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Hiya folks! Chapel here with a brand new recruitment for a PbP game. Some of you may recognize me from submissions past. Well, I’m here today to invite you (well, four of you) to my very first shot at running PbP game.

“First.” That can be a scary word. So let me give a little background about myself. I started with D&D 3.0/3.5 almost 15 years ago and made the move to PF around 10 years ago. I’ve dipped my toes into a few other systems over the years including Savage Worlds, Dark Heresy, and CoC. The thing that has remained consistent is that I have almost always been in the GM seat. A handful of times I have managed to weasel my way into a PC role but, either the game fizzled out, it was PFS, or the GM had a panic attack because he couldn’t handle the stress of preparing for our game. No joke. That happened. I have been a player in a handful of PbP games. Those ether fizzled or (due to a family emergency) I had to drop out.

Anyhow, like most of you here, PbP tends to be much easier on my schedule to play. If you are still interested, feel free to scroll on down and check out my guidelines for creating a submission. I promise, it’s nothing ridiculous like “Roll 3d6-1d4 drop the lowest odd number.”

Character Creation:

-20 Pt Buy
-Race: Most races are fine. Rule of thumb: If you think you have to ask, it’s probably a “no.” Looking at you Svirfneblin.
-Class: No 3rd party. Everything else is fine. If you want to make that Synthesist Summoner you’ve been itching to play, go for it. The only thing I ask is that you don’t ruin the game for everyone else.
-Background skills +1. So, 3 points per level.
-Traits: 3 One must be a campaign trait. Can’t be same category yadaya.
-HP: Max every level.
-Starting Wealth: Max for your class
-Please Spoiler your submissions so we don’t have large blocks to scroll through.

Flavor:

None of these need to be super long. A few sentences.
-Appearance (Feel free to include a picture.)
-Personality
-Give me a brief rundown of who your character was before the campaign. Nothing crazy. You are an amnesiac after all. But that doesn't mean that as a player you have no idea who your character was.

Extra Bits:

-Please read the Player’s Guide. They’re free.
-Plan on posting once a day, minimum. I work 8-5 and check the forums pretty regularly so the game should keep going at a steady pace.
-Don’t worry about creating an alias until you are selected. Unless, of course, you want to.
-What is your Time Zone
-How many games are you currently in/running? This is a bit of a bias but, I’d like to give some people who aren’t in several games already a shot. That’s not to say that if a submission particularly wows me I’m going to pass it over because the player is already running 2 games and is a PC is another. This is more of a tie-breaker.

I want to keep this recruitment open until 7/14/2019.


After a few months away from the forum, I'd be up for this. Should have a submission ready in a couple of days.


Dotting in. Gonna see what I can come up first. :)


I have this Dwarf Idea that's been bouncing around my head for awhile- Dotting


I'd love to play Strange Æons! This would probably be my very first PF PbP game (tried PbP once before on D&D Beyond, didn't end up well), so I hope this will be a somewhat noob friendly game (I still have 17 years of RPG experience, and know PF well enough). I will read the Player's Guide ASAP and come up with a good concept for the campaign.


So I applied recently to another Strange Aeons game with this character and didn't make it. I can tweak the build to make sure it meets your build requirements. However, I know you say most races are fine, but I just want to confirm the Samsaran are allowed.


Dotting. I'm not familiar with Strange Aeons (or Pathfinder really), so I'll read over stuff and see what I come up with.


One question: when you say our PCs will have 3 Traits, do you mean we will also have to choose a Drawback?


Dotting for interest. I doubt I'll be selected but if you don't mind I'd like to lurk in either case.


Race: Android... it's logical!


Dotting for interest. Going to try and get into this one.


Okay... So my initial thoughts on a character concept is to make a Goblin Rageshifter (Archetype for the Shifter class). Thinking mini Hulk with HANGRY issues. :D

More thoughts to come...

EDIT: LOL! Pugnacious will have to be the Campaign Trait for this guy.... just fits too well. :D


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@Kioku Samsaran are fine.

@Diaz Ex Machina No drawback required. I. Am. Just. That. Nice.

@Gabriel XIII Not gonna lie, an android that had its mind wiped would be pretty interesting.

@Delmoth Lurk away, muh dude.


The more I think about this, the more I'm liking the idea.

Here's a little pic of what I figure this goblin rager may look like when 'hulked' out.

Goblin Rageshaper

Edit: I'll get a stat block going when I get home.


Dotting for interest.


Dotting. Thinking an arcane of some sort, wizard most likely. Won't be able to submit until after the weekend though.


Dotting for interest in this one for a Psychic character.


GM Chapel wrote:
No drawback required. I. Am. Just. That. Nice.

You're too kind, but I think a Drawback would make the characters more interesting, giving them a weakness you as the GM can use to make this horror adventure even scarier. This is just my thought though, don't want to argue with the GM's choices even before getting picked for its campaign.


Diaz Ex Machina wrote:
GM Chapel wrote:
No drawback required. I. Am. Just. That. Nice.
You're too kind, but I think a Drawback would make the characters more interesting, giving them a weakness you as the GM can use to make this horror adventure even scarier. This is just my thought though, don't want to argue with the GM's choices even before getting picked for its campaign.

I like the idea of drawbacks. I just find that so many are so many are more of a penalty than traits are a bonus which leads to people selecting that same handful of drawbacks every time.


GM Chapel wrote:
I like the idea of drawbacks. I just find that so many are so many are more of a penalty than traits are a bonus which leads to people selecting that same handful of drawbacks every time.

That is true, but nonetheless they make the character more balanced, even if the pool of drawbacks become smaller because of this selectivity from the players.

That said, your approach could sure be a blessing for the party, because this seems a pretty hard AP to me, and playing characters a bit more powerful than normal could make them last longer throughout the story.


Diaz Ex Machina wrote:
and playing characters a bit more powerful than normal could make them last longer throughout the story.

You've stumbled upon my reasoning!


This is Phntm888's submission. I've used this alias for a Strange Aeons game before that didn't get very far.

I am currently running 4 games, and playing in another 16. My time zone is EDT. My hours are similar to yours, so I should be able to keep up with posting.

There are a few things Renlo does and should not know about himself in his stat block:

1) How he learned the Aklo language.
2) How he learned to wear armor and fight with weapons.
3) How he learned alchemy.

If we ever regain our memories, these are things you should feel free to fill in the blanks for.


Introducing an outcast Dwarf, Agrym Sandslag!

