Submission for my barbaian. Yala Stats & Gear:
Female angel-blooded aasimar (angelkin) unchained barbarian (invulnerable rager) 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 7, Pathfinder Unchained 8) CG Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 28 (2d12+4) Fort +5, Ref +2, Will +0 Defensive Abilities hard to kill; DR 1/—, 2/lethal -------------------- Offense -------------------- Speed 40 ft. Melee lucerne hammer +6 (1d12+6) or . . mwk cold iron greatsword +7 (2d6+6/19-20) or . . planson +6 (1d10+6) Ranged cold iron throwing axe +4 (1d6+4) or . . cold iron throwing axe +4 (1d6+4) or . . cold iron throwing axe +4 (1d6+4) Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer) Special Attacks rage (8 rounds/day), mythic power (5/day, surge +1d6), rage power (world serpent totem[UC]) Spell-Like Abilities (CL 2nd; concentration +3) . . 1/day—alter self -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 12 Base Atk +2; CMB +6; CMD 18 Feats Power Attack Traits exposed to awfulness, militia veteran (any town or village) Skills Acrobatics +6 (+10 to jump), Climb +7, Handle Animal +5, Intimidate +6, Knowledge (nature) +4, Linguistics +3, Perception +5, Profession (soldier) +6, Sense Motive +2, Survival +4, Swim +7 Languages Abyssal, Celestial, Common, Hallit SQ exalted resistance[ARG], fast movement, truespeaker[ARG] Combat Gear acid (3), holy water (5); Other Gear mwk chain shirt, cold iron throwing axe, cold iron throwing axe, cold iron throwing axe, lucerne hammer[APG], mwk cold iron greatsword, planson, belt pouch, blanket[APG], flint and steel, masterwork backpack[APG], pot, silk rope (100 ft.), soap, torch (3), trail rations (5), waterskin, 46 gp, 7 cp -------------------- Special Abilities -------------------- Damage Reduction (1/-) You have Damage Reduction against all attacks. Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage Darkvision (60 feet) You can see in the dark (black and white only). Exalted Resistance (7) You have spell resistance 7 vs. evil spells, or any spell cast by evil outsiders. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Truespeaker Learn two languages for each rank you put in Linguistics. World Serpent Totem +1 (Su) While raging, gain a +1 insight bonus to AC vs. outsiders and aberrations. Background:
Yala is born of "The People", one with "The People", but something of an oddity for her kind. Since we was born she had a different aura about her. Her mother and father, normal Kellids knew nothing of this but the town seer knew something was special about this girl. She grew fast and strong, stronger than many of the men. She was tough and fairly attractive. Overall, a superior specimen of her people. Some thought she was special and blessed, others thought she was cursed. Whatever the case was, they all accepted her for what she could do, for her bravery, strength and honor.
Growing up in the Worldwound was not an easy life, but this was her homeland, the homeland of her people so she had no interest of leaving it. When she was still a child her parents died in an attack from the Hunger that Moves. The thing almost killed her too, but with her parents sacrifice and a bit of luck, she survived. She spent years cursing the demons that unleashed such horrors on her home. That was until she was old enough to leave her town and join up with the Crusade. She trained with a group of crusaders who valued her strength and fortitude teaching her the ways of a proper soldier, even if she didn't always pay attention to their lectures. In the end Yala found herself in Kenabres and that is when everything changed. Appearance:
Yala is tall, close to 6 feet. She is sturdy, but athletic. Her hair is is jet black, except for the streaks of white and blue that she has had all her life. She has numerous tattoos and piercings. Aside from her hair the strangest feature of the woman is her complete heterochromia. Her left eye is an icy blue while her right is a vibrant violet. Time Zone: Eastern
Alright, here is my submission, a tiefling exploiter wizard. Backgrounds:
Kira always thought she was cursed. She never knew her parents. She doesn't know if they are alive or dead or ever even existed. All she knew was her life in servitude to the sczarni. For as long as she could remember she was a member of the sczarni gang called the Creepers, often regarded as the most vile of all the sczarni gangs in Magnimar. She grew up as a drug runner and was one of their most skilled liars, due to her tainted infernal blood. It wasn't until her teen years that she started to rebel against the organization she called home. She knew there had to be so much more to life than this. She was smart, much smarter than most of the other gang. She could pick up languages quickly and she knew there had to be something better out there. It was hard though, between the fact that she was an orphan and, even worse, her tainted blood she didn't know if she would ever escape the life of a sczarni. However, as fate would have it, there was a way out, just one she had never considered. A good friend of hers, Natalya Vancaskerkin, from a rival sczarni gang told her about this group in Magnimar called the Pathfinder Society. Natalya apparently did some work for them and they paid really well. She suggested Kira check it out, maybe she could earn enough money to start a new life of her own. The very next day, at the first opportunity, Kira snuck away to go see what this Pathfinder Society was all about. That was the day her life finally changed. She lied her way into the lodge and that is when she ran into Lady Heidmarch. Sheila was not so easily decieved but she saw something in the young girl and decided rather than punish her she would take the young girl under her wing. Instead of just giving Kira work, Sheila offered to take the poor girl in and train her to be a Pathfinder. Over the next two years Kira grew from a puny street urchin, sczarni drug runner into a fledgling wizard woman. After her training she was inducted into the Pathfinder Society and with her recent initiation she is looking forward to working with her supporter and friend Sheila Heidmarch on her very first mission. Description:
