Through the looking glass

Game Master Lloyd Jackson


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Grand Lodge

Hp: 1d8 ⇒ 61d8 ⇒ 6


That trait sounds good I am working until late tonight but will get the character posted as soon as possible (didn't get the Ultimate Campaign yet.) wonder if Hero Lab has it yet?

any thoughts on the story I PM'd you?


This seems interesting, I played a similar game before but in the reverse sense. People from Earth going to Greyhawk I do like the concept.

Would you be okay with stuff from Psionics unleashed as there are a few concepts I really like from the book. (You can find it on d20pfsrd)

If not I can go for a slightly different idea but with a Barbarian or Paladin.

The basic jist for all three is a character that is slightly xenophobic by Golarian standards. When jumping the gap to this new world he feels even further like a fish out of water and starts to try to find ways to relate it back to previous experiences. With psionics is the mental mapping of how people function in the world, he'd find it alien and try to wrestle with why people think that different to him. Whereas he's used to an expected shift.

With regards to Barbarian or Paladin I would change it slightly to suit the background of the class. Such as a paladin not understanding why knightly orders aren't needed anymore and why they aren't as revered as they once were. Not to mention everyone completely misunderstanding how they used to fight.


DM Grey wrote:
@RCB, Nice crunch, good fluff. Now, what would she do on pseudo-earth?

Dance!

Basically imagine the old 'Kung Fu' TV show only instead of a transposed Shaolin Monk in the Old West have a female Caperoista with magic hair that she can fight with as well.

Oh, and magic.


The somewhat less than original, yet should still be enjoyable, twist for my witch will be Alice in Wonderland-ish. He's a devotee of an Empyreal Lord of dream and hallucination, and to his mind the entire change is being perceived as a lucid dream. When he's asleep or taking on visions from the venom of his snake familiar he'll get visions of Golarion or other 'realities'.

Crunching away with crunch and fluffing away with fluff.

Lantern Lodge

I'm dotting this for every bit of awesome that it is.

Crunch and fluff to come - more than like with a few additional questions on the side.

Dark Archive

Oh, I so want to play in this game! I have a number of concepts, but let me ask about my favorite and see if you want to go there. I would like to play someone, not from golarion, but from earth. Here is my idea. First, from earth, he would be human. He has been raised by preppers who were right for all the wrong reasons and have been living in a bunker with their preps and their seed banks and now mostly useless weapons through the change. And they have raised their son to survive in this new world. He is in tune with nature and has skills of survival and hunting and farming. He cares about the new land and cares the land and animals he can reach. As magic seems backing to the world he finds that nature is responding to his actions and he is awakening to new abilities to help him care for the wilds. He has become a druid.

So, I can build this crunch and develop a full story for him, or I can follow the rules and build a guy from Golarion.


Ok so I decided to perhaps play a master summoner who is fascinated with planar rifts and travel. He has an intuitive sense for planar distortions and vibrations (thus his significant ability to summon creatures) and would be traveling in an adventuring party looking for such variations. I will have a more complete character submission and backstory up later tonight if you like the concept.

I also have an idea for a sorcerer/evoker wizard battle mage who fights as a way to atone for accidentally killing his sister in an outburst of magical power when he was younger. Basically he started out as a sorcerer and then, deciding intuitive magic was too dangerous due to the accident, switched to studying the arcane arts. He always feels like if he can turn his destructive powers to the greater good he may eventually redeem himself in the eyes of the gods when he meets them. He would be very interested in the god of this world though once he hears about him due to the central tenets of redemption and forgiveness.


So here goes, I submit Thomdril (called Thom), a half-elf who seems to finally have found a purpose....

Thom's Story:
Thom (pronounced Tom) is an outsider by nature… a drifter. A man who – for as long as he can remember – has looked for a place to belong.

Thom's earliest memories are of a life amidst the caravan wagons on the twisty roads of the rugged Varisian countryside. Raised by a community of nomadic Varisian gypsies, his elvish heritage made him somewhat of an outsider even among those who loved him. Hiding it became second nature (Disguise), though he learned early that his unique heritage did give him a few quirks others didn't have (bard cantrips/spells). With a little practice, these 'tricks' just became a small extension of who he was.

There was much he enjoyed and learned during his Varisian upbringing. A love of life. A love of travel. He picked up a charming, approachable nature as well as the ability to spin a tale… or a lie when the situation demanded. A certain Varisian moral relativism was learned alongside the use of dagger, bow, blade, and whip. His natural ability to read others was as much blessing as curse. And his rustic surroundings – full of trees to climb, lakes and marshes to swim, and animals to stalk – were perfect for an athletic young boy.

But as the boy very slowly grew into a young man – and he watched his friends and parents advance so much faster than himself – his sense of displacement grew more and more uncomfortable.

Until one night he simply left. Varisia is a big country, but the world is bigger still. Somewhere out there was Thom's place. He just needed to find it.

Unfortunately, Thom never did.

Thom spent his early adult-hood searching the Inner Sea and beyond… always seeking a place or a people that seemed to fit. And always looking in places where an air of trustworthiness or an easy skill with a blade could get work. He spent a turn taking orders from a sheriff. He made a run as a mercenary. He even sweated out a few years as a caravan guard in the sands around Osiriana. And through it all, his knack for reading people and places always left him with the same empty feeling. He didn't belong, so he'd move on. Just enough time to pick up a few tricks, but never long enough to really take up the trade itself.

The life of an adventurer comes easy for people like Thom. No roots. No pesky moral restrictions. That magic mix of bravado, charm, talent, toughness, and no lack of luck. Thom got adventuring jobs as easy as he made friends (something he'd never lacked).

