Sheyln (Symbol)

Ash..'s page

Organized Play Member. 374 posts (1,728 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 30 aliases.


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I’m still here just busy.


I want to play but so do others, so I'll bow out. Good luck in your adventure and I'll keep an eye out in case someone drops. My young daydreamer will cheer you on.


DM_Delmoth wrote:
Ash.. wrote:

Dot.

@gm are you familiar with path of war? I’ve been thinking about trying a warder fluffed as a descendant of a taldan knight who only knew that their grandfather was a courtly knight. If not, it’s no big deal I can make her a Paladin, but it’s hard to be an int paladin focused on history.

Sorry but no. I like their mission statement at the very least. I've got enough on my plate right now, I don’t have the bandwidth to assess an alternative rule set.

More than fair. I’ll figure something out on my end, you have plenty to do on yours!


Dot.

@gm are you familiar with path of war? I’ve been thinking about trying a warder fluffed as a descendant of a taldan knight who only knew that their grandfather was a courtly knight. If not, it’s no big deal I can make her a Paladin, but it’s hard to be an int paladin focused on history.


Works. I'll make an alias if I get in, glad to keep the same theme of "ancestors were violent heroes, we're bad at it but we keep their weapons as tokens."


Shotgun and machete or fire-ax?


GM Coyote wrote:
Looks good to me! I’ve got a question and a comment. First, which campaign trait did you take? Second, we aren’t using modern firearms rules, so no mosin-nagant (tempting as it is).

I took faithful! I can sub the rifle into literally any other weapon of your choice, I picked the rifle more for character than mechanics. (She’s not proficient and doesn’t have gunslinger levels to fire vs touch). Just a named rifle in hero lab and on brand with “mom and dad were adventurers” during the fall. What’s a reasonable survivor of the fall weapon to be non proficient but holding onto? Imagining the various taverns with grandfather’s sword, but for post apocalyptic settings.

Honestly guns are expensive so swapping to something cheap is just more disinfectant/moonshine…


Character Summary:
Sarah Steelscale's parents were successful adventurers. One a cleric, another a gunslinger, they were one job from retirement when their ticket got punched by the mutants. All Sarah was left with was entirely too many books, their home, some trinkets, and Allison. Luckily, Sally Steelpaw provides. Allison had hired her parents and out of some sense of misplaced guilt adopted the young teen on the spot when she confronted her. Sarah still isn't entirely sure how that was supposed to make up for sending her parents to their deaths, but Allison grows on you. While she wasn't much for lecturing about adventure, she was a successful merchant and wagonwright, driver, retired wizard, friend, surrogate mother and occasional brewer. As she would say, she was only occasionally prone to strong drink in excess, birthdays for example, and funerary days, and any day she had to deal with more than one idiot. Sarah wasn't sure she'd ever seen the elf entirely sober, but she'd certainly seen her in all her various stages. The things she could talk about if you got her going would definitely enlighten a young woman's mind about the way the world didn't work, or did, depending on your perspective. Still, her life was calm and the levels came easily. Driving a wagon and studying Shiba and the teachings of Sally Steelpaw while trying to keep Sheeva in kibble wasn't an easy life, but it was somehow soft. Sarah never quite lost that touch of young enthusiasm that the world beats out of others. Some of the unkind merchants said Allison sheltered her, others would call her naive, but Sarah's faith kept her warm and certain, in the face of so much change, that her time was coming. When it walked into the bar looking like that? Well.

A background scene:

"This isn't much of a bar, and it's not much of a forge, it's a church. Oh, there's a bar and a forge, but people come here to worship, they just need to be lubricated and have their animals looked after while they talk things out with Sally or Allison depending on their inclination. I'm a business women by training, although father tried to teach me to shoot, but I'm a priest by calling. Those are his over the hearth there, honestly I'm terrible at it, this is my gift. I know to point those at the other person and basic safety, but it's not my thing. Never felt like I needed to, though with you lot here maybe it's time I learned. Not much to say, I have a team and wagon, but we just got back from selling all our goods. I was going to stay local and make more, keep an eye on Allison... You say you have a need, and you found this place. Sally would want to help you. I'll come along, assuming you aren't dry of course. A girl needs her lubrication. Give me a moment and I'll get her majesty's ride ready and leave a note for Allison. No, best we don't wake her, it's barely noon. The wagon? It's for Shiba and Sheeva, you'll see. She's a sacred acolyte of Sally herself. Waiting to get her Steelpaws, claws, after she serves some time watching over idiots and fools and me. Say, I don't suppose any of you are idiots or fools, professionally? Shiba would be easier to convince to come along if she might get extra credit. Sheeva won't care as long as we feed her. Anyways, wait here. I'll go get the gear loaded and the lady ready and we can head out right away." Sarah heads to the back, and an absolutely shattering roar follows, after which you presume Sarah responds, and then some loud feline grumbling follows. A few tense moments later, a large wagon rounds the edge of the bar and waits in the street, pulled by a team of 4 oxen, with a tiger's tail hanging out along the back of the bench. Sarah waves from the seat.

A Statblock:

Us!
Sarah Steelscale
Female ophiduan cleric (ecclesitheurge) of Steelpaw Sally 5 (Pathfinder RPG Advanced Class Guide 91, Ultimate Wilderness 186)
NG Medium humanoid (reptilian)
Init +4 (+6 during surprise rounds); Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 13 (+1 deflection, +4 Dex, +1 enhancement, +1 natural)
hp 48 (5d8+20)
Fort +8, Ref +6, Will +10; +2 racial bonus vs poison.
--------------------
Offense
--------------------
Speed 40 ft.
Ranged mwk double-barreled shotgun +4 (1d8) or
mwk mosin-nagant m1891 rifle +4 (1d10/×4)
Special Attacks channel positive energy 3/day (DC 12, 2d6)
Domain Spell-Like Abilities (CL 5th; concentration +10)
At will—mending
8/day—artificer's touch (1d6+2 , bypasses DR and hardness 5), touch of darkness (2 rounds)
Cleric (Ecclesitheurge) Spells Prepared (CL 6th; concentration +11)
D Domain spell; Domains Luck (Imagination subdomain), Darkness (Moon subdomain), Artifice (Toil[APG] subdomain), Travel (Trade[APG] subdomain)
Cleric (Ecclesitheurge) Powers Known (power points 4, ML 6th; concentration +11)
0 (at will)—
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 20, Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Boon Companion[UW], Combat Expertise, Deadly Aim, Power Attack, Spell Focus (illusion), Unlocked Talent, Wild Talent
Traits - custom trait -, restless wayfarer
Skills Acrobatics +4 (+8 to jump), Appraise +4, Craft (blacksmith) +4, Craft (glass) +4, Diplomacy +4, Disable Device +5, Fly +8, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Heal +9, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +5, Perception +7, Profession (driver) +9, Profession (engineer) +9, Ride +4 (+8 to force this mount into an Unnatural Aura.), Sense Motive +9, Spellcraft +4; Racial Modifiers +2 Perception, silver-tongued haggler
Languages Common, Draconic, Ophidian
SQ active energy type, animal companion (roc (augmented) named Animal Companion), blessing of the faithful, bonded holy symbol (holy symbol), domain mastery, eyes of the hawk, finesse weapon attack attribute, secondary domain (feather[APG]), serpent's bite, spell-only domain ()
Combat Gear scroll of abeyance, delay poison, communal endure elements, protection from arrows, lesser restoration; Other Gear cold iron metal cartridge[UC] (50), mwk double-barreled shotgun[UC], mwk mosin-nagant m1891 rifle, mwk silver metal cartridge[UC] (50), divine bond holy symbol[ACG], handy haversack, muleback cords[APG], caravan master's wagon, haversack gear (worth 3,770 gp), musk ox, musk ox, musk ox, musk ox, tiger (combat-trained), 25 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Active Energy Type (-Choose-) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Artificer's Touch 1d6+2 (8/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 5 hardness.
Blessing of the Faithful (+2 sacred bonus, 35 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (Holy Symbol) (1/day) (Su) Can cast one extra spell/day with bonded item.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric (Ecclesitheurge) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric (Ecclesitheurge) Domain (Trade)
Cleric Channel Positive Energy 2d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Serpent's Bite (Ps) Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophidua
Silver-Tongued Haggler (+2, 8/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Touch of Darkness (2 rounds, 8/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Unlocked Talent Manifest chosen power as if level 1 manifester.
Wild Talent (4/Power Points) You are a psionic character and gain 2 power points.

