GM Spazmodeus presents Age of Worms in Golarion Table 1 (Inactive)

Game Master Spazmodeus

A tale in which our unwitting participants endeavor to improve their lot in life....and save the world perhaps?

Combat Map


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@Spazmodeus, would you accept a fighter multiclassing with a refluffed vivisectionist alchemist to make a Witcher/Ranger type character, a melee combatant focused around buffing himself and others with potions? I've been doing some thinking and I think I like that option more than the shaman for Harran, in the end. However, if you rule the vivisectionist toolkit needs to be roleplayed as a creepy evil doctor than i'll come up with something else, of course :)

I guess this hurts my chances of making it in since it's no longer a pure healer. Though, I hope that between being a hopefully good tank, having all the nature survival skills, alchemist utility spells to share with others and potential switch hitting with a bow, it is mechanically still enough for consideration. Rp-wise it'll probably mostly add harvesting bits of defeated enemies to use in said potions. It's also unfamiliar territory for me compared to the shaman, and I like exploring new classes! I'll rewrite his backstory slightly to account for the change.


This is probably my most difficult character to bring to life. I've been struggling with the build since Saturday, and gave up twice, but finally settled on something that mechanically fits my vision of them.

Character Concept:
A genderfluid sex worker at one of the brothels in Diamond Lake - by choice. Through their kind and caring nature, the community of the marginalized and dispossessed rallies around them - she is the voice of the unheard. A worshipper of Calistria, but not a proponent of revenge; rather, a protector with a strong sense of fairness and a proponent of personal freedom. That being said, some people want to be hurt, and others need to be hurt. He can deliver withering lashings, verbal and otherwise.

Party role:
Support and out of combat utility: debuffing enemies with demoralize, disarm, trip; monster knowledge; face skills; some party buffing.

Crunch:
Qedesh Harim Himeros
Human (Chelaxian) inquisitor of Calistria 1 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . morningstar +0 (1d8) or
. . whip +3 (1d3 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, divine favor
. . 0 (at will)—detect magic, guidance, light, resistance
. . Domain Conversion inquisition[UM]
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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 10
Base Atk +0; CMB +3 (+5 dirty trick, +5 disarm, +5 reposition, +5 steal, +5 trip); CMD 13 (15 vs. dirty trick, 15 vs. disarm, 15 vs. reposition, 15 vs. steal, 15 vs. trip)
Feats Agile Maneuvers, Deft Maneuvers, Enforcer[APG]
Traits memorable, Haunted By Destiny (+1 AP)
Skills Bluff +7, Diplomacy +7, Intimidate +10, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +3, Perception +7, Profession (courtesan) +7, Sense Motive +8
Languages Common, Infernal, Varisian, [free slot]
SQ finesse weapon attack attribute, monster lore +3, stern gaze +1
Other Gear studded leather, dagger, morningstar, whip, backpack, bedroll, belt pouch, flint and steel, holy text (Calistria)[UE], manacles, masterwork tool, silk rope (50 ft.), soap, spell component pouch, torch (2), trail rations (5), waterskin, wooden holy symbol of Calistria, 66 gp, 1 sp, 8 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Background and hooks:
Qedesh Harim (Qiddi to friends) has lived in Diamond Lake for all their life. Their parents used to be both sex workers, so Qiddi made a career out of that, rather than something to be forced in by poverty or desperation. They grew around a community of diverse characters, united by the stigma against them, but some of them also taking pride in their craft. In time, Qiddi specialized into more niche services, catering to those who wanted to surrender themselves for a while.
Hooks:
- Protector: Qiddi is very attached to their community, and fiercely protective of them. They'll do anything in their power to help them, or get them out of trouble. If one of them is hurt, Qiddi will go on a crusade to take care of the perpetrator, not out of revenge, but so that they cannot hurt anyone else. In more general terms, Qiddi will side with anyone they perceive as being the underdog.
- Nagging parents: Qiddi's parents don't see their past profession as a good future for their child, so they've been pestering Qiddi to look for something else.
- Helper: Qiddi has difficulty saying no to requests for help or assistance, and is by nature empathetic and caring.
- Curiosity/wanderlust: Qiddi feels like they've exhausted all that Diamond Lake has to offer in terms of learning experiences, but leaving their family and community behind is difficult.

What you can expect from me:
I can post multiple times a day during the week (aside from exceptionally busy days at work), and generally once a day during the weekend; my timezone is GMT+1. I get along with anyone who is open-minded. I clearly communicate my limits and boundaries. If needed, I will adjust the character build or aspects of the concept to fit better with the party and/or setting. I roleplay over rollplay. I'm a decent writer and collaborative storyteller.


AdamWarnock wrote:

Okay, so I have a concept that I want to try. The idea is a person who believes they are not worth anything is chosen by one of the gods trying to prevent the Age of Worms as their champion. I’d be taking the Chosen One Paladin archetype at level two and alternate with fighter for a bit to represent their rocky beginning on the hero’s journey.

Alternatively, I could also make them more of an antihero.

Why would the character think that he/she's worthless? It could be a driving force between hero and anti-hero. Maybe, feeling worthless, the character is trying to get himself/herself killed.


I'm actually going to step back, not because I'm not interested, but because I have had a horrible headache all week and just can't get my brain to work out a character. I wish you all good luck!


CucumberTree wrote:
AdamWarnock wrote:

Okay, so I have a concept that I want to try. The idea is a person who believes they are not worth anything is chosen by one of the gods trying to prevent the Age of Worms as their champion. I’d be taking the Chosen One Paladin archetype at level two and alternate with fighter for a bit to represent their rocky beginning on the hero’s journey.

Alternatively, I could also make them more of an antihero.

Why would the character think that he/she's worthless? It could be a driving force between hero and anti-hero. Maybe, feeling worthless, the character is trying to get himself/herself killed.

Mainly conditioning. If you're told you're nothing enough times, you start to believe. It's especially easy when it's yourself that's telling you that. I've had some personal experience with that mode of thinking, and honestly this is one of the ways I cope with it.

As for trying to get themselves killed, that hits too close to home for me for a few reasons. One of those reasons is that I've played a character that did try to kill themselves and, well... Let's just say I learned a lesson that day about giving the other players a heads up. The others are more personal, so I'd rather not air them here.

Don't worry, I know why they feel like their worthless. I'm just working on getting that written down.


AdamWarnock wrote:
CucumberTree wrote:
AdamWarnock wrote:

Okay, so I have a concept that I want to try. The idea is a person who believes they are not worth anything is chosen by one of the gods trying to prevent the Age of Worms as their champion. I’d be taking the Chosen One Paladin archetype at level two and alternate with fighter for a bit to represent their rocky beginning on the hero’s journey.

