Kyra

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I will just drop this submission down here:

Background:
I am heading back to Kenabris in search of my parents, of whom I’ve received no notice for years after being sent away from the city to be brought up by my grandmother following the time I nearly got myself killed by getting on the other side of the enemy lines.

The Crunch:

Carmen Vianu
Female human Ninja (Scout) / Swashbuckler 1 / Gestalt 1
CG Medium humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +4

Defense

AC 17, touch 13, flat-footed 14 (+3 DEX, +4 Armor)
hp 13 (1d10 +2 CON + 1 Favored Class)
Fort +2 (+0 FORT + 2 CON), Ref +5 (+2 Base +3 DEX), Will +0 (+0 WILL + 0 WIS)

Offense

Speed 30 ft.
Melee Cold iron Starknife +5 (1d4 +5) 20/x3
Special Attacks
Piranha Strike: Cold iron Starknife +4 (1d4 +7) 20/x3
Sneak Attack +1d6

Statistics

Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 14
Feats Divine Fighting Technique: Desna's Shooting Star, Piranha Strike
Skills (8 per level + 1 human) Acrobatics +7 (+6 with armor), Bluff +8, Diplomacy +9 (+10 when made to influence those who are already friendly or helpful), Disable Device +7, Disguise +8, Intimidate +8, Linguistics +4, Perception +4, Stealth +7 (+6 with armor)
Languages Common, Varisian, Abyssal
Traits Chance Encounter, Armor Expert, Honest

Special Abilities

Sneak Attack +1d6
Panache (Ex) 4/4
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Deeds

Derring-Do (Ex) (Advanced Class Guide pg. 56): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Treasure and Equipment 10 GP 2 SP
Cold iron Aldori dueling sword, chain Shirt, backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, hemp rope (50 ft.), soap, 10 torches, trail rations (5 days), a waterskin, a signal whistle and a bell tripwire trap.

Class Skills Combined

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).


Hello, I'm really interested in playing Extinction Curse, so I'm submiting a character: a magus with the twisting tree hybrid study to combine with the staff acrobat and do shenanigans with a staff.

”Imra the flying dancer”:

Class: Twisting Tree Magus with Staff Acrobat archetype after level 2.
Alignment: CN. With some tendency towards good.
Background: Aerialist

Backstory:
Born in Shadow Absalom Imra’s childhood was a strange one, on one hand the backdrop of a strange and dark city, the dwelling of evil and aberrant creatures ruled by a dragon tyrant, on the other hand a loving if cold family. Still Imra thought of herself as happy, playing with a few friends, learning magic from her father, until she was sold to the Onyx Alliance in order to pay off her father’s debt to the organization. It just happened the alliance wanted to infiltrate the Arcanarium, and needed someone to start as a student there. So as a teenager Imra entered that institution and lived there for an entire year, until her plans to escape the Alliance’s surveillance backfired and caused the death of another student. Fleeing from everything the young woman joined a circus that was leaving town.

It turned into another bad decision as Imra learned that the Celestial Managerie was like her homeland ruled by another tyrant, still for years Imra’ worked there doing her best as she discovered a great joy in putting acrobatics performances, however when a big fall nearly ended with the fetchling’s death she decided that enough was enough and left to join the circus of Wayward Wonders.

What's your most favorite thing you own?
Her ash colored staff, which was made of a branch from a tree in the shadow plane by her father.

What would somebody see at first glance?
A young woman with white hair tied in a side ponytail which falls to her waist, while the uneven hair bangs fall down hiding her forehead and silver eyes. Imra’s traveling outfit consists of a black tunic covered by a long chain shirt tied at the waist with a belt and tight fitting pants together with boots. Meanwhile her outfits for the circus are white black or navy slit dresses.

Where was your character born? Where were you raised? By who?
Shadow Absalom or Beacon as some fetchlings call it, Imra was both born and raised there by her parents, until she finally escaped to join the Arcanarium on the material plane’ Absalom.

What is your character’s moral code?
Feel free to do what you need to live, so long as it doesn’t hurt others. Imra doesn’t really respect laws and authority, but is strongly against hurting others.

