.

RPG Superstar 2012 Top 32

It's been a busy week but I will start offering some feedback soon.


I want to put it out their to that I do not play chaotic neutral as chaotic jerk. I try to just present it as him finding all second to his own interests.


I will be putting up a submission tomorrow - so many options to chose from :D


1 person marked this as a favorite.

Throwing in Sinuo for consideration. Most of the crunch is done, working on the rest. :)

Grand Lodge

I think I can finally try the Tengu I have always wanted, will check to see exactly if the build will work in this campaign


Presenting White Knight II, an Android Magus, with his Earth Mephit Improved Familiar Pawn VIII. I've been twiddling this idea around since the previous interest thread, I guess they are either the remains of, or just separated from some powerful being's living chess set?

At first the pale slender figure seems to be a statue, he stands motionless, save for a silk black and white chequered cloak stirring gently with the breeze. His skin is white with a faint metallic sheen, and even his armaments, clothing, helm, and scimitar, are predominantly white giving him a ghostly appearance. Emblazoned upon his chest is a black horse head resembling the Knight chess piece. His pale hairless features are perfectly symmetrical, but more harsh than handsome, and the letters WKII are embossed upon his forehead.

At the pale warrior's feet sits a small winged humanoid creature, with a comically spherical head, that seems to have been roughly hewn from white granite. This one has WPVIII seemingly chiseled into his forehead, and is humming a jaunty little tune. Pausing it looks up,

"What's going on boss? Poor old Pawny don't remember a thing."

The White Knight frowns, "I am unsure Pawn, we do not appear to be in our place. This troubles me."

"Oh right? So what are we doin' then?"

"I suppose we must find others and ask them... Ask them where we belong? We are... Incomplete, part of a set, yes?"

"Don't know nothing about that, but if you say so boss."

Stats:
White Knight II
Male android magus 7 (Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid
Init +11; Senses Perception +12
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+1 deflection, +5 Dex)
hp 65 (7d8+21)
Fort +8, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 spell storing scimitar +11 (1d6+6/18-20) or
. . mwk cold iron scimitar +11 (1d6+5/18-20)
Special Attacks arcane pool (+2, 8 points), magus arcana (familiar[UM], spell blending [2 spells of lower level][UM]), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste, greater magic weapon
. . 2nd—false life, false life, mirror image, mirror image
. . 1st—mage armor, shield, shocking grasp, shocking grasp, true strike, vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 20, Wis 10, Cha 6
Base Atk +5; CMB +4; CMD 20
Feats Dervish Dance[ISWG], Improved Familiar, Improved Initiative, Intensified Spell[APG], Weapon Finesse
Traits magical lineage, reactionary
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Craft (weapons) +8, Fly +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (planes) +10, Perception +12, Perform (dance) +0, Spellcraft +15, Use Magic Device +8
Languages Aboleth, Auran, Common, Common, Draconic, Elven, Terran
SQ knowledge pool, medium armor
Combat Gear pearl of power (1st level) (3), quick runner's shirt[UE]; Other Gear +1 spell storing scimitar, mwk cold iron scimitar, belt of tumbling[UE], cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ring of protection +1, bandolier[UE], bandolier[UE], weapon cord[APG], wrist sheath, spring loaded, 1 pp, 78 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

--------------------

White Pawn VIII
Earth mephit (Pathfinder RPG Bestiary 202)
N Small outsider (earth)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+3 armor, +2 Dex, +1 dodge, +7 natural, +1 size)
hp 32 (3d10+3); fast healing 2
Fort +6, Ref +5, Will +5
DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Melee mwk cold iron ranseur +8 (1d6+1/×3) or
. . 2 claws +2 (1d3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—enlarge person (self only), soften earth and stone, summon (level 2, 1 mephit of the same type 25%)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 13, Wis 11, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Dodge, Flyby Attack
Skills Acrobatics +9, Bluff +8, Craft (armor) +5, Craft (weapons) +4, Fly +17, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft +8, Stealth +12, Use Magic Device +9
Languages Common, Ignan, Terran
SQ improved evasion
Combat Gear wand of ray of enfeeblement (15 charges), wand of true strike (50 charges); Other Gear mwk studded leather, mwk cold iron ranseur, whetstone,
--------------------
Special Abilities
--------------------
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of rocks that deals 1d8 bludgeoning damage.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Enlarge Person (self only, 1/day) (Sp) As the spell. DC 14, caster level 6th.
Fast Healing (if underground) 2 (Ex) Heal damage every round unless you are killed.
Flight (40 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soften Earth and Stone (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr

Personality:
White is decisive and aggressive, in the heat of them moment, but when he has time to make a decision he has a habit of getting bogged down analysing every last possible variable. He struggles with personal interactions, both finding them a little pointless, and being fascinated by them. Most of all he feels lost, having gained a sudden freedom both exhilarating and terrifying.