Alternatively, I could also make them more of an antihero.

Why would the character think that he/she's worthless? It could be a driving force between hero and anti-hero. Maybe, feeling worthless, the character is trying to get himself/herself killed.

Mainly conditioning. If you're told you're nothing enough times, you start to believe. It's especially easy when it's yourself that's telling you that. I've had some personal experience with that mode of thinking, and honestly this is one of the ways I cope with it.

As for trying to get themselves killed, that hits too close to home for me for a few reasons. One of those reasons is that I've played a character that did try to kill themselves and, well... Let's just say I learned a lesson that day about giving the other players a heads up. The others are more personal, so I'd rather not air them here.

Don't worry, I know why they feel like their worthless. I'm just working on getting that written down.

Pulls foot from mouth

Definitely didn't mean to stir up anything heavy. I was thinking more about suicide by adventure. Like Troll Slayers from War Hammer. They disgraced themselves and go on to fight the meanest and toughest things they can find.


Thing about troll slayers is that dwarves in that setting have an alien mindset. For them they can’t forget. Their anger/shame/embarrassment doesn’t dim with time. So for them to be suicidal it makes sense, and goes a long way in explaining their grudge fueled society. I can see them being heroically suicidal. And I think that it helps separate them from real-life mental health issues. It’s why they are less problematic from a player point of view.

#tangent


This looks like a fun adventure! I (Zorblag, should any care,) present Kersk, the Dwaven Geokineticist for your consideration.

Role:

Kersk is a ranged or melee striker with the ability to do some scouting and trap disarming (though he will not be able to detect magic until and unless an item allows for it.) He’ll develop a closer and closer ties to the earth as the campaign continues, as well as branching out to other elements to suit our needs as a party.

Personality/Outlook:

Kersk is a somewhat degenerate dwarf. His family has been exiled from lands he never knew for an unknown breach of honor committed by his maternal grandfather. He wasn’t born in Diamond Lake, but he arrived there very young and watched his parents continue to fall into bad habits and debt before dying in a mine accident. It’s given him a fatalistic view of things and a tendency to keep his head down and persist, not trusting others to have his back and generally looking the other way when things are going wrong that don’t affect him directly. He’s not one much for humor, not having had the chance to participate in it much throughout his life, and not having close connections to use it with, but on the occasions he does decide something is valuable he’ll fight hard for it.

His recent awakening of his power and subsequent work with Nogwier are opening his eyes to the importance of fighting for a cause bigger than just what’s valuable to himself, but it’s going to be a journey to get there giving his starting place.

Kersk is a (miserable, downtrodden,) product of Diamond Lake just waking up to the idea that there might be other options out there.

Background:

“You want to know about how the earth talks to me? What exactly I hear and how it guides me? Can’t say I really understand that so well yet, but maybe I can tell ya how I come to hear them. Guess I’d best start with how I come to be here at all.

“Ma and Pa weren’t from round here. They left their dwarf lands round when I was born because of somethin’ Grampa Ord, that’s Ma’s Pa, did. Don’ know what it were, but it was bad’nough that we had to change our name to Hammullslagdam. Used to jes be Hammull. Don’t mean much to me, but I know it bothered Ma specially, though she’d never say why, exactly.

“Anyhow, after leavin’ the old lands Ma and Pa wandered the wilderness as they’d say, fore they came to Diamond Lake here and settled in to make a life best they could. Turns out maybe tha warn’t the best choice, but nothin’ to be done bout it now,is there? They found work in the mine fer Dourstone, though he was doin’ em a favor at the time, but learned fast‘nough that he don’ do no favors to anyone. I was left on me own to make what I could o’ the town and the packs of kids. Tried some to fit in, goin’ near that old dead tree when the others did on a dar and spendin’ the night in the Whispering Cairn to show em I was worth it, but none of em ever liked me much. Most jes let me be if I didn’t bother em, but a few a the bigger ones’d seek me out fer a beatin’ when they felt like it.

“In any case, Ma and Pa didn’t make much in the mine. I did what I could out in town, findin’ food and stuff to try to help us get by, but it seemed like every month they jus owed more to Dourstone and the company store. I learnt to be clever with me hands, openin’ locks to get at stuff when no one was around, or fixin’ broke tools fer other miners and the like. I know Ma and Pa skrimped out every copper they could in the mine and other odd jobs as well, but nothin’ we could do seemed to help ease that debt in any real way.

“An then there was the cave in down deep in the mine. Trapped both Ma and Pa and Dourstone didn’t do nothin’ to help em out. Stead, he jes came and told me that as their son their debt was mine now, so I’d best get to the mine myself and start workin’ it off. Didn’t have no choice, did I? So that’s what I did.

“Don’t know if you ever tried it, but minin’s hard work. Yeh get used to the lack a light and the stuffy air. Yer body builds up over time too, but it never gets easy. And the quotas Dourstone sets, well, I could meet em some days, but you’d miss em now and then and less some other miner had some ta spare it was that much less to pay off the company store. Not many miners in there had any ta spare most days, though when they did they were better about it than the kids up in town had been. Can’t say I made friends down in the mine, but at least those stuck down there with me treated me as someone worth workin’ with.

“And then it happened to me to, same as it did to Ma and Pa. I was way back in one of the deeper shafts on account of I could be there without needin’ to burn a torch and use up the fresh air better’n most of the others. The supports in some of them older shafts is jes rotten, specially where the water seeps in and I hadn’t noticed how ready to go one was. Somethin’ musta knocked it, cause next thing I knew it gave way and I had me very own cave in trappin’ me all on my own, with no one goin’ to come dig me out.

“I tried to dig from my end of course. Had my pick and shovel, but there was too much water; and everything I did seemed to cause more rock to fall, given’ me less and less space to work with. I could get some air from cracks to some other space deeper in, but my diggin’ was gonna get me killed if I kept at it, so I stopped. I stopped and I sat there fer what felt like days. Prolly, was, though I didn’t have no way of knowin’ the time exactly. I think I slept once, maybe twice? I was in there fer a spell fer sure, I can tell ya that.

“And that’s when it happened, when I was sittin’ there alone, waitin’ fer the air to run out, or fer hunger and thirst to take me. That’s when the rocks started to tell me what I needed to do. They didn’t use words of course, not exactly. Can’t say there were even sounds, but them rocks was whisperin’ to me, tellin’ me wha to poke at and where to dig. Some of em even started movin’ fer me, movin’ where I needed em to go. Some of the time rocks still do. The details get a bit fuzzy, but somehow I made my way out of the mine, through the cave in and back out into the fresh air of the night.