--------------------
A friend!
Shiba
Animal Companion CR –
Roc (augmented) (Pathfinder RPG Bestiary 236)
N Medium animal
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+1 deflection, +5 Dex, +7 natural)
hp 14 (5d8-1)
Fort +4, Ref +10, Will +3; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +8 (1d6+1), 2 talons +8 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +8; CMD 20
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Valiant Steed
Skills Acrobatics +9 (+5 to jump), Fly +9, Perception +5
SQ augmented body, finesse weapon attack attribute, not quite animal
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Augmented Body (Ex) Heal 1/2 as much for positive energy effects and construct healing effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Not Quite Animal Handle Animal on your companion is 5 higher.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

--------------------
4x Wagon Team

--------------------
4/4
Musk Oxen CR –
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +7, Ref +4, Will +2
Immune immune to cold weather effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ docile, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

--------------------
A Mount
Sheeva
Tiger (combat-trained) CR –
Tiger (Pathfinder RPG Bestiary 265)
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+1 deflection, +2 Dex, +3 natural, -1 size)
hp 45 (6d8+18)
Fort +9, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +9 (2d6+6 plus grab), 2 claws +9 (1d8+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +9, 1d8+6 plus grab)
--------------------
Statistics
--------------------
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +10 (+14 to jump), Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in areas of tall grass
SQ combat riding, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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haversack mundane gear

I'm not super attached to any of the mechanical bits, feel free to kibosh as needed. We're an ecclesitheurge of Sally Steelpaw, a custom goddess I sketched out up above. In combat we probably use our actions blessing the faithful or casting a spell, and letting Shiba claw things. Out of combat we're spreading the word of a goddess of trade and secrets. Pretty exciting.

Originally I was going to try to work shifting/lycanthropy into Sarah's background but it just didn't work out that way, so we ended up the upbeat ophiduan. Imagine if the geico gecko was a relentlessly cheerful cleric.


Dot


4d6 ⇒ (1, 6, 3, 4) = 14
4d6 ⇒ (4, 1, 2, 4) = 11
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (3, 2, 2, 5) = 12
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (6, 5, 6, 4) = 21

reroll hilarity:

3d6 ⇒ (1, 1, 6) = 8
2d6 ⇒ (3, 1) = 4
1d6 ⇒ 5

So {6,3,5}

Final array
{6,6,4}=16
{4,3,4}=11
{2,2,6}=10
{3,2,5}=10
{5,6,5}=16
{6,5,6}=17

Going to make a wright and padre of Steelpaw Sally, the NG goddess of iron and glass, secrets and trade, her iconography is a swift tracker smilodon, with steel paws in a harness pulling a sledge loaded with goods, or a hardworking crafter in front of a forge with a cat faced smoked glass mask and an array of tools and mechanisms in metal and glass. Animal/Artifice/Good/Luck/Moon/Travel.

Not sure on the details yet, but that's enough to get started.


Absolutely.

I just have to pretty up my statblocks, but am otherwise done, so wednesday should be fine.

I haven't gone maximum anime but only because I couldn't figure out a gimmick I liked for a familiar. Looking forward to it.


That's great. I'm really enjoying thinking about this stuff. Neat setting.

So I didn't figure out a way to work a familiar into this in a fashion I liked. I might poke more at it later today. The semi-gestalt feature steal isn't included yet, nor did I stat up the companions (this is me rolling dice for statting them up but I have to go do some chores now and will get to it this evening). Should be able to finish up tonight so look for an updated alias tomorrow morning?

additional menagerie hp:

14d4 + 56 ⇒ (1, 4, 4, 1, 3, 4, 4, 2, 3, 4, 3, 1, 4, 2) + 56 = 96
Mount - Combat Riding Trained Dire Tiger
This is my contribution to wildly endangering the party. Riding Dire Tigers are remarkably cheap, at a thousand gold and change. Too bad it's extremely likely to realize something is up with it's mistress. Good news, nothing is up with it's groom.
5d4 + 28 ⇒ (4, 4, 1, 2, 1) + 28 = 40
Regular animal companion, a roc.
Thinking this companion is likely fond of us and takes the whole isekai thing in stride "oh the phoenix blooded reincarnated, they do that."
4d5 + 20 ⇒ (4, 1, 5, 2) + 20 = 32
Eidolon, Agathion
Probably has the best understanding of the entire process, and likely can't tell us anything useful because that would impede her mistress (Isis) in some unspecified (gm plot hook) way.

a very ugly pile of crunch:

paizo-com-isekai
Female human (Tian-Dan) priest (guarded priest) of Horus 6 (New Paths Compendium Expanded 13, 88)
LG Medium humanoid (human)
Init +2 (+4 during surprise rounds); Senses Perception +14
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 51 (6d6+18)
Fort +5, Ref +5, Will +11; +1 trait bonus vs. divine magic.
Defensive Abilities shield ally
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 8/day (DC 20, 2d6), maker's call 1/day
Domain Spell-Like Abilities (CL 6th; concentration +11)
8/day—touch of law
Priest (Guarded Priest) Spells Known (CL 6th; concentration +11)
3rd (3/day)—cure serious wounds, dispel magic, fly[D], summon monster III
2nd (4/day)—create pit[APG] (DC 18), cure moderate wounds, feather fall[D], lesser restoration, silence (DC 17)
1st (6/day)—calm animals[D] (DC 16), cure light wounds, fallback strategy, obscuring mist, protection from chaos[D], shield of faith
0 (at will)—create water, light, mending, stabilize
Domains Animal (Feather[APG] subdomain), Law, Nobility (Leadership[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 21, Cha 13
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Augment Summoning, Boon Companion[UW], Combat Expertise, Deadly Aim, Eldritch Heritage[UM], Extra Evolution[UM], Extra Evolution[UM], Improved Channel, Mounted Combat, Persuasive, Power Attack, Sacred Summons[UM], Skill Focus (Knowledge [arcana]), Spell Focus (conjuration), War Blessing[ACG]
Traits armored rider, blackthorn rancher (lambreth), devotee of the old gods
Skills Acrobatics +3, Appraise +5, Diplomacy +9, Disable Device +3, Fly +6, Handle Animal +11 (+15 to force this mount into an Unnatural Aura.), Heal +9, Intimidate +3, Knowledge (arcana) +13, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +10, Lore (Mathematics) +9, Perception +14, Profession (librarian) +14, Ride +10 (+14 to force this mount into an Unnatural Aura., +12 to stay in the saddle), Sense Motive +14, Spellcraft +10, Survival +11, Swim +1, Use Magic Device +2; Racial Modifiers +3 Perception
Languages Akkadian, Ancient Chinese, Ancient Egyptian, Ancient Greek, Arabic, Common, Draconic, Hebrew, Latin, Tien
SQ animal companion (roc named Animal Companion), arcane malignancy (55-57), bond senses (6 rounds/day), bonded symbol (Horus), eyes of the hawk, finesse weapon attack attribute, guardian, inspiring command, powerful presence, the unseen world
Combat Gear wand of cure light wounds, wand of lesser rejuvenate eidolon (50 charges); Other Gear mithral shirt, darkwood shield, handy haversack, headband of aerial agility (wis +2)[UE], muleback cloak of resistance +1, exotic military saddle, haversack contents (worth 3,770 gp), wrist sheath, spring loaded, wrist sheath, spring loaded, dire tiger, exotic military saddle, hide shirt barding, 588 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Malignancy (55-57) –2 penalty to AC, attack rolls & Stealth if outside without trimming hair 1 hr every 48 hr.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Bonded Symbol (Horus) (Sp) Bonded holy/unholy symbol can be used to cast prepared cure/inflict spells at a distance.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Guardian Gain divine or profane protector.
Inspiring Command (3 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Presence +2 to Charisma for qualifying for feat pre-requisites.
Priest (Guarded Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Priest (Guarded Priest) Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Priest (Guarded Priest) Domain (Leadership)
Priest Channel Positive Energy 2d6 (8/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
The Unseen World Gain detect magic and read magic as spells known.
Touch of Law (8/day) (Sp) Treat all d20 rolls as 11 for 1 rd.


Sebecloki wrote:
Just to give you a little sense of how strange this planet is, here's a map of some sections: Partial World Map: there are chunks of sea/continent floating in void; this whole globule of connecting sections of sea/island rings a barren sphere with seas of sand.

I can feel my brain trying to make sense of this map as if it were just a strange new projection "well you just fold like so, it's clearly a projection of a sliced up sphere....wait no that doesn't work" Is it canon that maps of the world are Great Old One religious objects? It should be. Very cool.


1 person marked this as a favorite.

This game feels like it's going to want a discord and possibly a wiki by the time we're done.

dice:

1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 6

Figured out most of the mechanics, now working on building a cohesive statblock that is easy to read. Still fiddling with background details and thinking about maybe being a priestess of the Egyptian Trinity instead of just Horus to give some more details to get right and wrong between Horus/Osiris/Isis in history and Horus/Osiris/Isis in wherever we are and make it easier to fit together with whatever bit of society exists. Also I have all the random fluffy companions at this point because pbp makes it trivial to just alias them up so why not.

So other than my Librarian, we have:

A cheerleader going premed who was the gifted overachiever through primary schooling but never learned to buckle down and handle hard stuff until university showed up and she had to learn. (Ouch, cuts deep) Then she found out that the multiverse was real and she's now a middle aged dude with various talents far from home, better buckle down. That sounds like A+ body horror freak out material.

A WWE star abducted by fate to be even MORE over the top. (Brava) I love the image this paints of a martial arts wuxia master or just initiate with one great insight who's soul ascends, while the body remains. The universe or whoever is in charge that day decides to to replace the soul with a loose one from the next universe over. They're in a hurry, so they run a generic "who's roughly the closest approximation of this young master" and abducts a WWE star who thinks this is "All according to my plans". Please work in a bewildered "I know kung fu?" and we're going to need a whole cartload of arrogant young masters for you to wallop at some point because oh boy.

A dutiful lawyer passionate about this one specific law. (Seriously this nails so many law students) I appreciate the acrobat/gymnast childhood being set behind her to focus on her law studies as she is trying to change the world through slow and accepted means. Then after an imaginary bowl of rice (which she dutifully washes by hand and puts away) and doing her nightly exercises she goes to bed and wakes up as a hyper optimized ninja gaiden character. Like, the only way this could be more anime is if the orc was your new body's uncle also infiltrating the village but his disguise was so good you thought he was actually an orc. Looking forward to Naomi's response to this nonsense. Also A+ on the tattoo theming, I'm sure having living moving tattoos spread across her new ultra-gumby body will reassure your methodical girl.

Then there's a man who believe in self-visualization as the key to success (oh boy narcissism/self-delusion ahoy) going to bed knowing his luck is going to change and suddenly waking up far far far outside his likely definition or imagination of what success looks like. Poor Joe, now he is an elf, and his Mom and brother are very far away. Sounds like a lot of growth potential, and such strong story hooks.


Enjoy! I will probably have some number of flanking buddies I can provide if we end up in combat although I haven’t been spending a ton of time optimizing for “make things dead” since we’re pretty naturally OP and the game seems like it’s more about hexcrawling and puzzling out the mysterious lore than rolling initiative.

Worth pointing out that the bulk of the aegis suit is in the “special” section so if people are worried about getting armor and flight in an unobtrusive way that’s an option.


Clearly the beard was baby hair…


My librarian Priest is coming along nicely. This is easily one of the most complicated characters I've ever put together and of course hero lab (my usual solution) isn't much help because it's all 3pp stuff, but it's been a lot of fun trying to figure out things that are thematic.

We're absolutely a KP new paths priest, and we were employed by the British museum as an Archivist and Egyptologist although our phd was focused on ancient china, Information Science was our masters and our undergraduate was a dual major in History (Egypt) and Math. We're going to get so much wrong about our religion it's going to be fabulous. I haven't decided if taking Lore(Egypt) or Knowledge(religion) makes more sense, but hey I'm responding in the thread so maybe the GM has an opinion? Definitely going to take Lore(Mathematics) and try to explain how magic works (badly!) but could also grab Know(arcane) depending on how the isekai works. (Do we have inherited memories?)

Alignment - LG, some of Horus's teachings about Machiavellian tenets of rulership are a bit too practical for our girl, but she'll get there.

Other random questions for the GM - I'm interested in taking linguistics for a bunch of Earth languages, can we have those transition into fantasy languages of your choice? IE she picks something up that she thinks is Sumerian, but is really Aklo...

I'm considering taking eldritch heritage to burn some of these extra feats in a thematic way, is phoenix appropriate, and should I work it into the history of the body we isekai'd into or is it something that shows up with our heroine's soul arriving?

Do you have a preferred set of isekai tropes for us to engage in?

How populated is our new environs? I'm down for intricate city/sect/planar maps if you want to do intricate maps of any of those in addition to the assumed intricate world map. Are we traveling in time as well as space/plane during our isekai and will that come up again?

Just random things I've been munching on while trying to sort a character sheet.


Ouachitonian wrote:
I’m thinking a centaur, using their special Cavalier archetype. When else will I get to play a centaur? Then again, when else could I play a Shobhad and TWF greatswords? lol

That was part of my tauress logic!

Here's the centaur I'm using (it's not perfectly the bestiary centaur, but it's close enough that quibbling over it isn't worth the time.)

I'm picking high crime or possibly Heresy, I haven't decided if I'm going to dip a divine class or not for this magus.