Kira is 18 and stands at 5' 6". She is scrawny but fit, with auburn hair that flows down just past her shoulders. Her eyes are stark white and she has a small set of horns protruding from her forhead. Her skin has a reddish hue to it but almost appears normal aside from the fine scales that cover her skin, and a strong tail, nearly as long as she is tall hangs from her backside. Suffice it to say, all of these things combined makes her a bit unnerving to look at.
Build:
Haven't purchased equipment yet but the rest of the build is there. Pretty standard exploiter wizard. I took additional traits mainly to make her background make a little more sense, but in further levels will focus on being the font of knowledge, probably take on some crafting and be there to support the group with versatile spellcasting. Kira
Misc.: To note, I am a pretty active poster on weekdays. If you needed someone that can gurantee pretty high activity most of the year (summer and x-mas/thanksgving are my slow times) then I could look at putting together a skill monkey as well. Just with so many already proposing that, I wanted to put out something else I thought would be needed.
GM: Just wanted to make sure you saw my updated character and there weren't any issues you had seen. LINK for quick reference Thanks! :)
@GM:
Did some tweaks and took a second look after your review. Updated Lenna to add a fighter level and AA level and remove two Wizard levels, in my mind gave her more of a focus on her fighter side and the wizardly schooling is a much more recent thing for her, but was always an passion and interest for her. Will put the updated character sheet in a spoiler below. To note here are my skill ranks: Acrobatics: 7
Spellbook is as follows, majority purchased, assuming in a city like Korvosa it wouldn't be difficult to rent a spellbook to copy spells: Free:
Purchased:
To note, since we can't craft during character creation, saving some money to use to craft scrolls at some point later. I think this build significantly improves survive-ability. Stats: Lenna Female elf arcane archer 2/fighter (weapon master) 5/evoker (admixture[APG]) 2 (Pathfinder RPG Advanced Player's Guide 109, 143) CG Medium humanoid (elf) Init +9; Senses low-light vision; Perception +16 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural) hp 68 (9 HD; 2d6+7d10+14) Fort +7, Ref +8, Will +6; +2 vs. enchantments, +1 bonus vs. effects targetting a Longbow held by you Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee mwk dagger +11/+6 (1d4+2/19-20) or . . mwk machete +11/+6 (1d6+2/19-20) Ranged +1 adaptive composite longbow +16/+11 (1d8+4/×3) Special Attacks enhance arrows (magic), imbue arrow, intense spells (+1 damage), reliable strike, weapon training Evoker Spells Prepared (CL 5th; concentration +11) . . 2nd—flurry of snowballs (DC 18), flurry of snowballs (DC 18), glitterdust (DC 18), invisibility . . 1st—burning hands (DC 17), gravity bow[APG] (3), vanish[APG] (DC 17) . . 0 (at will)—acid splash, detect magic, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 14, Dex 20, Con 12, Int 22, Wis 10, Cha 8 Base Atk +8; CMB +10; CMD 26 Feats Alertness, Arcane Armor Mastery, Arcane Armor Training, Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow) Traits all alone, magical knack Skills Acrobatics +15, Appraise +18, Climb +6, Escape Artist +9, Fly +9, Handle Animal +3, Intimidate +4, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +18, Perception +16, Ride +9, Sense Motive +2, Spellcraft +18 (+20 to identify magic item properties), Stealth +9, Survival +4, Swim +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon, Varisian SQ arcane bond (Arcane Familiar, greensting scorpion), elven magic, versatile evocation, weapon guard Combat Gear blunt arrows[APG] (50), cold iron durable arrow (50), durable arrow (50), durable arrow (50), silver durable arrow (50), acid (10), alchemist's fire (10); Other Gear +1 comfort glamered mithral kikko armor[UC], +1 adaptive composite longbow (+8 Str), mwk dagger, mwk machete, amulet of natural armor +1, belt of physical might +2 (Str, Dex), cloak of resistance +1, efficient quiver, handy haversack, headband of vast intelligence +2, ring of protection +1, bedroll, belt pouch, climber's kit, courtier's outfit, everburning torch, flint and steel, ink, inkpen, jewelry[UE], mess kit[UE], mirror, pot, silk rope (100 ft.), soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,429 gp, 1 sp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor. Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manyshot You can shoot two arrows as the first attack of a full attack action. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Reliable Strike: Longbow (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Weapon Guard +1: Longbow (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon. Weapon Training +1: Longbow (Ex) +1 to hit and damage with your chosen weapon.