“After that I didn’t head back to town. Instead I made my way into the woods. I knew enough about gettin’ by out there from when I was young that I could survive fer a bit at least. Made my way out there fer a bit before old Nogwier found me somehow and took me back to Bronzewood Lodge. That old druid’s been talkin’ to me since then. He says that what I’m hearin’, what I can do now, has somethin’ to do with the Old Faith crumblin’. He says that I’m bein’ called to do something about the comin’, well, I’m not quite clear on what’s supposed to be comin’. He’s got his people out searchin’ fer some sort of unkillable zombies and I’ve gone to help a couple times. Never found anything yet, but we seen things out there that make me think he’s not wrong that somethings comin’.

“Anyhow, I’m back here near Diamond Lake jes to see what’s what, ya know? I’m stayin’ clear of the mines and Dourstone. Old dwarf’d probably try to send me right back into the mine to pay off me tab and I ain’t up fer that jes now. I can still move the rocks around and I can still, feel I guess you’d call it, em talkin’ to me, tellin’ me I got something I need to do. So that’s what people mean when they say the earth talks to me. Now I jes gotta figure out what to do about it.”

Build:

Kersk Hammullslagdam
NG Male Dwarf Kineticist 1
Medium humanoid (Dwarf)
Init +5; Senses: Perception +13, Darkvision 90 ft.
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Defense
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AC 15, Touch 13, Flat footed 12 (+2 Armor, +3 Dex)
hp 12 (1d8 + 4)
Fort +6, Ref +5, Will +2

Special Defenses: +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Weaknesses: Dazzled in bring light, –2 penalty on saving throws against effects with the light descriptor
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Offense
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Speed 20 ft
Melee
(light) Kinetic Blade: Earth Blast (B, P or S) +3 (1d6 +5)
Heavy Pick (P) +0 (1d6/x4)
Dagger (P or S) +3 (1d4/19-20 x2)

Ranged
Earth Blast (B, P or S) +3 (1d6 + 5) Range: 30 ft.
Dagger (P or S) +3 (1d4/19-20 x2) Range Increment: 10 ft.

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Statistics
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Str 10, Dex 16, Con 19 (17 +2 race), Int 10, Wis 14, (12 + 2 race), Cha 8 (10 -2 race)
Base Atk +0; CMB +0; CMD 13 (plus Stability)
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Powers
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Burn: Max Burn: 7, Max Burn per turn: 1
Craftsman: +2 on profession and craft checks related to metal or stone
Gather Power: Move Action to reduce blast wild talent burn by 1, Full action to reduce blast wild talent burn by 2.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Kinetic Blade Infusion: Use a kinetic blast for a melee attack
Kinetic Blast: Earth Blast at a range of 30 feet for 1d6 +5 (B, P or S)
Minesight: Dazzled in bright light, –2 penalty on saving throws against effects with the light descriptor
Slow and Steady: Speed never modified by armor or encumbrance
Trapfinding: Can Disable Magic Traps, +1 to detect traps and disable device checks
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Feats
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Weapon Finesse (Elephant in the Room)
Additional Traits (Level 1)
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Skills
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Disable Device: +9 (1 Rank, +3 Class, +3 Dex, +1 Trait, + 1 Trapfinding)
Linguistics: +1 (1 Rank)
Perception: +6 (1 Ranks, +3 Class, +2 Wis) +1 to find traps, +2 to notice unusual stonework
Profession (Miner): +6 (1 Rank, +3 Class, + 1 Wis) +2 to checks related to metal or stone
Stealth: + 9 (1 Ranks, +3 Class, +3 Dex, +2 Race)
Survival: + 9 (1 Rank, +3 Class, +2 Wis, +2 Race, +1 Trait)

Languages: Common, Dwarven, Terran
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Traits
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Child Explorer (Campaign): Some years ago, it was a shibboleth for the children of Diamond Lake to have one of their number spend the night in various old picked-clean tombs—in particular, one called the Stirgenest Cairn, and another called the Whispering Cairn. You took part in that tradition. The custom ended when one girl went missing overnight in the latter dungeon and was never heard from again. However, your time “exploring” the already-looted areas did teach you a thing or two about how the mechanisms work.

Benefit: You gain trapfinding, as per the rogue ability. If you already have trapfinding, you gain a +2 bonus on Perception checks to spot hidden mechanisms.l

Poverty Stricken (Social): Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild.

Benefit: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Reactionary (Combat): 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.

Benefit: You gain a +2 trait bonus on initiative checks.

Vagabond Child (Regional, Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Benefit: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Criminal (Social): +1 Disable Device, Disable Device a Class Skill
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Racial Traits
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Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Kineticist Features
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Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su): Earth

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp): Earth Blast (Physical; B, P or S)

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.

The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Kinetic Blade Infusion: Type form infusion; Level 1; Burn 1; Associate Blasts: any

You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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Equipment:
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Armor: Leather Armor

Weapons: Dagger, Heavy Pick

Other Gear: Monk’s Kit (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), Thieves' Tools

Treasure: 2 gp
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Future Plans
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Utility Wild Talents: Elemental Whisper Wild Infusion (Hare Familiar) (level 2), Earth Climb (Climb Speed) (Level 4)
Infusions: Extended Range (level 3)
Feats: Precise Shot, Weapon Focus (Kinetic Blast)


role:
close range and after 4th lv reach two handed fighter with spears for range

personality:
Buffy the vampire slayer with la femme nakita assassin who will start killing people from her job as a dancer in the tavern and worshipping Norgorber to go on a slow journey of redemption


CucumberTree wrote:


Pulls foot from mouth

Definitely didn't mean to stir up anything heavy. I was thinking more about suicide by adventure. Like Troll Slayers from War Hammer. They disgraced themselves and go on to fight the meanest and toughest things they can find.

'Tis all good! Didn't really stir up anything, I was just explaining why I wouldn't be going that route. I should be apologizing for bringing in the heavy stuff.


We're cool.

You should come with a warning label. :P


1 person marked this as a favorite.

A warning label? I have to say that's a new one. What would such a label say? I can think of many things, but the idea is to be pithy, isn't it? :D

Well, better warned here than in DM-Tareth's game Li'l Man ;)

Anyway, back on topic.

I'm working on a Tiefling(Demon-blooded) Ranger that I plan on multiclassing to Fighter and Paladin as well. She was raised in a creche run by a Hellknight Order and wound up getting seperated from her best friend as her cohort was overrun and some magic went awry. She found herself just outside Magnimar and spent the past couple of years bouncing from job to job until she came into Diamond Lake with a caravan master that let her go because of her heritage. She's been working as a bouncer/bodyguard at one of the bordellos, though the madam has been pressuring her into being one of the ladies for sell instead due to her exotic features, especially her tail. (Thus giving her a very good reason for her to go running at the next opportunity she sees) The part I'm still mulling over is what god is going to call her when she hits level 2.