Pawn is an easy going pragmatist with a great deal of affection, and a cheerful contempt for his boss. Mostly he wants to sleep and eat as much as possible.

RPG Superstar 2012 Top 32

Thanks for the continued interest all! Right now, tomorrow looks like it might not be super busy so I may be able to start sending out some feedback on characters (I hope).

@Panic- I don't want to push it with gracious offer to oversee the list but if there's any chance you could add a mark on your list to indicate which players have asked for feedback from me, it would be very helpful.

Sovereign Court

Would be delighted to receive feedback and questions about Niobe.


Just finished reading through everything and I'm quite interested, having both a few ideas and questions. I like the "no background" angle :)
you can't write his history without writing his early history, and you can't write that without writing his childhood, and before that his parents. And. And. And... Screw it :(
1: since we have no background, can I have just the bare minimum discription of where we will start? (A metallic crate with a single door in one side, an engine humm in the background, ect) I have an idea on how to write his :)
2: how are you/we going to handle knowledge skills?
Rolls dice: you suddenly remembered what that creature was, almost as if you had known all along.
Something like that?
3: Mwk tools. Flat +2 bonus for simplicity or is the bonus based on its description?

One idea I had was an amnesiac Mindchemist/Archivist. Someone who knows everything yet can't seem to remember anything. He would be a great buffer :)

The second idea I had was to create a Chainsaw wielding character. It's such a cool weapon that never gets used :)
I'm thinking of a +1 called chainsaw with the Two-handed thrower feat to create a switch hitter :)
Besides that, human, male, would have to carry lots of batteries, high intimate, maybe go vital strike (since i can only throw once a round).
I can basically build him up however I want after that.
4: can we combine magic items? I plan on getting a belt of mighty hurling and was wondering if I am stuck with a max +2 str. (actually just noticed the cost so bad example)
5: Time periods. We have high tech guns and low tech bow and arrows, so there is quite a large time span there. Can we be from basically any point in time? My third idea was to try and create a caveman who is from waaaay out in the boonies (about 4k years out). When everyone meets up at the start, you find within the midst of you a human with an overlarge jaw, messy hair and wearing a leopard pelt? Is that a flint spear at his side? Could be fun :) probably a Truly Primitive Barbarian with few knowledge skills but a high survival skill and intimidation (bad breath).

...BRILLIANT IDEA!
I'm going to combine the two ideas together and create a chainsaw wielding caveman! He looks like he stepped out of a time machine from a prehistoric era, wearing a one-piece animal skin that was crudely sewn together and a Flint spear in his hand (with a few more slung over his shoulder) who then looks at you giving off an unintelligible UGGG! as he raises his hand into the air. The next moment a chainsaw materializes out of thin air and into his hand! He screams with delight as he brings it down, ripping on the drawstring.
VRUMMMM!!!

A chainsaw wielding caveman XD that's what I am going to build. And the great part is that I don't have to explain how it happened. (Probably a time machine mishap somewhere >__>)
Human male (think Flintstones) true primitive barbarian 7 with +1 called chainsaw, lots of batteries, belt of mighty hurling, couple of mwk stone spears, +1 hide armor, two-handed thrower, vital strike, high intimidate and survival, few knowledges, illiterate... Will add more as I think of them :)


nate lange wrote:
@Panic- I don't want to push it with gracious offer to oversee the list but if there's any chance you could add a mark on your list to indicate which players have asked for feedback from me, it would be very helpful.

No problem GM, Ill add that in now and post the list back up ASAP.


Well, I only need feedback if you think I need it. If you don't give me any, I'm going to think you're ok with the character.


I'd like feedback when you get the chance, GM. Thanks!


to make it easier for you when you update the list, I wanted feedback too..


Igmutanka Hanhepi wrote:
Well, I only need feedback if you think I need it. If you don't give me any, I'm going to think you're ok with the character.

Ditto from me


Wouldn't mind feedback myself :)


I have put the two lists under spoilers cuz they is long, and walls of text are dull. Cam's Qs I have I hope outlined the core of what has been said before V some of his Qs.