Does your character have goals? Protecting her new home: the Circus of Wayward Wonders.

Is there anything that your character hates?
People who talk of morality without being helpful to others, guards and soldiers, general authority and peaches.

Is there anything that your character fears?
Returning to the shadow plane, velstracs, being alone in the dark.


I am applying with my astrazoan envoy:

Yine Kass:

Character Name: Yine Kass
Theme: Corporate Agent
Background: Kalistocrat Childhood (My preferred one), Union Busted.
Alignment: CG
Race: Astrazoan
Class: Envoy
Biography:

Yine Kass was many things, a gambler, a disarming smiling face, an expert in corporate bullshit and a shapeshifting purple abomination, but if there was something she wasn’t it was a conformist, adopted by a fanatical family her life turned into a nightmare of conforming to the ridiculous expectations of her new parents, until when she finally turned 18, chose a new identity and escaped them in search of freedom.

Of course freedom, in this case also meant the freedom of dying alone and hungry. Lacking any contacts Yine floated from one deadbeat job to another, especially with her tendency of putting her own financial security in jeopardy to help colleagues and friends. Still the education paid by her family together with the experience and contacts of Yine’s many former jobs finally landed her a position with the EJ Corp which might just turn into a cozy position, that’s of course only if Yine can keep herself from screwing it up again.

Personality:

Yine was taught to always smile and be polite, one of these lessons stuck, Yine is always smiling, an independent spirit with an absolute need for companionship she is always helping her friends and colleagues with a smile and even a laugh when things are at their toughest, yet at the same time Yine is accustomed to corporate spaces and has a knack for figuring ways of circumventing the rules without being caught… most of the time at least. While she cares about people Yine is not above some moral flexibility as needed to the job, so long as the affected aren't other poor working class people. Yine also hides away all mentions of her childhood and never opens up about her internal pain, her hope is that enough time will make her forget it.


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Rysky wrote:
Blog fiction that serves as a lovely lead in :3

Sorry, but that link is leading me to nowhere, so I'm posting this one, after finding the blog post:

Let's see if this works


Hello I must say I decided to check these forums, because I love PBP, and while in the last year and half I’ve joined 2 games, neither of them are pathfinder, which I really wanted to play, especially 2nd edition, but then I saw this topic and got really excited because I’m really interested in this AP, not only because of the whole magical school idea, which I admit I already love, but also because said school is the great Magaambya which is located on the Mwangi expanse itself.

About Me:
I’m a 27 software developer from Brazil, and I’ve been playing TTRPG’s since I was 12, although I did stop for a few years, I’ve run and played games in various systems, but I always keep coming back to PF, especially as GM, I really love text games and I’ve played on forums for about 3 years and half when I was a teenager until said forums died out. Because my work allows and sometimes requires me to take pauses in the middle of it, I’ve been trying to get back to pBp, I’m currently in 2 other games, one without a set limit or order, but in which we normally make about 3~5 posts per day in which I’ve been involved for about 2 months and another where we have a set posting order where I’ve been playing for about a year. And that is my total experience with PbP.

As for myself as a player, I really like the RP side of games, but I also enjoy having concrete mechanics which allow for diversity of characters.

Character Concept:

Character Name: Safiyah.
Ancestry and Heritage: Human, Half-orc.
Background: Sponsored by a stranger.
Class: Warpriest Cleric of Majagua (Kazutal), with multiclass druid archetype. The idea is making a tank by combining her ability to use shields with the protection domain with healer abilities and some capability to attack when there’s no need for healing as well as some utility and extra spellcasting with the druid archetype.

Short Character Biography: Safiyah hadn’t ever thought of joining the Magaambya, of course other Matanji and Winanji had left the nine walls to study there, but she was content in her path as a cleric of Majagua, the young woman was sure she was going to live and die fighting the demons beyond the walls of her home. But then Safiyah met the stranger, and in the course of an afternoon they changed her life. Insisting that she would find studying at that illustrious school enlightening. Of course one couldn’t just refuse such an opportunity, even less a Winanji living with the great expectations of her Matanji family. And so it was that Safiyah made her way south to the doors of the Magaambya.