Red Dragon

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73 posts (539 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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I have bad news. RL is calling, so I won't be able to be on for quite a while, so I am going to have to withdraw for now. I apologize for the sudden departure and hope you all have fun. I really hate to have to pull out this early in the game as well, but it can't be helped. Hope to come back to the boards some day.


I've worked overnights for a few years now and my posting can still be erratic, though I suppose that's more of a faulty internet connection than time allowance.


Thumbs up over here.


Ah, those were the days when we chase school bus after school bus when waking too late.


The differences in pbp vs f2f, how to properly make monster pc's, and the concept of e6/e8.


I believe diagonal movement is 5, 10, 5, 10, etc. So odd squares are 5 ft.


Could be internet issues. Make sure to wait for the saved message before leaving the page.


If you mean the pickle jar from the goblin companion, they are 4 sp.


Looks fine to me.


I know that the anniversary edition came with a lot of nice, easy maps. Could upload them on a google slide for us to use if you want along with pieces. And PF does have some places to improve when it comes to mapless combat with so many distance requirements involed.


Since I'm already fighting for the other side, I guess I'll just have to roll for them.


5d6 ⇒ (2, 2, 1, 5, 2) = 12 x 10 = 120. So min 150 then.


Vote: Yes for Background Skills.


Alright, from what I've seen, I'll go with my ranger idea.

@SkaTalon: RotR does a good job of getting different characters into a group, but knowing each other beforehand shouldn't be an issue. Also, the life-debt idea seems like a good idea while also making a connection with another player right off the bat. Even if you don't use them, you can check the background traits for ideas as well.


@Oceanshieldwolf: Background Skills are an extra two skill points per level that are spent on more RP-ish skills, such as perform, profession, etc. Allows a bit of characterization without taking from a character's ability to perform on the field basically. Found in the Pathfinder Unchained book.

Also, the daring champion from the Advanced Class Guide might be what you're looking for for a mountless Cavalier.


Hello everyone. Glad to be in the game.

For my character, I'm thinking of a tattoed sorcerer that is interested in the ancient ruins, or a ranged ranger that helps patrol Sandpoint's forest for goblins. Depend a bit on party build. What are your guy's opinion?

@GM Sphen: Will we be using Background Skills? I find they help add flavor to characters, especially skill-starved classes.


Been looking for a RotR game after one I almost joined got cancelled. I would be grateful to be considered for this game. I've taken the time to look at your own posts and see that you post regularly and well-enough that playing in a game under you would be enjoyable.

A few things about me:

*I've played live games until recently moving and being introduced to the pbp boards.

*I enjoy being able to RP a character rather than a simple dungeon crawl game. Also, I try to keep any RP from conflicting with other players against their wishes.

*I particular enjoy world-building and having the actions of the players affect the world around them (though AP's seem to limit this unless a GM is willing to just wing it).

*I like hooking a character into the story (like campaign traits), rather than just adventuring for the sake of adventuring.

*I usually play more martial oriented characters, though when I do play a spellcasting, I usually go for a spontaneous type.

Concepts: I'm willing to work with the group to help form a balanced group, but at the moment, my ideas would be a ranger/storyteller that lives in Sandpoint and helps keep the local goblins in check, or a tattoed sorcerer that is deeply interested in the history behind the lighthouse and similar ruins.


"Paper already took all words from head of Zord. That why he so stupid."


@ The Gamemaster:Here ya go. Also, the whole set of the goblin modules are free downloads here on paizo.


@Mustachioed: Go to Race Traits on d20pfsrd and press ctrl+F to search the page. Type Goblin, and you'll find all the racial traits for goblins right now.


On another note, should the adventure go well and the players and you be up for it, is there a chance for the game to continue on into the other We Be Goblins modules or other misadventures?


I've been hoping for a goblin campaign soon. Here's my entry:

Torch the Goblin

Concept/Party Role:
Torch will be a torch/dogslicer dual-wielding ball of mayhem that will charge into the fray atop his mount, Not-Dog, to set anything and everything on fire. With a fixation on pyromancy and dog-killing, Torch will generally agreed with anything involving the two, including setting himself on fire.

Character Background/Personality:
-----------------------
Background
-----------------------
A nearby pack of wolves were howling the night that Torch was born, and since that day, Torch has grown up with the belief that he is to carry out Bark Breaker's will. Praying and doing rituals was too boring, though, so Torch decided to just set things on fire instead. And kill dogs. But Torch couldn't find any dogs, so he set more things on fire instead. Torch has been so faithful.

Earning his name from his constant fixation on gazing at torches, Torch was quickly drafted to become the chief's new torchbearer after the last one set himself on fire and died. Torch remembers that glorious death, and hopes that he can one day end life in such a fulfilling way as well.

As torchbearer, Torch is quite content, enjoying having fire so close at all times. Especially since he gets to be the 'one' to start the many fires for the festivals of the tribe. Torch also got to ride on the previous torchbearer's wolf, Not-Dog. Not-Dog used to be called Black Fur, but Torch believes Not-Dog is a much better name for him.

Having been the honored one to begin the fire that consumed Scribbleface's hut, Torch is still filled with a bit of europhia and hopes to be able to join the tribe in raids soon so that he can set more fires. Oh, and kill some dogs. Yes. Some dogs would be nice to kill.

-----------------------
Personality
-----------------------
Torch loves to set things ablaze and stare at the flames while mayhem begins to ensue. While he is natural mischevious like most goblins, Torch is particularly aggressive against dogs, and takes large offense if Not-Dog is compared or referred to as a dog. Because Not-Dog is definitely not a dog.

Torch also loves to cause disorder around him, and enjoys a good prank, whether he is the trickster or target. If something gets set ablaze during these pranks, all the more fun.

Not-Dog is quite a loyal companion, despite Torch's mischeviousness and constant demands. Captured as a pup, Not-Dog is already used to the mayhem and fire of the tribe, but prefers to sleep in cool places rather than do anything else. And though he is used to Torch's love for fire, he still refuses to let Torch set him completely ablaze to make him Fire-Not-Dog. He does not seem to care much that he outlived the last torchbearer and has a new rider.

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Description
-----------------------
Torch is a green skinned goblin with several burn marks and even some patches of fur, though even Torch has forgotten whether he grew them or added them on. He is almost always found carrying a torch and atop or near Not-Dog.

Not-Dog is a black furred wolf with a few patches here and there missing from repeated attempts from Torch to make Not-Dog into a Fire-Not-Dog.

Stat Block:
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Torch
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Male Goblin Cavalier (Order of the Cockatrice*) 1
Age 14; Skin Green; Faith Bark Breaker (Zarongel)
CN Small goblinoid (goblin)
Init +4; Senses Darkvision (60ft), Perception +1
*Called the Order of Torch and Not-Dog by Torch

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Defense
-----------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
HP 11
Fort +3, Ref +4, Will +1

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee torch +5 (1d2+1), dogslicer +4 (1d4/19-20)
. . . dogslicer +6 (1d4/19-20) (Finesse)
. . . torch +7 (1d2+1) (Finesse)
. . . horsechopper +2 (1d8/x3)

Special Options
Challenge - +1 damage, -2 AC, and +1 damage/4 lvs if soloing target
Spark (Magical Talent) - DC 10

-----------------------
Statistics
-----------------------
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 14

Traits
Advantageous Distraction - Racial - Swift action to gain +2 AC for 1 round by being distracted.
Rough and Ready - Equipment - No improvised penalty for tools of trade and +1 on attacks.

Feats
Tandem Trip - Whenever you attempt to trip an enemy threatened by an ally with this feat, you roll twice and take the better result.
Two-Weapon Fighting - Penalties reduced by 2 and 6.
Weapon Finesse (Feat Tax) - Can use Dex on attack rolls with finesseable weapons (dogslicer).

Skills (7 ranks - 4 class, 1 Int, 2 Background Skills)
Bluff +4 (1 rank, 3 class)
Handle Animal +4 (1 rank, 3 class)
Intimidate +4 (1 rank, 3 class)
Perform (Sing) +4 (1 rank, 3 class)
Profession (Torchbearer) +5 (1 rank, 3 class, 1 Wis)
Ride +12 (1 rank, 3 class, 4 Dex, 4 racial)
Stealth +13 (1 rank, 4 size, 4 Dex, 4 racial)*
*-2 armor check penalty when not on mount

Favored Class Bonuses
Cavalier - 2 Bonus Hit Point to Mount (Goblins of Golarion page 31)

Languages*
Goblin, Common
*All only spoken. No written knowledge.

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Possessions
-----------------------
Inventory
two dogslicers (small), outfit (dog pelt), chain shirt, horsechopper, torch, tindertwig, two flasks of questionable water, pouch of sand (belt), pouch of two Goblin pickle jars (belt)

Inventory Weight and Load
Current Load - 19.5 lbs (light up to 25 lbs)

Possessions Carried/Used by Companion
saddle (riding), saddlebags, simple banner (Red's insignia)

Possessions in Saddlebags
fangfile, fetish (tribal), fire carrier, goblin pickles (jar) (x13), torch (x2), tindertwig (x3), pig grease, tossglove, sack (empty)

Wealth
0 pp 13 gp 10 sp 40 cp

-----------------------
Special Abilities
-----------------------
Mount (Ex) - A cavalier gains a mount that acts as a Druid's companion, except for the share spells ability.

Order of the Cockatrice (Ex) - Add Cha modifier to the DC on any attempts to Intimidate this cavalier.

Tactician (Tandem Trip) (Ex) - As a standard action, the cavalier can grant this teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 time per day.
----------

Not-Dog:
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Not-Dog
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HD: 2
Medium animal (wolf, companion)
Init +2; Senses low-light vision, Scent, Perception +5
-----------------------
Defense
-----------------------
AC 14, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
HP 22 (HD: 1d10+2*) (*+2 from Cavalier Class Bonus)
Fort +5, Ref +5, Will +1

-----------------------
Offense
-----------------------
Speed 50 ft.
Melee bite, primary natural +2 (1d6+1, plus Trip)

-----------------------
Statistics
-----------------------
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB 2; CMD 14

Feats
Armor Proficiency (Light)
Tandem Trip

Skills
Perception +5 (1 rank, 3 class, 1 Wis)
Stealth +6 (1 rank, 3 class, 2 Dex)

-----------------------
Equipment
-----------------------
Carrying
Saddle (riding), saddlebags, banner


Yes.


After finally getting my character concept in line, I come with a late game entry, Galelor, another rescued soul from the Technic League 'experiments'. I usually base my character concepts around 10-minute background if you're wondering about the format. Also, I'll keep this in my main profile and make a separate alias if chosen.

Galelor

Character Concept:
-----------------------
Background
-----------------------
Born to an enslaved huldra, Galelor was originally a planned test subject for the Technic League’s homunculus project. Saved by the then Pauldris Gray, Galelor and Val, another test subject, were spirited away before the tests began to become fugitives.

Galelor doesn’t remember much of those early years, and though constantly trekking from place to place was a bore for any child, especially hyper ones such as Galelor and Val, their adopted father, now going by Khonnir Baine, would fill the time with instructions and teachings, both magical and mundane, trying to give them as much as he could to make up for the lack of a home. Khonnir has kept their origins as test subjects secret from them both.

However, it was when their father decided to settle in the town of Torch that Galelor’s world truly opened up. Helping his father start up the foundry and tavern, Galelor’s book knowledge became hands-on practice as he learned to create the things his father had only previously talked about. His main focus was on using skymetal, a technique coveted by the rest of the town of Torch.

