The Age of Progress; A Kingmaker Campaign (Inactive)

Game Master leinathan

Driven by destiny and ambition, a group seeks to form lawless wilderness into the beginnings of a great, modern empire.

Map of the Stolen Lands

Battlemap

Trolls Cooking a Halfling, round 3 -> 4

1. Aisha <--- You are up!
2. Marcus (grazed) <--- You are up!
3. Blue Troll (blinded 2 rounds)
4. Lyon (grazed)
5. Walthus (grazed)
6. Red Troll (wounded)
7. Melira
8. Ishana <--- You are up!
9. Pink Troll (KOd)
10. Kaussek <--- You are up!


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I'm working on an android telekineticist and the Trickster path. GM, would you allow the Trap Finder trait from Mummy's Mask, or do you find it too cheesy/overpowered? If so, I'll look to something like the Criminal or Vagabond Child traits to gain Disable Device as a class skill. The ability to disable magical traps from range would be pretty nice, though :).


This will be Helikon´s application.
A cleric of Desna specialising in summoning, supporting her team with spells and abilities.
There is still some minor things to work on.


I think I'm going to drop from this campaign. Sorry.


TheWaskally wrote:
I thought Ishana put herself down for the Trickster path?

Not to my knowledge.

Ishana is an arcanist, which makes more sense going into Archmage. I don’t think she really gets anything out of the Trickster path, and it wasn’t really on my radar. Let me know if I said something that caused confusion but her backstory does mention Archmage :/


Here is Paul Jacksons submission. All the details are in my alias.

Synopsis - A Shoanti Druid who has led a small set of his people seeking a home where they can create a new Shoanti culture, a culture that takes the best of the Shoanti practices and adapts it to the new age. Mythically, he will be following the Guardian Path


Presenting Krulg, gun-wielding barbarian, unlikely inventor, and Kellid wanderer!

Stats:

Krulg
Human (Kellid) unchained barbarian (invulnerable rager) 3/gunslinger (gun scavenger) 1 (Pathfinder Campaign Setting: Inner Sea Combat 37, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 9, Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 61 (4 HD; 1d10+3d12+15)
Fort +9, Ref +8, Will +4
DR 1/—, 2/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 axe musket +9 (1d8+7/×4) or
. . claws of the ice bear +8 (1d4+4)
Special Attacks rage (11 rounds/day), deeds (change out, deadeye, gunslinger's dodge), grit (2), gun training +4 (axe musket), rage power (guarded stance +1)
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 16, Int 7, Wis 14, Cha 11
Base Atk +4; CMB +8; CMD 22
Feats Point-Blank Shot, Power Attack, Precise Shot
Traits self-reliant, storied scars, volatile fuse
Skills Acrobatics +3 (+7 to jump), Craft (firearms) +5, Diplomacy +0 (+1 with Kellids), Handle Animal +5, Intimidate +7 (+8 with non-Kellids), Perception +9, Profession (cook) +7, Survival +9
Languages Common, Hallit
SQ fast movement, go by feel, unlearned
Other Gear mwk lamellar (leather) armor[UC], mwk axe musket[UC], claws of the ice bear[UE], paper cartridge[UC] (35), beneficial bandolier[UE], backpack, belt pouch, blanket[APG], ember pot, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), pot, powder horn[UC], soap, torch (10), trail rations (5), waterskin, 10 gp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Deeds Use Grit to perform special abilities with your firearms.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Go By Feel (Ex) Your firearms can always misfire on a natural 1.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Guarded Stance +1 (Ex) Gain a +1 dodge bonus to AC while raging.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Unlearned (Knowledge [engineering]) You cannot attempt untrained checks with knowledge skills other than the one selected.

Background:

Krulg is an anomaly among his people, among most people really. He was born into one of the Kellid clans that wanders the rugged plains between Numeria and Brevoy. His upbringing was simple, similar to that of many of his siblings and peers. However, he stood out in two ways. First, he was much more physically gifted, stronger, faster, and tougher. Secondly, he was only slightly smarter than the horses his clan used to travel. He was a great boon to his clan though, once cleaving a Numerian mutant in twain with a single swing of a battleaxe, followed by a defiant bellow. Several times, they traded with caravans passing through the plains, bringing strange and wondrous things they called ”tekolongy” or something like that. It fascinated him, especially the fire-throwing sticks the guards carried. He travelled with his caravan them for a while before he came of age and decided he needed to find his way in the world. This “tekolongy” fascinated him and he decided he needed to find some, maybe even a fire-stick if possible. While striking out on his likely wasn’t the brightest idea, Krulg was never the brightest. He wandered on his own like that for a while, going wherever his path would take him and his axe would let him, never finding the thing that he wanted. All of that changed with the discovery of a ransacked caravan. One of the guards, to Krulg’s incredible delight, carried a fire-stick. The fire-stick though, seemed badly damaged to the point of not being able to fire. Krulg wasn’t content to let his hard-sought prize escape him because of some pesky damage. He was going to make the fire-stick work or die trying. It took him a week of scavenging and experimenting, nearly breaking the fire-stick in the process. While it couldn’t be called quick thinking, he certainly thought hard about it, even managing to crudely attach the head of his battleaxe to it in the process. With his finishing touch of literally forcing a square peg into a round hole, his weapon was finished, christening it the Boom-axe by hunting a deer for dinner.

Armed with his new weapon, Krulg headed east into Brevoy, ending up in New Stetven. This big city both fascinated and disturbed him to no end, with no shortage of “tekolongy” and an equal abundance of just about everything else, Krulg was content for a while. Before long though, Krulg grew tired of the city. It was too small and cramped, no space to roam as he pleased, too few fights to get into. What’s worse, people didn’t understand his awesome Boom-axe, thinking it was a broken piece of junk. His luck turned around when he saw a group of people gathered around a message board and once he convinced someone to read it for him, he understood why. A settler caravan into the Stolen Lands was getting organized and needed skilled guards to protect them and fight off any threats. Krulg didn’t really understand what a “skilled guard” was but he knew that he could fight. And so, he signed onto the caravan, ready to follow a new path and finally convince people that his Boom-axe was worth something.

Personality and Appearance:

Krulg is not a smart man. He is utterly baffled when people talk about “guns” or “firearms.” In his own words, ”Fire arm? Only wizard shoot fire from arm. Krulg pretty sure he not wizard. Krulg shoot fire from stick, so fire stick.” In combat, Krulg is a beast, bellowing with rage and wild enjoyment as his Boom-axe fires. That said, Krulg is not a cruel man by any means. He is a very friendly character, always looking forward to a new friend to show his Boom-axe to and talk about all the things he’s seen during his wanderings. Krulg may be a fool, but he certainly isn’t a quitter. Once he sets his mind to something, it’s rare that he won’t eventually do it. He won’t always take the most logical or sensible route to it, but he’ll move heaven and earth to get there eventually. He is also fiercely loyal to those he considers close friends. The clannish instinct is still strong in him, and as such he takes protecting those he travels with very seriously.

