Falconer

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*** Pathfinder Society GM. Starfinder Society GM. 262 posts (14,498 including aliases). No reviews. No lists. No wishlists. 25 Organized Play characters. 19 aliases.

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I was more wondering about which weapons were permitted to be oversized, but another few passes through the PFS guide found it. Thanks!

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Well Grotto's a 1-5 anyways, so if higher tier stuff becomes relevant it won't be for at least one adventure :-)

Really depends how broadly leveled our adventures are.

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I've been thinking about whipping up an Amiri-style bruiser, but when I looked through the PFS guide I didn't see any mechanisms for getting oversized weapons. Is that not permitted in Society play? Or did I just miss something?

Thanks!

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I don't quite have free characters in every subtier, but I've got a reasonable amount of wiggle room nonetheless :-)

If we're angling towards some lower level shenanigans (as Michael's character list suggests), then my three early preferences would be to drop in with a Wintry Oracle (Blasting/Control), an Icy Kinetic Knight (frontline, tankiness, some utility), or a self sacrificing Life Oracle whose life might've been better if she'd actually been called as a Paladin (frontline, tankiness, healing)

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I'll keep lurking, but it looks like you've got a pretty full group already! Like Stal, I'm in two other campaigns and quite willing to step back in favor of others :-)

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For example: in Young Justice (the cartoon), Ms. Martian is definitely an Outsider in Season One. A lot of her arcs are about fitting into this exciting new world, while trying to hide the extent of her alienness from those close to her.

In Season Two though, I'd say she's switched to the Nova playbook since a lot of her story centers around the effects of her constantly unleashing her powers in destructive ways, and relying on them to fix problems that they really aren't suited to.

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Janus doesn't automatically go too well with the Phoenix Academy/My Hero Academia super-school setting, but it really depends how often you leave campus.

A setup like... that Ultimate Spider-Man cartoon could work pretty well. Teen-Spidey's enrolled in a SHIELD Academy alongside other trainees. But since he's already an established hero he's got a lot more of the Secret Identity thing still going on, and he makes much more of a deal of his life outside of superheroing.

So people who didn't know that your Janus was a cape might just think they go to 'Private School' depending on how secretive Phoenix Academy ended up being.

***

Soldier I actually think works really well :-)

One of the go-to examples in the book is actually Cyclops back in 60's X-Men - someone who is entirely focused on the organization as a whole and has a very mission-focused, tactical way of looking at things. An AEGIS operative could be sent to Phoenix Academy for additional training, (or even to serve as a spy on the organization...)

***

Also hi! I'm definitely going to munch popcorn and watch, and we'll see if I get inspired :-p

I will say that the idea of a super-school appeals since it's a very unique kind of setting.

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Thanks GM! Real excited to join the Mighty Gladiatrices, looking forward to the pits, and to hopefully seeing the Honored Alternates in and around the boards :-)

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I'd like to try Ezren or Kyra since I'm not doing any spellcasting with my -2001.

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I surely did - Rats!

Just missed the small post once I wasn't going off of Yorick's helpful list, and was doing the eyeballing myself :-/

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I was curious how the different styles were shaking out, so I did a thing:

Andabata
Mama Cookie - Female Human Barbarian
Torsten Runeforger - Male Duergar Kineticist
Zasskin - Female Ganzis Ranger

Cestus
Cassandra - Female Human Monk
Lilist - Female Orc Brawler
Serisa - Female Oread Warpriest

Diamachaerus
Esseli the Gifted - Female Human Summoner

Hoplomachus
Dyrtebble the ill - Male Kobold Druid
Spikey Berry Piercer - Male Vine Leshy Barbarian

Murmillo
Hskaja - Male Nagaji Brawler

Peregrinus
Brarg the Dog - Male Gnoll Fighter
Brevka - Female Half-Orc Bloodrager
Durra - Female Orc Druid
Jazroc - Male hobgoblin war drummer skald
Linus Volso - Male Human Fighter
Mambo - Female Goblin Cleric
Momoka Gozen - Female Aasimar Oracle

Retiarius
Evedro Androx - Male Drow Cavalier
Kaxatja - Female Drider

Sagitarrius
Anabel Imvara - Female Elf Shaman
Artemis Roen - Male Catfolk Bard
Xyveth Onadae - Male Elf Arcanist

Provocator, Scizore, Thraex still have no representatives if someone's looking to stand out ;-)

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Okay, going through the book, and I think Character -1 (or whatever the new numbering is) is going to be a Ruffian Rogue. I should hopefully have him all rolled up tonight (with more tweaks to come if they actually release the OP guide...)

