GM Poetics presents: The Last Continent, Table 1

Game Master Azure Poetics

Welcome to the last chunk of Existence that hasn't fallen into darkness. Saddle up, lazybones - the world's waiting for you.

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Once, you thought this was all there was, the sum total of all Existence. Now, you're a sad little spark in a sea of slithering shadows. The last thing you remember is a blinding, scorching light that threatened to tear you apart down to the bone... but it didn't. You woke up, and even though most of your friends are gone, some got left behind, and now you all have to clean up whatever mess you've gotten thrown into. How's that for a fun time?

You may or may not have been keeping tabs on the interest check located here, but the time has come for an official recruitment thread!

Welcome... to the Last Continent.

The Premise:
For a long time, everyone thought the continent of Ralczan was the only gig in town on the material plane. For the most part, the humans who lived there managed to get along, barring the occasional war over succession or territory, but it never got bad.

Then fire erupted in the sky, the heavens split open, and everything went to s!!#.

It became clear that this wasn't the only plane with living things in it, and the Divines - as they called themselves - pleaded with mortals to help them avert a catastrophe the likes of which would never be seen again, mostly because it was going to end Existence (both the plane and the thing) for good. So, we started skirmishing the Riftspawn demons that were trying to wipe us off the map, and once we were good and ready, we marched off to war.

Of course, the war never happened thanks to the giant explosion that rocked the entire continent.

Now, here we are - dazed, confused, and somehow still alive. Some of us are missing, vanished without a trace. The land seems... mostly fine, to be honest, but it's different. Things have changed, and they're changing even more. We have to figure out what happened and why, and whether our homes are still safe after all this.

Preparing for the Campaign:
As outlined in the interest check thread, there are several guidelines for character creation to keep your character firmly grounded in the lore. Here are the basic rules to get your started.
  • 3rd-level start, 20-point buy.
  • 2 traits and 1 drawback. Background skills will be used.
  • Choose from one of the following races, all of which have their stats outlined in the folder linked below: Dwarf (Rufalg), Elf (Kiranae), Half-elf, Halfling (Altruan), Human, or Kestari. Homebrew stats are liable to change as I learn more about how they balance with other races. The other races will be unavailable based on the current year, which is AC 13 by the Ralczan Calendar.
  • 3PP content is on a case-by-case basis. PM me with suggestions, but keep it in-line with the established lore.
  • Unchained Summoners only.
  • To save on bookkeeping, we'll be using the marvelous Feat Tax rules to show all you martials a little love. Enjoy!

I've also assembled a set of documents in this folder that will shed some light on some of the lore and mechanics you'll be playing with, including lore and stats for all the races.

Expectations:
I'd like to think that I'm very easy to please. If I had a tail, I'd be chasing it in circles all the time. Since I don't, I play RPGs, and I also happen to entertain some semblance of a life beyond the game (but only a small one). My expectations should mirror those of many PbP GMs out there, so my one rule is really this: be courteous and consistent in all that you do.
  • I'll be posting at least once every 24 hours, and I expect you to do the same. Weekends are more flexible because of RL stuff, but if you're at all familiar with how tethered I am to a computer at any given moment, you know that I'll be able to get back to your PMs or posts almost immediately.
  • If someone or something is going to keep you from posting within your regular schedule, or if you're unavailable for PbP for a while, let me know via PM or the Discussion thread ahead of time.
  • RP is supreme; it's literally in the name of the genre and this game we'll be playing. Here, it's all about the characters and the roleplay, so we'll be more focused on that than combat or dungeon-crawling (though that's always on the table for later).
  • If you're gonna play an evil or conflict-driven character, at least have the good sense to make them compelling. That's not too much to ask.

Themes and Opportunities:
This is a game about people finding their way home, or, barring that, finding a new home. Your characters are adjusting to a world they don't immediately recognize, and with a massive outpouring of magic to deal with, the land will be changing frequently and rapidly until it stabilizes. There's a lot to do and not much time to do it in.

Whether you want to pitch in with reconstruction efforts in the battered villages of the Enscorn Plains, defend the realm from strange new creatures crawling out of Wallowmere, treat with the Divines at their seats of power in Uvast, plumb the depths of the Render Mountains for cultural treasures left despoiled from the Scouring, or set sail for the magical artifacts rumored to litter the Dragon's Maw Bay, there's plenty for you to do.

You won't be the only ones trying to make sense of the world around you, either. The human kingdoms of Telash and Parova are in turmoil, unsure of how to proceed after the Scouring. The elves of the Verdant Glens scramble to soothe the suffering of their beloved forests, while the dwarves of the Stonecrown Accord rage against the other mortal races who abandoned them to suffer in the depths. No one said changing the world would be easy... or painless.

I'm aiming for a start date of Friday the 17th, which gives everyone 9 days to get their characters and questions sorted out. If you'd rather not throw out public posts, you're always welcome to PM me.

It all boils down to a simple question: what stories will you leave behind?


.


This looks incredibly intriguing, dotting. I'll submit a character a bit later after I have time to read through the rest of the documents.


Awesome. Hopefully, the hits'll keep on coming. My enthusiasm level for this campaign is somewhere over 9,000.

I've added a little bit of a prologue to the Gameplay section, so feel free to give it a read!


Intrested
Will read more and submit a character.


Dotting. Will read over the folder contents and come back with ideas.


Based on the stuff in the Gameplay section, this looks even more awesome than I originally thought. I'll be building a druid Yggdrian.


Isenvrill wrote:
Based on the stuff in the Gameplay section, this looks even more awesome than I originally thought. I'll be building a druid Yggdrian.

I’m thrilled to hear that, and while I would love to let you, the Kekowa tribe doesn’t get infected with the yggdrian virus until 14 years after the current campaign. Given the chance to stretch the timeline a bit, it’s entirely possible for your character to eventually become infected.

Until then, I’d be happy to reflavor the racial stats and just replace the natural attack with a different ability to make up for it, if that’d be okay with you.