While he focused on helping in the foundry and Val in the tavern, both helped out in the other and continued their lessons with Khonnir. Despite having a love and deep respect for Khonnir, Galelor has felt a slight distance grow between as he matured, mainly due to his heritage. Unlike Val, who is human of Kellid descent, Khonnir had fey blood running through his veins, and his fox-like tail is a constant reminder of this. Though Khonnir explained that his mother was a huldra, he hasn’t told him of what ever happened to her, something Galelor truly desires to know. He has grown used to constantly hiding his tail from their time traveling as fugitives, but the distinct physical difference between him and ‘normal’ humans has made Galelor consider Khonnir more of his mentor and role model than an actual father in the past few years.

The Technic League has been a negative subject for the family for years. Though Galelor isn’t sure as to the exact reason, he does know that Khonnir was on the run from them before they settled in Torch. Any delusions about their progress and ingenuity was quickly removed as Khonnir taught them some of the things that went on in the group. Their poor reputation and practices in Torch have only reinforced the idea that the Technic League was a horrible faction. Galelor always feels a bit tense around anyone associated with them, especially Alevarn, a member of the group who has shown just a bit too much interest in Galelor and Khonnir.

Life was going well until the flame atop Torch suddenly went out. As the town began to scramble at what to do to relight the flame, Khonnir found a set of caves nearby that no one knew of. Galelor was uneasy about them and for good reason: Khonnir went back in them after his initial discovery only to not come back. Shutting down the foundry and tavern, Galelor and Val sought out groups to help find him, but so far, all attempts have failed, and several haven’t returned. Growing desperate, Galelor has decided to join the next group despite Val’s refusals. Not too skilled in combat, Galelor hopes his little experience in magic will help patch up the holes in his swordplay as he grabs up the mysterious sword Khonnir always kept on the wall in their home.

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Connections
-----------------------
Khonnir Baine – Adopted Father/Mentor – Saved Galelor from becoming an experiment as a child, Khonnir has raised him and Val as best he could while on the run. After settling down in Torch, Khonnir opened up shop to help sustain them and create somewhat of an ordinary life for them. Galelor loves them man and is willing to help him in any way that he can. Galelor was devastated when he didn’t return from the caves.

Val – Closest Friend/Crush – Saved from captivity as well, Val was raised along with Galelor by Khonnir. Being young and innocent, Val was willing to accept Galelor despite his tail without prejudice. The two have become close friends and confidants being only a year apart in age. Though Val is a step below Galelor in studies and magical talent, she is more than a step above him in social aspects from running the tavern so much. As they grew older, Galelor’s attachment for her has grown, though he holds his crush for her in, not knowing if she reciprocates this feeling.

Alevarn – Member of the Technic League – Alevarn first approached Galelor while he was manning the tavern for a shift. The man was quite open about his position in the group, as well as knowing that Khonnir didn’t care much for them. He came a few more times, each time questioning Galelor about him and Khonnir while generally getting under Galelor’s skin. His last visit was about half a year ago when one of the local patrons forced him out of the tavern for flaunting his position in town. Though Galelor doesn’t think the man knows about his tail or Khonnir’s association with the Technic League, the worry is still there that the man will bring trouble.

-----------------------
Secrets
-----------------------
Galelor doesn’t know that he was a planned test subject for the Technic League, that his mother was a slave, nor that Khonnir was actually once a member and went by the name Pauldris Gray.

Galelor also doesn’t know that the sword that he grabbed off the wall of their house is actually a stolen artifact from the Technic League that Khonnir was studying while working for them. The weapon has many hidden properties that Khonnir was trying to figure out, and after finding out a bit of its potential, he took it along with Val and Galelor to keep it out of the Technic League’s hands. Khonnir had yet to truly find out how to use it before he disappeared.

Galelor knows that he has fey blood running through his veins from his huldra mother. He keeps his tail a secret from all but Galelor and Val to keep away from prying questions and discrimination.

-----------------------
Personality
-----------------------
Galelor is usually filled with curiosity and often tinkers with devices to figure out what they do. This is tampered somewhat when things get serious. He is also rather energetic and raring to go when something is happening. Though he is talkative around Val and Khonnir, Galelor isn’t as open to others, though his work in the tavern has helped him open up more. He is a logic minded person and prefers thinking things through before getting involved in violence. He can be a bit headstrong at times whenever he makes his mind up about something.

-----------------------
Description
-----------------------
Galelor’s human ethnicity is uncertain from his more fey-like features. Many unknowingly attribute this to elven blood instead, from the slightly pointed ears to his lanky build. However, his most discerning feature is the one he makes sure to keep hidden as much as possible. A long, fox-like tail reveals his huldra blood, and the discrimination received while they were on the run has made him make a habit to not reveal it easily.

His hair, eyes, and tail are brown in color and his skin pale. He wears a long, brown overcoat most of the time to help keep his tail hidden.

Stat Block:
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Galelor
-----------------------
Male Human (fey) Magus (Bladebound) 1
Age 16; Skin White
NG Medium humanoid (human)
Init +2; Senses Low-Light Vision, Perception -1

-----------------------
Defense
-----------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 10
Fort +4, Ref +2, Will +1

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee rapier +2 (1d6/18-20) (finesse weapon)

Special Options
Spell Combat - Full-Round action to attack and cast a spell

-----------------------
Statistics
-----------------------
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 8 (-1), Cha 12 (+1)
Base Atk +0; CMB +2; CMD 12

Traits
Local Ties - Knowledge (Engineering) is class skill, gain +1 trait bonus to it, and act as if you had the Technologist feat when resolving checks for it; +3 instead if you do have the Technologist feat.
Mentored - +1 trait bonus to Profession (Metalworker); +1 to aid another.

Feats
Fey Foundling - +2 points of healing for each die rolled when healed.
Skill Focus: Knowledge (Engineering) - +3 to skill.

Skills (9 ranks - 2 class, 4 Int, 1 Favorite Class Bonus, 2 Background Skills)
Disable Device +3 (1 rank, 2 Dex)
Knowledge (Engineering) +12 (1 rank, 3 class, 3 Skill Focus, 1 Local Ties, 4 Int)
Knowledge (Local) +5 (1 rank, 4 Int)
Linguistics +5 (1 rank, 4 Int)
Profession (Metalworker) +4 (1 rank, 3 class, +1 Mentored, -1 Wis)
Profession (Innkeeper) +3 (1 rank, 3 class, -1 Wis)
Spellcraft +8 (1 rank, 3 class, 4 Int)
Use Magic Device +5 (1 rank, 3 class, 1 Cha)

Favored Class Bonuses
Magus - Human - Extra Skill Point - x1

Languages
Common, Slyvan, Hallit, Orc, Giant, Elven

Alternate Racial Traits
Fey Magic - Replaces Skilled - Disguise and Perception are class skills, and Galelor can perform druidic magic while underground. Also, gain Low-Light Vision.
Focused Study - Replaces Bonus Feat - Skill Focus at 1st, 8th, and 16th levels.

Class Archetypes
Magus - Bladebound

-----------------------
Magical Abilities
-----------------------
Fey Spell-Like Abilities CL 1st
Can be used while underground only.

1/day - 0 - Light, Mending, Create Water
1/day - 1 - Cure Light Wounds

Magus Spells CL 1st
Spells per day
0 - cantrips, 3
1 - 2

Spells in Spellbook
0 - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1 - feather fall, grease, shield, shocking grasp, technomancy

-----------------------
Possessions
-----------------------
Inventory
rapier, studded leather

Inventory Weight and Load

Wealth

6 pp 5 gp 0 sp 0 cp

-----------------------
Special Abilities
-----------------------
Arcane Pool - 4.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat - At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Wealth: 4d6 ⇒ (2, 1, 5, 2) = 10 x 10 = 100


Later on, reports tell of a pyromaniac goblin going wild in the marketplace. No one knows what happened afterward.

Anyway, have fun for those picked.


Alright. Took a bit to get it all together, but here's my entry for the game: Bark, the Goblin, and his wolf companion, Not-Dog. A cavalier build, he will eventually and ideally charging into encounters while wielding a torch and dogslicer. More of a thematic build than a maxed out specialized one. Will also provide many hilarious encounters in the rp sense as well. Goblins are my favorite race to play as. Will keep the character in this alias page for easy and quick viewing as well and make an actual alias if chosen.

Bark the Goblin

Interview:
-----------------------
Interview
-----------------------
The door to the office opens, and the Marquis looks up only to gasp as a small, green goblin comes in. Clothed in tattered, patchwork clothing with patches of fur here and there, the goblin was an atrocious sight, not to mention the smell it brought in with it.

"What in the world!" the Marquis sputters, getting up quickly.

Quickly following in behind the goblin, the Marquis' butler makes a small bow and tries to explain "Sir. I believe this...er, goblin has come to...well, apply for the job, sir."

"Me here for merk," the goblin suddenly says in common, suprising the Marquis once more. "Tor tell Bark that merk was here for Bark to do. Tell Bark he may get to burn stuff. Bark like to burn stuff."

Both the Marquis and the butler stare at the creature for a bit, not knowing what to do. Finally, the Marquis tries to compose himself and sits back down. "Yes, I see. Well then...let's get on with the, uh, interview. Please, sit," he says, gesturing to the chair across from his desk. Upon looking at the filthy goblin again, though, he quickly admends, "Actually, on second thought, why don't you just stand for now? Why don't you tell me about...what you can do?"

"Bark can do lots," Bark replies, stretching up with his fingers on the desk to see over it. "Like, Bark can kill dogs, and set things on fire, and stab things, and stand on his hands some of times. Other of times, Bark fall down. Always makes Bark laugh, because Bark not know if he fall or not when Bark do it."

The Marquis clears his throat, stopping the goblin's rambling. "Do you have any particular talents, though, Mister...Bark? Why should I hire you?"

"Longshanks higher than Bark because longshanks is longshanks. Most longshanks are higher than Bark. Longshanks are longshanks because they are higher than Bark. Bark can fight, though. Bark fight on top of Not-Dog. Not-Dog is Bark's pet. Not-Dog is not a dog, though. No."

"I think he means the wolf back downstairs," the butler helpfully adds, unraveling just a bit of the goblin's nonsense.

Bark was still going as though he hadn't spoke, though. "Bark can also make fire. If Bark take stick and touch it real hard..." At this, Bark reaches as far as he can onto the desk and randomly grabs a wooden plaque off of it. Before the Marquis has time to jump across and grab the item, Bark shouts, "BOOM!"

The plaque bursts into flames, and in mere moments, the plaque is ruined. With a bunch of shouting and cursing and stomping, the butler finally manages to put out the fire before anything else catches. Furious, the Marquis, already out of his seat, shouts, "Get out! Get out of my home this instant, you vile creature!"

Undisturbed, Bark heads out of the room on his own. After a crash, the butler drops the remains of the plaque and rushes out of the room to get the goblin fully out of the house before more damage can be done.

After a few minutes, the butler returns. "The goblin has been removed from the property. Forgive me, my lord, for allowing such a creature in."

Still steaming, the Marquis simply mutters, "Like I'd ever hire such a savage thing for my task."

"Actually, sir..." the butler begins, pausing for a moment until the Marquis waves him on. "Well, I was just thinking that it might actually be better to do it. Then he's out of town and can cause less damage. Who knows what it will get into while down in the town. Plus, it will be stuck on a river most of the ride, right?"

The Marquis is silent for a while before replying, "I'll have to think on it. But how in the world did it get into this part of the city without being arrested?"

Character Concept:
-----------------------
Background
-----------------------
Bark was born to the Hound Fur tribe, a small group of goblins in the Taldor region. His birth was heralded by a prophecy from the tribe's oracle, See-All. The prophecy was that he would 'bring fire to fur', a statement believed to be a sign of Bark Breaker's blessing. This, along with his unusual patches of fur, marked him as chosen, and the oracle of the Hound Fur tribe began to instruct Bark about the ways of Bark Breaker, the deity of the small tribe. These rituals and superstitions constantly contradicted one another, but Bark didn't notice like the rest of the goblins, mostly because he wasn't paying attention half the time.

