
GM SuperTumbler |

GM SuperTumbler wrote:Daniel Stewart was the one who made the Wild Child, and he switched to the herb witch, so go for it RamzaBeoulve.
You can take an animal companion at character creation. I was just thinking if someone wanted to upgrade they would have to play it out.
Ah, you're right. However, it looks like there are a *lot* of animal companion submissions, so I think I'm going to hew towards something a little different.
My favorite class is Bard, so I think I'm going to roll up a Filidh. I know they're not, like, mechanically top-notch but they have some neat stuff they can do and also feel very much like the best characterization of a "prehistoric Bard". (Also, they're inspired by/a riff on original 1E Bards, which has had them near the top of my list of stuff to take for a spin).
I know Bard archetypes that give up Inspire Courage are usually looked down upon, but I think that a party with such limited armor options might appreciate an AC bump.
I figure I'll flavor him as a bit of a tribal outsider, who's both valued and feared for his divination abilities. Also, I think the whole "visions of the near future from nature" thing works well to explain Bardic Knowledge in a prehistoric setting. (Replace "I read this in a book somewhere!" with "I saw this in a dream once!" or some such like.)
Sounds good.

Aelwulf |

Everything should be finalized except Equipment and I might change Background Skills depending on who is selected.
Aelwulf
Barbarian (Invulnerable Rager) 1
Human (Dual Talent)
N Medium Humanoid
Init +4; Senses- , Perception +5
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Defense
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AC 16, touch 12, flat-footed 14, CMD 17
HP 15
Fort +5, Ref +2, Will +1
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Offense
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Speed 30 ft (40 Base)
Melee Great terbutje +5 (1d10+6) 19-20x2
Melee Stone dagger +5 (1d4+4) 19-20x2
Melee Short-spear +5 (1d6+4) x2 [20ft]
Ranged Shortbow +3 (1d6) x3 [60ft]
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Attack +1 CMB +5, CMD 17
Feats: Big Game Hunter
Traits: Indomitable Faith, Reactionary
Background Skills: Craft: Weapons +4, Craft: Armor +4
Skills: Perception +5, Survival +5, Knowledge: Nature +4, Climb +8, Swim +8, Acrobatics +6
Languages: Common
Gear: Hide armor, great terbutje, other stuff TBD
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Racial Abilities
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Dual Talent: +2 to two stats replaces bonus feat and skilled
Favorite Class: +1/3 Superstition bonus
______________________
Special Abilities
Rage (6 rounds)
Fast Movement
Black, shaggy hair is pulled back to reveal a chiseled, radiant face. Hollow green eyes, set buried within their sockets, watch delightfully over the clan he’d been separated from for so long.
A jagged scar stretching from just under the right eyebrow, running towards his left nostril and ending on his left nostril leaves an intriguing memory of unfortunate misadventures of his first attempt at hunting a long-toothed cat.
This is the face of Aelwulf, a powerfully built warrior of just seventeen winters, a true defender among humans. He stands easily among others, despite his large and bulky frame. There's something incomprehensible about him, perhaps it's a feeling of arrogance or perhaps it's simply his bravery. But nonetheless, people tend to socialize with him, while making up bigger stories about him.
Aelwulf tries to maintain an even keel and fair hand in his dealing with people. He maintains most tribal customs and traditions but has shown a willingness to go his own way a time or two.

Storm Dragon |

Well, regardless; besides that first level feat and traits, Akash is done I think.
Akash is the tribe's current olutoju, or guardian. In each generation a child of the tribe (usually an orphan) is chosen to become the new olutoju, and bear the burden of having an evil spirit bound to them, one which terrorized the tribe in generations past.
They train for years with the previous olutoju, who usually also doubles as the tribe shaman, and are meant only to take on the burden when the previous one dies of natural causes. But Akash's master perished in a hunting accident, and the spirit needed to be swiftly bound to him in the man's last moments.
This thrust Akash into a role he was not yet mentally prepared for. Worse, the binding was hasty, and bleedthrough from the spirit is at an all time high as its bindings are looser than ever.
The olutoju is usually treated with a mixture of fear and respect; much more of the former than the latter is heaped upon Akash.
At the same time, the tribe cannot kill Akash; not until a new olutoju is chosen and trained, in any case. Nor can they exile him from the tribe, no matter how unsettling his new abilities may be.
Akash's only goal at the moment is to prove himself an asset to the tribe, and void the unfortunate circumstance of needing to raise and train his own killer.
Going with "half-orc" as more of a side effect of the fiend binding than anything. It make shim more bestial and savage, as well as granting him some of the fiend's prowess in battle and some supernatural abilities.