In my excitement I forgot that you gave us more material than was strictly allowed. Rather than make you have to tweak it, I'd be happy to play as a human druid with the possibility of being infected later on. Would that be alright?


This looks really cool! I'm not sure exactly what I'll make but this seems very interesting.


Isenvrill wrote:
In my excitement I forgot that you gave us more material than was strictly allowed. Rather than make you have to tweak it, I'd be happy to play as a human druid with the possibility of being infected later on. Would that be alright?

Absolutely! You might get an early access peek at the mad doctor himself... just depends on how the campaign goes.

Simeon wrote:
This looks really cool! I'm not sure exactly what I'll make but this seems very interesting.

And the celebrities keep rolling in. If I can help with character-building at all, let me know!


Poetics, my character submission for The Lost Continent Campaign is Thurmond Lighthammer, rufalg mynrughdaer.


TheWaskally wrote:
Poetics, my character submission for The Lost Continent Campaign is Thurmond Lighthammer, rufalg mynrughdaer.

Awesome!

@everyone - this is one of those cases where 3PP content was approved base on its ability to mesh with the setting. If something really catches your eye as a good fit, then let me know and we’ll see if we can make it work.


Following up here from the interest check.

My rough idea for my character, which I'll get outlined later, is going to be a representative of one of the six titans (I haven't decided which element yet), acting as an agent of that particular domain.

Mechanically, I'll be playing a Kineticist.

Since we're talking about 3rd party stuff being a possibility, I would like to request being able to use the light elemental focus from Kineticists of Prophyra.


Vrog Skyreaver wrote:
Since we're talking about 3rd party stuff being a possibility, I would like to request being able to use the light elemental focus from Kineticists of Prophyra.

Interesting suggestion. The element of light isn't typically associated with illusions or trickery on Ralczan; then again, your character could be a pioneer of that philosophy. Alternatively, it'd make an excellent toolkit for a follower of Dash Bogar, the Lesser Divine of illusion and self-discovery.

Mechanically speaking, I think it's perfectly doable, so have at it!


So I’m here from the interest thread working on my phantom blade spiritualist. Hoping to use a number of ideas in his creation. His name is Dante Drakenwolfe husband of Saoirse Drakenwolfe.


Building a Galshan Hunter -- was wondering what type of companion would be appropriate based on the wilds?


This sounds like a really great setting, I'm definitely interested. Poetics, I had seen you mention half-Rufalg characters as a possible option in one of these threads, is that potentially on the table? I've been wanting to try delving into Spheres of Power and I have visions of a martial Armorist pulling weapons on demand out of their ancestral Rufalg vault far below the surface, with a very "it's easier to ask forgiveness than permission" outlook on the whole affair.

Otherwise, there seem to be a ton of cool possibilities spinning around in my head, I'll see what else starts to coalesce.


Tilnar wrote:
Building a Galshan Hunter -- was wondering what type of companion would be appropriate based on the wilds?

The wilds of Galsander are mostly comprised of alpine forests and mountainous terrain, with pockets of tundra on the far southern edges. Some suitable companions: axe beak, badger, bear, bird, elk, mastodon, moose, or wolf. If any others jump out as fitting that sort of biome, they’ll likely be fine too.

"zefig” wrote:
Poetics, I had seen you mention half-Rufalg characters as a possible option in one of these threads, is that potentially on the table?

I’m glad you think so! I’m still working on the mechanics for half-dwarves, but since they make perfect sense within the setting and seem to be a fairly popular choice, I’ll bump ‘em up to the top of my list.

I’ll take a look at your 3PP suggestion and get back to you.


GM Poetics wrote:


"zefig” wrote:
Poetics, I had seen you mention half-Rufalg characters as a possible option in one of these threads, is that potentially on the table?

I’m glad you think so! I’m still working on the mechanics for half-dwarves, but since they make perfect sense within the setting and seem to be a fairly popular choice, I’ll bump ‘em up to the top of my list.

I’ll take a look at your 3PP suggestion and get back to you.

Sounds good! Spheres is a pretty big system of its own and if you'd rather not dig too deep into it, I'd be happy to look into other options.


zefig wrote:
Spheres is a pretty big system of its own and if you'd rather not dig too deep into it, I'd be happy to look into other options.

Yeah, I'm kinda pickin' up on that vibe...

There's a lot to process here, so I'm gonna have to politely decline that request. I'll definitely read up more on Spheres of Power and might consider running a future game using the system.

Sorry about that.


GM Poetics wrote:
zefig wrote:
Spheres is a pretty big system of its own and if you'd rather not dig too deep into it, I'd be happy to look into other options.

Yeah, I'm kinda pickin' up on that vibe...

There's a lot to process here, so I'm gonna have to politely decline that request. I'll definitely read up more on Spheres of Power and might consider running a future game using the system.

Sorry about that.

No worries!


In other news...

The rough write-up of the half-dwarf race is complete. As with all other racial adaptations for this setting, tweaks will be made over time once I see them in action. I hope you enjoy the new addition!

To keep myself on track, I'll also be noting who's expressed interest/in the process of building a character and who's submitted a finished character.

You all have until Friday the 17th, which should give you plenty of time to work on your submissions. No rush!

Interested/submissions in progress
havoc xiii (and wife)
Isenvrill
Jovich
Simeon
Tilnar
Vrog
zefig

Completed submission
Thurmond Lighthammer, rufalg mynrughdaer [3PP] (TheWaskally)


GM Poetics wrote:
Tilnar wrote:
Building a Galshan Hunter -- was wondering what type of companion would be appropriate based on the wilds?
The wilds of Galsander are mostly comprised of alpine forests and mountainous terrain, with pockets of tundra on the far southern edges. Some suitable companions: axe beak, badger, bear, bird, elk, mastodon, moose, or wolf. If any others jump out as fitting that sort of biome, they’ll likely be fine too.

Ok, went back to the Reign of Winter suggested list for companions -- and while I do love me a big cat, and know there are white-striped tigers for just that reason, it seemed a little cheesy. So, went with a Cat (Small) to make a lynx -- who are assuredly tundra/forest hunters.

