I have never heard of this system but love eastern settings. I looked up the game a bit and it sounds really cool so if you don’t mind another newcomer to both the system and discord itself I would love to join you guys, I’m a quick study I swear ;). I live on the east coast myself and timing wouldn’t be a problem for me.
Hmm missed that one but will have to say no to Adept, no way to alter them to non divine without having to alter the entire class. Instead do this: If you are intending to multiclass into a caster class once the PCs become adventurers and intending for your 'apprenticeship' to include magical training, you get a number of 0 level spell known equal to your primary casting modifier and a number of 1st level spells equal to 1/2 (rounded down) your casting modifier. You will be able to cast three 0 level spells a day and one 1st level spell, both of which can be increased by a high ability modifier.
Just to clarify this is on top of another NPC class correct? So you'd take the expert/aristocrat class and then add spells and Spell craft?
Hey Skull I know you said max gp at first level but I can't seem to find any listing for how much gold npc classes get, should we just go with gold listing for the class we plan on taking?
Hey skull this looks like a really cool concept, I’ve never used NPC levels so I’ll have to look into them. For a character I was thinking someone who isn’t really a fan of how the city states are pushing away from nature and sees the newer technologies as either dangerous or an affront to the natural ways that have been sustaining people.
When they can they’ll be taking levels in Druid, possiblely with the herbalism alt nature’s bond option. He would most likely VMC with shifter, or possibly ranger.
@louxman: I wouldn’t mind going the twin route, what race were you thinking?
So I'm thinking of Playing a druid and going the Hierophant route. I've been wanting to try the druidic Herbalism alt option and Kingmaker feels like an excellent opportunity for it, especially if we have down time. I've also been wanting to play a Gathlain so unless you have anything against them I'll be putting something together as soon as I can.
Definitely interested if you'll have me. I'll see what I can whip up.
Edit:So Helix, I'm thinking with the power boost you're giving character that I could try something I've always wanted to do but can never pull of in these games. A rogue Texas Ranger? or a ranger recruit? he'd have the Wanted major hindrance and a few other thing but would that be ok?
Am a huge fan of skyrim and would love to take part in this. It’s three am where I am so I’ll do the crunchy stuff tomorrow but I love the concept of the horse thief from roriksted who manages to actually make it to riften and join the thieves guild.
Also something to look at is the Feat Tax rules, it really helps streamline martial builds.
Ok here we go
1d10 + 7 ⇒ (1) + 7 = 8 1d10 + 7 ⇒ (3) + 7 = 10 1d10 + 7 ⇒ (1) + 7 = 8 1d10 + 7 ⇒ (8) + 7 = 15
18
8
well that sucked. upping that to a 25 point buy gets us something like this.
18
10
13
10
15
8
not great but I can definitely work with it
Hey red-handed I'd love to join in. Been playing pathfinder for about five years now and pbp for only a year of that after college, I'll definitely be able to post twice a day as I prefer faster games and usually post on weekends. I work as a theatre stage hand so my schedule is somewhat all over the place but even at work I can usually post via cell phone though it wont be as long.
I tend to play melee characters but have been trying to do something different recently and have an idea for an intrigue oracle possibly with the best friend (Amiko) trait, or the city born trait.
Hey guys sorry for the slow posting but my family is hosting thanksgiving and we have more people coming than I thought and things are rather hectic right now. I should be able to get a proper post up later today.
Not really sure who Alex might know. He probably knows of any of the upper class and may have met anyone who is also poor. A thief by trade he is a human looking fetchling who doesn’t try to hide his heritage and is actually proud of it, he is something of a cross between Robin Hood and catwoman mentality wise and can usually be found at the temple of calistria. Profile should be good to go in an hour or so.
And so the lights darken and the room quiets as the audience eagerly awaits for the curtains to rise and the actors to take the stage.
Good luck to all!
Large (7 RP)
Prerequisites: Humanoids taking this quality must have the giant subtype.
Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Standard (0 RP) +2 Str, -2 Int, +2 Wis
Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.
Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Offensive Traits
Reach (1 RP)
Prerequisites: Large size.