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Expecting maturity?!

I don't know about that... ;-p

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Not sure exactly what I'll build, but if this is open recruitment I'll get something built on the 1st or 2nd!

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Makes sense

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I'd be interested :-)

Do you know when the pregens will be available?

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Oh - and 'cause I felt silly not including a portrait like Serisa's

Art reference for Brevka

You just gotta swap the mouse for a hedgehog :-p

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Sure thing!

Brevka's Backstory:
She swears her name will be chanted as Brevka Brightsmile, Brevka Bloodfire, Brevka the Beauty, but before the pits she was more often known as Brevka the Befuddled.

As a child she'd been expected to rise high in her clan; despite the weakness of her human blood, she'd grown strong and fierce. She was never more at home than when she'd had a blade in her hands and a foe sprawling on the dirt.

But then just before the Feast of Ashes, on the day she and her other worthy broodmates were supposed to complete the brutal rituals that would mark them out as true warriors of the Gutspears, she disappeared.

For a year and a day it was assumed that she had died. That some beast, or the fleshwarping slavers of the Mangled Limb had taken her. A few jealous hearts whispered that she had simply fled, the cowardice of her human blood finally winning out.

When she reappeared it was with eyes filled with stars, and the skin that had stayed clear for her warrior's scars, was now threaded with intricate spiraling scars that shone a delicate silver in the moonlight. At first she was thought to be some sort of ill spirit, but Old Khraznar had said she was still Brevka, so that was that.

Still, she had missed the Feast of Ashes once more, so it would be another year before she would be permitted to join the warriors of her clan. And as the year went by, it became less and less clear that she would ever be made one of them. Where before she had found joy in battle, now she seemed to go through it by rote, eyes always gazing up at the sky. Where before she had had a brutal camaraderie with her fellows that was direct, even if not always kind, now she seemed to suspect a hidden motive behind every gesture of kindness or cruelty.

Old Khraznar had taken her under his wing as the warriors shunned her, but even his teachings, and potions, and beatings hadn't been able to bring back the Brevka they'd known, or do more than barely awaken the power that he sensed now slumbering inside her.

The Gutspears aren't sentimental. They gave up.

Brevka was still strong and trained enough to be used as a skirmisher in the unending clashes that made up life in the Hold of Belkzen, but none in her clan made any effort to see that she would return alongside them.

And one day she didn't.

This time it was the Mangled Limb that took her, beating her into unconsciousness as was their way so that she could be changed for their amusement, or, if she was interesting enough, sold...

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Okay, Brevka's pretty much finished up mechanically speaking.

Anything else I should whip up for the application?

Brevka:

Half Orc Arcane Bloodrager (Primalist, Spell-Eater)

Str 20
Dex 13
Con 17
Int 9
Wis 10
Cha 13

HP 14/14
AC 15 (+4 armor, +1 Dex)
CMD 17 (+1 BAB, +5 Str, +1 Dex)

Fort +7 (+2 Base, +3 Con, +2 Luck)
Ref +3 (+1 Dex, +2 Luck)
Will +4 (+2 Luck. +2 Familiar)

Speed 30'
Initiative +1
BAB +1
CMB +6

Falchion +6 2d4+7 18-20/x2

Skills:
Bluff +5/+9 (1 rank, +1 Cha, +3 Class) +4 vs. attracted
Diplomacy +5/+11 (1 rank, +1 Cha, +3 Class) +6 vs. attracted
Intimidate +5 (1 rank, +1 Cha, +3 Class)
Perform +5 (1 rank, +1 Cha, +3 Class)
Sleight of Hand +3 (1 rank, +1 Dex, +3 Class, -2 ACP)

Special Abilities:
Favored Class Bloodrager +1hp

Darkvision: Brevka can see in the dark up to 60'
Fey Thoughts: Brevka has always seen the world more like a native of the First World than her orcish blood would explain. Bluff and Sleight of Hand are both class skills for her.
Orc Blood: Brevka counts as both a human and an orc.
Sacred Tattoo: Brevka's skin is decorated with a plethora of tattoos, piercings, and ritual scarification, sacred markings to her and her people. She gains a +1 luck bonus on saving throws.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Brevka possesses Endurance as a bonus feat.