So, crunch is done (need to format it prettily, now) -- took "Unlearned" as a drawback, thinking it rather fit the nomadic hunter-tribal tradition.


Tilnar wrote:

...went with a Cat (Small) to make a lynx -- who are assuredly tundra/forest hunters.

So, crunch is done (need to format it prettily, now) -- took "Unlearned" as a drawback, thinking it rather fit the nomadic hunter-tribal tradition.

Sounds awesome to me. I look forward to seeing the finished product!


So I'm thinking of building a Galshan shifter, and I was wondering if I could reskin the tiger animal focus to be something more like a puma or mountain lion. It'd be purely cosmetic, but given the description of Ralczan it doesn't seem like the type of place tigers would be common.


Simeon wrote:
So I'm thinking of building a Galshan shifter, and I was wondering if I could reskin the tiger animal focus to be something more like a puma or mountain lion.

Absolutely! A mountain lion (or, around the tundra areas, a sabertooth) would be perfect.

As an avid shifter player myself, I’d like to reassure you that we will most certainly be using the errata’d (read: fully functional) version of the shifter.


A mountain lion sounds great. Also, glad to hear that we're using the better shifter. I love the concept of the class, and it's a shame that they were so terrible at their first release. Another question, if you don't mind me asking. Culturally, what are the Galshan similar to? My first idea was Celtic but it is your world after all.


"Simeon” wrote:
Culturally, what are the Galshan similar to?

Celtic and Norse are their primary influences. Even some of the mythos is similar (lookin’ at you, Farrag), though in the case of the Last Continent, it’s only been thirteen years since the gods showed up, so not everyone is on board with the whole mythological history thing yet. Do with that what you will.


Awesome, Celtic and especially Norse happen to be the mythologies I've read and learned the most about. Thanks for the quick response!


I leaned into the Norse/Ulfen ideas -- here's Magrun (and Rimeclaw) at level 3..

Magrun:

Magrun Winterborn
Male Human (Galshan) Hunter 3
NG Medium Humanoid (Human)
Init: +2, Senses: Normal, Perception: +8
Languages: Common, Galshan, Rufalg.
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DESCRIPTION
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Broad-shouldeted and standing a full hand over six feet, Magrun has not only the typical frame of the Galshan, but also the icy-blue eyes and pale complexion, complete with freckles and coarse strawberry blond hair spilling back over the furs on his shoulders. Three thin warbraids, each thinner than his fingers, hang over the left side of his face, obscuring it -- and the knotwork tattoo over his left eye. The braids ending mid-cheek, their tips brushing against the full beard a half-shade darker than his hair that accentuates his high cheekbones. His features are somewhat feral, which, combined with his pale complexion and harsh expression gives him an almost icy appearance, as if he were the embodiment of his homeland.
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DEFENSE
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AC 17, Touch 12, Flat-footed 15, CMD 17
{+5 armor, +2 dex}
HP 24 (3HD - 9;6;6[+3FC])
Fort: +4, Ref: +5, Will: +3
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee
One-Handed
Longsword +6 (1d8+3/19-20) {Slashing}
Dagger +5 (1d4+3/19-20) {Slashing/Piercing}

Two-Handed
Masterwork Greatsword +7 (2d6+4/19-20) {Slashing}
Masterwork Lucerne Hammer +6 (1d12+4) {Bludgeoning/Piercing}

Ranged
Masterwork Composite Longbow (Str +3) +2 (1d8+3/x3) {110' range increment, Piercing}
-- With Flight Arrows (1d6+3/x3) {130' range increment, Piercing}
Dagger +4 (1d4+3/19-20) {Slashing/Piercing, 10' range increment}
Acid Flask +4 (1d6) {Splash, 10' range increment}
Alchemist's Fire +4 (1d6) {Splash, 10' range increment}

Special Modifiers:
+1 morale bonus (to hit) whenever target is threatening Rimefang (Ferocious Loyalty); increases to +2 if he's rendered helpless
When flanking: +4 to hit (Outflank Feat); +1d6 precision damage (Precise Strike) and 1 trait damage (Dirty Fighter);

Base Atk: +2, CMB: +5
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STATISTICS
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Str 16, Dex 14, Con 13, Int 13, Wis 14, Cha 9
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TRAITS
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Dirty Fighter (Combat Trait)
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Criminal (Social Trait) (Disable Device)
You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Unlearned (Drawback) [Exempted Skill: Knowledge (Nature)]
You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession. Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specif ic Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
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FEATS
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Armour Proficiencies: Light, Medium + Shields (not tower).
Weapon Proficiencies: Simple and Martial.

Selected: (includes human bonus racial feat)
Weapon Focus (Heavy Blades) [combat]; Pack Flanking [teamwork/combat]; Precise Strike [teamwork/combat]

Bonus Teamwork Feats:
Outflank, Ferocious Loyalty.
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SPELLS -- Hunter (CL: 3) -- Concentration: +5
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Orisons -- At Will -- (DC 12) -- Create Water, Detect Magic , Guidance, Light, Mending, Read Magic.
Level 1 -- (oooo) -- (DC 13) -- Cure Light Wounds, Feather Step, Lead Blades, Produce Flame, Summon Nature's Ally I
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SKILLS (6/level -- 6/6/6)
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Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 2 + -1 (AC)
Bluff [-1] = 0.0 + -1 + 0
Climb* [+7] = 2.0 + 3 + 3 -1 (AC)
Diplomacy [-1] = 0.0 + -1 + 0
Disable Device* [+10] = 3.0 + 2 + 3 + 1 (trait) + 2 (Mwork Tools) - 1 (AC)
Disguise [-1] = 0.0 + -1 + 0
Escape Artist [+1] = 0.0 + 2 + -1 (AC)
Heal* [+7] = 2.0 + 2 + 3
Intimidate [-1] = 0.0 + -1 + 0
Knowledge (Dungeoneering)* [+6] = 2.0 + 1 + 3
Knowledge (Nature)* [+6] = 2.0 + 1 + 3
Perception* [+8] = 3.0 + 2 + 3
Ride* [+5] = 1.0 + 2 + 3 -1 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Stealth* [+7] = 3.0 + 2 + 3 -1 (AC)
Survival* [+9] = 3.0 + 3 + 3
---Tracking [+10]
Swim* [+7] = 2.0 + 3 + 3 -1 (AC)

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Craft (Bows/Arrows)* [+4] = 1.0 + 1 + 3
Handle Animal* [+5] = 3.0 + -1 + 3
Profession (Tanner) [+7] = 2.0 + 2 + 3

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SPECIAL ABILITIES
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Animal Companion (Ex)
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier

Animal Focus (Su)
You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 3 minutes per day. The animal companion gets a constant benefit.