Sebecloki wrote:
Ash.. wrote:


Out of curiousity why not just use gestalt in place of custom VMC/MCA that don't seem to take into account the bulk of these classes?

I think you're misunderstanding the rules -- you're allowed to take multiclass archetypes for applicable classes; that is one mechanic

A completely separate mechanic, that is detached from any consideration of archetypes, is taking the 'special' table from a second class.

These are two different issues.

I'm not interested in doing full gestalt -- these are the rules for the game, and I'm not open to considering something else.

Right. I wasn't trying to convince you otherwise, just seeking to understand your decision.

Anyways - we're definitely a servant of Horus, with entourage of confused "why are you acting differently milady?" handmaidens as appropriate.


1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13

How very nearly average.

Hrm. Centaur makes it under the 30 rp budget and I haven't tried playing one before. Also a tauress criminal sounds amusing. Large may be a problem though. I suppose that's what reduce person is for...we're going to be a magus I think.


Librarian Isekai'd into a Priestess/Cleric of Horus sounds like a recipe for interesting and amusing outcomes.

Now to figure out which of the various classes are divine.

Out of curiousity why not just use gestalt in place of custom VMC/MCA that don't seem to take into account the bulk of these classes?


If ever there was an AP in need of an eccentric witch (wizard!), priest (cleric!), dilettante crafter (blacksmith!), this is it. Good thing I know just the lass, and I might even be inclined to convince her to bring her handsome, charming, brilliant, and insightful familiar along. (Stop signing me up to be a hero!)

Dwarven wizard intending to delve too deep (I just want to go home) and set fire to the forge (it was one time, you jerk.)

I’ll sort out crunch in the morning, but we’ll be a dwarven wizard who the village thought was a witch on account of her familiar.


DM Skull wrote:
Ok I'm still here, busy weekend. I'll give it 48 more hours.

I’ll finish up, I was nitpicking details because it’s fun to build out the fluff then suit mechanics to it.


Bhornkild "Walks with Spirits" wrote:
Ooooh an Eldritch Knight. Are you gonna take Explosive Weapon? Spellstrike with Fireball!

I think it's more likely I'll end up casting a lot of haste/slow/telekinesis/teleport and not a lot of fireball, but it depends on the composition of the group. If I'm the only arcane I need to spend slots buffing whoever is slaying, if I'm a secondary caster I probably spend more slots blowing things up.

I didn't worry too much about mechanical perfection, it's level 11 and I trusted someone to build a melee monster that would make combats dead. Instead I mostly wanted to work out a story about some dwarf raised to serve the dead who got out when the getting was good and was doing their best not to backslide into bad habits.

Good luck everyone. I'm going to be reading this one even if I don't get selected!


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Background:
Rickenstein Marblebeard the Fourth of Ashes, was destined to guard the tombs of his ancestors. He had known this since his father's first words, and had dutifully trained in the ways of his family. Ordering the butler about as a young dwarf, honing his skills. It was unfortunate that learning about the longest dwarven ancestors was so gristly, but Rickenstein carried on. Dourly, and with dwarven stubborness.

As he grew, the weapon training began, as it does with every dwarven clan. Some might call the Falcata a pirate's blade, a cutthroat's carver, a tool of butchery, but The Ashes of Ustalav, in their old forbidden manor, called it a necessary tool for basic maintenance of the grounds. After all, a lighter blade would never chop the death murtles.

Eventually, trained, armed, and wholy unprepared, Rickenstein presented himself to his great great great great great great great great grandmother's ghost, and her thrall. Pleased with this offering, she let his sister go. For the next several years, he spent his time in study and service, doing as the old banshee demanded. Learning the care and maintenance of his ancestress, researching the forbidden maps to find any hint of where their ancestral clan abided. She ached for revenge, and he ached merely to see the sunrise without the smell of rot.

This is when the paladin arrived. Speaking of Torag, shining in armor, and most importantly banishing Great Great Great Great Great Great Great Great Grandmother to the beyond and freeing young Rickenstein for a life of adventure. He followed the Paladin for a while, even acquiring a set of armor and picking up the worship of the Paladin's god. Torag, a sensible god of crafting. Rickenstein felt a certain rightness in his bones, after all - he had been making things for the ephemeral and eternal all his life. This was the right path.

Rickenstein has had some other adventures since then, and he's had an awkward lot of practice explaining just how he became what he has become. (Nothing is awful anymore now that Grandmother is gone). Still, he admits he might like to find his ancestral clan, if only to be sure there isn't a phylactery floating about. Grandmother might be watching.

crunch:
Unnamed Hero
Male dwarf eldritch knight 5/swashbuckler (rondelero swashbuckler) 1/necromancer (life[APG]) 5 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Player's Guide 146, Pathfinder RPG Horror Adventures 75, Weapon Master's Handbook 6)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 104 (11 HD; 5d6+6d10+44)
Fort +8, Ref +7, Will +5; +2 bonus vs. spells and spell-like abilities of undead, +2 bonus vs. negative levels
--------------------
Offense
--------------------
Speed 0 ft.
Special Attacks command undead (DC 12, 0/day), deeds (dodging panache, opportune parry and riposte), panache (1)
Necromancer (Undead Master) Spells Prepared (CL 9th; concentration +14)
Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 16, Int 20, Wis 9, Cha 10
Base Atk +8; CMB +9; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Arcane Armor Training, Command Undead, Craft Wondrous Item, Elemental Spell[APG], Empower Spell, Exotic Weapon Proficiency (falcata), Heighten Spell, Maximize Spell, Toughness, Weapon Focus (falcata), Weapon Specialization (falcata)
Traits eldritch smith, thrown-together fashion, unwelcome business
Skills Acrobatics +7, Appraise +9, Bluff +4, Climb -1, Diplomacy +14 (+16 on checks regarding undead creatures, +12 on checks regarding living creatures), Disguise +15 (15 when disguised as a Duergar), Escape Artist +0, Fly +0, Intimidate +4, Knowledge (arcana) +19 (+21 on checks regarding undead creatures, +17 on checks regarding living creatures), Knowledge (dungeoneering) +9 (+11 on checks regarding undead creatures, +7 on checks regarding living creatures), Knowledge (local) +9 (+11 on checks regarding undead creatures, +7 on checks regarding living creatures), Knowledge (nature) +9 (+11 on checks regarding undead creatures, +7 on checks regarding living creatures), Knowledge (planes) +9 (+11 on checks regarding undead creatures, +7 on checks regarding living creatures), Knowledge (religion) +9 (+11 on checks regarding undead creatures, +7 on checks regarding living creatures, +11 to identify undead (may make check untrained)), Linguistics +9, Perception +13, Ride +0, Sense Motive +3, Sleight of Hand +0, Spellcraft +19, Swim -1; Racial Modifiers craftsman[APG]
Languages Common, Draconic, Dwarven, Giant, Gnome, Orc, Terran, Undercommon
SQ arcane bond (ring of telekinesis), barrow scholar[HA], death's end, dwarf wizard, falcata emphasis, healing grace, necropolitan, oppressive expectations, reanimator, shadowhunter, share essence, swashbuckler finesse
Combat Gear ring of telekinesis; Other Gear headband of twisted intellect +2, 36,500 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of telekinesis) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Barrow Scholar +2 to knowledge (religion) to ID undead and can attempt check untrained.
Command Undead (DC 12) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's End +2 AC vs. undead and +2 bonus on saves vs. spells and spell-like abilities of undead.
Deeds
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Falcata Emphasis (Ex) Gain proficiency with falcatas and may deal piercing damage using falcatas.
Faster Crafting (+1000/250 gp per 8 hours, Craft Wondrous Item) Increase item creation speed per hour.
Healing Grace (x1) (Su) Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets
Heighten Spell Increases spell level to effective level desired.
Life Associated School: Necromancy
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necropolitan +2/-2 (Ex) +2 on Diplomacy and Knowledge checks vs. undead and -2 on checks vs. living creatures.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Reanimator (Su) Spontaneously cast several undead-based spells
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Share Essence (1d6+2 temporary hp, 8/day) (Sp) As a standard action, take nonlethal dam to grant same as temp hp to touched ally for 1 hr.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

I haven't spent the last of my gold or filled in the spellbook - I'll do that if selected but it's the sort of thing that seems worth doing once the party is clearly identified.