Bloodrage 7 rounds/day

Bloodline Familiar: Brevka has a Hedgehog protector familiar in lieu of her 1st level bloodline power
Spells Brevka casts that target her familiar are treated as having a caster level 2 levels higher than your actual caster level.

Feats:
Endurance: Harsh conditions or long exertions do not easily tire Brevka.

She gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold her breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Brevka may sleep in light or medium armor without becoming fatigued.

Diehard: Brevka is especially hard to kill. Not only do her wounds automatically stabilize when grievously injured, but she can remain conscious and continue to act even at death's door.

When her hit point total is below 0, but Brevka is not dead, she automatically stabilizes. She may choose to act as if she were disabled, rather than dying. She must make this decision as soon as she is reduced to negative hit points.

Traits:
Sex Symbol: Brevka's training has sculpted her body into the pinnacle of perfection, and she exudes raw animal magnetism that draws others to her. Whenever she uses Bluff or Diplomacy to interact with someone who is (or may become) attracted to her, she may use her Strength modifier instead of her Charisma modifier.

Peregrinus: Brevka fights as ’a paragon of her race’, as seen through the eyes of the drow. Her armour is designed to reflect stereotypes of her people (fur, uneven craftsmanship, studs and spikes), and she fights with weapons familiar to her people. Brevka fights with a falchion, and it is treated as if it has the Performance quality.

Fate's Favored: The fates watch over Brevka. Whenever she is under the effect of a luck bonus of any kind, that bonus increases by 1.

The Newlyweds: Brevka's astrological sign is of two lovers, intertwined as one. She gains a +2 bonus on Diplomacy checks to influence those who might be romantically attracted to her, and Diplomacy becomes a class skill for her.

Fey-Taken: As a child, Brevka was whisked away to the First World by mischievous fey for a time. When she returned, she was ever after considered odd and distant. She longs to return there, and finds the mortal world dull and at times revolting, so she does not eat as she should and does not question strange visions. She takes a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

Equipment: Falchion, Balteus, greaves, manica and helmet [chain shirt], kukri.

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Okay, so I'm zeroing in on Brevka the Beauty, oiled up martial and arcane powerhouse.

I can whip up what she was doing before the pits, but, I imagine that's more likely to be revealed as she gets to know the other new gladiators. More immediately, I see her role in the ring as being the 'Barbaric Princess of the North' - aside from the shtick of her costuming and billing, her refusal to quit, or to lie down and die gives her real comeback potential, and good comebacks make for good Faces. :-)

Basic Details:
Arcane Bloodrager (Primalist, Spell-Eater)

Campaign and Style Traits:
Peregrinus and Sex Symbol

Str 18+2
Dex 13
Con 17
Int 9
Wis 10
Cha 13

I'll finish up a statblock and toss her into this alias's profile soon

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Quick question about the Peregrinus (since I'm poking a couple different builds at the moment). Would a greatsword be a suitable weapon for a Gorumite half-orc? Not technically part of her weapon familiarity, but seemed like it could be close enough...

@ Tiessa - Not if I build mine first! ;-p

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...okay as a tremendous sucker for Sword and Sandals campaigns I've just got to roll something up!

4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (5, 3, 2, 2) = 12 10
4d6 ⇒ (3, 4, 5, 4) = 16 13
4d6 ⇒ (4, 1, 3, 2) = 10 9
4d6 ⇒ (6, 2, 6, 6) = 20 18
4d6 ⇒ (1, 1, 6, 6) = 14 13

Looks like my rolls agree that I should do this :-p

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GM:
Years: 2d6 ⇒ (5, 2) = 7
I'll go for Deception and Brawling and I'll take Prison Tough.
This weekend's going to be a little slow for me since I'm marrying off my younger brother in a couple days, and am very much in the circle of last minute craziness, but I'll get Dagmar postable at least (even if I might not have eeeeverything finalized)

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Prison?: 1d6 ⇒ 1

Oh my...

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Sorry! Very busy weekend :-/

Last two careers:

Ruffian
Years: 1d6 ⇒ 6
brawling, dodging
Street Tough

Ruffian
Years: 1d6 ⇒ 5
brawling, concentration
Opportunist Stomp

Dagmar's apprenticeship came to an abrupt end one day when the Inquisitors came for her master. Ever since then she's returned to the streets, hoping to stay one step ahead of them with the help of hard fists and wary eyes.

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GM:
I'll go ahead and spent another career on Mage before splitting off.