Hunter Tactics (Ex)
At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Nature Training (Ex)
Hunters count as druid or ranger for feats, traits, and options that modify or improve an animal companion.

Teamwork Feats (Ex)
At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.

Track (Ex)
At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex) (d20+2)
A hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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GEAR. (100L/200M/300H) -- 97 lbs
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masterwork greatsword; chain shirt +1; outfit (explorer's); thieves' tools (masterwork); masterwork lucerne hammer; longsword; dagger; arrow, flight (20); arrows (20) (x2); Masterwork Composite Longbow STR (+3)

Backpack, Masterwork [ Bedroll; Rope (Silk/50 ft.); Mess Kit; Grappling Hook; Pewter Tankard ];

Belt Pouch #1: [ Alchemist's Fire (Flask) (x2); ];
Belt Pouch #2: [ Acid (Flask) (x2); ];
Belt Pouch #3: [ Whetstone; Flint and Steel; ];
Bone Scroll Case: [ Scroll (Ant Haul/Divine); Scroll (Cure Light Wounds/Divine); Scroll (Delay Poison/Divine); Scroll (Remove Sickness/Minor); Scroll (Resist Energy/Divine); ];

Rimeclaw

Spoiler:

Male Companion (Lynx [Cat,Small]) Animal 3 (NG Small Animal)
Init +7; Senses: Low-Light, Scent Perception +5
Note: Numbers in brackets reflect Ice Tiger aspect activated.
=========================
DEFENSE
=========================
AC 20 [21], Touch 17 [18], Flat-footed 14, CMD 18 [19] (22 [23] vs trip)
hp 18 (3HD: 6,6,6)
Fort: +4, Ref: +9 [+10], Will: +2 [+3]
=========================
OFFENSE
=========================
Speed: 50 ft. (10 squares)
Melee: bite +8 [+9] (1d4+1) + trip and claws +8 [+9] (1d3+1)
Special: Combat reflexes 7 [8] AoO per round

Special Modifiers:
+1 morale bonus (to hit) whenever target is threatening Magrun (Ferocious Loyalty); increases to +2 if he's rendered helpless
When flanking: +4 to hit (Outflank Feat); +1d6 precision damage (Precise Strike);
Base Atk: +2;CMB: +2 [+8/+9 Agile];
=========================
ABILITIES
=========================
Str 13, Dex 22 [24], Con 13, Int 2, Wis 12, Cha 6
Feats: Blind-Fight, Combat Reflexes.
Feats Shared From Magrun: Ferocious Loyalty, Outflank, Pack Flanking, Precise Strike
Skills: Acrobatics +6 [+7], Acrobatics (Jump) +14 [+15], Climb +5, Escape Artist +6 [+7], Perception +5, Stealth +14 [+15], Survival +1, Swim +1
Possessions: none;
============================
Tricks
Knows the tricks: attack (ii), come, defend, down, guard, heel, sneak.

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.

Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex)
The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex)
You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.



Here is Dante Drakenwolfe chosen by Lunathre and wielder of the shadow blade Hymir. Separated from other humans by the bizarre appearance of his eyes. They have serpentine pupils with amber iris streaked with red. His hair is black and spiked. He stands at 5'11" broad shoulders that narrow at the waist, compact muscles built for speed. His right arm bears a shadow dragon twisting down from just above his elbow to the gaping maw framing his hand a dark mark left upon him by Jetax the Lady of cruelty in an attempt to steal him from Lunathre's guidance.

This mark only appears on his flesh when the sword Hymir is harbored within Dante's body, upon being manifested the dragon appears to tear from his arm becoming the sword. He tries not to manifest the sword when possible because its influence on his mind in that state is difficult to fight making the normally kind hearted man more vicious. His wife and partner is the summoner Saoirse the only one he trusts to talk about his worries with the sword. The two stood side by side waiting with Saoirse's eidolon for the demons of the rift only to be knocked out with the bright flash only to wake up confused as to what had just happened.

Dante Drakenwolfe:

Human spiritualist (phantom blade) 3 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
CG Medium humanoid (human)
Hero Points 1
Init +8; Senses darkvision 10 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 33 (3d8+9)
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee hymir +6 (1d6+2/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks spell combat, spellstrike
Spiritualist (Phantom Blade) Spells Known (CL 3rd; concentration +6)
1st (4/day)—burst of adrenaline[OA], chill touch (DC 14), cure light wounds, inflict light wounds (DC 14)
0 (at will)—detect magic, mage hand, open/close (DC 12), read magic, stabilize, virtue
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 15, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Blind-fight, Combat Casting, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Spell Focus (necromancy)
Traits arcane temper, killer
Skills Acrobatics +4, Bluff +5, Disguise -2, Fly +7, Heal +6, Knowledge (planes) +5, Perception +8, Sense Motive +8, Spellcraft +7, Stealth +4
Languages Common, Draconic
SQ draconic heritage, finesse weapon attack attribute, hero points, phantom blade: alertness, phantom blade: phantom touch, phantom blade: quick manifest, phantom blade: telepathy, phantom blade: weapon of the mind, rules changes, spirit of war
Combat Gear wand of cure light wounds; Other Gear +1 studded leather, mwk buckler, arrows (20), shortbow, campfire bead[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, mess kit[UE], pot, torch (10), trail rations (5), waterskin, wire saw[UE], 117 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (10 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Quick Manifest (Ex) Manifest phantom blade from consciousness as a swift action.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit of War (Ex) Gain several bonus feats, as though BAB were higher and full fighter levels.