Baldur Halfhand |

This is Nik's saurian cavalier, or at least will be! Crunch is complete and I'll try to get a little backstory up in the next day or so. I went mechanically half-orc but fluff-wise will be human, just grew up out in the wilds so is a bit 'rough around the edges' and the half-orc racial features made that work quite well.
I'm taking average wealth so 175gp.
Much like Ouachitonian I'm going to be taking an allosaurus companion (dinosaurs are cool and allosaurus is pretty much the best one!) so maybe we can have a hunting pack together?

GM SuperTumbler |

With the surfeit of submissions pet classes, I would be willing to change my character to a god-meddled oracle. The backstory would be largely the same, minus the eidolon. Let me know if this will work out better, GM.
I'm not at all opposed to characters with pets or etc. It wouldn't bother me to have 4 characters with companions, eidolons, or whatever.

RamzaBeoulve |

Gotcha. There are a few 1st party options, but none of them work with weapons I was thinking about using (some variant of light axe or maybe a shortspear).
I can always go Str based, but Mediums are pretty MAD so I wanted to consolidate that a bit.
Shouldn't Slashing Grace work for handaxes? (Though that's three feats.)

gyrfalcon |

GM SuperTumbler, you mentioned Legendary classes as things you might approve. I'm thinking of the Legendary Ranger (Harrier Scout + Skirmisher archetypes). She'll fight with two handaxes or stone hammers to start, and will get reasonably good at throwing them as well, over time. I see her as one of the tribe's young, up-and-coming hunters, eager to take down some big game. Full stats and background to come, but wanted to run the class by you first since it's 3p. Let me know if you don't have access to the PDF.
Thanks,