Years: 1d6 ⇒ 1
I'll pick up a second rank in Local Knowledge, and a second rank in Abjuration.
And I'll have Dagmer pick up an Arcane Secret, namely the Secret of Beasts

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GM:

Years Training: 1d6 ⇒ 5
Let's see... I'll go with Lore: Local Knowledge, and Magical: Divination, then I'll take Arcane Knowledge Base and pick up Evocation, Illusion, Infusion, Abjuration knowledges and the secret of Frost.

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GM:
For now lets just go with a basic Mage

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GM:
I'm less interested in the specific careers, and more in the actual cast-on-the-fly magic system. I'm also mainly interested in more subtle magics, so less frost and flame, more "Wow! That was lucky!"

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GM:
I'll be a Rinthungi Orc

So you started out your life as one of the many unwashed street urchins found in any of the city-states. Your parents, if you ever knew them, were taken away to fight in one of the many battles that are constantly forming between the various cities. Left to fend your yourself you survived by being smart, quick and vicious when needed.

Urchin: 13 years
A rough childhood on the streets taught you how to survive.
Prerequisites: none.
Attributes: AGI +1, INT +1, END +1, LUC +1
Skill Choices (choose 2): perception[b], [performance], running, stealth, survival, [b]thievery
Life on the Streets. Accustomed to sleeping rough, you heal a bonus 1d6 Health each day.

Quote:
One day, when you should have been out scrounging food, you decided to follow an old man you had seen several times wandering your neighbourhood. He seemed extremely fragile and it surprised you that none of the local thugs had cracked his skull and robbed him. You follow him back to his home...a small shack leaning up against a squalid tenement.

Dagmar spends a while watching the shack. There didn't seem to be anything special about it, but there wasn't anything special about the old man either, except that he'd survived for now reason. She knows all too well not to go alone into enclosed places. At least not unless she knew it was safe, or worth it.

Instead, she resolves to sleep nearby. She'd take a closer look once he left.

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GM:
Hmm... So I like the secret natural magic user idea, but there don't seem to be good careers for that... I think I'll just start off with her as an Urchin and then see where things go from there.

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GM:
Ah, I was just going off the SRD :-)

Not a problem, happy to angle away from a minotaur... Though that may tweak other things to since I was definitely just building towards the aesthetic of a priestly minotaur in a cotton kilt with a long braided uraeus...

Okay - Next pitch!

Instead going for a Rinthungi swordswoman who secretly possesses magic, but plays it off as unusually good fortune to avoid the inquisitors

How integrated are Orc and Human society up in the North? Like - Orcs are on the playable list, but are they essentially Kill on Sight in polite society?

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I'm thinking an Ankhu Minotaur Acolyte - are there any starting assumptions I should take a look at as far as the faiths of the setting? Or is this a bit of a tabula rasa in that respect?

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Okay - I'm interested :-)

I will say that I'm particularly intrigued by WOIN's magic system, so I'm glad that's not off limits! Is magic going to be kind of a "Burn the Witch" sort of deal socially speaking?

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I'd need a little more details on the setting/campaign style, but yeah, I'd be interested in getting WOIN to the table :-)

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Don't know of an existing game, but I'd also love to try out V5 in case you find a Storyteller :-)

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Looking for a few more interested Pathfinders to help untangle the mysteries and troubles of Hao Jin's tapestry in the Ward Asunder! (Classic, 3-7)

Follow the link for recruitment!

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I'd still be interested - could I recommend posting a link to this thread in the Flaxseed Lodge? I bet we'd pull some extra players with a brief advert there :-)

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That module's a lot of fun :-)

Slow credit can be a way of sneaking a not quite fresh character through the series too. Or possibly getting two of them in evergreen mode.

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Also was on the Great Hmm Salvation run and I've gotta third the recommendation. Veerryyy hard, very complex to run, but a total blast!

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I'd certainly be interested :-)

If High Tier I'd go with
The Thundering Spirit: Dual Wielding Tengu Vigilante

If Low Tier, I've got some more options depending on party needs:
Ella Quickblade: Skill-happy Swashtigator
Shabah Al'Quna: Face-shredding infiltrating Metamorph (Alchemist)
Vlazis 'The Beloved' Chibuzo: Support/Control Cleric of Dispater
Theophilus Flink: Telekinetic Thief

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Not at all worried about rails I almost always run pre-written for my first outing with a system :-).

