Name : Roadrage
Classification : soldier
Role: shock trooper
Allegiance : Unaligned/Autobot leanings
Background : A cold-forged Decepticon experiment intended to be a melee monster, roadrage was set loose in the pits of Kaon and forced to fight for her life. She grew accustomed to the lifestyle but detested her imprisonment; her cold-forged nature made her ill at ease on the best of days. After losing count of the twisted wreckage that used to be her opponents, she began to lose herself to the rush of battle. An Autobot raid gave her her chance at freedom, though she made no effort to discriminate between friend and foe in her escape.
She wandered the wastes of old battlefields for a time, scavenging old energon scraps where she could find them and avoiding Cybertronians for fear of being imprisoned again. Her solitude didn't last. What she thought was a good hiding spot was engulfed in battle between Autobot and Decepticon forces; she was caught in the middle and made no qualms of tearing apart any bot that got too close. It was only when blaster shots, blades and blunt force trauma began to take their toll that she experienced something besides battle: one cybertronian, white with red accents, approached her with an energon cube in his open palm and a repair kit in his other hand. His emblem was clearly not decepticon and for the first time, Roadrage sensed someone didn't mean her harm. He called himself Ratchet. A medic, no friend of the decepticons and no hunter of rogue cybertronians, he patched her up, offered her the energon sample and invited her to join the Autobots. She declined at first, having no interest in the war, but when Decepticon reinforcements arrived to clean up, she accompanied Ratchet to the nearest Autobot base. She has since warmed up the company of other Autobots somewhat, but still hasn't chosen to officially join their war effort.
Vehicle Mode(s): big wheeled Corvette
Vehicle Mode Image: Something like this but with a slightly more armored look and some big exhaust pipes, reminiscient of the ones Hot Rod uses for wrist blasters.
Robot Mode Image: Her build would be about as bulky as the average male her size. She'd probably have the wheels outside the knees and shoulders. There's a gash of torn metal on her shoulder where she carved out and removed the decepticon emblem placed on her at her creation. Though she allowed Ratchet to repair her arm's function, she demanded that the scarring be left visible to remind her of her origin and her choice.
Special abilities/Weapons/Fighting Style/Role on the team: Roadrage was created to be a shock trooper and trained in a gladiatorial arena, thus she's learned one skill above all else: how to get her hands on an opponent and reduce him to twisted metal. She shows an almost envious interest in other, less aggressive skills and finds mechanical work particularly engaging, but her origin leaves her sometimes clumsy, with poor spatial awareness, making her, at times, the proverbial bull in a china shop. This, combined with her lack of patience makes mastery of finer skills difficult; thus she often finds herself falling back on brute force even when she'd rather not. She was forged with brutal blunt mace heads in her arms and punishing close range blasters on her wrists.
Free ability: Energon converter
Variety is the spice of life. I enjoy trying new concepts and combinations, though I do obviously have a few favorite archetypes. I'm also flexible, so even if the rest of the group gets characters up first, I'm perfectly okay filling a spot, especially if it's something I haven't done before. I'll do some reading and see what inspiration strikes.
Given you're not asking for much background GM, how do you feel about character sheets on Myth-weavers? I can post an easy link to it in an alias; I just enjoy not having to copypasta a template while having everything where it should be on a real sheet.
Best part about feat taxes is that LOTS of builds suddenly become viable. Even builds that were thematically amazing but mechanically impossible become not only usable but completely reasonable.
Upon initial selections, I feel like my shaman will end up being a strong melee caster with good battlefield control, especially once I start getting spells and effects that create barriers and let me shape the encounter to our advantage. A little help from our ancestors now and again certainly won't hurt either.
Upon branching out my reading a bit more, I'm a bit taken by the idea of a Shaman of stone(speaker for the past.) Calling down divine might, communing with the ancestors, learning and preserving the history of those who tried and failed before us and turning the earth itself against the wretches who'd lay low our kinsmen--it just speaks to me here and now.
I honestly find the feat tax notions refreshing as hell. Feat taxes are a plague and should be designed out, full stop.
