Lacedon

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I mean a non-human parent. In the core book they mention that with the GM's permission that the Half-Elf and Half-Orc Heritages can be applied to other Ancestries than Human. Which just basically means that I wouldn't have access to Human Ancestry Feats, but still Half-Elf/Orc and Elf/Orc Feats in conjunction with which ever other Ancestry was chosen.


@Gm - Question: What is your stance on unconventional combinations for Half-Elves and Half-Orcs?


Dot of interest.

@J Scot Shady: Here is the format I use for my characters. The example is for a separate PF2E homebrew game.


Anyone else willing to bet that Jason designed the Everflame based on the Relic rules?


A great example of what you're talking about is the Dwarf Barbarian in the Knights of the Everflame episodes on Geek & Sundry. Her rage didn't stem from anger but rather a personal connection with her family. I highly recommend watching it.


Hello,

I'm sending out some feelers to see if there is anyone interested in playing PF 2nd Ed.

Feel free to respond here or PM me.


@OP - Interestingly enough, I also came up with a Orc Ancestry for a Homebrew world I'm working on, and what you made is extremely similar to what I came up with. Great minds I guess.

Anyway, with you permission, I'd like to incorporate some of the things you came up with into mine. Primarily the Heritages.


BellyBeard wrote:
Frogliacci wrote:
Cellion wrote:

Rather than make systems with huge numbers in a mana pool, or systems with multiple different pools to track, why not just have a fixed pool with scaling costs? Something like:

You have a pool of 20 mana.
The highest spell-level spells you can cast cost 3 mana.
The next highest spell-level spells you can cast cost 2 mana.
All remaining spell levels down cost 1 mana.

The most you can ever nova is 6x your highest level spell, and at the expense of having almost nothing else. But your significantly lower level slots are a lot cheaper and you can cast them pretty readily. If you're still concerned about too much nova incentive, you can add some kind of "risky" mechanic, like the kineticist's burn, that only happens if you cast your highest level slot spells back to back (for example, not specifying that this is what I'd do).

You could also set up the pool to run off your casting ability score. IE:
You have a pool of 15+your casting ability score. That way you still get some progression of your pool expanding as you rise in level, though the expansion is small enough that you're only really getting to cast a couple extra lower level spells.

I like this in theory, but it has the problem of a huge range of low level spells costing the same when you're high level. No one will ever cast any spell at level 1 when you're spending the same resources to cast it at level 4.
Is that a problem though? I feel like at that level you usually ignore your level 1 slots anyways, for the most part. Also, the spells from a master wizard should be inherently more powerful, or at least that's a good way to justify it.

There is also the factor that quite a few 1st level spells can be heightened, meaning that you can cast those as 4th level, or as close as possible anyway.


Okay, I'm just about finished with character, I just need an answer to my language question.


@ DoctorEvil - Question on languages, is there any setting specific ones? I imagine there is a Novan language (or several) and possibly one for the Sea Wolves. Just asking what others a Free Merchants daughter might pick up.


DM DoctorEvil wrote:
Fallen_Mage wrote:
Question, what is your setup for Goblins? Only asking because I have a concept in mind and I didn't see Goblins listed.
I built the campaign skeleton on PF1 rules and then changed to PF2 lat. I have no appetite for goblin PC's so they will be on the excluded list for Terra Nova.

Fair enough, I adjust accordingly. Thank you.


Question, what is your setup for Goblins? Only asking because I have a concept in mind and I didn't see Goblins listed.


Dotting


Yep, the only classes with alignment restrictions are the Clerics and Champions.


Dotting.


Name: Tristiago
Ancestry: Rock Dwarf
Background: Acrobat
Class: Monk

Why an Adventurer? Tristiago wanted more than to be just part of the show troupe his parents were a part of. So he has set out to see more of the world.

What will your character contribute to the party? Tristiago has a knack for performing, which he can use to help keep morale up. In combat, he cooperates with the rhythm of his team, I guess old habits die hard.


Male

Dotting.

Will get the alias and backstory written up at some point today/tonight. Tomorrow morning latest.


Never seen that movie. I was quoting the Animated Hobbit.


I quiver with anticipation.


Even visually impaired, you can pull some fun RP. I had an blind Elven Oracle one time that killed three Survival checks to keep from getting lost. Played it off as having visions.


Male

Clarification on the Starting Gold: I'm guessing we use the higher of the two classes?


Male

Okay, I'll use a different trait, just thought I'd double check. I already have the Noble Born - Medvyed campaign trait. Also, their names are Jarvis (Butler) and Marcus (Bodyguard).


