Goblin Squad Member. Organized Play Member. 52 posts (1,689 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 3 aliases.
Hello! I absolutely loved the original Dark Tower game from the early 80's and I was excited to see that a new edition with updated gameplay is on kickstarter right now. Anyone who played this game 40 years ago should definitely check this out!
Our first few games with the new core set have been hilarious. I have been playing Fumbus, the new goblin alchemist, and have had good (?) luck with the beginning scenarios. On the first turn of both games, I have found a closing henchman (once on the first exploration and the second time on the second exploration) and closed the location. This has led to us describing it in our story that he is told to go 'explore' an area and so he strolls over, throws a bomb to completely destroy everything, then scurries back saying "Done!"
Our running joke is that Fumbus does not understand the difference between "explore" and "explode"!
I think I will keep what I rolled before, it seems very appropriate for someone from a horse nomad tribe.
Just need equipment: 2d6 ⇒ (4, 6) = 10x10=100gp
Ok, I think he's done! Let me know if there's anything I've missed or you have questions about.
Thank you for offering to run this!
Description & History:
A member of the Shundar-Quah (Spire Clan), he has a rune of Kokip (Sentinel) on his forehead, matching that of his god. While at first glance he looks much the same as any other Shoanti, if you look more closely you can see a glint of divine light in his deep black eyes. When he calls his Eidolon the rune-tattoo on his forehead burns with the light of the mid-day sun.
The avatar of his god appears as a large serpent with pebbled, stony skin and brilliant green gemstones for eyes.
Age: 70
Hair: Sandy Brown
Eyes: Obsidian
Skin: Weathered, Dark Tan
Height: 5ft, 6in
Weight: 130lbs
History:
Listen, and I will tell you three truths. A tale of What Was, a tale of What Is, and a tale of What Will Be.
I was born in the Year of the Wasting Storms to the Shundar-Quah, what the Interlopers call the Spire Clan of Shoanti. Families throughout our territory came to see me, as mine was a very auspicious birth. As you can see, I have a birth-tattoo of the Kokip rune upon my brow, and the Shaman declared that I was fated to be a God-Caller. I would be a living link to the Avatar of our god, bringing great prosperity to the clan. But he had another augury about me that he told only the Eldest…
Mine was a long childhood. I remember Niska visiting us with her baby daughter Koya. We played together while the Eldest consulted with the wise woman. They left shortly after, and the next time Koya and I met, she was almost a young woman while I had barely changed. It has been that way all my life, watching friends and family grow old and die before I was mature enough to take my Rite of Manhood. The Shaman died before he could see his prophecy come true, the glorious day that Kokip, the Stone Serpent revealed himself to me.
That is What Was.
I started my new life as the Chosen of our god and Kokip and I fought many enemies of our Clan. Kokip has given me the power to channel the blood of the earth to destroy any who would threaten us. But it is not all about fighting. The Shundar-Quah seeks to make peace between all of the Clans, and the mere presence of Kokip and I have made many of the other Clans pay attention to the calls to meet and talk together as brothers when otherwise they might not.
I met Niska and Koya several more times and always followed their advice, which proved to our benefit. The last time I saw them, Niska took me aside and made me swear a promise to aid her daughter, no matter what she asked. When I heard that Koya was seeking to take a journey out into the world, I knew that I had to join her, even though it means leaving my home. Most of the Clan do not want me to leave, they say that my people need me more than some Interloper, but the Eldest overruled them and told them I must go. He said that a prophecy from a Shaman had been passed down from Eldest to Eldest for as long as I had been alive. He would not say what the Shaman had foreseen, but the look in his eyes frightened me.
So, I have come here and will journey with my “little sister” Koya as long as she needs me.
That Is What Is.
Since the day that I awakened to my destiny, I have never been alone. The God of our tribe is always with me, even when he is not physically in this world. Although he can only manifest a small piece of his divine might right now, as I continue my devotion and prayers, he will reveal more of his power. One day he will be powerful enough to sweep the evil from this land, and only the pure of heart will remain.
That is What Will Be…
Stats:
Rokkad
Male Aasimar Spirit Summoner 1
NG M Outsider (native)
Init +1; Senses Darkvision 60 ft; Perception +8
Favored Class Bonus: Add DR 1/evil to eidolon
DEFENSE
---------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Armor)
HP 9 (1d8+1 Con)
Fort +1, Ref +1, Will +3
Special Defenses Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
OFFENSE
---------
Spd 30’
Melee Spear +1 (1d8+1, 20/x3) brace
Dagger +1 (1d4+1, 19-20/x2)
Unarmed +1 (1d3+1, 20/x2)
Ranged Spear +1 (1d8+1, 20/x3) (20ft)
Dagger +1 (1d4+1, 19-20/x2) (10ft)
Sling +1 (1d3+1, 20/x2) (50ft) (-1 for normal stones)
Special Attacks Touch of Acid (Su): 7/day, melee touch attack +1 (1d6+1/2 lvl acid damage, 20/x2); at 11th level any weapon he wields is treated as corrosive
STATISTICS
------------
Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
BAB +0, CMB +1, CMD 12
Feats
-------
Simple Weapons Proficiency Light Armor Proficiency Extra Evolution: Eidolon gains +1 evolution point
Trait
--------
Friend of the Family (Campaign): Koya; Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
Racial Abilities
------------------
+2 Wis, +2 Cha
60 ft Darkvision
Celestial Resistance: Acid, Cold & Electricity Resistance 5
Skilled: +2 to Diplomacy & Perception
Burst of Speed: 1/day, you can move as if your base land speed were 50 feet for 1 round, your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.
SQ
----
Eidolon: Can summon his eidolon in a ritual that takes 1 minute to perform. Its hp are the same as the last time it was dismissed or banished, unless it was slain, in which case it returns with ½ its normal hp. It does not heal naturally. It may be dismissed as a standard action. If it is slain, it cannot be summoned again until the following day. It cannot be sent back by dispel magic, but dismissal and banishment work normally.
Life Link: Whenever the eidolon takes enough damage to send it back to its home plain, he may sacrifice any number of hp, which prevent 1 point of damage done to the eidolon each. This can prevent the eidolon from being sent back to its home plane.
In addition, he and the eidolon must remain within 100 ft of each other for it to remain at full health. If the eidolon is from 100 ft to 1,000 ft, it current and maximum hp totals are reduced by 50%. If it is from 1,000 ft to 10,000 ft, its current and maximum hp totals are reduced by 75%. If it is more than 10,000 ft away, it immediately returns to its home plane. Current hp lost in this way are not restored when the eidolon gets closer to him, but its maximum hp does return to normal.
Spirit: Stone; He forms a mystical bond with a stone spirit. He gains the spirit ability and uses his Summoner level as his Shaman level for determining its effects. He can select spells granted by the spirit as Summoner spells known, using the Shaman level of the spell as the Summoner spell level. He cannot select spirit spells that are above 6th level.
At 9th level, he gains the abilities listed in the greater version of his selected spirit.
At 17th level, he gains the abilities listed for the true version of his selected spirit.
This ability replaces summon monster.