Krulg is a tall, burly Kellid man, his chest and arms covered in scars. Many have come from battles he’s been in, but more than a few have come from blunders with firearms or fairly avoidable accidents. Krulg often likes to tell the story of the longest scar on his right shoulder blade, how tried to itch a bug bite with the Boom-axe and accidentally fired the weapon, causing him not only to graze his shoulder but also slice himself with the axe when the shot startled him. He wears finely crafted lamellar armor made from leather in the more modern Kellid style, combining both protection and flexibility. He also wears a bandolier he bought in New Stetven with some ivory he scavenged off a mammoth he hunted while wandering the plains and a pair of spiked climbing claws that he received from his tribe’s shaman when he left to wander. Most of the time when one looks over at him, he has a somewhat goofy smile plastered on his face, content just to be where he is. In battle, he is a thing to behold. Between the thundering of his musket and his ferocious yelling, few can claim to have been on the receiving end of his fury and lived to tell the tale.

Role and Destiny:

Krulg, while fairly sociable, is always a bit out of place wherever he might be. He’s too primitive and barbaric to fit into the civilized world of the Age of Progress and too modern to fit into the clans of the Kellids. At the end of the day, Krulg is himself and has no reason to be anyone else. If he can, he’d like to build himself a place where he can fit in, to tinker to his heart's content and wander where he pleases. Whether that’s a hide hut in the forest or a new country in the Stolen Lands, he doesn’t care much.

Krulg has never given much thought to his destiny. He knows that he’s a warrior, and knows that if he puts enough blood and sweat into fighting, he’ll become the greatest Champion the world has known.

I'll freely admit that my character is a bit goofy. Let me know if it's too out there and I can change some things.


ginganinja wrote:
I'm still trying to see if there is a more flavorful deity that fits better but Calistria ticks most of the boxes at present (Major Elven Deity, Chaotic, Trickery Angle etc).

I guess I got that impression by reading the above. My bad.


Juventis Cailean - Don't forget the Armor Check Penalty on your physical skills! A masterwork chain shirt's should be -3 or -4, if I remember correctly.

- - - - -

@Lorien Lightbringer - There are a few minor math-related errors on your sheet, as far as I can see. I don't really care to correct these pre-game, since I can clearly see what you're going for mechanically.

However, you do need a backstory and a mythic destiny in order to be considered! I look forward to reading them.

Also, a small thing - only 95 pounds at 5'7"? That's pretty underweight! Really severely underweight!

- - - - -

Setan, Maker of the New - Overall, looks pretty good! You've given me just about everything that I looked for. I have a couple of small notes:

Where did Setan acquire his dragonhide breastplate? That's a pretty rare kind of item and it could have some srs story implications if you chose to have them.

How many people do you see traveling with Setan? What is their makeup and disposition?

Was Setan bullied? I'm not seeing mention of that in his backstory to explain the reactionary trait.

Why does he wear such an eclectic/eccentric outfit? Does he just think it looks fly, or something?

While PCs have maximum hit points, that does not apply to player companions (cohorts, phantoms, eidolons, animal companions, etc). Player companions get PFS standard HP for each HD and don't get a maximized HD. That would give your companion 32 hit points.

- - - - -

Krulg - Am I right in reading that Krulg's reason for mythic potential is basically "is a stubborn tryhard"?

If you make another version of the character sheet, can you make sure to include a Ranged combat line? Thanks.

Are you sure that you won't get sick of playing a comically stupid character? Alternately, is that something about this character that you see changing?


More or less, you're correct. Part of it is certainly that he's so stubborn in his determination to become a great warrior that he'll eventually become the stuff of legend. Another part of it, admittedly, is that I'm not sure exactly how he'll end up becoming mythic. It could be some alchemical accident while tinkering with his gun, could be finding some magical artifact that makes him mythic. Then again, it could just be that he's too stubborn not to eventually be.

Not sure why the ranged attack didn't show up, but I can add that in. It should also be +9 to hit, with +4 to damage. Krulg has a few more dimensions to him than comically stupid, at least in my mind.

He has a deep desire to fit in somewhere, and to find people he can truly call his own clan. Though he doesn't know it, part of the character arc I have in mind for him is becoming less dumb-as-rocks, to go from a dumb barbarian to an at least passably intelligent member of society, moving more to the dynamic between the savage and the modern that he represents. Before that though, I think I can find a way to make a fairly stupid character work. Krulg is certainly dumb, but he's able to improve and (hopefully) learn from what will likely be quite a few mistakes.


The Harrow GM wrote:
Juventis Cailean - Don't forget the Armor Check Penalty on your physical skills! A masterwork chain shirt's should be -3 or -4, if I remember correctly.

I shall factor that in to the rolls if picked.

The Harrow GM wrote:
Krulg - Are you sure that you won't get sick of playing a comically stupid character? Alternately, is that something about this character that you see changing?

Every party should count themselves lucky to have a 'Grog Strongjaw'! It's a shame Krulg and Juventis are fighting for the Champion slot.


I should find out if I am accepted for the other campaign on the 15th, which will give me a few days to write up my submission fully. I already have he crunch done, and a lot of ideas for the background, would just need to write it up proper.


The Harrow GM wrote:


@Lorien Lightbringer - There are a few minor math-related errors on your sheet, as far as I can see. I don't really care to correct these pre-game, since I can clearly see what you're going for mechanically.

However, you do need a backstory and a mythic destiny in order to be considered! I look forward to reading them.

Also, a small thing - only 95 pounds at 5'7"? That's pretty underweight! Really severely underweight!

I wrote the backstory and changed the size down to 5´01"

Should work better now. She will follow the path of the heirophant, I will write a bit about it later.


I've changed my profile to reflect all the above but rather than making you hunt through it all I'll also just answer your questions here :-)

The Harrow GM wrote:


Setan, Maker of the New - Overall, looks pretty good! You've given me just about everything that I looked for. I have a couple of small notes:

Where did Setan acquire his dragonhide breastplate? That's a pretty rare kind of item and it could have some srs story implications if you chose to have them.

The dragon hide breastplate comes from a dragon that was allied with the cult responsible for the death of his family.

Quote:

How many people do you see traveling with Setan? What is their makeup and disposition?

The Shoanti are all fairly young people, some with families and children. A couple of elders accompany them.

I didn't want to put numbers in there since I'm not sure what would be reasonable. Ideally, something like a couple of dozen in total but I'm good with whatever you think good.

Note - I view these MUCH more as liabilities than assets in game terms :-). Far more people I have to protect and lead than a source of power. Although conceivably I'd take the leadership feat at some future point if things go in that direction.

Quote:

Was Setan bullied? I'm not seeing mention of that in his backstory to explain the reactionary trait.

I missed the flavour implications on that. It really does NOT fit, he was NOT bullied as a child. I've swapped the trait for Dedicated Defender which fits far better

Quote:

Why does he wear such an eclectic/eccentric outfit? Does he just think it looks fly, or something?

This is largely there as a visible manifestation of his desire to blend two cultures. I wanted there to be something that was clearly NOT traditional Shoanti about him. Totally subconscious from the character point of view, of course.

Quote:

While PCs have maximum hit points, that does not apply to player companions (cohorts, phantoms, eidolons, animal companions, etc). Player companions get PFS standard HP for each HD and don't get a maximized HD. That would give your companion 32 hit points.

Fair enough. Fixed.


Hmmm... dotting to look at harder later.

Might as well roll as I'm mulling things over.

Stats: 4d6 ⇒ (2, 4, 5, 4) = 15 13
Stats: 4d6 ⇒ (1, 4, 6, 1) = 12 11
Stats: 4d6 ⇒ (4, 3, 4, 4) = 15 12
Stats: 4d6 ⇒ (2, 5, 3, 1) = 11 10
Stats: 4d6 ⇒ (6, 5, 1, 3) = 15 14
Stats: 4d6 ⇒ (3, 4, 6, 2) = 15 13

...Well that's rather meh. Let's see, that's... a 14-point buy? So one short of 15-point? XD If I'm right that's a re-roll.

