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Organized Play Member. 62 posts. No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.



Dark Archive

Real talk. I've been writing this series of short fan works for a while now, but I only now worked up the courage to post them.

My mom passed on last month, and it made me realize how damn short life really is. Short enough not to regret silly things like this. I shouldn't be embarrassed about being creative.

So, my PFS Character #86016-8 is Orion of Siam, an Undine Alchemist made with a boon I received as a present from a former GM. On his first adventure for the Society, Orion met Grandmaster Torch...

And this series of abominations was spawned. Part adventure log, part fan fiction, I've spent far too long writing these. At this point, it would be a shame NOT to share them.

The Google Doc link is here: https://docs.google.com/document/d/10N-ZhQX6S0vhdLiC80I_CbjBXGTEkr9rfKAuG3E Nj-g/edit?usp=sharing

The document is properly bookmarked, the stories are in roughly chronological order, and I left out my all my AU and NSFW work.

Any and all comments and feedback are welcome, even if it is just you telling me that I'm disgusting scum with a perverted mind.

---

Reader Quiz Time:

Corruption: In which PFS scenario is this set?
Exhaustion: Which PFS scenario had Orion just adventured in?
Fraternizing: Which PFS scenario hints at a relationship between Ambris Valsin and Zarta Dranleen?
Vacation: Which Bowling for Soup song inspired this work?
Idiot: Is Magda an actual PFS NPC?
Substitute: Which PFS scenario is Orion running late for? In which scenario did he first meet Lady Julia?
Hair: In which PFS scenario did Orion have his little mishap?
Useless: Which PFS scenario nearly killed Orion?

Bonus Question: Is the author insane?

Dark Archive 1/5

Hi,

In my recent move across my city for family purposes, one of my boxes got lost, and was never found - assorted textbooks, my Skulls and Shackles AP, and two of my characters (my -1 and -3).

When I lost the characters, they were in personalized folders with all of their respective chronicles.

All of their scenarios are reported here online - all seven for my -1 and all three for my -3. I'm pretty sure that I can rebuild them exactly as they were, but here's my question. Is this allowed? Can I continue to use them, even now that I don't have any of their original chronicles, but given that there is an online record of those chronicles being granted?

I hope to be able to, because otherwise I have 10 permanently wasted scenario chronicles and two forcibly retired characters - characters that I'm pretty fond of.

If anyone has any idea what to do in this situation, please let me know.

Thanks.

Dark Archive

Hi,

I'm interested in making a core rulebook Druid for the new Pathfinder Society Core Campaign. Maybe I'm a little slow, though, because I can't seem to find information on making my particular concept viable.

I have fairly low system mastery - I mainly need guides to build characters. However, guides seem to state that Halflings do not make ideal Druids.

Is there a way to make a Halfling with animal companion core build viable? Particularly one which is focused on combat rather than spellcasting?

I know I haven't posted any build details, and I'm sorry. It's just that I'm really lost here. I have the concept of a Halfling fighting alongside her "beloved puppy" (likely a wolf), but I really don't know where to take it, or if I should just scrap the idea.

Any and all advice would be welcome here.

Dark Archive

I've been looking over the playtest, and the concept of the aether Kenetiscist seems like something that would really suit my Brawler. I was thinking of dipping at least two levels, to get the blast and defence powers, but here's the problem.

My brawler is a PFS character, and is strength-based. She's still first level, so I've got rebuild freedom on her stats, but I really want to maintain at least some effectiveness for her unarmed strikes (primary attacking method).

Her array is currently STR 18, DEX 14, CON 13, INT 10, WIS 12, CHA 10 (I placed the +2 from being human into her STR).

I was thinking that changing this to STR 16, DEX 14, CON 16, INT 10, WIS 10, CHA 10 might be viable for a multiclass Brawler/Kineticist (the +2 again going to STR).

Honestly though, I'm not sure.

I've never multiclassed a character, have only played Pathfinder for a few months, and don't want to make a really useless character. I've already played and dropped FIVE PFS characters for being completely ineffective or built irreparably wrong.

I just like the thought of my Brawler's unstable emotions manifesting as her being able to fling objects with her mind. Also, this way I don't need a ranged weapon, and could maybe pick up Kinetic Fist for additional unarmed damage.

So, does anyone have advice on this particular multiclass? Is it even viable, or a good idea?

Any help is much appreciated.

Dark Archive

Hi,

I'm back again with another new race, and thought I'd just make this my 'standing' thread, where I post new ones as I make them (rather than having a new thread for each).

