GM WhtKnt's A Noble Cause (Inactive)

Game Master WhtKnt

Noble animals strive to help and protect the two legs, without revealing themselves directly.


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Presenting Clalaak, 1st of the Clutch of Seerkii and 78th of the Roost of Swiftwing!

Stats:

Clalaak
Male Eagle Paladin (hunting paladin) 1
LG Small Noble Animal (Avian)
Init +1; Senses low-light vision, Perception +13
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +3
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Offense
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Speed 10 ft., fly 60ft (poor)
Melee Bite +2 (1d4+1/x2), Claw +4/+4 (1d4+2/x2)
Spell-Like Abilities Hunt evil (1/day)
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Statistics
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Str 14, Dex 16, Con 13, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 13
Feats Weapon Finesse, Multiattack
Traits ease of faith, natural flier
Skills Diplomacy +7 (1 rank, +3 class, +2 cha, +1 trait), Fly +4 (1 rank, +3 dex, +3 class, +1 trait, -4 racial), Perception +13 (1 rank, +3 class, +1 wis, +8 racial), Survival +5 (1 rank, +3 class, +1 wis)
Languages High Fauna, Raptor
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Special Abilities
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Aura of Good
Detect Evil: A hunting paladin cannot use this ability as a move action. However, when a hunting paladin has successfully followed a creature’s tracks for at least 1 minute, she can discern whether the tracked creature’s alignment was evil, as if she had cast detect evil in its presence and concentrated for 3 rounds.
Hunt Evil: Once per day, a hunting paladin can designate a single evil creature within her sight or one that she has determined to be evil by declaring it the target of her hunt and following its tracks; this allows her to add her Charisma modifier as a bonus on Survival checks to follow that creature’s tracks and on Perception and Stealth checks opposed by the target of her hunt. She can sense her target’s presence and location, which lets her pinpoint her target’s location when within 10 feet; if the target has concealment, she can roll twice and use the better result on rolls to determine whether she misses due to the concealment. She gains uncanny dodge as per the barbarian class feature against her target.

Background:

To the humanoids of Golarion, the god Easivra is a curiosity, at best. A god of an obscure race of bat-men in the Mwangi expanse, his worship among humanoids is nearly nonexistent. Easivra has done nothing to change this perception. This is not for lack of worshippers or willpower, rather a lack of interest on his part. His followers among the humanoids are nothing more than anomalies. He is, after all, the patron of all noble eagles on Golarion.

The noble eagles have taken upon themselves the mantle of the protectors of birdkind and the Dawn Eagle as their progenitor and patron. Evil has no place among the beauty and purity of the sky, they say, and it is their duty to ensure it stays that way. Intensely proud of their heritage, great lineages of righteous warriors known as Roosts define their society.

It was into this collection of holy champions that Clalaak was born, the first child of his mother Seerkii and the 78th descendant of Swiftwing, the semi-mythical founder of his Roost. He was taught the mysteries and doctrines of Easivra from hatching, learning the nobility of their purpose and the absolute necessity of their cause. It was his pride and his duty to follow in the wingbeats of his forebears, and he took to the skies to prove himself in glorious battle against the corruptors of the skies.

A group of Beheaded had been spotted in his family’s territory in the Verduran Forest, and he was eager to prove himself. He swooped in for the kill against a straggler, but as he did, three more intercepted him. Midair duels between flying beasts are a terrifying and glorious affair, and this was no exception. He flew as hard as he could, but despite his best efforts, the Beheaded overwhelmed him. He plummeted towards the ground, and he knew it was his end.

He closed his eyes and saw an eagle with wings of fire, it’s cry a call to righteous battle. It was Easivra, it had to be! He opened his eyes and found his wounds healed, his body full of vigor. He flew at a Beheaded and crushed it between his talons, before setting his sights on the rest.

When the battle was done he rested for a time and knew beyond a doubt he had been chosen to fight back against evil and to challenge humanity by inspiring them to be the best they could be. He would stay in the Verduran Forest, protecting it’s skies from any more incursions by creatures that would despoil them.

Personality:

Clalaak is, as with nearly all eagles, intensely proud. His kin watch the skies, keep them safe so that all of birdkind may traverse them without fear. Despite his pride, he is kind and deeply caring. The cause would be nothing if those he protects lived in fear of their protectors, after all, and Easivra bids his children to act kindly and mercifully, to live their lives as best they can and encourage all others to do the same. The soaring passions and epic tales of the eagles are well known, after all, and Clalaak loves to tell of them all.

I think it's all correct, let me know if there are any questions.


Revised and expanded the background a bit for the skunk bard.

