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Surely then your 1st level bloodline power is Arcane Bolt, and is replaced by "Familiar Tattoo".


See the link in the post above for the 512 pages of awesomeness that is the "Revised, Expanded, Updated" edition.


I use notepad++ for all my characters, it autosaves every 7 seconds, so even if my PC has a touch of delirium and shuts itself down, of if I have a mental stutter myself and close it, I lose very little.


Actually the pirate and the droid are both me, I was only intending playing one of them, I just got a bit indecisive.

That said, if we do end up short on players I don't mind playing both

NB: The core rules are here I didn't both checking against each other, but I think this version is just expanded more than revised.


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You could even have progression, have each player play a family line, while the characters change, they "inherit" the same stats as the previous member (maybe an alloted number of changes to give some variation).

Or if everyone's keen on making new characters every "Age", then rebuilding each time is fine too.

It also means you could have generational magic items, A simple spear infused with magic in the time before history began becomes a legendary weapon passed down through the ages.


And since I still half-fancied playing a droid, I decided to see what I could come up with:

Beefy:

R5-B3 (Arfive Beefy)
Class 2 Droid

Size 1m
Move 5

Dexterity 1D
Melee Combat (rotary saw) 2D

Knowledge 2D
Planetary Systems 3D

Mechanical 3D
Astrogation 4D
Communications 4D
Sensors (space) 4D
Starfighter Piloting 4D
Space Transports 5D

Perception 2D
Forgery (Security Codes) 3D

Strength 1D

Technical 3D
Computer Programming/repair 5D
Space Transport Repair 5D
Stafighter Repair 4D
Droid Repair 4D

Standard Equipment
3x Wheeled Legs (1 retractable)
Retractable heavy grasper arm (+1D to lifting - max 2D)
Retractable fine worker arm
Small circular saw (4D damage; 0.3m range)
Acoustic Signaler
Holographic Projector/Recorder
Fire Extinguisher

Additional Equipment Requests
Internal Commlink (100)
SCOMP-Link (800)
Magnetic Feet (185)
Courier Compartment (200)
Repulsorlift: Move 2 (400)

Background
Despite his flaws, when the Rebel Alliance acquired him from an Imperial Confiscated Goods dump, they pressed him into service, and were pleased to find that some previous owner had actually updated the inferior model droid to Astromech capability.
His Previous Owner was Malar Quinn, a hacker who used Beefy as a sort of personal assistant, neglecting his starship functions, until he was caught by Imperial authorities and impounded, pending further investigation.
Before Malar was Hafoudi, a Duros spacer, who kept him as a hobby project, trying to make him into a competant Astromech unit, before he finally managed to acquire the superior R2 unit and sold him off.
Beefy's first owner was Aliqua Xil, manager of the "Exxers" a band operating mostly in Hut space. He bought the droid to assist with maintaining the band's Transport and as a bonus to work to record performances in places where more professional equipment could be setup. Beefy remembers this time with fondness, and still keeps holo-clips of the band in his memory.
Beefy has a sense that he had other owners before this, but was subjected to the brutal practice of a memory wipe.

Appearance
At one point, "Beefy" had a gloss-black paintjob, however little is evident of it any more, panels have been replaced and paintwork burned or chipped off, he looks very much like a beaten up junk droid, the likes of which jawa's might pedal.

Persona
Beefy is belligerent and argumentative, much preferring to argue than perform any actual work, that said he is ultimately obedient to his masters and will obey when an order is given.
Due to his work with Malar Quinn, he has developed a smattering of slicing skill, and the personality to use his skills for such.
Lacking the ability to actually speak Basic, but having a Holo-Projector he plays back these clips at certain times to work as his own "catch-phrases", occasionally stitching together multiple clips to create strange little conversational snippets.

Will probably go with the Pirate though, unless it shakes out that we need a techie more than a Scoundrel.


Okay, so I thought I'd jump in and refresh my memory of Star Wars D6 (with the REUP rules). I think it must have been mid-90's last time I looked these rules.

Not 100% sure it's what I want to play yet, but may I present Aayita Ssang, Twi-Lek Pirate (yes I know, it's neither a noble nor an R2, I am changeable as the winds)

Slightly modified the Pirate Template as it's Mechanical ability was above the Twi-Lek maximum, so shifted it's +2 down to Perception. Also used Persuasion as a skill since Twi-Lek get a bonus with it, though it's not on the pirate skill list.

Aayita:
Aayita Ssang
Twi-Lek Pirate

Move 10/12
Size 1.6m tall.