But then there was that one job that changed everything.

Feel free to speak into what kind of gig would have gotten Thom mixed up in this little world-jump. It really doesn't matter to me, as the gig would have been about the adventure itself, not the item or person involved. And I think it'd be great if Thom knew his crew pretty well (whatever fellow players are also on the team), and he would have relied on the smartest of them to help get the detail sfo the job ironed out. Really, whatever works for me.

…but after realizing that he was no longer on any corner of Golarion he could recognize, he'd stumbled upon the Book. It didn't look like any of the books of magic he'd seen in his years. Though it did look old… and well maintained. On the worn leather cover, it simply read "The Bible". The lettering looked to have been some kind of cheap gold gilding at some point. Thom didn't know what it was about the book, but he picked it up. It just felt important. A certain ageless heft to its bulk. And the small words written on every page in a perfect, systematized handwriting, along with the notes written in a tiny, spidery script crammed into the margins of nearly every page, seem to stir something deep in Thom. Something that's been dormant… or maybe neglected… for as long as Thom can remember.

Thom doesn't know this place. He doesn't recognize its people, their cities, or their cultures. In some ways they are foreign; in some ways they are so alike the many cultures he's seen growing up.

But somehow, this Book, this place, and this Alpha and Omega are important… and Thom is determined to find out why.

I'll determine how much Thom knows about the Bible when you tell us how long we've been on Earth. I took the Comprehend Languages spell, so he could have immediately begun to understand the words (as well as the words of the notes of its previous owner), and he's used it to teach himself the english language… at least on sight (so I took a rank in Linguistics).

Some mechanical, thematic, and party role notes:

Thomdril won't really be optimized. I don't think he'll be hurting to contribute, but if it's a number's game we're playing, Thom will have an up-hill battle. I'm building him as a half-elf Paladin 2 / Archaeologist Bard 1. Stats will be STR 16 DEX 16 CON 12 INT 10 WIS 8 CHA 14. He's handsome (in a normal, approachable way), athletic, charming (if somewhat initially quiet) and a bit brash and head-strong.

The Archaeologist angle is going to be refluffed to be his elvish heritage mixed with his drifter lifestyle. He's got these tricks (spells/cantrips) that he does, even if he doesn't really know how he does them (no ranks in Spellcraft or Knowledge: Arcana.. at least yet). His Archaeologist Luck is, well, his luck. And the bard chassis gives him a bunch of class skills and ranks to flesh out his 'jack of all trades' feel, though my goal isn't to try to keep all these skills maxed by any means… more of a generalist platform on which his new calling will be built.

Skills are going to be scattered around to pick up a rank or two in a variety of skills (to represent his eclectic experiences), and the only maxed out skill (at the beginning of the game, at least) will be Sense Motive. He's always been able to read people. Other than that, he'll have a smattering of adventuring and social skill ranks (i'm thinking Bluff, Climb, Diplomacy, Perception, Stealth, and Swim). Then, I'm dropping a single point into KNowledge: Religion and Linguistics, both thanks to him finding the Bible that was the catalyst for his transformation into who he will be now (a Paladin of God).

Feats will (likely) be Power Attack, Skill Focus: Sense Motive (racial), and Lingering Performance (to make the most of Arch.'s Luck).

My goal is for Thom to be one of the group's melee combat specialists, though he approaches even that from a generalist perspective. He prefers to wear non-encumbering armor and shields, and will carry weapons that allow him flexibility and effectiveness in a range of fight types (light-ish armor, quick-draw shield, longsword, morningstar, daggers, bow, and scorpion whip). I'm going to play off his spells (whether bardic or paladinic) as simply tricks or subtle prayers. Hopefully he'll be the group's unremarkable back-bone character… he claims to be a simple mercenary, but over time hopefully he'll get the chance to exhibit some very selfless bravery in the face of whatever dangers this new world throws at us.

Let me know if you have any questions, concerns, or insights that will help Thom fit in or excel better in the group you pick or for your vision for this game. :)

I look forward to hearing your feedback.

Lantern Lodge

My concept is the very epitome of what people on Earth are not used to seeing - a Tiefling Barbarian. The build itself is a natural attacker build - claws, maw, gore, etc. It's an homage to a character of mine from Pathfinder Society that I didn't really get to play much before I started GMing (and GMing a lot). I like to envision the character a mixture of Dante and Hellboy without guns.

I won't be able to post the numbers until after work, but the build will start as a Ranger going into Barbarian. In Golarion, he was a mercenary from Cheliax who eventually joined the Pathfinder Society. My introduction typically involves him being carted into the room in chains and a muzzle. When he's finally able to talk after mission briefings, his first words are usually, "The Society must be desperate to let me out of the cage." Ultimately, he just wants to be left alone, but this never happens and he's usually pulled into 'in over your head' missions. Your transition from Golarion to Earth seems exactly like one of those missions the Society would end up in desperation enough to call him up for.

Liberty's Edge

My idea is a fighter who fancies himself a bit of a knight (or paladin in some cases). He has a pretty strong "code" he lives by. (I am still making sure that some of his code doesn't contradict other parts) He's not super intelligent, but he's not dumb, but he thinks of himself as a hero who goes out to defend the world's enemies. And since he's not a knight, people think he's a little crazy, Don Quixote, for example. (His ability scores are Str: 17, Dex: 12, Con: 15, Int: 9, Wis: 13, Char 12)

The reason he's not a knight? He was born to a poor farmer, fourth son, seventh born and all he knew was hard work. In order to save the family a mouth to feed, he was apprenticed to the blacksmith when he was in his early teens. He's learned how to farm some, but he's really a promising blacksmith. But the blacksmith in town is still fairly young and due to his dream to be a knight, he decided to leave.He did odd jobs around the town until he could afford a horse, armor and some weapons, which in some cases he fashioned himself.