Automatic bonus progression is fun for almost the same reason, but it applies to your gear rather than feats. It allows you to get magic items that actually DO COOL THINGS rather than just keep you from missing every freaking roll and dying instantly. The combination of the two means that everyone is viable and everyone gets to pick feats and go for items they WANT instead of things they HAVE TO HAVE TO FUNCTION.
I haven't had much experience with either thing myself, but when you compare them to the vanilla rules, it's not hard to see how liberating they are.
I say double down and go for it. We'll have enough numbers and optimization to worry about with raising a settlement; getting rid of a few lines of bookkeeping and min-maxing can only serve to improve the flow in my opinion.
I feel like I'm thinking about the shaping of the fortr--errr, "settlement" as much if not more than I am about actual adventuring here, but I feel like a druid could make a REALLY good constructor with all the shape spells for wood, stone, etc.
Just think how fast you could raise a settlement with some wands of stone shape...
As much as I enjoy Dwarven RP, I'm also open to being the combo breaker, as it were. As far as roles and character types go, if you want an example of how diverse Dwarves can be, look no further than The Ruins of Arcadia. The recruitment probably involved 20 Dwarves or more; I never counted. There are Dwarves in here that I NEVER saw coming, so if you need inspiration, it's a gold mine.
Hmmm...not exactly I think. This is actually treating the card as a thrown weapon, dealing damage and specifically tacking a touch spell onto it. It also interacts directly with throwing Harrow cards specifically, as does the Harrower prestige class.
Nothing says I can't describe my other spells that way, though, which now that you mention it, I think I shall...
Hmmm, maybe I should just say "screw it" and buy an extra deck...or two. I'm sure we can find crafters to produce more; I don't think the Harrow deck itself is magical...
I've been doing a little revising to make the build a little less clunky since it seems really action-heavy; I don't like to be a spotlight hog (not often, anyway) and the Harrow means I'll already have some extra dice rolls filling up my posts...
They REALLY needed to do a design pass on this archetype to make it less tricky and more functional. For something that should be so simple, it's really technical, I'm realizing...here's hoping Pathfinder 2 makes it a little more intuitive!
@GM: Ahhhh, there we go. A good sense of current events always helps when inserting a character into the moment. Much appreciated.
Yeah, the conserving, called and returning special abilities all come with serious caveats, all of which make the archetype a bit stifling. It's kind of frustrating, given how important it is for a card caster to actually throw HARROW cards, which are a bit less replaceable than a regular card. Doubly so for the Harrower prestige class I'd like to aim for.
Would it be more reasonable to aim for some form of custom enchantment after the game begins, say by talking to our Dwarven crafter friend and paying the requisite costs and time requirements? I'm totally up for playing it out and making it part of the fun on the side.
In regard to the archetypes, the level 3 arcana is the only arguable sticking point, since the card caster replaces the level 3 and the other adds new optional arcana choices; the dancer doesn't actually REPLACE anything or take it away. The card caster limits arcane pool enhancements to ranged weapons(which I can only assume they MEAN to include throwing weapons which are the entire point of the archetype) but the pool is otherwise unaffected.
My thinking is that it seems okay because nothing is taken away by both classes, but your ruling's the one that matters.
Having never played Kingmaker I'm completely unfamiliar with the events of any of its books, leaving me to wonder if we have any more background info on why the Swordlords are bringing us in. I'm enjoying fleshing out this character (and should probably stop at some point, heh) but I'm curious as to what the Swordlords actually expect of us as they recruit us.
What's the situation directly before our rectuitment? Is there a reason we should know about that they would pick us and not the adventurers who supposedly improved the safety and trade routes of the stolen lands before us? Are they looking for something in particular or did they just go "Hey. you look like you're not a total greenhorn; wanna be lord of a noble house in the stolen lands?"
Any non-spoilery descriptors would undoubtedly help guide people to making better backgrounds. I feel like it's the one piece of the puzzle I most want to fit right.