Dexterity 3D+2
Blaster (Blaster Pistol) 4D+2 (1spec)
Blaster Artillery
Brawling Parry
Dodge
Grenade
Melee Combat

Knowledge 2D
Business 3D (1D)
Intimidation
Languages (Huttese) 3D (1spec)
Streetwise
Value

Mechanical 3D (adjusted template for racial maximum)
Astrogation
Capital Ship Gunnery
Repulsorlift Operation
Space Transports 4D (1D)
Starship Gunnery
Starship Shields

Perception 3D+2 (+2 re-allocated from Mechanical)
Bargain 4D+2 (1D)
Command 4D+2 (1D)
Con (4D+2) (1D)
Forgery
Gambling
Persuasion 5D+2 (1D)

Strength 2D+2
Brawling
Stamina

Technical 3D
Armor Repair
Blaster Repair
Demolition
Droid Repair
Security (magna-lock) 4D (spec)

Languages
RWS: Ryl, Basic

Racial Abilities
Tentacles Twi-Lek's can use their tentacles to communicate in secret with each other.
Skill Bonus During Character creation recieves 2D for every 1D in Persuassion
Story Factor - SlaverySlavery is so ingrained as the main trade of Ryloth that most Twi-Leks are generally thought to be slaves or consorts and are treated as 2nd class citizens, particularly in Hutt space.

Gear
Flashy Clothes
Lots of rings and things
Blaster Pistol (4Ddmg) (ammo:100; Fire Rate:1; Range:3-10/30/120)
Saber (STR+1D+1dmg) (Moderate)
Comlink
Vacuum Suit

2000 Credits (may spend some pre-game, waiting to see party makeup)

Background
Aayita was heir to Ssang trading group, until it was dismantled by Imperial forces six years ago. Her family went into hiding and used their wealth to harrangue and instigate against the empire, annoying the Empire in this way can only go on for so long and in a bid to save their daughter as the Empire's noose tightened she was signed on with a pirate crew with links to the Rebellion...

Appearance
Aayita is a fairly short, with a slender physique, in the manner of most twi-leks (though her father was getting portly in his age) and is a fairly common blue in skin-tone.
She holds herself with confidence, though is fairly skilled at passing herself off as other types. The submissive slave, the enticing courtesan or the surly pirate.
Aayita generally wears a black jacket and pants with a simple white shirt, though while operating as a pirate she was known to amp it up with a deep red variant of imperial dress uniform, in an attempt to mock them with her presence.

Persona
While not playing up to a role Aayita is fairly driven in bitterness towards the Empire, as far as she's concerned they destroyed her family and her entitlements. While she likes to plan for every opportunity, when the dice are down she's impulsive and will discard a plan as soon as things stop playing to it's tune, relying on sheer luck and brass to win through.

Objectives
Long Term: Dismantle the Empire and start to rebuild her family and the trading group.
Short Term: Don't get caught, build resources, give the Empire an itch.

Connections
To Follow


At the very least the scoring lets you know where to expend your effort on improving your character.

And I try to never be offended for not being selected, given the average of about 30 characters per game started (thinking more PF here, the numbers for other games are short).


40RP is quite a lot any particular restrictions?


Would we have to use Templates? or can we just divide the 18 dice (for humans at least) between the attributes.

Current thinking if this gets picked up is either playing a Human Noble, or an R2 unit (talk about opposites).


It has been an age since I've played D6 star wars, but I think I still have my books somewhere.

I'd be interested, but would have to refresh my memory.


Hope no-one minds but I've just taken the liberty of trying to work out what you're all playing:

rorek55 - Mountain Dwarf Cleric (Tempest)- Thorin Thunderstriker
DominoMasque - Half-Elf Rogue (Arcane Trickster) Laurelai Qisini
aceDiamond - Human Rogue (Swashbuckler) - Robin
MetteusAtoll - Tiefling Warlock (Old Ones) - Pursuit
Uret Jet - High Elf Barbarian (Berserker)-Lady Slashiir
Sacraz - Rock Gnome Wizard (Conjurer)- Eldon Scheppen

We seem to have all the bases covered anyway.


May I present Lorelai, the Arcane Trickster and wearer of many faces.

Gear isn't final, because I haven't rolled for it yet. I've not made a D&D 5 character above 3rd level before, so please excuse me if I've made any mistakes.

Wealth: 1d10 ⇒ 1 x25 +500

Hmm, need to trim down some gear, need to either ditch my fancy armour or start with very little and have to steal it later.

Lorelai:

Lorelai Qisini
CG Female Half-Elf Charlatan Rogue (Arcane Trickster) 8

STR 10
DEX 17
CON 10
INT 16
WIS 10
CHA 16

HP: 43 (8D8)
AC: 16 (12+3DEX+1)

Attacks:
Rapier: +6 attack; 1d8+3dmg; Finesse
Hand Crossbow: +6 attack; 1d6+3dmg; Light
Dagger: +6 attack; 1d4+3dmg; Finesse, Light, Thrown (20/60)

Proficiencies (+3 Proficiency Bonus)
Armour: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Skills: Acrobatics, Deception*, Insight*, Investigation, Performance, Persuasion, Slight of Hand*, Stealth
Saves: Dexterity, Intelligence
Tools: Disguise Kit, Thieves' Tools*
Languages: Common, Elvish +1other
(*Expertise, double proficiency bonus)