pad300 |
Trelsong Spiritspeaker
Trelsong was born into the tribe 19 winters ago, and it is all he has known. Marana his mother is well respected; she is skilled at gathering, and many crafts. His father died hunting when he was 7. He has two siblings (Goloth, older brother a respected Hunter, Ammana younger sister, just reaching marriageable age at 13).
His connection to the ancestor spirits became apparent early; he was taught the tribes sacred dances and songs. He has come into his own now, and his songs and dancing can call forth the wisdom and skills of the tribes ancestors. He has been educated as a shaman, his head filled with as much of the tribe’s lore as possible.
A young (19 years old) man. 5’10 and Skin and bones (159 lbs). There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and startling green eyes. Skin is a weathered bronze. Prominent cheekbones and heavy eyebrows.
Happy go lucky and energetic. Not much of one for sitting, is always on his feet. Tries to be funny. Friendly and thinks the best of people.
Trelsong Spiritspeaker
CG Male Human
Low Light Vision
Legendary Medium 1 (Spirit Dancer)
Init +2 = +2 (Dex)
Speed 30 ft
Defense
AC : 16 = 10 + 4 armor + 2 Dex
HP 10 = 8 +2 Con
Fort + 3 =+0 Medium +2 Con +1 Trait
Ref + 3 =+0 Medium +2 Dex +1 racial
Will + 3 =+2 Medium +1 racial
+3 vs Charms and Compulsions (Irrepressible Trait)
Cold Resistance 2
CMD : 12 = 10 +0 bab+2 dex
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : +2 = +0 +2 str
Medium Spells Prepared
L0 (2,*) DC 13 : Guidance, Light
L1 ( 0+1, 0(+1)+1/day) DC 14 :
Stats
Str 14 = 14 (5 pts)
Dex 14 =14 5 pts)
Con 14 =14 (5 pts)
Int 10 = 10 (0 pts)
Wis 10 = 10 (0 pts)
Cha 16 = 14 (5 pts) +2 racial
Feats: Expanded Assertion Pool (1st), Legendary Influence (individual Spirit Details to Follow) (Human Bonus),
Traits : Threatening Defender (Combat), Irrepressible (Faith), Northern Ancestry (Campaign), Naïve (-2 vs Dirty Trick and Improvised Weapons) (Drawback)
FCB: Spirit Bonus +1/6
Skills (6+2 (bonus) +3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+4 = 1 rank +3 trained)
Use Magic Device (+7 = 1 rank +3 trained+3 Cha)
Sense Motive (+4 = 1 rank +3 trained)
Spellcraft (+7 = 1 rank +3 trained+3 int)
Diplomacy (+7 = 1 rank +3 trained+3 Cha)
K Arcana (+4 = 1 rank +3 trained)
K Nature (+4 = 1 rank +3 trained)
K History (+4 = 1 rank +3 trained)
Handle Animal (+7 = 1 rank +3 trained+3 Cha)
Background Skills
Perform (Dance) (+7 = 1 rank +3 trained+3 Cha)
Perform (Sing) (+7 = 1 rank +3 trained+3 Cha)
Languages: Tribal
Assertion Pool (Su) (5 points): At 1st level, the legendary medium gains a reservoir of psychic willpower that he can draw upon to assert influence over his spirits. This assertion pool has a number of points equal to 1/2 his legendary medium level + his Charisma modifier (minimum 1). The pool refreshes once per day when the legendary medium prepares his spells.
Spirit (Su): A legendary medium serves as a vessel to channel spirits—powerful entities which may be the souls of bygone heroes, vestiges of forgotten gods, fragments of powerful outsiders, manifestations of the local environment, or any number of other mysterious and powerful entities.
A legendary medium can channel a spirit through a ritual known as a seance. Seances take 10 minutes to perform and require the legendary medium’s concentration. At the end of a seance, the legendary medium invokes a spirit of his choice to inhabit him until he chooses to release the spirit or invokes a new spirit. Each spirit arises from one of several legends, which are described further later in. The legendary medium gains the spirit’s listed seance boon and base spirit power for as long as they continue to channel the spirit. The legendary medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level.
A legendary medium can invite his allies to participate in his seance, performing a shared seance which can grant several benefits. A character counts as participating so long as they maintain physical contact with another participating character and willfully opens themself to the spirit; unlike the legendary medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
Spirit Bonus (Su): When a legendary medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level legendary medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Certain other abilities may increase this bonus further.
Spirit Surge (Su): When making a d20 roll that is increased by the legendary medium’s spirit bonus, the legendary medium can spend an assertion point as a free action to add 1d6 to the roll. This action may be taken even when it is not your turn. By spending 2 points of assertion, the legendary medium may instead do this after learning of the success or failure of the roll. This can cause the check to succeed instead of fail. The legendary medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the legendary medium’s spirit surge die increases to 1d8, to 1d10 at 14th level, and to 1d12 at 18th level.
Spirit Dance (Su) Each day when he prepares his spells, a spirit dancer makes all his spirit power choices as if he were channeling one spirit of each of the legends. He does not always possess the seance boon, spirit bonus, spirit powers, or spirit surge ability from any of these spirits. Instead, he can enter a spirit dance as a free action to gain the aforementioned abilities from one of the spirits he prepared during his seance for the duration of his spirit dance. He can end his spirit dance or change which spirit he is utilizing with spirit dance as a free action. A spirit dancer continues to track daily uses of abilities from each of his spirits even while he is not in a spirit dance. This ability alters spirit and spirit bonus and replaces spirit feats.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Tribalistic: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
Weapons: Tepoztopilli (8 gp), Terbutje ( 6gp), Sling, 2 Javelins
Armor: Leather (Lamellar) (60 gp) (if available, otherwise Hide shirt)
Equipment
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), , trail rations 10 days (5gp), belt pouch(1 gp), flint and steel (1 gp), waterskin (1 gp),
Trained Guard Dog

GM SuperTumbler |

Yeah, if I go axe specifically. The Grace Feats are pretty...egh. In general. I'd rather just load up on Medium armor and tank my Dex at that point I think.
Edit: Plus my build is already pretty Feat intensive; I want Possessed Hand stuff.
Storm Dragon, I'm tired from a tough week and so probably missing something. Deadly Agility lets you get Dex to damage with light or finessable weapons.
I'm thinking I'm ok with that. Are there spears that are light? I know there is the Elven branch spear that is finessable.