Hoyleberry is the familiar of a wizard. For sixteen months they adventured, before Benquoil (and half the adventuring group) was enchanted by a sleep-inducing artifact created by a dream-eating outsider. While his wizard sleeps and dreams, Hoyleberry manages to help protect part of the Darkmoon Vale. His mother named him Hoyleberry because when he was born he was glossy black like the berries. They also have a pungent odor but taste sweet.

Appearance: Fine, dense black fur with six broken white stripes. The tip of the tail has a white marking. Sometimes in the snow he uses prestidigitation to change his fur to white so he’s less visible.

Personality: Hoyleberry likes leaving sticks or stones lined along pathways. He walks around his home den singing and dancing in honor of Nethys. He normally doesn’t volunteer too much information about himself to others. He does get slightly anxious around big cats and owls. Since becoming a wizard’s familiar he is less anxious around humans. Eggs are his favorite food.

**Just a note, I switched ghost sound for the prestidigitation cantrip.


Here is Scyllaes's background, her appearance will be that of a four-lined snake. I've added a bit of personality in the background.

Scyllaes's Background:

Scyllaes was brought up from an egg by a young boy named Anton. The boy aspired to be a ranger and hunter in the surrounding Darkmoon Vale. Though Anton's family was poor and couldn't afford a trained dog, cat or raptor, so Anton's father Edmund (a lumberjack in employ of the Consortium) stole a few eggs out of a snake's nest.

Eventually Scyllaes's hatched as the only one from the stolen eggs.
Being brought up as a favoured pet by Anton and his family, meant quite some perks. Free reign to hunt mice in the house, a warm and comfortable nest, a lot of attention from Anton and a purpose in life.

Unfortunately, things did not last. As Scyllaes's and Anton were hunting for small game in the woods, the duo found a bear cub, it's mother died of her wounds in a bear trap. Anton never doubted to take it with them, though Scyllaes's instincts went haywire. This could be a rival, this could be a rival. The thought or instinct never left her mind.

It turned out to be true. Anton took more notice for the caring and training of the cub, instead of Scyllaes. Eventually Anton took both of them hunting and left Scyllaes behind when they caught their prey. Exiling Scyllaes to the Darkmoon Vale woods from whence she came.

Scyllaes's training had put her somewhat above the intelligence of other snakes and animals in the woods. Easily able to hunt and maneuver around than most of her peers.
Though it has always gnawed at her, the feeling she was only second best, not enough for Anton, discarded as soon as he found a better replacement. It has haunted her and set her mind on proving that she's not to be trifled with. If she could get payback on Anton, that would also be nice. But for now, it's surviving on her own.


Okay, now Starwatcher has background and appearance info.


Boondocks, the noble raccoon rogue is getting close to complete.

background:

Boondocks is an exceptionally athletic raccoon with a line of terrible scars and a blind eye on the right side of his face.

Boondocks was orphaned as a cub when the tree his litter lived in was cut down by loggers.

Boondocks was in a hollow in the tree and was taken (along with the tree) to the lumber mill.

That night he climbed out of the tree and hid in a drain throughout the next day.

The next night he came out of the drain, scared and hungry, and started to explore.

He spotted a rat sneaking through the streets and followed along until they ended up at the trash dump.

Starving, he dug into the trash until he found some smelly, discarded food.

The next day, he hid in the dump. This turned out to be a bad idea because prowling dogs came around and chased him until he climbed up the side of a building and hid in an attic space.

Over the next few months he lived like a rat in Falcon's Hollow, coming out by night to scavenge for food. Over time he became friends with the town rats, and he feels a debt of gratitude to them for showing him how to survive even though they were just being rats.

Because he feels a debt to the rats, Boondocks has taken to disarming any rat traps he finds and sniffing out any danger that might threaten his benefactors. The rat problem in Falcon's Hollow has gotten steadily worse with Boondocks watching out for them.

His main foe is a human named Ronan Greene, the town rat-catcher of Falcon's Hollow. He has outsmarted the man many times and ruined dozens of his traps. Two falls past, Ronan took to using dogs and Boondocks ended up cornered after taking too long chewing open a trap to help a rat escape. The terrier jumped on him and Boondocks was forced to fight his way free, killing the terrier by tearing out his throat.

Ronan stepped up his hunting after that and a month later he lured Boondocks out into the open with a rat in a cage and he shot him with a crossbow from a hidden blind. Boondocks was hit in the head and wounded badly, but escaped half-blind through a small sewer drain and found a place to hide.

It took several months for him to heal, laid up with a fever and infection that left his face scarred and his right eye blind.

Fortunately, the local rats looked out for him and brought him food while he recovered.

Now, he is back in mostly good health and he has learned to better appreciate the weapons that the two-legged men carry sometimes.

