Ramoska Arkminos

Axolotl's page

Organized Play Member. 652 posts (11,175 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 35 aliases.


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Ah, if I weren't in an SA game I'd totally go for this. Good stuff. Happy recruiting!


Rostam checked in with guards and sentries, informing them of the passages they had cleared and the dangers they had eliminated...and of possible ways any number of things could get in.

"I suppose we should talk to her brother now," said Rostam reluctantly, and led the way to the creche of kids with Tolman.


-pokes thread-


Kamaloo is a great GM. I too would prefer PBP. :D

And hmm, having enjoyed The Queen of Stone, a character with an intelligent weapon is fun. Considering a Phantom Blade--good for dealing damage against Karrnathi types. From the rainy highlands of Q'Barra, a new land human settler. Very wary around dragonborn and scalyfolk!


What's our starting gold?


Here's Zerpina, usually known as "Shoe" to friends. Family names are given first by vishkanya. Vishkanya were created by dragons as playthings, and so while the destruction of dragons by Risur destabilized Ber, vishkanya viewed it as ultimately a good thing.

She's been assigned to Flint and RHC as a transfer, after being a bit too dogged in her ferreting out corruption while with the Executores. Yerbas malas nunca mueren.

Zerpina:

Uxui Zerpina
Female vishkanya unchained rogue (deadly courtesan) 3 (Pathfinder RPG Advanced Race Guide 208, Pathfinder RPG Bestiary 3 281, Pathfinder Unchained 20)
CG Medium humanoid (vishkanya)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +1; +3 bonus vs. poison
Defensive Abilities evasion, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
. . dagger +5 (1d4/19-20) or
. . mwk elven branched spear +6 (1d8+4/×3)
Ranged shuriken +5 (1d2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork elven branched spear)
Special Attacks bardic performance 5 rounds/day (fascinate, inspire competence +2), sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Combat Reflexes, Dirty Fighting, Exotic Weapon Proficiency (elven branched spear), Weapon Finesse
Traits - custom trait -
Skills Acrobatics +9, Bluff +9, Diplomacy +9, Disable Device +8, Disguise +9, Escape Artist +11, Intimidate +9, Knowledge (local) +7, Perception +8, Perform (dance) +9, Sleight of Hand +9, Stealth +11; Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Sylvan, Vishkanya
SQ poison use, toxic, trapfinding +1
Other Gear dagger, dagger, mwk elven branched spear, shuriken (5), 2,675 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +3 Gain listed bonus to saves vs. poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic (1/day, DC 12) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vishkanya Venom (DC 11) (Ex) Weapon—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
--------------------
Background
Zerpina has lived in Flint for a year now. Ostensibly she is on long term exchange assignment from the Executores dola Liberta, but she and her superiors both know that leading a vendetta against the Bruse’s favored viceroy for certain irregular and unsavory habits of chattel collecting and humanoid trafficking was going to lead to scandal and bloodbath, and so…her infiltrations and clandestine throat slittings came to an incomplete end. Now, Zerpina is an official, in house consultant for the Flint RHC—Officer Uxui, or “Shoe” to friends.

Zerpina’s summary removal from Ber has made her realize the importance of being a team player, but she remains impulsive and daring. Her exotic beauty (which she rolls her eye at; it’s old hat to her) and deadly talents make her formidable, but she’s generally easy to get along with—the savagery of Ber’s lands notwithstanding.

[b]Description: [b]Zerpina is the consummate spy and assassin. She is sleek and tall, with tiny blue scales and light brown mottling, the staring ophidian eyes of a snake in orange in her lovely face. Even in standard constabulary uniform (which is rare, given assignment), she is striking. Vishkanya are viewed as little more than gigolos and courtesans in Ber (and Risur), even though they constantly prove themselves to be more than that, and she tires of the stereotype rapidly.

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I'll work up a build this weekend! :)


My arcanist is roughly drawn up; what starting gold should he have?