1st (2/day) –
Magic Stone: R: touch, D: 30 min/until discharged, up to 3 pebbles: if thrown 20ft range, if slung 50ft range. +1 enhancement bonus, 1d6+1 dam, double against undead
Rejuvenate Eidolon, Lesser: R: touch, eidolon gains 1d10 +1hp/CL
Combat Gear
--------------
Leather Armor (15 lbs), Spear (6 lbs), Dagger (1 lb), Sling & a few stones
Other Gear
------------
Backpack (2 lbs), belt pouch (.5 lb), flint & steel, spell component pouch (2 lbs), waterskin (4 lbs), 1 days rations (1 lb)
Total Wt: 31.5 lbs (Lt/Med/Hvy: 43/86/130)
Light Horse: Blanket (3#, used for saddle)
(carrying: 164.5 lbs; lt/md/hvy: 228/459/690)
Money
Eidolon:
Kokip
Eidolon (Serpentine)
NG M Outsider
Init +4; Senses Darkvision 60 ft Perception +4
DEFENSE AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural Armor)
HP 6 (1d10+1 Con)
Fort +1, Ref +6, Will +2
Special Defenses DR: 1/evil
OFFENSE Spd 20 ft; Climb 20 ft
Melee Bite: +5 (1d8+1, 20/x2) 10ft reach
Tail Slap +0 (1d6, 20/x2)
Special Attacks
STATISTICS Str 12 (+1), Dex 18 (+4), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
BAB +1, CMB +2, CMD 16
Feats Weapon Finesse: may use Dex mod instead of Str for attacks with light or natural weapons
Evolutions (4pts)
Bite: gain a bite attack that does 1d6 damage
Climb: gain a climb speed equal to land speed
Reach: Bite attack gains +5 ft reach
Tail: Gain a long, powerful tail that grants a +2 bonus on Acrobatics checks to balance.
Tail Slap: May make a secondary attack with its tail that does 1d6 damage
Ability Increase: (2pts) +2 Dex
Improved Damage: (1pt) Bite attack damage increases by 1 step
Improved Natural Armor: (1pt) +2 to Natural Armor
Skills (6 skill points/level -2/Level (Int) = 4 - Class Skills in Bold yield +3 when trained)
SQ Darkvision: 60 ft
Link: He and his master share a mental link which allows for communication across any distance on the same plane. This is a free action, allowing his master to give him orders at any time. In addition, magic items interfere with their connection. As a result, they share magic item slots. In case of a conflict, items worn by the summoner remain active, and those used by the eidolon become dormant.
Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This does not allow the eidolon to share abilities that are not spells, even if they function like spells.
I just thought I'd leave these in, you can use them or not!
questions:
What is your character’s name?
Rokkad
How old is your character?
70 years
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
He is 5ft, 6in and 130lbs, with weathered, dark tan skin, obsidian eyes, and sandy brown hair. This member of the Shundar-Quah (Spire Clan) of the Shoanti has a slim, athletic build and a birthmark of the Kokip (Sentinel) symbol on his forehead. He wears animal hide armor, rough but expertly stitched, and carries a short spear. Most of the rest of his equipment is found on the back of his horse.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He speaks the common tongue with a slight Shoanti accent and is soft-spoken. He is wary around those not of his people until they have proven themselves trustworthy. Like all Shoanti, he was almost born in the saddle and is very caring and protective of his horse.
Where was your character born?
In a small village along the Yondabakari River on the edge of the Cinderlands.
Where were you raised?
For the first couple of decades as he slowly aged through his childhood, he stayed in the village with his parents. Once he was old enough, he apprenticed to a shaman of a larger nomadic group which followed the auroch herds.
By who?
Raised by his parents at first, they grew too old to take care of the perpetual child and he was passed on to the Shaman, who finished his education and taught him until he took the Rite of Manhood.
Who are your parents?
His parents were an unremarkable couple, Klamath and Tamakah. They found their status improved by having such an auspicious child and his father was especially proud, at least at first. He found it difficult at time went on not being able to connect as well as other fathers did with their sons due to Rokkad’s slow aging.
Are they alive?
No, his father died in a battle against the Interlopers long ago, and his mother died of old age shortly after his Rite of Manhood.
What do they do for a living?
His father was a warrior, hunting the aurochs for food and hides most of the time and making war on those who intruded on the tribe's lands. His mother tanned the hides, making armor and clothing for the tribe.
Do you have any other family or friends?
He had one other older brother, also dead. His brother had children, but he has not had contact with his nieces, nephews or any grand-nieces or -nephews they may have had.
What is your character’s marital status?
He has never been married.
Kids?
None.
What is your character’s alignment?
Neutral Good
What is your character’s moral code?
He was brought up to always honor his word, but to give it rarely. He helps those in need if they deserve it, but believes that most people must try to help themselves first, for if something is given it does not have much worth. The true value lies in earning something through your own efforts.
Does your character have goals?
His tribe's duty is to make peace between all the tribes and he believes in this, that all of them must work together or perish. He wishes to see his people united and free, taking back their ancestral lands, but realizes that may not be possible. If this cannot be achieved, he would compromise by arranging a peace that the Shoanti and the Interlopers share the land equally.
Is your character religious?
He believes in the spirits of his ancestors and the land. More than that, he has proof in the form of Kokip, the avatar of one of their gods who comes when he calls and aids him as long as he proves himself worthy.
What are your character’s personal beliefs?
He believes himself a channel for his gods work on Golarion, on a righteous crusade.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is a bit suspicious of people he meets, needing them to prove themselves. He tends to be polite to anyplace or thing that he thinks has a guardian spirit, to placate them and stay in harmony with the spirit world.
Why does your character adventure?
Because he gave his word to Niska to aid Koya and because of his affection for her.
How does your character view his/her role as an adventurer?
He is the voice of reason and cooperation when meeting new people, and the voice of an angry god if they threaten him or those under his care...
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a birthmark of the Kokip rune on his forehead matching one on his eidolon, which glows when he calls upon him.
How does your character get along with others?
He is reserved at first, but is able to work with others as long as they show themselves honorable and worth trusting.
Is there anything that your character hates?
Injustice, lies, and those who prey on the innocent.
Is there anything that your character fears?
He secretly fears that he will not be able to live up to the faith and expectations of all those around him. That he will not be able to unite the tribes and fail at his destiny.
@Anoirtrou it is for the same reason I would probably punish a wizard with all of the Spell Focus (Conjuration) feats for-
Especially in a PBP, summoning not only takes longer, but make for the most perfect meat shields ever designed. In one round you can have a multitude of 1d4+ anythings that will block almost anything other than a AOE (unless you summoned them to surround the blaster npc) or magic missile.
While it is extremely fun to imagine and tinker with in one offs, for AP's it tends to drag it out and just be too good at its job.
However, reading the Shaman Spirit Archetype, I'm not really seeing anything that would trigger me any more than a summoner battle oracle would.
I would allow this archetype- nothing about it worries me more than a Conjuration Wizard would.
One thing to understand-
I will be as strict about your chosen hexes and eidolon selections as I would a Cleric's chosen domains, since that is how the classes and archetype reads.
I understand, I have never really liked the standard summoner for that reason. I like the spirit summoner because it is more like the ranger with a close bond to one creature. In some ways, this character I see it as more that the Eidolon is the main character, with Rokkad merely being the conduit and assistant to it! He sees his Eidolon as an avatar of his god, something sacred to protect.
I am almost done changing my character, but I was wondering how to handle his Aasimar ability. I had rolled for a new ability on the other thread; did you want me to keep it, reroll, or just keep the standard Daylight spell-like ability?
What about the Summoner do you dislike? The character I originally posted for the previous game is a Spirit Summoner archetype that gives up several of the Summoner abilities for Shaman ones. I am kind of attached to this character and I would just like to know if I should apply for this or not waste your time.
Rokkad
Male Aasimar Spirit Summoner 1
NG M Outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +10
Favored Class Bonus: Add DR 1/evil to eidolon
DEFENSE AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Armor)
HP 9 (1d8+1 Fort)
Fort +1, Ref +2, Will +5
Special Defenses Acid Resistance 7, Cold Resistance 7, Electricity Resistance 7
STATISTICS Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 16 (+3)
BAB +0, CMB +1, CMD 13
Feats Simple Weapons Proficiency Light Armor Proficiency Extra Evolution: Eidolon gains +1 evolution point
Traits Friend of the Family (Campaign): Koya; Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
Unscathed (Magic): You add 2 to all energy resistances
Ease of Faith (Faith): Your mentor, the tribe's Shaman, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Skills (2 skill points/level +2/Level (Int) +2 Background = 6 - Class Skills in Bold yield +3 when trained)
Racial Abilities
+2 Wis, +2 Cha
60 ft Darkvision
Celestial Resistance: Acid, Cold & Electricity Resistance 5
Skilled: +2 to Diplomacy & Perception
Burst of Speed: 1/day, you can move as if your base land speed were 50 feet for 1 round, your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.