See-All also had Bark be given a wolf pup to raise, a special priviledge among the tribe as the mounted warriors were of the highest rank. Bark named the wolf Not-Dog like most of the other goblins had done, since Bark knew for sure that Not-Dog was definitely not a dog. Bark liked to spend most of his time rough-housing with his pet and generally getting into mischief as he grew up.

It wasn't long before Bark learned of his ability to set things aflame with just the touch of his hand. Delighted, he began to use the ability often, gaining favor with all the other goblins with his remarkable talent...until he ended up setting the whole tribe ablaze one day, unknowingly fulfilling the prophecy he had been given at birth.

Homeless, Bark wandered away with Not-Dog. Soon, One-Eye, the legendary goblin killing dog that everyone in the tribe feared, came after Bark and attacked him. It was during this, when Bark was almost a goner, that a longshank of all things saved him and took him in.

The name of the longshanks was Tor. Apparently, Tor was somehow both human and orc at the same time, though Bark could not see how he could be two at once. Despite this mystery, Tor taught Bark a lot about longshanks and how to even speak to them in their tongue. More than anything, he showed Bark how he could kill things and set things on fire all while making other longshanks happy. Something called 'mercenariwork'. Bark didn't like the huge lonshanks word and decided to shorten it to merk.

Now that Bark had become a goblin 'merk', Tor left to do some of his own merking, and left Bark with information about a merk in Cassomir. Gathering what stuff he had, he headed for the city, ready for this newest merk and hoping it paid well.

-----------------------
Personality
-----------------------
Bark loves to sing and cause mayhem. The edge of his goblin cruelty has been taken off from his training with Tor, but a goblin is still a goblin, and Bark loves to dissolve order where he can. He is at least cunning enough to know when to hold back at important times, though.

Though Bark has utter faith that he can kill anything, he allows Not-Dog to fight with him to 'cause mayhem faster'. He also is willing to bring subjects along to finish a job, since even goblins need meatshields.

Bark is rather prideful of his own talents and skill, and believes himself to be the best dog-killer there ever was. Plus, Bark happens to know a vast fount of goblin knowledge and logic, so he can solve any problem or argument.

Not-Dog is quite a loyal companion, despite Bark's mischeviousness and constant demands. Captured as a pup, Not-Dog is already used to combat and fire, but prefers to sleep in cool places rather than doing anything else.

-----------------------
Description
-----------------------
Bark is a green-skinned goblin with a red flame symbol on the back of his left hand, the source of his magical talent, spark. All across his body are small clumps of black, tangled fur, though, a sign of Bark Breaker's favour. He wears patchwork goblin clothing, but desires to obtain a dog robe soon as a sign of honor, for him at least. The goblin clothing is simply scrapes made of leftover pieces from other sources and generally looks worse than a beggar's.

Not-Dog is a black furred wolf with a few patches here and there singed from Bark's antics. He constantly has a banner goblin-rigged on his sides displaying a sloppy picture of a dead dog on fire.

-----------------------
10 Minute Background
-----------------------
1)Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

- Bark is a pyromaniac goblin that loves to set things on fire and watch things burn. Especially when using his own innate power to do so.

- Based around Bark Breaker, using fire and dogslicers while riding a wolf. Favorite enemy being dogs. Still afraid of horses, and dogs as well if without allies and companion.

- Easily distracted and not the wisest, Bark can usually easily be persuaded. He is quite cunning, though, and loves to believe that he can't actually be tricked.

- Always stays with his companion, Not-Dog. Not-Dog is a wolf, and Bark is easily antagonized by any comparison between Not-Dog and actually dogs. Because Not-Dog is in no way a dog.

- Has become somewhat of a Goblin Mercenary, desiring jobs that involve fire and dog-killing. Has yet to figure out why all jobs don't involve both.

2) List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Kill all dogs, create a dog hide outfit for him and his mount, and make his banner out of dog fur; perferably One-Eye's fur. (Character's Desire)

Become great goblin hero and create new tribe. (Character's Desire)

Fly into battle on a wolf with torch and dogslicer flying against a pack of dogs, causing hayhem and general goblin delight. While perhaps leading a tribe of goblins doing so. Epic. (Player's Desire)

3) List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.

Bark knows that he is destined to 'bring fire to fur', though he doesn't know that was actually referring to when he set fire to his own tribe.

He also doesn't know that his tribe was being watched by a group of rangers, and now they plan to finish wiping them out now that there are only a few left.

4) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

See-All - Oracle of Goblin Tribe - See-All was the respected oracle of Bark's tribe. Upon Bark's birth, he made a prophecy that Bark would bring fire to fur. Misinterpreting this for good, See-All announced him as a harbringer of Bark-Breaker's fortune. He taught Bark all that he knew of Bark Breaker. Which wasn't much at all, except from a goblin's perspective.

Bark has not seen See-All since the tribe burned down, but See-All must be alive. After all, See-All must have seen fire coming.

Tor - Mercenary - A scarred half-orc, Tor was the subject of much persecution during his younger years. His many encounters and brawling left him as a soloist when it came to taking jobs.

When he found Bark being attacked by a hound, he decided to save it and take the goblin in mostly for laughs. He was rather surprised when the creature actually began to pick up common and orc from him and changed his mind. Training him as a proper student, he tried to instill some order into the chaotic bundle that was Bark. Well...it didn't work completely, but at least the bugger was able to find his own jobs from civilized folks before they parted.

Tor didn't really care to part with him, but his newest task was certainly too precision based to bring a goblin along. Promising to meet again, Tor left him with a letter about a possible job in Cassomir, explaining what to do since Bark wouldn't learn to read. Bark promptly burned the letter as he spoke, hating the cursed word stealing tree peeling.

One-Eye - Big Bad Dog - One-Eye is a large, mean, blue-furred dog with a nasty scar blinding one of its eyes. Relying on scent, the dog was known to Bark's tribe for its many kills. The dog quickly became legend among the goblins, with many boasting that they would be the one to kill it.

After the tribe burned down, One-Eye hunted down many of the survivors, and finally landed upon Bark's trail. Launching an attack on the surprised goblin, One-Eye almost killed Bark before Tor showed up to save him. Bark has been waiting for the dog to find him again, ready to kill the dog this time and become one of the great goblin heroes.

5) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

- Talks to his food because he belives the stomach is the seat of knowledge, emotion, and desire. Plus, eating his words gives him more words to say later on.

- The first answer for any problem Bark faces is fire. Except for dogs, which is to skin it completely, stab it dead, and then burn it alive. In that order.

- Comes up with songs on the fly, and his common somehow gets better as he sings than when he speaks, though his accent is still atrocious.

Stat Block:
-----------------------
Bark
-----------------------
Male Goblin Cavalier (Order of the Cockatrice*) 1
Age 15; Skin Green; Faith Bark Breaker (Zarongel)
CN Small goblinoid (goblin)
Init +4; Senses Darkvision (60ft), Perception +0
*Called various names by Bark, usually including his own name in it

-----------------------
Defense
-----------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
HP 12
Fort +4, Ref +4, Will +0

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee dogslicer +6 (1d4/19-20)
. . . horsechopper +2 (1d8/x3)

Special Options
Challenge - +1 damage, -2 AC, and +1 damage/4 lvs if soloing target
Spark (Magical Talent) - DC 10

-----------------------
Statistics
-----------------------
Str 11 (+0), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 14

Traits
Magical Talent (Spark) - Can cast Spark 1/day at CL 1st.
Wolf Cub (Zarongel) - 1/day gain Scent ability for 1 minute.

Feats
Tandem Trip - Whenever you attempt to trip an enemy threatened by an ally with this feat, you roll twice and take the better result.
Weapon Finesse - Can use Dex on attack rolls with finesseable weapons (dogslicer).

Skills (8 ranks - 4 class, 2 Int, 2 Background Skills)
Bluff +4 (1 rank, 3 class)
Craft (Banners) +6 (1 rank, 3 class, 2 Int)
Handle Animal +4 (1 rank, 3 class)
Intimidate +4 (1 rank, 3 class)
Perform (Sing) +4 (1 rank, 3 class)
Ride +12 (1 rank, 3 class, 4 Dex, 4 racial)
Stealth +13 (1 rank, 4 size, 4 Dex, 4 racial)*
Survival +1 (1 rank)
*-2 armor check penalty

Favored Class Bonuses
Cavalier - 2 Bonus Hit Point to Mount (Goblins of Golarion page 31)

Languages*
Goblin, Common, Orc
*All only spoken. No written knowledge.

-----------------------
Possessions
-----------------------
Inventory
three dogslicers (small), outfit (goblin rags), chain shirt, horsechopper, torch, tindertwig, two flasks of questionable water, pouch of sand (belt), pouch of two Goblin pickle jars (belt)

Inventory Weight and Load
Current Load - 20.5 lbs (light up to 29 lbs)

Possessions Carried/Used by Companion
saddle (riding), saddlebags, simple banner (Bark's insignia)

Possessions in Saddlebags
fangfile, fetish (tribal), fire carrier, goblin pickles (jar) (x13), torch (x2), tindertwig (x3), pig grease, tossglove, sack (empty)

Wealth
6 gp 4 sp

-----------------------
Special Abilities
-----------------------
Mount (Ex) - A cavalier gains a mount that acts as a Druid's companion, except for the share spells ability.

Order of the Cockatrice (Ex) - Add Cha modifier to the DC on any attempts to Intimidate this cavalier.

Tactician (Tandem Trip) (Ex) - As a standard action, the cavalier can grant this teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 time per day.
----------

Mount:
-----------------------
Not-Dog
-----------------------
HD: 2
Medium animal (wolf, companion)
Init +2; Senses low-light vision, Scent, Perception +5
-----------------------
Defense
-----------------------
AC 14, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
HP 22 (HD: 1d10+2*) (*+2 from Cavalier Class Bonus)
Fort +5, Ref +5, Will +1

-----------------------
Offense
-----------------------
Speed 50 ft.
Melee bite, primary natural +2 (1d6+1, plus Trip)

-----------------------
Statistics
-----------------------
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB 2; CMD 14

Feats
Armor Proficiency (Light)
Tandem Trip

Skills
Perception +5 (1 rank, 3 class, 1 Wis)
Stealth +6 (1 rank, 3 class, 2 Dex)

-----------------------
Equipment
-----------------------
Carrying
Saddle (riding), saddlebags, banner


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Incomplete (have at least rolled)
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Helikon
Madcaster
Valijoen_KC
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SodiumTelluride
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Taliesan
Raynor Black
Lazyclownfish
Cuàn
Philo Pharynx
Lekkric18
awbattles

Concepts (Have concept ready, crunch not finished)
VoodooMonkey - Mai'Du Xiao (Witch/Warpriest)

Complete (Links to complete characters)
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Fire Drake - Yuichi (Unchained Rogue)
EltonJ - Akira (Wizard)
Jereru -Saino (Summoner)
miteke - Tally (Barbarian)
rungok - Morgana Darkmoon (Oracle)
Almonihah - Tsume the Wild (Hunter)

Withdrawals (Have announced they are withdrawing)
pauljathome
nate lange


Fire Drake wrote:

Interested (have at least posted)

mishima
Minas Dyrendal
Tiny Coffee Golem
william Nightmoon
Almonihah

Incomplete (have at least rolled)
"The Lucky Halfling"
Helikon
Madcaster
Valijoen_KC
DBH
SodiumTelluride
BarraSadei
Chobo
Taliesan
Raynor Black
Lazyclownfish
Cuàn
Philo Pharynx
Lekkric18
awbattles

Concepts (Have concept ready, crunch not finished)
VoodooMonkey - Mai'Du Xiao (Witch/Warpriest)

Complete (Links to complete characters)
Grumbaki - FeiWan (Unchained Rogue)
Fire Drake - Yuichi (Unchained Rogue)
EltonJ - Akira (Wizard)
Jereru -Saino (Summoner)
miteke - Tally (Barbarian)
rungok - Morgana Darkmoon (Oracle)

Withdrawals (Have announced they are withdrawing)
pauljathome
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Ready.