In case it isn't obvious, I'm leaning heavily on a biblical tradition. In many of the stories in the Bible the person God calls isn't the one that is the most well prepared, but the one that will allow him to work His greatest glory. Honestly, it's about a character being called to faith and learning to trust someone outside of themselves. I think that can be a powerful narrative, especially in a game where darkness and despair pervades. Light shines the brightest in the deepest shadow after all.

So, yeah, that's my concept. I'm just working out the details.

Silver Crusade

I would like to apply with this character.
Background is in progress and campaign trait might actually change from worm chaser to ominous patron, have to think about it.


Harran, former son of Nogwier wrote:

@Spazmodeus, would you accept a fighter multiclassing with a refluffed vivisectionist alchemist to make a Witcher/Ranger type character, a melee combatant focused around buffing himself and others with potions? I've been doing some thinking and I think I like that option more than the shaman for Harran, in the end. However, if you rule the vivisectionist toolkit needs to be roleplayed as a creepy evil doctor than i'll come up with something else, of course :)

I guess this hurts my chances of making it in since it's no longer a pure healer. Though, I hope that between being a hopefully good tank, having all the nature survival skills, alchemist utility spells to share with others and potential switch hitting with a bow, it is mechanically still enough for consideration. Rp-wise it'll probably mostly add harvesting bits of defeated enemies to use in said potions. It's also unfamiliar territory for me compared to the shaman, and I like exploring new classes! I'll rewrite his backstory slightly to account for the change.

Play/Build what you want to play.

I won't dictate how you should RP your character based on class mechanics. However that doesn't preclude me from responding appropriately in game ( should you be selected) to a vivisectionist's strange proclivities :)

Grand Lodge

Pain, secrecy and unrelenting discipline. Life as a Ebon Exile:

Those were the impressions that come to mind when he reflects on his last 10 years.

His impoverished samurai parents were proud and overjoyed when a hooded Tengu and his interpreter servant visited their home. The Tengu were legendary instructors in martial arts and swordsmanship, and surely handing over their youngest boy into the instruction of such august teachers was a great honour, and would lead to a bright future. Tears were shed, hugs exchanged, documents signed and chopped and just like that, the boy was no longer their son. They believed they had done the right thing.

They forgot that for every happy and pleasant fable there is a dark and terrible legend. They forgot that while there were benevolent Tengu, there are also malevolent Kenku. They also take and train children, but those taken seldom have a bright future.

Lord Hanmāchaimu (Hammer Chime) and his clan had established their own warrior order to act as body guards and oppress their fiefdom. The order of the Blood Raven took in these children and beat them into loyal samurai to serve their Kenku masters. Every man to be given their due, no insult received without appropriate response and to dominate their foes by intimidation and fear. The training focused on swift application of extreme violence, destroying the enemy with armed and unarmed combat.

The Order was a secretive one. Beyond service to dark Kenku, they are also sworn in service to Vecna, the Undying King, and not the traditional gods of Minkai. The rites were brutal and callous. Many of his fellows fell to darkness, taking joy in the sacrifices, torture and oppression of others. Somehow Shōsai managed to hold onto his humanity, just focused on surviving and did what was necessary to avoid dying himself.

Lord Hanmāchaimu desired to travel west, to attend a conclave of Kenku cult members in far off Varisia. The journey was swift, thanks largely to magical assistance provided by allies along the way.

The betrayal of Lord Hanmāchaimu was nearly as swift.

It was less than a day before cries of "Kill the Heretics" rang through the halls of the hidden temple. Most of his brothers and sisters fell but Shōsai was able to fight free and into the stews of Diamond Lakes slums. Accosted by street thugs... or maybe desperate adventurers, he acquired some gold, a cloak and pack of equipment.

He knows he needs allies, and a way out... and as a survivor he's not choosy about the method.

Shōsai (Dex based Samurai/Swashbuckler):

Male human (Tian-Min) samurai (brawling blademaster) 1 (Pathfinder Player Companion: Martial Arts Handbook 10, Pathfinder RPG Ultimate Combat 18). Fav Class Swashbuckler.
N Medium humanoid (human)
Init +4; Perception +1, Sense Motive +5

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2
Defensive Abilities resolve 1/day

--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron katana +4 (1d8+4/18-20) or
dagger +5 (1d4+2/19-20) or
unarmed strike +5 (1d6+2) or
wakizashi +5 (1d6+2/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks challenge 1/day (+1 damage, +1 dam while only you threaten)

--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 14
Base Atk +1; CMB +5; CMD 15/17
Feats: * Agile Maneuvers, * Combat Expertise, * Deadly Aim, Improved Unarmed Strike, * Power Attack, Slashing Grace[ACG], * Weapon Finesse, Weapon Focus (katana)
Traits: Ebon Exile, indomitable faith

Skills: Bluff +6, Intimidate +6, Knowledge (religion) +4, Sense Motive +5
Background: Linguistics +0, Lore (Cult of Vecna) +3

Languages Common, Minkaian, Sakvroth (Sign Language),Tien
SQ Order of the Blood Raven (order of the cockatrice)
Gear caltrops; [UC], arrows (20), cold iron katana[UC], dagger, shortbow, wakizashi[UC], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], torch (3), trail rations (5), waterskin, lamellar (leather) armor, 15 gp, 8 sp, 8 cp

--------------------
Special Abilities
--------------------

*Agile Maneuvers Use DEX instead of STR for CMB with Dex Weapons
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Cockatrice's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 damage when you are the only one threatening the target.
* Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
* Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
* Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Slashing Grace (Katana) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.

*Elephant in the room feats
--------------------


IF allowed a second bite at the cherry? I'll also submit an old favourite of mine, re-written slightly for this AP... a failed pathfinder. A man who has been more driven by circumstance (as opposed to led by destiny) to Diamond Lake... A Criminal barfly (Lets face it, that's what a lot of Pathfinders are) Bard - Borden Read!

He'll be playing the role of Reluctant Hero... Sorta Jack Burton from Big Trouble in Little China.

Scruffy is a good word to use to describe Borden. He stands a broad shouldered 5'11 with some good heavy muscle tone under a layer of belly fat. He is typically ill shaven (though he has a local barber do the job every 3 or 4 days). His hair is worn long and a bit on the shaggy side.

He is loud and brash but possessed of a roguish charm. The twinkle in his eye and his confidence has been the downfall of many a womans inhibitions.

