We're Gonna Take a Walk Outside Today...

Game Master Kobold Catgirl

Beyond maps, beyond horizon, beyond all but story, out into a world great and wondrous. There is no set arc; there is no overarching villain. There is only the journey. There is only west.

House Rules/Setting Info.


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I feel childish double-posting for this reason alone, but I've accidentally started the last two pages, and now I want to keep it going. ;)


Darthrancor wrote:

Here is the crunch for my submission.

** spoiler omitted **

@Kobold Cleaver Let me know what you think.

They look good. What's their story, beyond the "killed a kurobozu" origin?

Sovereign Court

Pathfinder Starfinder Society Subscriber

A Reaper who has come to investigate the odd practices of Barlily. Is this truly the river of souls? If so, where is its source? And what happens to the bodies that are sent to drift upon its waters?

As befits the descendant of psychopomps, this ranger has the guide archetype. He carries a bow and a scythe and practices fighting blind, and taking big swings at vital parts of his foes.


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My character is coming along slowly. I'm trying to do a bit of worldbuilding along with my character--if you're fine with that.


Yeah, that's cool, DCat.


:)


That is a cool race you have there KingOfAnything.


Pathfinder Lost Omens, Rulebook Subscriber

I was hoping you'd ask, Kobold Cleaver!

Fleshed-out Backstory:

Echo is an oddity among the Monks of Azure Monolith. 'He' was born out of the corpse of a monk who had fallen from the path and became a Kurobozu. After the Kurobozu was slain, Echo was born. Initially, the brothers and sisters were wary of the strange skeleton that sat within the walls of the monastery in silence, unsure what to do about it. Eventually, they began to aid the being in it's day to day survival as it slowly gained sentience. Three months later, the now (mentally) 5-year-old Echo began to join the monks in their daily regimens and training. Once he believed he had learned enough, Echo left the monastery on a journey to discover what and who he is. After hearing about Barlily's unique relationship with death, Echo made haste to get there for any kind of clue about his birth from (un)death.

EDIT: HERE is a link to the Alias I will hopefully use.


...And I went ahead and figured out all of Isamu's equipment. XD He's really paying the price of his average strength score--even with just leather armor, he's running pretty close to his light load limit after dropping his pack. But I managed to keep it below that point, so he can still fight unencumbered if he has time to take his pack off first.

Dark Archive

Have you looked at the Dragon exemplar yet? I would like to know your opinion.

Sovereign Court

Pathfinder Starfinder Society Subscriber
Dotraj wrote:
That is a cool race you have there KingOfAnything.

Thanks, I really like psychopomps. The Reaper pdf is from is one of very few third party products I've purchased. They're a bit weird, but I've always wanted to play one. The death theme in the setting was just a bonus :D


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This is my submission. I still need to update the background a bit

Something normal with a twist from the past.
A simple universal wizard with a familiar.
The familiar is a Living spell: Amanuensis
The idea is this:
Spell Effect (Su): An object or objects with writing hit by a living spell's slam attack is subjected to the normal effect of the spell, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier. The living spell causes writing from one source (such as a book) to be copied into the memory of the living spell, coping 250 words per minute and creates a perfect duplicate of the original. The spell effect copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains text and illustration, only the text is copied. The spell triggers (but does not copy) writing-based magic traps in the material being copied. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

Engulf (Ex): A living spell can flow around creatures/items that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents/item, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the living spell each round on the living spell's turn, and are considered to be grappled.
The living spell causes those creature or items to be copied into its memory, enabling it to take the shape of the person or item creating a perfect duplicate of the original albeit in a gray color. The Living Spell can engulf illustrations creating a duplicates of the image.


As-is, we'll say the Draconic Exemplar is okay for now—go ahead and make a character concept.

The living spell looks good, Jovich.

Silver Crusade

William here, this is the alias. I am going for the CN, cloud dragon. I believe that's an imperial dragon.


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Thanks, I think I will call the familiar...Siri


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I've got my character statted up and ready. But before I submit her, I'd like to offer you some background for where my character comes from, KC...

The Eastern Lands of the Scroll:
The eastern lands of the Scroll are vast and bountiful, with magnificent verdant forests, rolling hills and snow-capped peaks that reach into the endless night sky. It is a land that is pristine and harmonious, and its denizens know and respect its beauty… and its power. For this land, as the legends say, is no mere collection of earth, water and sky, but the corpse of a giant.

Over a millenia ago, the free peoples of the East lived a harsh and violent life, living and dying in the unforgiving wilderness at the behest—or perhaps, ignorance of—the great giants who rule this land. The giants of this world pay no heed to humanity or others, for they are far too large and powerful to comprehend. Their attention is best avoided, and those who cast their eyes to the ground in search of tribute… they are to be appeased, or so they claim.

But one such giant, who staked his claim in the East, sought no tribute, no riches, no praise or worship… only blood. The blood of those far weaker and smaller than him. He was known as the Akuma Kyojin: “The Devil-Giant” in the common tongue. His was the hideous visage seared into the memories of countless human tribes as they fled his mighty footsteps, his cacophonic howls of laughter as he destroyed human and elf alike haunting their every nightmare. For his wrath was unyielding, and his reasons inscrutable. No one truly knew why he sought so much death and chaos, but some claimed it was it out of pride; that His great rampages were merely a way of lashing out at a world that decreed that He must suffer the presence of those infinitely His lesser.

