Pallid Mask

Eithand's page

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Dotting in


stat: 5d6 ⇒ (5, 2, 5, 5, 5) = 22 15
stat: 5d6 ⇒ (5, 3, 1, 4, 5) = 18 14
stat: 5d6 ⇒ (2, 3, 5, 1, 4) = 15 12
stat: 5d6 ⇒ (4, 4, 3, 1, 6) = 18 14
stat: 5d6 ⇒ (2, 2, 6, 5, 1) = 16 13
stat: 5d6 ⇒ (2, 4, 5, 5, 1) = 17 14
stat: 5d6 ⇒ (4, 3, 6, 2, 4) = 19 14

Moving 3 over from the 13 to the 15 gets me to 18, 14, 14, 10, 14,14. I wasn’t quite sure from the written rules if I could shift 1 point to the 15 and 2 to a 14 getting me 2 16s 3 14s and 1 10 but if I can do that I’d like to.


Dotting in, I’m thinking of a witch or possibly a vigilante depending on how that would fit into the campaign. I’ll wait to flesh out the details until build parameters are up!


Alright, I'm going to go with a Corrupt investigator (Background) Human hexblood from Dementlieu named Astralabius with the Gathered Wispers dark gift which manifests as whispers of possible futures (If that works) who is a Rouge.


Super intrested, I think you mean we select class before seeing rolls, if that’s the case I’m going with skald

str: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13
dex: 3d6 + 6 ⇒ (3, 5, 1) + 6 = 15
con: 3d6 + 6 ⇒ (4, 4, 3) + 6 = 17
int: 3d6 + 6 ⇒ (2, 6, 1) + 6 = 15
wis: 3d6 + 6 ⇒ (3, 2, 4) + 6 = 15
cha: 3d6 + 6 ⇒ (3, 4, 3) + 6 = 16

Consistently pretty good! Moving forward with the skald for now


I assumed the same as mishima


Good bandit hunting everyone!


Alright so my initial thoughts here are

Background: feels very Folk Hero to me, Robinhood-esque
Class: I think that illusionist school wizard or almost any rouge subclass could work well. I'll see what we are looking like we may be in need of.
Domain: without having read into them too deeply, this seems to fit Dementlieu, Falkovnia, and Kartakass. I plan to look more into domains tomorrow though.
Dark Gift: Echoing soul seems like the clear most appropriate but Gathered whispers I think could also fit
Flaw: I think what makes the most sense is I got greedy and hurt those I was helping as a folk hero through greed, flesh this out more as I get more into my backstory.
Ideal: This has a very life isn't fair to spit in its face feel to me but again I need to get more into the backstory to develop it.


I am gonna leave it up to the cards wholely, so let's see!

Common Deck, Background Suit: 1d4 ⇒ 3
Common Deck, Background Card: 1d10 ⇒ 1
Swashbuckler of Coins: Those who like money yet give it up freely; likable rogues and rapscallions

Common Deck, Class Suit: 1d4 ⇒ 2
Common Deck, Class Card: 1d10 ⇒ 7
Illusionist of Stars: Lies and deceit; grand conspiracies; secret societies; the presence of a dupe or a saboteur

Common Deck, Homeland Suit: 1d4 ⇒ 1
Common Deck, Homeland Card: 1d10 ⇒ 4
Mercenary of Swords: Inner strength and fortitude; those who fight for power or wealth

High Deck, Dark Gift: 1d20 ⇒ 19
The Seer: Inspiration and keen intellect; a future event, the outcome of which will hinge on a clever mind

Combined Deck, Flaw: 1d30 ⇒ 25
Suit: 1d4 ⇒ 4
The Innocent: A being of great importance whose life is in danger (who might be helpless or simply unaware of the peril)

Combined Deck, Ideal: 1d30 ⇒ 5
Suit: 1d4 ⇒ 4
Druid of Glyphs: The ambivalence and cruelty of nature and those who feel drawn to it; inner turmoil


Hello!


I'd also be interested assuming you still want to take one more!


Dotting in, Hopefully I can have something up in time!


Definitely Dotting, I have a little experience in setting but virtually none with the system past reading through it. My votes for the clan would go to Scorpion Dragon and Crab!