Agrym Sandslag:
LN Dwarf Arakineticist 1
Init+3; Senses Darkvision 60ft; Perception+7
----------
Defense
----------
AC 14, touch 11, Flat-Footed 12; (+3 Armor, +1 Dex)
hp 16 (8[Class]+4[Con]+3[Toughness]+1[FCB]) [0 Burn]
Fort+6, Ref+3, Will+3
+2 vs Poison, Spells and Spell-Like Abilities [Hardy]
+2 vs mind-effecting effects [Deathtouched]
----------
Offense
----------
Speed 20 ft
Melee Heavy Pick +0 (1d6-1)
Ranged Negative Blast +0 vs.Touch (1d6+2)
Kineticist Wild Talents Known
Infusions-Energize Weapon
Utility-Basic Chaokinesis
----------
Statistics
----------
Str 8 Dex 12 Con 18 Int 15 Wis 16 Cha 6
Base Atk +0; CMB-1; CMD 10 (+4 vs Bullrush/Trip, when on solid ground)
Feats Toughness
Traits Twitchy, Deathtouched, Pragmatic activator
Adventure Skills Knowledge (Arcana, Planes, Religion) +3 [+5 to identify undead], Perception +7, Stealth +5, Survival +5, UMD +6
Background Skills Appraise +6 [+8 vs nonmagical goods; Metal or Gemstones], Knowledge (Engineering, History) +3
Dwarven Racial Traits: Greed, Stability, Hardy, Slag Child, Barrow Scholar
Languages Common, Dwarven, Terran, Goblin
SQ: Burn (1 point/round, Max 7), gather power
Combat gear Heavy Pick
Other Gear Leather Armor, Armored Kilt, String [50 ft], 21 GP, 9 SP, 9 CP
Carry Capacity 26+13[Basic Chaokinesis]: 39 lb light. Total Gear weight: 36.5 lb

Background:
Although he hails from the Five King's mountains, his lineage is a new addition to the population, as his great-grandpappy was a Pahmet Dwarf native to the foreign nation of Osiron. Growing up, young Agrym had no fabled heritage, no familial tree to respect, and none of the clout passed between generation to generation of the native Dwarfs. According to his father, Great grandpappy Algrytut used to guard the ancient tombs of the pharaohs- Though fled to the Five Mountains for reasons unknown.

However, where his friends begin growing their first beards, and becoming adults when the young Agryms body began to decay, and his bedroom- His only place of respite- began to crumble apart. Dwarven Clergy became horrified to learn Agrym was dying- morphing and twisting to become a Dwarven Mortic known as a Relictner. His Great Grandpappy Algrytut had likely survived a Mummies curse- But was exiled and banished from the land. Agrym was jailed- His life would fade in a month, before the Priests of Torag would mercifully end his new, undead existence as a Relictner. After all, to let a Relictner wander the Five mountains would shame all of Dwarven kind.

His few friends offered their condolences, a few priests tried to lift the mummies curse- But all failed to help the young Dwarf in any meaningful way. Filled with distress, Agrym used his growing powers of decay to break free and escape, fleeing far from his former home.

Far away from civilization, Agrym was prepared to die until he met a old hermit, a Rivethun Shaman living the life of solitude. The Shaman, practiced in mysterious magyks and rituals, took the Curse-riddled Dwarf in, and taught him how to live. His hereditary curse from a vengeful mummy would no longer be a life-threatening affliction, but a powerful tool to wield: And with that, Agrym returned home, confident his newfound health and vigor would relief his family and friends- And perhaps offer the priesthood of Torag new insight on how to cure Dwarven Mortics from their sorry state...

But... Waking up in an asylum, Agrym cannot recall what happened next- Hell, the amnesiac dwarf can barely remember his great-grandpappy's name: All else is illusive, indistinct and hazy.

Personality and Appearance:
Agrym Sandslag is pale, even for a Dwarf: And his brush with mortic heritage has left him thin and bald: His bones press up against his skin, and he remains unable to grow a proper dwarven beard.

Quiet and twitchy, Agrym has a paranoia about structural collapse, fearing his grip on the Relictner curse might not be as steady as he hopes- Often scanning the roof and walls of any particular room in fear they might come tumbling down. However, this paranoia is unsubstantiated- After all, with his Arakineticist training, the extent of his mortic heritage only extends towards that granted to him via class features.

I hail from the (MT) time zone, and can post regularly.

Currently, I run a single PbP as a gm, though I fear my remaining players are cooling down and losing interest. Aside that I have no other obligations or games I am participating in.

I've wanted to play Strange Aeons for some time, though have never had the opportunity. The Mortic referenced comes from Tyrant's Grasp [5/6: Borne by the Sun's Grace], and has no mechanical effect- It is purely a fluff reason for Agrym to become an Arakineticist.


Lily Le

CG female human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 13
INT 17
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Sensitive Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial,

Special abilities:

Spoiler:

Phrenic Amplifications

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline
Rapport:

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

Emotional Push (Su)

You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.

Appearance

Spoiler:
She is a short woman of Tian descent and 5'3" tall. with short hair extending to her chin, brown eyes and a round face. She is starting with a traditional qipao dress.

Personality

Spoiler:
Before her amnesia, she was a friendly, sweet woman who strives to help others before her abduction and subsequent brainwashing. Once she lost all of her memories, she has maintained her need to help others, but has become much more brash and outspoken, especially against her foes. She embraces her new slate in life... all while secretly fearing what she might have done in her previous one.

I have RPed in a couple APs in other online circles, but this would be my first one in a PbP setting.


I got home and started putting together my Rageshaper idea.... and came to the realization that it's just bad. There seems to be a number of people online who have tried to make it work better, but RAW, the Archetype is nearly unusable.

*sigh* No rage goblin, I guess (not the way I was originally thinking, anyways). I'll keep looking and come up with a different idea.


Blaydsong wrote:
*sigh* No rage goblin, I guess

That's a shame, I really liked your idea and wondered how it would have played out throughout the adventure.


Pathfinder Adventure, Adventure Path Subscriber

Dotting, really would like to play in this, I play 2 other games on the boards, 1 starfinder, 1 pathfinder. I'm in the UK so GMT or BST for me. I have played a bit of this before, but unfortunately the game died on me. I need to look at the players guide again ...

Thinking either dwarf barbarian or some kind of martial divine character.


I am in Central US Time Zone.
I am involved in 9 games, so I think my odds are low given your desire to focus on unengaged players.