Sara, my character, would be willing to, and it feels like the personality would mesh well with hers, as she probably wouldn't stand the sight of slavery going on (until she realized how much each one cost after buying one's freedom). If you're interested, shoot me a PM.


Interested (have at least posted)
mishima
Minas Dyrendal
Tiny Coffee Golem
william Nightmoon

Incomplete (have at least rolled)
"The Lucky Halfling"
Helikon
Madcaster
Valijoen_KC
DBH
SodiumTelluride
BarraSadei
Chobo
Taliesan
Raynor Black
Lazyclownfish
Cuàn
Philo Pharynx
Lekkric18
awbattles

Concepts (Have concept ready, crunch not finished)
VoodooMonkey - Mai'Du Xiao (Witch/Warpriest)

Complete (Links to complete characters)
Grumbaki - FeiWan (Unchained Rogue)
Fire Drake - Yuichi (Unchained Rogue)
EltonJ - Akira (Wizard)
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miteke - Tally (Barbarian)
rungok - Morgana Darkmoon (Oracle)

Withdrawals (Have announced they are withdrawing)
pauljathome
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1 person marked this as a favorite.

And I finally have free time. Anyway, I decided to drop the renamed celestial race and go with a custom race, because, why not? And so, I present my new entry: Bage, half-saiyan warrior.
Picture here.

Character Concept:
-----------------------
Notes on Character and Creation
-----------------------
Use Gestalt for a Kineticist/Unchained Monk character.
Max hp.
Renamed Aasimar to saiyan, but otherwise used aasimar with the following alternate racial traits: heritage-angel, deathless spirit, immortal spark, and scion of humanity.
Renamed Pride of the Diamond Empire to Pride of the Saiyan Race.
Scouter (Wondrous Item: Eyes) - Lenses of Situational Sight, but with only a green lense. Does not have a time limit before losing its magical properties.

-----------------------
Background
-----------------------
Bage thought that he was a just another human. Average. Perhaps even boringly so. As a child, he loved to run about with his friends imagining fake battles based on all their favorite tv shows, Dragon Ball Z included. Like the others, he dreamed of becoming one of the heroes when he became older. And as all children, he had to grow up.

After finishing high school and heading out into the job world, Bage quickly lost his childish edge as he faced the reality and limits called 'life'. He became another member of society, another 'average joe'.

It was just another day when it all changed. Bage was simply walking across the street when a race fishtailed around the corner. As the car slammed into him, he just he at least wouldn't have an average death.

So he was surprised when he started to wake. Am I not dead yet?

A voice suddenly resounded, fading in and out. "Please...not too late...survive!...the Seal...destroy ...can't die!"

As the voice died out, Bage felt a warmth embrace him. Time seemed to melt away, as a strange, yet familiar, smell began to almost entice him to somehow far, far away. The smell of woods and games. Of sticks and swords. Of lightsabers and super saiyans.

It was the smell of youth, something Bage had almost completely forgotten about. Yet it came back to him like it was yesterday. The drive to play. To be. To create. The desire to be anything he wanted. Where had this passion gone to? What had driven his childhood from him before? The feeling that anything could be accomplished, that he could be the one to accomplish it. When had he stopped believing in that?

His questions went unanswered as his senses began to return to him. Sitting up, Bage looked around to see an old forest surrounding him. The kind of forest that begged for adventure. And-

Wait. What is this? What is THIS!? Bage was no longer Bage. Well, he was, his body was just...different. He had bulging muscles and...a saiyan suit? Yes, he was wearing a saiyan suit.

"If this is a prank... Ah, forget it. Best. Prank. Ever!"

-----------------------
Personality
-----------------------
While Bage would have described himself rather boring, with a rather 'normal' personality, his sudden change has affected more than just his body. All his childish, inner, wish-making dreams have burst forth, and Bage is ready to go forth and have some awesome adventures. And shoot a kamehameha or two.

-----------------------
Description
-----------------------
Picture Here

Unlike his perviously average human build, Bage is now a rather built looking saiyan. Somehow. Bage now has long, dark-blue, saiyan-like hair...so, permenent bedhead? A light-weight set of saiyan clothing, not too thick, but flexible. Has a TP etched into it for some reason. Huh. The getup even came with a scouter. Pretty cool.

-----------------------
Secret Concept
-----------------------
Bage now has the body of a half-saiyan with all the dreams and wishes of his childhood at the forefront of his mind. Adventure ahead. Unbeknowst to him, this body was originally the body of Time Patroller from Universe 7. Such accident within the time-space jump has now merged with Bage. No one knows what this might entail.

Added Extra plot hook for usage at DM's discretion.

Stat Block (Warning: Reaaally Long):
-----------------------
Bage
-----------------------
Male Half-Saiyan Kineticist/Unchained Monk Level 20
Age 22; Skin White
LG Medium humanoid (human, saiyan)
Init +9; Senses Dark Vision, Perception +26

-----------------------
Defense
-----------------------
AC 24*, touch 24, flat-footed 18 (+5 Monk AC, +1 Dodge, +3 Wis, +5 Dex)
HP 354 DR 10/chaotic
Fort +19, Ref +17, Will +9
+4 against death effects; +2 against energy drain, negative energy, necromantic spells and SLA's, and enchantment spells and effect
Resistances Negative Energy 5 Immunities diseases
*+4 if triggering AoO from movement.

-----------------------
Offense
-----------------------
Speed 90 ft.
Melee Flurry of Strikes +28/+28/+28/+23/+18/+13 (2d10+7/19-20)

Special Options
Jabbing Style - +2d6 for 2 hits, +4d6 for 3+; move 5ft.
Kinetic Blast - See Wild Talent Section.
Kinetic Fist - +3d6 to Flurry of blows.
Medusa's Wrath - 2 more strikes at highest bab if target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious.
Power Attack - -5 attack for +10 damage.
Spring Attack - Move 10ft to max and make single attack.
Stunning Fist - Fort DC 23, 25/day, fail (choose 1): stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

-----------------------
Statistics
-----------------------
Str 25 (+7), Dex 20 (+5), Con 24 (+7), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Base Atk +20/+15/+10/+5; CMB +27; CMD 51

Traits
Enlightened Warrior - Gain Monk levels while Neutral.
Pride of Saiyan Race - If successful will save causes lesser effect, you are unaffected.

Feats
Blind-Fight - Can reroll miss chance percentile when you miss because of concealment; invisible opponents get no advantage against you; no acro check to move full speed while invisible.
Combat Reflexes - Make AoO's up to your Dex mod.
Dodge - +1 AC
Elemental Knowledge - Add class skills from all expanded elements, and gain +1 for all class skills associated with your chosen elements.
Improved Critical (Unarmed Strike) - Double threat range.
Improved Initiative - +4 to Init.
Improved Unarmed Strike - Do not provoke AoO from unarmed strikes, and they deal lethal or nonlethal at will.
Intimidating Prowess - Add Str to Initmidate on top of Cha.
Jabbing Style, Jabbing Dancer, Jabbing Master - +2d6 to final attack if two unarmed attacks hit, +4d6 if three or more hit; can move 5ft around target each time a blow hits.
Medusa's Wrath - When using full-attack against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe, make 2 extra unarmed strikes at highest bab.
Mobility - +4 AC if movement provokes AoO
Power Attack - -5 attack for +10 damage.
Spring Attack - As a full-round action, move 10ft up to max and make a single attack during the movement with no AoO triggered.
Step Up - Move with opponent if they make a five foot step.
Stunning Fist - Fort DC 23, 25/day, fail: stun 1 round.
Weapon Focus (Unarmed Strike) - +1 attack.

Skills (80 ranks - 4/lv class)
Acrobatics +15 (7 ranks, 3 class, 5 Dex)
Climb +11 (1 rank, 3 class, 7 Str)
Diplomacy +4 (3 ranks, 1 Cha)
Fly +29 (20 ranks, 3 class, 1 Elemental Knowledge, 5 Dex)
Initimidate +31 (20 ranks, 3 class, 1 Cha, 7 Str)
Perception +26 (20 ranks, 3 class, 3 Wis)
Sense Motive +13 (7 ranks, 3 class, 3 Wis)
Stealth +9 (1 rank, 3 class, 5 Dex)
Swim +11 (1 rank, 3 class, 7 Str)

Favored Class Bonuses
Kineticist - Human (Scion of Humanity) - +1/6 Extra Wild Talent Feat - x6
Kineticist - Human (Scion of Humanity) - +1 hp - x14

Languages
Common

Alternate Racial Traits
Deathless Spirit - Negative energy resistance 5; +2 against death effects, energy drain, negative energy, and necromantic spells and SLA's; do not lose hp from negative levels.
Heritage: Angel Blooded - +2 Str and Cha.
Immortal Spark - +2 on Knowledge (History) checks; +2 against death effects.
Scion of Humanity - Counts as human for all feats, racial traits, etc.

-----------------------
Possessions
-----------------------
Inventory
Saiyan clothing, Scouter

Inventory Weight and Load

Wealth

-----------------------
Special Abilities
-----------------------
AC Bonus - Add Wis+5 to AC if not wearing armor and unencumbered.

Burn (Ex) - Accepting a burn deals 20 nonlethal damage that can't be reduced or redirected. Can accept up to 6 burn per round, to a max total burn of 10.

Elemental Overflow (Ex) - You glow a golden sheen whenever you accept burn. While shining, you gain a bonus on attack rolls with kinetic blasts equal to your burn up to +6 and twice that bonus on damage rolls with kinetic blasts.

At 3 points of burn, +2 to two physical ability scores of your choice. Chance to ignore the effects of a critcal hit or sneak attack equal to your burn times 5%.

At 5 points of burn, +4 to a physical ability score and +2 to the other two.

At 7 points of burn, +6 to a physical ability score, +4 to another, and +2 to the last one.

Can stop the visual effect by concentrating for a full round, but loses all benefits as well. Immediately resumes when more burn is accepted.

Fast Movement - +60 to base movement.

Flurry of Blows - Full-Round Action to make two extra attacks with highest bab.

Gather Power and Supercharge (Su) - Gather power as a move action to reduce the burn of a wild talent by 2 points, a full round action to reduce one on the next turn by 3 points, or a full round action and your move action on the next turn to reduce it by 5 points.

Doing so creates a loud, visble display in a 20ft radius of you. If you take damage before releasing, succeed a concentration check (using Con mod) of DC (10 + the damage + SL of wild talent) or lose the energy and accept burn points equal to amount it would have reduced.

Improved Evasion - No damage on a successful Ref save, half on a fail.

Internal Buffer (Su) - As a full-round action, accept 1 burn to add 1 point to your Internal Buffer, up to a max of 3 points. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Metakinesis (Su) - Add power to kinetic blasts:
Empower - 1 Burn - All variable numbers are increased by half. (ie. 2d6+1 becomes 3d6+1)
Maximize - 1 Burn - All variable numbers are maxed.
Quicken - 3 Burn - Swift Action, instead of standard.
Copy - 4 Burn - Creates a second, identical kinetic blast.

Metakinetic Master (Su) - Maximize -1 burn.

Omnikinesis (Su) - 1 burn to use any blast wild talent; 1 burn as a standard to change a wild talent to another of the same category for 24 hours; elemental requirements are ignored with this ability.