Machi-e:

Machi-e Mmeremikwu
Male human (Mwangi) arcanist (school savant) 3 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (human)
Init +7; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (2/6), consume spells
Arcanist (School Savant) Spells Prepared (CL 3rd; concentration +7)
. . 1st (5/day)—grease, heightened awareness[ACG], mage armor, protection from evil
. . 0 (at will)—acid splash, detect magic, drench[UM] (DC 15), light, prestidigitation
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Improved Initiative, Spell Focus (conjuration), Toughness
Traits pragmatic activator, student of nantambu (mwangi)
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Spellcraft +11, Use Magic Device +8
Languages Abyssal, Ancient Osiriani, Common, Draconic, Elven, Polyglot
SQ forewarned, opposition schools (enchantment, illusion), prescience (7/day), specialized school (foresight[APG])
Other Gear arcanist starting spellbook
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


If we're doing Pathfinder, I'm still thinking about ninja, or rogue, or Deadly Courtesan, which is sort of a bard/rogue, for a vishkanya.

If we're doing 13th Age...why not psion? :D Because psionics.


Oh, no interest in 5E for me. :) I agree that +2 CR is pretty OP; I'm thinking of perhaps going with vishkanya Deadly Courtesan or some sort of bard (Flame Dancer is dragon-y), to give the sneaky scaley face a less overpowered turn.


Ber looks interesting, with monstrous PC races. As half dragon is a little overpowered, how about a half Deep Dragon? Excellent to pair with ninja classes.


hullo! Interested--I'll have to look up this world and ruleset, though!


Hi All! I need to write up an alias for Kit--my apologies for the late reply; I've been at NAMM the last few days, being a Bard.


Sure, I totally get that requirement. Yes, we'll say that Zurne picked up the light stone and walked near them.


Best of luck, all!


Hey! Let me get an alias created and yes, I'd be happy to join!


Here's Qitaba "Kit" al-Guralti. He probably needs a crossbow and a few other things :)

Kit:

Qitaba "Kit" Al-Guralti
Male human (Keleshite) arcanist (occultist) 2 (Pathfinder RPG Advanced Class Guide 8, 78)
NG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 12 (2d6+2)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4/19-20) or
. . dagger +1 (1d4/19-20)
Special Attacks arcane reservoir (1/5), consume spells
Arcanist (Occultist) Spells Prepared (CL 2nd; concentration +7)
. . 1st (4/day)—grease, obscuring mist
. . 0 (at will)—disrupt undead, light, open/close (DC 14), prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Orator[ACG], Skill Focus (Linguistics)
Traits arcane temper, genie-caller
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +12, Spellcraft +9
Languages Aquan, Auran, Celestial, Common, Ignan, Kelish, Sylvan, Terran
SQ conjurer's focus (Summon Monster I, 2 minutes)
Combat Gear feather token (anchor), potion of cure light wounds (3), alchemist's fire (2), antiplague[APG], antitoxin, liquid ice[APG], vermin repellent[UE]; Other Gear haramaki[UC], cestus[APG], dagger, arcanist starting spellbook, bedroll, canteen[UE], chalk, ink, inkpen, masterwork backpack[APG], silk rope (50 ft.), 284 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster I, 2 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
--------------------
Personality and Description:

Qitaba, or Kit, as he cheerfully calls himself among “you northern barbarians”, is a graceful and witty fellow, wearing brightly woven fabrics from his village of Guralt. He is adept with both the spoken and written word, and is patient with both, though woe betide anyone who attempts to distract him while casting a spell—it’s then, or when he discerns injustice, that true anger illumines his face. He is a slender, dark skinned Keleshite of Qadira, with wide green eyes that sometimes appear a little owlish, as if he has spent too much time reading.

Kit had served on several caravans as arcane caster for hire, protecting jewels and precious items out of Qadira and into Taldor and Andoran, and then began to work on some foreign caravans, bringing items to and from Almas and Riverford, punctuated with a few barrow raids. When he made a deliver to Oregent, however, he grew concerned—shanties and hollow eyed urchins surrounded by toughs carrying clubs and saps and worse. A few quiet words at the inn and he found out they were the Toothknockers, led by something called the Lumber Consortium. The situation was far worse, said the barkeep, in Falcon’s Hollow. Kit’s scowl deepened as the barkeep explained how brutally repressed the region was.