But His greatest weakness was His sloth.

For after watering the earth with the blood and sinew of His victims, He fell into a deep slumber for twenty years. And in that time, the East began to plan His demise.

A single human tribe is nothing to a true-blooded giant. Their arrows cannot pierce them, their swords are no more than splinters, easily picked from the skin and cast away. Their pleas for mercy fall upon deaf ears, for they are no more than gnats to them.

But many gnats can come together, and become a mighty swarm.

The nomadic peoples of the East united, and began to sharpen their swords. Clan after clan pledged fealty to the growing army that would end Akuma Kyojin’s reign of terror—a society was born from those who sought an end to Him. But even they, in their wisdom, realized that they could not face Him alone.

They sought the aid of the elven peoples, whose ignoble deaths He savoured the most. Their knowledge of the wildlands, and their connection to the innate power of Nature herself, would prove immeasurably useful in finally destroying Him. Though at first reluctant to aid the human tribes, the elves relented and joined them, forming the Pact of Nature that continues to this day.

The bargain was struck, and when the time was right, they began their brutal work. The elves called upon the trees and the grass to reach forth and hold Akuma Kyojin, so that their human allies would strike at Him unopposed. They called upon the skies to erupt in a howling storm, the cacophonic thunder and brilliant lightning serving to blind and deafen Him. The humans raised their spears and swords in a mighty battle cry and began to climb His limbs, driving their weapons into the beast and carving their place in history upon His flesh.

Akuma Kyojin was powerless before the combined might of the two peoples. He roared and flailed, but to no avail. He tried to rise, but the pain was too much for Him to bear. Nature herself turned against him, and in that fateful moment, He knew that he was doomed.

One human hero climbed to the beast’s head, his sword sharpened and tempered by fire and battle. With a final scream of triumph, of anger, of relief and joy, he buried his blade into the giant’s eye, and struck him down. As a final insult to the bloodthirsty creature, whose existence served naught but to end life around him, the elven magics binding him transformed his body. No longer was Akuma Kyojin a giant—he was now a part of the land he sought to destroy.

The two peoples, Human and Elven, remained united in their Pact, for it was not without each other that they achieved such a feat. Human determination and Elven guile had brought about the death of what many consider to be a god. The peoples united, and began to settle on the corpse of their tormentor.

Today, humans and elves of the East live as neighbours, friends, lovers and families. Children of human and elven unions are not looked down upon—rather, they are praised as children of two cultures, and driven to excel at every endeavour, for to do less would be to shame their ancestors who laid low a true giant. Honour is held sacred here, for it was through honouring the Pact of Nature that allowed the two peoples to prosper and achieve victory.

The lands of the East have taken a new name for themselves: Daraka Kyojin no Vuieru. In the common tongue, it means “The Vale of the Fallen Giant.”

Dark Archive

I'll let you know, I took the lung alternative racial trait. This allows me to use items in all four of my claws as well as be able to do so without penalty, but I lose my wings and the ability to glide.

Edit: without the penalty to movement. I still retain the penalty to useing weapons.


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Alright, let's belt out what I can of this idea before I sleep, work, drive, relate to family members, eat, drive, sleep, and work again until Friday evening. I'm considering an uzamati magus (mindblade) character for this game. And also the village bum.

Old Hobbs:
In a previous epoch of history, Gurzohl Yeicuemitl was an "simple guard" of a flourishing magical city-state. He is not sure what happened to change all that--all he remembers is he was on patrol outside the city gates when he heard a roaring sound, and suddenly his entire squadron was consumed in a blue-violet conflagration. Everything after that was a hazy memory of perpetual thoughtless nightmare.

When Gurzohl slipped back into the mortal world, he was no longer human--his body was a poorly-contained vessel of the energy that had both destroyed him and preserved his soul for what seemed like eternity. His former city was a ruin, populated with undead and magical abominations. The first few other uzamati Gurzohl met were insane and feral--it wasn't until he was miles away from the crumbling walls that Gurzohl found a camp of other uzamati with any common sense.

These survivors explained as best they could. Like Gurzohl, they were guardsmen, rangers, or hunters, farther out from the city, but not so far as to escape the blast. The "oldest" uzamati had been free for decades, meeting only a handful of escaped brethren in every five-year span. The well of destructive energy that had captured all the souls of Gurzohl's home was leaking, but there were still thousands more trapped in a tormented limbo.

From there, Gurzohl fell into lock step with the surviving sentinels. Though he was an intellectual, this disaster was beyond Gurzohl's ability to fathom, so he numbly fell back on his duties as a soldier, following orders to the best of his ability. Unfortunately, Gurzohl was a city guard being commanded by rangers. Eventually he got hopelessly lost on one of his scouting missions, such that he wandered for weeks on end. By the time he found human civilization, he had no idea how to get back to his homeland, nor did anybody recognize his description of the eerie ruins.

Desolated, Gurzohl gave up. He put his old life behind him, and did his best to blend into the new human culture. Fortunately, Gurzohl still looked human--most of the time. However, Gurzohl was chased out of more than one sleepy community when his uzamati form manifested unexpectedly. Eventually Gurzohl became a vagrant, and by the time he settled into the town of Barlilly, most of his pride and sense of discipline had evaporated.