Medullo Rufinus

Appearance:
This young human has his hair cut close, only marginally longer than the strip of carefully tended facial hair framing his mouth in "Van Dyke." The dark brown color of his hair plays well against his bronzed skin, His small amber eyes appear to be judging you, looking across his aquiline nose. His carefully tailored clothing accentuates his lithe build, coverign him in mostly marroon, but with green accents.

Personality first thoughts:
Medullo recognizes the responsibility of the strong to defend the weak. He has little forgiveness for those who abuse their power, and position, if they have one, seeing that behavior as bad as theft and assault. His training makes him a man of action, quick to pull and use his sword. He is, however, a natural diplomat. Steel can't solve every problem, and frequently it provides only short-term solutions. Yes, the two are in conflict. Sadly, his combative reaction has frequently prevented an early discussion to prevent that conflict.

Who he was:
Well, obviously a Brevan strudent of one of the Aldori duelling schools. He's just not as bright as they prefer their students to be, though, and quick to action. This got him n unusally high number of duels as a student, with near a third of them actually traps so that more advanced students could try things against him. As a senior student, he was trying to focus more on the diplomatic interactions with those in power, aving learned the hard way that quick action against those in a far superior position accomplished nothing towards the goal and brought pain. Yes, he was probably hoping to use swordlord training and status to help him climb the social ladder.

Combat:
Init: +4 (Dex+3, Blody-Minded+1)
Move 20' (30' w/o pack)

Melee +1, Finesse/Ranged +4 CMB +1/+4 (BAB+1, Str+0, Dex+3)

Standard melee attacks:
Aldori Dueling Sword +5 for 1d8 @ 19+; S
(Finesse+4; Str+0; Weapon Focus+1)
Rapier +4 for 1d6 @ 18+; P
(Finesse +4; Str+0)
Light Hammer +4 for 1d4 @ x2; B
(Finesse +4; Str+0)

Standard ranged attacks:
Shortbow +4 for 1d6 over 60' @ x3; P
(Ranged+4)
Light Hammer +4 for 1d4 over 20' @ x2; B
(Ranged +4; Str+0)

Driven by Guilt: 1/day (add Charisma bonus to all attacks and character level to damage) for 1 round

HP: 10 (10 + 1xCon+0 + 0xFavored Class (Swashbuckler)+1)

AC 16, T 13, FF 13, CMD 14 (Armor+3, Dex+3, BAB+1, Str+0)

Fort: +2 (Base+2, Con+0)
Ref: +3 (Base+0, Dex+3)
Will: +1 (Base+0, Wis+1)

Driven by Guilt: +1 vs spells/spell-like from evil creatures


Feats & Traits:
* Feats *
H Exotic Weapon Proficiency (Aldori Dueling Sword)
F Weapon Finesse
1 Weapon Focus (Aldori Dueling Sword)

* Traits *
Campaign: Driven by Guilt: +1 trait vs spells/spell-like by evil creatures; 1/day add Charisma bonus to attack rolls and add character level damage vs evil creatures for 1 round
Combat: Bloody-Minded: +1 trait on initiative and Intimidate checks
Social: Memorable: Diplomacy/Intimidate durations multiplied by 1.5


Skills & Languages:
2 Class +1 Skilled + Int+1 = 4 Adventuring Skills & 3 Background Skills / Fighter Level
4 Class +1 Skilled + Int+1 = 6 Adventuring Skills & 3 Background Skills / Swashbuckler Level
2 Class +1 Skilled + Int+1 = 4 Adventuring Skills & 3 Background Skills / Aldori Swordlord Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+ 4-Acrobatics 3+1+0+AC
+ 1 Appraise 1+0+0
+ 3 Bluff 3+0+0
+ 0-Climb 0+0+0+AC
+ 5 Craft (Weaponsmithing) (Background) 1+1+3
+ 1 Craft (Any other) 1+0+0
+ 4 Diplomacy 3+1+0
+ 3 Disguise 3+0+0
+ 3-Escape Artist 3+0+0+AC
+ 3-Fly 3+0+0+AC
+ 1 Heal 1+0+0
+ 8 Intimidate 3+1+3+Bloody-Minded+1
+ 2 Knowledge (History) (Background) 1+1+0
+ 2 Knowledge (Nobility) (Background) 1+1+0
+ 1 Perception 1+0+0
+ 3 Perform (any) 3+0+0
+ 3-Ride 3+0+0+AC
+ 2 Sense Motive 1+1+0
+ 3-Stealth 3+0+0+AC
+ 1 Survival 1+0+0
+ 0-Swim 0+0+0+AC

Memorable: Diplomacy/Intimidate durations multiplied by 1.5

AC -3 (+0 w/o pack)

Languages: Taldane, Skald


Gear:
300 GP Budget
x20.0.0 Aldori Dueling Sword (1d8/19+/3#/S/Finesse)
x20.0.0 Rapier (1d6/18+/2#/P/Finesse)
xx1.0.0 Light Hammer (1d4/x2/20'/2#/B)
x30.0.0 Shortbow (1d6/x3/60'/2#/P)
xx1.0.0 Arrows 3# (20)
175.0.0 MW Studded Leather (+3/+5/+0/15%/30'/20#)
xx9.0.0 Fighter's Kit 29# (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
x30.0.0 Courtier's Outfit 6#

286 GP Spent for 67# (32# w/o pack); 14 GP on hand

Light <= 38# (~/-0/30/x4)
Medium <= 76# (+3/-3/20'/x4)
Heavy <= 115# (+1/-6/20'/x3)


Human (Taldan):

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Dexterity) at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Fighter (Aldori Defender):

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Swashbuckler:
** Favored Class **
Alignment: Any.
Hit Die: d10.
Class Skills: The Swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Deeds, panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Aldori Swordlord (Prestige Class):