A native of Absolom Borden ended up in Varisia about a year ago, not long after washing out of the Pathfinder Society. One too many failed examinations (caused by whatever carousing he could manage to cram into that dreary existence) had led to the Society washing its hands of him but he still had the skills. Coincidence and assorted angry men has driven him to board on a boat out of Absolom. Many epic escapes from husbands, fathers and brothers have led him here, of all places Diamond Lake - while he would have preferred a life of breaking into tombs or historical sites looking for ancient relics or propping up the bar while he tells long tales, Diamond Lake is more in need of a hearty laugh than any town... ever.

It wasn't long ago a potential amorous encounter ended with him bare-ass naked and strapped to a wooden board. Weird but potentially fun. Except it seems that he was now the central part in a demonic ritual rather than on a kinky date, and in fact he had been captured by cultists. Whatever the ritual's purpose may have been, it didn't work out the way his captors envisioned as a fight broke out next door and he was able to escape, stealing a bunch of weird books and stuff that he promptly pawned off.

Now he's looking over his shoulder for a way out of town or at least for something to get him away from his regular haunts.


There's something seedy and familiar about Borden Read. :)

Greeting from Celeste Toronos. :)

Grand Lodge

Hes my eternal champion :) Bring Celeste back


Borden Read wrote:

IF allowed a second bite at the cherry? I'll also submit an old favourite of mine, re-written slightly for this AP... a failed pathfinder. A man who has been more driven by circumstance (as opposed to led by destiny) to Diamond Lake... A Criminal barfly (Lets face it, that's what a lot of Pathfinders are) Bard - Borden Read!

He'll be playing the role of Reluctant Hero... Sorta Jack Burton from Big Trouble in Little China.

Scruffy is a good word to use to describe Borden. He stands a broad shouldered 5'11 with some good heavy muscle tone under a layer of belly fat. He is typically ill shaven (though he has a local barber do the job every 3 or 4 days). His hair is worn long and a bit on the shaggy side.

He is loud and brash but possessed of a roguish charm. The twinkle in his eye and his confidence has been the downfall of many a womans inhibitions.

A native of Absolom Borden ended up in Varisia about a year ago, not long after washing out of the Pathfinder Society. One too many failed examinations (caused by whatever carousing he could manage to cram into that dreary existence) had led to the Society washing its hands of him but he still had the skills. Coincidence and assorted angry men has driven him to board on a boat out of Absolom. Many epic escapes from husbands, fathers and brothers have led him here, of all places Diamond Lake - while he would have preferred a life of breaking into tombs or historical sites looking for ancient relics or propping up the bar while he tells long tales, Diamond Lake is more in need of a hearty laugh than any town... ever.

It wasn't long ago a potential amorous encounter ended with him bare-ass naked and strapped to a wooden board. Weird but potentially fun. Except it seems that he was now the central part in a demonic ritual rather than on a kinky date, and in fact he had been captured by cultists. Whatever the ritual's purpose may have been, it didn't work out the way his captors envisioned as a fight broke out next door and he was able to escape,...

Borden is a man's man. He is honest about his dishonesty and unapologetically open about his faults: Ale swiller, b&&*%#*~ artist, whore monger and brawler. Oh, and add to that, 'failed Pathfinder', 'treasure hunter' and 'tomb robber'. He'll drink with any man that will buy a round in return and fight any man that gives him cause.

He is exactly the sort of foreign expat that is frowned on in most cities - loud, disrespectful of the local 'superstitions' (though he is unfailingly polite to anyone who can help him) and with no regard at all for historical claims of ownership when it comes to antiquities.

Though he has many failings he's got heart of gold and is a soft touch under all his bluff and bluster. He's always up for a fight, true, but its his hand is typically held out in friendship afterwards, rarely bearing any grudge. When not trying to denude such tombs that remain unspoiled of their treasures he earns his drinking money as a professional story teller and bar side comedian - specialising in tall tales and sagas.


I can see the serious Dragomir butting heads with the loud Borden. That sounds like some awesome RP moments.


Well, it's Friday:

GM Spazmodeus wrote:
Sort them by the average flying speed of scarlet-crested swallows in the player's hometown...or if that's too easy.

That's a trick question. everyone knows that all scarlet-crested swallows fly at the speed of 42 Cause it's the "Answer to the Ultimate Question of Life, the Universe, and Everything"

GM Spazmodeus wrote:
by party role :)

Which seems to be shifting sand. So forgive my attempt to break this mob up into something definable.

List of Applicants:
Dotted Interest:
Cuàn
The Archlich
pad300
Simeon
SqueezeMeNow
AdamWarnock: Tiefling(Demon-blooded) Ranger

Full BAB:
Torilgrey Jenner Decameron Male human gunslinger (musket master, mysterious stranger) 1
TheWaskally Dragomir Venchev Male Human Paladin 1
Edelsberg Phoibe Rhamnousia Female Human Slayer (ankou's shadow) 1
erik td Gardolf The Grim Male Human Bloodrager 1
Ironperenti Kul'Theraka Male Half-orc Slayer 1
Hayato Ken Koemi Rainbowfizzle Female svirfneblin ranger (fortune-finder, nirmathi irregular) 1

Full Divine/Spirit Caster:
BelacRLJ Mark Male Human Dark Tapestry Oracle 1
Trevor86 Harran Former Son Of Nogwier Male Half-Elf Shaman 1 (Life Spirit)
Moksha Boramyr Oathmaker Male Dwarf Cleric 1

Full Arcane Caster:
CucumberTree Trevor?Terrov Mlae Human Sorcerer (imperious Bloodline) 1
Pancakes Erik Caien Male Human Wizard 1

Non-casters/Non-Full BAB
DBH Jenny Drakan Female Tiefling (Daemon-Spawn) rogue (Knife Master) 1
Grumbaki Valdear male Half-Elf Scaled Fist Unchained Monk 1
FanguarNym Phiren Male Elf Alchemist (Chirurgeon, Crypt Breaker) 1
Zorblag Kersk Hammullslagdam NG Male Dwarf Kineticist 1

Other casters:
KingHotTrash Krios Dinrulsis Male Elf Hunter 1
Robert Henry Ala'Ihys the Archer Male Human Inquisitor of Sarenrae 1
Albion, The Eye Reknar Male Half-Orc Bard 1
Kittenmancer Qedesh Harim Himeros Human inquisitor of Calistria 1

If I have missed someone or gotten something wrong, please let me know.

GM Spazmodeus I have left off Helaman's two characters until you've approved (Or not) double dipping. Once we know the answer I will post his selection or both characters.


So I have my fluff all done now, just need to do personality and appearance!

Krios will be a two-handed hunter specializing in the awesomeness that is the elven curve blade. He has some divine spellcasting but that'll be more for buffing himself and his animal companion. I may also go Packmaster and have a combat animal companion and a utility/support companion, haven't decided that yet.