SQ Eidolon: Can summon his eidolon in a ritual that takes 1 minute to perform. Its hp are the same as the last time it was dismissed or banished, unless it was slain, in which case it returns with ½ its normal hp. It does not heal naturally. It may be dismissed as a standard action. If it is slain, it cannot be summoned again until the following day. It cannot be sent back by dispel magic, but dismissal and banishment work normally.
Life Link: Whenever the eidolon takes enough damage to send it back to its home plain, he may sacrifice any number of hp, which prevent 1 point of damage done to the eidolon each. This can prevent the eidolon from being sent back to its home plane.
In addition, he and the eidolon must remain within 100 ft of each other for it to remain at full health. If the eidolon is from 100 ft to 1,000 ft, it current and maximum hp totals are reduced by 50%. If it is from 1,000 ft to 10,000 ft, its current and maximum hp totals are reduced by 75%. If it is more than 10,000 ft away, it immediately returns to its home plane. Current hp lost in this way are not restored when the eidolon gets closer to him, but its maximum hp does return to normal.
Spirit: Stone; He forms a mystical bond with a stone spirit. He gains the spirit ability and uses his Summoner level as his Shaman level for determining its effects. He can select spells granted by the spirit as Summoner spells known, using the Shaman level of the spell as the Summoner spell level. He cannot select spirit spells that are above 6th level.
At 9th level, he gains the abilities listed in the greater version of his selected spirit.
At 17th level, he gains the abilities listed for the true version of his selected spirit.
This ability replaces summon monster.
Light Horse: riding saddle (25 lbs), Saddlebags (8 lbs), 6 days feed (60 lbs), 4 days rations (4 lbs), gallon of Ale (8 lbs), 50ft hemp rope (10 lbs)
(carrying: 282 lbs; lt/md/hvy: 228/459/690)
Money
Eidolon:
Kokip
Eidolon (Serpentine)
NG M Outsider
Init +4; Senses Darkvision 60 ft Perception +4
DEFENSE AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural Armor)
HP 6 (1d10+1 Con)
Fort +1, Ref +6, Will +2
Special Defenses DR: 1/evil
OFFENSE Spd 20 ft; Climb 20 ft
Melee Bite: +5 (1d8+1, 20/x2) 10ft reach
Tail Slap +0 (1d6, 20/x2)
Special Attacks
STATISTICS Str 12 (+1), Dex 18 (+4), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
BAB +1, CMB +2, CMD 16
Feats Weapon Finesse: may use Dex mod instead of Str for attacks with light or natural weapons
Evolutions (4pts)
Bite: gain a bite attack that does 1d6 damage
Climb: gain a climb speed equal to land speed
Reach: Bite attack gains +5 ft reach
Tail: Gain a long, powerful tail that grants a +2 bonus on Acrobatics checks to balance.
Tail Slap: May make a secondary attack with its tail that does 1d6 damage
Ability Increase: (2pts) +2 Dex
Improved Damage: (1pt) Bite attack damage increases by 1 step
Improved Natural Armor: (1pt) +2 to Natural Armor
Skills (6 skill points/level -2/Level (Int) = 4 - Class Skills in Bold yield +3 when trained)
SQ Darkvision: 60 ft
Link: He and his master share a mental link which allows for communication across any distance on the same plane. This is a free action, allowing his master to give him orders at any time. In addition, magic items interfere with their connection. As a result, they share magic item slots. In case of a conflict, items worn by the summoner remain active, and those used by the eidolon become dormant.
Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Description & Background:
A member of the Shundar-Quah (Spire Clan), he has a rune of Kokip (Sentinel) on his forehead, matching that of his god. While at first glance he looks much the same as any other Shoanti, if you look more closely you can see a glint of divine light in his deep black eyes. When he calls his Eidolon the rune-tattoo on his forehead burns with the light of the mid-day sun.
Age: 75
Hair: Sandy Brown
Eyes: Obsidian
Skin: Weathered, Dark Tan
Height: 5ft, 6in
Weight: 130lbs
History:
Listen, and I will tell you three truths. A tale of What Was, a tale of What Is, and a tale of What Will Be.
I was born in the Year of the Wasting Storms to the Shundar-Quah, what the Interlopers call the Spire Clan of Shoanti. Families throughout our territory came to see me, as mine was a very auspicious birth. As you can see, I have a birth-tattoo of the Kokip rune upon my brow, and the Shaman declared that I was fated to be a God-Caller. I would be a living link to the Avatar of our god, bringing great prosperity to the clan. But he had another augury about me that he told only the Eldest…
Mine was a long childhood. I remember Niska visiting us with her baby daughter Koya. We played together while the Eldest consulted with the wise woman. They left shortly after, and the next time Koya and I met, she was almost a young woman while I had barely changed. It has been that way all my life, watching friends and family grow old and die before I was mature enough to take my Rite of Manhood. The Shaman died before he could see his prophecy come true, the glorious day that Kokip, the Stone Serpent revealed himself to me.
That is What Was.
I started my new life as the Chosen of our god and Kokip and I fought many enemies of our Clan. Kokip has given me the power to channel the blood of the earth to destroy any who would threaten us. But it is not all about fighting. The Shundar-Quah seeks to make peace between all of the Clans, and the mere presence of Kokip and I have made many of the other Clans pay attention to the calls to meet and talk together as brothers when otherwise they might not.
I met Niska and Koya several more times and always followed their advice, which proved to our benefit. The last time I saw them, Niska took me aside and made me swear a promise to aid her daughter, no matter what she asked. When I heard that Koya was seeking to take a journey out into the world, I knew that I had to join her, even though it means leaving my home. Most of the Clan do not want me to leave, they say that my people need me more than some Interloper, but the Eldest overruled them and told them I must go. He said that a prophecy from a Shaman had been passed down from Eldest to Eldest for as long as I had been alive. He would not say what the Shaman had foreseen, but the look in his eyes frightened me.
So, I have come here and will journey with my “little sister” Koya as long as she needs me.
That Is What Is.
Since the day that I awakened to my destiny, I have never been alone. The God of our tribe is always with me, even when he is not physically in this world. Although he can only manifest a small piece of his divine might right now, as I continue my devotion and prayers, he will reveal more of his power. One day he will be powerful enough to sweep the evil from this land, and only the pure of heart will remain.
That is What Will Be…
Twenty questions to help you create a backstory for your character:
What is your character’s name?
Rokkad
How old is your character?
75 years
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
He is 5ft, 6in and 130lbs, with weathered, dark tan skin, obsidian eyes, and sandy brown hair. This member of the Shundar-Quah (Spire Clan) of the Shoanti has a slim, athletic build and a birthmark of the Kokip (Sentinel) symbol on his forehead. He wears animal hide armor, rough but expertly stitched, and carries a short spear. Most of the rest of his equipment is found on the back of his horse.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He speaks the common tongue with a slight Shoanti accent and is soft-spoken. He is wary around those not of his people until they have proven themselves trustworthy. Like all Shoanti, he was almost born in the saddle and is very caring and protective of his horse.
Where was your character born?
In a small village along the Yondabakari River on the edge of the Cinderlands.
Where were you raised?
For the first couple of decades as he slowly aged through his childhood, he stayed in the village with his parents. Once he was old enough, he apprenticed to a shaman of a larger nomadic group which followed the auroch herds.
By who?
Raised by his parents at first, they grew too old to take care of the perpetual child and he was passed on to the Shaman, who finished his education and taught him until he took the Rite of Manhood.
Who are your parents?
His parents were an unremarkable couple, Klamath and Tamakah. They found their status improved by having such an auspicious child and his father was especially proud, at least at first. He found it difficult at time went on not being able to connect as well as other fathers did with their sons due to Rokkad’s slow aging.
Are they alive?
No, his father died in a battle against the Interlopers long ago, and his mother died of old age shortly after his Rite of Manhood.