Statistics:

Boondocks
Raccoon unchained rogue 1 (Pathfinder Unchained 20)
CG Small noble animal
Init +5; Senses low-light vision, scent; Perception +7
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Defense
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AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +7, Will +1
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Offense
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Speed 30 ft., climb 20 ft.
Melee
1 bite +6 (1d3)
2 claws +6 (1d2)
Special Attacks bite, sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 20, Con 12, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +4 (+5 disarm, +5 steal); CMD 14
Feats Agile Maneuvers, Alertness, Weapon Finesse
Traits dump salvager, pillager

Skills
Acrobatics +9 (1 rank, +3 class skill, +5 dex)
Climb +12 (1 rank, +3 class skill, +8 climb speed)
Disable Device +12 (1 rank, +3 class skill, +5 dex, +1 rogue, -2 no tools, +4 racial)
Escape Artist +13 (1 rank, +3 class skill, +5 dex, +4 racial)
Knowledge (local) +5 (1 rank, +3 class skill, +1 int)
Perception +7 (1 rank, +3 class skill, +1 wis, +2 alerness) (+3 search for concealed items)
Sense Motive +7 (1 rank, +3 class skill, +1 wis, +2 alerness)
Sleight of Hand +13 (1 rank, +3 class skill, +5 dex, +4 racial)
Stealth +13 (1 rank, +3 class skill, +5 dex, +4 size)
Survival +5 (1 rank, +3 class skill, +1 wis)

Languages Common, High Fauna, Rodent, Woodland
SQ trapfinding +1
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Special Abilities
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Feats:
Agile Maneuvers Use DEX instead of STR for CMB

Noble Raccoon Racial
Bite (Ex) Prerequisites: Small or larger size.
Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Climb (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Rogue
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Dark Archive

1 person marked this as a favorite.

Sounds like the majority of you are ready, so I'll get things kicked off early next week.


Awesome, looking forward to it!


Sounds great!


Also looking forward to it.


1 person marked this as a favorite.

Wonderful! Time to start trying to think more like a skunk.

Dark Archive

Sorry, all. I've not deserted you. It's just been a very busy week. I should have something up by tomorrow or Monday.

Dark Archive

And just like that, the game is underway! Check out the gameplay thread.


any need for another? just saw this and am interested in a hedgehog (if allowed) rogue or sorcerer.

Dark Archive

I don't see it being a problem. Give me a day and I'll post the relevant information.


WOuld a shaman be an option? I have an idea for one with a hedgehog.
I'm ok without though. Thinking of doing a sorcerer. we will just see what stats show though before making a final build. Tentative build minus race is done.

A little known fact is that hedgehogs love to climb and swim. I have one and he loves his bath and his climbing tree.


bummer... was hoping the stats to build my toon were here. Guess i'll wait...... hedgehog taps its foot to measure time. [:)}

Dark Archive

Sorry, it's been a busy day.

Noble Hedgehog Traits:
* Strength 1 (hedgehogs always begin play with a Strength of 1--this can be increased through level advancement as usual), +2 Dexterity, +4 Charisma.
* Diminutive.
* Base Speed: 15 feet, Swim: 10 feet.
* Natural Armor +1.
* Natural Weapons: Bite (1).
* Low-Light Vision (Ex).
* Scent (Ex).
* Bonus Feat: Weapon Finesse (bite).
* +4 racial bonus on Stealth and Swim checks.
* Mammal.
* Automatic Languages: High Fauna and Rodent.
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Serpent, Simian, Songbird, Ursine, and Woodland.

Yes, I am aware that hedgehogs are not rodents, but that is the category into which they best fit for our purposes. When you decide on a class, I'll provide the rest of the info. Shaman is, unfortunately, not a possibility. We are keeping to the Core rulebook for classes because that's what my reference material has,


WhtKnt wrote:

Sorry, it's been a busy day.

Noble Hedgehog Traits:
* Strength 1 (hedgehogs always begin play with a Strength of 1--this can be increased through level advancement as usual), +2 Dexterity, +4 Charisma.
* Diminutive.
* Base Speed: 15 feet, Swim: 10 feet.
* Natural Armor +1.
* Natural Weapons: Bite (1).
* Low-Light Vision (Ex).
* Scent (Ex).
* Bonus Feat: Weapon Finesse (bite).
* +4 racial bonus on Stealth and Swim checks.
* Mammal.
* Automatic Languages: High Fauna and Rodent.
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Serpent, Simian, Songbird, Ursine, and Woodland.

Yes, I am aware that hedgehogs are not rodents, but that is the category into which they best fit for our purposes. When you decide on a class, I'll provide the rest of the info. Shaman is, unfortunately, not a possibility. We are keeping to the Core rulebook for classes because that's what my reference material has,

THats what I thought but figured I could ask.