Stats: 4d6 ⇒ (2, 3, 3, 4) = 12 10
Stats: 4d6 ⇒ (2, 6, 5, 5) = 18 16
Stats: 4d6 ⇒ (4, 1, 1, 1) = 7 6
Stats: 4d6 ⇒ (3, 4, 6, 4) = 17 14
Stats: 4d6 ⇒ (6, 6, 1, 4) = 17 16
Stats: 4d6 ⇒ (6, 4, 1, 5) = 16 15

Well, other than that six, a good set. And the six could make for an... 'interesting' disability. More to mull over.


If a newbie to PbP may apply, I will do so =^^=


GM, are you ok with a character starting at Middle Age?

I have an idea for a character who used to be the Big Bad Evil Guy of some other adventure, but who ended up having a crisis of conscience and vanishing into the Stolen Lands to get away from his former life.

I want to make sure the use of Age mechanic stat adjustments (and playing a reformed villain) is alright before I sink a bunch of time into building the character.


@Simeon, Waskally - True, the Big Dumb Barbarian is as class of a trope as it gets! Thanks for your answers, Simeon.

@Lorien Lightbringer - Thanks for the extra stuff. It looks nice, I like it. I'm getting a real "Maria from the Sound of Music" vibe from her. I only see one problem - I really don't see her, or nuns in a monastery, as Desnan. Desna is the goddess of travel and dreams. I can't really see them holing themselves up in a monastery.

Might you consider being a Shelynite or a Sarenrite instead? Or perhaps Iomedae or Vildeis?

@Setan - Thanks for your answers! Of course the Shoanti settlers will be a liability :) That's what makes the characters leaders! They stand in between their people and danger! I consider you complete, thanks.

@Bloodpaw - Of course newbies are allowed! As long as your character's good :D

@Doomed Hero - Age mechanics totally allowed to play with. I like the idea of a redeemed Big Bad :)


Thanks for the prompt answer! Here we go-

4d6 ⇒ (5, 5, 1, 1) = 12 11
4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (2, 6, 1, 1) = 10 9
4d6 ⇒ (5, 4, 5, 2) = 16 14
4d6 ⇒ (6, 4, 4, 5) = 19 14
4d6 ⇒ (4, 6, 1, 3) = 14 13
That's less than 15. Lets try again.

4d6 ⇒ (5, 3, 6, 2) = 16 14
4d6 ⇒ (3, 2, 5, 4) = 14 12
4d6 ⇒ (3, 5, 5, 6) = 19 16
4d6 ⇒ (2, 4, 1, 5) = 12 11
4d6 ⇒ (6, 5, 3, 5) = 19 16
4d6 ⇒ (5, 5, 6, 1) = 17 16
Much better


@Something Wicked - Sorry, I just realized I missed you! I'd prefer that you not take that trait. If you want magical trapfinding, dip a level in a class that has it!

Archmage: Ishana Tamanna (half-elf brown-fur transmuter)
Champion: Juventis Axilla-Cailean (human (Chelish) mighty godling), Krulg (human (Kellid) barbarian 3/gunslinger (gun scavenger) 1)
Guardian: Setan, Maker of the New (human (Shoanti) druid)
Heirophant: Lorien Lightbringer (human (Brevic) cleric (herald caller))
Marshal: Trace Maru (human (Hermean) oracle of battle)
Trickster:

Interested Dots:

- Daedalus (something science-y archmage?)
- Hotaru of the Society (android bard/aegis)
- Fenris105 (a gathlain druid)
- Ouachitonian (a eldritch archer magus)
- chunky04 (a gnome investigator Trickster)
- Paul D Jackson (a Guardian druid)
- Doomed Hero (redeemed BBEG)


Hmmm... how would you feel about a lizardfolk? They were in the (Paizo) Advanced Race Guide, so they're technically not a third-party race. I'm thinking of playing with the tension between progress and tradition, having my character feel that the lizardfolks' traditional scorning of mammal advancements is dooming them in the long run, but also feeling that what he's seen of 'modern' society is flawed and wishing to keep as much as he can of his own traditions in response.


Almonihah wrote:
Hmmm... how would you feel about a lizardfolk? They were in the (Paizo) Advanced Race Guide, so they're technically not a third-party race. I'm thinking of playing with the tension between progress and tradition, having my character feel that the lizardfolks' traditional scorning of mammal advancements is dooming them in the long run, but also feeling that what he's seen of 'modern' society is flawed and wishing to keep as much as he can of his own traditions in response.

Lizardfolk are allowed, as they are a Paizo race. And! They're native to the Stolen Lands. Specifically, the rivers and lakes in the Kamelands.


TheWaskally wrote:
It's a shame Krulg and Juventis are fighting for the Champion slot.

Agh, certainly is. I have a feeling it'll be stiff competition though!


4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (3, 3, 5, 1) = 12
4d6 ⇒ (1, 4, 5, 5) = 15
4d6 ⇒ (3, 2, 2, 2) = 9
4d6 ⇒ (2, 4, 1, 1) = 8
4d6 ⇒ (6, 5, 4, 5) = 20

Reroll

4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (4, 1, 5, 5) = 15
4d6 ⇒ (1, 3, 2, 1) = 7
4d6 ⇒ (6, 2, 3, 2) = 13


Out of curiosity, can the weapon/armor bonuses from ABP be applied to ranged touch attacks (spells) and Mage Armor? It won't make any real difference in my character, just wondering.


@Nikola Tesla - ABP cannot be applied to those things (likely because the thing they replace do not give a way to increase mage armor or ranged touch attacks either). You can apply the armor bonus to clothing, though. However, that doesn't stack with mage armor.


So here's Fenris105's character, Nilehtah the somewhat ditzy fey with a heart of gold. Still working on ironing out a few things but this should be most of it. I would be taking the Heirophant position if chosen. Description and such is in the profile, I can expand the Backstory if need be I was enjoying writing it so much that it kind of ran away from me.
Here's a summary for easy access

summary:

1. I want to see a description of your character's appearance. How do they dress? What facial expression are you likely to see if you glance at them? How do they carry themselves? How do they want to be perceived?
Nilehtah dresses in a veriety of clothing made frome leaves and vines, including armor. She generally has a very happy smile on though she wears her heart on her sleave so it's easy to see if she's sad or unhappy. She carries herself much like a young girl would, frequently skipping along or swinging her feet off the ground while seated. Honestly Nilehtah doesn't care much how people persieve her, though she does get upset when her offers to help are turned down due to her seeming to young.

2. I want to see a description of your character's personality. What are their core motivations? What are their most important moral beliefs? What are their flaws, their quirks? Do they have any important favorite things or hobbies?
Nilehtah is all about stories and legends. She love a good story whether heard second hand or watching it play out. She will frequently trade potions that she's made for a story and a meal. I think reading her backstory is really the best way to understand her quirks as i don't know if I have the words to explain. Maybe ADD chipunk on caffeine is the best way to explain it haha. her major flaw is that she's extremly gullible, as long as it's a story she'll believe just about whatever someone tells her.