Here's the write-up for Ekundyo, I did change his Dog to a wolf, if that's not okay it will be rather easy to change it back! Rostlander seemed like the most appropriate campaign trait but it doesn't fully fit. for equipment, I added the bare minimum cause you had said that it'll be custom for each character.

Ekundayo
Male Human (Garundi) Ranger 4
LG Medium humanoid (human)
Init +5; Senses Normal Sight; Perception +8
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Defense
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AC 18, touch 15, flat-footed 13 (+5 Dex, +3 Armor)
hp 36 (4d10+8)
Fort +7, Ref +9, Will +2;
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Offense
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Speed 30 ft.
Melee: Hand Axe +9 (1d6+2/x3)
Ranged: Composite Longbow +10 (1d8+2/x3) or +8 (1d8+6/x3)
Rapid Shot Composite Longbow +8/+8 (1d8+2/x3) or +6/+6 (1d8+6/x3)
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Statistics
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Str 14, Dex 20, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats: 1st Precise Shot, Human: Weapon Focus (Bows), Ranger Bonus: Rapid Shot, 3rd Point Blank Shot, Ranger bonus (Endurance)
Traits: Rostlander, Know the Land, Suspicious
Skills
Acrobatics: +11 (5 Dex, 3 Ranks, 3 Class Skill)
Appraise: +1 (1 Int)
Bluff: -1 (-1 Cha)
Climb: +6 (2 Str, 1 Ranks, 3 Class Skill)
Craft: +1 (1 Int)
Diplomacy: -1 (-1 Cha)
Disguise: -1 (-1 Cha)
Escape Artist: +5 (+5 Dex)
Fly: +5 (+5 Dex)
Handle Animal: +6 (-1 Cha, 4 Ranks, 3 Class Skill)
Heal: +1 (1 Wis)
Intimidate: -1 (-1 Cha)
Know: Nature: +8 (1 Int, 4 Ranks, 3 Class Skill)
Perception: +8 (1 Wis, 4 Ranks, 3 Class Skill)
Ride: +12 (5 Dex, 4 Ranks, 3 Class Skill)
Sense Motive: +9 (1 Wis, 4 Ranks, 3 Class Skill, 1 Trait)
Stealth: +12 (5 Dex, 4 Ranks, 3 Class Skill)
Survival: +11 (1 Wis, 4 Ranks, 3 Class Skill, 1 Trait, 2 Track)
Swim: +7 (2 Str, 2 Rank, 3 Class Skill)
Languages: Common, Giant
Other Gear: MW Studded Leather,
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Special Abilities
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Favored Enemy (Humanoids (Giants)) +2: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track +2: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy +3: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Terrain (Forest +2): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunters Bond (Animal Companion (Wolf)): The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

Spells (1/0/0/0)
Prepared Spells: Gravity Bow

Wolf
Female Wolf Animal Companion 2
N Medium Animal
Init: +2 Senses: Low Light Vision, Scent Perception: +5
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Defense
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AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Armor, +2 Natural Armor)
hp 21 (2d8+4+4 (fcb))
Fort +5, Ref +5, Will +1;
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Offense
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Speed 50 ft.
Melee: Bite +3 (1d6+1, Trip)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats: 1st Light Armor Proficiency
Skills
Acrobatics: +5 (2 Dex, 1 Rank, 3 Class Skill, -1 ACP)
Climb: 0 (1 Str, -1 ACP)
Escape Artist: +1 (2 Dex, -1 ACP)
Fly: +1 (2 Dex, -1 ACP)
Intimidate: -2 (-2 Cha)
Perception: +5 (1 Wis, 1 Ranks, 3 Class Skill)
Stealth: +1 (2 Dex, -1 ACP)
Survival: +1 (1 Wis)
Swim: 0 (1 Str, -1 ACP)
Other Gear: MW Chain Barding,
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Special Abilities
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Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks: Attack x2, Bury, Seek, Heal, Defend, Speak (Questions: Where (Point nose at where), Danger? (Affirmative or negative


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Looks like no one has spoken for Ekundayo yet, I'd love to make a build for him! played the game a lot (Only gotten to act 3 but have done so about 15 times) I should have him built out in the next day or so!


Hello, I'm going to express interest, though I am quite inexperienced with PBP I've done a fair bit of in person pathfinder and during the pandemic have been missing it. Hopefully I'll have a description up in the next few days!