These are still for Ella's campaign world, hence why they're so specialized - she wants them to fill ecological and/or societal niches.

So, this is the latest:

Leavians – Chaotic Humanoids

Dwelling in the far north, the Leavians live as a united, close-knit nation. A fiercely competitive and yet amicable race, they are not prone to warlike tendencies. They have a great fondness for playing cheerfully fast-paced and often rough games on the slick glaciers that surround them, raising their young to appreciate this pastime. Despite these games, they are a decidedly polite people – they are the sort who will playfully shove one of their own into a snowbank, then help that individual up, apologize guiltily and proceed to share an amicable chat. Many Leavians have a verbal tic which causes them to apologize excessively – this litany of “sorry” is often considered amusing by non-Leavians. A rare few, usually females, have this tic to a greater extent, casually belittling themselves at every opportunity. Nearly all Leavians have well-developed senses of humor, laugh easily, and are quick to forgive – sarcasm is uncommon.

Leavian Racial Traits –
Leavians are defined by their class levels – they do not possess racial Hit Dice. All Leavians possess the following racial traits.
+2 Constitution, +2 Strength, -2 Wisdom: Leavians are hardy and healthy, and possess considerable strength, but are lacking in the common sense that would otherwise dissuade them from their rough games.
Humanoid: Leavians are humanoids with the Chaotic subtype.
Medium: Leavians are Medium creatures, and receive no bonuses or penalties due to their size.
Normal Speed: Leavians have a base speed of 30 feet.
Chaotic Nature: Any effect that depends on alignment affects a Leavian as if it has a chaotic alignment, regardless of its actual alignment. A Leavian also suffers effects according to its actual alignment. Leavians overcome damage reduction as if their natural weapons and any weapons that they wield are chaotically aligned.
Fearless: A Leavian gains a +2 racial bonus on all saving throws against fear effects.
Frigid Blood: Leavians have cold resistance 5. They also do not need to make Fortitude saves against harm from being in cold environments (as if under a constant nonmagical Endure Elements spell, though hot environments still cause harm as normal).
Terrain Stride (Cold): Leavians can move through natural difficult terrain at their normal speed while within Cold terrain (including ice, glaciers, snow and tundra). Magically altered terrain affects them normally.
Static Bonus Feat: A Leavian receives Endurance as a bonus feat at first level.
Languages: Leavians begin play speaking Common and Giant. Leavians with high intelligence scores can choose from the following: Aquan, Draconic, Elven, Gnome, Goblin, Orc, Terran.

Alternate Racial Trait –
Relentless: A Leavian gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Leavian and its opponent are standing on the ground. This trait replaces the Fearless racial trait.

---

So, I'm essentially looking for any kind of critique or feedback. Particularly about balance, though.

I'll post the flavor text for them some time later on.

Cheers,
Dreamer

PS: I have a cookie for anyone who can guess what these are based on!

Dark Archive

Hi,

At the behest of my friend Ella, who needed another new race for her Pathfinder campaign world, I've come up with the Tilni. They're intended to have minor angelic themes, and are supposed to be the product of two humans whose relationship was influenced by magic.

I've come up with some stats, and would like to know if they seem alright. Essentially, is this race balanced?

Tilni – Small Humanoids (Tilni)

The Tilni are innocent and kind looking creatures, though they natures are as varied as those of the human from which they are born. A Tilni is born from the union between two humans when one or both individuals were under the effect of a love spell at the time of conception. This makes Tilni rare in poorer communities, as typically only well-off merchants or those of noble standing can afford such magical frivolities. Seen as symbols of fortune by those who do not know the truth if their creation, these sociable creatures often rise to social status or popularity. Still, their childlike forms mean that they are never treated with genuine seriousness. As magically enhanced anomalies, Tilni cannot reproduce or bear children. Therefore, there is no such thing as a second-generation Tilni.