3. I want to see a narrative backstory which answers the following: Where was your character raised? What was their upbringing like? Where did they learn their class' skills? Is your character religious? How did that come about? If your character is not from Brevoy or the Stolen Lands, why did they travel there?
So this is a tough one for obvious reasons, them being summed up in one word, FEY. As far as I can tell Gathlains pop out of the ground fully grown. Her current backstory is something of a sum up of her life from her point of view, starting when she came to the material plane. Let me know what you think and I'd be more than happy to addto/revise it, it was a blast to write.

4. What is your character's position in society? By nature, most adventurers are outcasts in one way or another. However, these characters will be at the forefront of their society. As such, they must begin by being part of it. Is your character a farmer? A local priest? An itenerant minster?
Nilehtah is mostly an outcast because she's constantly moving around and it always takes a while for people to stop seeing her as 'that eccentric little fey' and more as a potentially helpfull and expirienced druid. The best way to describe her would be as a traveling healer and potion maker.

5. If they survive, your character will realize their destiny and ascend to something greater than a mortal hero. What is it that gives them that destiny? Perhaps they perfectly embody a leadership-related concept. Perhaps they're the child of a diety. Perhaps they're a mad science experiment. Perhaps they were trained by one of the heroes who saved the world. Perhaps you, the player, don't know! That's okay too
Nilehtah's real claim to fame is her expirience. She has traveled with and been friends with numerous incredibly powerful and important people but never really done much herself, kind of like that little fairy that follows Link around but doesn't really do much, but now she's stepping out onto the stage herself and is ready to rock the boat.


@Nilehtah - I have some mechanical notes and some fluff clarification questions.

How did Nilehtah travel from the First World to the Material Plane? Other than 'the first 25 years were boring', how was the experience of being in a different dimension?

The Beast of the Society trait is for members of the Pathfinder Society. Is Nilehtah a member of the Pathfinder Society?

The Hedge Magician trait says that she apprenticed for a time under a crafter of magical items. I'd like to hear about that.

A character's 'mythic destiny' isn't really 'what is it that makes that person special?' but 'why is this character greater than everyone else?' Think of characters like Theseus, Luke Skywalker, King Arthur, Jesus, Thanos, Superman, or the Highlander. These characters are mythic in scope, and they have a correspondingly epic reason for being so.

Druids get a +2 bonus to Knowledge (nature) and Survival. Also, not all characters with a Fly speed get a +8 bonus. Gathlain have a poor maneuverability, so they actually get a -4 penalty. Small characters get a +2 bonus to their fly speeds. Thus, Nilehtah's Fly bonus should be +8.

Nilehtah has one too many background skills and she doesn't have feats.

Why is Nilehtah a druid? Is Nilehtah religious? If so, how?

If most people don't accept her because of her fey nature, why is it that this group that she travels with now does?


I think ill be going for a marshal build. not sure what. still looking at everything. a lot to look at


Hope this is okay then as Marshal and maybe even Ruler

Silith:

Silith
Female nagaji death mage 4 (Pathfinder RPG Bestiary 4 199)
NE Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 39 (4d8+12)
Fort +4, Ref +4, Will +6; +2 vs. mind-affecting effects and poison
Defensive Abilities deny death
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 switchscythe +6 (2d4+8/×4) or
. . dagger +5 (1d4+5/19-20)
Special Attacks reap
Death Mage Spells Prepared (CL 4th; concentration +8)
. . 2nd—false life (2), remove paralysis (DC 16)
. . 1st—grave shield (2), obscuring mist (2)
. . 0 (at will)—detect magic, disrupt undead, read magic, stabilize
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 18
Base Atk +3; CMB +5; CMD 18
Feats Persuasive, Power Attack
Traits fate's favored, hard to kill, naga emissary (jalmeray)
Skills Bluff +11, Diplomacy +14 (+12 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +13, Knowledge (history) +7, Linguistics +7, Perception +3, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7; Racial Modifiers +2 Perception
Languages Aklo, Common, Dead, Draconic, Giant, Nagaji, Sylvan, Vudrani; voice of the dead
SQ death bond (fetish), fetish powers (deadly blow, warding spirits), pale road (reaper mage), pride, resistant, serpent's sense
Other Gear mwk mithral chain shirt, mwk switchscythe, dagger, ring of undetectable alignment, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 520 gp
--------------------
Special Abilities
--------------------
Deadly Blow (Su) +1d6 melee damage against attuned targets.
Deny Death +4 (-16) (Ex) You gain +4 hit points. You don’t die until you reach -16 hp.
Fetish Personal magic item with powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Reap +4 - +1d6/+2d6 (7/day) (Su) Your attack gains +4 to hit and +1d6/+2d6 to damage. Undead: count as magic for DR.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Voice of the Dead (Su) Gain common language with any dead/undead.
Warding Spirits +4 (Su) Gain +4 luck bonus to AC against attuned targets.

Story/Personality:

She is an emissary from the Nagaji tribes, but also one of their death priests, performing rites to those that have died, making sure that their spirits go to the afterlife, and hopefully find rest and peace there. Being born of High Blood, she has a certain degree of pride, one needs to pay respect to be respected. She can get angry quickly if her status is put under fire. But before then, her words are sweet and gentle. She is like raging fire covered in ash, dig deep enough, and you will be burned


@The Harrow GM
I think I will go with Sarenrae, then. I will rewrite a bit of the backstory, so that she will be more of a medic.


@Bloodpaw - It's a good start, conceptually. I only see two problems with the character sheet, assuming that the attack line is calculated using Power Attack. Your PC has max hit points, which means they should have 44 hp. Also, where did you find the ring of undetectable alignment? I don't see an item called that.

EDIT: I just double-checked your rolled ability scores, which were 16/15/14/13/11/6. However, I don't see how you got this:

Str 17
Dex 14
Con 14
Int 10
Wis 12
Cha 18

Please show me.

Also, you have not answered these things:

GM wrote:

1. I want to see a description of your character's appearance. How do they dress? What facial expression are you likely to see if you glance at them? How do they carry themselves? How do they want to be perceived?

2. What are their core motivations? What are their most important moral beliefs? What are their flaws, their quirks? Do they have any important favorite things or hobbies?

3. Where was your character raised? What was their upbringing like? Where did they learn their class' skills? Is your character religious? How did that come about? If your character is not from Brevoy or the Stolen Lands, why did they travel there?

4. If they survive, your character will realize their destiny and ascend to something greater than a mortal hero. What is it that gives them that destiny? Perhaps they perfectly embody a leadership-related concept. Perhaps they're the child of a diety. Perhaps they're a mad science experiment. Perhaps they were trained by one of the heroes who saved the world. Perhaps you, the player, don't know! That's okay too.

5. what is your PC looking for in the Stolen Lands? For most commonfolk, what they're looking for is enough land to farm, some livestock to breed, and some miles in between them and the gub'ment or their past. What's your character's reason?

In addition, as the Marshal, your character's party role is to provide support and leadership for the rest of the party. I don't see that as your character's mechanical niche. How do you see your character filling the Marshal role, rather than another (like the Champion)?


I messed up on the INT and WIS, i was called away and forgot to edit those. it should be int 9 and wis 6

The ring is a custom built item that was added to my herolab. i apologise for that.

For marshal, spells are a bit limited atm, but i will supply battle control spells and buff/debuff spells, leadership with high charisma and appropriate social skills

I will answer those when i am back home again. thank you for the feedback


Bloodpaw wrote:
The ring is a custom built item that was added to my herolab. i apologise for that.