What do they do for a living?
His father was a warrior, hunting the aurochs for food and hides most of the time and making war on those who intruded on the tribe's lands. His mother tanned the hides, making armor and clothing for the tribe.
Do you have any other family or friends?
He had one other older brother, also dead. His brother had children, but he has not had contact with his nieces, nephews or any grand-nieces or -nephews they may have had.
What is your character’s marital status?
He has never been married.
Kids?
None.
What is your character’s alignment?
Neutral Good
What is your character’s moral code?
He was brought up to always honor his word, but to give it rarely. He helps those in need if they deserve it, but believes that most people must try to help themselves first, for if something is given it does not have much worth. The true value lies in earning something through your own efforts.
Does your character have goals?
His tribe's duty is to make peace between all the tribes and he believes in this, that all of them must work together or perish. He wishes to see his people united and free, taking back their ancestral lands, but realizes that may not be possible. If this cannot be achieved, he would compromise by arranging a peace that the Shoanti and the Interlopers share the land equally.
Is your character religious?
He believes in the spirits of his ancestors and the land. More than that, he has proof in the form of Kokip, the avatar of one of their gods who comes when he calls and aids him as long as he proves himself worthy.
What are your character’s personal beliefs?
He believes himself a channel for his gods work on Golarion, on a righteous crusade.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is a bit suspicious of people he meets, needing them to prove themselves. He tends to be polite to anyplace or thing that he thinks has a guardian spirit, to placate them and stay in harmony with the spirit world.
Why does your character adventure?
Because he gave his word to Niska to aid Koya and because of his affection for her.
How does your character view his/her role as an adventurer?
He is the voice of reason and cooperation when meeting new people, and the voice of an angry god if they threaten him or those under his care...
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a birthmark of the Kokip rune on his forehead matching one on his eidolon, which glows when he calls upon him.
How does your character get along with others?
He is reserved at first, but is able to work with others as long as they show themselves honorable and worth trusting.
Is there anything that your character hates?
Injustice, lies, and those who prey on the innocent.
Is there anything that your character fears?
He secretly fears that he will not be able to live up to the faith and expectations of all those around him. That he will not be able to unite the tribes and fail at his destiny.
Questions from your GM:
-Who are you and how are you doing?
My name is Mark and I am doin' fine, thank you!
-How often do you tend to post?
I usually check in a few times each day, and try to post at least once per day, more often if others are posting faster or there is something that is heavily involving my character.
-What kind of tone are you looking for in this game?
Mostly dramatic adventure, with some occasional light-hearted humor.
-What do you expect out of your fellow players?
To be respectful of the other players and GM and have fun with it!
-What do you expect out of me (the GM)?
The most important thing to me is having fun. You should be enjoying the game as much as we do, and it shouldn't become a burden. Followed closely behind that is communication. I want to keep going with this game at a good pace and hopefully finish the AP, but I know things happen. Even just a quick "I'm sick/tired/on vacation/etc." can go a long way towards keeping a game alive. If the GM shows that they are still invested, there can be pauses (even long ones) without everyone losing interest.
-What is your comfort zone? Where's the line for you in RP terms?
I don't know, I haven't found it yet. ;)
Seriously, the only thing I can think of that might make me a bit uncomfortable would be extreme sexual situation, which I think will probably not be a problem in this game.
-How do you see your character progressing as a character?
Coming to terms with his destiny. It is a heavy burden, being told all your (long) life that you are the chosen one and you must fulfill some task. He puts up a brave face and acts like he is in control, but in the end he doesn't know if he has what it takes.
After going over my character Rokkad, I have found a few mistakes I made when converting him to your character creation guidelines. Should I re-post the corrected character, or not worry about it unless I am chosen? I am still trying to find a good picture.
Thanks again for offering to run this, it looks like a great campaign!
Ok, Alternate Aasimar ability: 1d100 ⇒ 25= +20ft speed for 1 round, 1/day. Cool, that fits with his background!
Here is Rokkad, Aasimar Spirit Summoner of the Shoanti!
Stats:
Rokkad
Male Aasimar Spirit Summoner 1
NG M Outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +10
Favored Class Bonus: Add DR 1/evil to eidolon
DEFENSE AC 17, touch 14, flat-footed 13 (+4 Dex, +3 Armor)
HP 9 (1d8+1 Fort)
Fort +1, Ref +2, Will +5
Special Defenses Acid Resistance 7, Cold Resistance 7, Electricity Resistance 7
OFFENSE Spd 30’
Melee Spear +1 (1d8+1, 20/x3) brace
Dagger +1 (1d4+1, 19-20/x2)
Unarmed +1 (1d3+1, 20/x2)
Ranged Spear +2 (1d8+1, 20/x3) (20ft)
Dagger +2 (1d4+1, 19-20/x2) (10ft)
Sling +2 (1d3+1, 20/x2) (50ft) (-1 for normal stones)
Special Attacks Touch of Acid (Su): 5/day, melee touch attack +1 (1d6+1/2 lvl acid damage, 20/x2); at 11th level any weapon he wields is treated as corrosive
STATISTICS Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 16 (+3)
BAB +0, CMB +1, CMD 13
Feats Simple Weapons Proficiency Light Armor Proficiency Extra Evolution: Eidolon gains +1 evolution point
Traits Friend of the Family (Campaign): Koya; Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
Unscathed (Magic): You add 2 to all energy resistances
Ease of Faith (Faith): Your mentor, the tribe's Shaman, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Skills (2 skill points/level +2/Level (Int) +2 Background +1 FC= 7 - Class Skills in Bold yield +3 when trained)
Racial Abilities
+2 Wis, +2 Cha
60 ft Darkvision
Celestial Resistance: Acid, Cold & Electricity Resistance 5
Skilled: +2 to Diplomacy & Perception
Burst of Speed: 1/day, you can move as if your base land speed were 50 feet for 1 round, your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.
SQ Eidolon: Can summon his eidolon in a ritual that takes 1 minute to perform. Its hp are the same as the last time it was dismissed or banished, unless it was slain, in which case it returns with ½ its normal hp. It does not heal naturally. It may be dismissed as a standard action. If it is slain, it cannot be summoned again until the following day. It cannot be sent back by dispel magic, but dismissal and banishment work normally.
Life Link: Whenever the eidolon takes enough damage to send it back to its home plain, he may sacrifice any number of hp, which prevent 1 point of damage done to the eidolon each. This can prevent the eidolon from being sent back to its home plane.
In addition, he and the eidolon must remain within 100 ft of each other for it to remain at full health. If the eidolon is from 100 ft to 1,000 ft, it current and maximum hp totals are reduced by 50%. If it is from 1,000 ft to 10,000 ft, its current and maximum hp totals are reduced by 75%. If it is more than 10,000 ft away, it immediately returns to its home plane. Current hp lost in this way are not restored when the eidolon gets closer to him, but its maximum hp does return to normal.
Spirit: Stone; He forms a mystical bond with a stone spirit. He gains the spirit ability and uses his Summoner level as his Shaman level for determining its effects. He can select spells granted by the spirit as Summoner spells known, using the Shaman level of the spell as the Summoner spell level. He cannot select spirit spells that are above 6th level.
At 9th level, he gains the abilities listed in the greater version of his selected spirit.
At 17th level, he gains the abilities listed for the true version of his selected spirit.
This ability replaces summon monster.
