The River Kingdom's Shadow

Game Master Mythicman19

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Almonihah wrote:
Any third-party content allowed?

No only Paizo content.


Aw man, I found an interesting monk archetype that would fit pretty well - but it's for normal monk only, not unchained. Specifically, it replaces quivering palm (15th), slow fall (4th), and abundant step (12th), which have been converted to ki powers (4/12) and style strike (15) in unchained. Is there any way we could adapt it for unchained monk, or should I keep looking?


Dotting!
I would like to submit a Goblin Cavalier (Gendarme) riding an Axebeak.
Is a goblin PC ok? If not I'll retool it to a halfling or gnome.


@theasl it could work, I mostly do unchained to help even things out, power wise. And it makes some things less broken cough summoner cough. But i think we can figure out a conversion to unchained. Pm me with any ideas and we can figure it out, I’ll do some looking myself.

@Nephits a goblin PC can work, there is no race restrictions for under 20 pt races. Just please do try to stay away from the stereotypical goblin of haha burn kill, i can only deal with it so many times.


Souls At War wrote:
Wilhim wrote:
Blue Symbiote wrote:
Also, in reference to the Lamashtu wolf, WHAT. THE. DUCK. Who let that happen? No one should let that happen.

I let that happen and I absolutely agree. Nobody should let that happen. The player was reasonable and toned that down after I brought it up and offered to change his eidolon when he was murdering everything before anybody else got a chance. But I will still never allow it again.

Sounds like a mix of high rolled stats vs low rolled stats plus a lot of house rules.

No. He just flavored his eidolon as a servant from his goddess Lamashtu, the pounce evolution is overpowered at level one and my physical fighters were just rolling horribly. Ended up in a TPK sadly.


How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.


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This...this may just be the craziest/stupidest/weirdest character I’ve ever whipped up. I’m not certain if I should apologize for this, or cackle maniacally. Please fear me/have mercy. (Side note: I'm still a touch fresh to Pathfinder, so if I did something wrong, please let me know.)

Nel the Crimson Needle

Statblock:
Female gnome *barbarian (unchained)* 1
CN Small humanoid (gnome)
Init +5 (+2 trait); Senses low-light vision, Perception +6 (+2 racial)
- - - - - - - - - -
DEFENSE
- - - - - - - - - -
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size; +4 dodge vs. giants)
hp 17 (1d12+5)
Fort +6, Ref +3, Will +0; +2 racial bonus vs. illusions spells or effects
- - - - - - - - - -
OFFENSE
- - - - - - - - - -
Speed 30ft
Melee rapier +5 (1d4+3) or
. . dagger +5 (1d3+3) or
. . 2 rapier +1 (1d4+3) or
. . 2 dagger +3 (1d3+3) or
. . rapier +3 (1d4+3) and dagger +3 (1d3+3)
Ranged dagger +3 (1d3+3), range 10ft
Special Attacks rage (8 rounds per day)
- - - - - - - - - -
STATISTICS
- - - - - - - - - -
Str 8, Dex 17, Con 18, Int 8, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Two-Weapon Fighting
Traits artisan (Craft (clothing)), excitable, extremely fashionable (Diplomacy)
Drawback righteous indignation
Skills Acrobatics +7, Craft (clothing) +5, Intimidate +6 (+7 if well dressed), Perception +6, Profession (seamstress) +3, Sleight of Hand +4
Languages Common, Gnome, Sylvan
SQ artisan (+2 trait Craft (clothing)), defensive training (+4 dodge AC vs. giants), excitable (+2 trait Initiative), extremely fashionable (+1 trait Bluff/Diplomacy/Intimidate), fast movement (+10ft base speed), hatred (+1 attacks vs. reptilians/goblinoids), illusion resistance (+2 racial saving throws vs. illusions spells or effects), keen senses (+2 racial Perception), obsessive (+2 racial Profession (seamstress)), rage (8 rounds per day, +2 bonus melee attack/damage, +2 thrown weapon damage, +2 Will saving throws, -2 penalty AC, +2 temporary hit points)
Gear rapier (2), dagger (5), leather armor, artisan’s outfit [1gp], reversible cloak [100gp], backpack, belt pouch, fishhook, grooming kit, lamp, common perfume (3 doses), sewing needle (5), string (2 spools), 8cp, 2sp, 10gp
- - - - - - - - - -
SPECIAL ABILITIES
- - - - - - - - - -
Fast Movement (Ex) here
Gnome Magic (Sp) here
Rage (Ex) here