Abilities
Darkvision
Fey Ancestry: Advantage on saves vs charm and cannot be put to sleep by magic.
Sneak Attack: 4d6 dmg when have advantage, another ally within 5' of enemy or enemy incapp'd. Only using Finesse/Ranged weapons.
False Identity: Have a second identity and disguises that allow me to assume that persona (Moraia Farstrider, travelling merchant). Additionally can forge documents and personal letters, provided have seen an example of the same type of document at least once.
Thieves Cant: Secret messages to other rogues.
Cunning Action: Bonus Action on each turn in combat used only for Dash, Disengage or Hide.
Uncanny Dodge: When attack I can see hits with an attack, can use reaction to 1/2 damage.
Evasion: When make Dex save for 1/2 damage take no damage on success and 1/2 damage on fail.
Mage Hand Legerdemain: Can make Mage Hand invisible and can perform additional actions (stow object on creature, retrieve object from creature, pick locks, disarm traps) any of these functions can be done without notice on a Dex/Sleight of Hand vs Wis/Perception check. Finally can use bonus action from Cunning Action class ability to control the hand

FEAT: Actor: Advantage on Charisma (Deception) and Charisma (Performance) when trying to pass self off as a different person. Mimic speech of another person or sound of creature, must have heard for 1 minute. Wis/Insight vs my Cha/Deception to detirmine that effect is faked.

Spellcasting (Save DC14; Attack +6)
6 spells known, all except 2 must be from Enchantment/Illusion schools
Cantrips (3) (at will)
Mage Hand
Dancing Lights
Prestidigitation

1st (4/long rest)
Alarm
Color Spray
Find Familiar (Weasel)
Silent Image

2nd (2/long rest)
Phantasmal Force
Suggestion

Gear (spent: 732.4)
Glamoured Studded Leather (+1AC, bonus action to cause armour to assume appearance of any normal set of clothing or other armour. Have full control over appearance including colour, style and accessories). (500gp)

Rapier (25gp)
Hand Crossbow (75gp)
20 bolts (1gp)
2x Daggers (2x2gp)

Backpack (2gp)
Component Pouch (25gp)
Mess Kit (2sp)
Mirror, Steel (5gp)
Waterskin (2sp)

Disguise Kit (25gp)
Forgery Kit (15gp)
Thieves Tools (25gp)

Background
Lorelai begin life with virtually nothing except a sense of self-importance. Her mother was a simple tavern girl, impregnated by some dashing elven "lord" she never saw again. Lorelai was not content to stuck with the same fate, her quick hands and mind earned her coin, through theft when necessary, though she much preferred to trick her marks out of their coin.
Moving on early and with scarecly a farewell to her mother she kept moving through her young life, staying in one place too long made people get suspicious, every new town she'd alter her appearance a little and give herself a new name. The scams got bigger as her skills increased, managing to learn a few spells from from people she managed to dupe only added to her repertoire, but she's growing disatisfied. She can take whatever she wants, but no-one even knows her real name - she'll never be remembered by future generations and her deeds won't live on in legend - no-one knows about them.

And so she has split down a new path, she still wears disguises, no sense in trialling new tricks with your own name, get some practice in first, but it's a start on the journey to recognition and heroism.

Appearance
Lorelai is nondescript, she can pass for a slightly heavy elf or slim human, with preparation and materials she can adjust her body more-so, with padded clothes, or tight-wrapping. Her natural hair is a mid blonde-brown, though she is adept at changing it's colour, her eyes are blue. She stands a around 5'6".

Personality
Lorelai is so used to imitating other people, that she scarcely knows who she is any more. She has a vague idea that she wants to become a hero, but she's not quite sure how to go about it. She distances herself from her own actions, referring to herself in the third person, as she does with her many other persona's.


Sorry, I'm still here, not been well and wasn't sure if you wanted more purely military characters, so been quiet


I'm currently in the process of throwing all the abilities I want at a notepad before pruning down to a reasonable level.

As a core ability I want immunity or near immunity to radiation and disease. I presume they both fall under the purview of Resistant (Metabolic Hazards) for a big 30 pt chunk (or 15 if I decide to drop to "just" +8 to HT rolls to resist).


Was contemplating making a displaced 'Genetic Infantryman' ala 2000ad, but it seems you may be all full.

Been a long time since I've looked at GURPS though.


Gotcha, will reformat it tommorrow.

Also I'm GMT +1 during British Summertime, switching back to GMT come October (I think), can post every day though the times may vary

I can access the forums from work and can post at lunchtimes and/or quiet times. Otherwise can post on late evenings.


Contemplating a Water Genasi Cleric, are we using Forgotten Realms?


Chel is certainly not duke material, in fact she's most content when someone's telling her what to do (though she can be quite pro-active and adaptive in serving her lord best).


Never actually made a character for this before, I'm running form the "Players Guide".
It seems to conflict on what ratings you should have on General Abilities, so I can spread them around more or up them more if suggested?

Maisie Chase:

Maisie Chase
Adventure driven Dilettante

Sanity 8
Hit Threshold 4
Stability 8
Health 8

Special
May use Credit rating to call on personal connections in any field, generally relatives, schoolfellows and similar people of my social class.