I have not come up with a name just yet (always the hardest part for me) but he does tend to introduce himself as Sir such and such.

He is human and very tall and strong, muscle bound from his time as a blacksmith. I've basically created him at level 1, so I'll need to level him up. My first level feats are Toughness and Power Attack. He has 15 HP at first level (d10 +2(Con) +3(Toughness). I am picking the following Traits: Affable and Courageous.

Also, I can post at least once a day or even more. I am constantly checking the forums for things to read and do.


@Algar, That's just what I was looking for, thanks for the background.

@Davachido, No psionics. Tell me more, fluff and crunch about the other two.

@RCB, Alas, I do not know the awesomeness that is Kung-Fu.

@Mark, I await with anticipation

@Skorn, I shall exercise my unholy powers as DM and request that you do both. Thus far I have turned down all ideas for earth natives. Also, change happened some time, decades ago. Likely putting your character in the 30-40 ish range. If still interested, create him. To be safe, create the Golarion character.

@Imimrtl, Either is fine, with some caveats. The concept of the first seems very fitting, such a person is likely to get pulled through. However, Master Summoner is a powerful class and without tact can create problems in party.

For the second, I think I've seen sorcerer/evoker builds on optimization threads, and have a slightly neurotic reaction to such. No approval until full crunch.

Everyone! General heads up in case it missed anyone: there will be religion in this campaign, Pathfinder and RL. If you are not okay with Catholic clerics and Wiccan witches, this is not for you. It will not be the main theme, but it will be an important one. If something's depiction bothers you, PM me. I may change it, may not. Be prepared to accept either.

Also, please read my responses to other people I've probably answered some of your questions before.

@Eben, The campaign starts when you arrive on earth. Check my previous posts. So, his paladin-hood is a bit premature, but does give me a good idea of where he is going. Let's replace that with fighter(?) until he has his moment. Smite Evil isn't very subtle. Don't worry about being optimized. Thom looks solid enough to hold his own. I'm not sure if 8 wisdom really fits someone who is as introspective as he sounds, but that's relatively minor.

I do like the bard as base chassis, and you distribution of skills. Always maxing skills may fit some characters, but not many. Most people are more well-rounded.

His fighting style should be fine, no problems there.

@Severed, I've a soft-spot for that concept myself. Show me the numbers and tell me more about him.

@Forthepie, Sounds good, thanks for the numbers and your posting schedule. Traits seem to fit well. What's his class?

Grand Lodge

DM, you are making me write a short essay there :)


DM Grey wrote:
@Eben, The campaign starts when you arrive on earth. Check my previous posts. So, his paladin-hood is a bit premature, but does give me a good idea of where he is going. Let's replace that with fighter(?) until he has his moment. Smite Evil isn't very subtle. Don't worry about being optimized. Thom looks solid enough to hold his own. I'm not sure if 8 wisdom really fits someone who is as introspective as he sounds, but that's relatively minor.

Works for me. I built him as I want to play him, but if he hasn't found the book yet, then he'd definitely be a more mundane class at the beginning.

No Paladin!:
And Fighter works fine. Do you want me to do a really specific re-build? Or just approximate the fighter feats and stuff? I only ask because I don't want to get into a situation where he effectively "forgets" a combat feat. I'd like to just pick up Iron Will as a feat until we find the book (and ignore the second combat feat), and then drop Iron Will when he gets his transition.

Low Wisdom:
Yah, i went back and forth on this as well. I'm hoping to be able to make it work as-is, but if you think it's just too much of a stretch that a low wisdom character would be this driven by an internal motivation, let me know. I was hoping that his in-born focus on Sense Motive (and thus reading that others see him as an outsider) would be enough for it to work. It'll be painful, cause i'm going to have to sacrifice other things I like about him to get a 10 in Wisdom, but if it's a deal-breaker for you, then I'll figure something out.

Let me know on both.

Liberty's Edge

@DM Grey Fighter, with delusions that he's a paladin. I would love to design a paladin that's not a "stick in the mud". And your new comment about Catholic clerics, could mean I could use that as my "deity", but I actually started to really like the idea of a fighter who thinks of himself as a knight/paladin, kind of a do-gooder/protect the weak/tilt at windmills kinda guy.
ETA: Guess I should use my main account and not my pfs alias


This is Stratos from earlier posting on my avatar for my submission!

It is quite CRUNCHY now, like a marshmallow peep left to stale for a year. I welcome critiques from DM and players like. However, I did not include:

1. Inventory. While we are beginning the moment we set foot unexpectedly in the new world, it is unlikely I would have 100% of my possessions on me. If this taken into account, our characters could be assumed to be wielding 3000 gp-worth of equipment. I'd expect the former case though, us wielding only a fraction of our wealth.

2. Character tie-in. Granted, you've not chosen the characters yet, but do we all just happen to spawn together, meeting each other for the first time then? Alternatively, perhaps we met-up beforehand to retrieve this artifcat.2.

3. Language spells. Though Bards have access to lots of language spells, I'm not taking comprehend language as Jahl'ra likes to actually learn them without using magic as a crutch. It may not be optimal for firt impressions, but it makes a good challenge for him. He's got the mental capacity to learn something new, and he loves puzzling-out things!

4. Appearance/Personality. Forthcoming, but for appearance, I'd have to know a tad about the locale of this mystery item to know how Jahl'ra would be dressed to retrieve it!