Built out my arcane archer in the spoiler below: Lenna: Lenna Female elf arcane archer 1/fighter (archer) 4/evoker (admixture[APG]) 4 (Pathfinder RPG Advanced Player's Guide 104, 143) CG Medium humanoid (elf) Init +8; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 60 (9 HD; 4d6+5d10+10) Fort +7, Ref +9, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Ranged +1 adaptive composite longbow +15/+10 (1d8+3/×3) Special Attacks enhance arrows (magic), intense spells (+2 damage) Evoker Spells Prepared (CL 6th; concentration +11) . . 2nd—flurry of snowballs (DC 17), invisibility, knock, scorching ray . . 1st—burning hands (DC 16), gravity bow[APG] (5) . . 0 (at will)—acid splash, detect magic, light, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 14, Dex 22, Con 12, Int 20, Wis 10, Cha 8 Base Atk +7; CMB +9; CMD 25 Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Reckless Aim, Run, Scribe Scroll, Weapon Focus (longbow) Traits all alone, magical knack Skills Acrobatics +4 (+8 to jump with a running start, +0 to jump), Appraise +9, Climb +8, Fly +7, Handle Animal +3, Intimidate +4, Knowledge (arcana) +17, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +11, Perception +13, Ride +7, Spellcraft +17 (+19 to identify magic item properties), Stealth +15, Survival +4, Swim +3; Racial Modifiers +2 Spellcraft to identify magic item properties Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Goblin, Infernal, Sylvan, Undercommon SQ arcane bond (amulet of natural armor +2), elven magic, trick shot (trick shot: disarm[APG]), versatile evocation Combat Gear cold iron durable arrow (50), durable arrow (50), durable arrow (50), silversheen durable arrow (50), wand of mage armor (50 charges), acid (5), alchemist's fire (5), holy water (5); Other Gear +1 adaptive composite longbow (+6 Str), amulet of natural armor +2, belt of incredible dexterity +4, efficient quiver, handy haversack, pale blue rhomboid ioun stone, bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 3,996 gp, 9 sp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Bond (Amulet of natural armor +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Clustered Shots Total damage from full-round ranged attacks before applying DR Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus. Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manyshot You can shoot two arrows as the first attack of a full attack action. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee. Prerequisites: Point-Blank Shot, Precise Shot. Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Dropping a dot for interest. Working on putting together an elf fighter/wizard/arcane archer. Looking at having a link to Alistair's character through his twin sister. Depending on his thoughts either as a lover or a really close friend, in either case, her feelings for Alicia may start to bleed over toward Alistair. Almost finished with the build just working out feats.