Light Horse: riding saddle (25 lbs), Saddlebags (8 lbs), 6 days feed (60 lbs), 4 days rations (4 lbs), gallon of Ale (8 lbs), 50ft hemp rope (10 lbs)
(carrying: 282 lbs; lt/md/hvy: 228/459/690)
Money
Eidolon:
Kokip
Eidolon (Serpentine)
NG M Outsider
Init +4; Senses Darkvision 60 ft Perception +4
DEFENSE AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural Armor)
HP 6 (1d10+1 Con)
Fort +1, Ref +6, Will +2
Special Defenses DR: 1/evil
OFFENSE Spd 20 ft; Climb 20 ft
Melee Bite: +5 (1d8+1, 20/x2) 10ft reach
Tail Slap +0 (1d6, 20/x2)
Special Attacks
STATISTICS Str 12 (+1), Dex 18 (+4), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
BAB +1, CMB +2, CMD 16
Feats Weapon Finesse: may use Dex mod instead of Str for attacks with light or natural weapons
Evolutions (4pts)
Bite: gain a bite attack that does 1d6 damage
Climb: gain a climb speed equal to land speed
Reach: Bite attack gains +5 ft reach
Tail: Gain a long, powerful tail that grants a +2 bonus on Acrobatics checks to balance.
Tail Slap: May make a secondary attack with its tail that does 1d6 damage
Ability Increase: (2pts) +2 Dex
Improved Damage: (1pt) Bite attack damage increases by 1 step
Improved Natural Armor: (1pt) +2 to Natural Armor
Skills (6 skill points/level -2/Level (Int) = 4 - Class Skills in Bold yield +3 when trained)
SQ Darkvision: 60 ft
Link: He and his master share a mental link which allows for communication across any distance on the same plane. This is a free action, allowing his master to give him orders at any time. In addition, magic items interfere with their connection. As a result, they share magic item slots. In case of a conflict, items worn by the summoner remain active, and those used by the eidolon become dormant.
Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Description & Background:
A member of the Shundar-Quah (Spire Clan), he has a rune of Kokip (Sentinel) on his forehead, matching that of his god. While at first glance he looks much the same as any other Shoanti, if you look more closely you can see a glint of divine light in his deep black eyes. When he calls his Eidolon the rune-tattoo on his forehead burns with the light of the mid-day sun.
Age: 70
Hair: Sandy Brown
Eyes: Obsidian
Skin: Weathered, Dark Tan
Height: 5ft, 6in
Weight: 130lbs
History:
Listen, and I will tell you three truths. A tale of What Was, a tale of What Is, and a tale of What Will Be.
I was born in the Year of the Wasting Storms to the Shundar-Quah, what the Interlopers call the Spire Clan of Shoanti. Families throughout our territory came to see me, as mine was a very auspicious birth. As you can see, I have a birth-tattoo of the Kokip rune upon my brow, and the Shaman declared that I was fated to be a God-Caller. I would be a living link to the Avatar of our god, bringing great prosperity to the clan. But he had another augury about me that he told only the Eldest…
Mine was a long childhood. I remember Niska visiting us with her baby daughter Koya. We played together while the Eldest consulted with the wise woman. They left shortly after, and the next time Koya and I met, she was almost a young woman while I had barely changed. It has been that way all my life, watching friends and family grow old and die before I was mature enough to take my Rite of Manhood. The Shaman died before he could see his prophecy come true, the glorious day that Kokip, the Stone Serpent revealed himself to me.
That is What Was.
I started my new life as the Chosen of our god and Kokip and I fought many enemies of our Clan. Kokip has given me the power to channel the blood of the earth to destroy any who would threaten us. But it is not all about fighting. The Shundar-Quah seeks to make peace between all of the Clans, and the mere presence of Kokip and I have made many of the other Clans pay attention to the calls to meet and talk together as brothers when otherwise they might not.
I met Niska and Koya several more times and always followed their advice, which proved to our benefit. The last time I saw them, Niska took me aside and made me swear a promise to aid her daughter, no matter what she asked. When I heard that Koya was seeking to take a journey out into the world, I knew that I had to join her, even though it means leaving my home. Most of the Clan do not want me to leave, they say that my people need me more than some Interloper, but the Eldest overruled them and told them I must go. He said that a prophecy from a Shaman had been passed down from Eldest to Eldest for as long as I had been alive. He would not say what the Shaman had foreseen, but the look in his eyes frightened me.
So, I have come here and will journey with my “little sister” Koya as long as she needs me.
That Is What Is.
Since the day that I awakened to my destiny, I have never been alone. The God of our tribe is always with me, even when he is not physically in this world. Although he can only manifest a small piece of his divine might right now, as I continue my devotion and prayers, he will reveal more of his power. One day he will be powerful enough to sweep the evil from this land, and only the pure of heart will remain.
That is What Will Be…
Twenty questions to help you create a backstory for your character:
What is your character’s name?
Rokkad
How old is your character?
70 years
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
He is 5ft, 6in and 130lbs, with weathered, dark tan skin, obsidian eyes, and sandy brown hair. This member of the Shundar-Quah (Spire Clan) of the Shoanti has a slim, athletic build and a birthmark of the Kokip (Sentinel) symbol on his forehead. He wears animal hide armor, rough but expertly stitched, and carries a short spear. Most of the rest of his equipment is found on the back of his horse.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He speaks the common tongue with a slight Shoanti accent and is soft-spoken. He is wary around those not of his people until they have proven themselves trustworthy. Like all Shoanti, he was almost born in the saddle and is very caring and protective of his horse.
Where was your character born?
In a small village along the Yondabakari River on the edge of the Cinderlands.
Where were you raised?
For the first couple of decades as he slowly aged through his childhood, he stayed in the village with his parents. Once he was old enough, he apprenticed to a shaman of a larger nomadic group which followed the auroch herds.
By who?
Raised by his parents at first, they grew too old to take care of the perpetual child and he was passed on to the Shaman, who finished his education and taught him until he took the Rite of Manhood.
Who are your parents?
His parents were an unremarkable couple, Klamath and Tamakah. They found their status improved by having such an auspicious child and his father was especially proud, at least at first. He found it difficult at time went on not being able to connect as well as other fathers did with their sons due to Rokkad’s slow aging.
Are they alive?
No, his father died in a battle against the Interlopers long ago, and his mother died of old age shortly after his Rite of Manhood.
What do they do for a living?
His father was a warrior, hunting the aurochs for food and hides most of the time and making war on those who intruded on the tribe's lands. His mother tanned the hides, making armor and clothing for the tribe.
Do you have any other family or friends?
He had one other older brother, also dead. His brother had children, but he has not had contact with his nieces, nephews or any grand-nieces or -nephews they may have had.
What is your character’s marital status?
He has never been married.
Kids?
None.
What is your character’s alignment?
Neutral Good
What is your character’s moral code?
He was brought up to always honor his word, but to give it rarely. He helps those in need if they deserve it, but believes that most people must try to help themselves first, for if something is given it does not have much worth. The true value lies in earning something through your own efforts.
Does your character have goals?
His tribe's duty is to make peace between all the tribes and he believes in this, that all of them must work together or perish. He wishes to see his people united and free, taking back their ancestral lands, but realizes that may not be possible. If this cannot be achieved, he would compromise by arranging a peace that the Shoanti and the Interlopers share the land equally.
Is your character religious?
He believes in the spirits of his ancestors and the land. More than that, he has proof in the form of Kokip, the avatar of one of their gods who comes when he calls and aids him as long as he proves himself worthy.
What are your character’s personal beliefs?
He believes himself a channel for his gods work on Golarion, on a righteous crusade.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is a bit suspicious of people he meets, needing them to prove themselves. He tends to be polite to anyplace or thing that he thinks has a guardian spirit, to placate them and stay in harmony with the spirit world.
Why does your character adventure?
Because he gave his word to Niska to aid Koya and because of his affection for her.
How does your character view his/her role as an adventurer?
He is the voice of reason and cooperation when meeting new people, and the voice of an angry god if they threaten him or those under his care...
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a birthmark of the Kokip rune on his forehead matching one on his eidolon, which glows when he calls upon him.
How does your character get along with others?
He is reserved at first, but is able to work with others as long as they show themselves honorable and worth trusting.
Is there anything that your character hates?
Injustice, lies, and those who prey on the innocent.
Is there anything that your character fears?
He secretly fears that he will not be able to live up to the faith and expectations of all those around him. That he will not be able to unite the tribes and fail at his destiny.
Questions from your GM:
-Who are you and how are you doing?
My name is Mark and I am doin' fine, thank you!