Eben - I'm hoping we can play in this one together man! - Vironus/Lazarus :p

Dark Archive

I can do two builds, or two back stories for two very similar builds. The age thing is not an issue for me. Heck my story works even if his grandparents were the preppers. BUT... language may be a problem. If he is from earth I doubt his common of English will get him very far with those speaking the common from Golarion. I am totally willing to play the language barrier though. somehow the outworlders have to learn to speak with the locals. Maybe I am the bridge... ?

Will have something(s) up by tomorrow morning.


That would be helpful, if you do get chosen as an Earthling. :D

If Thom also gets chosen, he's gonna have access to Comprehend Languages and will be picking up a rank in Linguistics: English (or whatever the predominant Earthling language of the area is) muy pronto!


Regarding Master Summoner Tact: Yeah I definitely understand that and have seen it before. I was mostly looking at it for utility and not to overwhelm the rest of the party. For instance using the lightning elemental for its combat maneuvers and out of combat uses and such. I do not intend on saturating the field with hoards and hoards of fiendish dire eagles or anything like that. Also this guy would be human and work as the party face through diplomacy. He will probably be one of the most likely to be able to assimilate enough to be able to fit in relatively quickly should the need arise. I can also respec him as a sorcerer or oracle relatively easily if that would work better. Summoner seemed the best fit though.


Nelo Angelo wrote:
Eben - I'm hoping we can play in this one together man! - Vironus/Lazarus :p

Cool. Maybe it'll work out. :)

imimrtl wrote:
Also this guy would be human and work as the party face through diplomacy. He will probably be one of the most likely to be able to assimilate enough to be able to fit in relatively quickly should the need arise.

Thom would do a pretty decent job in the role as well. He hides his elven heritage (well enough, hopefully) and should have some key social skills. If we're both selected, we can tag-team!


Oh well, scrap the emotion mage idea then. Always wanted to play a character who fights with demons that aren't his own through osmosis of emotions.

Ideas:

Barbarian - A barbarian that hasn't seen much of civilization and is very used to the more crazier wildlife of Golarian. Only seeing Dire creatures and monsters from beyond the veils. Arriving on Earth he finds the scents different, the air different and more importantly the animals are different. He grows confused and scared at seeing panthers and snow leopards so small. The should be 5 times the size, what has magic done? What is magic doing now? Why doesn't he hear the voice of the forest, the mountains, everything is different. He feels forsaken in a foreign land with no spirit to guide him. All that is left is his unquenched rage, ever building, he needs to find what is responsible for bringing him here and he will beat in people's faces to get it.

(Relatively high Cha Barbarian that I want to play, might not be the class barbarian but at least he will be wilderness born and act as a face character despite his savagery.)

Paladin - A knight that has seen very little actual battle and is more accustomed to the haughtiness of high culture and the act of chivalry in court. Never seeing eye to eye with his peers but is always amicable towards them, acting out mock duels to lose and regain honour. Part of an ever shifting balance in the way of rulers. Nobleborn he lives and dies by a gentleman's code, keeping the way of knights in his heart. In the new world due to the turmoil he sees there is little left than view him as noble, as regal. Knightly orders no longer matter in a world lost due to magic, instability reigns. What is an old dog like him to do? His skills and culture command him to act with decorum. However in a world lost of a goal, his cloak should fall and he too should brace for the coming problems this world is to face. His vows close but his insight changing the knight wants to re-educate the populace in what it means to be good, despite how magic has left the world.

(Again this might not be a Paladin class but in concept, he will be relatively high int but will have any bizarre skills that only are really useful in courts or noble functions. He will attempt to figure out how he can use past experiences to his advantage.)

Which of those do you prefer?


HP rolls: 2d10 ⇒ (5, 10) = 15

Lantern Lodge

I'll be watching this thread closely, but I'll be withdrawing my application. Just got accepted into another PBP and I don't like to stretch myself thin.


This is Skorn's Druid entry with the Earth origin background.

Here is my cut at River. He is mostly complete, and comments would be most welcome. I have not equipped him yet and am curious what restrictions make sense for him if he is from Earth. Perhaps he has no magic items yet. Did you address starting wealth. I did not see that mentioned anywhere.

Also I took average hit points. Is that correct or are we rolling them?


HP: 1d8 + 3 ⇒ (3) + 3 = 6, 1d8 + 3 ⇒ (2) + 3 = 5

Lol.....brilliant.


I'm more than fine with the summoner, I have quite a good idea what I want to do with him, which probably includes taking a level or two as ranger. If only the character was gestalt :P

Background, part 1:
Born among the Varki people in the Icemark region of the Land of the Linnorm Kings, Vidak only learned of his mixed heritage because he aged slightly slower than his fellows as no one seemed to pay even the slightest attention to the fact that his father actually was a Snowcaster Elf and he the result of a short lived romance between this Elf and his mother. When he asked his mother on the day before his coming of age ritual she simply acknowledged what he had figured out for himself. To Vidak this changed little, to him his father was the man his mother had wed only months after his birth, but it did explain why the same Elven man always was waiting on their tribe when they passed by Elfmeet. With the issue resolved and his own theories confirmed Vidak felt more than ready to take part in his initiation rites. He was not.