I've only ever gotten to the end of Book 2 so interested in throwing my hat in the ring here. Going for something a bit more flavorful with a gnome sorcerer/wizard/tattooed mystic. Will get to 9th level spells but not until right at level 20. Haven't completely finished up but here are the close to finished bones: Statblock:
Amolenna Bonnet Female gnome sorcerer (crossblooded, seeker) 1/tattooed mystic 3/wizard (exploiter wizard) 4 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Ultimate Magic 69) CN Small humanoid (gnome) Init +8; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 50 (8d6+16) Fort +4, Ref +4, Will +6; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Special Attacks arcane reservoir (2/7), hatred Spell-Like Abilities (CL 8th; concentration +10) . . 3/day—daze (DC 15) . . 1/day—arcane mark, comprehend languages, message, read magic Bloodline Spell-Like Abilities (CL 1st; concentration +3) . . 5/day—laughing touch Sorcerer (Crossblooded, Seeker) Spells Known (CL 1st; concentration +3) . . 1st (4/day)—celestial healing . . 0 (at will)—detect magic, prestidigitation, read magic . . Bloodline Fey, Serpentine Wizard (Exploiter Wizard) Spells Prepared (CL 6th; concentration +10) . . 3rd—deep slumber (2, DC 20), hold person (DC 20) . . 2nd—hideous laughter (2, DC 19), invisibility (2) . . 1st—charm person (2, DC 16), crafter's fortune[APG] (DC 15), grease . . 0 (at will)—acid splash, dancing lights, disrupt undead, ghost sound (DC 14) -------------------- Statistics -------------------- Str 7, Dex 14, Con 14, Int 18, Wis 10, Cha 15 Base Atk +3; CMB +0; CMD 12 Feats Improved Initiative, Inscribe Magical Tattoo, Scribe Scroll, Spell Focus (enchantment), Tattoo Attunement, Varisian Tattoo[ISWG] Traits excitable, scholar of the ancients Skills Acrobatics +2 (-2 to jump), Appraise +8, Bluff +9, Craft (tattoo) +15, Diplomacy +6, Disable Device +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +11, Perception +11, Sense Motive +4, Spellcraft +15, Use Magic Device +6; Racial Modifiers +2 Craft (tattoo), +2 Perception Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Sylvan, Thassilonian SQ bloodline arcana (+2 DC for compulsion spells), familiar tattoo, magical linguist[APG], mystic tattoo (twisting script), trapfinding +1 Other Gear wizard starting spellbook, 28,000 gp -------------------- Special Abilities -------------------- Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach. Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Tattoo (Su) Gains a familiar that can transform itself into a tattoo that is carried in your flesh. Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids. Inscribe Magical Tattoo You can craft magical tattoos. Laughing Touch (5/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells. Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO). Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Tattoo Attunement Standard action, summoned creature touched turns into tattoo. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Twisting Script (30 ft) (Su) Creatures within 30 ft are affected by all language-dependent enchantment spells Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level. Brief background:
Amolenna, or Lenna for short, had innate magical talents, like most gnomes but she could never foster them past the most basic of spells. So instead she turned her attention to studying the arcane. Being from Varisia she naturally turned to the arts there and fell in love with the artistry of the Varisian tattoo. Of course, anyone studying magic in Varisia with any seriousness eventually turns their attention toward Thassilon and the magic that empire once wielded and so to did it draw Lenna's eye. Don't mind adjusting some if there is a preference for level 9 spells sooner, was just thinking of a perky, flirtatious, semi-goth, gnome enchanter with lots of tattoos. Figure it would likely get interesting with all the other small folk already in the group!
Was in an SA game that fizzled out. Put together a new character to submit here. Introducing my swashbuckler Mizuko for consideration. Stats:
Mizuko Tagashi Female human (Tian-Min) fighter (lore warden) 1/swashbuckler 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +5; Senses Perception +3 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield) hp 18 (2d10+2) Fort +3, Ref +6, Will -1 (+4 vs. charm and compulsion) -------------------- Offense -------------------- Speed 30 ft. Melee katana +6 (1d8+3/18-20) Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3) -------------------- Statistics -------------------- Str 10, Dex 17, Con 12, Int 10, Wis 8, Cha 16 Base Atk +2; CMB +2; CMD 15 Feats Exotic Weapon Proficiency (katana), Slashing Grace[ACG], Weapon Focus (katana) Traits bandit (river kingdoms), irrepressible, twitchy Skills Acrobatics +6, Bluff +7, Climb +3, Diplomacy +7, Intimidate +7, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Linguistics +4, Perception +3, Profession (sailor) +3, Sense Motive +3, Sleight of Hand +6, Stealth +7, Swim +3 Languages Common, Elven, Minkaian, Tien SQ swashbuckler finesse Other Gear lamellar cuirass[UC], buckler, katana[UC], belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, torch (3), trail rations (2), waterskin, 26 gp, 4 sp, 7 cp -------------------- Special Abilities -------------------- Deeds Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Slashing Grace (Katana) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam. Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs. Personality:
Unlike what many view as the common Tien traits of being quiet, polite and meek, Mizuko is fun loving, boisterous and sometimes a little hyper. Her hyperness is especially evident whenever she is scared as she tries to compensate for her fear by staying busy and trying to find a way out. Description:
Mizuko has a slender but athletic build. She is 5'6" with jet black hair that is shoulder length, and jade green eyes. Memories:
1) Mizuko is aboard a ship, she is kneeling down in front of a small shrine where a katana rests. The room is stately and the waves are calm. Bowing her head for a long time she eventually sits up right and takes the katana, unsheathing it to look at the blade. After a moment she sheathes the blade and stands, taking it with her. 2) On a ship again, this time in cramped quarters the rough waters tossing her back and forth. It must be a storm as she hears thunder and feels panic and helplessness which seem to be new feelings for her. 3) Older now, Mizuko looks out from a higher vantage point over a land with several rivers. She must be on a ship again, moving as the wind blows through her hair. She feels happy but also uneasy like something is weighing on her. 4) At a tavern, she is standing on the bar doing a horrible job at singing, but having a grand time of it none the less. The world is hazy, she has had too much to drink, but the energy is high and she is having the time of her life. 5) Mizuko is fighting, wielding the katana in one hand skillfully, fighting against a man in nice clothing. To the mans surprise she switches from her slashing motions to stab him through the chest. The man grasps at the wound before falling the the floor.