Hey, I'm afraid I'm going to have to drop out of this one. It's not that I don't want to be in this game, but I've got a little too much on my plate. Sorry.


Male

I do have a question to ask you GM, would you allow me to have the Rich Parents Trait?

Originally, when I first made this character, I used that trait to purchase my butler (stayed at the Trading Post), two horses, a bodyguard (also stayed at the Trading Post) and a carriage.

This is my plan to do again with your permission of course.


Male

Have both played and ran, never to completion however. Although truth be told I have more experience with the PC game.

Feeling like living a little on the edge, lets see what we get from rolls.

Str: 3d6 ⇒ (6, 3, 3) = 12
Dex: 3d6 ⇒ (3, 2, 1) = 6
Con: 3d6 ⇒ (1, 4, 3) = 8
Int: 3d6 ⇒ (2, 5, 4) = 11
Wis: 3d6 ⇒ (4, 1, 3) = 8
Cha: 3d6 ⇒ (2, 5, 4) = 11

Dex: 1d6 ⇒ 3
Con: 1d6 ⇒ 6
Wis: 1d6 ⇒ 4

Str: 12
Dex: 8
Con: 13
Int: 11
Wis: 11
Cha: 11

Yeesh, I think I'll do point buy. If that's alright?


Dot

Not entirely sure what I'll make just yet.


The Collector:

Liz was not truly paying much attention to her cards as she sat across from this old man and his rather angry looking rabbit. It almost looked like it was ready to jump at someone and rip their throat out. She shuddered slightly at the thought, but the thought was not enough to distract her from that lovely copper broach on the shirt of the Half-Elf to her right. The Halfling wanted, no, needed it. Her collection was still missing something, although she could never figure out what, and that broach looked like just the thing. The only thing standing in her way was this old card shark.

How can I win that thing with this old fool winning almost every hand? She thought to herself. At first Liz thought he was cheating, but she'd been watching closely, either he was that good at slipping in cards from his sleeve, or he was just that good of a player.

"Call," The Half-Elf said sliding the last of his coin in.

"Fold," Liz said putting down her cards.

"What do you have," The old man asked.

"Three Aces," The Half-Elf confidently said, showing his cards.

"Sorry Sonny, Straight Flush,"

The defeated man slumped in his chair, "How are you that lucky?"

Raking in the coin, the old man shrugged.

Now was her chance. Standing on her chair, Liz leaned over and patted the loser on the chest, "There there. Here, have some drinks at the bar on me." Reaching into her pouch, the Halfing pulled some coins and gave it to the Half-Elf.

"Thank you, I'll do that," He replied taking the coin and heading to the bar.

Before getting down, she then said, "I think I'll take my leave before you clean me out too." She got down from her chair and headed to her 'friends' table. On the way, she pulled the broach from her gold pouch and added it to her collection.

Boredom is in the eye of the beholder:

Her finger circled the rim of her goblet while she rested her chin in one hand and looked around the room. Letting out a sigh, Eve's thoughts turned inward. So. Bored. How can we liven things up?

The Illusionists eyes fell upon a stout Dwarf. A smile crossed her face, then came a giggle. Perfect.

Making her way to the Dwarfs table, she asked in a sweet voice, "Excuse me, may I have a seat?"

"Why shertainly mish," He slurred clearly having one too many of the Dwarven swill he'd been pounding.

Oh this is too good. "Thank you."

A waitress brought the Dwarf another drink, and when he picked it up, Eve went to work. A quick wave of her hand, and another cup exactly like the one he'd picked up appeared where he'd picked it up. Finishing his drink in one go, he went to put it down when he noticed it was already put down. Dimli confusedly looked at the cup in his hand, then the table, then the hand again. Finally, setting the one down, he reached for the other. It didn't want to be held, as the cup suddenly sprouted legs and started running around the table.

"Get bashck here!"

The cup successfully dodged every attempt to be apprehended. In frustration, the Dwarf grabbed an axe, and started swinging at the table. Short time later, the table was kindling. Promptly, the Dwarf was escorted out.

Eve busted out laughing once he was far enough away.

Honestly, it's a little hard. On the one hand, I can see the opportunity for many outside the box thinking with Lizwick and her collection. But I often play Rogues so she feels safe to play. However, I feel Eve calls to me more as an actual character with a potentially rich backstory.

Hmmmm...............

I'll go with Eve as the primary and Liz as secondary.


The Blind Eye is a custom name for the white tiger's eye ring she wears. It's her bonded object and an heirloom from her adopted mother.

I got the idea for the choker from the picture in the board game. She has some sort of neck jewelry on, and that item seemed to fit with the description.