Requirements: To qualify to become an Aldori swordlord, a character must fulfill the following criteria.
Feats: Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).
Skills: Acrobatics 3 ranks, Intimidate 5 ranks, Knowledge (nobility) 3 ranks, Sense Motive 3 ranks.
Class Skills: The Aldori Swordlord's class skills are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Perform (Cha), and Sense Motive (Wis).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Deft strike, quick draw
2nd +2 +1 +1 +1 Display weapon prowess
3rd +3 +1 +2 +1 Defensive parry +1
4th +4 +1 +2 +1 Adaptive tactics 1
5th +5 +2 +3 +2 Shatter confidence
6th +6 +2 +3 +2 Saving slash
7th +7 +2 +4 +2 Defensive parry +2, dexterous duelist
8th +8 +3 +4 +3 Adaptive tactics 2
9th +9 +3 +5 +3 Greater saving slash
10th +10 +3 +5 +3 Confounding duelist
The following are class features of the Aldori swordlord prestige class. Unless stated otherwise, the following benefits apply only when a swordlord is wielding an Aldori dueling sword (see page 24) and carrying nothing in his other hand.
Deft Strike (Ex): An Aldori swordlord can add his Dexterity bonus (if any) to damage rolls made with an Aldori dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding an Aldori dueling sword one-handed or two-handed. An Aldori swordlord cannot use this ability if he is wielding a shield or using an off-hand weapon (including armor spikes, unarmed strikes, or natural weapons).
Quick Draw: An Aldori swordlord gains Quick Draw as a bonus feat. If the character already has this feat, he instead gains Aldori Dueling Mastery (see page 24). If he already has both feats, he instead gains a combat feat of his choice as a bonus feat. The Aldori swordlord must meet all prerequisites of the selected combat feat.
Display Weapon Prowess (Ex): At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Intimidate checks while using Dazzling Display with an Aldori dueling sword. He also gains an additional +1 bonus on these Intimidate checks for each of the following feats he has with the Aldori dueling sword: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, or Weapon Specialization. The bonuses stack with each other (the total bonus is considered a competence bonus).
When involved in a duel, an Aldori swordlord’s mastery of elaborate strikes and stances grants him a bonus equal to half his class level on performance combat checks (Pathfinder RPG Ultimate Combat 154). These tricks can also be of great help in countering an enemy during a duel, granting him a bonus equal to half his class level on rolls to attempt a dueling parry or to use dueling resolve (Ultimate Combat 152).
Defensive Parry (Ex): At 3rd level, an Aldori swordlord gains a +1 dodge bonus to his AC when making a full attack with an Aldori dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori duelist is also a fighter with the Aldori defender fighter archetype (see page 22), levels in this class stack with his fighter levels when determining the AC bonus from this ability.
Adaptive Tactics (Ex): At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy’s strengths. An Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at 4th level and by 2 at 8th level. In addition, after an Aldori swordlord uses his Aldori dueling sword to attack a creature he attacked during the previous round, as a swift action he can attempt a Sense Motive check (DC = 10 + the opponent’s base attack bonus). If successful, the swordlord gains a +2 circumstance bonus either on attack rolls or to his AC against that creature until the beginning of his next turn.
Shatter Confidence (Ex): At 5th level, an Aldori swordlord can attempt an Intimidate check to demoralize his target as a swift action after he confirms a critical hit or succeeds at a disarm, reposition, or sunder combat maneuver with an Aldori dueling sword. If his target is already shaken, the swordlord can attempt an Intimidate check to demoralize the target as a swift action after any successful melee attack or combat maneuver. If he succeeds at this check, any morale bonuses the target has are suppressed for a number of rounds equal to the Aldori swordlord’s class level. Suppressed effects are not dispelled, and they resume after this time elapses if their duration has not expired. Suppressed morale bonuses include those gained from a barbarian’s rage ability; however, this ability doesn’t end rage, nor does it suppress other effects of rage or rage powers that do not provide morale bonuses (thus, it doesn’t cause a barbarian to become fatigued unless the barbarian chooses to end the rage during the suppressed duration, in which case fatigue from rage affects the barbarian normally).
Saving Slash (Ex): At 6th level, when wielding an Aldori dueling sword, an Aldori swordlord can use an immediate action to try deflecting a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Dexterous Duelist (Ex): At 7th level, an Aldori swordlord with at least one free hand is not denied his Dexterity bonus when attempting Acrobatics or Climb checks, nor does he provoke attacks of opportunity when standing up from prone.
Greater Saving Slash: At 9th level, an Aldori swordlord’s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against ranged critical hits, including those from rays and other ranged touch effects, with a 25% chance of success.
Confounding Duelist (Ex): At 10th level, an Aldori swordlord who successfully uses shatter confidence also suppresses the target’s competence and insight bonuses.

Attributes:
20 point buy
pt buy race level gear current
x1 11 +0 11 +0 11 +0 S 11 +0
x5 14 +2 16 +0 16 +0 D 16 +3
x0 10 +0 10 +0 10 +0 C 10 +0
x2 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 W 12 +1
10 16 +0 16 +0 16 +0 H 16 +3

Progression Thoughts:
1 Aldroi Defender 1
2 Aldori Defender 2 (Slashing Grace)
3 Swashbuckler 1 (Combat Reflexes)
4 Swashbuckler 2 (Dex)
5 Swashbuckler 3 (Dazzling Display)
6 Aldori Sworlord 1 (Quick Draw)
7 Aldori Swordlord 2 (Weapon Specialization (Aldori Dueling Sword))
8 Aldori Swordlord 3 (Dex)
9 Aldori Swordlord 4 (Aldori Dueling Mastery? Lots of options from here up, really.)
...
15 Aldori Swordlord 10 (?)
We'll see from here if it happens. Swashbuckler?


Sebastian Lazar:

Male half-elf (human-raised) inquisitor (infiltrator) of Desna 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 45)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4; +2 vs. enchantments, +2 trait bonus vs. fear, +1 vs. abilities that detect lies or force the truth, +1 trait bonus vs. scrying and mind-reading effects
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +4 (2d6+6/19-20) or
. . starknife +4 (1d4+4/×3)
Special Attacks judgment 1/day
Inquisitor (Infiltrator) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—disguise self, fabricate disguise[UI]
. . 0 (at will)—detect magic, detect poison, oath of anonymity, read magic
. . Domain Heresy inquisition[UM]
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 15, Cha 7
Base Atk +0; CMB +4; CMD 16
Feats Martial Weapon Proficiency (greatsword)
Traits stoic optimism, true devotion, wanderer's shroud
Skills Acrobatics -2 (-6 to jump), Bluff +8, Diplomacy +4, Disguise -1, Intimidate +6, Knowledge (dungeoneering) +4, Lore (Cults in Ustalav) +4, Lore (Desna) +4, Perception +6, Sense Motive +7, Sleight of Hand -1; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Common, Elven
SQ elf blood, forbidden lore, misdirection, necessary lies
Other Gear scale mail, greatsword, starknife, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Desna)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.

Granted Powers: Often it is hard to tell heretics from the f
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misdirection (Neutral Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +1 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.

Appearance:

A tall and muscular half-elf, with a dark black ponytail and deep green eyes. A massive scar runs across his otherwise pleasant face, making him look rather disturbing.