^5 fellow sliding in at the deadline submission


Charles Darwin, expert botanist, master cartographer, madman, oracle, arcanist, priest, and heretic at your service. They call me mad now, but I will be proven right, one day, pharasma willing. It is in the origin of mortals, that we must seek for traces of the divine. In the origin of the divine, we may find traces of our mortality…in the strange alchemy between this plane and the next that life was formed, and must return. To join this company is to seek truth, and produce a marketable map, I suppose. What are you paying anyways? Is that in absalom? Well, I’ve worked for less. Show me to this land of wonder, and mind you send along someone else to experience the wonders firsthand, I’m just here to draw the maps and read the rocks. Of course I’ll be bringing my horse on the ship, what kind of question is that? I don’t ride dolphins…


So much crunch:
Margaret Elizabeth Sophia Victoria Hanover Erskine
Female human (Ulfen) gunslinger (musket master, siege gunner, wyrm sniper) 1/magus (eldritch archer, hexcrafter) 2/wizard (Pathfinder Campaign Setting: Inner Sea Combat 45, Pathfinder Player Companion: Dragonslayer's Handbook, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Ultimate Combat 9, 50, Pathfinder RPG Ultimate Magic 9, 48)
LG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 25 (3 HD; 2d8+1d10+5)
Fort +6, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) cold iron bastard sword +2 (2d8+3/19-20) or
cold iron boarding axe +4 (1d6+2/×3) or
mwk cold iron cestus +5 (1d4+2/19-20) or
mithral cestus +5 (1d4+2/19-20) or
silver machete +4 (1d6+1/19-20)
Ranged clever solutions +9 (1d10+6/×4) or
practical answers +8 (1d8+1)
Special Attacks arcane pool (+1, 3 points), deeds (quick clear, steady aim, targeted blast), grit (2), spell combat, spellstrike
Magus (Eldritch Archer, Hexcrafter) Spells Prepared (CL 3rd; concentration +5)
1st—fallback strategy, reduce person (DC 13), unseen servant
0 (at will)—dancing lights, daze (DC 12), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 14, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Alertness, Ancestral Weapon Mastery, Point-Blank Shot, Rapid Reload, Stealth Synergy[UC], Weapon Focus (pepperbox rifle)
Traits magical knack, tarnished halls runner, unintentional linguist
Skills Acrobatics +6, Bluff +5, Climb +4, Diplomacy +2, Heal +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nobility) +4, Knowledge (planes) +6, Linguistics +5, Perception +7, Perform (dance) +3, Ride +6, Sense Motive +1, Spellcraft +8, Survival +3, Swim +4
Languages Aklo, Aquan, Common, Draconic, First Speech, Greek, Skald
SQ betrayed, hex arcana, living steel, ranged spell combat, ranged spellstrike, ranged weapon bond, specialized school (admixture[APG])
Other Gear chain shirt, clever solutions[UC], cold iron bastard sword, cold iron boarding axe, cold iron metal cartridge[UC] (50), cold iron metal cartridge[UC] (50), metal cartridge[UC] (100), mithral cestus[APG], mwk cold iron cestus[APG], practical answers[UC], silver machete, endless bandolier[UE], handy haversack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Deeds Use Grit to perform special abilities with your firearms.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Hex Arcana You can substitute Hexes for Magus Arcana.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
--------------------
.

I'm going to take the earldom of Mar (First Creation) and assume a marriage with the house of Hanover with one of the princesses that died young.

John Francis Erskine, 24th Earl of Mar
Married Elizabeth Caroline https://en.wikipedia.org/wiki/Princess_Elizabeth_of_Great_Britain in the 1700s.

--------------------

Arcane Familiar CR –
Arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 12 (1d8+1)
Fort +6, Ref +4, Will +4
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+18 to jump), Bluff -1, Climb +6, Diplomacy -1, Heal +2, Linguistics +0, Perception +10, Ride +3, Spellcraft +1, Stealth +10 (+14 while in snow), Survival +2 (+6 to track by scent), Swim +6; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

An excerpt from a letter to Her Majesty, from the Earldom of Mar released by the Crown Records in 1978:
…The Magi, and begrudging Viscountess, Margaret Erskine is rumored to be many things. Scandalous, Sorceress, Studious. Sadly, to her regret, and my private relief, only the last is true. It isn’t that she wishes to be scandalous, nor does she wish for sorcery. Instead, and I suspect you will sympathize, she wishes she was out there—wherever that may be. After ten and six years she had all the proper, and improper, education she could beg, wrangle, or wheedle from any individual or institution willing to teach her in the north. Dancing, but also fencing. (The dance instructor has been pensioned) Needlework, but also suturing. (Dr Thorough and his wife were granted a sum to retire to Bath.) Surely this sounds familiar, eh? Another four years at university resulted in a veritable slew of accomplishments, certificates, and of course an entirely practical and thorough upper graduate education in the arts magical. Say what you will off Hanover, the university endures. Sadly, it has also resulted in a thorough investigation of mundane fire drills. (Nine professors retired! Seventeen guards were promoted. An entire class of undergraduate abjurers were graduated early, for meritorious service.) Yet she maintains “My thrice-be-damned father refuses to see me as more than a chit to be traded to France to secure his foundries.” I love my daughter. I suspect, however, that should I continue my unappreciated efforts to shelter her, she shall be headed for the colonies to seek her fortune, and the last any of us need is an American Empire. As she has no interest in politics, nor any interest or appreciation for the accompanying marriage, I believe she is in need of some time seeing what lies outside the garden of Mar, indeed what lies outside the garden of Britannia. She has the old gifts, and those gifts should be put to use. Thus, I offer her to your service, as Mar has always done. Here she is, sharp and honed with as much care as the blade and baldric she bears. Sheltered her rebellion may well have been, but she is fiercely loyal, competent, and very much in awe of you. Primed as they say to be an excellent dragon in your service. The Wardens of the Wild know their business, and the First World is well outside the shade of the Empire. We will only hope our prodigal daughter remembers her way home. For queen, and empire, all risk at your command…


The urge to submit Rick Ashley, necromancer, is overwhelming but I will resist. My usual self nerf to wizards is to build them as eldritch knights, so that is what will be showing up eventually. Alas, 5th level arcane spells instead of 6th. Quelle horreur.


