Blue Drake
Art flattens against the wall beside the doorway, taking a quick look to see if anything is in arm's reach to use as a possible weapon against the first person to enter the cabin. Pamela and Mr. Clean hunker down behind the benches they were just sitting on. While Pamela pulls out her knife and says low, Mr. Clean reaches in his pocket and pulls out the sole tool he had taken from his now deserted business. Scapel in hand, Mr. Clean peers out the window to see what's going on better.
Blue Drake
Pamela, constantly glancing out the window, notices the large boxes being loaded. Hmm, I thought this was a passenger train, she thinks, not recognizing the cargo being loaded. Art meanwhile notices a few strange markings on the seats and wonders just how many different kinds of people of taken this train before. No extra languages here. Pamela might recognize French and German, though not be able to speak or actually read it. Of course, she's not looking. :)
Blue Drake
"I wouldn't read the scratcings, if I were you," Art says to Pamela, noticing some of the more vulgar words. Silence falls between the three for a bit, until Mr. Clean suddenly speaks up. "So, how are your teeth doing?" The other two blink for a moment, caught off guard. "Well, mine are doing just fine, lad," Art says, despite the fact that the other gentleman looks much older. "Had a tooth fall out about a year ago, though, after breaking up a fight." "Mine are fine," Pamela adds. "I am a dentist," Mr. Clean explains, as though it was obvious. "Ookay," Pamela replies. After a few more awkward one-liners from Mr. Clean, Art introduces themselves and orchestrates a polite conversation between the group.
Blue Drake
Pamela looks up at the train, holding her ticket. She was finally heading west, and she'd be doing it from the bottom. "It'll be alright, little lady," Art says from beside her, an identical ticket in hand. He had not expected to find a companion so fast, but he was equally glad that she wasn't traveling west all by herself. Sighing, Pamela gets on the train with Art into the steerage passenger car, choosing seats by themselves. It isn't long, however, when another man abruptly sits across from them without a word. Pamela thinks of making conversation, but looks over to find him just staring at them, wihtout a word. And Mr. Clean just stares...and stares...and stares. This is going to be a long trip, Pamela thinks, looking out the window to escape his gaze.
Blue Drake
Well, I think I already have a favorite, which will probably not be a good thing. :p Gathered them here with the new rolls. Tried to keep it short...failed. Character 1: Art:
A hard-working autioneer, he has tried to earn a living, but didn't think much of his life until the crystal ball appeared. Sitting in the middle of a lot, he didn't expect anything until a woman made of mist appeared and told him of his destiny in the west. Telling him to take an old Confederate flag that was under the crystal ball, it disappeared and left him to the task. He is known for his fast-talking capabilities and easy-going nature. He is used to standing all day, though he's never gotten much exercise. Strength: 3d6 ⇒ (4, 4, 2) = 10 Agility: 3d6 ⇒ (4, 4, 1) = 9 Stamina: 3d6 ⇒ (6, 1, 6) = 13 Personality: 3d6 ⇒ (4, 6, 3) = 13 Intelligence: 3d6 ⇒ (3, 6, 2) = 11 Luck: 3d6 ⇒ (3, 2, 5) = 10 Luck: 1d30 ⇒ 10 Occupation: 1d100 ⇒ 4=Auctioneer Token: 1d20 ⇒ 17=A Confederate Flag Motivation: 1d20 ⇒ 11=A Medium instructed you to fulfill your destiny HP: 2d4 ⇒ (3, 1) = 4=3 $: 5d12 ⇒ (4, 4, 12, 1, 11) = 32 Character 2: Doc:
Doc wasn't known for much. A little smarter than others in his small town, he ended up becoming a Physcian, though he was never very good at it as his track record shows. One day, he found a music box, in which he could wind it and make music. Wanting to leave after his last failed patient, he decided to head west to try and discover what was the true secret of the universe. If one could make music by winding some knob, why not unravel the very universe with its knob? Strength: 3d6 ⇒ (6, 3, 1) = 10 Agility: 3d6 ⇒ (3, 2, 5) = 10 Stamina: 3d6 ⇒ (2, 3, 2) = 7 Personality: 3d6 ⇒ (2, 4, 4) = 10 Intelligence: 3d6 ⇒ (4, 4, 3) = 11 Luck: 3d6 ⇒ (4, 1, 4) = 9 Luck: 1d30 ⇒ 12 Occupation: 1d100 ⇒ 70=Physician Token: 1d20 ⇒ 19=Music Box Motivation: 1d20 ⇒ 4=You seek to unravel the mysteries of the universe HP: 2d4 ⇒ (3, 2) = 5=3 $: 5d12 ⇒ (4, 5, 9, 8, 10) = 36 Character 3: Mr. Clean:
Rough and gruff, Mr. Clean was the dentist that all kids imagine when having to go. Terrifying most of his patients, young and old, Mr. Clean forced his patients still through sheer strength alone, no medicine. One day, he received a black-mail letter to force him out of town. With several embarrassing secrets and no social skills whatsoever, Mr. Clean packed up and headed out west to try and find someone who could possible help him be more social. Strength: 3d6 ⇒ (6, 2, 4) = 12 Agility: 3d6 ⇒ (2, 5, 3) = 10 Stamina: 3d6 ⇒ (6, 2, 1) = 9 Personality: 3d6 ⇒ (4, 1, 1) = 6 Intelligence: 3d6 ⇒ (3, 1, 5) = 9 Luck: 3d6 ⇒ (2, 6, 4) = 12 Luck: 1d30 ⇒ 23 Occupation: 1d100 ⇒ 29=Dentist Token: 1d20 ⇒ 14=An Embarrasing Letter Motivation: 1d20 ⇒ 15=To cure what ails you HP: 2d4 ⇒ (3, 3) = 6=3 $: 5d12 ⇒ (5, 10, 12, 2, 9) = 38 Character 4: Pamela: Pamela was known for her beauty and intelligence. She was constantly helping out those around her, or trying at least. She wasn't able to lift much weight wise, but she loving kindness lifted a lot of spirits, and she was welcome everywhere for it. The daughter of a wealthy noble back in the east, she was suddenly orphaned by a slow-killing disease that took her whole family. Her fortune was taken from her by rogues and she was forced to flee. No where to go, she headed west, a silver bullet all that she had to remember her father by. However, as she started heading west, she realized that she had the same disease as her parents. Unless she can discover a cure, she has maybe only a few more years to live. Strength: 3d6 ⇒ (1, 1, 3) = 5 Agility: 3d6 ⇒ (6, 6, 1) = 13 Stamina: 3d6 ⇒ (5, 1, 3) = 9 Personality: 3d6 ⇒ (3, 2, 3) = 8 > 14 Intelligence: 3d6 ⇒ (3, 6, 5) = 14 Luck: 3d6 ⇒ (6, 5, 3) = 14 > 8 Luck: 1d30 ⇒ 17 Occupation: 1d100 ⇒ 75=Porter Token: 1d20 ⇒ 2=A Silver Bullet Motivation: 1d20 ⇒ 15=To cure what ails you HP: 2d4 ⇒ (3, 2) = 5=3 $: 5d12 ⇒ (3, 6, 3, 4, 5) = 21
Alright, let's see what my misfits band of adventurers will be like. Character 1:
Strength: 3d6 ⇒ (4, 4, 2) = 10
Agility: 3d6 ⇒ (4, 4, 1) = 9 Stamina: 3d6 ⇒ (6, 1, 6) = 13 Personality: 3d6 ⇒ (4, 6, 3) = 13 Intelligence: 3d6 ⇒ (3, 6, 2) = 11 Luck: 3d6 ⇒ (3, 2, 5) = 10 Luck: 1d30 ⇒ 10
Character 2:
Strength: 3d6 ⇒ (6, 3, 1) = 10
Agility: 3d6 ⇒ (3, 2, 5) = 10 Stamina: 3d6 ⇒ (2, 3, 2) = 7 Personality: 3d6 ⇒ (2, 4, 4) = 10 Intelligence: 3d6 ⇒ (4, 4, 3) = 11 Luck: 3d6 ⇒ (4, 1, 4) = 9 Luck: 1d30 ⇒ 12
Character 3:
Strength: 3d6 ⇒ (6, 2, 4) = 12
Agility: 3d6 ⇒ (2, 5, 3) = 10 Stamina: 3d6 ⇒ (6, 2, 1) = 9 Personality: 3d6 ⇒ (4, 1, 1) = 6 Intelligence: 3d6 ⇒ (3, 1, 5) = 9 Luck: 3d6 ⇒ (2, 6, 4) = 12 Luck: 1d30 ⇒ 23
Character 4: Strength: 3d6 ⇒ (1, 1, 3) = 5
Agility: 3d6 ⇒ (6, 6, 1) = 13 Stamina: 3d6 ⇒ (5, 1, 3) = 9 Personality: 3d6 ⇒ (3, 2, 3) = 8 Intelligence: 3d6 ⇒ (3, 6, 5) = 14 Luck: 3d6 ⇒ (6, 5, 3) = 14 Luck: 1d30 ⇒ 17
Alright, I got an idea pt together. Below is the info (also in on this alias' page), but I'll have an alias up quickly for both the character and his alternate identity up quickly if I get chosen. I present Marvin Booker, a young college student with the secret identity of Rune Blade. His main focus will be close-combat and metal working. ---------- Background and History:
It all started on a dark Sunday night during Marvin's first year of college. Without a group of his own, Marvin had been searching for a cliche to join. He soon found a group that would let him join, and he took the opportunity. The Occult Club was a group of students who practiced the black arts, alchemy, and hexes. Marvin's parents would have frowned had they known, but Marvin just wanted a group that would accept him.
The low-lit candle room had sent excited chills up Marvin's back. The was filled with black cloaked individuals, though the room was small so it honestly wasn't that many. In the middle of the room was a cleared space, upon which they were inscribed. Marvin had immediately recognized the symbols. Special runes, used to derive the mythical. Marvin had been practicing the incantations for hours on end since he had wanted to join. He already knew each step to take. Led to the edge of the cleared space, he was given the initate oath then instructed to sit in the middle of the runes to let the ceremony begin. As he did, a low mist entered the room, the temperature dropped. Marvin remembers thinking that all the effects were cool at the time. He was about to start the chant when a gust blew through, instantly snuffing all the candles. The moment of darkness was abruptly ended as the runes began to glow a bright white. Lifting off the ground, they began to circle around him, slowly gaining speed. Marvin was blown away at all the effort put into this show and having second-thoughts about joining such a obssesive group. A whirling sound caught his attention during this, and Marvin looked up to see something shoot down from the ceiling and thud into his chest. He didn't remember passing out, but when he came to he was lying on his back, a steel rod in his chest pinning him to the ground. Marvin pulled the rod out, only to find no blood or wound. Instead, a round scar marked the spot, as well as a large scar surrounding it in the shape of the runes. Two more rods were in each of his legs with the same designs. Once Marvin got up, he found everyone's cloak on the ground, as though each one had slipped out of them and left. He hasn't seen any of them since.
He had superpowers. ---------- Superpower and Identity:
Marvin's superpower is the ability to control and shape metal with but a touch. Even with no metal around, he is able to draw traces of it out of other materials, such as the ground or walls, and pull out constructs of his choosing. He is discovering other uses might be possible, but he'll have to focus on learning the properties of metal better first.
Once he learned that he had superpowers, Marvin acted as any college student who suddenly learned that and created a custome and alternate identity. Rolling with his occultist origins, Marvin's custome is a royal blue cloak with silver lining and matching garments underneath. Institched on the middle of his cloak and shirt are a silver set of runes. Going under the guise of Runic Blade, Marvin has tried to be a superhero in his area, but has yet to actual much of evil to twart outside of the occasional bully. He keeps his base in the secret area of the attic above his dorms. Unused since it was created, he has filled it with his array of electronic gadgets and stories on the other superheros to figure out how to be one. ---------- Personality and Motives:
Marvin is a computer geek, loving to work, develop, and study computers. His major is mathematics, and he has a knack for mental calculation. Though a good conversationalist, Marvin's earlier years of constantly changing schools has left him with little connections in his new college, and he is not one to start up a conversation with strangers.