Personality:

He is rather distant and cold, but not evil. On the contrary, he has a very kind heart and tries to help others when he can. He is rather good in social situations, but something left him with a deep emotional scar, probably bigger than that on his face.

Background:

Raised by a cleric of Desna after being saved from the ritual of a dark cult, Sebastian grew up listening to the teachings of the Song of the Stars and the stories of great adventurers. He trained from an early age to wield a sword and use holy powers, all to become an holy warrior of his deity and begin a life of adventures like his foster father before him.

My time zone is CEST (GMT+2). I'm not in any other game for the time being (still waiting for a response from GM Zer0darkfire here on the forum for a PFS game), and this, as I've already said, would most probably be my first game ever on this platform.


I'll work on getting everything together, but I'd like to submit a Samsaran Psychic Blood Arcanist


Presenting Zellara, human mindchemist. Might change a few bits slightly depending on party composition and needs, but that's more or less what I had in mind.

Time zone: CEST (GMT +2) (hi @Diaz!)
current games: as I mentioned on my first post, I've been away from the forums for a few months, after a game I was GMing fizzled away. Meaning, I am not currently engaged in any other "table", either as GM or player.

stats:

Female human alchemist (mindchemist) 1
N Medium humanoid (human)
Init +5; Senses Perception +3

### DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will -1, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

### OFFENSE
Speed 30 ft.
Melee cold iron dagger -1 (1d4-1/19-20)
Ranged cold iron dagger (thrown) +3 (1d4/19-20)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks bomb, throw anything
Alchemist Spells Prepared (CL 1st, concentration +5):
1st—cure light wounds, targeted bomb admixture UC

### STATISTICS
Str 9, Dex 16, Con 12, Int 18, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Skills Craft (Alchemy) +8 , Craft (Alchemy) (Create item) +9 , Craft (Clothing) +8 , Disable Device +7 , Intimidate +1 , Knowledge (Arcana) +8 , Knowledge (Local) +5 , Knowledge (Nature) +8 , Knowledge (Planes) +5 , Perception +3 , Spellcraft +8 , Stealth +4 , Use Magic Device +8
Traits enduring stoicism, pragmatic activator, reactionary
Languages Aklo, Celestial, Common, Read Lips, Undercommon
SQ alchemy, bonus feat, brew potion, cognatogen, formulae, skilled
Combat Gear alchemist's fire, holy water, acid (3); Other Gear cold iron dagger, alchemist's fire, holy water, acid (3), bomb, peasant's outfit, spell component pouch, bandolier (2), iron vial (10), formula book

### SPECIAL ABILITIES
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Background Skill (Craft (Alchemy), Craft (Clothing))
Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery.
Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

background:

Zellara was an alchemist's servant who slowly developed an interest (and a chemical dependence) on her master's practice. Her understanding of alchemy comes not only from the fact she worked for her master for almost two decades, but also because she became addicted to some of the substances manufactured in the laboratory. The fact some of these made her mind work better created a sort of simultaneously vicious and virtuous cycle: she got more and more addicted to something that made her smarter whilst being smarter made it easier for her to learn how to feed her addiction.

personality:

Zellara is rather blunt and down-to-earth, as well as often cynic and bitter. This, together with an overly sceptical outlook, means that she will be regularly unimpressed with some of the horrors she might encounter (cultists? "Gods, I hate rich people with too much free time on their hands." Unholy tentacled eater of planets? "it's just some gnomish contraption that will fall apart in 10 seconds, you'll see"). She doesn't remember much from before, but she knows that 1) she has suffered a miserable lot; 2) things always get worse; and 3) she always needs to be prepared because the transition from bad to terrible can happen in the blink of an eye. So better to just grit her teeth and move forward; as long as she can get her "little treat"" after a hard day's work and smoke her special pipe the rest of the time, things will be bearable.

appearance:

Zellara is a very plain 30-year-old woman, used to being seen simply as "the help." Her hair is dark and her skin shows the signs of a hard-worker's life, already bearing noticeable wrinkles, and her brown eyes are in a constant wide-eyed gaze. When she wakes up, her clothes will be an odd sight: a leather armour over a maid's old dress, two bandoliers worn in an X on top of said armour and all of that crowned by a dirty torn bonnet on her head.

possible avatar

Silver Crusade

I have been wanting to play a Constructed Pugilist Brawler for a while, and I always felt that Strange Aeons would be a perfect fit for it. The character wakes up with no memory, but a strange certainty that this arm is not his arm.

Give me a bit to work it up I'm back! Here is Rogar Ironhand, Dwarf Brawler(Constructed Pugilist). I have not purchased gear yet.

Statblock:

Rogar Ironhand
Male dwarf brawler (constructed pugilist) 1 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. fear and emotion effects
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee constructed limb +4 (1d6+3) or
. . unarmed strike +4 (1d6+3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Improved Unarmed Strike, Power Attack
Traits enduring stoicism, vandal, warsmith
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +7, Craft (armor) +3, Craft (weapons) +3, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +5 (+7 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ brawler's cunning, constructed limb, limb modification (grapnel arm), martial training
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat prerequisites.
Constructed Limb (Ex) Special prosthetic limb gains all the benefits of unarmed strikes and can be upgraded as a magic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Grapnel Arm As standard action, fire grappling hook attached to 40-ft. chain from constructed limb.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Flavor:

Appearance: Rogar is large for a dwarf, and has dark skin with black hair and cropped short beard. His right arm has been replaced with a complicated-looking metal prosthetic. This construct limb appears to be mostly of dwarven manufacture, but with a few bizzare departures from the type, if one knows what to look for.

Personality: He is gruff and taciturn, but not too much more than the average dwarf. He seems to have a greater interest in mechanical devices and crafted items than people

History: His shorn beard suggests he may have been exiled from a traditionalist dwarven clan. Prominently etched upon his metal arm is the crossed picks symbol of Dranngvit, dwarven goddess of Debt, Vengeance, and Setting Things Right.


Extra:

I am in US Mountain Time, but tend to post late at night.
I am currently in 3 games


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dotting for interest


Diaz Ex Machina wrote:
Blaydsong wrote:
*sigh* No rage goblin, I guess
That's a shame, I really liked your idea and wondered how it would have played out throughout the adventure.

Me too. I might revisit it to see if there are other options, but the archetype is horrible. You lose a lot to gain very little. :(

The biggest problem: You only get your size change/rage ability for 1/round/day/level. So level one is one whole round.


Blaydsong wrote:

Me too. I might revisit it to see if there are other options, but the archetype is horrible. You lose a lot to gain very little. :(

The biggest problem: You only get your size change/rage ability for 1/round/day/level. So level one is one whole round.