Tilni Racial Traits –

Tilni are defined by their class levels – they do not possess racial Hit Dice. All Tilni possess the following racial traits.
+2 Charisma, +2 Dexterity, -2 Constitution: Tilni are naturally sociable and endearing, and their small size renders them quite nimble; however, they are frail despite their plumpness, and therefore quite susceptible to illness.
Humanoid: Tilni are humanoids with the Tilni subtype.
Human Blood: Tilni count as humans for any effect related to race.
Small: Tilni are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 on Stealth checks.
Slow Speed: Tilni have a base speed of 20 feet. This is due to the limitations of their small bodies and proportionately short legs.
Gliding Wings: Thanks to their delicate wings, Tilni take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, a Tilni can move up to 5 feet in any horizontal direction for every 1 foot that they fall, at a speed of 60 feet per round. Tilni cannot gain height with these wings alone; they merely coast in other directions as they fall.
Eternal Hope: Tilni gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per fay after a natural roll of 1 on a d20 roll, a Tilni may reroll and use the second result.
Spell Resistance, Lesser: Tilni gain spell resistance equal to 6 + their character level.
Sociable: When a Tilni attempts to change a creature’s attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time, even if 24 hours have not passed. Tilni also gain a +2 racial bonus to the Diplomacy skill.
Languages: Tilni begin play speaking Common. Tilni with high Intelligence scores can choose any languages that they want (except secret languages, such as Druidic).

This is only my second try at creating a race, so any advice or feedback would be much appreciated.

Thanks,
Dreamer

Dark Archive

Hi, all.

I'm in a bit of a "looking for group" sort of situation.

I'm seeking to join a group of players located in the GTA, who don't mind having a younger (18-year-old) female player. Also, a group that doesn't loathe newbies, or "punish them severely".

Any type of Pathfinder game would be great, really - homebrew, published adventure, ect. I really don't mind.

I do have D&D 3.5 experience, but I'm not completely confident with the Pathfinder system yet. I have a decent level of maturity, can provide all my own books and dice, and am willing to bring snacks.

Um, just one little thing - please don't suggest the local Pathfinder Society groups. I gave that a shot, and suffice to say, it just didn't work out.

Please take the time to consider my request.

Thanks,
Dreamer

Dark Archive

2 people marked this as a favorite.

Um, hi.

At the request of my friend, who's working on a custom Pathfinder campaign setting, I came up with a custom race. It's an aquatic race, which I know is somewhat overdone, but she insisted that none of the pre-existing aquatic races fit her campaign world.

I tried to put a unique spin on this race, but I'm not sure if it's particularily balanced.

Any and all advice and constructive criticism is most welcome.

Thanks in advance!

Vodni - Aquatic Humanoid

Vodni are first and foremost creatures of the water, living much of their short lives beneath the surface. Living in freshwater, they keep largely to themselves, though they are frequently seen by those who depend on their watery homes – some are mistaken for nymphs or water spirits. They occasionally venture onto dry land, and when they do, it is usually to a fairly neutral reception. Vodni are caring, and as such have a friendly attitude towards other races, save for those groups who have been forced from their homes by other races seeking to exploit their lakes or rivers. They are sometimes seen as river guardians due to their staunch dedication to preserving their home waters. The kiss of a Vodni is thought to bring luck in fishing (though not many pursue this).

Vodni Racial Traits –

+2 Constitution, +2 Charisma, -2 Dexterity: hale and hearty despite their slight frames, they have gentle natures that are quite endearing; however, they are somewhat clumsy due to their awkward appearances.
Aquatic: Vodni are humanoids with the aquatic subtype.
Medium: Vodni are Medium creatures, and have no bonuses or penalties due to their size.
Slow Speed: Vodni have a base land speed of 20 ft. This is because they are largely unfamiliar with the land, and move awkwardly when removed from the water.
Water-Born: Vodni have a Swim speed of 30 ft. and can move in water without making Swim checks. They also gain the +8 racial bonus on all Swim checks that having a Swim speed normally grants. They gain a +2 Dodge Bonus to AC when fighting in water, and a +4 to stealth checks in watery terrain.
Amphibious: Vodni can breathe both air and water.
Spell-Like Ability: A Vodni can use either “lullabye” or “obscuring mist” once per day as a spell-like ability – which ability the Vodni has is decided at character creation, and cannot be changed. The caster level for this ability is equal to the Vodni’s character level.
Sound Sensitivity: Due to their pronounced sensory organs, Vodni gain the deafened condition when in areas of loud noise, and for 1d4 rounds (or additional rounds, as appropriate) after a sonic attack. Any attack which has the potential to deafen always deafens a Vodni (no save).
Skill Training: Swim and Knowledge (nature) are always class skills for a Vodni.
Weapon Familiarity: All Vodni are proficient with tridents and shortbows.
Languages: Vodni begin play speaking only Aquan. Vodni with high intelligence scores can choose from the following: Common, Draconic, Aboleth, and Alko. It is assumed that 50% of Vodni who are not able to speak fluent Common know at least enough of the language to greet, trade with, and thank others.

Please note, this is my first-ever attempt at creating a class.

So, what do y'all think?

Thanks in advance,
Dreamer

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