Marvin is a regular college student in that he is still immature and trying to find his place in the world. He loves socializing and partying, but has yet to actual get invited to one of the large block parties yet. At the moment, he is still just desiring to fit in and be accepted by his peers, though he feels more awkward around them now more than ever with his secret powers. ---------- Appearance and Mannerisms:
Outside of his superhero guise, Marvin appears to be a common New York college student. He has short brown hair, wears the campus uniform, and generally is carrying his laptop for study. He has a short stride ever since the incident, and has developed a reputation since. ---------- Stat Block:
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Marvin Booker ----------------------- Male Human (Caucasian) Gestalt (Oracle/Vigilante) Level 2; Age 20 NG/CG* Medium humanoid (human) Init +2; Senses Perception +4 *CG in vigilante identity -----------------------
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Special Option -----------------------
Alternate Racial Options
Feats
Boons
Skills (20 Ranks - 12 Class, 4 Background, 2 Skilled, 2 Quick to Master)
Favored Class Bonuses
Languages
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SPD
Spells Known
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Emcumberance
Wealth -----------------------
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Social Talents
Vigilante Talents - Avenger
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Revelations
Curse Lame Effects
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Took a while to find an idea that I liked and yet fit, but I think I have one. Thinking of an oracle mix with the metal revelation. Character wold have the power to shape steel around him. Still need to work with which class to mix, but at least I have my idea forming! We have till around Thur, right? I'll be able to get him up before then.
I have an idea of a Swashbuckler that is determined that the gods are still somewhere and has to find them, or at least his chosen deity, Desna. Would the feat Divine Fighting Technique be allowed? Thinking that he is from a long line of used-to-be clerics of Desna that now no longer have cleric powers but still try to worship her, and the technique would just passed down as it did not rely on magic. Rolls: Rolling just one set since I like being random:
Stat 1: 3d6 ⇒ (2, 1, 4) = 7 = 16 Stat 2: 3d6 ⇒ (2, 6, 5) = 13 = 17 Stat 3: 3d6 ⇒ (5, 4, 5) = 14 = 16 Stat 4: 3d6 ⇒ (3, 4, 6) = 13 = 16 Stat 5: 3d6 ⇒ (1, 2, 3) = 6 = 11 Reroll 1: 1d6 ⇒ 6 Reroll 5: 1d6 ⇒ 2 So 18, 17, 16, 16, 16, 11. Nice. Like having a low stat in a high stat set, too, for good rp potential.
Blue Drake
For anyone looking toward a healer type:
Inlaa wrote:
We could take out those features then or have them be a half-human/custom race. Mostly was just comestic, though there would be the obvious downside of attracting attention, etc. An alternative could be Aasimar, since they have those features as possibilities, but I also know a lot of people frown on that race. The muse-touched alternative blood-line for the Aasimar would fit rather well into the theme. Back on the human side, I've played it before by taking the alternate racial option of Fey magic/fey thoughts/low-light vision package from Heroes of the Wilds companion, sometimes adding on Fey Foundling as a starting feat. An additional route, being a druid is the feyspeaker archetype, though that would change the character concept some, as he would no longer be a social awkward person, but actually rather charismatic. I do have another character concept that focuses on the vigilante type setting if we go that way. Willing to work here, so what are your thoughts on possible options (either of removing it or changeing other things around)?
Here's a submission of mine. Of course, this is all variable as you said. Added in the 10 minute background, as well as a general character concept to tie it all in. Questions:
1. What sort of game are they best suited for?
Nature, though some intrigue would make for some funny scenes. 2. What is the characters greatest strength? Greatest weakness? Character's ability to call on nature and shapeshift. His geatest weakness would be social interactions...of any kind, really. 3. How does the character react to tragedy? Breaks down, but doesn't go into a rage-hate mode or anything. More like a BSOD moment (blue screen of death). 4. What is your characters greatest triumph? Greatest mistake? Caring and saving a young wolf pup that almost died. Started a wild fire accidentally when first learning to control his magic; most of that forest is now gone, and he still mourns over his mistake. 5. What sort of person would this character call friend? Anyone who is willing to receive his friendship, ignore his social awkwardness, is not evilly minded, and does not hate nature. 6. Does this character thrive in chaos or fight desperately to reclaim peace? Fights for peace. 7. If circumstances didnt drive them to adventure what would they be doing otherwise? Living at his home with his adopted parents and his pet wolf. 10 Minute Background:
1. List five things that define your character.
- 1. Fey origins. Though his mother is unknown (to him), the blood is apparent in his fox tail and ears, which change with the season along with his eyes. - 2. Loves wolves. He loves all things wolves, but detests seeing pelts of any creature, and especially that of a wolf. - 3. Nature minded. He loves nature and creatures, but is rather socially awkward from his lack of social interaction of the humanoid-kind. - 4. Seeking parents. He is seeking his parents' whereabouts, though he still hasn't worked out what he wants to ask them yet. - 5. Green Faith Intiative. Seeking out the green faith that he has heard little of. Not yet a member, he is seeking to find out what it is to see if it what he would want to join. 2. Two goals you (as a player) would like to see happen in the story.
3. Two secrets about the character, one that he knows, and one that he doesn't.
4. Three people related by blood, romance, or conflict, two of which are friendly, one of which is not.
5. Three vivid memories of the character.
Character Concept: The character would be a druid that has fey blood in his veins from his nymph mother. As any nymph's child that is born male is human, he was given to a young couple near a forest to be raised by his own kind.
This fey blood has presented itself in his fox-like tail and animal ears, as well as his connection with nature and magic. Though cheerful and kind, he is rather backward from his lack of proper socialization.
Scythia wrote: I do appreciate that you used the term contract, made me immediately picture a certain red eyed catlike creature. :P Just imagine a campaign of Magical Girls fighting through, only for each PC death becoming a new nemesis. That could actually turn into a pretty neat campaign now that I think about it. And Mahouko does sound better than mahou no ko. Thanks for the help.
Scythia wrote:
As for the name, I'm not the greatest at Japanese. Yes, it directly translates to magic of child, rather than magical child. I'm open to a better translation or Japanese term for magical child (I know both magical girl and magical boy in Japanese, just not the non gender specific one :p). Or maybe even a better than for the archetype altogether. I kept the familiar transforming, as I felt that their innate ability to switch forms from social to vigilante made it more of a magical shapeshifting pet, rather than a dual-identity animal that someone slaps a mask on (not literally of course). It also gives the familiar more power without requiring a feat, just as the bonded item shortens metamagic spells that uses its bonus slot.
Here's a challenge: -An adventure for 4-5 goblins taking them from level 4-5. -Involves regular Pathfinder goblin hilarity and a journey to start a new tribe in the Varisia area. -Challenges could include taking over an isolated town, finding a location with a (from goblin perspective) great landmark, and/or gathering a group of goblins and wolves together at the new location. -Possible flavor in challenges: things to set on fire, dogs to kill, horses to run from, and/or things that distract goblins.