Perfect Self - Treated as an outsider for spells and magical effects; DR 10/chaotic; can still be revived; perfect calm state to restore 1 ki point per 10 minutes.

Purity of Body - Immune to diseases.

Still Mind - +2 on saves against enchantment spells

Stunning Fist - Gain Stunning Fist as a bonus feat, and choose any one condition to inflict instead of the usual: stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

Timeless Body (Ex) - No penalities to ability scores for aging, and no magically aging; still dies of old age.

Tongue of the Sun and Moon (Ex) - Can understand and speak with any living creature.

Unarmed Strike - Unarmed strikes deal 2d10 damage.

-----------------------
Ki
-----------------------
Ki Pool - 13/day

If pool has 1 remaining, unarmed strikes are treated as magic weapons, cold iron, silver, lawful, and adamantine.

Ki Powers
Diamond Mind - 1 point - Remove Fear at 20th CL as swift; spend 2 to use when frightened or panicked.

Diamond Soul - 2 points - Gain SR 30 for 20 rounds as a swift.

Flurry - 1 point - Extra attack on flurry of blows as swift.

Insightful Wisdom - 2 points - Allow ally to reroll an attack or saving throw.

Ki Guardian - Varies - Spend as many points as chosen allies to roll a saving throw for them; failing any causes your character to autofail theirs as well.

Ki Volley - 2 points - When spell or SLA fails to penetrate SR from diamond soul, send the spell back to its caster.

One Touch - At least 1 remaining - Standard to make an unarmed strike as a touch attack; add 10 to damage; spend 1 point to double bonus damage.

Quivering Palm - 4 points - Standard action to make an attack; if attack deals damage, it is successful. As a free action, will the target to die once within 20 days to force a Fort DC 23 or it dies.

Sudden Speed - 1 point - +30 base speed for 1 min as a swift.

Wholeness of Body - 2 points - Heal 1d8+20 as a standard action.

-----------------------
Style Strikes
-----------------------
When using Flurry of Blows, designate up to two attacks as any style strike you know before rolling attack.

Flying Kick - Move up to 60ft, using blows during the movement freely, and ending the movement with a kick against an adjacent foe.

Knockback Kick - Kick, making a free combat maneuver with current bab if it hits. If maneuver is successful, foe is knocked back 10 ft + 10 ft per every 5 extra it succeeds, up to 60 ft total.

Shattering Punch - Punch, bypassing any DR or hardness possessed by target.

Spin Kick - Kick at flat-footed AC; unusable against creatures that cannot be caught flat-footed.

-----------------------
Elements
-----------------------
-Take a standard action unless otherwise noted.
-DC's are 17 + talent's spell level

Elemental Focus
Fire
Class Skills - Escape Artist, Knowledge (Nature)
Basic Manipulation - Basic Pyrokinesis - Use flare, light, or spark at will, all producing normal heat; can use only one at a time.
Simple Blast - Fire Blast
Defense - Searing Flesh

Air - Expanded at 7th
Class Skills - Fly, Knowledge (Nature)
Basic Manipulation - Basic Aerokinesis - +2 on saves against heat, breat weapons, cloud vapors, and gases
Simple Blast - Electirc Blast

Aether - Expanded at 15th
Class Skills - Knowledge (Engineering), Sleight of Hand
Basic Manipulation - Basic Telekinesis - Mage Hand with weight limit of 40 pounds at 30 ft per round speed, hold liquids with an aether made cup, and move magical objects; can replicate the open/close cantrip.
Simple Blast - Telekinetic Blast

-----------------------
Kinetic Blasts
-----------------------
Simple Blast Talents
Standard action to shoot one up to 30 ft. All considered magic for DR. Full damage to swarms. Readied blasts can counterspell any spell of equal or lower level.

Physical - ranged - 10d6+17 - No SR applied to attack
Energy - ranged touch - 10d6+3

Electric Blast - Element: air; SL -; Blast Type: energy; Damage: electricity

Fire Blast - Element: fire; SL -; Blast Type: energy; Damage: fire

Telekinetic Blast - Element: aether; SL -; Blast Type: physical; Damage: bludgeoning, piercing, or slashing

Throw an item of up to 80 lbs at target; hit deals damage to both target and item.

Composite Blast Talents
Deal more damage than simple, but use burn. Composite burn costs are reduced by 1 (already figured in shown costs).

Physical - ranged - 20d6+17 - No SR applied to attack
Energy - ranged touch - 20d6+3

Aetheric Boost - Element: aether; SL -; Burn 1; Blast Type: same as simple energy blast

Infuse a simple energy blast with aether for additional +1 dam/die to the blast.

-----------------------
Defense Wild Talents
-----------------------
Searing Flesh - Element(s) fire; Burn 0

Natural and unarmed attacks against you cause 5 fire damage to attacker. Grappled creatures take 10 fire damage at the end of each turn.

Increase damage by 5 for 1 burn up to 7 times until your burn is removed. Accepting burn for fire wild talents causes damage from this talent to double for 1 round.

Dismiss or restore as an immediate action.

-----------------------
Utility Wild Talents
-----------------------
Aerial Adaptation - Element: air; Type: utility (Sp); SL 1; Burn 0

You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

Elemental Grip - Element: universal; Type: utility (Sp); SL 3; Burn 0
Saving Throw Will negates; Spell Resistance yes

You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

Expanded Defense
Element(s) universal; Type utility (Su); Level 4; Burn ?

Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn ?

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

From the Ashes
Element(s) fire; Type utility (Sp); Level 9; Burn 2

When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

Foxfire
Element(s) fire or wood; Type utility (Sp); Level 2; Burn 0
Prerequisites fire blast or positive blast
Saving Throw none; Spell Resistance yes

You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action.

Heat Wave
Element(s) fire; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) heat adaptation, searing flesh

You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Spell Deflection
Element(s) aether; Type utility (Sp); Level 7; Burn 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10?1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10?1 at a time) before ending early.

Telekinetic Deflection
Element(s) aether; Type utility (Sp); Level 8; Burn 0

You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Wings of Air
Element(s) air; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) air cushion or air’s leap the air bends to your will, allowing you to soar to great heights.

You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

-----------------------
Infusion Wild Talents
-----------------------
Can add one substance infusion and one form infusion to a blast talent, simple or composite. Each can only affect Associated Blasts.

Reduce the total burn cost that infusions add to a single blast by 5.

Chain - Element: air; Type: form; SL 5; Burn 3
Associated Blasts - Electric Blast

If it hits, attempt another ranged touch attack against a target within 30 ft of first target dealing 1d6 less. Continue until you run out of dice, fail to deal damage, or miss. Cannot hit the same target twice.

Dazzling Infusion - Element: fire or wood; Type: substance; SL 1; Burn 1; Saving Throw: Will - Negates
Associated Blasts - Fire Blast

If it hits, foe makes a Will save or is dazzled for 1 minute. Reduce damage by half to increase DC by 2.

Detonation - Element: fire; Type: form; SL 4; Burn 3; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20foot radius.

Explosion - Element: fire; Type: form; SL 7; Burn 4; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Create an explosion of fire within 120 feet of you with a radius of 5, 10, 15, or 20 ft. All creatures and objects within the explosion take your blast’s damage.

Extended Range - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Increase range of attack to 120 ft.

Flurry of Blasts - Element: universal; Type: form; SL 3; Burn 2
Associated Blasts - any

Shoot five blasts as if at first level at targets within a 15 ft radius circle up to 120 ft away from you. Any blast that hits a target that has already been hit adds 1d6 damage.

Physical - 1d6+8 or 2d6+8
Energy - 1d6+3 or 2d6+3
+1d6 if hit already by this talent this turn.

Focused Blast - Element: universal; Type: form; SL 2; Burn 2
Associated Blasts - any

+1 to attack and CL to overcome SR. Increase burn by 2 to increase bonus to attack by 1, up to +5 to attack for 10 burn. Reduce damage by half to reduce burn by half.

Kinetic Fist - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Use as part of an attack action, charge action, or full-attack action to add damage to all natural and unarmed attacks until the beginning of your next turn.
+3d6 for a simple blast (fire or electric damage)
+6d6 for a composite blast (using extra burn)

Half Saiyan (16 RP):
Standard Racial Traits
Ability Score Racial Traits (0 RP): Half-saiyans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Type (0 RP): Half-Saiyans are humanoids with the human and saiyan subtypes.
Size (0 RP): Half-Saiyans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed (0 RP): Half-Saiyans have a base speed of 30 feet.
Languages (0 RP): Half-Saiyans begin play speaking Common and Saiyan.

Feat and Skill Racial Traits
Toughness (2 RP): Half-Saiyans receive Toughness as a bonus feat.

Offense Racial Traits
Ferocity (4 RP): If the hit points of a half-saiyan fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.

Senses Racial Traits
Blindsense (4 RP): Using nonvisual senses such as acute smell or hearing, half-saiyans notice things they cannot see. Half-Saiyans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the half-saiyan cannot see still has total concealment against her, and the half-saiyan still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of half-saiyans. Half-saiyans are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Magical Racial Traits
Oozaru (4 RP): Half-Saiyans change forms whenever they see the light of a full moon or similar illusion-based spell if they have their tail fully grown. Upon seeing the full moon, Half-Saiyans change into a Primate, Ape (Dire) and must then make a Will saving throw with a DC of 20 or become confused until they return to their normal form. A half-saiyan who retains control can exit this form by concentrating for a full-round. If the half-saiyan becomes unconscious or loses its tail, she returns to her normal form. This ability acts as the Beast Shape III spell with a caster level equal to the half-saiyan’s character level, including changes to ability scores.

Other Racial Traits
Saiyan Blood: Half-Saiyans count as both saiyans and humans for any effect related to race.
Prehensile Tail (2 RP): Half-Saiyans have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Should her tail be cut off, it takes one year to regrow.
Sensitive Tail (-2RP): A half-saiyan’s tail is her weakness that can be exploited. She must make a Fort saving throw with a DC of 20 or be stunned at the start of her turn if her tail is being grappled.
Zenkai (2 RP): Whenever a combat encounter ends, if a half-saiyan used her ferocity racial trait during combat, she gains twice the experience points received from the fight. A half-saiyan must be able to rest and recover to full health before receiving this benefit again.

Alternate Racial Traits
Skilled (4 RP): Some half-saiyans are born without the senses of true-born saiyans and instead have the quicker learning skills from their human heritage. Half-Saiyans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This trait replaces blindsense.

Background Racial Traits
Bottomless Pit (Racial: Saiyan): Your hunger is rarely sated, but when it is, you find your concentration is better than normal.
Benefit: Once per day, whenever you eat an extra day’s share of food, add a +1 trait bonus to your next d20 roll.

Emotionally Driven (Racial: Half-Saiyan): Your emotions are constantly enhanced from your mixed heritage, and your temper shortened as well.
Benefit: You may use your rage ability for 3 additional rounds per day.

Pride of the Saiyan Race (Racial: Saiyan): You take pride in your heritage of the proud saiyan warriors and scoff at others’ attempts to frighten you.
Benefit: If you succeed at a Will saving throw against a fear effect that would cause a lesser effect on a successful save, you are instead unaffected.

Tailed Combat (Racial: Saiyan): You have been trained to fight while protecting your tail, making it more difficult for others to exploit your weakness.
Benefit: +2 trait bonus to CMD against combat maneuvers that target your tail.

I also finished a full-blooded Saiyan race and posted it here if anyone's interested.

As for my previous entry, I will be applying with this one instead. I've become rather attached to the concept of playing a super saiyan right now (maybe because of my xenoverse addiction right now). Anyway, if someone else wants to use my previous entry, feel free to skip all the heavy crunching and use that. Besides, I can always use it if I find another RL group to DM.