@GM Spazmodeus- I had decided not to roll a dragonheir and couldn't find a fitting alternate so I came to undot. However, I did suddenly stumble upon something interesting and got a heck of an idea. How would you feel about a kobold sorcerer hiding in these lands? Obviously it would have to be a heck of a sales pitch, but I figured I should ask before I do a writeup.


@All: if any are ambitious to put forth more than one submission, who am I to say no

@SqueezeMeNow: The only issue with playing a kobold is the prejudice he/she would experience; this ain't 2nd ed :) So if you're game, kobold-away!


TheWaskally wrote:
I can see the serious Dragomir butting heads with the loud Borden. That sounds like some awesome RP moments.

Will there be beer afterwards?


@GM Spazmodeus

Oh goody! I'll get to work right now!


SqueezeMeNow wrote:

@GM Spazmodeus

Oh goody! I'll get to work right now!

Did you ever listen to squeeze me macaroni by Mr. Bungle?


1 person marked this as a favorite.

Afraid not, but if you link it I will follow. Got a blurb up for everyone's favorite gno-me Gil!

background:

Gilwill Amethystdigger was often spotted by his strange head covering. The fisherman's cap pulled low so as to hide his features while he skulked about the mine. No one had ever seen the little piker fish, but then no one ever wanted to see Gilwill either. If you ever saw the bright red of his eyebrows and hair you were far too close to him. It meant he had probably overheard anything you said in the last hour. Gilwill was always curious of gossip, listening in to find out things that were none of his business. On more than one occasion the snoopy little gnome had been caught and beaten until his oddly frail body laid broken on the floor. On others people would notice him sneaking away, the telltale glint of brightly colored metal lures all that could be spotted in the dim light. Most people did their best to steer clear of him.

That didn't stop people from making fun of him though. Often people had a good laugh regaling each other with the time a female gnome had taken an interest in him. She had tried to follow him around, without much success, and when she finally cornered him in the tavern one night she had run screaming out a moment after getting a good look at him. Fish gills Gilwill never seemed to mind though. Despite his apparent love of being an annoying pest he seemed altogether happy to keep away from others in his personal time.

Of course, no one knew the real reason for this. Gilwill was not a gnome. Gilwill was Kib Redtail. A misbegotten kobold who snuck out from his tribe's cave one day and returned to find they had left him and his dangerous daytime explorations behind them. He had gone into the dark after them, gotten lost, and ended up crawling back to the surface a different way! Finding himself among the various miners of Diamond Lake, the panicked kobold enacted a brilliant disguise. To blend in with those around him, he dug the ore like those around him! Then, as the shift ended and the miners shuffled out with their loads Kib reluctantly followed. The next thing the confused kobold knew he was being paid. Not fully understanding (But not arguing with his good fortune!) he scampered merrily out and even managed to get some delicious salted fish!

Learning to live on the surface was scary. All the enemies of his race lived and moved about him in numbers he couldn't believe! Kib liked digging though. Kib liked secrets too. Kib especially liked getting paid money to dig and learn secrets! He got to eat fish regularly, and on rare occasions could even afford alchohal. The latter led to more than one mistake on his part, and his disguise had slipped once or twice. Thankfully, he had never been without his disguise and his telltale hat at the same time. Barring one unfortunate time he had been found out by a female gnome. Gno worries though! She had run screaming away and never returned!

Found a trait that gives disguise as a class skill. Then there is disguise self for emergencies. Oh, and kobolds make accomplished miners and can get a little bump on class skills that use charisma. Setting this up mechanically is proving to be very amusing!

Grand Lodge

That's a fun take! Well made indeed.


I really like some of the campaign traits and the setting from Kib's perspective.

There is the kobold's spiteful nature to play with, and that involves him being a little bird and taking that trait. Which amusingly dovetails into people giving him a wide berth. At least ideally envisioned. I imagine it brings him antagonists as well.

You have the food situation where most of the fare is brought in from other areas and is heavily preserved. I myself dislike preservatives loaded into food, and prefer to cook food fresh. Kib on the other hand probably lived off rotten or uncooked food dug up or scavenged from the earth. Just having fish is a luxury to him.

Kobold's tend to want to have secure exits and know when to fold em. In a campaign setting like this I imagine that to be a helpful mindset. Not that he is a (total) coward, but Kib is the kind to take a beating if it means the conflict is over.

All told he is a very different character than I am as a person, and every character I have ever made has been based on some aspect of my own personality. I know the DM doesn't want us talking character builds or roleplaying. Which is fine, because I am just talking about roleplay potential I see in the character.

Not to get too meta, but I kind of powered through CC last night and it's still in my head. Still have to get some descriptions of him and his primary persona added, figure out a few small details.

Sczarni

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I believe my Dwarven Inquisitor of Abadar got left off the list above.

Avion Flintheart:
Avion Flintheart
Male Human Inquisitor of Abadar 1
LN Medium humanoid (dwarf)
Init: +3; Senses: Darkvision 60’, Perception +6
Speed: 30, Languages: Common, Dwarven, Undercommon, Goblin

Defense
AC 18 (chainmail +6, buckler +1, dex +1) Touch 11 FF 17
HP 11 (1d8+3)
Fort +4 Ref +1 Will +3 (+2 vs poison/disease, +2 vs spells/SLAs)

Offense
Melee: battleaxe +4 (1d8+4 20/x3)
Ranged: light crossbow +1 (1d8 19-20/x2) Range 80, Ammo 20
BAB 0 CMB +4 CMD 15 (19 vs trip)

Statistics
Abilities: Str 18 Dex 12 Con 14 Int 12 Wis 12 Cha 10
SQ: Slow & Steady, Defensive Training, Hardy, Stability, Greed, Stonecunning, Hatred, Favored Class (Inquisitor: HP), Monster Lore (+1 to ID monsters), Stern Gaze (+1 to Intimidate/Sense Motive)
SA: Agile Feet (4/day), Judgement (1/day)
Traits: A Little Bird Told Me, Reactionary
Feats: Intimidating Prowess
Teamwork Feats:
Skills: Appraise +5, Diplomacy +4, Intimidate +11, Knowledge (local) +5, Knowledge (religion) +5, LinguisticsB +5, Perception +6, Sense Motive +5, Survival +5
Combat Gear:
Scrolls:
Equipment: chainmail, buckler, battleaxe, dagger, light crossbow, bolts (20), backpack, bedroll, belt pouch, flint & steel, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5), waterskin, holy symbol
Coin
Spells Known: CL 1, DC 13+Spell Level; Domain (Travel)
Orisons: Detect Magic, Disrupt Undead, Create Water, Brand
1st: 2/day Cure Light Wounds, Keep Watch

Description Avion is thin for a dwarf, with a muscular frame and large hands. He stands around 4’6” tall, and masses approximately 235 lbs. He wears nondescript clothing over well maintained armor and equipment, and with his hood pulled up he could fit into any dwarven community on Golarion. He favors light colored clothes in grays and khakis, and wears a wooden carved symbol of Abadar tucked into his belt. He stands ready for most activity in a given day, armed with a traditional battleaxe, dagger, and a well-used and maintained crossbow slung over his shoulder.