Background:
Nel has never had an easy life. Born to a servant family in Cheliax, she would have spent her formative years working as a maid for some minor, devil-worshipping noble if not for her staged kidnapping. Her parents, a pair of former Brastlewark merchant lords who had been disgraced, arranged for her to be “stolen away” by one Nimral Url, a former client of theirs who commanded a sizable street gang that could easily hide their young daughter. Furthermore, Url used the front of a tailor shop to launder his gang’s illegal earnings, allowing young Nel to experience at least some luxury.

The following years saw two very different sides of Nel develop. There was her public side, a seamstress working for Url who earned a small acclaim for her vibrant and innovative fashions. Then there was her hidden side, a skilled-but-brutal warrior trained by Url who would collect from those who didn’t pay the gang’s extortions. Nel herself did not much care for the less-savory side of her work, but she was positively enthralled by the noble lords and ladies who would come to the shop for finery. More than anything, she wanted to be like them, living care-free lives in opulent courts, attending parties and feasts, all while dressed in only the finest lace and satin.

She knew however that the Cheliax courts were not for her. She had no interest in the infernal, nor indeed in the politics of House Thune. So when she caught wind of fledgingling kingdoms forming in the Stolen Lands, she knew what she had to do. Packing what supplies she could, she left in the night to find her own place in the burgeoning courts of the River Kingdom. The journey was...difficult, to say the least, and she has struggled to keep her vicious side hidden, but she is confident that there is a proper paradise waiting for her.

tl;dr, I made a gnome fashion designer who occasional looses her s*$+ and kills people. This is gonna be a trip to RP...


mahuffma wrote:
How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.

The premise of the AP is not that kingdom building, it is dungeon diving, and part exploration game. Kingmaker is assumed to have happened and you are now taking advantage of the open season on the unexplored areas.


Blue Symbiote wrote:

This...this may just be the craziest/stupidest/weirdest character I’ve ever whipped up. I’m not certain if I should apologize for this, or cackle maniacally. Please fear me/have mercy. (Side note: I'm still a touch fresh to Pathfinder, so if I did something wrong, please let me know.)

Nel the Crimson Needle
** spoiler omitted **...

You may want to take a look at your crunch again, you don’t have the weapon finesse feat to add your dex to attacks; so you’re to hits seem off as you’d be at +0, and your damage would key off your strength, which is +1.


I will try to start reviewing submissions throughout the week so any fixes can be made, I have at the very least looked over all the backstories and, I have also only skimmed the crunch on them.


The Ancient GM wrote:
Blue Symbiote wrote:

This...this may just be the craziest/stupidest/weirdest character I’ve ever whipped up. I’m not certain if I should apologize for this, or cackle maniacally. Please fear me/have mercy. (Side note: I'm still a touch fresh to Pathfinder, so if I did something wrong, please let me know.)

Nel the Crimson Needle
** spoiler omitted **...

You may want to take a look at your crunch again, you don’t have the weapon finesse feat to add your dex to attacks; so you’re to hits seem off as you’d be at +0, and your damage would key off your strength, which is +1.

...uh, aren’t we using the Feat Tax rules? That eliminates Weapon Finesse and just makes it a weapon quality, doesn’t it?


Hold on, fineese adds dex to damage under feat tax rules?


PM sent, Ancient. Thanks!