Kit left some silver at the table and looked for passage upriver. He had had enough of barrow raids and caravaning—these barbarians were up to something no good and he intended to investigate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Dotting. I have an occultist arcanist in mind. :)


I haven't had time to start up a character due to work/life stuff...anyone else interested? :)


Dot!


Too much figgy pudding, eh? :D (as an American, I have no idea what figgy pudding truly is, save that wassailers demand it in increasingly more menacing verses)


Awesome. Looking forward to a break from the usual Pathfinder/HeroLab anxiety. :)


ha! The post was deleted. I guess it wasn't kosher.


here you go!

LFG Fate Core


I asked on Roll20 in a LFG Fate Core thread; most every other thread out there is old. ;)


Restart the PbE Strange Eons, Karl! :)


I can ask around for a player as well!


Hm, I'm interested! I've never played, but I have the rules somewheres. :)


Ah, now I see that it's best to be a Nidalese for sure. I'm working up a Nidalese fetchling bound to Golarion--a flame dancer bard. This should be fun! :)


Neat! I just picked up the Nidal guide. Interested. I take it fetchlings are less ideal, then?


There's RPG dot net and Myth-Weavers, and GITP, and a few other spots...but honestly...I only like it here. :) . Oh, and there is Roll20...but those are not PbP games. Usually run on Discord/Skype.

nB: The PFS games have been totally crowded with applicants as well. :)


Rolling again!

Mutation: 1d20 ⇒ 9


Wow. Echoes of Thundarr and Gamma World, ever so slightly. :)

Ok, I'll start with the mutation and see where that leads. :D

Mutation: 1d40 ⇒ 38


Congratulations! Seems like there's enough alt-requests for a second table...;)


Yay! Desna’s fortune upon us all!


Nairb the Grey wrote:
Sayarisha Khovihani wrote:
BTW, anyone else coming in on a caravan? Sayarisha is likely to meet someone on the road to the same location she's going.

Easy enough in the story line for you to be travelling with a merchant caravan. Probably on the way to Ravensmoor to sell goods and buy surplus produce from the harvest to take to market. Likely that would be how you would meet your hireling, you end up hiring away one of the caravan guards.

That lines up well with The Son of Atrau's background too, since he is surreptitiously following a caravan to town.

Zurne would happily hop on a caravan. He'd probably be heading to Galduria up the Yondabakari and then to Ravenmoor, so wherever the caravan was, he'd join. He's more of a city Varisian, but he's happy and excited to travel with the wandering ones.

Oh, and regarding your hireling, Savarisha--have you considered a donkey? It's a Medium animal, size of a pony, goes into dungeons, and carries a lot of weight.


I found as a Witch in another game that Slumber doesn't hit as many times as you'd like; Misfortune + Evil Eye + Cackle is actually a great combo. Heck, Ward is a good one. Both Slumber and Evil Eye are mind-affecting, so undead, constructs, oozes, you're out of luck. And a lot of monsters have good Will saves. Accursed Hex is a good feat, though, to give it another go.


Ha! Not a bad idea, in a dungeon.


Ok, I joined the "spend every silver piece" club. Bought all kinds of things for Zurne. Will they be useful? Who knows! :D

Zurne w Full Gear:

Zurne
Male human (Varisian) druid (cave druid) 1 (Pathfinder RPG Advanced Player's Guide 99)
NG Medium humanoid (human)
Init +2; Senses Perception +8 (+10 in dim light)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +1 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Druid (Cave Druid) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, goodberry, magic stone[D]
. . 0 (at will)—create water, light, purify food and drink (DC 14)
. . D Domain spell; Domain Earth (Caves domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Underworld Connections
Traits outcast's intuition, underbridge dweller (magnimar)
Skills Handle Animal +4, Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Linguistics +1, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)
Languages Common, Druidic, Undercommon, Varisian
SQ nature bond (Caves domain[APG]), wild empathy +1
Combat Gear alkali flask[APG], darkflare, paper candle firework[UE] (3); Other Gear hide shirt, cutlass, sling, sling bullets (10), animal call (bat)[ACG], animal call (frog)[ACG], animal call (rat)[ACG], bandolier[UE], bell, blanket[APG], chalk, earplugs[APG], flint and steel, fresh berries (0.5 lb), hammock[UE], holly and mistletoe, masterwork backpack[APG], mess kit[UE], piton (2), silk rope (50 ft.), snorkel[UE], soap, string or twine[APG], trail rations (3), 4 cp
--------------------
Special Abilities
--------------------
Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid (Cave Druid) Domain (Caves)
Underworld Connections +2 to survival underground, +4 to rolls mod by city corr/crime/econ (if fail, seen breaking law).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Description and Personality:

Zurne is a quiet and intense Varisian youth, whose tan looks just a little sallow from too much time spent in shade. He wears well-worn, utilitarian blacks and greys. His eyes are a startling violet, focusing in when someone speaks. Nothing about his demeanor reveals his talents as a druid, especially not the slightly battered but well cared for cutlass at his belt that speaks more of piracy than the wilderness.

Background:

Zurne is a Varisian foundling who has only the vaguest memory of his biological parents. Like so many poor children beneath the Irespan, he had the misfortune of being carried off by the Creepers as a toddler, and taken to work in the dim tunnels stretching into the depths past Underbridge in Magnimar. There, save for his own canniness and fortitude, he would have probably died in a cave-in or gotten snatched by derro, if it had not been for two Magnimarian crusaders, the former pirate Veshela and her cleric husband, Bahram, a Keleshite and sworn of Sarenrae. Veshela and Bahram smashed much of the Creepers’ organization and rescued many children, and Zurne was adopted by the two. For the first time, his life was not a shadowy nightmare.

It took a while for the boy to shake off the horrors he had been through, and when he began to manifest something like primal magic, Veshela and Bahram sought out Luma Derexhi to tutor Zurne in the ways of druidism. Zurne and Luma studied the songs of the city, and Zurne found that his time in Underbridge had given him an affinity for shadows and the below-places of Magnimar, which Luma encouraged—mastery over places which gave you fear, she said.

Veshela and Bahram continued their plans to clean up Underbridge and, audaciously, restore a Temple of Sarenrae beneath the Irespan once more—an arduous task.

Their work soon drew the attention of multiple antagonists—the Sczarni, and worse. Ancient guardians and recent houses of criminals fought back against the duo, to the point where they had to move to the outskirts of Magnimar. Zurne, now a teenager, depaired to see his adopted parents so beaten down and defeated. He longed to help them in some way, and when he heard of their discussions of raising money—to pay off Sczarni debtors, and hire a crew to drive out monsters from within the Irespan—he started thinking about how to obtain funds to help them. He had never cared for money before.

When the news broke that adventurers were travelling to Ravenmoor to explore ill portents, Zurne had his answer: go, and seek his fortune, to aid his parents, who had saved his life as a child.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


DMoogle wrote:
Also, side note to the Axolotl, I do think you might want to rethink your Goodberry plan for supplying food. I don't think we are going to find a lot of "fresh" berries in the dungeon

Well, yeah. As druids are divine spell casters and can grab whatever spell they need, that's more of a placeholder than whatever he'll actually use. However, if the GM rules it, I can always just pick a whole bunch of berries and then cast Purify Food and Drink on them every morning--keeps 'em fresh as a daisy.

It's also unclear if Survival will really help at first, but hey, he'll be able to track something. There are uses. :)

In any case, full outfitting and spells would be configured if Zurne gets chosen to reflect party needs.