DM Forgehammer wrote:
Well I had made a post but I am not sure where it went to. It could be possible that I hit cancel, how unfortunate.

It's okay, the forums are stalked by a post-eating gremlin. It's an elusive little SOB and you never know when it will strike.


So, I decided to drop the Bard. Realized, I have no bloody clue how to play one properly. Anyway, here are the stats for Eve and Lizwick. I'll get the RP up a little later.

Stats:

Eve the Illusionist
Human illusionist (mage of the veil) 5 (Pathfinder Player Companion: Inner Sea Primer 29)
CN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (5d6+5)
Fort +1, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . At will—face in the crowd
Illusionist Spells Prepared (CL 5th; concentration +9)
. . 3rd—invisibility sphere (2), loathsome veil[UM] (DC 18)
. . 2nd—hypnotic pattern (2, DC 17), minor image (DC 17), mirror image
. . 1st—disguise self, magic missile, silent image (2, DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, ghost sound (DC 15), mage hand, ray of frost
. . Opposition Schools Divination, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Deceitful, Eschew Materials, Fast Study[UM], Improved Initiative, Scribe Scroll, Spell Focus (illusion)
Traits adopted, power of suggestion, trickster
Skills Bluff +12, Disguise +14, Knowledge (arcana) +12, Perception +5, Sense Motive +5, Spellcraft +12, Stealth +10
Languages Common, Draconic, Elven, Gnome, Orc
SQ arcane bond (blind eye), extended illusions (2 rounds)
Combat Gear cloak of fiery vanishing[ARG], smoke pellet[APG] (5); Other Gear dagger, blind eye, choker of body alteration, false face[ACG], false face[ACG], handy haversack, bedroll, belt pouch, everburning torch, waterskin, wizard starting spellbook, 60 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Blind Eye) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Face in the Crowd (5 minutes/day, DC 16) (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures out
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

------------------------------------------------

Lizwick the Collector
Halfling unchained rogue (burglar) 5 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder Unchained 20)
N Small humanoid (halfling)
Init +7; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 34 (5d8+10)
Fort +3, Ref +8, Will +3; +2 vs. fear
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 short sword +8 (1d4+4/19-20)
Ranged mwk shortbow +8 (1d4/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 14, Wis 13, Cha 12
Base Atk +3; CMB +3 (+5 steal); CMD 16 (18 vs. steal)
Feats Go Unnoticed[APG], Improved Initiative, Improved Steal[APG], Weapon Finesse, Well-prepared[APG]
Traits criminal, improvisational equipment
Skills Acrobatics +5 (+1 to jump), Appraise +10 (+12 for small or highly detailed items when using a magnifying glass), Climb +11, Disable Device +15, Disguise +9, Escape Artist +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +10, Perception +11, Sleight of Hand +17, Stealth +15, Swim +9, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, careful disarm
Languages Common, Elven, Gnome, Halfling
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat swipe, nimble climber), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (3), acid (5), alchemist's fire (5); Other Gear mwk studded leather, +1 short sword, arrows (20), black powder[UC] (10), mwk shortbow, bag of holding i, burglar's bracers[UE], gloves of larceny[UE], bedroll, belt pouch, belt pouch, belt pouch, belt pouch, chalk (3), crowbar, everburning torch, fishhook, glass cutter[UE], glue paper[UE] (5), grappling hook, hammer, magnet[APG], magnifying glass, masterwork backpack[APG], mirror, powder horn[UC], silk rope (50 ft.), tindertwig (20), twine (50')[APG], waterskin, wire saw[UE], 36 gp, 2 sp, 6 cp
--------------------
Special Abilities
--------------------
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Improved Steal You don't provoke attacks of opportunity when stealing.
Nimble Climber (Ex) If you fail a Climb check by 5 or more, Ref save at climb DC to stop your fall.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Well-Prepared (Sleight of Hand, 1/day) DC 10+ gp cost check and you "happen" to have the desired item on your person.


That link is perfect, thanks.

With that said, I've got a character I can rework as needed. He started out a Sorcerer, but for this, I'm thinking Sorcerer/Ranger. Here is his backstory.

Getting back to my roots:
Living a life of luxury is not all glamorous. Don’t get me wrong, being the son of an Elven Guide and a Human Noble of the house Medvyed provides a lot of resources for learning a variety of subjects and arts. When I began to show signs of arcane power, they brought in a powerful wizard to help me harness my abilities.
When I wasn’t in lessons, my father told me various tales of the wilds and the creatures that inhabit them. My mother also taught me how to interact with the inhabitants of the woods. Years passed and I learned so much and yet I never ran out of questions.