This is my own personal homebrew for the Magical Child archetype. Many say this archetype falls short both mechanically and fluffing. As such, I'm presenting a much more 'magical girl' type archetype that is more balanced with the other vigilante archetypes as well. Of course, nothing is perfect, and I'm welcome to any feedback on this homebrewed creation, as well as answering any 'why this' questions. It will probably be easier to read using the pdf (at the end). Hope you enjoy: ---------- Mahou no Ko
Alignment
This alters the vigilante’s alignment. Class Skills
This alters the vigilante's class skills. Skill Ranks per Level
This alters the vigilante's skill ranks per level. Weapon and Armor Proficiency
This alters the vigilante's armor and weapon proficiencies. Spellcasting
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents. Transformation Sequence (Su)
A mahou no ko can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. Magical Contract (Ex)
At 1st level, a mahou no ko begins play with a magical tool or spirit guide. A magical tool is a powerful item that helps the mahou no ko perform her magic and can serve as a magical item. A spirit guide is a magical animal that helps guide her in her fight against evil and assists her in her skills. A mahou no ko must choose one of these to receive at 1st level. Once a mahou no ko makes this choice, it is permanent and cannot be changed. A mahou no ko’s magical tool acts as a Wizard’s Arcane Bond, except as detailed here. Treat her vigilante level as her wizard level for any level dependent abilities. A magical tool has two identities, much as the mahou no ko. A magical item’s social identity can be any item that would take a space magical item slot, and can be as inconspicuous as a brooch, to a simple chocker. However, a magical item’s vigilante identity can be any item that would take a space magical item slot, as well as a wand, staff, or weapon. This vigilante form is much more noticeable, often becoming the icon of the mahou no ko. A magical tool must be worn or equipped in order to receive its abilities. A mahou no ko’s magical tool is required to be held to perform her transformation sequence. Her magical tool provides an extra spell slot of the highest spell level she can cast, and any meta-magic applied to a spell that uses this slot does not have an increased casting time. A magical tool that is a weapon in its vigilante form is also treated as magic for the purpose of overcoming damage reduction. A magical tool takes on its social identity while not worn or equipped, and cannot be identified as anything other than a mundane item while in this form. A magical item only works for its owner, and leaves this plane when a mahou no ko dies or otherwise ends her contract. If a mahou no ko’s magical tool is ever destroyed or lost, she may replace the item after 24 hours by finding an identical masterwork item as the magical tool’s vigilant identity. Then, she must renew her contract by collecting materials that cost 200 gp per vigilante level spending 8-hours in her renewal ritual. A mahou no ko’s spirit animal acts as a Wizard’s Arcane Bond, except as detailed here. Treat her vigilant level as her wizard level for any level dependent abilities. A mahou no ko’s spirit animal acts as a familiar with the outsider subtype as well as magical beast. Her spirit animal also has a social and a vigilante identity. A spirit animal’s social identity is that of a seemingly normal animal. A spirit animal may change identities as a standard action. A spirit animal provides its familiar bonuses for either identity as long as it is in arm’s reach. At 3rd level, the mahou no ko's spirit animal reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the spirit animal’s social identity always remains as the original normal animal). Also, it gains the change shape universal monster ability if it doesn't already have it. A spirit animal may use this ability at will while in its vigilant identity to transform into any of its available vigilante identities. The spirit animal can change its vigilante identity again when the mahou no ko reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat's alignment restrictions apply to this ability, but only the mahou no ko's vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The spirit animal’s new vigilante form choices are permanent, and cannot be changed after being chosen. No matter its form, a spirit animal is treated as a regular Familiar for purposes of mechanics, such as a feat’s prerequisites. In vigilante form, a mahou no ko's spirit animal gains an amount of DR/magic equal to her vigilante level. If a mahou no ko’s familiar is ever killed, its spirit leaves its body and goes to its home plane until the contract is renewed. After 24 hours, a mahou no ko may find a replacement body for the spirit animal and renew her contract. To do so, a mahou no ko must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the spirit animal returns in its new body. It retains all of its memories from its earlier service to the mahou no ko. If, for some reason, the mahou no ko breaks her contract, either by aiding evil or stopping her fight against it, she immediately losses her ability to cast magic and her magical tool or spirit animal leaves this plane. In order to receive her powers back, she must renew her contract to fight against evil. Renewing her contract is an 8-hour ritual that costs 200 gp per vigilante level. This ability replaces vigilante specialization. Mahou no Ko Talents