In Barlilly, "Old Hobbs" Gurzohl is considered the local village idiot--harmless, but not good for much besides basic labor. He gets along alright with some of the town's other strange citizens, and often ends up as the unofficial babysitter of the children who otherwise run wild along the streets. When he hasn't found work to pay for a little coin, Old Hobbs spends his free time fishing out of the Styx. He rarely catches anything, and tries even less--as an uzamati, he has no stomach for food anyway.

Recently, something has woken Old Hobbs out of his usual fugue. A peddler coming through town put up a flier in the town square advertising for recruits to join "the new army of Acazohuitl." The name of Hobbs' old city-state. A ruin. Had his people escaped? Was this army his homeland's descendants? Maybe the survivors he'd all but given up on finding again? Or were they charlatans and imposters?

Old Hobbs resolved to find out. There were stranger folk in Barlilly talking about leaving town soon, and the gray-haired hobo soon made plans to join them as best he could.

Silver Crusade

Looking at my stats, I have realized my exemplar's stats suck at lvl 1. Sure, I have a good chance to hit and I have great saves and HP, but my AC is limited to my size and natural bonuses, I cannot weild weapons, wear armor, or deal alot of damage... I may take the multiattack feat to help early on.

Liberty's Edge

Fleshed out Blinker's backstory, appearance, and personality.


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My three submissions, simultaneously, and with equal value put to them.

Gun Scavenger/Musket Master Yeldrid Thozosh

Spoiler:
Yeldrid has ventured far and wide, hailing from far-flung Gundrome, a large dustbowl in which a vast quantity of humanoids lived out a desperate existance on the harsh frontier. Using old and battered weapons from some time long past, bandits, marauders and more rampaged across the land. Stealing and robbing those who couldn't defend themselves, Gundrome is as wild as it can get. Such desperation would call for heroes, those who could stand up against the tyranny of roaming bandit clans and monsters, and put a swift bullet into the face of evil.

That hero was not Yeldrid Thozosh. He has instead spent his time gallivanting across the land, curious and oblivious of the wider concerns of those around him in his sight-seeing and scavenging. Since the day he could lift a hammer, he has worked with machines and guns. He was taught by his mother in the art of gunsmithing and metalworking to maintain their small bunker in the middle of the dustbowl. Yeldrid became enamored with stories his mother would tell of roaming beasts of metal that may have lived in the valley where the dustbowl now exists. He was particularly interested in stories of the metal horses, and of the greatest of all these horses. 'The Tank', a weapon of impeccable durability and firepower. So taken with this dream, upon his 19th birthday, he left the bunker in the dustbowl for the wider world, his scrapgun and tools strapped to his sizable backpack. Ever since, he has been turning ancient pieces of metal and iron pots into functioning firearms, utilizing 'the blasting pepper' to the best of his abilities to overcome any obstacle. He still searches for clues to the 'tank' or any of the 'metal horses' that might have once existed in parts of the world. If not, he hopes that one day he can find the secret to their creation, and reintroduce them to the world once more. His travels have taken him a fair distance across the immense globe, finally arriving in Barlily.

Grenadier/Toxicant/Vivisectionist Dingo

Spoiler:
In the swamps of the Maligu Mire live the grippli. Small frog people with hardly a care in the world, living in tree houses above the swampy waters, where their enemies and predators cannot reach. It was one of these grippli, the one by the name of Dingo, that had the idea to see if they could turn their natural toxic skin excretions into a formidable weapon. They argued that, should they be able to create this deadly bodily toxin, they could survive on the lower swamp without fear of predator or violence. Creatures would suffer should they even dare touch them. Many grippli were hesitant about the eccentric alchemist's ideas, but some willingly accepted experimentation in the hopes of finding some way of ensuring their future safety from the swamp's dangers.

It took many months and many failed experiments, both on other grippli and himself. Many lives were lost in the process of this experiment, but Dingo remained determined to ensure their sacrifices were not in vain. Finally, they had a result. Their skin toxins had began to excrete a painful toxin that burned skin and flesh like acid. In their haste, they excitedly proclaimed their experiments a success, and began administering the treatment to their fellow grippli. Soon, however, they realised they had made a grave mistake. While the treatment had made their skin a weapon, there was no way for it to differentiate from friend and foe. Family members burned each other upon contact, and all found themselves horribly isolated by their sudden and terrible change. Not even clothing or robes could properly contain the overflow of toxins that poured from their skin. Dingo had doomed his people.

Ashamed, he fled, vowing to one day return and cure their blight, and make up for horrible mistakes that he had committed in the process. He fled, draped in cloak and binding, to Barlily. There, he could hopefully start on his journey to find the cure to his ailment.

Undead Master Garid, the Turpentiner

Spoiler:
Painterlily's were made to be a beautiful and an everlasting picture of perfection. But painterlily's suffered from a terrible fate. At least, to Garid, they did. Though they might die from violence, a painterlily was never truly capable of death in a natural way. Not in a way that befitted a creature with a soul, in Garid's opinion. She had spent many, many years observing the passage of death in the fresco of a church of the dead. The priests might have initially remarked on the odd addition to the painting. A young lady in a state of religious observance. But people would swear the painting would follow them with her eyes, and she seemed more interested in what was out of frame for the fresco than what was within it. The composition was strange. And all-together haunting. Garid watched the near daily rituals and rites of passage for the deceased that passed through the church of Yakovia. She envied that these creatures, with three dimensional form, might be given such a touching ceremony in death. When she will die, it will be in splinters. They would brush her under the rug. She is destined to dust.