GM SuperTumbler |

GM SuperTumbler, you mentioned Legendary classes as things you might approve. I'm thinking of the Legendary Ranger (Harrier Scout + Skirmisher archetypes). She'll fight with two handaxes or stone hammers to start, and will get reasonably good at throwing them as well, over time. I see her as one of the tribe's young, up-and-coming hunters, eager to take down some big game. Full stats and background to come, but wanted to run the class by you first since it's 3p. Let me know if you don't have access to the PDF.
Thanks,
Love Legendary Ranger. I do have it. Sounds good.

GM SuperTumbler |

How primitive are we talking here? Pre-Agriculture? Domestic Animals? (Dogs but not cows or horses?) Caves for shelter, or huts (and maybe mud-brick)?
Technology is somewhere in the Upper Paleolithic with sprinklings of Mesolithic. Farming, Writing, the wheel, any sort of permanent dwelling would attract something called the Hounds of the Blind Heaven. There are Megalithic structures.
Domestic animals for hunting and riding are ok (this is obviously more Stonepunk than realistic). This gets problematic. Obviously if the people are keeping something like Mammoths for riding on a regular basis, they would also be milking them and making cheese and such. So we are probably in a situation where individuals are taming wild animals (megafauna, dinosaurs, whatever), but there isn't regular breeding or keeping of animals.

Storm Dragon |

Storm Dragon wrote:Yeah, if I go axe specifically. The Grace Feats are pretty...egh. In general. I'd rather just load up on Medium armor and tank my Dex at that point I think.
Edit: Plus my build is already pretty Feat intensive; I want Possessed Hand stuff.
Storm Dragon, I'm tired from a tough week and so probably missing something. Deadly Agility lets you get Dex to damage with light or finessable weapons.
I'm thinking I'm ok with that. Are there spears that are light? I know there is the Elven branch spear that is finessable.
I think the shortspear is light, lemme double check.
...No, it's onehanded apparently. Hm.
But Elven Branch Spear works. I didn't realize until a bit ago the Champion spirit gives me an Exotic proficiency, so I'm rethinking stuff. On the Dex end, a whip could be cool (made from my own hair?) or I swap back to Str and fiddle with a Falcata or something. But that's boring-ish, trying to stay away from swords.

GM SuperTumbler |

Grod the Cunning (Human Hunter/Allosaurus)-Ouachitonian.
Gnarok (Elf Occultist)-Simeon.
Augrock Manyteeth (Half-Orc Barbarian)-Me'mori
Eskala Redmane (Human Pyrokineticist)-Delightful
Fanki (Human Soulbound Summoner/Kami)-Brainiac
Fade (human witch (herb witch))-Daniel Stewart
Aelwulf (Human Barbarian)-Elbowtotheface
Trelsong Spiritspeaker (Human Legendary Medium)
Akash (half-orc medium)-Storm Dragon
I'm looking at people's post history to get a feel for everyone as players. I'll make a decision in the next few days. Still time to make a submission.

GM SuperTumbler |

It is a version of the Medium from Legendary Games. All of the Legendary versions of the classes are sort of deconstructed with everything turned into options. The ones I know are pretty cool. This one I'm still trying to wrap my head around since I don't know the Medium all that well to start with.

GM SuperTumbler |

Thanks to everyone who submitted. All of your characters were quality both in thematic builds and in backgrounds. Choosing was a challenge. I am going to be smart enough to keep this at 1 table and not stretch myself too thin.
Grod the Cunning (Human Hunter/Allosaurus)-Ouachitonian.
Gnarok (Elf Occultist)-Simeon.
Fanki (Human Soulbound Summoner/Kami)-Brainiac
Fade (human witch (herb witch))-Daniel Stewart
Akash (half-orc medium)-Storm Dragon
I'll get a Campaign and all the threads set up so you can head over to Discussion and dot into Gameplay.