Triggers: Nothing really. Anything going too deep into the territory of sex scenes prefer to 'fade to black'
Male Techie 10 / Gamer 14 / Family Man 11
@CampingCarl Yeah often times I build out the crunch before I hammer out the fluff too. Also, as a side note, I'm sure you all have seen but in case you haven't... Kingmaker Hardcover
Male Techie 10 / Gamer 14 / Family Man 11
So, maybe first steps we should see who all even wants to mess with all the bookkeeping aspects and then we can work out how many kingdoms we will have and go from there? I mean, I suppose it could change around based on how the expedited RP plays out, but it might help people plan their characters. I would assume if two or more people were in one kingdom because one or more people didn't want to mess with the bookkeeping aspect, only the one that was planning to be the ruler would actually need to take the leadership feat? I don't have an issue with bookkeeping so I will start to plan for a ruler character. So probably Paladin/Oracle/Bard/Sorc/Summoner, likely leaning toward either Bard or Summoner since those are two I haven't actually played before.
Male Techie 10 / Gamer 14 / Family Man 11
Hehe, a similar thought actually also came to my mind as well, so I don't have a problem with it. I've been wanting to run through the CRPG with a LE character so funny you were thinking of it here. The big thing I think, assuming the GM is ok with it, we would just need to work out the group dynamics so that it made sense we all worked / continue to work with each other. I don't have a specific character concept in mind just yet, though I have a few ideas floating around that I am trying to decide on. Currently leaning toward either a racial focused town (ie all dwarves or elves or something) or a religious focused town, what I decide from there would narrow down my character build.
Male Techie 10 / Gamer 14 / Family Man 11
Also, I went ahead and created a separate channel in my Discord server if anyone needs/wants to chat there. People who are already part of the Shattered Star group have already been given permission. Anyone else, if you want to join HERE is the link to join.
Male Techie 10 / Gamer 14 / Family Man 11
Another thought occurred to me, with the kingdom building aspect, if I'm not mistaken that can be a bit of bookkeeping. Since not everyone enjoys that it may be worth forming groups of kingdoms, at least pairing a bookkeeper with someone who doesn't enjoy bookkeeping. Just a thought in case it helps since, from what I have seen, that is one area where things can get bogged down in normal Kingmaker games.
Male Techie 10 / Gamer 14 / Family Man 11
Dotting in. So one question I have, if we are supposed to be a cohesive team would it be worth slugging through the first two books instead of skipping them? I know the first book (kind of) but not sure what all went down in the second, but I've played through the CRPG. Don't know how you would feel about starting out earlier in the process but I think it would add a lot more depth to the characters and stories, even if we fast tracked it (ie skip a lot of the hex exploration aspect and just have us go from one major event to the next or something similar) If not, maybe you can provide a highlight of the key stuff we would have gone through so that we can work that into our characters backgrounds and figure out, how as a team, we would have dealt with it.
GM: Just to note, if there aren't any other players with the Close Ally trait I would essentially adjust Stryn's background as follows:
Styrn found his way to Roderic's Cove. Knowing established towns generally weren't big fans of goblins he did his best to maintain a low profile. He found an abandoned building to squat in and would sneak out at night to steal food to survive, never taking more than just what was needed. He didn't want people getting wise that things were missing and start looking for him. During the day he would go down to the dock and help out where he could while disguising himself as much as possible, trying to offset the bad he was doing stealing. It's not that the stealing really bothered him, but it was his promise to be good to Jess that always nagged at him. Luckily most of the dock workers were too busy with their own concerns or too drunk to notice his disguise. However, Stryn was hopeful for change. He stole for the pirates because he was forced to, now he steals for himself to survive, he hopes one day he won't have to steal at all and can find his place in Roderic's Cove.