The Society Papers, No 1222:
~Viscountess Braemar, Magi Margaret Elizabeth Sophia Victoria Hanover Erskine, remains at odds with her father the Earl of Mar!~ ~Scandal, Secret, or Sorcery?~
--Although details of the estrangement remain private, rumors persist that it is over the matter of marriage and a "woman's place". Owing to her mother's continued support, and the grace of the Queen, Lady Margaret has been assigned to Her Majesty's Wardens of the Wyld, to consult on matters related to production of the new Kindrochit Rifling Enchantment, purported to be a design of her own making, and conduct field tests thereof. The Wardens, The Viscountess, The Earl, and The Crown declined to comment.

Crunch to follow once I figure out where gold goes. We took a dip in gunslinger and are going to run down magus (eldritch archer) for the remainder of our levels.


I’ll withdraw my cleric since there are some other entrants. Good luck!


Speaking of said system, mind linking it on the PRD so I can at least confirm I'm looking at the right thing rather than trusting hero-lab?


My suggestion was more based on prior dark sun stuff. Having a permanent magic spell cast on you is not going to break the system, but the setting makes it way more likely you go get a permanent psionic buff applied via magic/psionic transparency fluffed as a transferred tattoo or same.


Dice:

3d6 ⇒ (6, 4, 5) = 15
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (4, 6, 5) = 15

16, 16, 14, 16, 17, 18.

comeliness: 3d6 ⇒ (6, 5, 5) = 16

Those are certainly some numbers.

A botanist/geologist, along on the journey to catalogue the flora, get agriculture set up, draw maps and survey for resources. Longbow/Crossbow + something, not sure on the combat details yet, probably decent AC so midline?


That is both delightful and terrifying. My poor kind Half-Giant.


Oh dear. I will have something for this, but I might need an evening to read the Ruins of Azlant guide and really sink into the full colonialist spirit before any serious attempts at writing emerge. Consider me intrigued.

I have many questions but will hold onto them for now.


Human Cleric of Shelyn.

Lark is a glasswright and our mentor is our grand aunt (Half-Elf retired adventurer and going to stay that way, profession: innkeeper. URg1/Clr8/Exp1 or gm’s fancy). Our parents are dead, their flame extinguished, and the terms of the family inheritance being let out of trust require us to earn our chunk of the everflame with which to tend to the resanctification and relighting of our glass forge.

If we were doing other sources than core I’d worry more about tuning the mechanics to the backstory but as is the mechanics are very much generic reach cleric, and the fluff lives more in the posts than the crunch. I’ll get things updated in the alias before deadline and post from it once it’s complete.

I am also open to tying backgrounds together if other players want to be shelynites or artisans or just on friendly terms (or not) with the orphaned Daughter and her nebulous grandaunt.


Looking forward to finding out we signed up for rappan athas when we find a well in old guistenaphlan…


Yeah I’ll pick a Hanover or Welf ancestor who died young, have them live for a branch family and build it out. Fun excuse to look up the insanity of the Germanic royal houses.


Dot. 2h reach cleric of whoever has the randomly selected reach weapon.

Core reach weapons: longspear, the glaive, the guisarme , the ranseur and the whip

1d5 ⇒ 2

Glaive=Shelyn, which by my priors means we’re going to be a glasswright, so that’s ok. Core means minimal concerns about equipment, I guess scale armor and a sling/bow we probably won’t use? A colored glass lantern, some oil, and a love of fire seems like a match for our artisan theme. Something like that. I’ll noodle on it and see if a neat backstory coalesces.


Phillip Gastone wrote:
Do we want to try to agree on combat feats we should all have to synergize better?

If the gm wants to give out some flavor of the elephant in the room package to turn stuff like power attack into generic options everyone with +1 bab gets and we agree to take feats at level 1 that are more story focused and less combative as a result (stuff like the story feats or breadth of experience, although the latter obviously is for elves) that makes sense to me to add more gothic character depth but maybe I’m misunderstanding your proposal?

“Gm Questions”:

May our characters be nobility or would you rather we not have blood ties binding us to House Hanover or one of it’s branches? (Thinking about how cadet branches often got their start from some second/third child’s valorous conduct, loyalty, and ambition ie perfect warden material). Kicking around a younger daughter of some house out to prove herself, but don’t want to develop it if being related to nobility isn’t kosher.

Is Warder (by DSP) a reasonable fit for Wardening? I’m looking at it as a martial paladin to remove spellcasting and replace with maneuvers which are generally less strong but still have the “school of combat” feel to them.


Some kind of magusketeer adapting to the rifle seems in setting. Hrm.


So I'm doing fluff now for my druid and designing a terrain feature she gets her power from because it seemed fun. Looking at a map of the Kurn Region there's an unmarked mountain splotch to the east of fort hole, so pending DM approval I'm sticking my slowly reforming murderous watering hole there.

The Twin Burning Pools, Our Lady's Home:

The spirit of the Twin Burning Pools is patient, and wise, mournful, and hopeful. She has no time for strangers, and less easy trust than most. She remains a spirit of the heart of the land and in this place the land is of three parts, no matter how our Wisdom leads us to two of those today. Fire, Water, and Earth lie at the heart of it. The Wind here is a visitor, for good or ill, it does not stay. The heart of Fire is heat, and a slow building pressure, It is sleeping now, the fire, but it is always here you must remember. The heart of water is dissolution and a timeless sense of flow, and change, and growth. The water is life, but also death, and never so clearly as the waters at the heart of our keeping. The heart of Rock is a solid stability found in few places on Athas, here is a deep root sunk into the heart of the world, of Granite old before we reckoned age, and it will endure more than we might wish it to. Combined, they make a steadily, invisibly burning, watering hole responsible for millions of deaths throughout it's existence, slow and relentless as it changes, enduring and evolving, with slumbering fire beneath. Water, the right kind of water, will kill faster than a thought, and the earth is deep here. Within that earth? Fire nurtures new life amidst caves no human eye might delve. The wind alone, is visitor. So like the wind, you must go now, and see what lies beyond the Burning Pools. ~From the writings of Jiveevah, the wise.

The Caldera that forms the natural border is ancient. In a time before the blue age, it might have been a towering peak, but that time is gone now. Along with the peak, and the city within. The heart of this pool was fiery and deep and it long ago blasted its way to the surface, then was buried again. Now, all that remains are the lesser companions of that once great granite, surrounding the silent caldera over the exposed heart of the land, surrounded in turn by an endless ring of pulverized granite ash, buried beneath the blowing sands.

Spaced like teeth, these are folded mounts, sharp and craggy, around a valley that from the ground appears entirely normal, if overly large, and exceptional within the sea of silt on Athas only for the growth and vigor of the local wildlife inside it. In this way, the first pool is hidden from sight of all who walk and run behind the mundane glory of plant and sheer rocky face. It is only through flight that the outline of the pool can be seen, a concentric ring of explosive force painted on the impenetrable granite, large beyond imagination, and worn by sand and time with a perfectly marked center.

This central pool, the second of the Twin Pools naming, is a cerulean oasis of pure water, it's shores ringed in brilliant green then yellow then red bands, and a barren shattered flat rock face around them. No grass, no scrub, no trees grow near, for all it is as wet and strangely humid as any such plant might hope. Instead, a blooming mass of algae floats below the water's steaming surface, and the dust tastes bitter and the air grows hotter the nearer the edge you approach. This then is the heart of the waters, and just as deceptive. The water sits suspended well above the natural boiling point of water, and contact is therefor ill advised. Some effect, unknown and unexplained, feeds the water from below, and holds it to it's liquid form. Of course, heat is not the only concern, the water is extremely acidic as well. Yet still, it is so clearly water that every year hundreds of overflying creatures feed it's depths. A slight contact turns to burning agony to even quicker dissolution and the algae colony grows stronger on each of these inadvertent tithes. So thus the plunge of life further down into the land continues, and Our Lady of the Twin Pool's tears grow redder.
~From the writings of Elaine Aslandaughter, before she left on her novitae wanderings.