Watching the corpses be dressed for service and beautified. Why was their death so pretty? Why must her death not reflect her life? Eventually she drew tired of her watching. Years spent studying had given her time to practice in the magical arts. Her closeness to death and the lingering enemies within enough to practice her talents. Unfurling from the wall, she crept towards a fresh arrival, still in the tatters she died in. An unknown cause had taken her. Possibly weakness of heart of lungs. Her calm, statuesque face made Garid boil in rage. From within her cloak, she pulled a solid bottle. Turpentine. Chanting draconic words, she poured the turpentine across the woman's corpse, and melted away the flesh. What remained, her clean skeleton, began to rattle as a sickly pale light flared in it's empty sockets. The first of many to be unprettied in death.


Xiz wrote:
Looking at my stats, I have realized my exemplar's stats suck at lvl 1. Sure, I have a good chance to hit and I have great saves and HP, but my AC is limited to my size and natural bonuses, I cannot weild weapons, wear armor, or deal alot of damage... I may take the multiattack feat to help early on.

Having been playing a low-level draconic exemplar recently... your AC is going to be bad, but you actually deal good damage for a level 1 character if you hit with your full attack. Admittedly that's not going to happen that often, but compared to the guy wielding a two-handed weapon, you're much more likely to hit at least once every round, even if you have to hit all three times to deal the kind of damage he is with one hit. I wouldn't worry about the damage, just the not-dying at first.


Here's some more info for now:

Drytun, the hunter:

Drytun, Small CG Hunter 1
HP 10, Spd 30ft. AC 15 (dex, size)
F: 4 R: 6 W: 1 +2 vs Enchantment
CMB: 0 CMD: 14
STR 13, DEX, 18, CON 14, INT 8, WIS 12, CHA 14
Bow +5 1d6 20 x3
Striker +5 1d4+1/1d4+1 20 x2
Feats: Weapon Finesse
Skills: Acrobatics +6, Climb +6, Craft Bowyer +3, Handle Animal +6, Heal +5, Knowledge Nature +3, Perception +5, Ride +8, Sense Motive +8, Stealth +12, Survival +5
Wild Empathy +7
Spells (CL 1):
0 - know direction, purify food and drink, detect magic, spark
1 (2 per day) - cure light wounds, gravity bow, summon nature's ally I

(No equipment purchased yet...)

Eyes, the mantis:

Eyes, medium N Female Vermin (giant mantis)
HP: 18, Spd 30ft., fly 40 ft., climb 30 ft. AC 15 (dex, natural armor)
F: 3 R: 5 W: 1
Darkvision
CMB:2 CMD: 14 (+8 vs Trip)
STR 10, DEX 15, CON 10, INT -, WIS 12, CHA 7
Claw +3/+3 1d4+1 20x2 Grab
Lunge 10 ft. reach +7 1d4+1 (full attack)
Feats: Weapon Finesse
SKills: Acrobatics +6, Intimidate +3, Stealth +6
Tricks: Defend, Mount

Background:

Drytun hatched a few weeks ago in a small clutch of eggs in the forrest near Barlily. The Entobian Matron that laid them, had left, and some of his fellow larvites had been the meals of scavengers, but he's one of the lucky to survive. Early on he made a connection with a young giant mantis, and through the connection formed a bond with his new protector, who he named Eyes, due to the huge eyes on either side of her head.
He's watched Barlily from afar, not sure what the townsfolk would think of him or Eyes, as they look completely different than him, and they're bigger! But, if the village was ever attacked or in need of his help, he would do what was right in spite of his fears.

Entobian Society stuff:

Entobians are a race that does not gravitate toward each other. They do not form hives, as some other insect races do, and generally have no sense of racial community. In fact, if it was not for a female’s ability to lay hundreds of viable eggs at one time, entobians might have become extinct long ago. The forrest near Barlily is one of many places Entobian matrons use to deposit their eggs, with their young fending for themselves, eventually each going their own way. Each has the capacity to form various talents with magic, the devine or nature, or even martial prowess. Each individual is unique, and the race itself isn't known to share any common personality traits. The grubs don't fight amongst themselves or eat each other to survive, but they can be somewhat helpless vs predators. One they hit the larvite stage, they develop the skills and talents they will have for most of their adult life, and head out to fulfill their destiny, leaving their clutchmates behind.
I would think that most people have no idea what an entobian is, and they are probably often mistaken for other insects or intelligent insect races, but however you want to play it is fine with me.

He's so fragile...but this should be fun!


KC, how much more detail are you looking for in concepts? It seems like some people are putting a lot more into this than I have so far - but you said to give a general bare-bones backstories.


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I know I went way overboard, but that was entirely because I was enjoying myself. :D

Sovereign Court

Pathfinder Starfinder Society Subscriber

Third and final one: Talk of living spells reminded me how much I enjoy the Astomoi.

Ennell, the astomoi psychic (self-perfection).

Bio:
Their name is an unpronounceable series of scents and feelings, but you may call them Ennell. This name is both "null", an obliteration of the self, and only the beginning of "enlightenment".

Ennell does not express a gender. They seek enlightenment through the perfection of both body and mind. Such constructed labels such as gender serve only to constrain the being.