@GM Roleplaying challenges are always fun :D. See below details for Stryn recently ex-Pirate, friend of a "Hero of Sandpoint" and ex-Thistletop tribe goblin. To note, I was planning to go the Close Ally with someone else specifically for the reason you noted. However, if there wasn't another Close Ally to work with and expand my background then I would likely go with the Scion of Legend trait. Stats:
Stryn
Male goblin unchained rogue (scout, underground chemist) 1 (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder Unchained 20) CN Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 10 (1d8+2) Fort +1, Ref +5, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee rapier +4 (1d4-1/18-20) Ranged light crossbow +4 (1d6/19-20) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 9, Dex 17, Con 12, Int 16, Wis 12, Cha 10 Base Atk +0; CMB -2; CMD 11 Feats Combat Reflexes, Weapon Finesse Traits clever wordplay, close allies, goblin pirate (shackles) Skills Acrobatics +4 (+0 to jump), Appraise +7, Bluff +7, Craft (alchemy) +7, Disable Device +5, Disguise +4, Perception +5, Perform (dance) +4, Profession (sailor) +6, Ride +4, Sense Motive +5, Sleight of Hand +4, Stealth +12, Swim +1; Racial Modifiers +4 Ride, +4 Stealth Languages Common, Draconic, Gnome, Goblin SQ trapfinding +1 Combat Gear acid (3), alchemist's fire (2), caltrops; Other Gear hide shirt, crossbow bolts (30), light crossbow, rapier, bandolier[UE], belt pouch, chalk (10), flint and steel, glass cutter[UE], glue paper[UE] (5), masterwork backpack[APG], mirror, piton (3), silk rope (50 ft.), thieves' tools, trail rations (5), waterskin, 52 gp, 7 sp, 1 cp -------------------- Special Abilities -------------------- Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darkvision (60 feet) You can see in the dark (black and white only). Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Progression Plans:
Plan to take mostly rogue but will likely dip two levels of Fighter (Lore Warden), then possibly prestige a couple levels of Shadowdancer. Background:
Stryn was a pretty normal goblin, he was a bit smarter than most of his kind but was pretty weak so fell in line with the others behind their chief, Warchief Ripnugget. When Gogmurt decided to distance himself from the chief Stryn decided it was smart to do the same. Luckily when the longshanks attacked they had already spoken with Gogmurt who begged for their mercy, when the heroes offered them the opportunity Stryn knew they were outmatched and happily surrendered. A lot of his kin were not so smart and were slaughtered in the process including chief Ripnugget.
When Jess, allowed Stryn to go free he promised to be good and not bother Sandpoint again. Jess picked up on Stryn's intelligence and offered to take him in and teach him some things, so he could be good. Jess had a goblin friend who had helped them defend Sandpoint during the first raid and even though that goblin disappeared never to be heard from again, Jess knew that not all goblins were bad and if they were smart enough could be taught to be contributing member of society. They were good friends for a time. Jess was an alchemist, an avid reader and loved researching ancient Thassalonian things. Stryn helped Jess with some of her alchemical endeavors often mixing ingredients and following her instructions to help create simple items. Jess had a knack for languages and taught Stryn how to read, while helping him overcome his racial fear of books. She also taught him how to dance because Jess would love to have dance parties anytime she found out some new piece of information about Thassalon. He even started to enjoy helping her with her research and trying to find out new pieces of information and lore. It was all great until Jess had to leave after the giants tried to attack Sandpoint. She was gone for so long that Stryn eventually had to find something else to do with himself. Even though he was somewhat accepted in Sandpoint eventually he ran afoul of a group of Sczarni who noticed his skills for being stealthy and knew goblins were naturally good at stealing things. Since he no longer had his "Hero" around they press ganged him into the service of a Sczarni pirate captain. He spent the next several years pirating. The Sczarni were right about the goblin, he was smart, stealthy and with some training proved to be a very capable member of the crew. While Stryn was good at the work he did, he always regretted it because of the promise he had made to Jess. One day on a routine supply run from Riddleport to Roderic's Cove their ship was set upon by a rival band of pirates. The Sczarni pirate captain had done a grave injustice to the other captain which is what provoked