Academic Abilities
Accounting 1
Art History 1
*Languages 4 (German, Russian, Latin, French)
Law 1
Library Use 1
Occult 1
Physics 1

Interpersonal Abilities
Bureaucracy 1
*Credit Rating 7
*Flattery 2
Reassurance 1

Technical Abilities
Art (Music) 1
Outdoorsman 1
Photography 1

General Abilities
*Athletics 10
*Driving 15
Health 10
*Riding 10 (Horses + 4 more)
*Piloting 15 (small boats, single engine light aircraft + 8 more)
*Mechanical Repair 15
Sanity 8 (pillars: Epicureanism, Progress)
Scuffling 6
Shooting 8
Stability 8


Henchmen seem to have an uncanny ability to end up in the monsters deck when we tidy up after a game.
It's no major issue though, as if it's a henchman that's not supposed to be in there we just assume it's supposed to be a monster.


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I save pretty much everything to dropbox these days.


Okay, first draft of a character then.

Chel, Human Slayer:

Chel "The Dagger" Ocean

LN Human Slayer

STR 16
DEX 14
CON 10
INT 14
WIS 12
CHA 12

HP: 30
AC: 15 (10+2Dex+2Armour+1Dodge)
Fort: +3, Ref: +5; Will +2

Attack: +6 Melee; +5 Ranged
Shortsword: +7 or +5/+5; 1d6+3dmg; 19-20crit;
Dagger: +6 or +4/+4; 1d4+3dmg; 19-20crit
Lt Xbow: +5; 1d8dmg; 19-20crt; 80ft.

Skills 6+2+1
Acrobatics +8 (3ranks +3class +2Dex)
Bluff +7 (3ranks +3class +1Cha)
Climb +8 (2ranks +3class +3Str)
Disguise +7 (3ranks +3class +1cha)
Intimidiate +6 (2ranks +3class +1cha)
Perception +7 (3ranks +3class +1Wis)
Sense Motive +7 (3ranks +3class +1Wis)
Stealth +8 (3ranks +3class +2Dex)
Survival +6 (+7 to track) (2rank +3class +1Wis)
Swim +7 (1ranks +3class +3Str)

Craft:Leather +8 (3ranks +3class +2Int)
Sleight of Hand +5 (3ranks +2Dex)

Feats and Abilities
Feat: 2-Weapon Fighting, attack with both weapons at reduced penalties (-2/-2 for light)
Feat: Weapon Focus (shortsword) +1 on attacks with shortswords
Feat: Dodge: +1 to AC

Talent: Ranger Combat Style 2WF: Double Slice: Add full Str bonus to attacks with off-

hand weapon

Studied Target: Study as move action. vs target gain +1 Bluff, Knowledge, Perception,

Sense Motive, Survival, weapon attacks, damage rolls, Slayer ability DC's.
Can study as free action when dealing sneak attack damage.

Track: +1/2 Slayer level to survival checks to track.

Sneak Attack: +1d6

Gear Request
2x shortswords
2x Daggers

Lt Xbow

Leather Armour

Background
Chel was raised in near seculusion by her mentors, a small group of three children trained in the arts of the quiet kill, deception and the quick escape. One of her sisters died in a training accident in her early teens, leaving Chel and Sian to train alone
About two years ago their mentors failed to turn up, thinking it another test Chel and Sian waited for three days before finally making their escape. Finding nothing but abandoned tunnels for miles Chel and Sian turned their skills to survival, hunting the dire rats and other vermin of the tunnels. Sian got sick and died before they even met another survivor, looking only to survival Chel harvested her body for food, not even realising most cultures would see this as a taboo.

Eventually after weeks on her own Chel discovered the Colony, dropping to one knee in subserviance she swore to them
"I give you my blade and my service, give me purpose" was her only statement.

Appearance
Chel is a lithe, wiry young girl, she has no idea how old she may be but she appears in her late teens.
Her dark hair is kept short, and simple cut. Her eyes are a bright green and she seems to care little for her own appearance most of the time, though if required for a mission she is capable of dressing for the occaision.


What do you mean by Unchained Class skills? Do you mean the Adventuring/Background skills divide, or Consolidated Skills or Skill Groups?

I presume you don't need a massive backstory as we appear to have all grown up in what amounts to a Vault?

Drafting up a human slayer.


What sort of deities/religions exist?


No worries


Missed mine, and yeah I screwed up spells again, I'll sort sort it out if I'm selected at this stage.


Reposting, now with Traits, Feats and an Extra Spell

Akaia Morovia::

NE Female Human Oracle/Bloodrager (spelleater) 1
Narcissist/Obsessive

STR 16
DEX 12
CON 18
INT 10
WIS 8
CHA 18

Core numbers
Speed: 40ft
HP: 14

AC: 11
FORT: +6; REF: +1; WILL: +1
Fire Resistance 5

Attack: Melee +4; Ranged +2

Skills
Diplomacy +8 (1rank +3class +4cha)
Intimidate +8 (1rank +3class +4cha)
Knowledge:History +4 (1rank +3class)
Knowledge:Religion +4 (1rank +3class)
Sense Motive +3 (1rank +3class -1Wis)

Languages: Common, Abyssal

Features
Proficiencies: Simple & martial weapons, light & medium armour + shields (excl. tower) Can cast spells in light or medium armour with no arcane spell failure chance.
Trait: Wicked Leader: +1 trait bonus on Cha checks vs evil creatures. If gain leadership or Vile Leadership feats may recruit cohort 1 level lower than me.
Trait: Fearless Defiance: You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.
Feat: Arcane Strike: Swift action to grant weapon +1 (+1/5 caster levels) damage and treated as magic.
Feat: Power Attack: -1 attack for +2 damage (+3 with 2handers)

Bloodrage: (8 rounds/day) free action to enter granting +4 to Str & Con, +2 to Will saes, but -2 to AC, con increase grants +2 temp hp. Cannot use Cha, Dex or Int based skills (except acrobatics, fly, intimidate and ride) or any ability requiring patience or concentration. End as free action, fatigued for rounds equal to those spent in bloodrage. Cannot enter bloodrage while fatigued or exhausted.