Yeah, I checked the archetype on AoN and it looks pretty bad. That's a shame, it was a pretty interesting idea.

What about a goblin bloodrager? Maybe that could work better?


Thought about it, but nothing there that really appeals.

There is some thoughts on how the Rageshaper could be modified. The one that seemed the most reasonable is here.

The build just doesn't feel the same if he doesn't get the size growth built-in.

If that's going to far, it's cool. I've got a halfling Spiritualist (shadow caller) that I've been plugging around with. Or maybe and elven spiritualist (phantom blade). (Can you tell I'm a fan of the spiritualist class?)


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Leaning towards Dwarf Investigator based on what little I know of the AP, but I need to read the guide still.


I would like to submit Ezo Oru for consideration. A Ranger (Code Runner/Trapper)

Flavor:
Apperance Ezo has black feathers, they are tattered and ashen. His beak is sharpened artificially. His eyes are piercing red. PersonalityHe is very stoic to the point of being obtuse and rude. When set on a task he is very focused. Like most Tengu he is gifted in languages, though he prefers the written word and does not engage in useless chit-chat.
Things Ezo has forgotten Ezo was to become an Umbral Court agent. He trained in Nidal for many years to achieve this and had to prove himself in many ways prior to coming to Ustalav. His cover was that of a scribe working in the church of Zon-Kuthon, his mission was keeping tabs on the locals and breaking any coded messages to pass along to his handlers in Nidal.
Things Ezo has a vague memory of A childhood in the far nation of Tian Xia, Valashmai Jungle. Sailing to Avistan. Being captured and sold to a sadistic Nidal noble named Xuli. Xuli discovered Ezo's ability with languages through torture. After breaking Ezo into a compliant and willing follower of Zon-Kuthon, his training began.

Stats:

Ezo Oru
Male tengu ranger (code runner, trapper) 1 (Pathfinder RPG Bestiary 263, Pathfinder RPG Ultimate Intrigue 40, Pathfinder RPG Ultimate Magic 65)
LN Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee katana -8 (1d8/18-20) or
bite -3 (1d3)
Ranged rope dart +4 (1d4+1) or
shuriken -2 (1d2+1)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Opening Volley[UC]
Traits courageous, methodical mind (local, nature, geography; local, nature, geography, nature), self-taught scholar
Skills Acrobatics -1 (-5 to jump), Climb +1, Craft (traps) +5, Disable Device +4, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +11 (+12 to decipher unfamiliar language), Perception +6, Profession (scribe) +4, Spellcraft +7 (+8 to decipher scrolls), Stealth +5, Survival +4, Swim +1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Aklo, Auran, Common, Shadowtongue, Sylvan, Tengu, Tien
SQ gifted linguist, mnemonic genius, track +1, trapfinding +1
Other Gear do-maru[UC], katana[UC], rope dart[UC], shuriken (50), hemp rope (50 ft.), masterwork backpack[APG], thieves' tools, trail rations (5), waterskin, 12 gp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mnemonic Genius (Ex) Over 1 hr, memorize 150+ words with Linguistics check to later recall perfectly.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Pathfinder Adventure, Adventure Path Subscriber

Dwarf - (unchained) barbarian
I can fill some of the details with the you if he gets picked ... but there is enough to be going on with.

Hangraf the Un-named - flavour:

Hangraf the un-named is not your normal dwarf, his family is in shame, though he can't quite work out why. It was his father that took him and his mother out in the middle of the night, quietly and without any goodbyes. Whatever his father did has bought shame on the family name. They became wanderers of the wilderness, leaving the mountains and forever looking for a home. It was as a teenager (in dwarven terms) that another tradegy stuck, whatever it was, his father sunk further into the blacknes of despair and depression, taking his own life bringing more shame.

Hangraf sought out and spoke with the spirits of the earth, trying to gain the favour of his ancestors, hoping to regain their favour. When he did his moods swung violently between blaming the dwarfven council of YYYY and then again his father and his ancestors.

With his mother and sister/brother it was Hangraf that would look after the family, it was then he found the will to take his responsibilities and try to control his moods.. Finding themselves in Ustalav, they settled and Hangraf joined the local guard to protect and serve XXXXXXX. However the effect of all that happened made Hangraf an unstable fighter, he moods swing one way and then another, fighting ferociously against the demons of Ustalav, (undead and others), then sometimes turning on his own in the heat of battle.

His eyes are intense, coloured orange like the magma of the raging earth, encased in a dark grey skin that covers his head and body. The neat and tidy beards of many dwarfs is missing, in its place black swirling spiral tattoos, that continue from his face over the rest of his body. He wears a dirty, ruddy red and dark green coat, heavy with metal protection. He holds his father's ornate waraxe and his worn wooden shield. A shortbow is slung over his back.

Hangraf the Un-named - stats:

Hangraf the Un-named
Male exiled dwarf unchained barbarian (wild rager) 1 (Pathfinder RPG Ultimate Combat 31, Pathfinder Unchained 8)
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 14 (1d12+2)
Fort +3 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +3, Will +4 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dwarven waraxe +4 (1d10+3/×3) or
. . light flail +4 (1d8+3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks rage (5 rounds/day), hatred, relentless[APG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 13, Wis 12, Cha 5
Base Atk +1; CMB +4; CMD 17
Feats Iron Will
Traits indomitable faith, iron liver, pugnacious
Skills Acrobatics +4, Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +5, Craft (traps) +3, Knowledge (nature) +5, Perception +5 (+7 to notice unusual stonework), Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ fast movement, uncontrolled rage
Combat Gear scroll of cure light wounds (x2); Other Gear armored coat[APG], light wooden shield, dwarven waraxe, light flail, shortbow, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Rage (Unchained, 5 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.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
Uncontrolled Rage (DC 11) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
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Here's Jessibel Aulamaxa, a female human bard. I might tweak a few things, like right now she's taken a feat that makes Disable Device a class skill and allows her to help the party deal with mundane locks. She's also got some healing ability (cure light wounds on her known spell list).

I'm in the Eastern U.S. timezone, am running 1 game while playing in 9 others on these forums, and I usually can't post on Sundays or holidays.