There's so so much cool stuff to dig into in Athas, but it's also so easy to get lost in this stuff when at the end of the day we're a caravan having an adventure and the mythic backstory is just that, backstory.

Still need to spend money, but here's where I ended up crunch wise -

Aslandaughter - Crunch:
Aslandaughter
Half-giant druid (saurian shaman) 6/aegis 3/soulknife (high psionics gifted blade) 3/gestalt 6 (Pathfinder RPG Ultimate Magic 39, Ultimate Psionics 28, 57, 282)
NG Medium humanoid (giant)
Init +4 (+6 during surprise rounds); Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 58 (6d10+18)
Fort +9 (+4 to avoid nonlethal damage from hot or cold environments, +4 to resist damage from suffocation, If save allows for a reduced or partial effect, then ignore the effect if you successfully save.), Ref +9, Will +12 (If save allows for a reduced or partial effect, then ignore the effect if you successfully save.); +2 racial bonus vs fire spells and effects., +4 vs. fey and plant-targeted effects
Defensive Abilities evasion, form astral suit; DR 2/—
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 30 ft. (perfect)
Melee mind blade (light) +12/+7 (1d8+5/19-20) or
mind blade (light) +12/+7 (1d8+5/19-20)
Special Attacks enhanced mind blade, form mind blade, powerful build, psychic strike, wild shape 2/day
Druid (Saurian Shaman) Spells Prepared (CL 7th; concentration +13)
D Domain spell; Domain Animal (Feather domain[APG] subdomain)
Domain Psi-Like Abilities (CL 6th; concentration +7)
1 use—astral construct, inertial armor
At will—astral repair (2 hp)
1/day—stomp (DC 12)
Aegis Powers Known (power points 26, ML 3rd; concentration +4)
0 (at will)—
Druid (Saurian Shaman) Powers Known (power points 26, ML 7th; concentration +13)
0 (at will)—
Soulknife (High Psionics Gifted Blade) Powers Known (power points 26, ML 3rd; concentration +4)
1st—expansion, force screen
0 (at will)—
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 13
Base Atk +6; CMB +11; CMD 26
Feats Boon Companion[UW], Fighter's Blade, Mindblade Proficiency, Natural Spell, Power Attack, Psionic Talent, Psionic Talent, Student Of The Astral Suit, Unlocked Talent
Traits psionic knack, psychoportive talent
Skills Acrobatics +10, Craft (cloth) +12, Craft (glass) +7, Fly +10, Handle Animal +10, Heal +9, Knowledge (nature) +14, Knowledge (psionics) +8, Perception +17, Ride +5, Sense Motive +6, Spellcraft +12, Survival +15, Swim +2 (+6 to resist nonlethal damage from exhaustion), Use Magic Device +10; Racial Modifiers +3 Perception, +4 Survival
Languages Common, Druidic, Giant, Ignan, Sylvan
SQ active energy type, animal companion (ankylosaurus named Saurauh), astral skin, blade skill (mental power), eyes of the hawk, fire as she bears, invigorating suit, manifesting, nature bond (Feather domain[APG]), nature sense, reconfigure (1/day), saurian's totem transformation, saurian's totemic summons, shape mind blade, throw mind blade, trackless step, wild empathy +7, woodland stride
Other Gear mwk ironwood kikko armor[UC], glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], silk rope (50 ft.), 7,585 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Electricity) Lets you set your psionic active energy type.
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Astral Skin AC +0; Free customizations: speed (2), nimble.
Boon Companion (Saurauh) Companion or familiar abilities are treated as if you were a higher level.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Druid (Saurian Shaman) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Enhanced Mind Blade +3 (Su) You can enhance your Mind Blade with a total enhancement bonus of +3.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Fighter's Blade Your training with a mind blade is not hindered by dabbling in other studies.
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Fly (30 feet, Perfect) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Form Mind Blade (Mind Blade [Light], Slashing) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Harness Power Stone The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level of 1. This effective manifester level does not make an aegis eligible for feats an
Harness Power Stone The aegis can manifest a single 1st-level power from a power stone stored in his power stone repository as if it were a known power, with an effective manifester level of 1. This effective manifester level does not make an aegis eligible for feats an
Harness Shard The aegis is able to place a single shard into the astral suit as a move action. By spending one power point as a standard action, he can gain one use of the shard without the shard disintegrating. This customization may be selected mul
Invigorating Suit (Su) Gain a bonus to Consitution checks and Fortitude saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifesting You have a reduced ML equal to ML-2.
Mental Power Not implemented yet
The soulknife gains an additional power known from the gifted blade power list, up to the maximum power level he can manifest. In addition, the soulknife gains an additional 2 power points. This blade skill can be selected
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Nimble (+2 Dex) +2 enhancement bonus to Dexterity while wearing astral suit.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Stone Repository Absorb power stones into your astral suit.
Powerful Build Can function as one size larger where advantageous.
Psionic Talent Gain 2 or 1 extra power points.
Psionic Talent Gain 2 or 1 extra power points.
Psychic Strike +1d8 (Su) +1d8 to your mind blade damage.
Reconfigure (3 customization points, 1/day) Reconfigure up to your Int mod in customization points.
Saurian's Totem Transformation (Standard Action, 6 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Saurian's Totemic Summons (Su) Standard action to summon dinosaur/reptiles and grant temp Hp.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speed (10 feet) Increase land speed by +10 ft while wearing astral suit.
Stalwart Ignore partial effects when making a Fort/Will save.
Student of the Astral Suit Your studies in other areas has not hindered your skill with astral suits.
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unlocked Talent Manifest chosen power as if level 1 manifester.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Saurauh CR –
Female ankylosaurus (Pathfinder RPG Bestiary 83)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 26 (+1 deflection, +2 Dex, +1 enhancement, +15 natural, -1 size)
hp 36 (6d8+6)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee tail slap +9 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks stun
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 13, Int 5, Wis 12, Cha 8
Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
Feats Ability Focus (stun), Light Armor Proficiency, Power Attack
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Receive Spell, Work
Skills Acrobatics +6, Fly +9, Linguistics -2, Perception +5, Stealth +2, Survival +2, Swim +9
Languages Common, Halfling
SQ attack any target, combat riding, devotion, fire as she bears, receive spell (Fly), work
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Receive Spell [Trick, Fly] Trained to fully take advantage of specific spell effect.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stun (DC 20) (Ex) Tail attack can stun targets.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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All of the aegis are master craftsmen by default too. We could pretty easily have a small business side quest in crafting all sorts of mundane and even wondrous items going forward. I think we just accept that prequel crafting was mundane and didn’t happen for permanent magic gear. Scribe scrolls/dorjes/power stones/shards etc and make potions, buy your masterwork backpacks and beasts of burden. Now we have a pretty great ongoing quest hook for magical McMuffins to make stuff, which certainly helps explain why we’re all interested in caravans.


Artemisia isn't doing anything to recover HP here, just setting the spy up to be released to their own lodgings to recovery at a natural rate. She's also not doing anything to sabotage that recovery.