PC Submissions list 005:

In order of Submission

Submitted PCs with Links
-: JAF0 - Azrael the Avenger - angel blooded Aasimar monk L2 | Paladin L4 | Mystery Cultist L1
-: mdt - Shi'Vatha Eidelon | Ranger L7
-: Nicos - Ealasaid of the Golden hair Half-elf Bloodrager (steelblood) [Arcane Bloodline] L7
-: Jereru - Igmutanka Hanhepi Half-Orc Unchained Rogue (Swashbuckler)/VMC Magus L7
-: eMagdAeH - Mingledash Toe cruncher Halfling Rogue (Filcher) L7
-: JoeLudwick - Ariok Birch Aasimar Cleric L7
-: GM Panic - Ynja Eva Ragnavold Dhampir Kineticist [Void] (Overwhelming Soul) L7
-: WreckTall - Libidinous Prax Tiefling (Asura-Spawn), Inquisitor (Preacher) 7
-: Mbauers - Johan Reinhart Male Half-Elf Occultist L7
-: Moonlight Cult - Berstuk Cert Human Warpriest L6 (Mantis Zealot) / Unchained Rogue (Knife Master) L1
-: BC4Realz - Josei Hebi Vishkanya, Unchained Rogue - Deadly Courtesan, L7
-: Jesse Heinig - Niobe Aptos Merfolk, Druid (Skinshaper) L7
-: loc- ZorinBlitz Tiefling, Alchemist (Vivisectionist Mindchemist) L7
-: Sam C - Marcusic Human, Skald L6 | Evangelist of Shelyn L1
-: Oterisk - Alabaster Boralis Human, Summoner L5 | Dragon Disciple L2
-: DeviousDevious - Drakroo Kobold, (Green) Monk L7
-: Emissary Of The North - Krashsh Aknur Lizardfolk, Cavalier(Beast Rider) L7
-: Zayne Iwatani - Kennen the Halfling Hammer Halfling, Brawler L5 | Lore Warden L2
-: OmniChaos - Sinuo Tlunar Elf, Pact Wizard (Universalist) L7
-: TawnyKnight - White Knight II Android, magus L7

waiting submitted alt/link
-: Olaf the Holy - Apropos Gunslinger
-: Monkeygod - Skinwalker Lunar Oracle
-: Galoria Ginodesa - horizon walker
-: Critzible - Tengu
-: Albion, The Eye - ?

NOTE: If I have missed someone or got something wrong, please let me know and I will add/fix it, thanks GM Panic

PC Feed back reqested:

GM Nate, I Added some help I hope for Cam James and his Qs, I tried to paraphrased what has been posted related to some of his Qs of his. I did not overstep.

Lets start,
Players Seeking Feed back of thier PC biuld
In order they asked, I have a feeling just about every player who has offered a PC for consideration will ask for their PC to be looked over.

-: JAF0 - Azrael the Avenger - angel blooded Aasimar monk L2 | Paladin L4 | Mystery Cultist L1
-: mdt - Shi'Vatha Eidelon | Ranger L7
-: eMagdAeH - Mingledash Toe cruncher Halfling Rogue (Filcher) L7
-: Jesse Heinig - Niobe Aptos Merfolk, Druid (Skinshaper) L7
-: Jereru - Igmutanka Hanhepi Half-Orc Unchained Rogue (Swashbuckler)/VMC Magus L7
-: Mbauers - Johan Reinhart Male Half-Elf Occultist L7
-: WreckTall - Libidinous Prax Tiefling (Asura-Spawn), Inquisitor (Preacher) 7
-: OmniChaos - Sinuo Tlunar Elf, Pact Wizard (Universalist) L7

GM + Cam James:

other Questions not addressed yet.

I have tried to address some of your Q's points Cam Jame, as a player to player thing, I am not the GM so I could have it all wrong. I paraphrased stuff that's been posted and talked about. My hope is this may help cut down the GMs load just a little. Feel free to ignore me, if you feel I'm wrong.

Cam James - Qs
1: since we have no background, can I have just the bare minimum discription of where we will start? (A metallic crate with a single door in one side, an engine humm in the background, ect) I have an idea on how to write his :)
Panic - Help: Hope this helps, The GM did kind of said, he would hold back saying 'anything' about setting so as not to give to much away, This I'm taking to mean that our starting point is going to be key to the way the game will be set out, so in other words, players, no peaking under the mat, 'wait and see'.

2: how are you/we going to handle knowledge skills?
Rolls dice: you suddenly remembered what that creature was, almost as if you had known all along.
Something like that?
[i]Panic - Help: The GM said to me that we may not know our past BUT we do know how to do things,, hope that helps.