By the magic-item-creation rules, a ring of undetectable alignment would cost 6,000gp (spell level 2 x caster level 3 x 2,000gp for an at-will ability). That is too expensive for a character to start with.

Ok! I'm looking forward to it.

Oh, also, Silith is not proficient with switchscythes and so takes a -4 to hit with them.


I know GM said I was complete, but I wanted to do more tinkering. Added the information I updated with GM, and organised / updated a few minor things.

Crunch:

Ishana Tamanna
Female half-elf arcanist (brown-fur transmuter) 4 (Pathfinder RPG Advanced Class Guide 8, 77)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 32 (4d6+8)
Fort +4, Ref +4, Will +4; +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +5 (1d4+3/19-20)
Special Attacks arcane reservoir (6/11), arcanist exploit (potent magic[ACG]), consume spells, hardened fists
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 4th; concentration +9)
2nd (3/day)—burst of radiance (DC 17)
1st (6/day)—color spray (DC 16), grease, mage armor
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 20, Wis 9, Cha 17
Base Atk +2; CMB +4; CMD 16
Feats Eldritch Heritage[UM], Eschew Materials, Skill Focus (Disguise), Spell Focus (conjuration)
Traits calistrian courtesan, seeker
Skills Bluff +10 (+11 vs. humanoids), Diplomacy +10 (+11 to gather information, +11 vs. humanoids), Disguise +13, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +0, Sense Motive +0
Languages Aklo, Common, Draconic, Elven, First Speech, Hallit, Sylvan
SQ elf blood, illustrious urbanite, perfect, powerful change +2
Other Gear dagger, handy haversack, sleeves of many garments[UE], arcanist starting spellbook, backpack, bedroll, belt pouch, disguise kit, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 727 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hardened Fists (6 rounds/day) (Su) Natural unarmed or claw attacks deal damage as if one size category larger.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Backstory:

Most children know their birthplace, or even their birthday, but Ishana knew none of those things. Found on the doorstep of a Calistrian Temple in Kyonin as a newborn, Ishana grew up as an orphan, not knowing who any of her parents were, or even why she had been left alone.

Like many elves, Ishana possessed strong arcane power, even as a young child. Her branch of magic was a little different than the norm however, combining innate power from her unknown bloodline, but her magic also responded to magical study, where a traditional wizard’s strengths might lie, giving Ishana a little of both worlds. Ishana instinctively knew how to wield her unique style of magic, sometimes better than her peers, something that caused no small amount of envy. As someone who lacked parents, as well as her half human, half elf heritage, she was frequently the target of some minor bullying, occasionally cruelly teased that she must have been an accident or unwanted child. These insults always distressed Ishana, and she frequently petitions the priests and priestesses of the temple for divinations, but unfortunately nothing turned up.

In the absence of any guardians, Ishana grew up in the temple, calling it a ‘home’ of sorts. Life in the temple was fairly pleasant. As a centre of religious worship, Ishana ended up learning quite a bit about the various religions in the area, their customs and duties. Despite being knowledgeable about religion, as well as growing up within a Calistrian Temple, Ishana herself was not especially religious, but still felt a sense of obligation to the Church for taking care of her, providing shelter, a religious education, and general care. In return gratitude, Ishana would help out wherever she could in the Temple, and as she grew older, even worked as a courtesan for a brief time in order to repay a debt she felt honour bound to make up.

As very little was known about how exactly Ishana’s style of magic worked, her arcane tutors would frequently push Ishana into adopting the ‘right’ way of using magic. Particularly horrible teachers would even set lower benchmarks for success due to her half human heritage despite Ishana being fairly skillful for her age. Being rather headstrong, Ishana always resisted this, subscribing to the view that flexibility and an open mind were far more important than sticking to tried and true traditions. Some teachers were even worse however, and would give condescending smiles whenever she achieved something, as if it was some miracle she could handle the most basic of spells. One day, after a long argument with a particularly irksome tutor the day previously, Ishana skipped her tutoring and instead attempted to take martial combat lessons, purely to spite her teacher. She learnt that wasn’t particularly good at swinging bits of metal around (lack of practice and skill made her pathetic with anything bigger than a dagger) but it was the principal behind it – that she could (and would) do anything she could set her mind to.

Whenever the bullying or unrealistic expectations became too much, Ishana would adopt a disguise and slip away into the vast forests, watching the wildlife and nature around her. She liked transmutation magic for its ability to turn something into something else, and longed to be like the nature loving druids who could transform into anything they set their mind to. Once, she had even asked an old elder who had druid magic if he would teach her, but apparently she lacked the proper mind-set – and regardless, divine nature magic did not come easily to her.

As time wore on, and her arguments with her tutors grew more common, Ishana began to realize that she wouldn’t quite fit in where she was. She didn’t want to conform to anyone’s expectations, and in fact hated doing so. She wanted to be free, changeable, to forge new paths and new branches of magic, a forward thinking focus. She heard that the Stolen Lands were being settled, and decided that working alongside such settlers, with an eye on the future and positive change would be a definite improvement (albeit a challenge) that she could look forward to. Despite trying to be sociable, Ishana lacked friends, so when she made the decision, it was an easy choice to make. She took a moment to bid farewell to the temple that had sheltered her for much of her early life, and then she set up towards an uncertain future.

Appearance and Personality:

Ishana is a 21 year old, olive skinned, half-elf of medium height and build, with long flowing brown hair, and chocolate brown eyes. While some arcane students preferred to stay indoors and study, Ishana split her time indoors and out, leaving her skin lightly tanned, and her build being slim, but slightly muscular, due in no small part to her time spent rolling around in the dirt trying (and failing) to learn swordplay. Ishana loathes armor, finding it heavy and restrictive, but also shuns long flowing robes and being absolutely impractical. Therefore, she tends to favor light, tighter fighting clothing (being slightly better for combat and travelling in the wilds) that isn’t overly movement restricting. She isn’t above putting on something a little more daring, such as something more fashionable on occasion, but finds such things rather few and far between. She wears standard boots for footwear, and usually forgoes any jewelry. Her hair she likewise keeps unbound, again, hating keeping it tied up.

It is worth noting that the above description is Ishana’s natural form, unadjusted by disguises or makeup. As someone well trained in the art of trickery and deception, as well as someone suffering from casual bullying in her past due to her heritage, Ishana has a talent for looking like someone else. For Ishana, appearance is like a change of clothing, something to be discarded or changed from day to day depending on the situation or mood. It is not uncommon for Ishana to portray herself as a full blooded elf, or alternatively a full blooded human, making use of her dual heritage in order to change things up.
Ishana’s penchant for Disguise is mostly driven by her strong desire to stand out in a crowd. Some might call it shallow, but Ishana merely wants to celebrate differences rather than hide them. She could show up to a high society event in something scandalous, or she could equally wear a unsuitable dress in the forest. She does temper this desire with practicality in all her choices regarding appearance, but the aim is to be different and to celebrate that. Sometimes it gets too much for her, and she defaults back to ‘blend in’ disguises if she has had enough and wants to avoid people, effectively ’shutting out’ but otherwise she tries to be as daring as possible. She is however, respectful of people’s customs, and tries to avoid be rude for the sake of rudeness.

Despite wanting to stand out, Ishana takes care not to offend others in her choice of appearance. She is always polite, and tries to carry herself elegantly at all times, and has mastered the art of a quick and easy smile to set concerns at ease.