Vidak had expected he would be sent out into the wilds, maybe with one or two companions, and bring back a smilodon, or it's tusks. Instead however a much more daunting task awaited him. His tribe met with another at the southern end of the Iceworm Hills. He, together with a group of a total number of twelve others, was supposed to go in there and bring back a dead iceworm, a remorhaz. They were to return within the week, preferably with their mark but without it if they could not find one. They, however, did find one, or rather it found them. During the night of their first camp, when Vidak had just passed the watch to one of the members of the other tribe, it struck. First it swallowed the new guard on it's way up, revealing it's full form. The beast was at least 30 feet long and must have been rather old as opposed to the youngling they intended to take down. Before everyone managed to get ready to fight the beast the tremendous heat coming from it's back had set several tents ablaze, some with their residents still inside. Unprepared for such a task the remaining hunters threw spears at the beast, but those that didn't catch flame before hitting the beast bounced of it's hard carapace. Only the single acolyte that had joined them had any success in hitting the beast using his spells, but the result was that he was eaten next. It was the quick thinking of Vidak's cousin that saved them. He came up with a plan to lure the beast into a giant chasm they had passed on their way here, hoping they could trick it into falling to it's death.

They pulled the smoldering remains of one of their companions out of a burning tent and dragged it behind them though the snow. At first the beast didn't seem interested but when all it's potential food moved with the corpse it was quick to follow. It was only a short chase before they reached the chasm and the threw the corpse over the edge, but instead of going after it like they had hoped the remorhaz stayed put, eyeing them all as if deciding who to eat first. Before it could launch itself at any of them however a terrifying roar came from the chasm, a roar that surprised both the hunters and the beast. The roar was soon followed by an enormous white form that came up from the chasm as it appeared the smoldering corpse had disturbed the rest of an enormous white dragon. Ignoring the pesky humans the dragon launched itself at the enormous insect before it, wanting to eliminate the source of the maligned heat. Vidak and his remaining comrades made themselves scarce as quickly as they could, hiding behind a large mound of snow. From there they watched the battle, a battle eventually won by the dragon through nothing but brute force. When the battle was over the dragon tore open the carapace of the beast and started dining on the soft flesh within. When it was done it turned it's heads towards the hunters and spoke in common, "You brought me a delectable meal, for that you get to live." With that the wyrm took wing. As soon was it vanished over the horizon the hunters came out and rushed towards the carcass of the dead iceworm to cut off it's spines and fangs, that's what they had come for after all.

That night they returned to their tribes, their bags filled with fangs and spines and their tents used to carry the remaining dead and wounded so that they could receive a proper burial. After the short and simple ceremony the seven remaining hunters, both wounded and whole, related their story to their tribes. The shamans praised the spirits for their luck while the hunters slapped them on the back to congratulate them with a spectacular hunt.

Well, this ended up being just the first part of my character's background, only just covered his rite of passage.

EDIT: Just out of curiosity, do you plan to include Baba Yaga in some way? She is the one established link between Earth and Golarion so I'd think it'd be a waste to have her not involved, even if it's from the shadows.


I have a reformed Halfling street thug who is now a Monk that fancies himself a masked vigilante. He has gave up his blades and only uses his fists to take down his foes. He focuses his Ki when he wears a red bandanna which masks his true identity. He earned the nickname "The Pounder" in the Halfling district by leaving his opponents severely beaten.

A little crunch:

Pounder
Male Halfling, Monk 3, LG
Stats: STR: 14 DEX: 18 CON: 12 INT: 8 WIS: 12 CHA: 10
Feats: Dodge, Weapon Finesse, Disorient Maneuver, Snake Style
Skills: Acrobatics 12, Climb 9, Escape Artist 8, Sense Motive 6, Stealth 8, Swim 6
Traits: Vindictive Strike, Dirty Fighter

I will work on full fluff back story tonight.


@Eben sounds awesome. I love tag team lol. I can just see it now.
Me: Let's go interrogate the prisoner.
You: Ok do you want to be the good cop or the bad cop
Me: What's a cop?
You: Some sort of town watch here on earth I heard about.
Me: Bad cop then...that sounds much more amusing. ;-)


Gotta say this was a hard one to make, but I've mixed one level of Gunslinger with two levels of Rogue (Sniper - using it for guns and not bow and arrow), and this is what I've come up with:

Stealth Sniper Build:
Name: Steeyal Aufwarden
Alias: Juria
Age: 26
Race: Human
Hair: Black with white streaks
Eyes: Left blue, right red (Aufwarden males carry the red eye gene, rarely women)
Class: Gunslinger
Level: 3
Favoured Class: Rogue
Sneak Attack Dice: 1d6
Grit: 2

HP: 23
AC: 16, Touch: 14, Flat-footed: 12

Speed 30ft (20ft due to medium load)
Initiative: 6

Str: 8
Dex: 18
Con: 14 (-15 to die)
Wis: 14
Int: 10
Cha: 12

BAB: 2
CMB: 1
CMD: 15

Fort: 4 (9 to stabilise when dying)
Ref: 9
Will: 2

Combat:

Sneak Attack: Within 40ft of target, deal an extra 1d6 damage.

Musket - +7, 1d12+1 x4, 40ft, capacity 1, misfire 1-3 (5ft), b and p
Two handed weapon – Reload as a move action.

Nodachi - +1, 1d10-1, 18-20x2, p or s

Traits:

Reactionary: +2 Initiative
Adopted – Halfling penalty decrease to sniping

Alternate Racial – Heart of the wilderness

Feats/Rogue Talents:

1a. Point-blank Shot
1b. Precise Shot
1c. Gunsmithing
3. Rapid Reload (reload 2-handed musket as a move action)
Talent – Ninja Trick: A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.