Background: Avion is an immigrant to Diamond Lake, coming to the city a decade or so ago, after finding his calling from Abadar. He felt the pull to head out into a newly formed civilization and the need to assist its leaders and citizens. He strives to be fair and just, but his stark demeanour, ability to hear and understand all too much of what is said, and willingness to sell that information for coin has not ingratiated him to the community at large. He doesn’t much mind, though, seeing his task as one of building the city at large, rather than helping any one individual themselves.


Slight update on my end, in a somewhat embarassing turn of events, I started liking Harran less when I actually went through statting him into a fighter (with future alchemist mc). The skills didn't work for the backstory, and the lowish cha didn't fit with the roleplaying aspects I had in mind for him.

In the end, I decided to scrap the idea and I'll go with a slightly different Life Shaman, taking the unsworn shaman archetype (still with the life spirit). He is intended to be a main healer/full divine caster, though he gets channel energy at level 2 instead of level one.

Good luck on the selection process, everyone!


Here is my submission for Mac Razorjaw. Halfling Rogue. His backstory is at the end of the profile. Please let me know if you have any questions, or if I am missing anything or if something needs to be corrected.


On second hand, going to hold off on outfit descriptions for multiple persona until DM decision is made. I'll get the last of the nitpicky crunch done and call Kib good for submission.

edit: It occurs to me that "kobold prisoner" could be a useful "disguise" to keep a spellcaster safe from being targeted first.

edt2: Crunch done! Bones and all.


Would your nixing of 3p content extend to Everyman’s tweaking of the maneuver master to fit with the unchained monk?


I've completed a more fleshed out version of Mark, posting here.


Hi GM Spaz! Here's Archlich with my character to the group - Shadoo is a Dwarf Unbreakable Fighter, and confessedly a little lighter mood/more comical than the average (but not in a disruptive way, hopefully). Thanks for running it!


@Nazard : Sorry for the delay, but no 3rd party, except of course the elephant in the room stuff


GM Spazmodeus wrote:

@Nazard : Sorry for the delay, but no 3rd party, except of course the elephant in the room stuff

Does that include the Unarmed Combatant feat the author added to the comment section of that page?


Alrighty, I've been working on her for a bit and I think I'm at a place I can post her. I present Mia Curseborn, a demon-blooded tiefling that is destined for greater things than she can imagine.

Stats:

Mia Curseborn
Female demon-spawn tiefling ranger 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee gladius +2 (1d6+3/19-20) or
. . heavy shield bash +4 (1d4+3) or
. . longsword +4 (1d8+3/19-20) or
. . quarterstaff +4 (1d6+4) or
. . shortspear +4 (1d6+3) or
. . unarmed strike +2 (1d3+3 nonlethal) or
. . 2 claws +2 (1d4+3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +4; CMD 17
Feats Combat Expertise, Deadly Aim, Power Attack, Precise Shot
Traits - custom trait -, talented
Skills Climb +3, Knowledge (religion) +1, Perception +7, Perform (sing) +7, Profession (soldier) +5, Stealth +7, Survival +5, Swim +3; Racial Modifiers +2 Perception
Languages Abyssal, Common
SQ finesse weapon attack attribute, prehensile tail[ARG], track +1, wild empathy +3
Other Gear chain shirt, heavy wooden shield, arrows (40), gladius[UC], longbow, longsword, quarterstaff, shortspear, backpack, bedroll, belt pouch, cutting board, wooden (2 lb), explorer's outfit (2), flint and steel, hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], pot, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], soap, soldier's uniform[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterskin, 52 gp
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Shortspear - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background Outline:

  • Mia's parents were demonic cultists in Cheliax. The cult was massacred by an Asmodean and Hellknight inquisition. Mia was the only survivor, spared thanks to Bishop Giovianni wanting to conduct an experiment and see if it was possible to "tame the beast."
  • Mia spent her early childhood learning to keep quiet and never disobey her betters. She coped by bottling up her anger and fear.
  • Around the time Mia turned seven, she was assigned a roommate. The girl was the daughter of a merchant who sold her to the Hellknights to pay some of his debts. The girl, Astra Mercer, was kind and sweet, having been raised by her much more goodly mother, and quickly befriended Mia.
  • As they approached their fourteenth birthdays, Astra and Mia were assigned to a cohort of green recruits and given training as scouts, thanks to their light feet and small size.
  • A year after they began their training, their cohort was sent out to stop a band of roving undead. Since this was their first fight, Astra and Mia were to fight in the shieldwall.
  • The cohort's commanders turned out to be incompetent lack-wits and a series of disasters lead to the cohort breaking ranks and running. Astra and Mia stayed together, but some magic went awry and before they could keep themselves from getting separated, the magic engulfed them.
  • Mia woke outside of Magnimar and spent several days looking for Astra. Alone, afraid, and fast running out of food, she turned to the city to see what she could do to find her friend.
  • Over the course of the next few months, Mia withdrew and stopped looking for Astra as the pressures of surviving grew. Few would trust a hellknight, no matter their rank, and fewer still would trust one with her inhuman features.
  • Mia joined up with a caravan heading for Diamond Lake to earn some coin, but the caravan master kicked her out as the grumblings from the other scouts and guards grew.
  • Mia tried to find honest work, but no one, not even the lowiest of the miners, were willing work along side her.
  • As winter closed in, Mia found herself scrounging food wherever she could and sleeping on the street.
  • Madame Mezziana found her at this point. Intrigued by her appearance and always on the lookout for new product, she offered Mia a place to sleep and food if she'd work for her.
  • Mia began working for Madame Mezziana as a bodyguard for those in her employ at her bordello, but Madame Mezziana had something more she wanted from Mia and began her campaign to coax the young girl into doing what she wanted.
  • About the same time, Mia found herself in charge of the orphans that Madame Mezziana cared for as a way to make herself more respectable. The truth is that she uses her charitable enterprise as a way to nab new product for her bordello before the others have a chance.
  • Over the next three years, Mia became increasingly mired in Madame Mezziana's illict business affairs. At first it was just running messages and finding those who were behind on their payments. It steadily escalated until she was escorting those that were brought in to the chamber they were to face torture in.
  • At the same time, Madame Mezziana has been putting more and more pressure on Mia to become one of her products at her bordello. Mia has so far managed to keep from caving in, but she's growing desperate for a way out for herself and the children she watches over.