I'll decide on a class shortly. probably tomorrow.


kk I'm going to go Sorcerer with the hedgehog.What else do I need to know?
Also, is there an online source for point cost? I can't find one right off and don't have tons of time to look tbh due to the move. I'm trying to see what it would cost to raise strength from 1 to 5 or 6 but not sure how to figure that out exactly. I looked on the archives of nethys and can't find anything showing point buy costs.

Dark Archive

Point-costs are here. It really wouldn't be point-effective to try to raise your Strength score at the outset, however. To get to a 5 would cost you 8 points if we assume that the progression goes by -2 each point after 7 (though that is probably not a valid assumption, TBH). The low Strength score is compensated for by the natural armor, Diminutive size, and bonuses to Dexterity and Charisma. When they say that it can be raised through level advancement, they mean just that.

As a sorcerer, what you need to know is below:
* Craft is no longer a class skill for a noble animal sorcerer.
* Survival is a class skill for a noble animal sorcerer.
* Noble animal sorcerers gain no proficiency with any weapons, armor, or defensive attitudes.
* While noble animal sorcerers still gain the Eschew Materials feat, they use blood components in place of material components when the value of those components is over 1 gold piece.
* If a Noble Animal Sorcerer who already has claws gains claws as a bloodline power, treat them as if they had taken the Improved Natural Weapon feat for both claws.
* In addition to the familiars available to humanoid wizards, noble animals can choose a humanoid familiar. Add the following to the list of available familiars:

Familiar Specials
Dwarf: Master gains a +2 bonus on saves versus magic
Elf: Master gains immunity to magical sleep effects
Gnome: Master gains 1 additional 1st level spell of the illusion school per day
Halfling: Master gains a +3 bonus to Stealth checks
Human: Master gains a +3 bonus to Diplomacy checks
Orc: Master gains a +3 bonus to Intimidate checks

All rules regarding familiars apply to humanoid familiars except for Intelligence. A Humanoid familiar has an average Intelligence for its race. A noble animal sorcerer may never take a familiar of his or her own species (noble or natural).

In addition to the more traditional benefits bestowed by a familiar, humanoid familiars can carry equipment.

Magical Transparency
The magic practiced by noble animals is simply different from that used by humanoids. In fact, without prior knowledge or a specific feat, a humanoid present at a magical duel between two animals may not even be aware that anything supernatural occurred. If a squirrel sorcerer and an owl wizard faced off at each other with spells, to the humanoid eye they would appear to be chattering and hooting at each other furiously, until one of them died, apparently of a heart attack.

Detect magic, dispel magic, counterspells, and similar spells and abilities are simply ineffective against magic from the “other side.”

Gross physical effects of magic, such as a fireball or a deer turning into a toad, are still visible and can affect humanoids, but as a rule they would not be able to identify the difference between a noble animal caster’s somatic or verbal components and other natural animal behaviors.

By the same token, noble animals cannot see humanoid magic either, and the evidence of it is often just chalked up to more inexplicable humanoid behavior.

Blood Magic
Another important difference between humanoid and animal spell casters is material components. Animals simply do not place the same associations onto inanimate objects, nor do they generally carry a lot of trinkets with them.

For the noble animal version of any given spell, replace material components with blood components. In order to cast a spell with blood components, a spell caster must voluntarily take damage, using his blood to power the spell.

For any spell whose material component is worth up to one gold piece, the blood component is one hit point. For any spell whose material component has a listed gold piece value, the blood component is ten percent of that value, rounded down, up to a maximum of 20 hit points.

Hit points spent to power spells cannot be healed through natural or magical means, short of a wish spell, for 24 hours (one entire cycle of the sun).

Only noble animal spells have blood components. If a noble animal spell caster has the Gift of Understanding feat, any humanoid spells they cast that require material components still require those components.

By the same token, any humanoid with that feat who casts an animal spell with a blood component must also take the damage.

If taking the blood component damage causes the caster to be reduced to between 0 and –9 hit points, he immediately passes out, but is stable. He remains, as if in a coma, until his hit points are again over 0. If taking the blood component damage reduces the caster to -10 or fewer hit points, the spell is cast but he dies instantly.


I am moving this weekend and lose access to internet until the 13th. I should have the sorcerer up shortly thereafter. SOrry for the delay.


so question...are only bloodlines from the basic core allowed? Or can I take any appropriate bloodline from pfsrd20 site? Also are we using traits?


Character sheet for Tamimay

Dark Archive

I'll allow any appropriate bloodline, and yes, you may use traits.


I presume it really is too late now...? I kinda like the idea of a lion paladin :)

Dark Archive

Yeah, sorry. I'm full up now.

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