Recruitment still open.


Collection of rules so far for players still working on their characters:

Character Creation Rules:
GM_Panic wrote:

Hi all this is check, to see who would like to play a little game idea i had.

The idea is your ALL Kitsune, based in or around the Inner sea.
Your a clan of Kitsune who move about as group for hire.

I will let the picked know more of the setting and world time, if an when I pick them.

I just wanted to see who would be up for this, and what kind of PC Kitsune ideas they would like to play.

Just a note on PCs starting,

21 point buy OR roll 2d6+7 once picked you must keep it.
[no stat lower then 8 no stat higher then 18 BEFORE Racial stat change

You can have 2 traits + 1 more with a Drawback.
You can used Alternate Racial Traits when making your PC

Free feat for all players
Fox Shape at level 3

You start at level 3
Classes
Pathfinder Classes only NO 3pp
NO background skills
Crafting feats OK'ed but No before game crafting.

Starting Cash 3000gp

I will also be using the

10 min background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

[Example: Martin Tenbones]
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.
3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.
4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.
5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]
1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.
2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

[Example]
1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.
2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.
3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[Example]
1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.
2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.
3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]
1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.
2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.
3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.
[design notes for the example character] Martin began life as an atypical barkeep. He was a retired adventurer, but still young and vigorous enough to accompany the party on their adventures. His tavern became the party's base for a while, until the BBEG of the game let off a necromantic bomb that killed most of the townsfolk and turned the town into a Zombie Apocalypse nightmare. Martin survived, and he turned into a secondary character for one of the players as he became more important to the ongoing storyline. Most of his background came from this transition from NPC to part-time PC. After the campaign reboot, Martin returned to his role as the barkeep of the party's favorite hang-out, but the players like him enough that he might return to adventuring status in the future.

So who would be interested and what would your PC be like.

GM_Panic wrote:

If you have rolled you can keep your rolls, and now build your PC,

Post it under spoiler here on the thread or link to an ALT its up to you..

Stats, I know some seem high [bit shocked but all the 6s and 5s but that is ok, I will adjust dangers to fit.]

I will be picking 5 players, by the end of the 15th Jan, so you have time to make and build PCs play with ideas and post relationships.

I want to see your 10 min background to make the best Fit of PCs into a group.
Work on the idea that your guns for hirer, the Fox clan village back home is kept going buy the work YOU do. The Fox Clan Village, You could have been born there OR made your way there by underground tails of a hidden village of Kitsune, skilled in the arts of deception and spy craft. You may want to just learn or you may want to stay, thats up to you. The idea is this lets you have a "other place" starting point while still part of the clan, as well as a drive to be part of the clan.
Or start as someone linked deeply with the Fox Clan who sees it has home.

Well good luck and all the best,

GM panic

GM_Panic wrote:

==============================================

RULES CHANGE

I am changing the Point Buy from 21 Point scaled, any layer who rolled can take the Point buy of

22 Points buy [with a buy rate of 1:1] [Max 18 min 8 before race Adjustments]

This can be taken in place of your 1st and only stat Roll.

==========================================

That should even things out, not your STILL level 3 and you will need to ROLL HP for 2-3 levels.
Max at 1st. If you have rolled your HP keep it.

This can give a player 18/18/18/10/10/8 as a starting point, if your into Min/Max-ing and so after race Adjustments you can have 20/20/18/10/10/6 min/max.

Players are free to do this, but I want to know WHY! your PC is so ugly / weak / sick / dumb / slow / unwise etc. Back story is all.

GM_Panic wrote:

SO to make clear, MAX TAILS is 1 per level [Max tales 9].

The most you can have is 3 tails at level 3

GM_Panic wrote:

Honor system

For KITSUNE of the village Honor is a big deal.

Its about standing in the village community and resecting other KITSUNE of the village.

Placing the village community in danger will lose you honor
disrespecting a KITSUNE of greater village standing will lose you honor.

Two family lines may hate each other, seek even to kill each other, but they will do it in an honourable. Agreeing terms of vendetta. Be it with aassassin's or .a ritual combat once a year. etc.

Honor is all things.

Now for each tail you have you get 1 honor point. For each level you have you get 1 honor point. SO the MAX honor a player starts with is 6 honor.

GM_Panic wrote:

Village Honor Events

Village Honor Events
These events are appropriate for fox village honor code, its a guideline so you get the idea,

Event Honor Points
Become a Village elder [Village Elder ring]+50
Ascend the ranks of nobility in the village [Family head] +25
Gain your 9th tail +6
Defeat an honorable daimyo or temple master in combat +5
Complete a noble task for an honorable Village NPC (50+ honor points) +2
Roll 30 or higher on a Craft check to create an item for the village +2
Roll 30 or higher on a Diplomacy or Intimidate check for village +2
Marry into a noble village family if of lower standing +2
Roll 30 or higher on a Perform check in village +2
Bring a powerful magic item or artifact back to the village +1
Complete task for the greater good of the village +1
Gain a favor from an honorable NPC +1
Show great hospitality to a honourable guest/s +1
Gain a magic tail +1
Show Respect the ancestors on the tome sweeping day +1 [give grave goods]
Party overcomes a challenging encounter (CR 3 or more higher than APL) +1
Excessively brag of your accomplishments -1
Show great disrespect to the honourable -1
Be convicted of a petty crime within the village -2
Willingly break one of the tenets of your code of honor —2
Marry into a none noble village family if of higher standing -2
Party flees an easy combat challenge (CR lower than APL) —3
Slander a person with a higher honor score —4
Party loses an easy combat challenge (CR lower than APL) —5
Be directly responsible for the death of an honorable ally or loved one under your protection —20
Commit an act of treason or betray the village —50

Other
Destroy or stop a danger to the village [Variable]
aid or bring a danger to the village [Variable]

For Village description and picture: Here.


I have a full crunch already up, but just to make it clear, is a completed character with both crunch and background needed to be considered 'finished' or just a background with crunch needed if selected?


Ahhh. Too slow this time. My list came out a bit different, so I guess I'll post what I came up with as well for comparison. 'Complete Characters' simply refer to ones with both crunch and fluff ready.

Interested (have at least posted)
mishima
Minas Dyrendal
Tiny Coffee Golem

Incomplete (have at least rolled)
"The Lucky Halfling"
Helikon
Mad Caster
Valijoen_KC
DBH
SodiumTelluride
BarraSadei
Chobo
Taliesan
Raynor Black
Lazyclownfish
Cuàn
Philo Pharynx
Lekkric18
awbattles

Concepts (Have concept ready, crunch not finished)
VoodooMonkey - Mai'Du Xiao (Witch/Warpriest)
Jereru -Okura (Summoner)
miteke - Barbarian
rungok - Morgana Darkmoon (Oracle)

Complete (Links to complete characters)
Grumbaki - FeiWan (Unchained Rogue)
Fire Drake - Yuichi (Unchained Rogue)
EltonJ - Akira (Wizard)

Withdrawals (Have announced they are withdrawing)
pauljathome
nate lange


Updated background a bit for the honor system.


@ GM: Which honor code will the village be holding? Or can we have any honor code as long as the acts benefit the village?

Example: Criminal Code gives +1 for stealing a valuable treasure. As long as it was stolen from others for the Clan, would it be counted as honorable to them?

I love using the honor system, though. Adds a level of realism to the game.


Like watching the DM roll to see if you die or not. I need the extra fignernails trait.


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He feels like he lives in a world of cardboard where unleashing even a bit of his power will kill people, only to then destroy buildings and then create a huge crater in a large intersection to prove it to the enemy. Pretty sure some innocents died there.


Yeah, I know, some others have been posted. But I recently made up one for a campaign I'll applying for and decided to post mine in case anyone wanted to use it.

Saiyan (18 RP):
Standard Racial Traits
Ability Score Racial Traits (1 RP): Saiyans gain +2 Str, +2 Con, and -2 Wis.
Type (0 RP): Saiyans are humanoids with the saiyan subtype.
Size (0 RP): Saiyans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed (0 RP): Saiyans have a base speed of 30 feet.
Languages (0 RP): Saiyans begin play speaking Common and Saiyan.

Defense Racial Traits
Fearless (1 RP): Saiyans have a +2 racial bonus on all saving throws against fear effects.

Feat and Skill Racial Traits
Toughness (2 RP): Saiyans receive Toughness as a bonus feat.

Offense Racial Traits
Ferocity (4 RP): If the hit points of a saiyan fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.
Senses Racial Traits
Blindsense (4 RP): Using nonvisual senses such as acute smell or hearing, saiyans notice things they cannot see. Saiyans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the saiyan cannot see still has total concealment against her, and the saiyan still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of saiyans. Saiyans are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Magical Racial Traits
Oozaru (4 RP): Saiyans change forms whenever they see the light of a full moon or similar illusion-based spell if they have their tail fully grown. Upon seeing the full moon, Saiyans change into a Primate, Ape (Dire) and must then make a Will saving throw with a DC of 20 or become confused until they return to their normal form. A saiyan who retains control can exit this form by concentrating for a full-round. If the saiyan becomes unconscious or loses its tail, she returns to her normal form. This ability acts as the Beast Shape III spell with a caster level equal to the saiyan’s character level, including changes to ability scores.

Other Racial Traits
Prehensile Tail (2 RP): Saiyans have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Should her tail be cut off, it takes one year to regrow.
Sensitive Tail (-2RP): A saiyan’s tail is her weakness that can be exploited. She must make a Fort saving throw with a DC of 20 or be stunned at the start of her turn if her tail is being grappled.
Zenkai (2 RP): Whenever a combat encounter ends, if a saiyan used her ferocity racial trait during combat, she gains twice the experience points received from the fight. A saiyan must be able to rest and recover to full health before receiving this benefit again.

Alternate Racial Traits
Ki Expert (2 RP): A saiyan with this racial trait receive Extra Ki as a bonus feat. This replaces Toughness.

Half Saiyan (16 RP):
Standard Racial Traits
Ability Score Racial Traits (0 RP): Half-saiyans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Type (0 RP): Half-Saiyans are humanoids with the human and saiyan subtypes.
Size (0 RP): Half-Saiyans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed (0 RP): Half-Saiyans have a base speed of 30 feet.
Languages (0 RP): Half-Saiyans begin play speaking Common and Saiyan.

Feat and Skill Racial Traits
Toughness (2 RP): Half-Saiyans receive Toughness as a bonus feat.

Offense Racial Traits
Ferocity (4 RP): If the hit points of a half-saiyan fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.
Senses Racial Traits
Blindsense (4 RP): Using nonvisual senses such as acute smell or hearing, half-saiyans notice things they cannot see. Half-Saiyans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the half-saiyan cannot see still has total concealment against her, and the half-saiyan still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of half-saiyans. Half-saiyans are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Magical Racial Traits
Oozaru (4 RP): Half-Saiyans change forms whenever they see the light of a full moon or similar illusion-based spell if they have their tail fully grown. Upon seeing the full moon, Half-Saiyans change into a Primate, Ape (Dire) and must then make a Will saving throw with a DC of 20 or become confused until they return to their normal form. A half-saiyan who retains control can exit this form by concentrating for a full-round. If the half-saiyan becomes unconscious or loses its tail, she returns to her normal form. This ability acts as the Beast Shape III spell with a caster level equal to the half-saiyan’s character level, including changes to ability scores.

Other Racial Traits
Saiyan Blood: Half-Saiyans count as both saiyans and humans for any effect related to race.
Prehensile Tail (2 RP): Half-Saiyans have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Should her tail be cut off, it takes one year to regrow.
Sensitive Tail (-2RP): A half-saiyan’s tail is her weakness that can be exploited. She must make a Fort saving throw with a DC of 20 or be stunned at the start of her turn if her tail is being grappled.
Zenkai (2 RP): Whenever a combat encounter ends, if a half-saiyan used her ferocity racial trait during combat, she gains twice the experience points received from the fight. A half-saiyan must be able to rest and recover to full health before receiving this benefit again.