Blue Symbiote wrote:
The Ancient GM wrote:
Blue Symbiote wrote:

This...this may just be the craziest/stupidest/weirdest character I’ve ever whipped up. I’m not certain if I should apologize for this, or cackle maniacally. Please fear me/have mercy. (Side note: I'm still a touch fresh to Pathfinder, so if I did something wrong, please let me know.)

Nel the Crimson Needle
** spoiler omitted **...

You may want to take a look at your crunch again, you don’t have the weapon finesse feat to add your dex to attacks; so you’re to hits seem off as you’d be at +0, and your damage would key off your strength, which is +1.
...uh, aren’t we using the Feat Tax rules? That eliminates Weapon Finesse and just makes it a weapon quality, doesn’t it?

Yeah, though I don't think it automatically gives dex to damage, from memory.


I'll get my submission in tomorrow.


Blue Symbiote wrote:
The Ancient GM wrote:
Blue Symbiote wrote:

This...this may just be the craziest/stupidest/weirdest character I’ve ever whipped up. I’m not certain if I should apologize for this, or cackle maniacally. Please fear me/have mercy. (Side note: I'm still a touch fresh to Pathfinder, so if I did something wrong, please let me know.)

Nel the Crimson Needle
** spoiler omitted **...

You may want to take a look at your crunch again, you don’t have the weapon finesse feat to add your dex to attacks; so you’re to hits seem off as you’d be at +0, and your damage would key off your strength, which is +1.
...uh, aren’t we using the Feat Tax rules? That eliminates Weapon Finesse and just makes it a weapon quality, doesn’t it?

You’re right I forgot, it’s been a long couple days. Disregard everything I said about the crunch.


The Ancient GM wrote:
Blue Symbiote wrote:
The Ancient GM wrote:
You may want to take a look at your crunch again, you don’t have the weapon finesse feat to add your dex to attacks; so you’re to hits seem off as you’d be at +0, and your damage would key off your strength, which is +1.
...uh, aren’t we using the Feat Tax rules? That eliminates Weapon Finesse and just makes it a weapon quality, doesn’t it?
You’re right I forgot, it’s been a long couple days. Disregard everything I said about the crunch.

That's alright. I just thought maybe I misunderstood something. I appreciate the stats advice regardless. :)


@Blue symbiote: regarding finesse and damage, as far as I understand, only attack rolls use dex, but damage still depends on strength. To add dex to damage, one usually needs a specific feat, like slashing grace.

Or, at least, that's how I've planned Atar's progression, getting weapon focus as his first feat so he has all pre-requisites fulfilled to get piercing grace as his lvl 3 feat. More than happy to be corrected, though, as Atar's damage would get a major bump if we can use dex instead of str on damage rolls from the get go.

P.S.: I absolutely love your character's background/concept


Atar Bilaruh wrote:

@Blue symbiote: regarding finesse and damage, as far as I understand, only attack rolls use dex, but damage still depends on strength. To add dex to damage, one usually needs a specific feat, like slashing grace.

Or, at least, that's how I've planned Atar's progression, getting weapon focus as his first feat so he has all pre-requisites fulfilled to get piercing grace as his lvl 3 feat. More than happy to be corrected, though, as Atar's damage would get a major bump if we can use dex instead of str on damage rolls from the get go.

P.S.: I absolutely love your character's background/concept

Ah-ha...okay then. I just double-checked things in the Feat Tax link, and yeah, it's only for attack rolls, not damage. That...kinda sucks for my dagger attacks, but good news is that rapiers actually add Dex if you have the Weapon Finesse feat. Since we all (sort-of) have the feat thanks to Feat Tax, I'm guessing that I can just go ahead and add that. I get that right GM Ancient?

Oh, thank you! Honestly I put her crunch together when I was super-duper tired, then filled the fluff out after I woke up the next day. Spent 15min staring at the stats like "wtf was I on last night?" X)

Your boy's pretty interesting too. Very humorously tragic in a way, like a Shakespearean comedy. Good job.

EDIT: Nvm, I'm an idiot who can't read. Looks like I'm gonna be needing that Slashing Grace feat too...