-How often do you tend to post?
I usually check in a few times each day, and try to post at least once per day, more often if others are posting faster or there is something that is heavily involving my character.
-What kind of tone are you looking for in this game?
Mostly dramatic adventure, with some occasional light-hearted humor.
-What do you expect out of your fellow players?
To be respectful of the other players and GM and have fun with it!
-What do you expect out of me (the GM)?
The most important thing to me is having fun. You should be enjoying the game as much as we do, and it shouldn't become a burden. Followed closely behind that is communication. I want to keep going with this game at a good pace and hopefully finish the AP, but I know things happen. Even just a quick "I'm sick/tired/on vacation/etc." can go a long way towards keeping a game alive. If the GM shows that they are still invested, there can be pauses (even long ones) without everyone losing interest.
-What is your comfort zone? Where's the line for you in RP terms?
I don't know, I haven't found it yet. ;)
Seriously, the only thing I can think of that might make me a bit uncomfortable would be extreme sexual situation, which I think will probably not be a problem in this game.
-How do you see your character progressing as a character?
Coming to terms with his destiny. It is a heavy burden, being told all your (long) life that you are the chosen one and you must fulfill some task. He puts up a brave face and acts like he is in control, but in the end he doesn't know if he has what it takes.
Just about done with my character, an Aasimar Spirit Summoner. Would you allow rolling for a Variant Aasimar Abilities from the Blood of Angels book to replace the Daylight spell-like ability?
As for style of campaign, I am up for anything. I have read all of the books, as well as the graphic novel. The Original series of books are my favorite, but I would be perfectly happy with doing a modern era game as well.
After thinking about it some more, my character's blindness would be more hindering than I have it now. If he only sees the molecular structure of everything around him, he would not be able to tell colors, watch TV or a computer screen, or see through glass. I think it would be more of a 2 or 3 pt drawback.
I'll give you 2, definitely. Since you can still get around and it won't give you penalties in combat, that's about the best I can reasonably do.
Coincidently, I'm going to have to watch how I describe the results of Notice and Investigate checks for your character, as well.
Yes, after he translates the info into a mental picture, it would be like watching a black and white tv show with all windows and reflective surfaces replaced by featureless walls.
Can't watch tv but can still see atoms and hear? Solution: Plays and puppet shows. Sure, no color, but you can generally see what's going on! Though I'm having some trouble picturing how he could see atoms, but not the material itself. Is his vision just zoomed in on the atomic structure constantly?
He actually can't see at all. It's more of an atomic sense, he is detecting the atoms and molecules around him, and he has learned to form a picture in his mind of what is around him based on that information.
He could figure out the approximate color of something, since his detect has analysis, but it would take some concentration. He would have to look at something and figure out its reflective properties and match it to the frequency for a color.
After thinking about it some more, my character's blindness would be more hindering than I have it now. If he only sees the molecular structure of everything around him, he would not be able to tell colors, watch TV or a computer screen, or see through glass. I think it would be more of a 2 or 3 pt drawback.
It has been interesting re-working my character. I had originally created him for another campaign (which died almost before it started...) at PL 10 and it has really made me think about what my character's core strengths are by stripping him down to PL 5.
Uret Jet, Stopwatch looks pretty cool. A couple things; His Rewind! power looks like it is only 19 pts: 3/rank x 5=15 +4 feats. Maybe add another alt. power for the object repair? The Pause! power looks like it is 15 pts, you should be able to add another extra.
For his Self-Rewinding, you only gain one benefit per rank; I think you should just have the increased recovery rate, not the Recovery bonus, and if you add the two power feats it would be 7 pts.
Here's my character, please let me know what you think everyone!
Spoiler:
Character Name: Group Affiliation: Alternate Identity: Reece Wells (Secret)
Base of Operations: Gender: M Size: Medium Age: 32 Height: 5ft, 11in Weight: 185lbs Eyes: None Hair: Black
Power Level: 5 Power Point Totals: Abilities: 18 + Attack: 2 + Defense: 4 + Saves: 5 + Skills: 5 Feats: 5 + Powers: 37 -Drawbacks: 1 = 75
Feats Benefit: Cipher: -4 to Investigate checks to discover background
Eidetic Memory: +4 to any check to remember information
Improved Initiative: +4 to Initiative
Benefit: Wealth :2 +16 wealth bonus - Independently Wealthy
Powers/Devices Rank Action Range Duration PP
Force Field 4 Free Personal Sustained 4
Super-Sense 15 None Personal Permanent 15
Atomic sense: Detect (1)- Free Action(+1), Accurate (+2), Acute (+1), Blindsight (+4), Radius (+1), Range (+1), Microscopic (+4)
Telekinesis 5 Standard Ranged Sustained 16
Telekinesis: Damaging (+0/rank), Precise (+1/rank), Subtle (+1), Str: 25, 3d6 dam, r: 50ft
Alt: Transform 4 Standard Touch Continuous 1
Molecular Manipulation: change any inanimate object into any other inanimate object (5/rank),
Continuous (+1/rank), Distracting (-1/rank), Range: Touch (-1/rank), max wt. 10#
Alt: Flight 5 Free Personal Sustained 1
Action: Free (+1/rank), Subtle (+1pt); Spd: 250mph
Equipment
Drawbacks/Complications Drawback: Disability: Blind – Uncommon, minor – 1pp
My character is going to be a telekinetic, able to manipulate objects on a micro as well as macro scale, so he can alter their molecular structure. He'going to be blind, but have an "atomic sense" to partially compensate. I'm having a little trouble figuring out how to best create it, though. I guess it would be a Super-sense: detect usable as a free action at range (so it works like a normal sense), with the acute, accurate, & radius enhancements and add in the blindsight and microscopic vision (4 pts) senses? That's a whopping 15 points, though. Would that work, and how much would it reduce the blindness drawback? I think it would be worth only 1-2 points, as it wouldn't affect him that much.
I was also wondering how protection powers like Force Field work with the hit point system?
Since there is no magic in this game, we cannot have psionics/magic crossover. I was planning on replacing Spellcraft and Use Magic Device with Psicraft and Use Psionic Device on my character sheet as the original skills no longer have any use.
I've been toying with a build for Quicksilver, but it's hard to get him up to any appreciable approximation of his actual speed. The best I've been able to do so far is a Monk/Fighter, using RP to give him a speed bonus and Haste as a spell-like ability. This only puts him at a speed of 80ft, 110ft with Haste, or about 62.5mph.
I think in the post above you were talking about having to buy extra RP at 1,000gp each? This would change things as it would take all his starting gold to gain the extra abilities.
Dragonofashandflame: Oath Against Fiends isn't allowed. It sounds like it should be really amazing for this AP but it's actually a massive and unnegotiable impediment that makes several moments and an entire book of the AP completely impossible to play as they should be.
Anoirtrou: See above.
I have removed the Oath. It was really just for flavor, I can roleplay something similar without the mechanical benefits. While Xantrius hates demons with a passion and would be very skeptical of one that claimed to be trying to redeem itself, he would be willing to give one a chance to try if only to prove to himself that he is not damned because of his heritage.
A Day in the Life:
Awakening with the dawn, Xantrius sits up in his small tent on the outskirts of the city and starts polishing his armor. After awkwardly donning it in the small confines he exits and stirs up the embers of yesterday’s fire to cook his breakfast. He returns to his tent to eat and then puts his helm back on and checks his weapons before strapping them on. Taking one last look at the strange symbols on the amulet around his neck, he starts for the city. Nodding to the other recruits he recognizes as he leaves the large field camp stationed on the northern edge of Kenabres, he strides with purpose towards the library.
After waiting patiently for close to an hour while the guards at the gate check everyone entering the city, he recognizes the guard on duty and hails him. ”Good Morn, Roderick.” he calls out, his harsh, grating voice unnerving several others waiting to enter.
”Good Morn, Xantrius! Are you planning on joining in the festivities for Armasse tomorrow?”