Alternate Racial Traits
Skilled (4 RP): Some half-saiyans are born without the senses of true-born saiyans and instead have the quicker learning skills from their human heritage. Half-Saiyans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This trait replaces blindsense.

Background Racial Traits:
Bottomless Pit (Racial: Saiyan): Your hunger is rarely sated, but when it is, you find your concentration is better than normal.
Benefit: Once per day, whenever you eat an extra day’s share of food, add a +1 trait bonus to your next d20 roll.

Emotionally Driven (Racial: Half-Saiyan): Your emotions are constantly enhanced from your mixed heritage, and your temper shortened as well.
Benefit: You may use your rage ability for 3 additional rounds per day.

Pride of the Saiyan Race (Racial: Saiyan): You take pride in your heritage of the proud saiyan warriors and scoff at others’ attempts to frighten you.
Benefit: If you succeed at a Will saving throw against a fear effect that would cause a lesser effect on a successful save, you are instead unaffected.

Tailed Combat (Racial: Saiyan): You have been trained to fight while protecting your tail, making it more difficult for others to exploit your weakness.
Benefit: +2 trait bonus to CMD against combat maneuvers that target your tail.

Reasonings:
Some explanations on what I chose and why in case anyone is wondering. All of these are based on my opinion, so discretion advised.

Ability Scores: Saiyans tend to be strength and durable, while not being the wisest when they let their pride get in the way.

Language: We can tell from Goku's nameplate while in the nursery that Saiyans at least had a written language, so I assume they have their own, just as Namekians have theirs. Without an 'official' name to the language, I went with just 'Saiyan'.

Fearless: Full-blooded Saiyans tend to jump right into fights without any hesitation. Half-Saiyans tend to not have that same fearless behavior in the shows.

Ferocity: Both as an example of how they keep fighting even when horrible wounded (such as Vegeta's and Goku's first fight), and as a way to activate Zenkai (below).

Zenkai: One of the saiyan's most recognized trait is their ability to come back stronger every time they almost die. Rather than give bonuses to attacks, damage, ac, or ability scores, I decided to go with experience. While this will give them a bonus to level, it is more balanced while still giving the feel of becoming stronger faster. As a fully custom trait with no real comparision, I gave it two because of the conditions to use it.

Blindsense: A saiyan's ability to sense power levels around him. While Vegeta used a scouter at first, he only had to learn that it was possible to do it himself.

Oozaru: The Great Ape form. While Beast Shape III is a 5th tier spell, I believe the limits and possible disadvantage of the form lowers the RP.

Tail: Both a boon and a weakness, its RP evens out at 0.

Background Traits
Bottomless Pit: Goku. Enough said.

Emotionally Driven: Half-Saiyans were able to achieve super saiyan form much earlier than full-blooded saiyans because saiyans would repress emotion as a matter of pride, while the human blood let it all loose in half-saiyans. So, a background trait for half-saiyans only.

Pride of the Saiyan Race: Saiyans thought of themselves better than all other races, Vegeta being the apex of this.

Tailed Combat: As seen in the fight against Nappa and Vegeta, they kept their tails wrapped around their waist to keep it from being grabbed and weakening them.


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The Prologue is great. Interested to see how this will play out with our characters.

Speaking of, I finally got the crunch done, if not the fluff. I think this build was even harder than a shapeshifting dragon girl, but then again, it was my first time making a kineticist. Here's what I've got so far:

Stat Block:
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Name
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Male Half-Saiyan Kineticist/Unchained Monk Level 20
Age 22; Skin White
LG Medium humanoid (human, saiyan)
Init +9; Senses Dark Vision, Perception +26

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Defense
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AC 24*, touch 24, flat-footed 18 (+5 Monk AC, +1 Dodge, +3 Wis, +5 Dex)
HP 354 DR 10/chaotic
Fort +19, Ref +17, Will +9
+4 against death effects; +2 against energy drain, negative energy, necromantic spells and SLA's, and enchantment spells and effect
Resistances Negative Energy 5 Immunities diseases
*+4 if triggering AoO from movement.

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Offense
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Speed 90 ft.
Melee Flurry of Strikes +28/+28/+28/+23/+18/+13 (2d10+7/19-20)

Special Options
Jabbing Style - +2d6 for 2 hits, +4d6 for 3+; move 5ft.
Kinetic Blast - See Wild Talent Section.
Kinetic Fist - +3d6 to Flurry of blows.
Medusa's Wrath - 2 more strikes at highest bab if target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious.
Power Attack - -5 attack for +10 damage.
Spring Attack - Move 10ft to max and make single attack.
Stunning Fist - Fort DC 23, 25/day, fail (choose 1): stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

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Statistics
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Str 25 (+7), Dex 20 (+5), Con 24 (+7), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Base Atk +20/+15/+10/+5; CMB +27; CMD 51

Traits
Enlightened Warrior - Gain Monk levels while Neutral.
Pride of Saiyan Race - If successful will save causes lesser effect, you are unaffected.

Feats
Blind-Fight - Can reroll miss chance percentile when you miss because of concealment; invisible opponents get no advantage against you; no acro check to move full speed while invisible.
Combat Reflexes - Make AoO's up to your Dex mod.
Dodge - +1 AC
Elemental Knowledge - Add class skills from all expanded elements, and gain +1 for all class skills associated with your chosen elements.
Improved Critical (Unarmed Strike) - Double threat range.
Improved Initiative - +4 to Init.
Improved Unarmed Strike - Do not provoke AoO from unarmed strikes, and they deal lethal or nonlethal at will.
Intimidating Prowess - Add Str to Initmidate on top of Cha.
Jabbing Style, Jabbing Dancer, Jabbing Master - +2d6 to final attack if two unarmed attacks hit, +4d6 if three or more hit; can move 5ft around target each time a blow hits.
Medusa's Wrath - When using full-attack against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe, make 2 extra unarmed strikes at highest bab.
Mobility - +4 AC if movement provokes AoO
Power Attack - -5 attack for +10 damage.
Spring Attack - As a full-round action, move 10ft up to max and make a single attack during the movement with no AoO triggered.
Step Up - Move with opponent if they make a five foot step.
Stunning Fist - Fort DC 23, 25/day, fail: stun 1 round.
Weapon Focus (Unarmed Strike) - +1 attack.

Skills (80 ranks - 4/lv class)
Acrobatics +15 (7 ranks, 3 class, 5 Dex)
Climb +11 (1 rank, 3 class, 7 Str)
Diplomacy +4 (3 ranks, 1 Cha)
Fly +29 (20 ranks, 3 class, 1 Elemental Knowledge, 5 Dex)
Initimidate +31 (20 ranks, 3 class, 1 Cha, 7 Str)
Perception +26 (20 ranks, 3 class, 3 Wis)
Sense Motive +13 (7 ranks, 3 class, 3 Wis)
Stealth +9 (1 rank, 3 class, 5 Dex)
Swim +11 (1 rank, 3 class, 7 Str)

Favored Class Bonuses
Kineticist - Human (Scion of Humanity) - +1/6 Extra Wild Talent Feat - x6
Kineticist - Human (Scion of Humanity) - +1 hp - x14

Languages
Common

Alternate Racial Traits
Deathless Spirit - Negative energy resistance 5; +2 against death effects, energy drain, negative energy, and necromantic spells and SLA's; do not lose hp from negative levels.
Heritage: Angel Blooded - +2 Str and Cha.
Immortal Spark - +2 on Knowledge (History) checks; +2 against death effects.
Scion of Humanity - Counts as human for all feats, racial traits, etc.

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Possessions
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Inventory

Inventory Weight and Load

Wealth

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Special Abilities
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AC Bonus - Add Wis+5 to AC if not wearing armor and unencumbered.

Burn (Ex) - Accepting a burn deals 20 nonlethal damage that can't be reduced or redirected. Can accept up to 6 burn per round, to a max total burn of 10.

Elemental Overflow (Ex) - You glow a golden sheen whenever you accept burn. While shining, you gain a bonus on attack rolls with kinetic blasts equal to your burn up to +6 and twice that bonus on damage rolls with kinetic blasts.

At 3 points of burn, +2 to two physical ability scores of your choice. Chance to ignore the effects of a critcal hit or sneak attack equal to your burn times 5%.

At 5 points of burn, +4 to a physical ability score and +2 to the other two.

At 7 points of burn, +6 to a physical ability score, +4 to another, and +2 to the last one.

Can stop the visual effect by concentrating for a full round, but loses all benefits as well. Immediately resumes when more burn is accepted.

Fast Movement - +60 to base movement.

Flurry of Blows - Full-Round Action to make two extra attacks with highest bab.

Gather Power and Supercharge (Su) - Gather power as a move action to reduce the burn of a wild talent by 2 points, a full round action to reduce one on the next turn by 3 points, or a full round action and your move action on the next turn to reduce it by 5 points.

Doing so creates a loud, visble display in a 20ft radius of you. If you take damage before releasing, succeed a concentration check (using Con mod) of DC (10 + the damage + SL of wild talent) or lose the energy and accept burn points equal to amount it would have reduced.

Improved Evasion - No damage on a successful Ref save, half on a fail.

Internal Buffer (Su) - As a full-round action, accept 1 burn to add 1 point to your Internal Buffer, up to a max of 3 points. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Metakinesis (Su) - Add power to kinetic blasts:
Empower - 1 Burn - All variable numbers are increased by half. (ie. 2d6+1 becomes 3d6+1)
Maximize - 1 Burn - All variable numbers are maxed.
Quicken - 3 Burn - Swift Action, instead of standard.
Copy - 4 Burn - Creates a second, identical kinetic blast.

Metakinetic Master (Su) - Maximize -1 burn.

Omnikinesis (Su) - 1 burn to use any blast wild talent; 1 burn as a standard to change a wild talent to another of the same category for 24 hours; elemental requirements are ignored with this ability.

Perfect Self - Treated as an outsider for spells and magical effects; DR 10/chaotic; can still be revived; perfect calm state to restore 1 ki point per 10 minutes.

Purity of Body - Immune to diseases.

Still Mind - +2 on saves against enchantment spells

Stunning Fist - Gain Stunning Fist as a bonus feat, and choose any one condition to inflict instead of the usual: stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

Timeless Body (Ex) - No penalities to ability scores for aging, and no magically aging; still dies of old age.

Tongue of the Sun and Moon (Ex) - Can understand and speak with any living creature.

Unarmed Strike - Unarmed strikes deal 2d10 damage.

Ki and Style Strikes:
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Ki
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Ki Pool - 13/day

If pool has 1 remaining, unarmed strikes are treated as magic weapons, cold iron, silver, lawful, and adamantine.

Ki Powers
Diamond Mind - 1 point - Remove Fear at 20th CL as swift; spend 2 to use when frightened or panicked.

Diamond Soul - 2 points - Gain SR 30 for 20 rounds as a swift.

Flurry - 1 point - Extra attack on flurry of blows as swift.

Insightful Wisdom - 2 points - Allow ally to reroll an attack or saving throw.

Ki Guardian - Varies - Spend as many points as chosen allies to roll a saving throw for them; failing any causes your character to autofail theirs as well.

Ki Volley - 2 points - When spell or SLA fails to penetrate SR from diamond soul, send the spell back to its caster.

One Touch - At least 1 remaining - Standard to make an unarmed strike as a touch attack; add 10 to damage; spend 1 point to double bonus damage.

Quivering Palm - 4 points - Standard action to make an attack; if attack deals damage, it is successful. As a free action, will the target to die once within 20 days to force a Fort DC 23 or it dies.