If by "add Dex" you mean they use dex instead of str on attack rolls only, then yeah. You still don't get dex to damage, nor str+dex modifier together, though.


Yes basically if it has finesse as a weapon trait, it’s up to you if you use it using strength or dex, but damage unless slashing grace or fencing grace is taken stays with strength.


Yeah, I think I got it now. I apologize for the rules run-around, my head's still slightly in D&D 5e mode. Here's an updated stat block, mostly just changed the attacks, but I also swapped my feat for Weapon Focus (rapiers). Since I do want to be dual-wielding rapiers at some point, I figured I'd grab the "base" feat now.

Nel's New Statblock:
Female gnome *barbarian (unchained)* 1
CN Small humanoid (gnome)
Init +5 (+2 trait); Senses low-light vision, Perception +6 (+2 racial)
- - - - - - - - - -
DEFENSE
- - - - - - - - - -
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size; +4 dodge vs. giants)
hp 17 (1d12+5)
Fort +6, Ref +3, Will +0; +2 racial bonus vs. illusions spells or effects
- - - - - - - - - -
OFFENSE
- - - - - - - - - -
Speed 30ft
Melee rapier +6 (1d4-1) or
. . dagger +5 (1d3-1) or
. . rapier +2 (1d4-1) and dagger -3 (1d3-1)
Ranged dagger +3 (1d3-1), range 10ft
Special Attacks rage (8 rounds per day)
- - - - - - - - - -
STATISTICS
- - - - - - - - - -
Str 8, Dex 17, Con 18, Int 8, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Focus (rapiers)
Traits artisan (Craft (clothing)), excitable, extremely fashionable (Diplomacy)
Drawback righteous indignation
Skills Acrobatics +7, Craft (clothing) +5, Intimidate +6 (+7 if well dressed), Perception +6, Profession (seamstress) +3, Sleight of Hand +4
Languages Common, Gnome, Sylvan
SQ artisan (+2 trait Craft (clothing)), defensive training (+4 dodge AC vs. giants), excitable (+2 trait Initiative), extremely fashionable (+1 trait Bluff/Diplomacy/Intimidate), fast movement (+10ft base speed), hatred (+1 attacks vs. reptilians/goblinoids), illusion resistance (+2 racial saving throws vs. illusions spells or effects), keen senses (+2 racial Perception), obsessive (+2 racial Profession (seamstress)), rage (8 rounds per day, +2 bonus melee attack/damage, +2 thrown weapon damage, +2 Will saving throws, -2 penalty AC, +2 temporary hit points)
Gear rapier (2), dagger (5), leather armor, artisan’s outfit [1gp], reversible cloak [100gp], backpack, belt pouch, fishhook, grooming kit, lamp, common perfume (3 doses), sewing needle (5), string (2 spools), 8cp, 2sp, 10gp
- - - - - - - - - -
SPECIAL ABILITIES
- - - - - - - - - -
Fast Movement (Ex) here
Gnome Magic (Sp) here
Rage (Ex) here


I think I am adjusted and ready to go. Good luck to all.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Ancient GM wrote:
I will try to start reviewing submissions throughout the week so any fixes can be made, I have at the very least looked over all the backstories and, I have also only skimmed the crunch on them.

Looking forward to hearing from you.

As I alluded to, I was thinking that he would be buddies with one of the other PCs, and probably will share that PCs reason for being in the Stolen Lands. Most likely he has been helping some bandits. As a 6 Int character I think he will need someone smarter than him to help him along through life :p


Baroot said wrote:
As I alluded to, I was thinking that he would be buddies with one of the other PCs, and probably will share that PCs reason for being in the Stolen Lands. Most likely he has been helping some bandits. As a 6 Int character I think he will need someone smarter than him to help him along through life :p

With Brightberry looking to become a protector of the natural land, and marshaling plant people to do so, it seems that he and Baroot would make likely companions.


@caps and @mahuffma: could definitely see Atar teaming up with Baroot, trying to keep him out of trouble and safe from people who would try to trick/swindle the gentle giant, and with Brightberry in trying to carve out a peaceful place for underdogs like plant people and himself.