Ennell starts in Barlily as just one stop on a journey of countless miles. They strive to speak to everyone they meet, as even the most humble may have wisdom to share. They are specifically interested in nearby obstacles or physical challenges they might attempt to train their body.

Less immediate, Ennell is looking for lost or hidden knowledge, secret libraries or remote monasteries to challenge their mind and further their self-perfection.


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Dragoncat here, with his submission!

Alara Shinrin hails from the Eastern Lands, and has journeyed to the West in search of her mother.


TGTG, what you've given me is fine. It's great when people decide to do extra work, but that doesn't give any guarantee that the version of the character they create now will be the one that gets into the game, even if they do get accepted. This is the Recruitment stage, not the Character Creation stage, and so what I really just want from people is an idea of how they plan to fit into the game. Of course, more information is always good. But all I really need right now is a basic idea.


Kobold Cleaver wrote:

I like it, YoLlama, and I like the idea of the transformation taking place at the start of the game.

Also, I can't believe I only now saw the Kubo connection. :P

I'm glad you approve! I think the general concept has legs. Basically I want to make a naturalist ala Stephen Maturin or Newt Scamander who makes paper versions of all the creatures she seen and studied. Would also give her a reason to explore in addition to her personal goal, a more lighthearted one would be to collect more creatures. I'm working on the build now as well as personality and background information but I wanted to run this summoner archetype by you and see what you thought of it.

Behold the Origami Master:
https://docs.google.com/document/d/1hmo6vfwjVVDV6-vj_fgLW0HatO5eUkvKdMI341Q PP9Q/mobilebasic#


The incorporeal race isn't working out, so I'm going with these guys, whether I'll just be stealing the basic concept and mechanics or actually playing a Xindi I'm not sure. It will be some form of caster, almost certainly arcane.


Eviena IMAGE would like to play please, she is 1' tall and not very strong, but I think she would be a lot of fun.

Race Sckhold Fey RP14:

Sckhold Fey
This Tiny Fey stands 1' tall, with black raven wings. Related to Pixis they come from the darker woods of the world, woods where bad thing lurk. They are intelligent, cunning, manipulative. The Sckhold Fey are mischievous, using their gift of talking to animals to often get them to aid in their tricks. They tend to like playing Darker tricks and even right out evil ones an any who cross their path. This could be done to their strong Chaotic nature and the fact they act spontaneously at times based on what they feel at that moment. How ever this very same Chaotic nature can lead them to gain a lighter streak, often guiding some out of the dark byways and eve doing good deeds. They fever darker clothing and attire. Tending to use simple weapons and gifts and powers over a strait fight.
For classes some become witches linked to their woods, others have the gift of manipulating the minds of others. Such skills and powers making them a dread to travelers who they lead astray for their own amusement.

They have a good relationship with Gnomes and get along well in Gnome villages.

Fey (2 RP)
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A fey race has the following features:
Fey have the low-light vision racial trait.
Fey breathe, eat, and sleep.

Tiny (4 RP) -2Str/+2Dex/+8Stealth
space 1/2 Reach 1/2 cannot flank an enemy.
Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type.
Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Ability scores Flexible (2RP)
Modifiers: Members of this race gain a +2 bonus to any two ability scores. +2Dex +2Int
The total would be (-2 Str, +4Dex, +2int +2 Cha)
Slow Speed (–1RP) (15' Land speed)
The race has a base speed of 15 feet [land speed].
Xenophobic Language (0RP) -Sylvan
and; Additional: Common, elven, gnome, Halfling.
Constant Speak with animals (SP) (2RP)
Skill Training (1RP) -
Stealth and Spellcraft are always class skills
Flight (4RP) Speed (30ft) (poor)

Erratic Aliment (0RP)
A fey with this trait has a Random element to their Aliment
The GM can at any point in game play state there Aliment shifts to another Chaotic from, such as CG/CN/CE, This can only be done by the GM in play.

Total 14RP

Race Builder

Discretion:

In looks.
Well, Poppet [She hates it when anyone calls her by her middle name.] Is tiny, no really she is very small, Diminutive even, standing just 1' tall. Evilena as she likes to call herself, dos her best to look scary and evil as she can, Black clothing lots of make up and even an evil grin now and then. But she just can't quit pull it off, she kind of ends looking like a tiny doll from some teens bedroom. But she dose try.

At 1' tall its hard to make the world realize your one-day going to rule over it as an Evil overlord. Which her mother Keeps telling her is her Destiny. She knows this because she looked in some dead Chickens guts one day and there is was.

Now being this small means you have to be two things, fast and Smart. She is both, but what makes things harder is that she she do's not carry any weapons of any kind, why, well a tiny great sword is not much use unless your fighting a tiny rat. So she uses her mind to fight. No really she dose, she is not just smart, she can melt you frinking brain from the inside out, given err time. Any way, she is small has two Raven like wings, as this thing for Black and seems to be a little erratic when it comes to the whole Evil thing.

personality:

Evilena is 110% EVIL see! No no I am not joking, Ok yes she dose tend to get guilt trips over things and yes now and then she will help others and do selfless acts. But She is Evil ok!!, just not all the time and there is this problem, she will tell you she is evil that She dose evil things like change road signs and move things when no one is looking! But she kind of really hates the whole Violence thing all that stuff, hates pain and the sight of blood. It would be much better if others just took it that she was the ruler of the world, evil to the core and Queen of all. Well when she is not helping others and doing stuff for anyone or she feeling sorry for them.