Bloodline (Destined):
-Destined Strike (Su): Free action up to 3/day, insight bonus of 1/2 (min 1) to melee attack.

Mystery (Apocalypse)
-Defy Elements: Fire Resistance 5

Curse (Tongues)
-When in combat can only speak Abyssal

Spells
Oracle: (4/2)
0-Level (at will)
Detect Magic
Light
Resistance
Spark
1st-Level (3/day)
Bless
Command
Cure Light Wounds
Face of the Devourer
Remove Sickness

Background
Akaia was born to merchant family, but left to her own devices. Her parents were busy with their work, either leaving Akaia to occupy herself or in the care of a governess.
Unbeknown to the current folk of the family, in days long past they worshipped fell gods in a cult and their ancient family home had a secret room in the cellar.
With little else to occupy her time, Akaia's explorations found her way to this secret place and the profane tomes it contained.
The prophecies of the End Times in particular caught her attention, it detailed the rise of a Dark Prophet, who would be born an orphan but rise to godhood and burn the world. Her childish mind, suffering from lack of attention and with dreams of greatness started to see herself in the role of prophet. She was almost an orphan for all the care her parents gave her after all...
As the years past her mind twisted further, and she sought to force the prophecy on herself, eventually killing her parents in her beds, making her a true orphan. She burned the Dark Mark onto her flesh and awoke to power.

Unbeknown to her the "Dark Mark" was Yellow Sign, and drew Hastur's attention.

Appearance & Persona
Akaia appears at first glance to be a typical Talingarde woman, of the mid-upper classes. Tall and regal of bearing with raven-black hair. Her eyes proud and filled with purpose.
Her mind however is somewhat twisted, obsessed with the book of the prophecies and narcissistic in extremis, she believes she is destined to godhood and that any obstacles in her way are just a setback and her rise is inevitable.
The fact that she has developed powers has collapsed her way out, she see's her oracle abilities as manifest proof of her rise.


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Mostly because I can't decide what to create, I've taken the liberty of compiling completed submissions and allocating to rough catagories:

Warrior
Armitron Foebane - Human Paladin
Karl Sarvo - Male Human Slayer
Skill
Skjall Kib - Human Investigator
Rennic - Male Ratfolk Alchemist
Arcane
Nadine Garn - Female Tiefling Witch
Orn Longclaw - Kobold Sorcerer
Divine
?

No true divine folk (though I think Witch's possibly resemble a divine class more than an arcane one?


Sounds good.


It's not that far fetched to have a character who wants to be an artist, but can't make it pay, so has to turn to other talents to y'know eat and stuff.


Hmmm, just realised I forgot traits, I had it my head that insanities were replacing them.

Quick, to the SRD.


Taken some liberties with background perhaps... will adjust if required.

Grezzia Ironstone:

Orc Noble Warrior

Accuracy 0
Communication +2 (Etiquette)
Constitution +3 (Stamina)
Dexterity +1 (Stealth)
Fighting +4
Intelligence +2
Strength +4
Willpower +2
Perception +1

Speed 10 (10+1Dex-1armour)
Health 35 (30+3Con+2dice)

Languages: Orcish, Common

Special
Dark Sight - see 20 yards in darkness
Weapon Groups: Brawling, Heavy Blades, Black Powder, Polearms.

Armour Training Novice (can wear leather and mail without penalty to Dexterity (only to speed)
Two-Hander Style Novice (when hit with a two-handed weapon melee attack can move target 2 yards in any direction)
Unarmed Style Novice (unarmed damage is d6)

Gear 36 silver; 8 copper
Backpack, Travellers Garb & waterskin
Heavy Leather Armour (4 armour, -1speed)
Pistol (1d6+3+Per dmg, range 8/16 Major Action reload)
Two-handed Sword (3d6+Str dmg)
Blast Grenade
Fire Grenade
Thunder Grenade
Powder & Shot (10)
Chalk
Dining Utensils
Hook
20 yards silk rope

Background
Grezzia is a scion of the Ironstone clan, a clan which has dragged itself into the current century through unusually savvy leadership. A hundred years past the clan started minding and found their lands rich in Iron and gemstones. Rather than just use such finds to forge more weapons and armour the clan started to trade it's excess with the nearby humans, initially surprised at how successful they were they slowly turned from hunter-gatherer-raiders to tradesmen, eventually sending heavily armoured caravans to other peoples for new trade.

A hundred years later the clan is more of a merchant house, though internal politics are still savage and violent affairs with clan leadership determined by brutal no-holds barred duals. As a result it is common for children of the rulers and high placed officials to adventure or hire out as mercenaries to hone their skills.