the attack. The Sczarni ship was torn to ribbons and Stryn barely got away with his life. Luckily, over the years he learned to swim decently and managed to get to shore. With his ship and crew gone, as far as he knew, he thought he could finally be done with his life of pirating and live up to the promise he made Jess all those years ago. He made his way to Roderic's Cove, the nearest town from the battle. On his way he ran across (ALLY X) in a bad spot. Stryn helped (ALLY X) out of the pickle they were in and the two became fast friends. While Stryn was new to town and the normal goblin biases were solid in people's minds at least his friend (ALLY X) could vouch for him and that let him start a new life in town. He has been there for the last few months working on changing people's perception of him and doing side jobs on the docks, putting his experience as a sailor to good use. However, it had all gotten a little dull and he was starting to get antsy for some new adventure. After having a 'Hero of Sandpoint' teach him things, then his chaotic life as a pirate, settling down in a port town started to feel a little too dull for him. Appearance/Personality:
Stryn is a short, even for goblin standards, slightly pudgy goblin. Unlike most goblins that must scrape by to survive Stryn is pretty well off and it shows in his overeating. When he is covered up with his cloak is short, pudgy stature almost makes him look like a halfling instead of a goblin, which he uses to his advantage. He is a pretty care free guy. He enjoys dancing when he gets the chance and enjoys making friends, though he's not always that great at it. Stryn stands at just two and a half feet tall and weighs about forty pounds. Sihdeon Hero:
Jessalissa 'Jess' Maynet, Female Gnome, Alchemist. This is a character I am currently playing in a Rise game that is still early on, but I know the AP so abstracted some of the details to account for her seeing it all the way through. Timezone: Eastern. Normal posting is Mon-Fri about 7am-2pm, possibly a late-night post. Then usually at least once on the weekends.
Reading through the players guide brought up a question about the idea I was toying with. Was thinking of making a goblin rogue/fighter, survivor of Rise of the Runelords. He was spared by his Sihedron Hero. Now after several years of poor choices and bad circumstances that lead to him pirating he is hiding out in Roderic's Cove and being a helpful member of society. However, the players guide mentioned there could be issues with a goblin PC so wanted to see if that would be a problem or not. I could always adjust the race and backstory I am working on but the goblin idea really stuck with me for this one.
Strength: 1d10 + 7 ⇒ (2) + 7 = 9
Adjust those 9's up to 10s for 25 pt buy. Looking at a Human Synergist Witch with the Consorting with the Dark Powers trait. More details to come.
Not familiar with Ironfang past the Player's Guide, but sounds really intriguing so I would like to submit a character for consideration. Party Role: Jillian is a soldier, as such she will be a front liner in combat. Out of combat she will be a party diplomat and a bit of a moral compass. Concept: Jillian was born to a family of devout worshipers of Erastil. At a young age they took her to a regional cleric of Erastil who took her on as his ward and trained the young girl. After receiving a vision from Old Deadeye himself, she joined the ranks of Paladin. Following the tenants of Erastil and focusing on family and community Jillian eventually joined up to fight against the threats that faced the community she held so dear. She spent awhile as a soldier until recently returning to her family and community. I've intentionally left things a bit vague, but essentially I figured either her family proper or maybe a sister/brother/uncle etc lives in Phaendar and that is why she has returned there on her extended sabbatical from the fighting. I'm also open to either fighting on the fronts of the crusades in Lastwall or the war-torn front with Molthune. Happy to flesh out more with guidance on appropriate potential NPC links or story elements related to the AP. Love to try and tie things in closely with the AP to provide for a better story, but as noted I don't have any past experience with the AP so open to some collaboration with you on that front. Experience: I've been playing RPGs for years and specifically Pathfinder since D&D branched off into 4E. I've been GMing/playing PbP for several years and I currently play in 3 slow moving games and GM 5 others here on the boards so I'm pretty active.
RP Example:
Quick note, decided to change his name from Grimmil to Jagray just so I can use an old unused alias.