Truth is she is a bit rubbish at the whole evil overlord stuff, but she is trying. She really is, just not today.


class wise I have her as a Psion Telepath but working to see if I can get the same kind of thing with Paizo class. My go Kineticist/Overwhelming Soul so she is a tiny blaster.


submission: human fighter monk. archetypes: brawler MOMs. request 1 concession: to flurry in armor will elaborate tomorrow gnight


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The third and final submission of Dotraj, I present the half-incorporeal sorcerer Arkhenos Illudary.

Quick explanation of the semi-incorporeal thing: it doesn't do anything on its own, the abilities related to it are all racial abilties of Xindi, if that explanation made sense. Basically a semi-incorporeal character is treated as corporeal except where noted.


So I'm going to submit 3 applications as well.

The first is going to be a ranger going sky stalker (to get access to a hippogriff mount) I'm going to flavor it as him having found an egg and is raising it after it hatched. (Since he technically won't have the mount until level 2.)

The second would be a rather 'plain' fighter with a penchant for the glory of battle. Not sure as of yet to go fighter or Barbarian for him.

The third would be a divine caster of sorts. She would likely be very non combative and support minded. Since she wouldn't really want to hurt much anyone.

Dark Archive

For my last application I'm applying that race I made and you approved(the aquatic one).
I'm going for a... psychic with the Mutation mind archetype... although I may make it a different class... need to look into that.

Ah, a ley line guardian witch! That's what I'll do.

Liberty's Edge

Arkhenos Illudary wrote:

The third and final submission of Dotraj, I present the half-incorporeal sorcerer Arkhenos Illudary.

Quick explanation of the semi-incorporeal thing: it doesn't do anything on its own, the abilities related to it are all racial abilties of Xindi, if that explanation made sense. Basically a semi-incorporeal character is treated as corporeal except where noted.

Aw, he's from across the Styx but he's not Stygian?

But yeah that race and character are super cool :O


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Thanks! Stygian is cool, but super situational. And I like the Ruach Magic


when thinking about it when i'm not dead tired i realize that that was the wrong character for this particular campaign


Alright, so here's my sylph (mostly human) phantom thief. Details in the profile, though I'm still tweaking a couple of minor things, like what skill to favor at first level, and whether to swap wis and con. But I figure those can probably wait til I see if I get in. I actually rather like the sylph with all the alternate traits. Much more interesting than the base sylph.


Baylily Kettlewhite wrote:
@Kobold Cleaver, what is your opinion of letting the plant shape line of spells grant additional forms of movement like the beast shape spells. As written, plant druids can't get swim or fly speeds.

I never answered this! Sorry about that. I would have to think about it. That may be a deliberate design choice, after all. I might let you get access to them in exchange for a feat or the like.


Dotraj:
Bukka, tengu bolt ace (crossbow-toting guard native to Barlily)
Ispthd, kasatha rogue (knifemaster from across the Styx)
Arkhenos Illudary, xindi sorcerer (half-incorporeal learner from a desert across the Styx)

thegreenteagamer:
"Pixel", sprite arcane trickster (familiar or guide to another PC, potentially)

Illia-:
Centaur travel cleric/barbarian/archaeologist bard/bloodrager (roving wanderer with a leg injury)

Cole Deschain:
"Intrigued"

Jovich:
Zeladaris-ad-Pellipardus, human wizard (with a living spell familiar)

Jonahkan:
Dhampir cleric of Flicker (Barlily native who made it across the Styx)
Words-of-Power sorceress
Painterlily fighter (creation of a dead wizardess seeking to make more of her kind)

Almonihah:
Nakano Isamu, kitsune paladin (swashbuckly sort)

lucky7"
Callum Younger, human ranger

The Pale King:
Gnome summoner (vintner manipulated by eidolon)
Half-elf or human monk (wayward prince)
Dwarf kineticist (home blew up in volcano)
Wyrdwood arcanist (awoke in tomb or temple, now follows Styx)

Dragoncat:
Alara Shinrin, elf ninja (travels from land constructed from corpse of giant, looking for mother)

Robert Henry:
Trow inquisitor (moth-winged dwarf for the Unseelie Court)

Gark the Goblin:
Blinker, kindercloak mesmerist/investigator (weird shadowy critter looking for reason a town got Pied Piper'd)

Aranna:
Dryad ranger (a bit greedy, curious, and lover of nature)

Garbage-Tier Waifu:
Yeldrid, catfolk gun scavenger (gunslinger from distant land seeking "tanks" and similar devices)
Dingo, grippli toxicant (doomed his people with experiments and now seeks to atone)
Garid the Turpentiner, painterlily necromancer wizard (resents the dead their picturesque burials)

William Nightmoon:
Gherz, warforged kineticist (wood-focused, awoke in forest with no memory)
Xiz, taninim draconic exemplar (cloud dragon-themed adventurer)
Quillick witch (ley line guardian cuttlefish person)

KingOfAnything:
Baylily Kettlewhite, half-elf leshy warden (native to Barlily)
Reaper ranger (psychopomp planetouched with the guide archetype)
Ennell, astomoi psychic (shadowy smoke creature seeking self-perfection)

Trekkie90909:
Zyxebrax Weaver/ Lily Shadow, arachna vigilante (self-proclaimed guardian of Barlily)

Ambrodahl:
Dahlyndor/Chymchym, wyrdwood wand sorcerer (monkey-brandished wand imbued with the soul of a mage)

YoLlama:
Agostina BanCroft, painterlily bard (paper-themed cursed daughter of deposed noble family)
YoLlama sent another archetype idea, but Google Drive claims it doesn't exist.