Grezzia herself is a product of the situation, practicing her skills and abilities, intending to return to the clan in later life and carve a place for herself.

Appearance
Grezzia imitates human fashion, in a manner. She stands a good 6 1/2 feet tall, with the broad, muscular physique common to her species, as her family before her she has learned to adopt a more upright posture than her less civilised cousins and she dresses in a close approximation of human styles. Simple blouse and trousers, usually covered by her armoured greatcoat, her massive sword sheathed across her back.


More rolls
Health: 1d6 ⇒ 2
Silver: 3d6 ⇒ (5, 6, 4) = 15


All the attribute rolls...
Accuracy: 3d6 ⇒ (5, 1, 2) = 8
Communication: 3d6 ⇒ (6, 5, 3) = 14
Constitution: 3d6 ⇒ (4, 6, 6) = 16
Dexterity: 3d6 ⇒ (3, 3, 5) = 11
Fighting: 3d6 ⇒ (4, 6, 5) = 15
Intelligence: 3d6 ⇒ (4, 2, 6) = 12
Strength: 3d6 ⇒ (5, 6, 5) = 16
Willpower: 3d6 ⇒ (3, 4, 5) = 12
Perception: 3d6 ⇒ (2, 6, 3) = 11

Good at Con and Strength and Fighting...

So lets go with an Orc
Racial: 2d6 ⇒ (4, 4) = 8 +1 Fighting
Racial#2: 2d6 ⇒ (2, 3) = 5 Focus: Dexterity (Stealth)

Social Class: 1d6 ⇒ 6 Upper Class
Background: 1d6 ⇒ 3 Noble

Well that's interesting...


I've been watching Ashes of Valkana,and would be up for some AGE goodness. Been intending on picking up at least the PDF anyway, so I'll be back later...


Oops, was just looking for a martial spear.
I'm not reposting the character just for that, if selected I'll swap it for either a Glaive or a Longspear.


Roll!
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11


Tried going Oracle/Sorcerer but decided there was too much overlap, but then I remembered the Bloodrager exists.

Not bothered doing gear, as IIRC the module doesn't provide you any gear.

Akaia Morovia:

NE Female Human Oracle/Bloodrager (spelleater) 1
Narcissist/Obsessive

STR 16
DEX 12
CON 18
INT 10
WIS 8
CHA 18

Core numbers
Speed: 40ft
HP: 14

AC: 11
FORT: +6; REF: +1; WILL: +1
Fire Resistance 5

Attack: Melee +4; Ranged +2

Skills 4+1
Diplomacy +8 (1rank +3class +4cha)
Intimidate +8 (1rank +3class +4cha)
Knowledge:History +4 (1rank +3class)
Knowledge:Religion +4 (1rank +3class)
Sense Motive +3 (1rank +3class -1Wis)

Languages: Common, Abyssal

Features
Proficiencies: Simple & martial weapons, light & medium armour + shields (excl. tower) Can cast spells in light or medium armour with no arcane spell failure chance.

Bloodrage: (8 rounds/day) free action to enter granting +4 to Str & Con, +2 to Will saes, but -2 to AC, con increase grants +2 temp hp. Cannot use Cha, Dex or Int based skills (except acrobatics, fly, intimidate and ride) or any ability requiring patience or concentration. End as free action, fatigued for rounds equal to those spent in bloodrage. Cannot enter bloodrage while fatigued or exhausted.

Bloodline (Destined):
-Destined Strike (Su): Free action up to 3/day, insight bonus of 1/2 (min 1) to melee attack.

Mystery (Apocalypse)
-Defy Elements: Fire Resistance 5

Curse (Tongues)
-When in combat can only speak Abyssal

Spells
Oracle: (4/2)
0-Level (at will)
Detect Magic
Light
Resistance
Spark
1st-Level (3/day)
Bless
Cure Light Wounds
Face of the Devourer
Remove Sickness

Background
Akaia was born to merchant family, but left to her own devices. Her parents were busy with their work, either leaving Akaia to occupy herself or in the care of a governess.
Unbeknown to the current folk of the family, in days long past they worshipped fell gods in a cult and their ancient family home had a secret room in the cellar.
With little else to occupy her time, Akaia's explorations found her way to this secret place and the profane tomes it contained.
The prophecies of the End Times in particular caught her attention, it detailed the rise of a Dark Prophet, who would be born an orphan but rise to godhood and burn the world. Her childish mind, suffering from lack of attention and with dreams of greatness started to see herself in the role of prophet. She was almost an orphan for all the care her parents gave her after all...
As the years past her mind twisted further, and she sought to force the prophecy on herself, eventually killing her parents in her beds, making her a true orphan. She burned the Dark Mark onto her flesh and awoke to power.

Unbeknown to her the "Dark Mark" was Yellow Sign, and drew Hastur's attention.