3: Mwk tools. Flat +2 bonus for simplicity or is the bonus based on its description?
Panic - Help: I would say, Mwk items work with adding what ever the rule book text says they do, I don't see how that has changed by PCs knowing things just not knowing how they know.

*One idea I had was an amnesiac Mindchemist/Archivist. Someone who knows everything yet can't seem to remember anything. He would be a great buffer :) The second idea I had was to create a Chainsaw wielding character. It's such a cool weapon that never gets used :) I'm thinking of a +1 called chainsaw with the Two-handed thrower feat to create a switch hitter :) Besides that, human, male, would have to carry lots of batteries, high intimate, maybe go vital strike (since i can only throw once a round). I can basically build him up however I want after that.
Panic - A: WOW That's soooo one for the GM :)

4: can we combine magic items? I plan on getting a belt of mighty hurling and was wondering if I am stuck with a max +2 str. (actually just noticed the cost so bad example)
Panic - A: For me, and this is just me, you start with gear, but as normal you have the pay 150% off added magic items. Remember no single item can be more than 50% spend of your starting cash.

5: Time periods. We have high tech guns and low tech bow and arrows, so there is quite a large time span there. Can we be from basically any point in time? My third idea was to try and create a caveman who is from waaaay out in the boonies (about 4k years out). When everyone meets up at the start, you find within the midst of you a human with an overlarge jaw, messy hair and wearing a leopard pelt? Is that a flint spear at his side? Could be fun :) probably a Truly Primitive Barbarian with few knowledge skills but a high survival skill and intimidation (bad breath).
Panic - A: From what the GM has said, you can start as just about anything Paizo, so primitive is out there, just can't use a template. Long as its with in what the GM set out for PC creation I would say why not. He's a cave man, just dos not know from where he came or his past.

hope that helps Cam.


Here is an alias for White Knight II :) With a slightly extended personality and, after some umming and ahhing, the addition of the Kensai archetype. Stats are in this alias profile, but I'll include here for the sake of ease.

Statistics:
White Knight II
Male android magus (kensai) 7 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +16; Senses Perception +12
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 11 (+1 deflection, +5 Dex, +5 dodge)
hp 65 (7d8+21)
Fort +8, Ref +8, Will +6
Defensive Abilities canny defense +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 spell storing scimitar +12 (1d6+6/18-20) or
. . mwk cold iron scimitar +12 (1d6+5/18-20)
Special Attacks arcane pool (+2, 8 points), magus arcana (familiar[UM], spell blending [2 spells of lower level][UM]), spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 7th; concentration +12)
. . 3rd—greater magic weapon
. . 2nd—false life, false life, mirror image
. . 1st—mage armor, shield, shocking grasp, true strike, vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 20, Wis 10, Cha 6
Base Atk +5; CMB +4; CMD 25
Feats Dervish Dance[ISWG], Improved Familiar, Improved Initiative, Intensified Spell[APG], Weapon Finesse, Weapon Focus (scimitar)
Traits magical lineage, reactionary
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Craft (weapons) +8, Fly +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (planes) +10, Perception +12, Perform (dance) +0, Spellcraft +15, Use Magic Device +8
Languages Aboleth, Auran, Common, Common, Draconic, Elven, Terran
SQ chosen weapon, iaijutsu, perfect strike
Combat Gear pearl of power (1st level) (3), quick runner's shirt[UE]; Other Gear +1 spell storing scimitar, mwk cold iron scimitar, belt of tumbling[UE], cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ring of protection +1, bandolier[UE], bandolier[UE], weapon cord[APG], wrist sheath, spring loaded, 1 pp, 68 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Feat and Skill Racial Traits

Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Senses Racial Traits

Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical.
Nanite Surge: Once per day as an immediate action, an android can cause his nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

--------------------

White Pawn VIII
Earth mephit (Pathfinder RPG Bestiary 202)
N Small outsider (earth)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+3 armor, +2 Dex, +1 dodge, +7 natural, +1 size)
hp 32 (3d10+3); fast healing 2
Fort +6, Ref +5, Will +5
DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Melee mwk cold iron ranseur +8 (1d6+1/×3) or
. . 2 claws +2 (1d3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—enlarge person (self only), soften earth and stone, summon (level 2, 1 mephit of the same type 25%)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 13, Wis 11, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Dodge, Flyby Attack
Skills Acrobatics +9, Bluff +8, Craft (armor) +5, Craft (weapons) +4, Fly +17, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft +8, Stealth +12, Use Magic Device +9
Languages Common, Ignan, Terran
SQ improved evasion
Combat Gear wand of ray of enfeeblement (15 charges), wand of true strike (50 charges); Other Gear mwk studded leather, mwk cold iron ranseur, whetstone, folding shovel
--------------------
Special Abilities
--------------------
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of rocks that deals 1d8 bludgeoning damage.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Enlarge Person (self only, 1/day) (Sp) As the spell. DC 14, caster level 6th.
Fast Healing (if underground) 2 (Ex) Heal damage every round unless you are killed.
Flight (40 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soften Earth and Stone (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr

Personality:
White is decisive and aggressive, in the heat of them moment, but when he has time to make a decision he has a habit of getting bogged down analysing every last possible variable. He struggles with personal interactions, both finding them a little pointless, and being fascinated by them. Most of all he feels lost, and finds freedom both exhilarating and terrifying, despite not knowing his past he feels he had a purpose. He is aware that Knights are expected to abide by codes of honour and chivalry, and largely tries to follow these guidelines, seeing them as an important part of his identity, despite finding them very limiting.

Pawn is an easy going pragmatist with a great deal of affection, and a cheerful contempt for his boss. Mostly he wants to sleep and eat as much as possible.

RPG Superstar 2012 Top 32

@Cam James- Panic's answers/input was mostly pretty solid...
1) he's correct, part of the design of your starting point is that it will be unfamiliar to everyone (so no peeking)
2) also correct, with a few provisos... all your abilities and skills (including knowledges) will work normally, you just don't know where you're from or how you got to where we start. proviso: because of the extreme range of options you have for where you go some skills may be of limited use in some settings... and I don't just mean swim when you're in a desert. Knowledges like history or nobility will get less functional the farther removed you are from your 'natural habitat' (wherever that is).
3) masterwork tools work exactly as described in their published source.
*) chainsaws are available. remember the note on power levels. see also my comments on the availability of high tech items in play (replacing batteries will be a challenge, and repairing it if it breaks will likely require traveling somewhere with a sufficient tech level). Also, throwing it will cause it shut off as if it were dropped (i'd let it do damage first though).
4) (important for everyone) no customized items, including combining items. published items only.
5) you may be from any time period/setting, your character should make sense somewhere though... the idea of a chainsaw wielding caveman literally made me LOL but it's such an odd combo that I'm not sure what to do with it... honestly, I think I'd probably be more likely to pick a caveman or a chainsaw guy than someone's who's both; but if you want to take a stab at it go for it (it wouldn't be the first time a really strong application changed my mind on something).


*In Oprah Voice*

"You get some feedback! You get some feedback! Everybody gets some feedback!"


Chainsaws. Darn it. I should have gone with Ash from 'Evil Dead'. Be smart. Buy S Mart.

Groovie.


I'd also like some feedback.

D20 Modern had this magic item known as the chainsaw of the psycho. One of its abilities was that it never needed refueling, even though it sputtered sometimes like it was running on fumes. Maybe that can act as inspiration for your own chainsaw?


Sam C. wrote:
D20 Modern had this magic item known as the chainsaw of the psycho. One of its abilities was that it never needed refueling, even though it sputtered sometimes like it was running on fumes. Maybe that can act as inspiration for your own chainsaw?

Sadly that does seem like it would run afoul of the no custom items rule.

And I'll jump on the feedback bandwagon, albeit at the back of the cue :) Always good to hear the judge's opinion since it is what matters if we want in!


I could go with a little feedback myself. Curious to see what you think of him.


Panic here, Cool GM, I did me best :)

So I found a really nice image that represents Ynja Eva Ragnavold perfectly. IMAGE HERE

A artistic shadow weaves around her most of the time and always when she is in bright light. She's now A kind of Anti-Vampire, using Negative energy and if she gets close to an undead, she can suck it dry of Negative Energy. I just like that idea all by it's self.

RPG Superstar 2014 Top 16

1 person marked this as a favorite.

If you would please, allow me to present Shaeda Stormborn.

Shaeda is the proverbial BASF of the adventuring world (for those who remember those commercials, or for those who care to find them on Youtube.) It is not Shaeda's function to be particularly amazing at anything adventurer's do; rather she is here to make the rest of her companions better at what they do.

While Shaeda does have some offensive capabilities, mostly in the forms of spells, tripping, and disarming, her forte resides in buffing the party, through bardsong at the +2 level, as well as a particular concept I have been wanting to try for a while and starting at 7th level affords that opportunity. Shaeda is particularly good at the "aid another" action, both through the Bodyguard feat, and in helping with offense when needed.

I present Shaeda as a Bard-5/Lore Warden-2. I briefly considered doing it as Bard-4/Lore Warden-3, but determined the party could make more use of +2/+2 bardsong, than my having a +2 more on my CMBs.