A careful read of these three archetypes suggest they might be usable together, since none of the hexcrafter's hex choices or the dancer's extra arcana actually REPLACE any magus arcana and the card caster doesn't touch any altered features. Perhaps it's ambiguity of wording, but as far as I can see, the features seem to have overlaps that provide things without actually altering or removing overlapping features. Viability of the combination aside, would this almost mythical class be legal RAW?
The bladed scarf dancer is also known as a "Kapenia dancer" I believe. I simply use d20pfsrd.com as an easy web reference for more than just the core rulebook and it's referred to as bladed scarf dancer there; they're careful to respect the OGL like that. As for the Varisian cultural bent, many Varisians are travelers, several are caravaners and more than a few are gypsies by upbringing. It's not hard to imagine a 7th level character has done some traveling, run into a "traveling circus" or two and studied some cultures, especially if they have an Elf's lifespan and especially if they're trying to get away from a stuffy, overbearing parent and a lack of appreciation for their traditions.
As for the cards, the card caster archetype is from the Harrow Handbook. It grants the deadly dealer and arcane strike feats, which turn cards into dartlike weapons and give the power to temporarily enhance them as well as deliver touch spells through them. After some closer reading and a couple looks on the rules questions forum, It's a...somewhat technical archetype with tricky wording by RAW, I admit (and maybe a bit of shortsighted design with pitfalls that might not hold up forever) but damn is it stylish and I like to build for theme more than power, so I'm more than willing to put in the time to make it work. Plus it's a Harrow focused class; can you really get a bigger bundle of extra plothooks than the vagaries of chance, prophecy and fortune telling?
WAIT! THERE'S a possibility (GM fiat still required, but much less so!) The conserving magic weapon quality!
The only caveat is that it only works on projectile weapons, but it's otherwise perfect. I'd be more than happy to pay a premium for a modified version that works for a harrow deck, enchanted on a pouch or case or like a wrist sheath or something.
ALSO: It completely slipped my mind to check if you're okay with my archetype combo of card caster plus bladed scarf dancer. Once replaces my 3rd level arcana while the other gives new arcana options. My thinking is that's okay since they don't both actually replace the same feature, but you're the GM so I'd be a fool not to check BEFORE recruitment is over...
Yeeesh, actually now that I read a little more, this might be harder than it sounds if we go by RAW. Returning only returns the weapon before the start of your next turn and if you move, you can't even catch it. There's a "called" property which just teleports a weapon back, but it's a swift action and it's melee only. Doubt you'd let me teleport back all my thrown cards at once anyway, lol...
There's a blinkback belt which lets me hang weapons on it and they come back--wait. melee only. FFFFFFFFFFFFFF--
Wow. Paizo hates throwing weapons. Especially cards. So many rules questions on this archetype with no official answers...
What if I just got a harrow deck that replenishes lost cards by the day or something? That'd solve all the issues I think. Wonder if there's something that'll work for that...
So, ruling question for the GM: I'm bringing a Harrow deck and I want to enchant it with returning, so +1 returning=8000gp (yes I'm going to be throwing cards--I AM creating a card caster magus after all.) Magic item ruling is for 50 pieces of ammo though, not 54. Card caster's arcane pool can enhance the whole deck, but I'd rather spend the gold to get that crucial returning ability permanently.
Do I have the okay to just pay 8000 and call it a day or do you see that differently? Card caster has some...ambiguity with RAW/RAI, it seems...
I think I'll try to make something for this. On the topic of stat blocks and formatting, GM, how do you feel about people using myth-weavers.com to house our actual character sheet? It's easy to post a link to it and I can still include key stats in the posts via editing the "race" line.
I just like that it removes the need for copying and pasting templates, but if not, no big deal.
You have questions; that's...understandable:
How much experience do you have with Pathfinder rules?
Enough that I can build what I'm going for, make checks reliably, use abilities responsibly and help look up rules with a minimum of fuss if need be.
How much experience do you have with Roleplaying in general?
Are you familiar with PbP formatting and how to?
Have you ever played Reign of Winter before, even just a little? (please be truthful)
How many PbP games are you currently active in?