I probably won't get a chance to post again until Sunday, birthday party tomorrow. As usual feel free to retcon Art's actions if needed.


Tree removal is always louder than I remember. Hope your sleep is better tonight.

Artemisia has done what she feels is reasonable to do, and is entirely disinterested in who else might care about the lantern man. After all, if someone beats them to the relic they’ll be called off, so wasting time worrying about potential competition is just wasting time.

I think we have some option for where to next. Victim’s house, victims new shack, accosting a lantern kid, whatever the spies say. I’m sure there are other choices, sound off with them here and we can keep gameplay cohesive on the transition.


Lapyd wrote:
Yeah, I had brought up it before - magic items in Dark Sun are very rare. They do exist, but it's very limited.

We should probably use automatic bonus progression with 50-75% WBL then depending on if we're buying into the caravan with wagons and such. The game math assumes some chunk of magic items, and if we want to eliminate them that keeps the math close.

It might also mean we want to take crafting feats and turn them into crafting quests/story feats at some point, but that's in the future.


We are going to need to get mohk a service songbird familiar. Gennie would read and if no one else volunteers to read feel free to write that into the next update, but I don’t want to hog the scene if one of our other characters would help mohk here as well. Perhaps that was who mezdav was helping earlier.


Find the ghost honeybee familiar option (I have faith in years of dark sun/pathfinder splat publishing) so we can have traveling beehives (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Traveling%20bee% 20hive)

Ok now I really am going back to wrestling character building.


EltonJ wrote:


Alrighty. I bet the talk between shaman and druid will be interesting in the downtime.

Yeah, definitely looking forward to it. Speaking of trading backstories, I was actually considering have one of my druid's mentors be a death druid. They trade wild shape/AC for phantasm and negative energy resist stuff and spend their time trying to put the phantasm to rest, so they feel like an interesting side of the defiler/preserver conflict to have ~over there~ without having it hijack the campaign into planar nonsense. We split on good terms but the phantasm creeped us out. Maybe our eventual character will be afraid of ghosts.

Is elephant in the room in play?
Is background skills in play?

Finally happy with the thematic bits of my druid/aegis, so starting in on the crunch.


I think I'm going to withdraw interest. Best of luck everyone!

Full Name

Franklin Miller

Classes/Levels

Human Unchained Monk 2 | HP 5/20 | AC 15 T 15 FF 12 | F +5 R +5 W +4 | CMB +5 (+7 Grapple) CMD 19 (21 vs Grapple) | Init +2 Perc +8

Size

M

Age

25

Special Abilities

Flurry of Blows, Stunning Fist

Alignment

LG

Languages

Common

Occupation

Accountant

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Franklin Miller

Franklin Miller
Male human Unchained Monk 2
LG Medium Humanoid
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (2 Dex, 1 Dodge, 2 Monk (Wis))
hp 20 (2d10+4)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Fist +5 (d6+3/x2)
Fist Flurry +3/+3 (d6+3/x2)
Ranged:
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk: +2; CMB +5 (+7 to grapple); CMD 19 (21 vs grapple)

Feats:
Unarmed Combatant, Catch Off-Guard, Deflect Arrows, Deft Maneuvers, Iron Will, Dodge

Traits/Drawback:

Trait 1: Crowd Dodger - You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.

Trait 2: Inspired - Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Trait 3: Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Drawback: Family Ties - When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.


Skills 8+2(Human)+2(FC)+4(Background):

Acrobatics +7 (+9 if moving through opponent's square or leaving threatened square) (2 ranks, 2 Dex, 3 Class)
Climb +8 (2 ranks, 3 Str, 3 Class)
Perception +8 (2 ranks, 2 Wis, 3 Class, 1 trait)
*Perform (Piano) +5 (2 ranks, 3 Class)
*Profession (Accountant) +7 (2 ranks, 2 Wis, 3 Class)
Ride +7 (2 ranks, 2 Dex, 3 Class)
Sense Motive +7 (2 ranks, 2 Wis, 3 Class)
Stealth +7 (2 ranks, 2 Dex, 3 Class)

Languages:
Common

Special Abilities:

Stunning Fist - 1/day, may make an attack attempt that includes the stunning fist attempt. If it succeeds, Fort DC 12 or the subject is stunned for 1 round.

Flurry of Blows - Can make extra attacks as though possessing two-weapon fighting, etc.

Evasion


Gear:

32.14 GP
Backpack - 1.4 gp
Crowbar - 1.4 gp
Hammer - .35 gp
3 Pitons - .21 gp
50' Silk Rope - 7 gp
Empty Sack - .07 gp
Waterskin - .7 gp
Bedroll - .07 gp
Monk's Outfit - 3.5 gp
Quarterstaff - Free with a purchase?
3 Javelins - 2.1 gp
Manacles - 10.5 gp
Fine Bottle of Wine - 7 gp
Sunrod x 5 - 7 gp
Traveler's Outfit (Khakis and Polo) - .7 gp
High quality white ski mask - 2.1 gp

Backstory:

Franklin was born to Margaret and Steven Miller, a pair of CPA's who run the aptly named Miller and Miller CPA firm, the second of three children (all boys). There was little doubt to anyone who cared that the children would grow up to enter the family business, each of them possessing a dry personality and an aptitude for number-crunching and fun avoidance.

Franklin went to college after a relatively uneventful high school career, attaining his college degree in Accounting while working part-time at his parents' business. His older brother (Walter) would always hand off the worst jobs to Franklin, typically having to help audit a goblin casino or a gnomish bar, but the young man persevered, thinking that when his younger brother came on board the bad jobs would continue to roll downhill and he would finally get to have a break from the shrieking clients who would insist that he calculated their taxable income incorrectly. The ledger never lied.

About a year ago, the younger brother (Gregory) graduated and got his CPA license, only to engage in the same conduct as Franklin's parents and older brother. Franklin would want to scream at them, but would just mildly nod and accept the work that they themselves would rather not do. Which seemed to be most of it. Franklin frequently found himself the lone member of the family working after-hours and on weekends.

Not long after, Franklin started taking martial arts classes at a local gym, trying to blow off steam after his days of being his family's waste bucket for bad jobs. He was hoping the training would also teach him assertiveness and how to stand up to his folks, but that part has been hard to come by. He has progressed rather well with the physical aspect of it, though, becoming a rather decent martial artist and getting a physique impressive enough he had to work to hide it, lest he receive disapproving stares from his physicality-averse family.

Ready for a change, Franklin is looking to adventuring to spice up his life and give him a renewed sense of purpose. He had been rather fascinated with the idea ever since he had done an adventuring elf's taxes a couple years back. The swings in cash flow were certain to cause at least mild anxiety, but working as he was now would definitely cause health problems several years down the road. Franklin was finally ready to take the plunge, if only he could work up the nerve to tell his parents he was quitting. Maybe he'd tell them he was going on sabbatical, instead.

Appearance/Description:

Bland of face with dark, wavy hair and dull brown eyes, Franklin doesn't stand out in a crowd. Beneath his faded khakis and trendy button-down shirts, however, he is a very fit person, a fairly recent transformation that the newly fledged adventurer wishes to keep hidden for now.

Perceptive and good at reading people, Franklin has a typical accountant's demeanor, speaking with little inflection and almost seeming bored with life. Beneath the corporate exterior lies a good person who is going to try to make the world a better place, if only he could figure out how.