@Blue symbiote: Thanks! Happy to hear I managed to strike the tragicomic line, with Atar being both sort of a nice guy but also sort of the creator of most of his problems.


Chyrone's submission.

Purchases aren't all complete.

Cassandra:

Cassandra Hanata

Human Druid lvl 1 (saurian shaman)

Init +2
Speed 30ft

Languages: Common, Druidic, Hallit, Sylvan
Starting wealth 120gp
==================================

Ability scores:

Str 15 Dex 14 Con 13 Int 12 Wis 16 Cha 8
BaB +0, CMB +2, CMD 14
==================================
Defense

AC 16/12/14 (3 armor, 2 dex, 1 shield)
HP: 13/13 (1d8, +1 con, 1 FCB, +3 Toughness)

Hide shirt: +3 armor
Wooden shield (light)

Saves
Fort +3, Ref +2, Will +5
===================================

Offense

Speed 30ft

Sling +2 (1d4+2 / x2 / B) (20 bullets on person)
Scimitar +2 (1d6+2 / 18-20 x2 / S)
Shortspear +2 (1d6+2 / x2/ P)

===================================

Feats

Lvl 1: Spellfocus [Conjuration]
Lvl 1 (human): Toughness
===================================

Traits

* Blood of dragons (Race): Gain low light vision.
* Hard to Kill (Combat): When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

===================================

Skills
6 a/lvl (4 + 1 int, +1 human)
--------------------

Adventuring skills:

Acrobatics (1) (+3)
Heal (1) (+7)
Kn. Nature (1) (+5)
Perception (1) (+7)
Sense motive (1) (+4)
Survival (1) (+7)

Background skills:
Handle Animal (1) +6
Knowledge (Geography) (1) (+6)
===================================
Gear

[spoiler=Combat gear]
Club 0 gp
Hide shirt 20 gp
Scimitar 15 gp
Shortspear 1 gp
Sling 0 gp
Sling bullets x30 (3 sp)
Wooden shield (light) 3 gp

====================================================

Turok, animal companion:

Medium size animal (dinosaur/Allosaurus)

Ability Scores: Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Special Qualities: low-light vision, scent.

AC: 17/13/14 (3 dex, 4 NA)

Perception +6
Speed 40 ft
BaB +1, CMB +3, CMD 16
Saves: Fort +3, Ref +6, Will +2
HP: 12/12 (2d8 +3 feat

Offense:
Bite +3 (1d6+2)
2 claws -2 (1d4+1)

Tricks known (x7. Int 2 = 6, 1 bonus from table) : Attack (normal), Attack (unnatural like undead & aberrations), Defend, Down, Flank, Stay, Guard.

Trained skills:
Perception (1) (+6)
Survival (1) (+5)

Background:

Cassandra grew up in a druidic enclave, where a variety of dinosaurs were the companions to the druid inhabitants. The tradition was started by her mother, who had dinosaur eggs transported from the Mwangi Expanse, having traveled there and having seen the majestic great beasts.

On her 12th birthday, Cassandra received two things. First, an egg, it was to be her own dinosaur companion to raise, train and befriend. She was very excited, as it was unknown what kind of beast would hatch from it.

The second was a partial manuscript, left by her father, who was said to be traveling monk from the east who had a short romance with Cassandra's mother.

Over the years, young Cassandra trained with her ever growing carnivorous companion, before taking to the road on a pilgrimage, a tradition in her circle. To go someplace where nature was still plenty and dangerous, and raise the companion to become a strong protector, worthy of the circle.

Along the way, she picked up basic survival skills and first aid training, relying on nature's gifts for supplies.

While many lands had only limited potential, the news of the Stolen Lands, where a newly risen kingdom had established itself, sounded like the perfect destination, and she set out with determination and confidence.

Personality:

Cassandra is a bit like an older sister.
Cautious, but a helping hand where needed. She was raised by traditions and rules in the enclave, as such is inclined to act according to local customs, but has no qualms acting differently to ensure the safety of friends.