Someone should really make a Lamplighter Investigator. :)


Ok, here's a Cave Druid. Haven't outfitted him entirely. :)

Zurne:

Zurne
Male human (Varisian) druid (cave druid) 1 (Pathfinder RPG Advanced Player's Guide 99)
NG Medium humanoid (human)
Init +2; Senses Perception +8 (+10 in dim light)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +1 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Druid (Cave Druid) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, goodberry, magic stone[D]
. . 0 (at will)—create water, light, purify food and drink (DC 14)
. . D Domain spell; Domain Earth (Caves domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Underworld Connections
Traits outcast's intuition, underbridge dweller (magnimar)
Skills Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)
Languages Common, Druidic, Varisian
SQ nature bond (Caves domain[APG]), wild empathy +1
Other Gear hide shirt, cutlass, sling, sling bullets (10), animal call (bat)[ACG], animal call (frog)[ACG], animal call (rat)[ACG], chalk, 84 gp, 5 sp, 9 cp
--------------------
Special Abilities
--------------------
Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid (Cave Druid) Domain (Caves)
Underworld Connections +2 to survival underground, +4 to rolls mod by city corr/crime/econ (if fail, seen breaking law).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Description and Personality:

Zurne is a quiet and intense Varisian youth, whose tan looks just a little sallow from too much time spent in shade. He wears well-worn, utilitarian blacks and greys. His eyes are a startling violet, focusing in when someone speaks. Nothing about his demeanor reveals his talents as a druid, especially not the slightly battered but well cared for cutlass at his belt that speaks more of piracy than the wilderness.

Background:

Zurne is a Varisian foundling who has only the vaguest memory of his biological parents. Like so many poor children beneath the Irespan, he had the misfortune of being carried off by the Creepers as a toddler, and taken to work in the dim tunnels stretching into the depths past Underbridge in Magnimar. There, save for his own canniness and fortitude, he would have probably died in a cave-in or gotten snatched by derro, if it had not been for two Magnimarian crusaders, the former pirate Veshela and her cleric husband, Bahram, a Keleshite and sworn of Sarenrae. Veshela and Bahram smashed much of the Creepers’ organization and rescued many children, and Zurne was adopted by the two. For the first time, his life was not a shadowy nightmare.

It took a while for the boy to shake off the horrors he had been through, and when he began to manifest something like primal magic, Veshela and Bahram sought out Luma Derexhi to tutor Zurne in the ways of druidism. Zurne and Luma studied the songs of the city, and Zurne found that his time in Underbridge had given him an affinity for shadows and the below-places of Magnimar, which Luma encouraged—mastery over places which gave you fear, she said.

Veshela and Bahram continued their plans to clean up Underbridge and, audaciously, restore a Temple of Sarenrae beneath the Irespan once more—an arduous task.

Their work soon drew the attention of multiple antagonists—the Sczarni, and worse. Ancient guardians and recent houses of criminals fought back against the duo, to the point where they had to move to the outskirts of Magnimar. Zurne, now a teenager, depaired to see his adopted parents so beaten down and defeated. He longed to help them in some way, and when he heard of their discussions of raising money—to pay off Sczarni debtors, and hire a crew to drive out monsters from within the Irespan—he started thinking about how to obtain funds to help them. He had never cared for money before.

When the news broke that adventurers were travelling to Ravenmoor to explore ill portents, Zurne had his answer: go, and seek his fortune, to aid his parents, who had saved his life as a child.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Hold up. I made the Arcanist and then thought about the party and the dungeon. I think I may submit a Cave-Caves Druid. (Cave Druid Archetype with Caves Domain). Lots of Create Water and Goodberry and Survival needed, and lots of dungeoneering needed. Secondary healer as well. At least--I think Survival is needed? :D


I'm working on an Occultist Arcanist...a lot of Summon Monster, and some face stuff too.


Congratulations, all!


oh hai, Kittenmancer! Kitten is in my Reign of Winter campaign that I'm GM'ing. Good player. You can take two healers, right, GM? :D


the Crush thing can get a little slashfic-like, I think, and people shy away from that. (see: Seoni, Meresiel...)