Appearance & Persona
Akaia appears at first glance to be a typical Talingarde woman, of the mid-upper classes. Tall and regal of bearing with raven-black hair. Her eyes proud and filled with purpose.
Her mind however is somewhat twisted, obsessed with the book of the prophecies and narcissistic in extremis, she believes she is destined to godhood and that any obstacles in her way are just a setback and her rise is inevitable.
The fact that she has developed powers has collapsed her way out, she see's her oracle abilities as manifest proof of her rise.


Slightly Revised

Unalaqunaria:

CG Human Female Slayer 1

STR 14
DEX 16
CON 13
INT 10
WIS 14
CHA 12

Base
HP: 11
AC: 16 (13touch; 13Flat Footed)
FORT: +3; REF: +5; Will: +2
Attacks: +3 Melee; +4 Ranged
Ranseur: +3 attack; 2d4+2 P damage; x3 crit; Disarm, Reach
Javelin: +4 attack: 1d6+2 P damage; x2 Crit; 30ft range
Warhammer: +3 attack; 1d8+2 B damage; x3 crit;

Skills (-1ACP)
Acrobatics: +7 (1rank +3class +3Dex)
Heal: +6 (1rank +3class +2Wis)
Intimidate: +5 (1rank +3class +1Cha)
Knowledge: Nature +2 (untrained)
Perception: +6 (1rank +3class +2Wis)
Ride: +7 (1rank +3class +3Dex)
Stealth: +7 (1rank +3class +3Dex)
Survival: +6 (1rank +3class +2Wis)

Abilities
Narrative: Tribal Outcast
Proficiencies: Simple & Martial Weapons, Light Armour, Medium Armour & Shields (excl. Tower Shields)
Feat:Blind-Fighting: Re-roll miss chance for concealment
Feat:Combat Reflexes: May make Dex bonus Attacks of Opportunity/round, even while flat-footed.
Studied Target (Ex): Study as move action, then +1 Bluff, Knowledge, Perception, Sense Motive, Survival, Weapon Attack adn Damage rolls. When using sneak attack can study as immediate action (gaining bonus to damage).
Track: + 1/2 Slayer level (min 1) to Survival checks to follow tracks

Gear 59/175
Studded Leather Armour (25gp)
Ranseur (10gp)
Javelin (x3) (3gp)
Warhammer (12gp)
Kit, Rangers (9gp): backpack, bedroll, belt-pouch, flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5), waterskin

Background
Unalaqunaria (meaning: Whisper in the shadows, Stalker of the dark)killed her father, it was no big conspiracy or evil intent, it wasn't even to protect another, she shot him in a hunting accident. A quick shot, straight through the eye and his life was over.
Una terrified as to her tribe's reaction didn't wait to find out, discarding her bow she fled. Heading to find life in the cities of the civilised man.
Despite her skills, she's refused to pick up a bow or any weapon that operates at a range greater than a few yards, since the accident.

Appearance
Unalaqunaria is a tall muscular woman, standing a little over 6' tall and lacking the soft curves of more civilised womenfolk. Her skin is a deep tan colour and her hair is kept short and simple, hanging down somewhere between level with her mouth and neck. She has simple tribal-markings down her back and along her arms and legs, though she's taken to wearing a long-sleeved blouse beneath her armour to hide them.


I'd be interested, probably as an Adventure driven Dilettante.
And while I've played a lot of Call of Cthulhu, I've never actually played Trail of Cthulhu before.

I am currently readying to run Achtung! Cthulhu for my face-to-face group (using CoC 6th rules) so I have thoroughly read through both the players and keepers guide for that, if it has any impact. I'm happy with either setting.


Still meandering over switching to a spear fighter, would the "Faithful (Sarenrae)" Ranger combat style be available?

d20pfsrd.com wrote:


Improved Initiative, Mobility, Nimble Moves, and Sidestep. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list.

Still staying as Slayer, but you can pick up Ranger combat style feats with it.


Hmmm, mulling concept for a Sorcerer or Oracle (or both - probably not the most efficient build though) who is highly narcissistic, beleiving that she's the chosen one who will bring a new era to Talingarde before rising to godhood.
Borne out of obsessions with an an obscure prophecy of such a being whom she slightly resembles.


May re-jig to specialise in spear rather than two-weapons. Still mulling over.


A first draft of a character, not sure on all the specifics:

Unalaqunaria:

CG Human Female Slayer 1

STR 14
DEX 16
CON 13
INT 10
WIS 14
CHA 12

Base
HP: 11
AC: 17 (14touch; 13Flat Footed)
FORT: +3; REF: +5; Will: +2
Attacks: +3 Melee; +4 Ranged
Throwing Axe: +3 (+1/+1) Melee or +4 (+2/+2) Ranged; 1d6(+2) dmg; x2 crit, 10ft throw, S
Handaxe: +3 (+1/+1) Melee; 1d6(+2) dmg; x3 crit; S
Warhammer: +3 Melee; 1d8+2 dmg; x3crit B

Skills (-1ACP)
Acrobatics: +7 (1rank +3class +3Dex)
Heal: +6 (1rank +3class +2Wis)
Intimidate: +5 (1rank +3class +1Cha)
Knowledge: Nature +2 (untrained)
Perception: +6 (1rank +3class +2Wis)
Ride: +7 (1rank +3class +3Dex)
Stealth: +7 (1rank +3class +3Dex)
Survival: +6 (1rank +3class +2Wis)