GM Poetics wrote:

Interesting suggestion. The element of light isn't typically associated with illusions or trickery on Ralczan; then again, your character could be a pioneer of that philosophy. Alternatively, it'd make an excellent toolkit for a follower of Dash Bogar, the Lesser Divine of illusion and self-discovery.

Mechanically speaking, I think it's perfectly doable, so have at it!

With that being said, I think I'm going to go with Void instead of light, because I really like the idea of being an ambassador of the realm of the Upholder that fits the elemental focus I pick, and because I think Void will mesh better with the theme of the source.


Howdy! Felix again from the other thread with a submission to toss in the mix. If possible, I'd not like to create another alias unless chosen, so I'll be leaving the data below for the character.

I did take one liberty: I selected the Watersinger archetype for the bard (link below) although I couldn't select the undine race. It's basically an archetype focused on waterbending. If this is a problem, I can rework him as a Zenebe as a mage of some sort!

Party role to be utility, skill salamander, and face.

Spells and inventory to be fine-tuned if selected unless you'd like me to take my best guess now; I'm not sure of the exact circumstances preceding the explosion.

Critiques are welcome from GM and applicants alike!

Background:

I will miss you, Ajani.

The older brother found his feet, the explosion having dislodged both his balance and his state of mind. But it wasn’t quite like this, was it? His thick shoulder-length hair curtained his field of vision as he let his memories inundate himself.

Two years ago, Zenebe witnessed the death of his older brother after an accident in his alchemy lab. The community had rallied to he and his mother’s side in their time of grief, but they did not know the dynamics within the family. His parents, Shango and Amara, had been wealthy traders of various high-end goods – jewelry, cloth, and wine to name a few – but held little emotion for each other. A falling-out before the brothers could recall left their home a cold one with the elders, yet public appearances were perfectly rosy. They’d pushed both boys to learn the ledgers, though their children would do even more. Like many of his kind, they displayed potency with magic – yet in different ways. Ajani took after Amara, using book and study to manifest his energies. Though this productivity pleased her, his ambitions soon outpaced his proficiency, and his hubris would be his doom. Experimenting with various explosives at all hours of the night saw a massive explosion blow the shop to smithereens one fateful evening. So intense were the resulting flames, the remains of the few workers could not be identified and separated into different graves. That night was the deepest despair Zenebe had known.

Zenebe, on the other hand, understood fundamentals of the alchemical arts, yet was much more of a free spirit. He had yearned to explore culture, the world – life – more than make a few more coins. Overbearing Amara chastised him frequently, complaining about his water-art being unfit for the family’s role in society. Zenebe had a rather unique talent, a connection with water that made him able to bend it, shape it as he saw fit. This talent, combined with his handsome visage and silver tongue, made him a formidable salesman for the family business. Amara was greatly disappointed as she saw her son as an empty-headed clerk instead of a shrewd baron of industry, but it was enough to keep her off his back- doubly-so after Ajani’s death.

”Can anyone hear me?!” shouted the magician, trying to take stock of where he was.

The arrival of the divines happened in their teenage years, and the siblings responded in very different ways to the peril of the world. Ajani sought to profit by switching from elixirs to explosives and selling them to those willing to wield the dangerous things. Zenebe instead felt a call, a sense of belonging in life. He enlisted with a regiment of denizens to be trained for combat and found his role better suited to that of a medic, the healing powers of water mending wounds with ease. He quickly became popular with the trainees and forged friendships with many. Though he did not know it, he was being groomed by his superiors for a leadership position due to his ability to inspire morale.

A sense of dread overtook him. What if the world had been destroyed? Am I … dead?

While he was passionate, Zenebe was much better at exuding a veneer of confidence and calm than feeling that way himself in tough spots. Training with swords would have been embarrassing if he wasn’t apt at making light of his failures, and his occasional tumbles with acrobatics would have made a fool out of himself if he didn’t excel at ukemi – physical and verbal. Yet he was always harder on himself for these failures, and this consternation often extended to shortcomings for which he wasn’t directly responsible. His brother’s death fell into that category.

Maybe I should be.

But if anything, the good-hearted water-wielder’s concern for others kept him going – even in times of loss. He would not let the pain of his brother’s demise fester into the void that came from losing others – not if he could help it.

”Come to my voice if you can hear me!”

Half-Kiranae Watersinger 3

Statistics:

CG Medium Humanoid (Human, Kiranae)
Initiative +1; Senses Perception +5; LLV.
------------------------------
DEFENSE
------------------------------
AC 16, touch 11, flat-footed 15 (+1 dex, +1 shield)
HP: 21/21 (1d8+1/lvl = 9 + 6 + 6)
Fort +2, Ref +4, Will +6 (2 from Race)
------------------------------
OFFENSE
Masterwork Longsword: +4, 1d8 + 1 @ 19-20x2
Dagger: +3, 1d4 @ 19-20x2
Shortbow: +3, 1d6 @ x3

------------------------------
Speed 30 ft.