Skills:

Acrobatics*: 10 (4 dex, 3 ranks, 3 class)
Climb*: 5 (-1 str, 2 ranks, 3 class)
Diplomacy*: 5 (1 cha, 1 rank, 3 class)
Disable Device*: 8 (4 dex, 1 rank, 3 class)
Escape Artist*: 8 (4 dex, 1 rank, 3 class)
Knowledge (Local)*: 5 (0 int, 2 ranks, 3 class)
Perception*: 8 (2 wis, 3 ranks, 3 class)
Sense Motive*: 6 (2 wis, 2 ranks, 3 class)
Stealth*: 10 (4 dex, 3 ranks, 3 class)
Survival*: 6 (2 wis, 1 rank, 3 class) – 7 to track
Swim*: 3 (-1 str, 1 ranks, 3 class)

Gear: Leather Armour (10gp, +2AC, +6 Dex, 16lb’s), +1 Musket (2,300gp, 9lb’s, broken to anyone but me), Nodachi (60gp, 1d10, 18-20x2, brace, 8lb’s, s or p), Gunsmith’s Kit (15gp, 2lb’s), Alchemical Cartridge, Paper (Bullet x50, 600gp).

Wealth: 15gp

Light load: 26 lb’s
Medium load: 53 lb’s
Heavy load: 80 lb’s
Lift overhead: 80 lb’s
Lift off ground: 160lb’s
Drag/Push: 400lb’s

Carrying: 34lb’s (Medium Load)

additional info and Class abilities:

Gunslinger:

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Optional Rule: Daring Act

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what's considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Rogue:

Sniper

Some say that the sniper is the worst kind of assassin: a killer who waits silently in the shadows and then strikes from a distance without remorse. Snipers, of course, understand that such protestations about “cowardice” and “honor” regarding their profession are in fact merely the bleatings of sheep fearing the slaughter and pay them no heed. Most snipers take pride in their formidable abilities, which allow them to take life quickly, quietly, and efficiently, then disappear into their surroundings without a trace.

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.

Deadly Range (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. Ahelpless rogue does not gain the benefit of evasion.

Gunsmithing

You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Deadly Range (Ex): A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.

Worth noting is that this is the first time I've ever tried to make a Gunslinger/Sniper in Pathfinder, and I found out that any attack within the guns first step range, actually goes against touch AC, which is kinda cool for a class or build that really doesn't have much potential to be as powerful as melee classes, oddly.

I'm not sure if you're including the optional Daring Act rule, but I've stated it above anyway. :)

Also, I saw Steeyal with a Katana more than a Nodachi, but I doubt I can afford to spend a feat on proficiency, so I went with the bigger weapon. It's a useless backup item though. I have -1 strength. :p


DM GREY:
Looking back over my writeup. I think I'm going to take another pass to give him a bit of a brooding aspect. Give him a touch of the elven mercurial nature and a bit of a worldly, "no true right or wrong" attitude at the beginning.

I need for him to have a reason to be compelled to struggle with the revelations in the book.

No changes to what's already been written, just layering him a bit


here is the crunch to go with the story idea i sent.

picture of Little Orphan Annie with her eidolon

Little orphan Annie:

Female Lava Gnome Sorcerer 1 Summoner 2
CN Small Humanoid (gnome)
Init +2; Senses bond senses (2 rounds/day), darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 23 (2d8+1d6+6)
Fort +2, Ref +2, Will +5
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks elemental ray (6/day), hatred
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day), Summon

Monster I (6/day)

Sorcerer Spells Known (CL 1):
1 (4/day) Burning Hands (DC 14), Snowball (fire) (DC 14)
0 (at will) Spark (DC 13), Ray of Frost (fire), Flare (DC 13), Jolt (fire)

Summoner Spells Known (CL 2):
1 (3/day) Rejuvenate Eidolon, Lesser, Mage Armor, Endure Elements
0 (at will) Acid Splash (fire), Read Magic, Daze (DC 13), Mage Hand, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 15, Int 12, Wis 11, Cha 17

Base Atk +1; CMB +0; CMD 12

Feats Eschew Materials, Extra Evolution, Summoner's Call (Strength)

Traits Dangerously Curious, Elemental Pupil (Fire), Twinned Presence

Skills
Acrobatics +2 (-2 jump)
Craft (alchemy) +7
Disguise +3 (+13 to appear as a plainly dressed Small human child, adult halfling, or adult gnome)
Fly +4
Intimidate +8
Perception +1
Sense Motive +1
Spellcraft +7
Stealth +7
Use Magic Device +8

Languages Common, Draconic, Gnome, Sylvan

SQ bloodlines (elemental [fire]), eidolon link, life link, share spells with eidolon

Combat Gear Wand of Summon Eidolon, Alchemist's fire (2), Flash powder (2); Other Gear Haramaki, Cap of human

guise, Shawl of life-keeping (10 HP/day), Backpack, masterwork (14 @ 8.25 lbs), Belt pouch (2 @ 0 lbs), Grizzly Bear Monster

Mask, Tea (per cup) (10), Teapot, 100 GP, 7 SP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/2
Bond Senses (2 rounds/day) (Ex) - 0/2
Dancing Lights (1/day) (Sp) - 0/1
Elemental Ray (6/day) (Sp) - 0/6
Flare (Pyromaniac) (1/day) (Sp) - 0/1
Flash powder - 0/2
Prestidigitation (Pyromaniac) (1/day) (Sp) - 0/1
Produce Flame (Pyromaniac) (1/day) (Sp) - 0/1
Shawl of life-keeping (10 HP/day) - 0/10
Summon Monster I (6/day) (Sp) - 0/6
Wand of Summon Eidolon - 0/10
--------------------
Special Abilities
--------------------
Bond Senses (2 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Cap of human guise You can appear as a human child, adult halfling, or adult gnome.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal

spells.
Shawl of life-keeping (10 HP/day) Store up to 10 HP in the shawl. You heal stored HP if you are reduced to -1 HP or

less.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with

eidolon.
Summoner's Call (Strength) You may give your Eidolon +2 STR, DEX, CON for 10 minutes after you summon it.
Wand of Summon Eidolon Add this item to create a wand of a chosen spell.
--------------------
Twinned Presence: Your eidolon—and your connection to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate

checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its

size exceeds your own, use its size modifier on any Intimidate checks you make.