Benefit: Members of this race have a reach of 10 feet.
Defense Racial traits
Fire in the Blood (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type.
Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Elemental Immunity (4 RP)
Fire
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race are immune to the chosen energy type.
Special: This trait can be taken more than once. Each additional time you take this trait, increase its cost by 1 RP. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Movement Trait
Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Sight Traits
Low-Light Vision (1 RP)
Prerequisites: None.
Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Weakness Traits
Elemental Vulnerability (–2 RP)
Cold
Prerequisites: Outsider (native) with ties to an elemental plane.
Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
very much DOT! I'm a big fan of fire, BIG FAN! thinking of playing An Ifrit or Dginn, Pyromaniac. Oracle, or sorcerer depending on weather we need healers.
Edit: Actually would you have any problems with a young fire giant?
Just saw your rolls so i'll be using those as for the character here we go
Please indicate your expected posting rate (every day, every other day, etc)*
Expected rate should be once a day baring any real life issues
- Character name, race, class
Name: Davril Sok | Race: half-elf (with drow heritage) | Class: Inquisitor of pharasma.
-Diety: Pharasma; Davril's family are avid hunters of undead and Davril has been raised with these Ideals.
- Alignment with 3 values
Alignment: NG leaning towards true N | Values: Survival, Hunting undead, Justice
- All 3 traits
1. Hunter's Blood; +1 bonus to Diplomacy, Knowledge(religion), and Survival when related to undead. Choose one of these skills as a class skill. Undead gain a +1 bonus to learn about YOU.(Your family is famous for hunting undead)
2. Elven Reflexes: +2 Initiative
3. Foreigner: You are from a land located far away, and have no ties to Ustalav, Lastwall, or any of the other countries bordering this region. You gain a +1 to Perception and a +1 to AC. The benefit to AC is considered a dodge bonus that stacks with all others. Should you be surprised, incapacitated, or otherwise lose your AC bonus from dexterity, you will temporarily lose this benefit until you regain your bonus from dexterity.
- Background Summary - Davril Sok was born to the Sok Clan, a family of vampire and undead hunters that are almost constantly moving from place to place. Davril was born while his family was in varisia and spent much of his childhood there, moving from city to town to village. While he was young the family elders taught Davril all about different types of undead like zombies or vampires, while making him copy the families tombs on undead into his own personal journals. As he got older Davril was taught how to fight with a bow and a rapier as everyone in his family does. Once he was old enough Davril began going on hunts with the older members of his family.
When Davril reached adulthood he set out on his own with instructions from his family. He was to continue to travel and hunt the abominations of the world and could only stop once he managed to kill an old, powerful, or famous undead. Once he accomplishes that, according to family tradition, he has three choices as to what to do. He can choose to return to his family, start his own family and travel with them, or settle down and protect an area while beginning his own family and teaching his children. Recently Davril has heard of the hoards of undead that still stalk the land of Ustalav and has begun traveling there in hopes of finding worthy pray, all while continuing to hunt various undead in towns that he travels through.
- One experience you would like your character to have (allying with an intelligent weapon, defeating a powerful foe, becoming a renown bard, etc)
I would like Davril to be able to accomplish his goal of killing a powerful undead of some form.
Due to issues I’ve been haveing with his backstory I’ll be withdrawing alexius, I have however posted in the healer thread with a character that kind of ADD ed itself into existence while I was writing.r
Hey, so I'm working on a half-elf drow (Blended View) inquisitor of Pharasma that's going full on undead hunter. I would be using the Vampire Hunter, Umbral striker,and Urban Infiltrator archetypes (they seem to work together really well) though if any of them don't work, or if you don't want me to take all of them, just let me know.
Edit: oh and he would be a skill monkey with ranged combat focusing on getting off as many arrows as possible.
So if we're in the south, what's travle going to be like? ie. will characters need a mode of transportation/is it worth having say a horse? or are we arriving somewhere and stanging there?
Ive been thinking about trying a storm druid for some time. I could throw one together but it would be my first time as a full caster so you might have to put up with a bit of hairpulling on my part.