In terms of core motivations, Ishana hates tradition, and loves change. She likes creativity and freedom, and to be expressive. It’s precisely this fact that drew her to transmutation magic as well as her unusual branch of transmutation magic she is working on (ie her ability at higher levels, which lets her defy the norm and polymorph other people in addition to just herself). She wants to go to the Stolen Lands to both start fresh and orchestrate change. She will (in future) want to set up a school for arcanists to learn about their magical talents, as well as for anyone wanting to learn her style of transmutation magic. She wants to create a place where people with mixed heritage, or who just don’t fit in to be welcome without worrying about misfortunes of birth. Ishana knows that this is somewhat of an idealistic dream, something that has been frequently tried and failed, but still feels the goal or vision itself is worth pursuing.

Unfortunately, Ishana does have a few significant flaws. Somewhat ironically for a person that loves disguise, Ishana still focuses on superficial appearance. Her desire to stand out means she is more likely to portray herself as someone attractive rather than ugly when using disguise magic, and always attempts to show poise or bearing of someone of a higher upper class than usual. This isn’t a rule per say, but takes conscious effort for her to break this pattern. Quite why she struggles with this is difficult to say, but probably has something to do with being an orphan, without parents she feels the need to play a role more superior to herself which ironically doesn’t make her all that different. Ishana also has a passionate temper. Someone forcing her into a stereotype or pigeonholing her in some way immediately earns her ire (and probably a desire to show them up / prove them wrong at earliest opportunity).
In terms of any eccentricities, Ishana is a huge history buff. Her fascination with her own bloodline means that she is an expert in lineages, lines of succession, significant historical events, and so on. She would (at some stage) want to build a library of some description once the Stolen Lands are settled, as part of her thirst for knowledge, but its mostly been driven up until now by a desire to learn her parentage, something she has utterly failed at.

Society:

In looking at where Ishana fits in society, she fits into some sort of awkward category between a historian/library/scientist. She is an arcane caster, but is very individualistic and therefore wouldn’t have much of a guild connection. Likewise she loves nature but would be a terrible scout, being rather unobservant. Growing up in a religious temple, she knows rather a bit about deities, customs and duties, and yet possesses to divine spark of her own. Eventually, she will look to transition her knowledge into leadership, and/or diplomatic relations but at this early stage, she isn’t quite there yet.

Destiny:

Ishana will take the Archmage Mythic Path, and I foresee her mythic power coming from her bloodline. Quite where that bloodline fits in, I haven’t quite decided yet as her unknown parentage means she has a large number of possible opportunities as to how exactly her bloodline ties into her mythic power. I rather like the child of deity angle as a possible option since it would explain why Ishana has been utterly unsuccessful about learning about who her parents were, but seeing as Ishana has no idea who her mother or father is / are or what happened to them (or even why she was abandoned) there is a lot of flexibility. I’m hoping that her quest for answers (and repercussions) unfolds over the course of Ishana’s life, as it’s driven quite a lot of her decisions and personality up until now.


All right! Now I just have to decide on what class he's actually going to be... it all depends on where I'm willing to stick that 6. I kind of want to put it into Dexterity, but being that vulnerable to bullets sounds like it might be a bad idea in this campaign... it's probably going to end up in Wisdom or Charisma, since I don't really feel like building a primary spellcaster.


Yuki:

Yuki
Female kitsune unchained rogue (kitsune trickster) 4 (Pathfinder RPG Advanced Race Guide 193, Pathfinder RPG Bestiary 4 175, Pathfinder Unchained 20)
CG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 40 (4d8+8)
Fort +3, Ref +7, Will +0
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +6 (1d6+3/18-20) or
. . dagger +5 (1d4-1/19-20) or
. . sap +5 (1d6-1 nonlethal) or
. . bite +5 (1d4-1)
Ranged shortbow +5 (1d6-1/×3)
Special Attacks sneak attack (unchained) +2d6
Spell-Like Abilities (CL 4th; concentration +8)
. . 3/day—dancing lights
Rogue (Unchained) Spell-Like Abilities (CL 4th; concentration +8)
. . At will—minor magic
. . 2/day—major magic
. . 1/day—charm person (DC 15)
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 13, Int 16, Wis 6, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Fox Shape, Persuasive, Realistic Likeness[ARG], Weapon Finesse
Traits charming, reactionary
Skills Acrobatics +9, Bluff +14 (+15 vs. characters who could be attracted to you), Diplomacy +16 (+17 vs. characters who could be attracted to you), Disable Device +7, Disguise +14 (+24 circumstance to fool others with impersonation), Escape Artist +9, Intimidate +13, Knowledge (local) +10, Linguistics +10, Perception +5, Sense Motive +1, Sleight of Hand +9, Stealth +9, Use Magic Device +11
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, Undercommon
SQ change shape, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gregarious[ARG], rogue talents (major magic, minor magic)
Other Gear mwk mithral chain shirt, mwk rapier, arrows (20), dagger, sap, shortbow, whistling arrow[UC] (20), headband of social competence, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, string or twine[APG], thread (50 ft.), 488 gp, 6 sp, 4 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fox Shape You can take the form of a specific fox, as beast shape II.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs. further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Major Magic (Vanish, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Yes i know its a rogue, but she is going to be the socialite, commander effect. I looked at marshal mythic powers, this will fit if she is chosen to be the ruler

small intro:

Due to what she is and before her shapeshifting manifested to its fullest, she was bullied by a lot of people. Mostly kids her age group. As she grew up, instead of wanting revenge, she decided to try and make those who felt worthless less so, and make them feel like she would have liked to be treated when she was growing up. Going to the new lands made it worthwhile in the sense that she will leave all the bad memories behind and start life a new and hopefully, for the better, not just for herself, but also for the people around her


@Bloodpaw - Leaving behind the nagaji character?

Well, just answer all of the questions on the first post. Until you've done that (with whichever character you're applying with), I won't consider your submission complete.

Also, Yuki's Dexterity should be 2 higher because of racial ability modifiers.


The Harrow GM wrote:

@Bloodpaw - Leaving behind the nagaji character?

Well, just answer all of the questions on the first post. Until you've done that (with whichever character you're applying with), I won't consider your submission complete.

Also, Yuki's Dexterity should be 2 higher because of racial ability modifiers.

Okay, will do, and thanks, i missed that


1: 4d6 ⇒ (5, 1, 2, 4) = 12
2: 4d6 ⇒ (2, 4, 5, 1) = 12
3: 4d6 ⇒ (5, 3, 6, 6) = 20
4: 4d6 ⇒ (6, 3, 5, 1) = 15
5: 4d6 ⇒ (2, 6, 3, 4) = 15
6: 4d6 ⇒ (1, 5, 6, 3) = 15
Im just going to see what I end up with initially.


Questions Answered:

Fluff Requirements

1. I want to see a description of your character's appearance. How do they dress? What facial expression are you likely to see if you glance at them? How do they carry themselves? How do they want to be perceived?

Yuki is a kitsune. A desert kitsune to be precise. Light brown, desert colour fur. One of her more distinct features is her eyes. One blue, one green. Even in her fox shape, this is evident. So those who know her well will often be able to discern that it is her fox shape they are observing, over a normal fox. She is lithe and agile. She lacks the physical strength most people has, but she makes up for that with charm, wits and fluidness. Her main human form has the same colour hair as her fur, and her Heterochromia eyes. Her skin is light and very few blemishes.

2. I want to see a description of your character's personality. What are their core motivations? What are their most important moral beliefs? What are their flaws, their quirks? Do they have any important favourite things or hobbies?