Eternal Youth (Ex): A mahou no ko's body often slows in aging while under the effects of her magical contract. A mahou no ko with this ability no longer takes ability score changes for aging and cannot be magically aged. Any penalties or bonuses she may have already incurred are removed. She takes the appearance of a young adult of her race, and gains a +5 bonus to disguising herself as someone with the young template. Mahou no ko that already have the young template still age until they reach adulthood, and their ability scores change back to normal. The mahou no ko still ages numerically and still dies when her time is up. Vigilante Talents
Aligned Strike (Ex): A mahou no ko's fight against evil and injustice creates a focus of defeating such enemies. When a mahou no ko selects this talent, choose the Chaotic or Evil alignment. As a swift action, a mahou no ko may endue her weapons with special energy for one round. Upon striking her chosen alignment with her weapons, a mahou no ko deals 2 extra damage, plus 2 additional damage for every five vigilante levels she possesses. A mahou no ko may select this talent a second time, but must choose the other alignment. This talent does not stack for opponents that are Chaotic Evil. Magical Weapon (Su): A mahou no ko’s magical tool can be used to channel spells if it is a weapon. She no longer needs to have a free hand to cast spells as long as she has her magical tool equipped as a weapon. If the mahou no ko’s magical tool is a melee weapon, she may use it when casting a melee touch attack, using the weapon’s attack bonus and reach, if any. If the attack roll also exceeds the target’s regular AC, then the target receives damage as though hit by the weapon as well. If the mahou no ko’s magical tool is a ranged weapon, she may use its range when casting any ranged touch attack as well as its attack bonus. If the attack roll also exceeds the target’s regular AC, then the target receives damage as though hit by a regular projectile as well. A mahou no ko must have a magical tool with a weapon as its vigilante identity to select this. A mahou no ko must also be at least 4th level to select this talent. Power of Friendship (Ex): The mahou no ko can inspire allies through determination, friendship, and perseverance, often accompanied by a short psychological pep-talk. As a swift action, the mahou no ko may attempt to inspire an ally within 10 ft. (2 squares) to continue fighting. The mahou no ko must make a Charisma check of DC 10 to inspire the ally. At 2nd level, the mahou no ko can grant a 1d6 to a successfully inspired ally to be used on any d20 roll within the next minute. This must be used after the dice is rolled, but before the result is announced. At 8th level, a mahou no ko can remove the shaken condition instead. At 12th level, it can reduce a frightened condition to shaken instead. Any allies with a 1d6 from this ability cannot be frightened while they have the inspired die. At 16th level, it can remove the frightened condition completely instead. Any allies with a 1d6 from this ability cannot be shaken while they have the inspired die. This ability can be used a number of times per day equal to 3 + the mahou no ko’s Charisma modifier. Spirit Armor (Su): When in her vigilante identity, the mahou no ko gains a magical spirit armor that protects her from damage. The mahou no ko receives a DR 2/--. This damage reduction does not stack with any other source of damage reduction. At 8th level, this increases to DR 4/--. At 12th level, this increases to DR 6/--. A mahou no ko must be at least 4th level to select this talent. Staunch Ally (Ex): A mahou no ko's spirit animal counts as the mahou no ko for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the mahou no ko's, whichever is better. At 20th level, the spirit animal can make vengeance strikes as if it were the mahou no ko. A mahou no ko must have a spirit animal to select this talent. This alters vigilante talents.
Blue Drake
That Kitsune Child of War idea is growing on me now. With several tail feats, one could have a SLA 3/day, 7 SLA 2/day, 10 lv 1 spells 4/day, 3 lv 2 spells 3/day, and a lv 3 spell 1/day at level 10. At level 12, you'd have Dominate Person as a sla 2/day. Full CL, BAB, and Realistic Likeness as well. About the best a Fighter can ever get at Spellcasting. The next closest would probably be a Gnome. Until level 10, though, all feats would be focused on tail powers, so martial ability will be lower. It would the closest thing to a glass cannon, though the lack of two-handed weapons means a buckler can help. With 9+ skills per lv, it could be the Knowledgeble one, with Dip and Bluff to be Face.
Blue Drake
One really needed archetype would be Child of War. Gain bloodrager spells at the speed of a ranger with a heavy focus in Int. Without any other arcane access, they would be much needed. A magus VMC might work with this, or a spellcasting prestige class. Ooooor...a kitsune with the trait nine-tailed scion. Gain magical tails with combat feats, and have several useful spells (which could be combined with Child of War with the alternate racial trait that changes the bonus of Cha to Int).