Generally a casual moodful person, she tries seeing the bigger picture, all while having a strange sense of humor.

Ticking her off can get her to be exceptionally blunt in her choice of words towards those who wrong her or her friends.
She is very protective of her dinosaur companion. Woe to those who ridicule it.

Appearance:

Cassandra is an 20 year old human of about 5ft 9" tall, of athletic build, with raven hair falling onto her shoulders.

She is of Tian/Varisian heritage.

Her reason to come to the Stolen Lands:

Cassandra is on a traditional pilgrimage for her druidic enclave, where upon she must travel to lands bountiful of nature and danger, in order to further develop her skills and raise the dinosaur to become a mighty protector.


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

Someone like Atar might be a better fit for Baroot's initial companion. But he would probably get along well with Brightberry once the party has kicked off.

He is not necessarily a "gentle" giant by default, but he's capable of gentleness.


Dotting for interest.


caps wrote:
He is not necessarily a "gentle" giant by default, but he's capable of gentleness.

Sorry, did not want to mischaracterize Baroot! Will definitely be more careful in the future (and if both Atar and Baroot are chosen =).


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Here is a list of applicants and their status, please correct me if I forgot anyone
-Grwynt/Rainbow for you, Vine leashy cleric of Sarenrae, All set applied.
-fmekeltorme, gnome bard, all set applied
-MrStr4ng3/Grimaldi Redhand, half orc brawler, all set applied
-Thibault “Bob” Dufour, human Ranger, al set applied
-Herikon/Grimm Landsknecht, human fighter all set applied
-Atar Burah, tiefling swashbuckler, all set applied
-mahuffma/brightberry, Vine Leshy Druid, all set applied
-Blue Symbiote/Nel the Crimson needle, all set applied
-Cassandra Hanate, human Druid, all set applied

-Trakas, human blade bound magus, all set crunch wise but backstory is confusing, bladebound magi don’t start out with their blade being sentient, it wouldn’t take much of a change to backstory but would make more sense.

-Caps/Baroot, all set crunch wise. Can you expand on the background a little more I understand you want to do a shared story but that can be settled after players are selected.

-Garroth Seren, everything is all set just would like a short reasoning of why you’re in the new stolen lands kingdom.

-Snowhawk, background is good, though I looked over the character sheet I can’t seem to access it again.

If you need clarification feel free to ask.


For the record, I am willing to work with anyone on joint backstories if we both get selected. Bob is a loner, but also works with local towns and travelers.


Well lone travelers meet new faces every so often.

Wouldn't be a stretch to think two people who love the woods would meet, right?

(your horse might have suffered a jumpscare from the dino, though ^^)


We've seen some things. :D

Seeing a dinosaur would be a perfect reason to come out, observe, and interact. Now, there's something I haven't seen before


Thibaut wrote:
We've seen some things. :D

(someone's referencing Bladerunner here?) ;)


The Ancient GM wrote:
-Snowhawk, background is good, though I looked over the character sheet I can’t seem to access it again.

It's still letting me in on it. If it does that again let me know and I'll just attack it in format in a reply. Sometimes those sites like to go sideways on us.


Nephits wrote:

Dotting!

I would like to submit a Goblin Cavalier (Gendarme) riding an Axebeak.
Is a goblin PC ok? If not I'll retool it to a halfling or gnome.

So the axebeak is a mount for medium creatures.

Instead, I present for your consideration; Gnort Earbender - Sir Gnort Earbender (the G is silent). Goblin Cavalier riding his trusty Ram; Bacon.

fluff:

So, this one time, Gnort came across a group of adventurers battling a dragon. He sat on a nearby rock and watched in awe as they traded vicious blows, taking chunks out of each other. The elf and dwarf were devoured by the great beast and it was all over too quickly when suddently Gnort heard a shout and saw a knight charging down the dragon. He was captivated: the thundering of hooves, the great clash as the knight skewered the dragon with his lance. He was awestruck at the way the Knight shouted challenges, dazzled when the Knight's armour glinted in the light. His smile was broad and his eyes wide when the dragon bit down on the Knight popping the human out of his metal shell, laughed maniacally when the dragon devoured the horse and fell over satisfied as the dragon died from wounds sustained in the fight.