She sees herself as a kind and good hearted person, though she has the mischievous streak of her race. Making people laugh is something she likes to do. Be it with jokes or pranks. Laughing she finds is a good way to combat the terrible things one can experience in the world. She believes that laughter is the best medicine, and one should strive to spread it around. Through acts of kindness, silkiness or compassion.

3. I want to see a narrative backstory which answers the following: Where was your character raised? What was their upbringing like? Where did they learn their class' skills? Is your character religious? How did that come about? If your character is not from Brevoy or the Stolen Lands, why did they travel there?

She grew up in a very nomadic life, travelling around the desert spaces, visiting towns and trade caravans with her family. Her racial gifts took some time to develop, so often she had to move around in her kitsune form, and that caused a lot of trouble for her. Children, and even adults feared what they did not understand, so she was the target of a lot of disdain and bullying from not only adults, but from her piers as well. This lead her to try and avoid those chasing her, hiding, telling stories to confuse those that were looking for her. As her gifts manifested, she began to use them for better things. A kind word, a random act of kindness, all while not revealing who she was. A stranger helping someone for the sake of helping, often changed the world for someone, and that, that made her smile.

4. What is your character's position in society? By nature, most adventurers are outcasts in one way or another. However, these characters will be at the forefront of their society. As such, they must begin by being part of it. Is your character a farmer? A local priest? An itinerant minster?

With each passing day she began to work her way into society as someone who is there to help. Kindness was its own reward, as happiness was in a way a drug to her. As such, she became someone people adored and often looked at to help quell arguments and misunderstanding without resorting to violence

5. If they survive, your character will realise their destiny and ascend to something greater than a mortal hero. What is it that gives them that destiny? Perhaps they perfectly embody a leadership-related concept. Perhaps they're the child of a deity. Perhaps they're a mad science experiment. Perhaps they were trained by one of the heroes who saved the world. Perhaps you, the player, don't know! That's okay too.

As to her destiny, she has no idea what the Fates have in store for her.


BloodPaw wrote:
Questions Answered...
GM wrote:
Where was your character raised?

By this, I mean specifically: where on the map is your character from? What country? What city, if they are from a city?

GM wrote:
Is your character religious? How did that come about? If your character is not from Brevoy or the Stolen Lands, why did they travel there?

As a world with dozens of empirically real gods with a direct impact on the world, religion is important to nearly everyone in one way or another.

Also, your motivation for being at the starting line for the campaign is important.

GM wrote:
What is your character's position in society?

By this, I mean what is your character's job? Everyone must do something in order to survive.


GM Questions Answered?:

1. Would Osirion be okay? That area looks like a complete desert

2. Picoperi seems apt

3. Diplomat/Mediator


@Bloodpaw

Questions:
1. Osirion is indeed a desert. If she is from Osirion, she should have some Osiriani flavor, which is essentially Fantasy Egypt. She should also know the language.

2. How did Yuki come to follow Picoperi?

You also did not answer this one: If your character is not from Brevoy or the Stolen Lands, why did they travel there? Osirion and Brevoy are quite far from one another.

3. Who does she work for? Or at least, who has she worked for, because obviously going to settle unclaimed land is something of a career change.


Doomed Hero here with the first draft of my submission.

Mechanically, he's an Antipaladin Guardian.

Marcus is a bad guy trying to reform. He's left behind the life of being a final boss of the dungeon crawl and has become a doctor working on the fringes of civilization.

Marcus is charismatic, tanky, and surprisingly good at healing. He's also absolutely terrifying when he needs to be (though he really tries to avoid pulling that particular tool out of the toolbox). At this point his conscience is mostly the influence of the spirit who lives in his head. To his credit, he does listen to her. So, while his impulses are still quite villainous, his actions usually aren't. Much to his chagrin, he's become something of a local celebrity. Since he doesn't charge for his services and doesn't ask questions, he's become the go-to healer for the poor and the less-than-honorable.


@Marcus - Looks good! Good backstory, good description, good motivation. You missed the "+1 to any ability score of your choice" from level 4, but other than that I didn't notice any major mechanical mistakes.

Where do you see him going mechanically? I don't think I have to tell you that Smite Good won't see a terrible amount of use in this campaign unless you seek it out, and Marcus can't truly commit Good acts without losing his antipaladin abilities.

How do you see him getting along with what will probably be a party of relative do-gooders? Why would he start adventuring again and leave his simple life?

Do you have a notion for his mythic destiny? A blessing from Sarenrae, perhaps?

Since the Stolen Lands' current humanoid population level is essentially a handful of scattered homesteads and a few bandit hideaways, plus the town of Varnhold (pop. ~400), I see him living in an isolated shack and spending his time roaming around the mountainsides looking for people to help. Is that an accurate image?


Oops! Guess I have a higher Strength now. Thanks for catching that.

Mechanically, I'm aiming for being the guy who takes the damage for others, whether through being the biggest target, life-link healing, or redirecting attacks meant for allies with Guardian abilities. In the more distant future (10th level and beyond), Marcus will end up with quite a few minions.

I thought about the Smite Good problem. Frankly, It's an ability I don't want. I need a viable replacement though, or I'm going to really fall behind the curve on damage.

Here's my proposal- You let me take Oath of Loyalty and Hospitaler. That fits my themes better, gets rid of Smite Good and gives me a decent amount of Channeling. Combined with a Conductive weapon or Channel Smite, that the extra channeling should compensate for the loss of Smite.

At some point I am going to gain access to Beyond Morality (3rd tier mythic general path ability). At that point I'll pick up Versatile Channeler to boost my healing abilities (and also complete my journey away from being an evil person. It's the first big milestone of my plan for the character)

As far as my Mythic Destiny goes, I'm currently a focal point in a metaphysical argument between two gods, and I have an Efreet living inside me. I figured that the Mythic-ness might occur as an unexpected byproduct of all that power. It could also be explained as a Wish granted by my Djinn friend. A blessing from Sarenrae is also certainly a possibility. I plan on taking levels in Evangelist starting at 6th level, so it could have something to do with that.

You assessment of Marcus' starting situation is spot on. I'm not really sure how he'd join the party. Perhaps they have a reason to seek him out? Something to do with disease, or a severe injury? I'm open to suggestions.


Aisha is submitted for the approval of the Midnight GM. She is an Aegis (Trailblazer) 3, and a Bard (Chronicler of Worlds, Studious Librarian) 1.

Aisha is a Trickster/Guardian. I could see Aisha going in either direction, really! Possibly both. Her primary focus will be on all of those things that you listed for Trickster, but also on the knowledge aspects inherent in Guardian. So let’s call her a Trickster for now!

Backstory:
Awakening in Drezen was not the strangest of things, but neither was it commonplace, in that Aisha could not recall having ever awoken anywhere, let alone, could it recall any place called Drezen…

Aisha was ‘born’ in a Pathfinder lodge tucked away within the walled city of Drezen, though born is an operative term, as Androids are not born as such. The android’s previous incarnation, also Aisha, had lived and worked with the Pathfinders until she had reached the centennial mark which would ordinarily spell the end of an android’s life. Due to their position in life, this was simply understood as something that would happen, yet the end of one person’s life left many things unfinished, and worse… left one person with no place in life.

Aisha’s body had shifted and settled into a different form than its predecessor, a cold comfort for those who had known Aisha in its past life - at least they wouldn’t confuse the newcomer with their old friend, but this left a great gap: An adult android, fully realized, and fully capable of life… but without one. Taking the path of least resistance, Aisha began to learn.