Kryzbyn:
Drytun, entobian hunter (verminous hunter recently hatched, protected by a motherly mantis)

Marco Polaris:
Old Hobbs, uzamati magus (wayward warrior of a destroyed city seeking clues to his people's fate)

angryscrub:
Otto Miller, sylph phantom thief (curiosity-driven Barlily native from the wealthiest family in town, unknowingly tied to a sinister organization from birth)

thelizardwizard:
Ranger/arcane gish?

Darthrancor:
Echo, obitu monk (skeletal product of a monk killing a powerful undead)

Johnny_Panic:
Sckhold Fey Kineticist? (would-be evil overlord)

thelizardwizard:
Ranger heading towards skystalker (has a hippogriff egg/hatchling at game start)
Fighter or barbarian interested in glorious battle
Noncombative quasi-pacifist divine caster


This marks us at 26-27 interested applicants, and about 41 character concepts, assuming I didn't miss anyone.

whoaaaaaaa
we're (almost) halfway theeeeere
whooooOOAAA
KINDA GETTING SCAAARED


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XD It's going to be 'fun' to narrow this down, isn't it?


And not to add to the stress, but since multiple submissions are a thing here, working a gnorc concept I think I can get in under the deadline.


Oh, that's fine. Ultimately, I won't be choosing submissions—just players. Who you decide to go with after that is a subject of flexibility.


This is Yollama. I am posting this from a different account due to password issues. Apologies for the improper link. Here is the link again.
As well as a link to the Paizo Thread And

here it is if those sources fail:
Origami Master (Summoner Archetype)
Origami masters study and analyze monstrous creatures to capture abstractions of their essence in the form of intricate paper foldings, called origamis. While most summoners beckon monsters from other planes into their service on mere whim, origami master prepare their origamis in advance and transform them into strange paperfold constructs when needed.
Eidolon: When summoning his eidolon, an origami master may choose to create a special origami depicting his eidolon as part of the summoning ritual. If he does, the eidolon gains the paperfold template (see below). Unfolding the origami (a standard action) dismisses the eidolon. This ability alters the summoner’s eidolon ability.
Insightful Casting: An origami master uses his Intelligence, rather than his Charisma, to determine all class features and effects relating to his summoner class, such as daily uses of summon monster, bonus spells per day, maximum spell level he can cast, and the save DCs of his spells.
Spellbooks: An origami summoner must choose and prepare his spells ahead of time. He must study his spellbook each day to prepare his spells, similar to a wizard. He cannot prepare any spell not recorded in his spellbook except for read magic, which the summoner can prepare from memory. A summoner begins play with a spellbook containing all 0-level summoner spells plus three 1st-level summoner spells of his choice. The summoner also selects a number of additional 1st-level summoner spells equal to his Intelligence modifier to add to his spellbook. At each new summoner level, he gains two new summoner spells of any spell level or levels that he can cast (based on his new summoner level) for his spellbook. At any time, a summoner can also add spells found in other spellbooks to his own (see Arcane Spells).
A summoner can learn spells from a wizard's spellbook, just as a wizard can from a summoner’s spellbook. The spells learned must be on the summoner spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a summoner’s spellbook, if the spells are also on the alchemist spell list. A summoner cannot learn spells from an alchemist.
This replaces the summoner’s spells known.
Origami Summons (Sp): Starting at 1st level, an origami master can create small paper foldings used to summon the depicted creatures. This works exactly like summon monster, except as follows. The summoner must choose and prepare the specific creatures he wants to summon ahead of time by getting 8 hours of sleep and spending 1 hour creating origamis. He can summon a creature by placing one of his origamis in an unoccupied square within close range as a standard action that does not provoke an attack of opportunity. The origami immediately animates and grows into a life-sized version of the depicted creature, as if the summoner had used summon monster. Any creature summoned in this way gains the paperfold template (see below). Summoned paperfold creatures do not gain the celestial or fiendish templates. Any unused origami summon loses its magical properties after 24 hours (or the next time the summoner prepares his origamis, whichever comes first).
Additionally, an origami master can create special origami duplicating the effects of a feather token (anchor, bird, fan, swan boat, or tree). The summoner must expend one of his daily uses of summon monster for each feather token he wants to create. These origamis function like real feather tokens, but lose any magical properties after 24 hours (or the next time the summoner prepares his origami's, whichever comes first).
This ability alters the summoner’s summon monster ability.
Scribe Scroll: At 2nd level, an origami master gains Scribe Scroll as a bonus feat. Whenever the summoner scribes a scroll, he only needs to pay one fifth of the scroll's base price for writing materials. This replaces bond senses.
Greater Origami (Su): At 4th level, an origami master can use magic scrolls in the creation of his origami summons to enhance his summoned creatures. When preparing his origami summons, he may use a scroll containing a single spell as a component in the creation of each origami summon. That spell is cast immediately on the summoned creature once it appears (as if the summoner had cast the spell from the scroll), consuming the scroll in the process. The summoner may use scrolls containing spells not on his list of class spells, but doing so requires a successful Use Magic Device check to trigger the spell when the creature is summoned. The spell must have a listed target entry and the summoned creature must be a valid target for the spell in order to be affected. If more than one creature of the same kind is summoned, all summoned creatures are affected by that spell. Unused origami summons made from scrolls can be unfolded, allowing for the scroll to be used again.
At 8th level, the origami master can use scrolls containing up to two spells in the creation of an origami summon. Both spells are cast immediately on the summoned creature once it appears. Alternatively, the summoner may delay any or all of the scroll's spells when summoning a creature. As long as the summoned creature is within 30 feet of the summoner, he may trigger one of the scroll's spells as a swift action.
At 12th level, the origami master can use scrolls containing up to three spells in the creation of an origami summon. These spells are cast immediately on the summoned creature once it appears, unless the summoner chooses to delay the spells’ activation (see above). Alternatively, the summoner may use a scroll containing a single spell that does not need to have a listed target entry. The summoned creature gains that spell as a spell-like ability usable once per day (CL = scroll’s CL; save DC = 10 + 1/2 the creature's hit dice + the creature's Cha modifier).
This ability replaces shield ally, transposition, and greater shield ally.
Rapid Refolding (Su): At 6th level, as a standard action, an origami master can refold one of his prepared origami summons into another one, effectively allowing him to summon another creature than the one he had originally prepared. If the summoner has used his variant foldings ability (see below) in the creation of the original origami summon, he may immediately select different evolutions for the refolded origami summon. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. This ability replaces maker's call.
Variant Foldings (Su): At 10th level, an origami master can divert up to 2 points from his eidolon's evolution pool (reducing the total number available to the eidolon) to add evolutions to his origami summons. When preparing his origami summons, he can add evolutions with a cost equal to this value to each of his origami summons and he may select different evolutions for each origami summon. He cannot select any evolution that the summoned creature could not possess, and the summoned creature must be able to meet the requirements as well. The summoner can change these evolutions any time he prepares his origami summons. This ability replaces aspect.
Greater Variant Foldings (Su): At 18th level, an origami master can divert more of his eidolon's evolutions to his origami summons. This ability functions as the variant foldings ability, but up to 6 evolution points can be taken. Unlike the variant foldings ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the origami summons. This ability replaces greater aspect.