I could also present, if desired, a version of Shaeda as a Warpriestess-7. That version is not quite as "buff-ish" for the party, but more "tanky" and "damagey" while still fulfilling the basic Bodyguard concept that I envision for Shaeda.

Given her skills and such, her background was likely a bit "piratey," but who knows.

As she is now, Shaeda considers herself a "priestess" of Besmara, even though her class isn't divine. As a Warpriestess, she'd be a follower of Calistria.


A halfling Brawler, Rogue and Bard. Now we just need a halfling primary caster and the full half pint party will be ready to go.

RPG Superstar 2012 Top 32

Zayne Iwatani wrote:
A halfling Brawler, Rogue and Bard. Now we just need a halfling primary caster and the full half pint party will be ready to go.

Haha- but are you all small or are you just traveling places where everything else is too big...


You were talking about potentially ending recruitment early. Unfortunately I won't be able to get together my submission before this weekend at the earliest unless something unexpected happens.

RPG Superstar 2012 Top 32

there's still enough new people trickling in that I'm not planning on cutting it off yet. IF I changed my mind tomorrow I'll still give 48 hours notice so you'd have until at least Saturday afternoon/evening at the absolute earliest.


Thanks for the answers Panic and Nate.
As for the Mwk tools, I find it is always better to ask on that one. Rules as written it is basically a Build-A-Bonus with its mechanical ability based entirely on how it is described. And it requires a large amount of GM oversight. Some Gms just give it a +2 bonus for simplicity sake. So, best to ask on that one ^-^ (not that a caveman would have many Mwk tools >_>)

As for the chainsaw, I am creating a 2-handed barbarian with a really good weapon, so I am going to have to really watch his power levels to keep them within a medium-ish scope. Also, being a caveman, he would have no ability to produce more batteries or repair his chainsaw if it ever broke (the fact that he knows how to start and wield the thing is a miracle in of itself) That could create some interesting storytelling if we had to try and travel somewhere to get it fixed, but he does have some backup spears.
As for throwing it, if I threw it as a standard action, and then immediately spent a swift action to call it back to my hand (Called) would it return powered or unpowered? Would I then have to spend another standard action (and battery charge) to restart it? Depending on the answer i might have to nix the throwing aspect of the build (as cool as it is ^_^)

nate lange wrote:
the idea of a chainsaw wielding caveman literally made me LOL but it's such an odd combo that I'm not sure what to do with it...

Ya the idea made me laugh really hard when I thought of it, and again when I tried to visualize it.

If it came down to it, I would probably choose caveman over chainsaw but for now I am going to try and keep them combined :)

RPG Superstar 2012 Top 32

@cam- the chainsaw would turn off on impact (as soon as it does damage), so you'd have to activate it again (with all the normal costs). Because of that, throwing it may be an option in a pinch but it's probably not something you want to do very often.

@everyone waiting for feedback- my slow day today ended up being crazy. I have a couple of doctor appointments tomorrow so hopefully I'll have time (and adequate signal) in the waiting rooms to get some feedback posted.


No worrys GM Nate, RL has a way of doing that,

PC Submissions list 006:

In order of Submission

Submitted PCs with Links
-: JAF0 - Azrael the Avenger - angel blooded Aasimar monk L2 | Paladin L4 | Mystery Cultist L1
-: mdt - Shi'Vatha Eidelon | Ranger L7
-: Nicos - Ealasaid of the Golden hair Half-elf Bloodrager (steelblood) [Arcane Bloodline] L7
-: Jereru - Igmutanka Hanhepi Half-Orc Unchained Rogue (Swashbuckler)/VMC Magus L7
-: eMagdAeH - Mingledash Toe cruncher Halfling Rogue (Filcher) L7
-: JoeLudwick - Ariok Birch Aasimar Cleric L7
-: GM Panic - Ynja Eva Ragnavold Dhampir Kineticist [Void] (Overwhelming Soul) L7
-: WreckTall - Libidinous Prax Tiefling (Asura-Spawn), Inquisitor (Preacher) 7
-: Mbauers - Johan Reinhart Male Half-Elf Occultist L7
-: Moonlight Cult - Berstuk Cert Human Warpriest L6 (Mantis Zealot) / Unchained Rogue (Knife Master) L1
-: BC4Realz - Josei Hebi Vishkanya, Unchained Rogue - Deadly Courtesan, L7
-: Jesse Heinig - Niobe Aptos Merfolk, Druid (Skinshaper) L7
-: loc- ZorinBlitz Tiefling, Alchemist (Vivisectionist Mindchemist) L7
-: Sam C - Marcusic Human, Skald L6 | Evangelist of Shelyn L1
-: Oterisk - Alabaster Boralis Human, Summoner L5 | Dragon Disciple L2
-: DeviousDevious - Drakroo Kobold, (Green) Monk L7
-: Emissary Of The North - Krashsh Aknur Lizardfolk, Cavalier(Beast Rider) L7
-: Zayne Iwatani - Kennen the Halfling Hammer Halfling, Brawler L5 | Lore Warden L2
-: OmniChaos - Sinuo Tlunar Elf, Pact Wizard (Universalist) L7
-: TawnyKnight - White Knight II Android, magus
-: Zahir ibn Mahmoud ibn Jothan - Shaeda Stormborn Halfling, Whipmistress L7