Gnort was always one for opportunities and he was inspired by what he just saw. He made his way down to the scene of carnage, picking through the scraps. The lance was mostly intact... the armor was still good and fit him well if cut down a bit. He liked the idea of working with people- his goblin tribe were so backwards... perhaps if he found a group of tall folk...

Crunch if you follow the profile.


@snowhawk, it seems to not work for me, instead opening up to my character selection.

Sir Gnort earbender, everything looks good, you’re all set


Okay, done, I think!

Immana Arvina, undine water dancer unmonk. (Yes I know it isn't compatible, we modified it.)

Stats are on Myth-weavers sheet.

background (including reason to be in the stolen lands), personality, description:
Immana is one of the growing number of undines born in the vicinity of the strange half-submerged city of Outsea in the River Kingdoms. Despite her watery heritage, Immana came from a mostly human family, and as such was classified as a landlubber. Resenting her second-class status in a city of people that seemed to be just like her, Immana left as soon as her family let her - which, being a longer-lived undine, was much earlier than she should have. Still very much a child despite her siblings' maturity, Immana wandered the rivers for a while, somehow managing to avoid too much trouble, before making it to the Stolen Lands. There, feeling compelled to follow a stream deep in the forest, she came to a large pond next to an austere but large hut. From this pond emerged several creatures whose beauty dazzled Immana - several nereids, followed by a frazzled-looking naiad. Instead of drowning the girl, though, the nereids decided to shelter and raise her, to the relief of the friendly naiad. As it turned out, the hut housed a little-known school of martial arts, whose followers trained in the water fey's ways. Immana was initiated as soon as she grew enough, and proved to be a quick study, combining her natural gifts with those of the fey.

Over the next few decades, Immana trained with the nereids and their few disciples in near isolation, with few followers coming and leaving. She had never thought of leaving, with any who would remember her in Outsea likely gone. However, news of the outside world still makes its ways to even the darkest nooks and crannies, and the new rulers of the Stolen Lands didn't escape their notice - and nor did their little forest enclave escape theirs. The kingdom sent a carefully-chosen envoy to the school with gifts and a promise to protect their turf and not meddle in their affairs. In return, the nereids assigned Immana, their most distinguished pupil, to assist the kingdom, should they need her help. And so, Immana found herself with a new group of adventurers, setting off to clear what the heroes of the Stolen Lands were too busy to finish themselves...

Living alongside nereids has forced Immana and her fellow disciples to be extremely careful with their words and actions, lest the capricious fey decide that they should be lunch. This, along with the discipline needed to learn the ways of the nereids, means that she isn't used to expressing herself in a way that's easily understandable by outsiders. Leaving the nereids, however, has allowed Immana to come out of her shell a little, sometimes exposing a more cheerful and playful inner persona.

Immana looks somewhat more human than many of her kin, but it's still clear on a glance where her ancestry lies, with fins sprouting out of her face and a distinctly blue-green hue covering most of her body. Immana tends to be rather expressionless, with a severe look almost always on her face, but moves with a somewhat strange but somewhat captivating sense of grace. She travels light, wearing little and carrying only what she needs to get along - which isn't much.

Thanks!


Adjusted


Theasl/immana Arvina, Undine monk/way of the water, you’re all set

Trakas you’re all set now thanks!


Now we just have to wait till 1st of August. :P


The Ancient GM wrote:
mahuffma wrote:
How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.
The premise of the AP is not that kingdom building, it is dungeon diving, and part exploration game. Kingmaker is assumed to have happened and you are now taking advantage of the open season on the unexplored areas.