”I shall be here, but I shall not have any duties. There is not much call for those who follow the Lady of Graves on this day.” he states, tapping his shield with its prominent depiction of Pharasma’s black rose.
The guard looks at him oddly. ”I still find that strange. I didn’t think there were any paladins who followed her?”
”There are a few who see their duty to escort those deserving into her embrace. But I will not keep these good folks waiting any longer. Good Day.” With a final salute he enters and heads towards the Old City. His long stride quickly takes him along the twisting roads to his destination, the same place he has come almost every day for the past couple of weeks.
As he stoops to enter the entrance to the Library, the clerk at the desk sighs. ”He’s still not in.”
Xantrius is silent for a moment. ”And I doubt you have any idea when he will be available. May I view the volumes of Maxtarus’ Demonic Lore?”
”If you must. Be careful!” As the huge knight strides away the clerk mutters ”I don’t know why they even let brutes like him in…”
I would like to submit Xantrius, a Tiefling Oathbound Paladin/Bard (Archivist). I started role-playing about 35 years ago and have been playing off and on since then. I am currently playing in a couple of Adventure Paths, one for 2 years now. I played this character (as just a Paladin, no gestalt) in a WotR campaign but the game ended very early in the first adventure.
I see his role as a front-line tank/battle commander, using his ability to point out the weaknesses in foes and help the rest of the group fight more efficiently once he gains his Marshal abilities.
I will write up the beginning roleplay later.
Stats:
Xantrius Kaleson
Male Demon-spawn (Pitborn) Tiefling Paladin/Bard (Archivist) 1
LG M outsider (native)
Init: +1; Senses: Darkvision 60’; Perception +7
Deity: Shelyn (calls on Pharasma in battle)
Traits Child of the Crusade: His mother was a member of the crusade, as were her parents before her. The righteousness of the crusades sometimes feels as if it runs in his very blood, and it bolsters him against demonic influence. His mother died last year, but he grew up knowing her, though, and her zeal and devotion to the crusade is the primary reason he feel the same way. She told him of other family members who have also been involved in the crusade, and it would not be uncommon for him to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters his mind and sense of belonging to the crusade. Once per day when he fails a saving throw against an effect created by a demon that would possess or incapacitate him mentally, he may immediately reroll that saving throw as a free action. He must take the second result, even if it is worse. Associated Mythic Path: Marshal.
Unscathed: add 2 to all energy resistances
Armor Expert: reduce armor check penalty by 1
Skills (6 skill points / level +1 Int +1 FC = 8 - Class Skills in Bold yield +3 when trained, Class Skills in Italics are trained only)
Racial Abilities
+2 Str, +2 Cha, -2 Int
Darkvision 60’
Infernal Resistance: Cold, Electricity & Fire 5
Skilled: +2 to Disable Device and Perception
Soul Seer: Deathwatch at will; r: 30' cone, d: 10 min/lvl; know if creatures in range are dead, fragile (less than 3hp), fighting off death (4+ hp), healthy, undead, or neither alive nor dead.
SQ Aura of Good: has an aura of good equal to his level
Bardic Knowledge: He adds ½ level to all Knowledge checks and may make such check untrained
Bardic Performance: 7 rnds/day; begin as standard action, maintained as free action
Countersong (Su): He can counter magic effects that depend on sound. Each round of countersong, he makes a Perform (Keyboard, Percussion, Wind, String, or Sing) check. Any creature within 30ft that is affected by a sonic or language- dependent magical attack may use his Perform check in place of its saving throw if, after it is rolled, the Perform check is higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another save against the effect each round it hears the countersong, but it must use his Perform check. Does not work against effects that don’t allow saves. (Audible components)
Distraction (Su): He can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (Act, Comedy, Dance, or Oratory) check. Any creature within 30ft that is affected by an illusion (pattern) or (figment) magical attack may use his Perform check result in place of its save if, after the save is rolled, the Perform check is higher. If a creature within range if the Distraction is already under the effect of a non-instantaneous illusion (pattern) or (figment) magical attack, it gains another save against the effects each round it sees the Distraction, but it must use his Perform check. Does not work against effects that don’t allow saves. (Visual components)
Fascinate (Su): He can use his performance to cause one or more creatures to become fascinated with him. Each creature to be Fascinated must be within 90ft, able to see and hear him, and capable of paying attention to him. He must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every 3 levels after 1st, he can target 1 additional creature. Each creature within range makes a Will (DC 13) (10+1/2 level +Cha) to negate. If the save succeeds, the creature cannot be affected for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as he continues to maintain it. While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception. Any potential threat to the target allows the target to make a new save. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. This is an enchantment(compulsion) mind-affecting ability. (Audible/Visual components)
Naturalist (Ex): if he has identified a creature with a knowledge check, he can use performance to share strategies for defeating it with allies in combat. He and any allies within 30ft gain a +1 insight bonus to AC & Attacks, and saves against Extraordinary, Supernatural and Spell-like abilities used by that specific type of creature. This increases by +1 at 5th lvl and every 6 levels thereafter. This ability is Language-dependent and requires visual and audible components. Replaces Inspire Courage.
Detect Evil: at will; As move action, gain knowledge of strength of aura about 1 item/individual within 60' as if he had studied it for 3 rounds of concentration.
Smite Evil: 1/day; add +3 (Cha) to attack, add +1 (level) to damage vs. 1 chosen opponent until they or he is defeated. If evil outsider, dragon or undead, gain +2 (2 x level) to damage instead. Bypasses DR.
He also gains a deflection bonus to AC vs. attacks from the target equal to his Cha mod (+3)
Bardic Spells CL: 1st (Conc. +4) 25% failure chance for spells w/somatic comp.
O-Level
Detect Magic: (V,S) r: 60’, d: 1 min/l
Light: (V,M –firefly) d: 10 min/l
Mage Hand: (V,S) r: 25’+5’/2lvls, 1 object up to 5lbs, move 15’ as move action
Mending: (V,S) r: 10’, 1 object up to 1lb/lvl, restore 1d4hp
Combat Gear
Breastplate (200gp, 30#), Heavy Steel Shield (20gp, 15#), Cold Iron Longsword (30gp, 4#), Silver Dagger (22gp, 1#)
Other Gear
Traveller's Outfit (0gp, 5#), Bedroll (.1gp, 5#), Small Tent (10gp, 20#), Backpack (2gp, 2#), Belt Pouch (1gp, .5#), Waterskin (1gp, 4#), Flint & Steel (1gp, -), Iron Pot (.8gp, 4#), Mess Kit (.2gp, 1#), 4 days Trail Rations (2gp, 4#), 50 ft Silk Rope (10gp, 5#)
Weight: 100.5# (L/M/H: 76/153/230)
Money
Description:
A huge, imposing figure covered in armor from head to foot, he carries a polished shield bearing a black rose. He speaks in a deep, chilling voice that sends shivers up the spine of even the boldest knights, yet when he sings his voice smooths out into a surprisingly deep, rich baritone.
Beneath the armor:
Height: 6'7"
Weight: 245#
Eyes: Red
Skin: Black
Hair: None
Once he takes off the helmet, you see a horrific black-scaled monster. Gleaming white fangs, small horns, glowing red eyes and pointed, serrated ears make him seem almost a full demon.
History:
His mother Kale caused the cracking of the Kenabres Wardstone.
At least, that is the way she tells it. Before the first attacks, she was merely one of a squad of soldiers assigned to routine duty in the city. With nothing much to do most of them spent a lot of time in the local tavern, which is where she met Arvoris. A fairly good-looking young blacksmith come to trade from a neighboring village, she started spending a lot of time with him. He asked her endless questions about her and the exciting life of a soldier, and she enjoyed the attention.
Until the attack began.
With the cracking of the Wardstone, Demons began the assault , a screaming horde ready to claim all Golarian as their own. The crusaders fought bravely but were barely holding the line. After a disasterous battle on the front where she had seen almost her whole squad killed, she and a ragged group retreated back through the city. She rushed to find her lover. When she told him he had to flee, he laughed.