Racial Modifiers: +2 to any ability (Charisma)
Elven Immunities: immune to magic sleep effects, +2 racial bonus against enchantments.
Inspire Imitation: After succeeding at a skill check, all within 30’ who witnesses success and attempts same check within 1 minute gains +2 bonus as if from aid another.
Multitalented: Choose two favored classes.
Striding the Median: +2 racial bonus on diplomacy

------------------------------
STATISTICS
------------------------------
Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 18
Base Atk +2; CMB +3; CMD 14
Traits Diver, Savant
Feats Lingering Performance, Extra Performance

Skills (10 points; 6 Bard, 1 INT, 2 background, 1 favored class)
ACP -1
(1) Acrobatics +5
(1) Appraise +5
(0) Bluff +4
(0) Climb +1
(0) Diplomacy +13 (Versatile Performance: Oratory)
(1) Disguise +8
(0) Escape Artist +1
(1) Handle Animal +8
(0) Heal +1
(0) Intimidate +4
(1) Know(Arcana) +6
(1) Know(Dungeoneering) +6
(1) Know(Engineering) +6
(1) Know(Geography) +6
(1) Know(History) +6
(1) Know(Local) +6
(1) Know(Nature) +6
(1) Know(Nobility) +6
(1) Know(Planes) +6
(1) Know(Religion) +6
(3) Linguistics +7
(3) Perception +7
(1) Perform(Comedy) +8
(1) Perform(Dance) +8
(3) Perform(Oratory) +13
(0) Ride +1
(0) Sense Motive +13 (Versatile Performance: Oratory)
(1) Sleight of Hand +5
(1) Spellcraft +5
(1) Stealth +5
(0) Survival +1
(1) Swim +6
(1) Use Magic Device +8

Non-Standard Skill Bonuses
Versatile Performance: Replace Diplomacy, Sense Motive bonus with Perform(Oratory)
Diver: Treat Swim as a class skill and gain +1 bonus
Savant: +2 bonus on Perform(Oratory)

------------------------------
SPECIAL ABILITIES
------------------------------

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Waterstrike (Su):T he watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water's slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water's slam damage increases to 2d6 points. At 20th level, the water's slam damage increases to 2d8 points.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Lifewater (Sp): Lifewater (Su): At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. I am taking the favored class bonus from Catfolk Bards each level to make it a +1 bonus/level total instead.

Versatile Performance (Ex):

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex):

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex):

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 0 PP 0 GP 0 SP 0 CP (~3 pounds)
Dagger (2 GP) (1 lb.) (one on right side of belt, one in pocked on right side of torso, one on left boot, three in top pack)
Chain Shirt (250 GP) (15 lb.)
Hot Weather Outfit (8 GP) (1 lb.)
Bard’s Kit (50 GP) (37 lb.) (includes "top" pack worn as backpack)
Pack (1 GP) (1 lb.) (worn around lumbar).--------------------


Received! Thanks for getting these in so quickly, and I can’t wait to see what the rest of you come up with.

Interested/submissions in progress
Isenvrill
Jovich
Simeon
Vrog
zefig

Completed submissions
Dante Drakenwolfe, human phantom blade spiritualist (havoc xiii)
Magrun, Galshan human hunter (Tilnar)
Thurmond Lighthammer, rufalg mynrughdaer [3PP] (TheWaskally)
Zenebe, half-kiranae watersinger (Felix Shadowshifter)


Thinking I'll reskin the hunter animal focuses to reflect where he grew up (i.e. -- Snow Leopard instead of Tiger) -- no mechanical changes, just flavour.


Tilnar wrote:
Thinking I'll reskin the hunter animal focuses to reflect where he grew up (i.e. -- Snow Leopard instead of Tiger) -- no mechanical changes, just flavour.

Flavah flaaaaaaaaaave. I'm all about it.


Hello this is Havoc’s wife reporting in. I’m working on a summoner naked Saoirse with an azata eidolon with the serpentine type named Cuelebre. Basically a lillend azata wielding a longbow as its weapon. Saoirse with be a buffer for the most part and Cuelebre is ranged combatant. She is a master summoner so she can still use summon monster even with her eidolon out.


CyraXIII wrote:
She is a master summoner so she can still use summon monster even with her eidolon out.

It could be interesting to see how that plays out, particularly when other people are confronted with a veritable menagerie of summoned creatures (Ralczan Reacts: Summoner Edition).

Of course, I would ask that you don't bomb the initiative order with a summoned horde when combat eventually comes around. I'll try to figure out a way to keep things moving with those extra bodies on the field.


A master summoner can only bring one summoned creature in while the eidolon is out so at most it would be two.


CyraXIII wrote:
A master summoner can only bring one summoned creature in while the eidolon is out so at most it would be two.

I see where the wording is a bit iffy, but I had to clarify because it refers to "only one summon monster spell", and the higher-level versions of summon monster let you bring out multiple creatures with only one casting. Since you can have an eidolon out and still get to use the SLA once, that could mean some serious headaches at higher levels.

I hope that makes more sense of where I'm coming from.


Isenvrill here, presenting Tellian (Tel) Liffern:

Crunch:

Tellian Liffern
Male Altruan Sorcerer (Tattooed archetype) 3
NG

DEFENSE
AC 13; Touch 13; Flat-Footed 11 ; +2 AC if I've moved 10 ft
HP 20;
Fort 3 ; Ref 4 (+2 racial bonus on saving throws against curse effects and hexes); Will 4 (+2 against illusions)

OFFENSE
Speed 20;
Melee +0 Dagger (1d3, 19-20x2); P/S;
Ranged +3 Sling (1d3, x2); B;
Spells Known/Prepared
1st—True Strike, Snowball, Windy Escape, Silent Image
0th—Prestidigitation, Detect Magic, Ghost Sound, Daze, Acid Splash, Dancing Lights

STATISTICS
Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 19
Base Atk 1; CMB -1
Feats: Mage's Tattoo, Precise shot, Alertness, Inscribe Magic Tattoo
Skills: Appraise 9 (4), Bluff 2, Craft: Tattoo 11, Diplomacy 13 (+1 To Gather Info), Intimidate 8, Knowledge Arcana 5, Knowledge Planes 5, Sense Motive 4, Spellcraft 9, Stealth 6, Use Magic Device 9

Languages: Common, Altruan

SQ: Weapon Familiarity(halfling), Peerless speed (Su), Familiar Tattoo (Su), Bloodline Tattoos (Ex)

Gear: Quick runner's shirt, Tattoos, Wand of grease, Talisman of beneficial winds, Spring-loaded wrist sheath, Adventuring gear, Scrolls of obscuring mist (2), Scroll of Shield (4); Money 850 gp