I'm down for intertwined backgrounds, although probably it's best to do that once people are selected. :)


Naqua after some background tweaks:

Ina-Quah-Shtii (Naqua) Trading-Waters
Male human (Shoanti) shaman (animist, unsworn shaman) 1 (Pathfinder RPG Advanced Class Guide 35, 110, 112)
CG Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 12 (1d8+4)
Fort +1, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee boar spear +0 (1d8)
Ranged light crossbow +1 (1d8/19-20) or
. . sling +1 (1d4)
Special Attacks minor spirit hex (healing[APG])
Shaman (Animist, Unsworn Shaman) Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds; speak with animals[S]
. . 0 (at will)—daze (DC 14), guidance, light
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Statistics
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Str 11, Dex 12, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Toughness, Virtuous Creed (humility)
Traits battlefield disciple, best friend
Skills Acrobatics -2 (-6 to jump), Diplomacy +15, Heal +8 (+10 to stabilize a dying creature), Knowledge (nature) +4, Knowledge (planes) +4, Lore (Spirit stories) +4, Perception +7, Perform (percussion instruments) +3, Sense Motive +6, Survival +8
Languages Common, Shoanti
SQ spirit animal (thrush named Quiyu)
Other Gear studded leather, boar spear[APG], crossbow bolts (20), light crossbow, sling, sling bullets (10), 37 gp, 9 sp
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Special Abilities
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (thrush named Quiyu)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
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Ina-Quah-Shtii was born a small child to a large family, of the Shikiirri-Quah who frequently traded from the waters of Roderic’s Cove down to Galduria. His size and odd quiet were noted by the tribal elders as auspicious, and when the boy, known as “Naqua”, wrestled with nightmares and visions, it was clear; his destiny was to be a shaman of the people. At an early age, he was sent to study with an old shaman of the Quah, Klar-Shun, in the Churlwood.

His tutelage was cut short, however, by an incursion of bandits led by a vicious duo of werebats. Klar-Shun fought them off for a time, but was bitten by one of the bandit leaders. All seemed lost until several adventurers came upon the scene and rescued the elder and novice shaman—Ameiko Kaijutsu and Sandru Vhiski and their compatriots. Together, they drove off the lycanthropes and their henchmen, but it was clear that Klar-Shun would need to seek more powerful healers in the far North to stave off a curse. After some discussion, Ameiko agreed to take Naqua on as a helper for the party—she was headed home to retire and buy up that old tavern she’d had her eye on anyhow.

Ameiko proved to be an excellent employer, but soon after the Shoanti youth started, the Troubles began in Sandpoint, and after a short time, the town suffered many losses from goblin attacks—and Ameiko found herself short a brother. The timing never seemed right for Naqua to leave to the Churlwood. Instead, her new hire became something of a foster sibling to her, and they became fast friends as he grew into a teenage mystic.

Naqua became a well known oddity in town—a humble, young, “uncivilized” Shoanti wearing dull greys, sometimes stained with earth, and the white and blue strips of cloth tied here and there to mark a shaman, with the bare minimum of tattoos, and yet, extremely personable, and quick to share a laugh with his ‘big sister’ Ameiko. Naqua noticed Ameiko’s restlessness at at night, and felt the same thing—was something calling to him, addressing his abbreviated shamanic training? Upon his 15th birthday, a sign appeared; a thrush came down from the sky and he could feel new spirit powers flowing through him. But that was a year ago, and nothing new has happened. Uncertain of where to go, he polishes glasses in the Rusty Dragon, speaks to rocks and plants, and looks toward the cold North with longing.

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Quiyu CR –
Thrush (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 6 (1d8-2)
Fort +0, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Diplomacy -1, Fly +12, Heal +3, Perception +9, Survival +3
SQ empathic link
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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No crunch changes, just a better background. :)


Ok, I'm gonna tweak Naqua somehow to fit a little better with Ameiko and and shamanism. Also, the Shikiiri-Quah aren't from near Kaer Maga, oops. Apparently most shamanism is self-taught, via the spirits (er, at least in Siberian shamanism, not sure about Shoanti), but still, one needs a mentor at least part of the time. Oh these literary bits to arrange! Gimme a few. :)


An alternative for Naqua to leave is simply wanderlust (a "wanderjahr"? :D), but in Siberia, shamans do lead tough lives and sometimes have to live apart from their families, even if they are treasured by their villages. I took this to be his own family's prejudice and disappointment instead of a general Shoanti thing. Naqua simply leaving is less dramatic, but it's fine by me. I don't need my characters to be exiles and orphans a la the usual tropes. Hey, maybe his family brought him to Magnimar! :)

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