waiting submitted alt/link
-: Olaf the Holy - Apropos Gunslinger
-: Monkeygod - Skinwalker Lunar Oracle
-: Galoria Ginodesa - horizon walker
-: Critzible - Tengu
-: Albion, The Eye - ?

NOTE: If I have missed someone or got something wrong, please let me know and I will add/fix it, thanks Panic

Scarab Sages

OK, I'm chipping in with this submission. He still needs to be neatened up, and Personality/Mannerisms added, but he's basically there.

Sorry it took so long, I've been struggling with my new computer the last couple of days and had to go back to my daughters computer to sort him out.

So, Justin is a rapier wielding Investigator (with a swashbuckler dip). Out of combat, he comes with all sorts of skill goodies (thanks to inspiration) and in combat, he can parry and riposte, or lay down the damage with his studied strikes. While not a first rate combatant, he can definitely hold his own. To round him out, he has extracts.

Scarab Sages

Fluff fo the Fluff Gods:
INC

[spoiler=Character write up as per herolab]
Ik-Ha-Thruune
Male human (Azlanti, Pureblooded) investigator (empiricist) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
None Medium humanoid (human)
Init +6; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 11 (+1 armor, +6 Dex)
hp 45 (7d8+7)
Fort +3, Ref +11, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile adamantine estoc +8 (2d4+7/18-20) or
+1 agile adamantine estoc +8 (2d4+7/18-20)
Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 7th; concentration +13)
3rd—fly, resinous skin[UC]
2nd—communal ant haul[UC], perceive cues[APG], protection from arrows, see invisibility, undetectable alignment (DC 18)
1st—endure elements, long arm[ACG], reduce person (DC 17), shield
--------------------
Statistics
--------------------
Str 9, Dex 23, Con 12, Int 22, Wis 11, Cha 9
Base Atk +5; CMB +4; CMD 20

Feats Double Slice, Exotic Weapon Proficiency (estoc), Extra
Investigator Talent[ACG], Two-weapon Fighting, Weapon Finesse

Traits alchemical intuition, bruising intellect, student of philosophy

Skills
Acrobatics +10,
Appraise +10,
Bluff +3 (+10 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +16 (+23 to create alchemical items),
Diplomacy +9 (+16 to gather information (You can use your Intelligence Modifier instead of Charisma), +7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +16 to persuade others but not to gather information (as a result of using Int instead of Cha)),
Disable Device +19,
Escape Artist +10,
Heal +4,
Intimidate +16,
Knowledge (arcana)
+13, Knowledge (dungeoneering)
+13, Knowledge (engineering) +10,
Knowledge (geography) +10,
Knowledge (history) +16,
Knowledge (local) +13,
Knowledge (nature) +13,
Knowledge (nobility) +10,
Knowledge (planes) +18,
Knowledge (religion) +13,
Linguistics +10,
Perception +21,
Sense Motive +16 (+14 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Sleight of Hand +11,
Spellcraft +16,
Stealth +16,
Use Magic Device +16;
Racial Modifiers ceaseless observation

Languages Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Skald, Thassilonian

SQ
alchemy (alchemy crafting +7), fey magic, inspiration (9/day), investigator talents (expanded inspiration[ACG], intelligence inspiration[ACG], mutagen[UM], perceptive tracking[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 70 minutes), pride, trapfinding +3

Combat Gear azlant pendant;
Other Gear +1 agile adamantine estoc, +1 agile adamantine estoc, belt of incredible dexterity +2, bracers of armor +1, eyes of the eagle, feather step slippers[UE], headband of aerial agility (int +2)[UE], 20 gp
--------------------
Special Abilities
--------------------
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects


Hey! Might be interested, but is the setting Golarion?