Appearance:
Color. All you can see is color. Every inch of this Altruan's skin is covered in tattoos. You don't think you have ever seen this many tattoos in your life. Despite wearing clothes that cover to ankle and wrist, you are sure if he took of his shirt you would see more of the same. As you stare at the tattoos, they seem to hover and shift. Did that bird just blink? Shaking yourself out of your reverie, you notice something else odd about this halfling. You didn't see it at first, but when he takes a step with his left leg every once in a while it will seem to freeze in place and then almost immediately end up on the ground in front of the halfing as a completed step, with no sign of the leg being anywhere in-between. (think lag) His short cut reddish hair shows the hint of further tattoos on his scalp, and imply pale skin somewhere underneath all the tattoos. And then you catch his eyes. They say that eyes are the windows to the soul, but his are to somewhere else. His gray irises seem somehow opaque and cloudy simultaneously, like fog contained behind glass. He smiles wryly at your stare. He's used to it you can tell, but the smile is still more sad than amused. Raising his hood, he turns to leave and is quickly lost to the crowd.

Personality:
He's scarred in more ways than one. But he has the kindness of someone who knows true tragedy. Despite his darkened past, or perhaps because of it he has still gained many of the admirable traits of the Altruans. He had great kindness shown to him in tragedy and he has every desire to pass that on. He feels a need to prove himself, that he too can be as good a person as those that helped him. He joked and laughed his way through his childhood pains, and does the same with adulthood. Admittedly, he does cry less while laughing now than he did then. while the scars are still there, they have healed for the most part. His enthusiasm, and childish glee are distractions from the sadness that still lingers at the loss of his family. You'll almost never catch him complaining, but every once in a while you can see the sadness it's so palpable.

Background:
I don't know who thought it was a good idea to mix wild magic and planar gates but here we are. A Swirling maelstrom of raw power, half from this side and half from the astral plane. What had started as a simple experiment to draw and contain material from the astral plane had become one of the greatest disasters the Vale has ever seen. No one is quite sure what their purpose was, just how it ended. 7 dead, the only survivor a child who had been sent outside to play and only caught the edge of the blast.

Sent unconscious by the force of the initial blast, it was weeks before he woke. Disoriented, he awoke to the sounds of an infirmary, a nurse and a very concerned uncle. Taken to his uncle's home, he was raised for the most part in isolation. Not because the denizens of the vale were unkind to him per se, just that the stares and whispers are never comfortable for the one who is the center of attention.

Much to his uncle's chagrin, in his early teenage years, not only did he begin to manifest magical abilites, but he also entered a bit of a rebellious phase. Travelling outside the vale, he somehow managed to get a tattoo. Then another, and another. he began to learn how to do tattoos, and began giving himself some. Imbued with arcane energy these tattoos sometimes shift, seeming to have a mind of their own. In one case, it does, a small thrush penned on the back of his right hand.

Using the tattoos to cover the scars less noticeable may have worked, but they certainly didn't make Tel any less noticeable. He stuck out as a sore thumb, quite possibly one of the only halflings in the entire vale with a tattoo. His confidence growing as skill increased, Tel smiled more and hid less. The scars had begun to heal as Tel found new love in what he was doing. He befriended many just because now the other Altruans were intrigued at his difference, rather than pitying it. Travelling in and out of the vale his reach broadened, and if it's in or near the vale he can find a friend just about wherever he goes.

Tel was probably the first of the Altruans to know something was wrong. He was outside the vale when the fire appeared. his old scars began to ache and he knew something had happened to the barrier between the planes. When the rift monsters appeared, he quickly lent a hand, in the skirmishes and in preparation for the war. Before they marched out he had returned home to check on his uncle and a few friends. Finding nothing amiss and everyone continuing on with their lives he left to fight the war. Rather than persuade more to help, he left to defend his home. Coming late to the plains, he was caught by the light that searing light on the road alone.


Interested/submissions in progress
CyraXIII
Jovich
Simeon
Vrog Skyreaver
zefig

Completed submissions
Dante Drakenwolfe, human phantom blade spiritualist (havoc xiii)
Magrun, Galshan human hunter (Tilnar)
Tel Liffern, altruan tattooed sorcerer (Isenvrill)
Thurmond Lighthammer, rufalg mynrughdaer [3PP] (TheWaskally)
Zenebe, half-kiranae watersinger (Felix Shadowshifter)


After some deliberation, I'll be working up an itinerant Altruan warpriest of Lunathre with a focus on the sling staff. This Scouring will be just another step in his life's journey, fixing problems and breaking hearts along the way.


zefig wrote:
After some deliberation, I'll be working up an itinerant Altruan warpriest of Lunathre with a focus on the sling staff.

I like it!

I find it interesting that Lunathre is one of the most popular deities and yggdrians are by far the most popular race in the campaigns that have allowed them. Lunathre eventually becomes the patron divine of the yggdrian people - coincidence? I don't think so.


Ok, so, here's what I came up with -- assuming we're more or less mirroring the real-world ecology (mammoth the obvious exception):

Reskinned Animal Focuses:

-- Arctic Fox: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level. [Snake, reskinned]
-- Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
-- Caribou:: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level. [Bear, reskinned]
-- Ermine: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level. [Monkey, reskinned]
-- Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
-- Lemming: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent. [Mouse, reskinned]
-- Otter: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level. [Frog, reskinned]
-- Mammoth: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level. [Bull, reskinned]
-- Reindeer: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level. [Stag, reskinned]
-- Snow Leopard: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level. [Tiger, reskinned]
-- Snowy Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
-- Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.


GM Poetics wrote:
Of course, I would ask that you don't bomb the initiative order with a summoned horde when combat eventually comes around. I'll try to figure out a way to keep things moving with those extra bodies on the field.

The summons would basically need to act on her initiative order, actually (they act immediately when they appear, which is after her standard action). And you could say that the eidolon also acts on her initiative (though I think that's technically a house-rule).