And then he changed.
He was not a simple craftsman but an advance scout for the Demonic Horde. And she had provided so much valuable information! Tears in her eyes, she could not believe it. She had used her Sight on him, seen no sign of evil! He grinned and raised an amulet with strange markings on it, taunting her. She rushed him, sword raised, but he teleported away, his laughter still ringing in her ears. She changed after that. Before, she had been a devotee of Shelyn, finding beauty in everything and a firm believer that anyone could find redemption. Now, she rushed into battle to destroy every opponent with ruthless abandon and no regard for her own life. Slowly, they managed to turn the tide and reclaim the city. The Wardstone held, and she joined the new crusade to push the demons further back.
Until she discovered she was pregnant.
She knew once the child was born, everyone would know of her shame and betrayal, so she fled. She settled in Ustalav, kept to herself and raised the demon-child for the rest of her life. She poured all her bitterness, rage, and hate for all demons into her son and trained him to kill as soon as he could hold a sword. She tried to instill in him a belief that he was not to blame for his heritage, but it was still a curse to be overcome. He learned of the proud heritage of his family who had fought in the Crusade for generations. While his uncle was still there, fighting against the hordes, he must not contact him in order to avoid revealing their shame.
Last year, he returned from a trip to pick up the weapon he would need in his fight to find her dead, with a skeletal grey-skinned demon standing over her. The fiend dropped something on her body and vanished before he was able to reach them. He vowed then to destroy all demons, and to find out why she had been singled out for such misery.
Now he has arrived in Kenabres, ready to kill his Father and any other demon that gets in his way...
Would you allow a Neutral Paladin? I was thinking about trying to build Joshua 'Elixir' Foley as a Cleric/Paladin. The Paladin for Lay on Hands healing ability, and Neutral Cleric for negative energy harming ability. He would be an Aasimar with the Angelic Flesh/Brazen feat.
Here is my submission, an Oread Monk. Still have to finish his equipment and finish up his background (the Mythic part).
Background:
Rak has always been a danger to everyone around him.
His birth was long and painful, and the midwife did not know what to make of the oddly quiet, hairless sand-colored thing that finally arrived. She dropped him when she cut her finger as she held its tiny hand, but it did not even seem to faze the stony child. His mother survived only with the aid of healing magic and refused to even hold him…
As he grew, there were a few incidents where he unintentionally cut other children with his bare hands without realizing he had done anything. His parents decided the best (and safest) thing to do would be to send the child away someplace where he would not be a danger to anyone else. After searching numerous places which all refused to have anything to do with the aberration, they found a distant temple of Irori that was willing to teach him how to avoid harming those around him.
As the years passed slowly by, he took to the lessons with a calm stoicism that pleased his teachers. It surprised them that he did almost as well with his educational studies as he did with his combat training. He grew slowly, and watched a generation of monks age and pass on as he continued his simple way of life. When he received word that his parents had died, he accepted it with only a nod.
He still had the occasional accident, though, and even though his sparring partners were quickly healed, the new generation of monks seemed to be less willing to accept his condition than the previous. While remaining polite, they said that he had learned everything he could within their walls and urged him to go out into the wider world.
As with almost everything else in his life, he nodded in acceptance and left.
With no clear idea of where to go, he headed back to the place of his birth, Wati. He took a meandering route, passing through several small settlements. It was on the final leg of his journey, making his way through the desert that he came upon the Ruin.
Stats:
Rak
Male Oread Monk (Terra-cotta Monk) 5 / Mythic Tier (Guardian) 1
LG M Outsider (Native)
Init +2; Senses Darkvision 60ft; Perception +10 (+2 to notice traps)
Favored Class Bonus: +5 hp
DEFENSE AC 20, touch 18, flat-footed 17 (+2 Dex, +1 Dodge, +3 Wis, +2 Armor +1 Class +1 Deflection)
HP 63/63 (5d8+15 Con+5 FC +10 feat, +5 Mythic)
Fort +8, Ref +7, Will +8
Immune Disease
Special Defenses Acid Resistance 5, +2 vs. death effects
Special AttacksStunning Fist: 5/day, Fort (DC 15) or stunned for 1 rnd
STATISTICS Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 16 (+3), Cha 6 (-2)
BAB +3, CMB +8 (+10 to grapple) CMD 23 (25 vs. grapple)
FEATS Bleeding Attack: +1d4 bleed damage with unarmed strikes
Dodge: +1 dodge bonus to AC & CMD
Improved Grapple: no AoO on grapple attempts; +2 to to CMB & CMD vs grapple
Improved Unarmed Strike: attack as if armed, can make AoO with unarmed attacks
Stunning Fist: 5/day, target must make a Fort (DC 15) check or be stunned for 1 round or fatigued
Toughness (Mythic): +6 hp, +2/level after 3rd ; when below 0hp, gain DR 10/epic
Weapon Focus: Unarmed +1
TRAITS Open Hand of Irori: +1 Acrobatics & Knowledge (religion); 1/day spend 1 Ki to add +2 precision damage to unarmed attack
Resurrected: At some time in the recent past you died, but you were brought back to life – whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, you experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 bonus on saves against death effects. In addition, you do not die until your hp drop to a negative amount equal to or lower than your Con +4.
SKILLS (4 skill points/level +2/lvl (Int) = 30 - Class Skills in Bold yield +3 when trained)
Languages
Common
Terran
Ignan
Osiriani
Ancient Osiriani
Racial Abilities
+2 to Str, +2 to Wis, -2 to Cha
60 ft Darkvision
Stone in the Blood Gains Fast Healing 2 for 1 round when he is subjected to acid damage. He can heal up to 10hp per day. (Replaces Earth Affinity)
Treacherous Earth: 1/day, for 5 minutes he can will the earth to rumble and shift, transforming a 10 ft radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area he touches. (Replaces spell-like ability)
SQ Fast Movement: +10 ft speed
Ki Pool: 7/day; as long as there is at least one point in pool, treat unarmed strikes as magic to overcome DR; pool is replenished after 8 hours of rest
Spend 1 pt (swift action):
+1 attack at highest bonus
+20’ speed for 1 round
+4 dodge bonus to AC for 1 round
Spider Climb for 1 round
Maneuver Training: Use Monk level for CMB instead of BAB
Purity of Body: immune to all diseases, including supernatural and magical
Slow Fall: treat falls as 20’ shorter when within arm’s reach of a wall
Stone Grip: add level to Climb checks; can move at full speed while climbing with no increase to the check’s DC. (replaces High Jump)
Trap Intuition: when he comes within 10 ft of a trap, he receives an immediate Perception check to notice it. He gains a +2 to Perception rolls to notice traps, +4 if the trap is in a stone wall or floor. (replaces Evasion)
Vow of Celibacy: no physical contact (+1 Ki/5 lvls)
Vow of Truth: can’t lie (+1 Ki/5 lvls)
Mythic Abilities Guardian’s Call: Sudden Block: as an immediate action, you can spend 1 MP to hinder a melee attack against you or an adjacent ally. Add your tier to your or your allies AC against this attack. The creature making the attack must make 2 attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature, which bypasses all DR.
Hard to Kill: when below 0 hp, you automatically stabilize without needing to make a Con check. If you can act while below 0 hp, you still lose hp for taking actions. Bleed damage still causes you to lose hp when below 0 hp. You do not die until your total number of negative hp is equal to or greater than 2x Con.
Mythic Power: 5/day
Mythic Surge: 1d6
Path Ability: Fast Healing: as a swift action, you may expend 1 MP to gain Fast Healing 5 for 1 minute
Combat Gear
Bracers of Armor +2
Other Gear
Boots of Elvenkind, Cloak of Resistance +1, Ring of Protection +1
While I do not believe the number of cards with misprints is great enough at this time to warrant replacements, I understand the worry about the future sets. I would be willing to wait and see how the next few sets come out and, should there be a significant number of cards that are misprinted, I would also like to have replacements.