The first three years of Aisha’s life was spent in the libraries tucked away in the lodge. While Aisha was technically not the Aisha, Aisha technically had a membership with the Pathfinder Society and as such, enjoyed specific advantages, such as access to the books housed within - at the very least, those that were not banned from impersonal use by the lodge’s proprietor. Aisha had been introduced to its first, and greatest joy: knowledge. The young android’s mind did not distinguish between genres or topics, but instead simply absorbed as water to a sponge. This could have perhaps gone on for a lifetime, Aisha simply becoming a scribe and continuing to grow laterally, had it not been for the happenstance discovery that they made.

Within an unassuming book, a catalogue of herbs and spices, a page had been tucked, one from a very different book, or rather: The notes of someone who had been reading a very different book. The page itself was ordinary, but the prose and descriptions were far more vivid and detailed than anything Aisha had ever read. The page described with careful detail… a balcony. A balcony within the Midnight Isles, tucked within the palace of the Redeemer Queen, herself… if the page were to be believed. And aside from the fiction section, Aisha had never been given reason to doubt any of the tales that it… she had heard.

Though Aisha did not know it, her personal identification as a she had been determined in this precise moment, when she conceptualized the original writer’s voice within her head, and never again was Aisha genderless - this would not be the last time that what Aisha had absorbed would transform her. Aisha did not sleep that night, instead searching through every tome she could find in an effort to find more of this mysterious writer’s notes… but none were to be found. She found nothing for the following week, anywhere within the library. The seed had been planted; the android now knew that there was more in the world than the walls and the pages and the people who needed offhand advice. There was everything to see, and hear, and feel directly. And her first stop was the Midnight Isles.

Or rather, it would have been, if upon reaching the central gate of the Material Plane’s entrance to the Endless Vigil she had not been met with the rebuffing of several Mendevians… and had it not been for the many stops along her self-induced pilgrimage. Travel across Sarkoris was made somewhat safer by her alien appearance which resulted in unusual kindness - or perhaps deference, among the locals alongside the awakening of her nanites. The sojourn across the slowly morphing lands was not entirely safe, but company made it safe enough, and with the lack of safety came new experiences and more importantly, growth.

Were it not for that growth, when Aisha met with her first great hurdle, she likely would have simply tried another avenue, a more dangerous avenue that would not have lead her down this path. If she could not gain entrance to the Midnight Isles to experience this location firsthand, then she would go elsewhere, discover other small wonders and beauties, and write of them. Most of the corners of Golarion had been seen, and those that weren’t… were dangerous. The nearest unmapped land was only a short trip away, however, and happenstance was that the Stolen Lands were looking for heroes to help it be settled… and to Chronicle the untamed world that she found there.

Appearance and Personality:
The pooled silver that floated centimeters above Aisha’s hand seemed to dance, waiting for something, though she didn’t know what…

Whether agile or strong, Aisha’s fashion choices seek to inspire others with either sleek lines or sharp angles, smooth curves or sudden smoothness. She chooses to appear insurmountable, so that others are less likely to approach, or threaten her. Aisha does not have particular fashion sense of her own, instead borrowing from things that have worked for others. While she eats, her mouth sits into a firm, plain line, as though unaccustomed to such adornments as smiles, but her brown eyes show interest, leaping from point to point that draws her interest, often threatening to overwhelm her or drag her into a particularly focused stare - far from disarming - if her eyes alight upon something particularly aesthetically pleasing.

Rarely is she seen without her shining silver astral suit, though when she is, her white hair is long and straight, obscuring portions of her face as if she is hiding. During these times, she seems to become more guarded and less likely to speak as openly, showing an intense discomfort as she refuses to meet others’ eyes. Thankfully, times without her armor are sparse, and the likelihood of situations deeming it inappropriate for her to be without it are few and far between, both in Drezen, and in a caravan.

Her greatest passions are learning, reading, writing… and exploring. Not only is it her dream to be the first to see unusual and incredible locations, she wishes to show those places to the world with exceeding care towards the perfection of depicting those places. Knowledge was meant to be shared, spread. The more one knew about the world, the more bright the world became.

What makes you so special?:
’Why was there a sphinx here? Sphinxes shouldn’t live in Sarkoris…’ she thought, as she began mechanically reciting the dangers she knew the planetouched sphinx to possess.

Most of Aisha’s expertise is in books, her history filled with assorted knowledge on nearly every topic, though… far from indepth. The few things she has managed to focus on are languages, painstakingly learned in order to read more, the crafting of stories and scenes, and a particularly dedicated study on edible indigenous life, and how to find it. Everything else came naturally to her in her time as an adventurer and traveler, writing minor chronicles for the Pathfinder Society once she finally found her footing in the outside world.

Those particular travels and chronicles haven’t borne much fruit, but between cultists and magical beasts, crusaders and overzealous inquisitors, and some particularly nasty festivals in small, secluded towns, Aisha has made enough, or scavenged enough, to make her way forward, always eerily resilient.

Aisha doesn’t worship anyone, finding that many gods are either too narrowly focused or too fickle. She pays more respect to those gods who acknowledge this aspect of themselves - typically the neutral gods, such as Pharasma and Nethys. She does like heroes, though, and won’t be outright sacrilegious - at least intentionally.

The keys to her continued success have been in two forms: Versatility and Survivability. Learning to focus her internal nanites on the process of building a second skin for her that could adapt to the situations at hand helped her survive many dangerous scrapes, usually by outmaneuvering the threat and enabling her allies to bring the threat down while she did so - or pelting them from a safe distance when they failed to focus on her.

The key to her future success lies within a combination of things. Her body dates back to prior to the beginning of the last Crusade, having been exposed not only to the energies that made those heroes into what they are, but also having been exposed to the warping energies of the worldwound and the Archdruid’s terraforming energies themself. Were that not enough, the inquisitive soul that found its way into the android’s body came into contact with the writings of a mythic being, the initial spark that moved her from an ordinary mortal into an extraordinary hero whose pursuit of her art will be folded into her pursuit of knowledge.

Ultimately, Aisha’s desire to truly experience the world, assimilating all that she sees, will result in a Living Book of the Second World… should she live long enough to internalize all that the world has to offer.


Okay, Tesla, while not done mechanically (spells, feats/skills, and gear yet to choose) is done from a story perspective, more or less.
Incidentally, I decided on him being a Hermean runaway (mirroring the real-life Tesla dropping out of college) before realizing there was another Hermean applicant. Should we both be selected, that could be interesting.
Anyway, any feedback?


@Marcus - Thanks for your answers! While normally antipaladins cannot take paladin archetypes, I totally get where you're going with a blend between a good character and an evil one. I like it, so I'll allow it.

Don't worry about the party introduction specifics. That's my job! You're complete, I think.

@Aisha - Thanks for the submission, Hotaru! To be honest, I don't really see any problems with it.

Is she a formal member of the Pathfinder Society? Does she have any aspirations regarding the guild itself, or is it just a means to an end for her?

@Nikola Tesla - Is it possible for you to change one of your character's names? I don't know how I feel about a character named directly after a real-world historical figure. It might feel too anachronistic.

How do you see Tesla getting along with other adventurers? He seems a bit... dangerous and unreliable.

How old is he?

How do you see his personality developing as he ages and makes discoveries?

Let me know when you finish his statblock.

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