I understand that the premise is not kingdom building. I just thought that it would be a fun mechanic to incorporate the Downtime System as it is, I think, the individual equivalent to kingdom building. Just curious to see if it was a consideration.


mahuffma wrote:
The Ancient GM wrote:
mahuffma wrote:
How about the down time rules? Will we be using that in place of kingdom building? I think that would work very well with my character looking to build up a population of plant people.
The premise of the AP is not that kingdom building, it is dungeon diving, and part exploration game. Kingmaker is assumed to have happened and you are now taking advantage of the open season on the unexplored areas.
I understand that the premise is not kingdom building. I just thought that it would be a fun mechanic to incorporate the Downtime System as it is, I think, the individual equivalent to kingdom building. Just curious to see if it was a consideration.

There will be downtime I don’t usually use the downtime rules so I’ll refresh on them.


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Personally, I find the idea of the downtime rules to be fun, but the execution rarely is.

It is a lot of bookkeeping, with very little benefit. Then, one day you go off adventuring and your building burns down.


1 person marked this as a favorite.

All because of that awakened coyote alchemist, trying to find new ways to catch the awakened running bird.


That could be an accurate summation Bob.


The Ancient GM wrote:
@snowhawk, it seems to not work for me, instead opening up to my character selection.

Sheet:
Weller Helfdayne

CG Male Human Skald 1
Medium humanoid (human)
Init +2; Senses: Perception +3
--------------------
Defense
--------------------
AC 16, Touch 12, Flat-footed 14
hp 10 (1d8+2)
Fort +3, Ref +2, Will +1
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
Battleaxe (One-Handed) +3 (1d8+4/20x3)
Battleaxe (Two-Handed) +3 (1d8+5/20x3)
Battleaxe/Handaxe +1/+1 (1d8+4/20x3)/(1d6+4/20x3)
--------------------
Racial Abilities
--------------------
Skilled: +1 skill point per level

Bonus Feat: One additional feat at 1st level
--------------------
Statistics
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Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 17
Feats:
Two-Weapon Fighting (1st), Double Slice (Human), Scribe Scroll (Skald 1)
Traits:
Weapon Training: +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer
Community Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Skills:
Bluff: 6
Intimidate: 6
Knowledge Arcana: 6
Knowledge Dungeoneering: 2
Knowledge Engineering: 2
Knowledge Geography: 2
Knowledge History: 6
Knowledge Local: 2
Knowledge Nature: 2
Knowledge Nobility: 2
Knowledge Planes: 2
Knowledge Religion: 2
Perception: 3
Perform: Oratory: 6
Swim: 7
Use Magic Device: 6
Languages: Common, Skald
Gear:
Battleaxe (One Handed Axe) 1d8 20x3, 6lbs (10 gp)
Handaxe (Light Axe) 1d6 20x3, 3lbs (6 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Chain Shirt +4 AC, +4 Max Dex Bonus, -2 ACP, 25 lbs (100 gp)
Heavy Steel Shield +2 AC, -2ACP, 15 lbs (20 gp)
Remaining Gold: 284
--------------------
Spells Per Day
--------------------
LvL 0: ∞
LvL 1: 2
--------------------
Spells Known
--------------------
LvL 0: Prestidigitation, Light, Mage Hand, Detect Magic
LvL 1: Expedious Retreat, Cure Light Wounds
--------------------
Special Abilities
--------------------
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Bardic Knowledge (ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Favored Class Bonus: +1 Hitpoint


Those trait are flippin amazing Snowhawk. Paizo stuff?


*searches for kickass traits*

.
..
...

They are not found on the d20pfsrd or Archive of Nethys.
Not listed under 3PP traits on the d20pfsrd, either.


Snowhawk you’re all good, weapon training,community minded. Absolutely great finds for traits!

That’s just an a%%#@&@ thing to for a DM to do without justification. Burning down investments for no other reason than “YoU WeReN’t ThErE” is stupid. If there is a story It could happen, catching the arson and revealing a plot against you guys. I also will handle a lot of the bookkeeping with handing it over if you want to do it, I enjoy the math of it.

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