I'll just angle to have a character interested in a wide variety of hooks then.

Species: 1d100 ⇒ 40 Human, +20XP
Class/Career: 1d100 ⇒ 30 Duellist - Keeping it! (+50 XP)
Weapon Skill: 2d10 + 20 ⇒ (9, 1) + 20 = 30
Ballistic Skill: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Strength: 2d10 + 20 ⇒ (2, 1) + 20 = 23
Toughness: 2d10 + 20 ⇒ (5, 2) + 20 = 27
Initiative: 2d10 + 20 ⇒ (8, 8) + 20 = 36
Agility: 2d10 + 20 ⇒ (3, 1) + 20 = 24
Dexterity: 2d10 + 20 ⇒ (5, 4) + 20 = 29
Intelligence: 2d10 + 20 ⇒ (1, 2) + 20 = 23
Willpower: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Fellowship: 2d10 + 20 ⇒ (2, 3) + 20 = 25
Rerolling and rearrangin

Weapon Skill: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Ballistic Skill: 2d10 + 20 ⇒ (9, 1) + 20 = 30
Strength: 2d10 + 20 ⇒ (10, 9) + 20 = 39
Toughness: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Initiative: 2d10 + 20 ⇒ (9, 7) + 20 = 36
Agility: 2d10 + 20 ⇒ (5, 5) + 20 = 30
Dexterity: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Intelligence: 2d10 + 20 ⇒ (3, 8) + 20 = 31
Willpower: 2d10 + 20 ⇒ (1, 4) + 20 = 25
Fellowship: 2d10 + 20 ⇒ (7, 9) + 20 = 36

Weapon Skill: 39
Initiative: 36
Fellowship: 36
Agility: 31
Dexterity: 31
Toughness: 31
Strength: 30
Intelligence: 30
Ballistic Skill: 29
Willpower: 25

Wounds: 11
Fate 4
Resilience 2
Movement 4

Motivation: Shining Star

Melee (Basic): 5 Advances
Gossip: 5 Advances
Lore (Reikland): 5 Advances
Charm: 3 Advances
Cool: 3 Advances
Language (Bretonnian): 3 Advances
Doomed
Suave(Savvy?)

Random Talents: 1d100 ⇒ 991d100 ⇒ 251d100 ⇒ 84
Warrior Born, Hardy, Sturdy

Okay, I've got some choices to finish up, but this certainly gives me some fun stuff to work with!

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I get that lots of characters would work, but (for example) should we assume that money/subistence adventuring will be a main motivation? Should we make characters that if presented with the foul taint of chaos will stand against it because if they don't no one will?

I'm less worried about the mechanics than making sure I create a character who's personality and drives mesh (or clash interestingly) with what's ahead. :-)

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Any sort of starting assumptions we should build towards to make sure we'll mesh well with the adventure you're planning on running?

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Oooh - flag me as interested too! I've already got the book, and I'd love to get it to the virtual table!

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Heads up: I'll be expanding on the crowd's response since it had to be significant collateral damage to take the extra option >:-)

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**Ktaaang!**

The skeleton manages to interpose its shield, once more warding off Rocky's mighty strike!

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -17 Protection from Evil, Divine Favor
Malvic Shield
Skellies Red -14
Nigel
Angela

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So an update on all of this:

DM Stalwart wrote:

The other Masks game I'm in just lost its GM. Plus Elsine's character there, and there's a good chance a couple of the other players are drifting away as well. Ultimately, there's three players for sure (myself, Cwethan, and Vrog Skyweaver), and we're all wondering what fate will befall that game.

If someone here wants to check it out with an eye for taking over the GMing job, you'll find an ever-shifting roster of characters and a lot of good teenaged angst and life or death superheroing. It's good stuff and I think we'd be excited if someone wanted to keep it alive. You'll find it here.

We've decided to keep the other campaign going with what we hope will be a fun experiment. We're going to run it without any single person as the GM. While for any given issue/scene there will be someone in the driver's seat, everyone will be encouraged to suggest curveballs and developments in the scene, or even just the resolution of moves.

If you're interested, the recruitment thread is here.

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D'oh! Farwynd

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If Shion's an oracle, then I'll go ahead and press on with Jaya Velorryan. I'll freely admit that I tend to be rather vague about alignments, but she'll be Good(ish), though not particularly nice. Probably she'll wind up somewhere in the Chaotic end of the spectrum, but more out of personal entitlement than any sort of revolutionary urges.

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