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

Tibbers:

Male Biped (Claws)
CN Medium Outsider
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 20 (+4)
Fort +4, Ref +1, Will +3
Defensive Abilities evasion; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Claws) +7 x2 (1d6+5/x2)
. . Claw x2 (Claws, Power Attack) +6 x2 (1d6+7/x2)
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +7; CMD 18
Feats Power Attack -1/+2
Skills Bluff +4, Disguise +1, Intimidate +2, Perception +5, Sense Motive +5
Languages Common
Other Gear You have no money!

--------------------
Special Abilities
--------------------
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


Pathfinder Adventure Path Subscriber

Hit Dice: 2d6 ⇒ (4, 3) = 7


That reminds me so much of one of the early scenes in an animé called Korewa Zombie De su ka (Is this a Zombie?). Did you get the inspiration from that by any chance? :p

My guy's a support guy btw. Like a true sniper.


Warning Submission closes in 24hrs!

Exercising my DM prerogatives, I'm closing the submission window much earlier than anticipated. There are already more characters I'd like to see play than spots available, and I don't want to make the problem worse.

This means have at least basic crunch(class, stats, feats, and general skill distrobution) and fluff(name, brief adventuring history, and likely actions/goals in the new world) done by tomorrow night.

I don't have time to respond to everyone tonight, so I'll get back to you tomorrow.

Sczarni

Submitting Oberst here! I still have to buy his equipment, but everything else is all set (as far as I can tell). I took average hit dice per level, as well, hopefully that was right :p.


This is the Chucaran Witch from Mark Sweetman

Bullet Point Fluff:
  • Born into Jalmeray as a minor son of a fine merchant house, he was initially being trained to take over as a merchant's son - peddling in spice and homeopathic remedies.
  • During his late adolescence a traveller visited during the Challenge of Sky and Heaven, and Gethric was entranced by his words and actions.
  • Joining the prophet of Chucaro he abandoned his inheritance and has been travelling the world seeking visions and acting as spiritual guide to those people he meets along the way.
  • He provokes visions during a morning ritual where he allows his familiar to bite his arm and lets the cobra's venom make his consciousness transcend. Thus one arm is withered and bears an epic set of 'trackmarks' from repeated prolonged bites.
  • During his vision quests he also prepares his spells for the day.
  • When he went into his ritual trance one day, he awoke what he initially thinks is a lucid dream... but he has since become unsure.
  • While on Earth, he seeks to open people's minds and hearts to what his patron can offer - and potentially may build a cult like following depending on how that plays out.

Not my greatest epic... but hopefully enough there so that you know what he'll be about.

Basic Crunch:
Human (Vudrani) Warlock of Chucaro – 3
Cobra familiar with neurotoxin venom
Str: 12 +1
Dex: 12 +1
Con: 12 +1
Int: 18 +4
Wis: 12 +1
Cha: 12 +1

Feats:
Spell Focus: Divination
Diviner’s Delving: +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).
Accursed Hex:
Brew Potion:

Hexes:
Slumber (Su): cause creature within 30ft to fall into deep magical sleep as per spell. Will save to negate, sleep lasts for rounds = witch level. Affect any HD. Flavored as the target falling into an overwhelming hallucination.
Cauldron (Ex): gain Brew Potion as bonus feat and +4 insight bonus on Craft (alchemy).

Skills: (2+4+1)
Craft (Alchemy), Knowledge (Nature, Planes, Religion), Spellcraft, Appraise, Heal.

Spells Known:
0th: all known
1st: bungle, command, cure light wounds, delusional pride, ear piercing scream, hypnotism, ill omen, shadow weapon, sleep
2nd: augury, mad hallucination

Familiar:
Cobra (use Viper stats):
Insanity Patron: 2nd—memory lapse, 4th—hideous laughter, 6th—distracting cacophony, 8th—confusion, 10th—mind fog, 12th—envious urge, 14th—insanity, 16th—symbol of insanity, 18th—overwhelming presence.

Traits:
Starchild (reflavored to Chucaro): You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Indomitable Faith: +1 trait bonus on Will saves.

As to posting frequency and what not... I'm pretty sure you're reasonably familiar with my lurking habits ;)


Vidak's crunch is here, as are the finished parts of his full background.