If initiative order is a pain, you can always try block initiative (all opponents act on the same initiative, then it'd basically be some/all of the good guys' turn, next bad guys' turn, next good guys' turn, etc.)

I'd also like to add that the usual problem with summoners (one guy having a turn that's like 5x as long as everyone else) is kind of moot when you'll probably only have 1~3 combat rounds per IRL day...

Also dot :3
(and I might submit a summoner too, lol)


Presenting Uarach, Galshan tribesman, shifter, and feral warrior!

Stats:

Uarach
Human shifter 3 (Ultimate Wilderness 26)
CN Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 13 (+2 defensive instinct, +1 deflection, +4 Dex, +1 dodge)
hp 30 (3d10+9)
Fort +5 (+2 circumstance bonus vs. cold weather), Ref +7, Will +3
Defensive Abilities defensive instinct +2/+1
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +8 (1d4+4)
Ranged sling +7 (1d4+1)
Special Attacks aspect (tiger[UW]), shifter claws
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +7; CMD 22
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Power Attack, Slashing Grace[ACG], Weapon Focus
Traits ambush training, omen
Skills Acrobatics +9, Climb +5, Craft (traps) +6, Intimidate +6, Perception +8, Sleight of Hand +7, Stealth +10, Survival +8 (+10 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Druidic, Galshan
SQ finesse weapon attack attribute, paranoid, rules changes, shifter aspect (minor: 6 min./day), track +1, wild empathy +3, woodland stride
Other Gear sling, sling bullets (10), ring of protection +1, basic maps (major landmarks only), blanket[APG], flint and steel, furs[APG], hemp rope (50 ft.), knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], trail rations (5), waterskin, 885 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Instinct +2/+1 (Ex) +2 AC & CMD unarmored and unshielded or +1 with nonmetal armor or shield
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Animal Aspect (6 minutes/day) (Su)[/b] Gain abilities of selected animal aspects.
Shifter Aspect (Tiger, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dexterity. Major Form: dire tiger.
Slashing Grace (Claw) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Track +1 Add the listed bonus to Survival checks made to track.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Background:

Uarach was born in the barren alpine regions of southern Ralczan. His birth was preceded by the appearance of a mountain lion during a great meteor shower, interpreted by the tribe’s mystic to be a sign that Uarach would he gifted and blessed by the mountain lion. The first few years of his life were unremarkable, and he grew up as most Galshan children did, learning to hunt and forage, playing in cold mountain streams, and on one unfortunate occasion, accidently eating a handful of psychedelic mushrooms. On the first day of his eleventh year, he woke up early, intending to check a some snares he had set the day before. Pleased when he saw a rabbit tangled by the trap he had set, he went about cleaning the kill, but behind him he heard a growling behind him. Standing at the edge of the clearing was a mountain lion with a distinctive white patch on its face, seemingly tensed to strike. It tackled Uarach, and he felt his end drawing near, all the life he could’ve had wasted. However, it simply pressed its forehead against his and padded back into the woods. He recounted the tale to the shaman, who realized his gift. Uarach was born with the power of the mountain lion, and with proper training could channel the power with ease. The training was brutal, and Uarach was separated from his friends and family to cultivate his wildness. He was forced to spend long days in the wilderness to emulate the mountain lion, hunting small mammals with his bare hands and eating them raw. About six years later, he sat on a rocky ledge, hands stained red with the remnants of his most recent kill, absolutely starving. He contemplated what brought him there, his simple but happy childhood, his strange encounter in the clearing and the shaman that had caused him so much pain and taken his happiness. For the second time, he saw the mountain lion with the white mark. It padded up to Uarach and sat beside him, and for a while Uarach enjoyed the company of a being that did not demand him to act like a beast. The night wore on and Uarach fell asleep. He dreamt that he was wandering a forest and came across a horned man wielding a great spear. The man touched the spear against his forehead and Uarach shifted into a mountain lion. He awoke to a searing, blinding flash of light.

Appearance and Personality:

Uarach is a tall, lanky man with long tawny hair and and tanned skin from a life spent outside. He dresses in furs, always ready to brave to cold of the mountains. Other than that, he carries little by way of combat gear aside from a sling and pouch of sling bullets. In combat however, he takes on an animalistic and terrifying nature. His stance becomes lower, something similar to a great cat and his nails grow into long and vicious claws. His voice takes on a deeper tone, almost a growl and his pupils narrow and become catlike.

Uarach is quiet, eyes commonly darting back and forth as if searching for hidden threats, a result of his training as a shifter. He is somewhat distrustful of others, though people who manage to get through to him find him incredibly dependable, willing to go to great lengths to help those he cares for. His mannerisms are strange, and he has a poor grasp of social etiquette on account of being forcibly turned somewhat feral. He is still coming to understand his power, and while it comes more naturally to him that it might to others, it still surprises him to become partially mountain lion.


This list is looking pretty good so far - keep 'em coming.

Interested/submissions in progress
CyraXIII
Jovich
Vrog Skyreaver
zefig

Completed submissions
Dante Drakenwolfe, human phantom blade spiritualist (havoc xiii)
Magrun, Galshan human hunter (Tilnar)
Tel Liffern, altruan tattooed sorcerer (Isenvrill)
Thurmond Lighthammer, rufalg mynrughdaer [3PP] (TheWaskally)
Uarach, Galshan human shifter (Simeon)
Zenebe, half-kiranae watersinger (Felix Shadowshifter)


GM Poetics wrote:
CyraXIII wrote:
A master summoner can only bring one summoned creature in while the eidolon is out so at most it would be two.

I see where the wording is a bit iffy, but I had to clarify because it refers to "only one summon monster spell", and the higher-level versions of summon monster let you bring out multiple creatures with only one casting. Since you can have an eidolon out and still get to use the SLA once, that could mean some serious headaches at higher levels.

I hope that makes more sense of where I'm coming from.

Ahh I misread that I can make her as a standard summoner and make it easier if you’d prefer.

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