Abilities
Narrative: Tribal Outcast
Proficiencies: Simple & Martial Weapons, Light Armour, Medium Armour & Shields (excl. Tower Shields)
Feat:Two-Weapon Fighting: Attack with off-hand weapon at -4/-4 or -2/-2 if off-hand is light.
Feat:Two-Weapon Defence: +1 AC while fighting with 2 weapons.
Studied Target (Ex): Study as move action, then +1 Bluff, Knowledge, Perception, Sense Motive, Survival, Weapon Attack adn Damage rolls. When using sneak attack can study as immediate action (gaining bonus to damage).
Track: + 1/2 Slayer level (min 1) to Survival checks to follow tracks

Gear 67/175
Studded Leather Armour (25gp)
Throwing Axe (x3) (24gp)
Handaxe (6gp)
Warhammer (12gp)
Kit, Rangers (9gp): backpack, bedroll, belt-pouch, flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5), waterskin

Background
Unalaqunaria killed her father, it was no big conspiracy or evil intent, it wasn't even to protect another, she shot him in a hunting accident. A quick shot, straight through the eye and his life was over.
Una terrified as to her tribe's reaction didn't wait to find out, discarding her bow she fled. Heading to find life in the cities of the civilised man.
Despite her skills, she's refused to pick up a bow or any weapon that operates at a range greater than a few yards, since the accident.

Appearance
Unalaqunaria is a tall muscular woman, standing a little over 6' tall and lacking the soft curves of more civilised womenfolk. Her skin is a deep tan colour and her hair is kept short and simple, hanging down somewhere between level with her mouth and neck.


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Not tried an Arcanist before, so lets give this a shot. Should be done except for gear. Any objection to buying Scrolls with starting coin?

Elodie DeVarre:

NG Human Arcanist 1

STR 10
DEX 13
CON 10
INT 18
WIS 12
CHA 14

Statistics
HP: 6
AC: 11
FORT: +0; REF: +1; WILL: +3

Skills (2class +4Int +1Human)
Knowledge:Arcana: +8 (1rank +3Class +4Int)
Knowledge:Dungeoneering: +9 (1rank +3Class +4Int +1trait)
Knowledge:History: +9 (1rank +3Class +4Int +1trait)
Knowledge:Nature: +8 (1rank +3Class +4Int)
Linguistics: +8 (1rank +3Class +4Int)
Spellcraft: +8 (1rank +3Class +4Int)
Use Magic Device: +6 (1rank +3Class +2Cha)

Features
Proficiencies: Simple Weapons
Trait-Artifact Hunter: +1 trait bonus on Spellcraft checks to identify magic items +1 Use Magic Device 50+1%/level chance to recognise artifacts.
Trait-Eldritch Delvier +1 trait bonus on Knowledge:Dungeoneering and Knowledge:Histroy checks and +1 Caster Level for Conjuration:Teleportation spells.
Feat-Amateur Investigator (4): Int bonus Inspiration to add 1d6 to trained Knowledge, Linguistics and Spellcraft checks (post-roll). Refreshed each day.
Feat-Scribe Scroll: Craft scrolls in 2 hours if 250gp or less, or 1 day / 1000gp in base price. Use raw materials equal to half-price.
Consume Spells: May expend spell slot as swift action, gaining Arcane Reservoir equal to the spell level.
Arcane Reservoir (3/4): 3 at start of each day, 4 maximum. Spend 1 to increase CL of spell by 1 or increase the save DC by 1, as it's being cast. Or on Exploits.
Exploit: Ice Missiles: Ranged Touch Attack (30ft); 1d6+Cha mod + target staggered for 1 round. Fort negates staggered condition

Spellcasting
Prepare 4x0; 2x1st
Per Day: 3x1st
Known Allx0; 7x1st
0 (prepared)
Detect Magic
Jolt
Prestidigitation
Light

1st:
Comprehend Languages
Identify
Memorise Page
*Feather Fall
Reduce Person
*Enlarge Person
Summon Monster I

Background:

Elodie grew up in Korvosa, only daughter and third child of Kronal and Marvasi DeVarre. Her parents and two of her brothers are historians - scholarly researchers. Her other brother, Abasil, wandered as an adventurer for a while, before settling in Trunau, working for their Militia.
Elodie always had a wanderlust about her and supplimented her studies with arcane practice, though she never actually studied at the famed Acadamae.
Deciding she's learned as much as she can from books, she decided Trunau was good a starting place for investigative research as any, given the rumours of ruins in the Mindspin Mountains and the savage frontier being relatively unexplored.

Despite her comparative outgoing nature, Elodie is still somewhat shy for an adventurer, and her abilities lack "field-testing" being mostly theoretical or practiced in safe conditions. So she has a certain lack of confidence that will fade over time. She comes alive when learning new things, particularly of an arcane or historical note.

Schedule:

I'm on UK time, so will post accordingly. I do have access the Paizo forums' from work, so should be able to post between 10 while 10 UK BST (CT is 7 hours behind, so it'll be like 3am thru 3pm) I'm new to the boards, but have lurked for a while.