As for the background, here's what happened after the part I put up earlier, in bullet point

Remaining Background, short:

- Vidak continued as normal after he got back, but the thought of that day kept nagging at him.
- Slowly he became obsessed with it and with the idea that he could actually have taken on both the remorhaz and the dragon, he was spurred on by his dreams, which were filled with some strange voice telling him all that.
- He talked with his father at Elfmeet but wasn't satisfied by the denial to see his father's people. The voice in his mind ordered him to kill his father, but he refused.
- The voice in his mind became stronger and Vidak became isolated, going on hunts on his own.
- It eventually manifested itself in the form of a giant, scaled beast that attacked a smilodon that intended to ambush Vidak.
- The beast spoke, announcing himself as Vidak's deepest desire, it's voice similar to the voice that had been haunting Vidak's dreams.
- Together they decided they had to move on, leave the hopeless people that made up his tribe behind and hunt proper game.
- They bypassed Irrisen on the north side without much trouble
- Once they reach the Realm of the Mammoth lords they started hunting megafauna, but neither of them were satisfied.
- The voice in his mind continued to speak, even when the great beast, which called itself Balik, was out and about.
- Urged by the voice in his head, Vidak and Balik moved to the Worldwound to hunt demons and crusaders both.
- A close scrape with a vrock, where Vidak barely escaped with his life, left him sick for days.
- He recently recovered but now found himself tainted, his hand slightly scaled and more clawlike. Balik cheered.
- The world shifted and Balik was snuffed out as Vidak was pulled into a strange realm.


I forgot earth goals and need to roll HP
1d8 + 1 + 1d10 + 1 ⇒ (8) + 1 + (4) + 1 = 14

Earth goals:

- Become a greater hunter, taking down the most powerful adversaries he can find on Earth.
- Figure out who is behind the voice that he originally thought to be his eidolon's

Grand Lodge

Good luck to every one


I think I'll go with the paladin knight idea, will have crunch up before the deadline. There will be two versions of him one with 3pp class called "War Master" and one that uses cavalier. I would prefer to use the War master as that is more what I'm going, Int based, decent at combat though not brilliant. If you do want me to go for cavalier instead I'd like to use the archetype inspiring commander, again 3pp. All it does is allow me to function as a mundane bard and team leader. (Basically the goal behind the knight is he is a decent fighter but is better at being a commander. There is very few non-3pp that lets me do it, I have looked. Int just seems to be a common dump stat everywhere for leaders. ><)


Even after the end of the world, the people of Earth - especially those from that faded consumerist capitol of America - cannot have forgotten how to have a secular idol. Now more than ever a popular star is needed to serve as a distraction from disaster and harsh living.

And the star needs a distraction, too. What better distraction is there than these people from a strange fantasy world who aren't in any way real and can be regarded in any way he needs to regard them?


@Eben, I'd rather you create Thom as you would a regular fighter, of his style. His conversion is going to take time, and be rather dramatic, and I don't want to short change that by approximating paladin abilities. As for wisdom, I've start to warm to the idea. Paladins are not Clerics, and a low wisdom could be fitting for a somewhat brash man who has never really felt connected to a deity before. *Edit, layers are good, but use moderation.

@Stratos, Thanks for the complete entry. I know everything isn't there, but for admission purposes you're ready. Only thing I have questions about is the region he's from, where is it?

@Imimrtl, Great, then stat him up and give me some more fluff.

@Davachido, Send me a link to the relevant material so I can review it. The idea seems sound though. Thanks for being willing to create two versions.

@Cuan, Good backstory, crunch seems solid. Favored class gives .25 evolutions, not .5

@Grayn, Our first monk!

@Nelo, Lots of crunch, and I like crunch, but now it is time for fluff! If you are interested in moving and shooting, I'd highly recommend investing in Rapid Reload. Alas, the only anime I have seen recently were Usagi Drop and Sound of the Sky.

@Edward, can you show me Tibber's evolutions, I sense some discrepancies... Do like LOA's build though.

@Oberst, Good entry, now tell me what you would do on this strange new world.

@Mark, Indeed I am. Only thing I'm unsure about is the arm withered from 'use'. Doesn't really seem to jive with Chucaro. Otherwise, looks good.

@Algar, I haven't forgotten you.

@Jude, Considerable backstory, gives me a good handle on the character. Crunch looks solid.

Liberty's Edge

I'll build out my character information after work and put it in one post, so you don't have to look at multiple posts on the situation.

Name is going to be Dryan (pronounce like Brian) Chard. I am going to make him more craft/profession oriented than skills, because of his background.


DM Grey wrote:
@Mark, Indeed I am. Only thing I'm unsure about is the arm withered from 'use'. Doesn't really seem to jive with Chucaro. Otherwise, looks good.

Intent there was actually to set up for a Ritual of Debilitation from the Chronicle of the Righteous that I'd ask for permission for if selected. Can be refluffed to mean general weakness due to prolonged poison exposure if needed.


Evolutions for Tibbers:

Evolution pool:
4 for level 2 summoner
+1 for extra evolution feat

Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

+1 Str and Dex (level 2 Summoner)

+2 Str for first 10 min of summoning (reflected in the stats) (summoner's call feat)

Evolutions:
Improved Natural Armor (1 point)
Fire resistance (1 point)
Improved damage (claws) (1 point)
Ability increase Str (2 points)
total = 5 points


@GM wolf: This is Davachido, details in the profile, I am missing a few feats and traits but the basic concept is here. One other idea I had cooked up in my head is a gun knight using a gunslinger but I do not thing any schools of that kind exist in Golarian but I can discuss that further if I get selected.

The link to War master is in there too.


Ha, Rapid Reload is actually in that build, but sadly I think with a musket, I can only reload as a move action instead of a full round action.

I think two-handed advanced guns allow you to do it as a swift action though, which is what I'm aiming for!

Back story to come later, though I sent you a PM with a load of info relating to his personality and if you're happy with what I've said, I'll just type it up into something that is written well and in a good order. :)


The only thing I didn't do in the crunch is buying 3k worth of toys. You know, some of that really nice black velvet, the latest carriage model, a garotte, maybe a stratovarius or a piece of "art deco" furniture for the bachelor pad, a bit of lye...


Thank you. I know about the favored class giving 0.25, but I grabbed it twice, hence the 0.5

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