Jessibel Aulamaxa:

Name Jessibel Lily Aulamaxa
_____________________________________________
Race Human
Gender Female
Age ?? (ran away at 16 or 17)
Class Bard Level 1
Init +5; Senses Perception +4
AL N
_____________________________________________
DEFENSE
_____________________________________________
AC 17, touch 13, flat-footed 14
(+3 armor, +3 Dex, +1 shield)
hp 10
Fort +1, Ref +6, Will +3
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +1 (1d6+1 piercing/18-20) or dagger +1 (1d4+1 piercing, slashing/19-20) or sap +1 (1d6+1 bludgeoning, nonlethal) or unarmed strike +1 (1d3+1 bludgeoning, nonlethal)
Ranged sling bullet +3 (1d4+1 bludgeoning)

Special Attacks bardic performance 10 rds./day

Bard Spells Known (CL 1st; concentration +4):
1st (2/day)—coin shot, cure light wounds
0 (at will)—detect magic, message, prestidigitation, read magic
_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 16, Con 13, Int 13, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 10
Feats Noble Scion (arts)
Traits Charming (social), Twitchy (campaign), Vagabond Child (regional)
_____________________________________________
SKILLS (Class Skills In Bold) (10 per bard level—6 + 1 Int + 3 Background; NO skilled)
_____________________________________________
Acrobatics +5 (+1 rank, +3 class, +3 Dex, -2 ACP)
*Appraise +1 (+1 Int)
*Artistry +1 (+1 Int)
Bluff +3 (+3 Cha)
Bluff (those attracted to Jessi) +4 (+3 Cha, +1 trait)
Climb -1 (+1 Str, -2 ACP)
*Craft +1 (+1 Int)
Diplomacy +7 (+1 rank, +3 class, +3 Cha)
Diplomacy (those attracted to Jessi) +8 (+1 trait)
Disable Device (without buckler) +6 (+1 rank, +3 class, +3 Dex, -1 ACP)
Disguise +3 (+3 Cha)
Escape Artist +1 (+3 Dex, -2 ACP)
Fly +1 (+3 Dex, -2 ACP)
*Handle Animal + (untrained)
Heal +0
Intimidate +3 (+3 Cha)
Knowledge (arcana) +2 (+1 Int, +1 BK)
Knowledge (dungeoneering) +2 (+1 Int, +1 BK)
*Knowledge (engineering) +2 (+1 Int, +1 BK)
*Knowledge (geography) +2 (+1 Int, +1 BK)
*Knowledge (history) +2 (+1 Int, +1 BK)
Knowledge (local) +2 (+1 Int, +1 BK)
Knowledge (nature) +2 (+1 Int, +1 BK)
*Knowledge (nobility) +8 (+1 rank, +3 class, +1 Int, +1 BK, +2 feat)
Knowledge (planes) +2 (+1 Int, +1 BK)
Knowledge (religion) +2 (+1 Int, +1 BK)
*Linguistics + (untrained)
*Lore + (untrained)
Perception +4 (+1 rank, +3 class)
*Perform (act) [/b] +8 (+1 rank, +3 class, +3 Cha, +1 feat)
*Perform (dance) +8 (+1 rank, +3 class, +3 Cha, +1 feat)
*Perform (sing) +8 (+1 rank, +3 class, +3 Cha, +1 feat)
*Profession + (untrained)
Ride +1 (+3 Dex, -2 ACP)
[b]Sense Motive
+4 (+1 rank, +3 class)
*Sleight of Hand + untrained)
Spellcraft + (untrained)
Stealth +5 (+1 rank, +3 class, +3 Dex, -2 ACP)
Survival +0
Swim -1 (+1 Str, -2 ACP)
Use Magic Device + (untrained)

* Background Skill

Languages Common, Infernal
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ dual talent, bardic knowledge +1

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear rapier (20/2), dagger (2/1), sap (1/2), sling with 10 bullets (.1/5), studded leather (25/20), buckler (5/5), thieves’ tools (30/1), masterwork backpack (50/4), belt pouch (1/0.5), spell component pouch (5/2), hooded lantern (7/2), 3 flasks oil (.3/3)

Gold 43 gp, 6 sp

Carrying Capacity (currently 47.5 lbs.)
Str 12 Light:43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Str 13 Light: 50 lbs. or less; Medium: 51–100 lbs.; Heavy: 101–150 lbs.
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 115 lbs.
Eye Color Blue
Hair Color Black
Region of Origin Kingtargo, Cheliax
Parents Regions of Origin Kintargo, Cheliax
Deity Cayden Cailean

Appearance
Jessibel is a darkly-attractive young lady with the graceful arms and muscular legs of a dancer. Although she enjoys expensive clothes she’s not above dressing down for a fun night of ‘slumming.’

Personality
Jessibel is (or was) a confident, fun-loving, at times bratty child of privilege. She can be a maddening mix of actions and emotions, carefree and reckless one moment and deeply caring and responsible the next, selfish and self-centered followed by acts of pure selflessness. She needs and has grown accustomed to her creature comforts but feels for those who have little or nothing.

Background
Jessibel’s carefree world was shattered when her beloved father died (was murdered?) during a business trip to Westcrown when she was 14. The girl started acting out and hanging out with a bad crowd (including a devilish Sarini scion named Sabrina). Eventually, her mother confronted her, telling Jessi she’d never amount to anything. This clashed with Jessibel’s own belief that she was destined to become Kintargo’s next big celebrity…its next Shensen. When her mother refused to pay the entry fee into the prestigious Kintargo Opera House Society when it offered the girl an invitation to join—and then cut back the teen’s allowance precipitously—Jessibel ran away from home.

She figures she made something of herself after all, or she’d be dead at this point. Exactly what she became, however, still eludes the young woman. She has a nagging feeling that she may have compromised what few principles she had during the time lost to the strange amnesia.


I forgot to add I am MST time zone, not currently in another game but I have applied to one other.


Obligatory "WOW This blew up" post.

Seriously though, as a person that usually takes a few days, minimum, to even come up with a concept I'm liking what I'm seeing already.

I will be going through and reading over every sub and may ask some questions here and there. I'll probably just PM you directly.


I'm going to work on something as the inspiration strikes! Otherwise, I'll probably just hang around and lurk. xD


Okay, my current idea is a Ratfolk Hunter, and I wanna take a quick informal poll: what should my animal companion be? My first thought was a constrictor snake, but big cat, riding rat, and viper are all also sounding fun to me. Anybody have any thoughts?