Jagray sat in the corner of the tavern nursing his ail as he kept an eye on the door. The place was quiet and smelled of mildew, but that wasn’t surprising since the wretched place was on the far outskirts of Lepidstadt. The owner of the place wasn’t overly excited to have an unknown visitor, so the only company he had was his own thoughts. He shook his head as he thought ”Been waitin’ in this dump fer days now. I hope those wretches I had ta put a beatin’ on for the information they gave weren’t lyin’ ta me…” His latest lead in his search for the occult brought him here. From rumors he forcibly obtained from others, this was a common meeting spot for members of some secret cult. Just as he was about to turn in for the night two men walked into the tavern. Jagray tilted his head and the brim of his hat down to cover his face just enough so he could barely see what was going on. The two humans didn’t pay him much mind and went over to speak with the owner. Jagray could barely over hear them mention that more were coming, and they had arrived early. Letting out a sigh Jagray stood, picked up his mug and downed the contents before walking over to the bar where the owner and the unknown humans waited. Catching a glimpse of a small tattoo on one of the mans wrists Jagray knew these were the men he had been waiting for. Letting out a loud belch he strolled right up to one of the men and with a slight jump, clocked him on the head with the mug. The man crumpled to the floor unconscious. Jagray smirked as he promptly popped a dagger into his hand from his wrist sheath holding it to the other mans genitals "Best ya don'na move laddie, less ya na plannin' ta ever have another night with a lass." The man put his hands up in surrender and Jagray motioned him along outside at the point of his dagger, flipping the owner a few coins for the trouble. After a few minutes and a couple puncture marks later the man told Jagray everything he needed to know. One of the lead members of the cult worked out of some asylum. Having gotten what he came for Jagray knocked the man's feet out from under him and as he fell to his knees he slipped the dagger into the mans chest "Ya won't be spreadin' yer fear and darkness any longer. More importantly, ya won't be lettin' any of yer friends know I'm commin' fer 'em." Wiping the blade clean on the mans shirt Jagray had his next lead and headed off to continue his pursuit of squelching the nightmares that plagued him and so many others. Quick question for you on your thoughts with alignment. So obviously inquisitor needs to be within one step of their deity. I really like the thought of him being an inquisitor of Desna and wanting to hunt down the darkness and things that feast on nightmares. All of this to cleanse the taint they present to Desna's sphere of influence on dreams. However, I see him much more of a lawful neutral - follow his own code, based on his interpretation of of his faith, and he is willing to do what needs to be done to see it through. Just wanted to get your thoughts on if that one step restriction could be overruled. If not, I can adjust accordingly but thought I would get your input.
For Grimmil, I was actually torn between going to melee or ranged. I could easily go the ranged route instead, the only difference would be I would likely dip into Monk or potentially ranger, and potentially change the race around. I will work up an alternate as a ranged build (same base concept/background with some variations) and post it tomorrow.
Want to throw in Grimmil Haferstoff - Dwarf Inquisitor, before the cutoff tomorrow. Still finalizing some things on him but here are the broad strokes. Grimmil Background:
As noted still fleshing this out some but wanted to get the basics down. Grimmil is your classic old grumpy dwarf, but for good reason. For much of his youth he was haunted by horrible nightmares. Nightmares of cataclysm and creatures that lurked in the darkest of dark places. He sought the aid of the clans local cleric of Torag but no matter what they tried nothing seemed to help. Finally Grimmil left his clan and the darkness of their underground home in search of a cure. In his travels he came across a caravan of Varisian Harrow-Tellers. Ready to try anything he sat down with one of the old woman who gave him his fortune, a dark fortune telling of mysterious beings on the fringe of reality and the their twisting horrors and somehow Grimmil was involved. Grimmil didn't give much faith to her words but that night instead of his chaotic and terrible dreams, he dreamed of a fair elven maiden, with brilliant wings like a butterfly. She came to him and pulled him from the darkness and the horror of his nightmares to a starry place of peace. The elven maiden whispered to Grimmil "Fight the nightmares, so that we might spread the dreams of prosperity." Then in an instant she disappeared in a flash of moon light. Grimmil awoke in the back of one of the gypsy carts, finding it to be nearly three days later. He felt refreshed and rested for the first time in as long as he could remember. The same woman that provided his fortune was driving the cart he had been resting in. When they stopped the woman explained that the Tender of Dreams has a purpose for him. She didn't know what he saw or what he should do but he should follow the wisdom of the goddess. Ever since, Grimmil rarely has his nightmares and when he does he often findings meaning or guidance in them. He turned his life to the servitude of Desna seeking out the horrors and corruption of dreams to put an end to them. Concept/Plans:
The idea behind Grimmil is the purifier of nightmarish things. In service to Desna he seeks out the occult and the horrors of the night to purify them and their hold on the nightmares they manifest. Primarily a front liner, two-handed build. Not a tank, but will be up there able to take a hit and to also give one. Plan to go pretty much pure inquisitor. May dip into fighter but undecided on that for now. Will work on an RP Example tonight/tomorrow.
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