  • NPCs and Hooks:

    Bishop Giovianni
    An adherent to the Asmodean faith and one of its higher ranking inquisitors, Bishop Giovianni is not known for his kindness or mercy. He is a shrewd man and well versed in the arts of breaking others into doing his biding. He is also an ambitious man and the inconclusive ending to his experiment with Mia bothers him. If he ever caught wind of Mia's survival, he'd find a way to bring her back under his influence and complete what he'd started.

    Madame Mezziana
    If there's anyone in Diamond Lake less scrupulous than Madame Mezziana, they haven't been found. The obese toad of a woman runs a bordello infamous for catering to those with what might politely be called esoteric tastes. She has her hands in several illicit ventures, such as information brokering, smuggling, protection rackets, drug dealing, gambling, and forgery. She has contacts with several prominent members of Diamond Lake, including a cozy relationship with Sheriff Cubbins. She takes particular delight in breaking others down and many know that crossing her is a sure way to find yourself beaten or worse.

    Astra Mercer
    Mia has learned that she can never really open herself up to others, with the one exception of Astra Mercer. Astra was Mia's only and closest friend. It was thanks to that friendship that she managed to survive her childhood. Astra is the one person that Mia fears disappointing the most. Mia doesn't know if Astra survived the magical mishap that lead to her waking up outside of Magnimar or even where she is, but whenever she finds herself thinking about her long lost friend, Mia is deathly afraid of what Astra would think of her now.

    The Orphans
    Madame Mezziana currently has a little over half-a-dozen orphans under her care. A couple are orphans due to Madame Mezziana's machinations, though they don't realize it. Since taking over their care, Mia has been trying to find a way to get them out of Diamond Lake, but she's sure that the coin she has isn't going to be enough. She also has a time limit. Two of the eldest are almost of age and Mia's not so naive or blind as to miss the way their supposed guardian has been eyeing them.

    Hooks
    - Any job that promises good pay is likely to get Mia's attention.
    - Any job that could get her and the orphans under her care out of Diamond Lake is also likely to get Mia to do everything she can to get it.
    - Any hints of Astra's whereabouts would draw her more out of the survival mindset she's adopted since waking up near Magnimar three years ago.
    - Beyond that, Mia's shame is at a point that she's almost as desperate for any way to prove she's not just a thug to herself as she is for a way out.


    Personality:

    From Ash's Guide to RPG Character Personalities and Backgrounds.
    I expect that some of these will shift as Mia grows and the game develops. This is how she is at the moment, not where I'd like her to be.

    Primary Motivators: Survival, Beneficence
    Secondary Motivator: Adoration

    Emotional Disposition: Ashamed
    Moodiness: Labile

    Outlook: Slightly Pessimistic
    Integrity: Conscientious
    Impulsiveness: Spontaneous
    Boldness: Very Cautious
    Agreeableness: Very Agreeable
    Interactivity: Very Reserved
    Conformity: Conventional

    Sense of Humor: Prankster


    Appearance:

    Note, this isn't a perfect match for the avatar. The avatar was just what I felt like fit her the best.

    Mia is a short girl with long, straight, white hair and ash-gray skin. Her eyes are bright red, like the color of flames, and she has a slender, dexterous tail that is a pretty good indication of her mood. Her pointed and mobile ears are also a tell to her emotions. When she smiles, her small fangs are clear to see.


    Party Role and Plans:

    Mia is a fair scout and can see what's ahead of the party. She's good at both melee and range. She's not the tankiest tank that ever tanked, but that'll probably be getting better as she gets up to higher levels.

    The current plan is to have her alternate between Paladin(Chosen One) and Fighter(Unbreakable) until eighth level where she'll go Paladin(Chosen One) the rest of the way. It's not an optimal build by any stretch of the imagination, but I am hoping that it will mimic her character arc as she is called and slowly accepts the call and that she's not the horrible person she thinks she is. (Although if I'm being completely honest, I'm also after Armor Training 1, believe it or not. Sneaky character with Mithral Full-plate and no speed penalties? Yes please!)

    So, yeah, using leveling plans to mirror a character's growth. I really hope I get the chance to try it out. :)


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    Mia wrote:
    Mia tried to find honest work, but no one, not even the lowliest of the miners, were willing work along side her.

    I feel personally attacked.


    @GM Spazmodeus, I didn't see an answer, are firearms okay, or should I re-write Jenner for crossbows? He's currently a musket master/mysterious stranger, but I could swap him to bolt ace easily.


    @Nazard: If it's in the Pdf go for it. If not, you're out of luck.

    @TorilGrey: Sorry, missed that one. Guns are okay, so your preference.


    Some interesting parties around here. I decided to go with the Dwarf because (well, I love playing Dwarves) the previous application I did for the game (on the other thread) was a bit too different with the Shabti. Plus, fighters are awesome and I love the Combat Stamina system, and I feel that (despite trying to focus on his RP flavor) I can hopefully make him efficient enough to survive the hardiness of this adventure :)


    Love dwarves. Never played them though.


    Kib Redtail wrote:
    Love dwarves. Never played them though.

    You’re missing out! Had to stop myself from remaking this character as a dwarf.


    I can see Mia and Jenny having met a some stage, both being Tieflings on the street. I'm not sure how it would have gone though? Jenny being violently reactive for most of her life. Only recently coming to the realization she has to change her life to being more than a vicious street thug.


    Please don't hurt me!


    @Kib: What can I say? She looks the part of a demon, and Kib looks the part of a lowly miner. ;)

    @Jenny: I guess it depends. Mia was about 15 when she first came to Diamond Lake, and she was wearing a ragged uniform and armed. She’s also on the timid side, so I could see it going a few different ways before Mia fell in with Madame Mezziana. After that, I guess it depends on who Jenny worked for. Maybe she was one of the ones Madame Mezziana had around for when violence was called for in her eyes. Lemme know if you want to hash it out some more.


    @Mia. Jenny didn't work for anyone. She was always trying to make ends meet on the street. Her reputation was of someone who escalated things far too soon.

    She's late teens now, just realizing that the way she's been going isn't going to work much longer. As a Grimspawn Tiefling I see her as a natural pessimist. A grey tint to her skin, ragged grey hair. Black eyes and an air of gloom about her. A bit to knife happy to be an Emo though. :)

    She wants to change though. Maybe meeting another Tiefling who wasn't a spiteful bundle of sharp edges was one of the catalysts?

    Jenny is a Knifemaster Rogue. The plan is to add some Investigator levels as she progresses to both give her trapfinding, and so she can work out why things happen. Learning how to solve things without stabbing being involved is a desired goal.

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