Blue Drake
Thrandr wrote: Generally I love being in the secretive role. Could go for some kind of Dex based build with a more rogue'ish skill set, which probably also would go quite well with a ranged build, I suppose, and light or medium armor meaning I won't call dibs on the armor the rest of the party will want as well :-D Alright, so that's a more ranged build covered, with the secretive skill set of Bluff, Stealth, Disguise, etc possibly covered. Chuchulainn wrote:
Sounds cool, especially since we don't want a glass cannon healer. I'm not sure if there are any archetyes that grant healing powers, but there are several archetypes and traits that can get you UMD, which you'll want, and several archetypes around tank figures. A nice archetype to add to your base, as long as you don't change weapon training, would be Steelbound. Allows you a changeable magic weapon that can talk, etc. and allows you to cast a third lv spell of your choice. That would cover the healer skill set of Heal, UMD, etc. We'll still need a face. My idea of a Dragonheir Scion build can cover a melee focused spot, and I would have about four skill per level to use, so...Diplomacy, Sense Motive, and possibly Bluff/Knowledge (Noble/Local). So I could cover the 'face' role, though my Cha and Wis might not be the greatest. So an intelligent Drill Sergeant might be a good open build. Cover the important knowledge skills, and be able to order us into the best formations with the extra teamwork feats.
Blue Drake
Organizing for an AP real quick. Feel free to comment, but this is mostly just to get our group sorted. Alright. So we're trying to organize a group for the Ironfang Invasion AP. So far, we just know the class limitations: Fighter. With that class restriction comes two options: VMC classing with Fighter as the main, or Fighter only with the ability to Prestige Class. The idea I've come up with is that we're a group of mercenaries that have fought together for a while (whether you've joined a while ago, or were raised in the band) which is just a small group that fights for what it thinks is right. This would mostly be NG or CG, with TN or CN for one or two of the members possible. The team, of which I'm trying to collect 4 or 5 total at the moment, would need to be cohesive and plan around certain needed builds, since there will be no clerics, etc. Skill-Wise:
Build-Wise:
Archetype:
Teamwork:
I, myself, want to do a Dragonheir Scion archetype, with two-weapon fighting and possibly UMD and Heal, since I have UMD as a class skill. The actual recruitment won't start until the PG comes out, so we won't know the exact builds, such as point-buy, but we can cement our concepts at least. As for the mercenary band itself, I'm thinking of the Myuri Band, and that we do what jobs we can get, but also act upon what we think is right, rather than act on coin alone. And if we happen to turn because of our beliefs with the coins already in our pocket... :) What ideas do you guys have?
A lot of people say the selling point is this phrase: it's "Miyazaki's Oregon Trail". It is quite different from other RPG's I've looked into...which I often do just for reading material. It definitely fits the Final Fantasy style, and could easily fit into roles such as Crystal Chronicles, etc. Though I've read that combat can be deadly. They do have the basic rules out for the travel supplement, which includes rules for caravans, ships, and such. @Hayato Ken: I'd be very interested. Let me know what you find out.
Would you be willing to consider a run of the free goblin modules (and maybe further)? Here's an example of one such attempt.
I've finally got my hands on a copy of Ryuutama, and I'm really itching to play it. However, without any experience in the actual game, I'd thought I'd throw this out and see if there was any GM willing to start up a game of it. Ryuutama is a rules-light, Japanese translated game, focusing on all sorts of slice of life things. Set in a medieval fantasy world like Pathfinder, it's like an Oregon Trail version, focusing on travel, etc. It sounds a little odd at first, but it's a different twist than most RPG's, with one of the most unique aspects being that even the GM gets to level up as a GM. The rules are pretty easy for players to pick up without the book, though the GM would probably need one. So is there any GM out there willing?
I love rolling! Let's see...
Rolls:
Line 1: 4d6 ⇒ (2, 3, 1, 5) = 11
Line 2: 4d6 ⇒ (6, 3, 5, 2) = 16 Line 3: 4d6 ⇒ (1, 5, 5, 5) = 16 Line 4: 4d6 ⇒ (4, 5, 4, 5) = 18 Line 5: 4d6 ⇒ (2, 1, 1, 2) = 6 Line 6: 4d6 ⇒ (5, 5, 1, 6) = 17 Reroll Line 1: 2d6 ⇒ (2, 6) = 8
Reroll Line 1: 1d6 ⇒ 3
Reroll Line 5: 1d6 ⇒ 6 Line 1 = 3, 5, 6, 3 = 14
So, 14, 14, 15, 15, 16, 17
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