Paperfold Creature
Creatures with the paperfold template are constructs folded from incredible tough yet flexible paper, resembling stylized versions of the base creature. A paperfold creature's quick and rebuild rules are the same.
Rebuild Rules: Type creature type changes to construct. (Do not recalculate HD, hp, BAB, saves, or skills.); Defensive Abilities gains DR as noted on the table below, construct traits, and vulnerability to fire (unless the base creature is immune to fire); Spell-Like Abilities continuous—glideAPG (CL = creature’s HD); Special Attacks all melee attacks with natural weapons deal additional bleed damage as noted on the table below; Special Abilities gains the compression universal ability.

HD----------DR--------------Bleed damage
1-4---------NA---------------1
5-10--------5/slashing-------1d4
11+---------10/slashing-------2d4

So I am fine with a Bard or Summoner. The summoner's ability to produce a large number for creature's fits with the naturalist aspect of the character.


I'm gonna admit, a small part of me is hoping that you just pick a full painterlily party at this point.


Wow, that's a lot of applicants. I am definitely leaning heavily toward the two concepts you liked more out of mine.

The Wayward Prince
The Kingdoms of Ysveil are a group of allied Kingdoms that exist across the misty shores and bays of a vast archipelago. The Kings of these Kingdoms rule together as a council, but a High King is elected from among the current royal heirs whenever the previous High King dies. The High King is supposed to hold no loyalty to his previous house, but in practice favourtism is near universal and the political maneuvering intense.

All royal heirs and Kings in the Kingdoms of Ysveil share the given name Kalamir, they are granted a title when they come of age based on the expectations pressed upon them. The title is either changed or added to when they take up the title of King to represent their rule. The population of Ysveil is mostly made up of humans and elves. The noble houses of Ysveil are made up solely of half elves, true marriages among the noble houses may only be between half elves. They have become their own race this way. Their society believes half elves are more pure and better suited to rule than either humans or elves as they can understand life from both sides and rule their subjects accordingly.

The Wayward Prince is known as Kalamir the ______ (Still haven't decided on his title). The duties of the noble court bored him to tears and caused him no end of stress. His royal tutor was a learned Monk who had always wanted to travel the world but never had the opportunity. His tutor taught him not only mentally, but also physically in the martial arts. When his tutor passed away he vowed to travel the world in his tutor's stead. Deep inside he cannot help but wonder if he used his beloved tutor's death as nothing more than an excuse to shirk his duties and escape the coming election of a High King. Yet still, he makes his way onto a hired ship in the dead of night.


Hey K.C. Thank you for the opportunity to actually create a fey race for a game, I really enjoyed doing that. Interestingly, having read more now about the "Trow;" they appear to be "underground dwellers" which even increases their similarity to dwarfs. So I will lose the wings and add a couple of dwarf-like qualities.

The problem is the more I work on the idea of an "inquisitor of the unseelie court" the less I want to play one. So for now I am going to remove myself from the application process.

If I come up with something else before the deadline I will reapply with that character. Thank you for running the game! Your world sounds terribly interesting and I will be reading along. There are some amazing characters, good luck to all.

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