Will you be able to check the game at least daily or every other day to post? If not explain and we can work with you.
What type of characters do you like to play? Personality, Class, Themes!
Any additional information you would like to share.
I've been a PBPer for several years, albeit with a considerable break to allow me to finish college, get my life in order and deal with things. I wasn't proud of my choice to quit the boards cold turkey and I made more than a couple people very sad with my decision, but it had to be done. I couldn't keep failing at college.
I've only recently dived back in, realizing I kinda missed this. I have a serious case of alt-itis, as my profile page will likely attest; every level of alias from the blank and unfluffed to the not-quite-novella length backstory is there, with all sorts of fun concepts and builds to round them out. Yet there are still so many I haven't tried...
'bout me as a gamer:
I came to love PBP RP on the heels of my time in Champions Online, an MMO that, to be honest, is in a pretty sad state even now; it was with my supergroup, however, that I discovered a fascination with a different kind of RP I hadn't experienced before. I developed character personalities that previously had been naught but vapor into powerfully compelling personas (or at least, that was the impression I got from those around me.)
When it comes to gaming, I'm a connoisseur. There are far too many wonderful experiences out there to confine myself to one kind of game. I've quite literally grown up with the video game industry; I was born in '82 and got my first NES when I was about 6, so yeah. You could say games are a childhood companion of mine...and yes, I've played my share of RPG's. Some I'd gladly play once more, some I'll never touch again.
when and where?:
I live in southeast Texas right now, so central standard time for me. I'm in between jobs and moves at the moment, so my schedule is more free than it should be (peeps keep giving away my jobs right before I can close the freaking deal...) I'm hoping to fix that if I land a job in Colorado, but time will tell.
Why do I want to play THIS game?:
Well, as with anything I decide I want to do, it simply struck me. I don't always go by a set of qualifications or criteria to pick my interests; sometimes I see something that just jumps out at me the right way. It may be partly because I still lament the untimely demise of the last all-Dwarf game I was in and still want my shot; it could be just the way it was presented as analogous to a style of game that interests me (city-building, kingdom management, defense games, etc etc.) that just struck a chord somehow. I do know that your proposition of communal character building appeals to me. Making characters together does WONDERS for party cohesion and communication.
While I've never played Dwarf Fortress specifically, I have played similar games. Lately I've actually been playing a little indie title called Rise to Ruins; I'm told by DF players it's very similar, though INFINITELY easier to comprehend and perceive due to having actual rudimentary visuals and working tooltips.
That said, I think this will be quite a ride, one way or another. I've no idea what sort of Dwarf I want to play yet, since I have no desire to rebuild my other one for the game; I prefer to preserve her, just on the infinitesimal chance that the old GM decides to necro the campaign.
So, knowing what we know simply from the campaign tagline and your intro blurb, baking the idea a little more certainly wouldn't hurt, so perhaps we should brainstorm a bit.
The phrase "Dwarf Fortress" immediately raises a few images and concepts, so this begs the question @djdust: what do you envision here? A punishing resource management simulator, flavored for Pathfinder? A major background plot that evolves in tandem with our efforts to build our fortress, whose outcome depends on the sturdiness and preparedness of our motley clan? Aside from Dwarf Fortress itself, what are your inspirations for this campaign?
Bit of a flashback for me here...I once got into an all Dwarf campaign; "The Quest for Arcadia," it was called. Robert Brookes ran it; eight Dwarves, a wild range of impossibly diverse characters involved and even the recruitment itself was loads of fun. Sadly, Mr. Brookes' life took a turn and his time commitments shifted, bringing the glorious experience to an abrupt end.
Here's the campaign if you're interested in reading. Perhaps some inspiration can be gleaned. Don't let it humble you too much, though; I don't want people giving up just because they see a big pair of shoes to fill.
I wonder how doable it would be to have an autobot whose specialty is his diversity of vehicle forms. How many forms could a multichanger conceivably take, practicality notwithstanding? Do you have a hard limit on the number of forms?
Also: WTF this is actually happening. I need to get the movie soundtrack going, BRB.