The one question that my father never answered though, why did he leave the wilds that he seemed to love so much? Then the day came when my father was ambushed by assassins, and struck with an unknown poison that nothing seem to cure. On his death bed, he summoned me to his side.

“My dear child,” he said, “I have told you of many exploits of mine over the years. However there is one I’ve never revealed. The reason I left the wilds, is because I was banished for dishonoring my family name.”

“How is that, father?”

“I cannot say what the crime is, but by our customs, my children can attempt to wipe the stain of my crime by seeking out the council, informing them of my death, and completing a task set before them. They…….are……..to……………the,” and he faded to the void.

After his funeral, my mother gave me my father’s journal. It gave some indication of where he was from, the south. So I gathered various items for the journey and headed south with my personal driver, Jarvis and bodyguard Marcus. I hope I can find the council and wipe the stain of honor from our family name.


I have some questions on stats. Are you looking for point buy? If so, how many? If rolling, any special rules for said rolls?

Oh, one last question, can you give me a quick refresher on Gestalt Character building? I don't build them much.


@GM: I found this trait that I believe would be perfect for Eve called Trickster (Magic Trait). However, it requires being a Gnome. I looked at the Adopted Trait and it states that you can choose a Racial Trait from another race that is not yours.

Would you allow me to take Adopted so I can take Trickster?


Red for me as well.


Nairb the Grey wrote:

The only nit-picky thing of concern I see is that I don't think Muleback Cords and a Belt of Giant Strength will stack since they both are based on the spell Bull's Strength according to the crafting requirements. Since the Muleback cords are primarily to address a flavor thing (her carrying a cannon by herself) and you do not own a cannon right now, I don't know if it is that big of a deal...but I feel bad about you spending 1000 gold on a magic item that doesn't work since you already have another bonus elsewhere.

If I am interpreting the rules on that wrong though let me know.

I just did a quick look at the two items. The Belt of Giant Strength gives an Enhancement Bonus. The Muleback Cords simply adjust carrying capacity as if your strength were 8 higher, no other benefit to strength-based rolls. As far as I know, there should not be a conflict as they are not the same type of bonus.

Your call GM, but that's my two coppers.


@ OP: Thank you, that was very helpful. After looking them over, I feel drawn to the following three:

Lizwick the Collector

Fleck the Bard

Eve the Illusionist

Not sure I have a preference at this time, but I'll be sure to rank them in order after I've slapped them together.


I'm interested.

Full disclosure, I've never played the board game, but I have seen it on gaming shelves and have an idea of the premise.

Are we just going off the names for personality, or is there a place I can look up that info for a better feel?


I'm interested.

Will there be a link to the recruitment thread when it's up? Or will it continue from this one?


Male

/stealth

@ Kobold Klan - Sorry to just drop in on you like this, but I can't seem to PM you. Could you please PM me? I have a question I'd like to ask you.

*smoke bomb*


@Tarren - Question: About the Gadgeteer's +4 to Engineering Trick Attack when using a custom built device for distractions. What do you feel the appropriate amount of credit cost would be for crafting purposes? I feel 25 credits per distracting unit would be accurate with a Light Bulk.


I would imagine that TAROT allows a small generator be brought along. One that's easily concealed and capable of charging a couple batteries at a time for such instances. Or, quite possibly, Temporal Dead Drops with emergency supplies for there Agents. Cause you never know.

Hells, they may even have safe houses in various points in time for their Agents to crash in during missions.


Still very interested. I'm thinking Human Operative (Gadgeteer) code named: Troubleshooter.


Tarren the Dungeon Master wrote:
pauljathome wrote:

Is a Lashunta acceptable? Either as an alien or as some kind of mutant?

If it is would I basically need a holoskin?

Definitely thinking operative here

I allowed a lashunta in the previous attempt at this. Aliens are still rare in this setting, but not unheard of. Humanity would not have survived without the help of alien ambassadors, heroes, and scientists coming to their rescue in the 22nd century. Some aliens won't let humanity forget that. Others are cool. Most humans in the time period you come from will not have seen aliens except on screen. Your colleagues are not most humans.

Why am I picturing the lashuta wearing a head wrap to hide their antennae?


Love the organization name.

I'm thinking Human Operative.


Hmmmm, color me interested.


Dotting for interest. I'll roll up a Rogue tonight.


Completely understandable.


I had an Arcanist in another campaign, yes, they are really fun to play with. So many ways to go.

I've got a thought of doing a Shield Maiden type character. Although I keep bouncing between Skirnir Magus or Shield Champion Brawler.


Hmm, dotting for interest. Let's see what hits me.


Interested. Is it too late to apply?

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