I'm still missing a trait, but my druid would look like this (not a big fan of researching races and archetypes)

Char idea:

Str 8, Dex 12, Con 14, Int 12, Wis 17+2, Cha 10
Murilar was son to a very strict elven mother and a human father who lied often about his exploits. Although his mother insisted that he studied magic, he went against her wishes and joined a druid circle, even relinquishing his origin's vegetarianism. Against the circle's wishes, he decided he would use the druidism teachings to help the simple folk. That is when he heard of Falcon's Hollow from a traveller and made his way there hoping to be able to do something to give freedom to the town's folk.

Male Half Elf Druid lvl 1
Traits
Devotee of the green (+1 Know geography +1 Know nature)
Suspicious (+1 Sense Motive + SM class skill)

Feat
Spell Focus (conjuration)
Skill Focus (Perception)

Skills (5+3 skill points per level)
Knowledge nature +8 (1 Rank, 3 Class skill, 1 Int, 1 Trait, 2 Nature sense)
Perception +13 (1 Rank, 3 Class skill, 4 Wis, 3 Skill Focus, 2 Racial)
Sense Motive +9 (1 Rank, 3 Class skill, 4 Wis, 1 Trait)
Spellcraft +5 (1 Rank, 3 Class skill, 1 Int)
Survival +10 (1 Rank, 3 Class skill, 4 Wis, 2 Nature sense)

Background skills
Handle Animal +4 (1 Rank, 3 Class skill)
Knowledge geography +6 (1 Rank, 3 Class skill, 1 Int, 1 Trait)
Lore (plants which are used for smoking) +5 (1 Rank, 3 Class skill, 1 Int)

Nature's bond: Weather Domain

Spells prepared
0: Create Water, Detect Magic, Guidance, Purify Food & Drink
1: Charm Animal, Cure Light Wounds, Entangle, Obscuring Mist (Domain)


Greetings, meet Ulric of the Snow Tiger Clan, (Character Sheet).

Appearance:

Ulric is a tall, muscular Ulfen human with dark hair. While still young, he wields his Ancestral Greataxe with power and skill. Dressed in the traditional garb of his homeland, he cuts an imposing figure.

Personality:

Ulric grew into a fierce and confident warrior as he followed in his father’s footsteps. Earning his blade at the tender age of 16, he led his first hunt and fell in love at the same time. Seeing his beloved slain by the polar bear they were hunting, he gave into a berserker rage and earned his vengeance, becoming a savage warrior in his own right. the But now, he recalls none of that. Unsure of himself, looking up to the other warriors or clan shamans for guidance, Ulric is an uncertain boy in a man’s body.
Note: This also means that, not having had his traumatic rage experience, he is unaware of his rage ability.

Background:

Hailing from the far north in the Lands of the Linnorm Kings, Ulfric is the son of the chieftain of the Snow Tiger clan. Standing six and a half feet tall and strong of limb, he spent his youth learning to fight, hunt, and govern at his father's side...and that is all he remembers. Not how he earned his blade or learned the tongue of the fey, not how he gave into rage at the death of his beloved and transformed into the tiger which gave the clan its name, and most certainly not how he ended up in this cage in this overly warm room in a distant land.

Extra Bits:

Time Zone is Eastern (daylight savings)
I am currently in 5 PBP games (4 pathfinder, 1 starfinder)


Blue Symbiote wrote:
Okay, my current idea is a Ratfolk Hunter, and I wanna take a quick informal poll: what should my animal companion be? My first thought was a constrictor snake, but big cat, riding rat, and viper are all also sounding fun to me. Anybody have any thoughts?

Go big cat! Especially if it is a snow leopard or tiger! Ulric approves...


I'm traveling so I haven't finished out the whole stat block, but I wanted to run the idea past you.

I know you already okayed Samsarans, and I think there's an opportunity for a really interesting hook for one here. Samsarans already have this acclimation to past lives that they can only vaguely recall. I think this area can be really fun to play around in, as perhaps he is recalling false memories along the way, not just genuine ones. I'm imagining a Divine Strategist Cleric, ideally I would like to VMC Wizard if that's allowed.

The hook I like is that perhaps my character was not so unwilling originally in whatever bad things we've done, not that he'd know, but with his mind wiped, a patron he served dutifully in a past life (that is more appropriate for this adventure) has interceded and granted the character abilities in the hopes of helping guide this group down their path. I'm imagining either Enduring Stoicism or Foe of the Strange makes the most sense for this. Probably Abadar makes the most sense for this, as he's more anti-aberation. Iomedae would make sense, but she would likely not have been a god during this character's past life. But we can sort that out if that's the direction I want to go.

P.S. I used masculine pronouns, but those are just placeholders.


Yes! Strange Aeons sounds very cool and suspenseful (reminds me somewhat of Planescape Torment). I'm in if you'll have me!

Sander, a Varisian/Taldan male:

Appearance: Fair skin, dark hair and green eyes. About 17 to 21 years old. 5ft.9in. (I'd like to make a portrait myself if 'm invited to join the game).

Sander is a very anxious person who easily succumbs to cynicism. Deep down he believes that the Universe is a random uncaring place and that everyone is ultimately out for themselves. He prefers not tot think about what happened to him to

Class I want to play a Spiritualist with either a Kindness Phantom.

Race human is fine

TraitsDesperate focus, Twitchy, Unafraid

Feats Emotional conduit, Vigilant Phantom

Alignment Neutral

Scores Str 10,Dex 12, Con 11, Int 12, Wis 19, Chr 12

fluff:

This is someone who seems completely vanilla at first but has hidden depths. I love the Phantom for its role- play potential and would like its origins to be part of the mystery. Sander's relationship with the Phantom is ambiguous. He knows he can trust this mysterious entity to never abandon a or betray him. that the Phantom knows what up and refuses to reveal anything is freaking him out.

Sander used to be a priest of Pharasma (but not a cleric or orcale just a priest in in=universe terms). The Phantom goes by the name of Verus.I would leave it to you to decide exactly who they were in life.

Reliability: My work is in ‘summer hours’ so that means I’ll have a lot of time on my hands. I am only in one PbP game so there is plenty of room for this one. My timezone is EDT


Anthorg wrote:

I'm still missing a trait, but my druid would look like this (not a big fan of researching races and archetypes)

** spoiler omitted **

I hadn't read the Flavor spoilers, sorry. I'm playing in just 1 other game. I still don't have a pic, but definitely will have for the character once completed.

Appearance:
Murilar looks like the young adult that he is. He would be somewhat handsome if he would just trim his brown hair. By his clothing, one can notice that he has a thing for pouches, and one may wonder if they contain different weeds for that pipe he loosely carries in his left hand.

My time zone is GMT-3. I tend to check the forums at least once per day, but I can't guarantee that on weekends.

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