Hi Bigig, hope this helps,
If you read the thread Bigrig the setting as yet is unknown, and will only be known at start of game. PC know things, they just don't know 'how' they know them or there past. So if your thinking gods, I would suggest you go with a philosophy over a god from Golarion.

Just a heads up again on what we have been told about Kn Skills.

GM Nate did point out that some players may have to keep in mind that skills such as

Knowledge (history)
Knowledge (local)
Knowledge (nobility)
Knowledge (religion)

And others where background and location are key, may not be as affirmative as the PCs will be moving around to disparate locations they are NOT familiar with. Also with not fully knowing your past you can see the limitations that may arise. But PCs do know things as said, they just don't know how they know. As 'investigator' Type PCs need to bear that in mind.

RPG Superstar 2012 Top 32

@Bigrig- to affirm/clarify what Ynja said, I've been purposefully tight lipped about the setting but I can/have said that you will have opportunities to travel to some widely diverse lands/settings, none of which will be official Golarion (though some of them could be inspired by it). For gods, you can worship any of the divine beings published by paizo or you can take the mechanics from one and make up new fluff for a new god/philosophy (or you can PM me if you have an idea that doesn't line up with anything and I'll give you mechanics for it). She was right about the skills though- the farther you are from your own setting/origin the more trouble you'll have with skills like the ones listed.

+++General Feedback+++
I haven't had time to type up individual feedback yet but here are a few general impressions for everyone to consider.

1) Don't be afraid to associate yourself with a specific setting/genre- there are a fair number of unusual races and whatnot but many seem presented in a sort of generic-fantasy wrapping. I suspect that's my fault because people are afraid of being rejected for not fitting into the undisclosed setting; that will not be the case! I'm intentionally hoping to build a party of people who wouldn't normally be together. like a primitive shaman with a musketeer, and a sky pirate, or something like that. So, even though I said you don't know specifically where/when your from, please consider a setting where your character would fit and work some of that flavor into your description. Even if they were using all the same gear and were the same class and whatnot, someone from a VanHellsing-esque gothic horror setting should look and feel very different than someone inspired by a Roman centurion; embrace those differences, please.

2) Feel free to be descriptive- There's a lot that goes into a good PbP, but at their heart they are a shared excercise in creative writing. As such, writing is an important part of my evaluation... I know taking away backgrounds limits how much writing you can show me but please feel free to write more than you normally would about your appearance, outlook on life, personality, etc. (and, per #1, feel free to use those things to tie yourself to a specific setting).

I will get some specific feedback up tomorrow.


My two cents...if it helps.

When building my character I imagined a Sliders kind of situation. Or Tsubasa Chronicleif you are more into anime.

You won't remember where you are from, you won't remember where you are, and where you are might not be where you are from.

RPG Superstar 2012 Top 32

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Neither of those is completely accurate, but they're along the right lines... You could also compare it to star gate, or to the world between worlds in the magician's nephew (from Lewis' chronicles of Narnia).

None of you remember where you came from or how you came to be where we start, but it's clear you are from different places than each other... will your exploration reveal where you come from? Will you like what you learn? Will you forget all about your curiosity as soon as you discovery something shiny? I don't know, that's part of the fun of a sandbox.


I've actually gotten super excited about a character concept, but haven't known how to work it into a game, backstory-wise yet, so this is perfect!
One question: would you allow a character using the Words of Power system?


GM Nate:

If I have this right GM nate, I put this under spoiler incase I am wrong about this.

I am really glad you will let think up a place for our PCs to come from
a kind of setting GM Nate. I really think it will help.

To Note our PC's may not know their own personal histories, or the fact they come from this setting but letting players set the 'world'/'Setting' from which the came, I thick really will help.
Also I think it will help you to have each player offer up a target realm for the group to travel to a some point. Just setting and back ground opens up all kind of stargate like possibility's for you as a GM.
Well thats my way of thinking.

So saying that I will try and do that with my PC now.

Back ground setting

Ynja Eva Ragnavold
Her home setting much like that of the film Dark City But where the controlling powers are not aliens but Vampire Clans. Near immortal undead overlords who weld near absolute power over those who live/unlive in their void born cites.
Each ruling clan controlling lesser clans within their deep space worlds. Worlds vast and dark, populated by the living and the dead alike. Artificial realms hidden away from the light of suns. They hand between the stars only reaching out to living worlds when new live stock is needed. These place's of the Vampire thrive in the void my means of dark technologies and dark magics.

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So with out saying anything of her past, I have placed her from this setting, I hope that helps GM

Arr sliders, a much missed show, would be great to see a reboot

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