Sudden Speed - 1 point - +30 base speed for 1 min as a swift.

Wholeness of Body - 2 points - Heal 1d8+20 as a standard action.

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Style Strikes
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When using Flurry of Blows, designate up to two attacks as any style strike you know before rolling attack.

Flying Kick - Move up to 60ft, using blows during the movement freely, and ending the movement with a kick against an adjacent foe.

Knockback Kick - Kick, making a free combat maneuver with current bab if it hits. If maneuver is successful, foe is knocked back 10 ft + 10 ft per every 5 extra it succeeds, up to 60 ft total.

Shattering Punch - Punch, bypassing any DR or hardness possessed by target.

Spin Kick - Kick at flat-footed AC; unusable against creatures that cannot be caught flat-footed.

Wild Talents:
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Elements
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-Take a standard action unless otherwise noted.
-DC's are 17 + talent's spell level

Elemental Focus
Fire
Class Skills - Escape Artist, Knowledge (Nature)
Basic Manipulation - Basic Pyrokinesis - Use flare, light, or spark at will, all producing normal heat; can use only one at a time.
Simple Blast - Fire Blast
Defense - Searing Flesh

Air - Expanded at 7th
Class Skills - Fly, Knowledge (Nature)
Basic Manipulation - Basic Aerokinesis - +2 on saves against heat, breat weapons, cloud vapors, and gases
Simple Blast - Electirc Blast

Aether - Expanded at 15th
Class Skills - Knowledge (Engineering), Sleight of Hand
Basic Manipulation - Basic Telekinesis - Mage Hand with weight limit of 40 pounds at 30 ft per round speed, hold liquids with an aether made cup, and move magical objects; can replicate the open/close cantrip.
Simple Blast - Telekinetic Blast

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Kinetic Blasts
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Simple Blast Talents
Standard action to shoot one up to 30 ft. All considered magic for DR. Full damage to swarms. Readied blasts can counterspell any spell of equal or lower level.

Physical - ranged - 10d6+17 - No SR applied to attack
Energy - ranged touch - 10d6+3

Electric Blast - Element: air; SL -; Blast Type: energy; Damage: electricity

Fire Blast - Element: fire; SL -; Blast Type: energy; Damage: fire

Telekinetic Blast - Element: aether; SL -; Blast Type: physical; Damage: bludgeoning, piercing, or slashing

Throw an item of up to 80 lbs at target; hit deals damage to both target and item.

Composite Blast Talents
Deal more damage than simple, but use burn. Composite burn costs are reduced by 1 (already figured in shown costs).

Physical - ranged - 20d6+17 - No SR applied to attack
Energy - ranged touch - 20d6+3

Aetheric Boost - Element: aether; SL -; Burn 1; Blast Type: same as simple energy blast

Infuse a simple energy blast with aether for additional +1 dam/die to the blast.

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Defense Wild Talents
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Searing Flesh - Element(s) fire; Burn 0

Natural and unarmed attacks against you cause 5 fire damage to attacker. Grappled creatures take 10 fire damage at the end of each turn.

Increase damage by 5 for 1 burn up to 7 times until your burn is removed. Accepting burn for fire wild talents causes damage from this talent to double for 1 round.

Dismiss or restore as an immediate action.

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Utility Wild Talents
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Aerial Adaptation - Element: air; Type: utility (Sp); SL 1; Burn 0

You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

Elemental Grip - Element: universal; Type: utility (Sp); SL 3; Burn 0
Saving Throw Will negates; Spell Resistance yes

You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

Expanded Defense
Element(s) universal; Type utility (Su); Level 4; Burn ?

Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn ?

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

From the Ashes
Element(s) fire; Type utility (Sp); Level 9; Burn 2

When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

Foxfire
Element(s) fire or wood; Type utility (Sp); Level 2; Burn 0
Prerequisites fire blast or positive blast
Saving Throw none; Spell Resistance yes

You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action.

Heat Wave
Element(s) fire; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) heat adaptation, searing flesh

You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Spell Deflection
Element(s) aether; Type utility (Sp); Level 7; Burn 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10?1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10?1 at a time) before ending early.

Telekinetic Deflection
Element(s) aether; Type utility (Sp); Level 8; Burn 0

You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Wings of Air
Element(s) air; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) air cushion or air’s leap the air bends to your will, allowing you to soar to great heights.

You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

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Infusion Wild Talents
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Can add one substance infusion and one form infusion to a blast talent, simple or composite. Each can only affect Associated Blasts.

Reduce the total burn cost that infusions add to a single blast by 5.

Chain - Element: air; Type: form; SL 5; Burn 3
Associated Blasts - Electric Blast

If it hits, attempt another ranged touch attack against a target within 30 ft of first target dealing 1d6 less. Continue until you run out of dice, fail to deal damage, or miss. Cannot hit the same target twice.

Dazzling Infusion - Element: fire or wood; Type: substance; SL 1; Burn 1; Saving Throw: Will - Negates
Associated Blasts - Fire Blast

If it hits, foe makes a Will save or is dazzled for 1 minute. Reduce damage by half to increase DC by 2.

Detonation - Element: fire; Type: form; SL 4; Burn 3; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20foot radius.

Explosion - Element: fire; Type: form; SL 7; Burn 4; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Create an explosion of fire within 120 feet of you with a radius of 5, 10, 15, or 20 ft. All creatures and objects within the explosion take your blast’s damage.

Extended Range - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Increase range of attack to 120 ft.

Flurry of Blasts - Element: universal; Type: form; SL 3; Burn 2
Associated Blasts - any

Shoot five blasts as if at first level at targets within a 15 ft radius circle up to 120 ft away from you. Any blast that hits a target that has already been hit adds 1d6 damage.

Physical - 1d6+8 or 2d6+8
Energy - 1d6+3 or 2d6+3
+1d6 if hit already by this talent this turn.

Focused Blast - Element: universal; Type: form; SL 2; Burn 2
Associated Blasts - any

+1 to attack and CL to overcome SR. Increase burn by 2 to increase bonus to attack by 1, up to +5 to attack for 10 burn. Reduce damage by half to reduce burn by half.

Kinetic Fist - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Use as part of an attack action, charge action, or full-attack action to add damage to all natural and unarmed attacks until the beginning of your next turn.
+3d6 for a simple blast (fire or electric damage)
+6d6 for a composite blast (using extra burn)

More of a normal half-saiyan build than any interpretation of a specific character. (Goku's wis would definitely be single digits, for instance).


I just realized this would be perfect to build a Saiyan character using a gestalt Kineticist/Monk build. Will have to look into this more.


Updated Yuichi's background some for the shared background. Will keep the most up-to-date background on my profile page.

Character Concept:
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Background
-----------------------
Yuichi's birth was to be a bad omen, until his twin was born right after him. As a black furred kitsune, Yuichi was destined to bring bad luck and have no talent with magic, but his twin, Akira changed this somewhat, being born all white, the herald of good luck and great magical potential.

From early on, everyone's attention was focused on his brother, so while few bothered him about his fur color, few also bothered to take note of him at all. The other children would sometimes start to bully him, but Yuichi realized that if he just waited, they would stop, as if by magic. Ignored by everyone, Yuichi began to try several different things to gain some of the lime light that his magical twin was always in, but even when he began to master the talent of shapeshifting, the words of praise were few.

He largest encouragement actually came from his brother, however. Akira alone would listen to Yuichi's secret escapades out into the wild and applaud the small tricks he would pick up. So rather than hate him, Yuichi grew to admire his talented younger brother. Their bond became the only real connection Yuichi had to his clan.

His escapades into the forest continued as they grew until he found a nearby human settlement. Sneaking in with his shapechanging ability, Yuichi was shocked by the vast difference in culture. And after only a few trips, his curiosity led him right to the Brotherhood of Silence. There, he found the first real positive encouragement for his talents besides his twin. Elated and eager to improve, Yuichi began to learn the ways of the thief as he ran on missions throughout the town. His instructor, Fuller, also taught him the ways of the dagger, giving him a sense of power he had never felt before.

Despite his prolonged absences from the clan, only his brother would comment on it, in which case Yuichi would excitedly inform him of his missions. Of course, he never spoke of the Brotherhood of Silence, knowing that to do was would be to break the code.

After learning what he could from Fuller, Yuichi decided that it was time to leave the clan and see what else could be found out in the world at large. His brother suddenly decided to join him, though, causing a huge uproar in the clan when their prodigy up and left them. Akira had finally become a journeyman and began his true magic training, but he didn't even look back, though Yuichi was sure he wanted to. His brother simply said that they had to stick together to make it, and Yuichi left it at that.

After traveling to a few cities, Yuichi heard rumors of another clan of kitsune hidden in the hills not too far away. His brother pushed for them to visit, so they went and were surprised to find themselves welcomed in. While his brother was looked on favorably for his magical skills like he should be, Yuichi was surprised when they praised his roguish talents as well. After a while, Yuichi realized that it wasn't an act, but that they honestly thought that he was worth something.

The Fox Clan Village was isolated and without much trade. So they relied on a few swords-for-hire to help suppliment their living. Eager to help the first people of his own kind to accept him, Yuichi agreed to join the band and help out, his brother coming along for the ride as well.

Since then, it's been hectic as they fulfilled one job after the other, acting as human mercenaries. Yuichi's connections with the Brotherhood of Silence has allowed him to obtain them more profitable jobs, though it is sometimes a chore to explain how he kinds finding these. His brother, who is still chronicling their adventures, simply writes it off as 'Yuichi being Yuichi'.

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Personality
-----------------------
Yuichi is the quiet loner type, partially from the little attention he received in his early years. However, once he gets to know someone, he opens up more, and he training with Fuller has taught him how to handle social situations on the job. Though Yuichi likes to think that he thinks highly of his skills, he actually has low self-esteem and reacts easily to positive reinforcement. He likes to tell about his accomplishments to those he's opened up to completely, like his brother. More of a logical thinker, he doesn't bring magic into the equation often, since he has so little experience with it.

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Description
-----------------------
Yuichi's fur is completely black, an ill omen among some kitsune. His black cloak and clothing almost seems to blend with his fur at times. When in human form, Yuichi usually takes on the form of a young Varisian male with black hair and covered in tattos. When performing any secondary missions or thief like actions, he usually alters it to some other random person to keep his normal persona free of guilt.

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10 Minute Background
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1)Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Yuichi is a black-furred kitsune, born during a bad winter. Bad luck is believed to follow kitsune with black fur.

Yuichi is a twin, his sibling being a white furred kitsune. Powerful magic and luck is believed to be in a white furred kitsune.

Yuichi has no talent with magic, unlike most kitsune, perhaps a direct reflection of his fur color, though his sibling has easily mastered many spells. He can still shapeshift, and has focused on improving it.

Being overshadowed much of his life by his sibling, he is not very outgoing, and doesn't trust easily. He doesn't blame his sibling, though, and actually trust them more than anyone else.

Tired of being shunned, Yuichi left his clan to seek other places, his sibling following along with him. After hearing about the hidden kitsune clan through his connections, they settled down in the small clan and called it home after being accepted.

2) List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Though he hasn't spoken it aloud, Yuichi wishes to prove himself to his parents one day and have them properly recognize him as their son as well. (Character's Desire)

Have a clan war begin between kitsune, or even with others, such as lycanthropes, etc. (Player's Desire)

3) List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

During his few expeditions out training, Yuichi made more than one human noble angry with a few...misplaced objects. All for his training with the Brotherhood of Silence, of course.

In fact, the fact that he joined the Brotherhood of Silence is a secret he's kept even from his twin.

What he doesn't know, though, is that one of those nobles, Hearth Pelore, has already begun to act, and a bounty is already being prepared for his head.

4) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Akira - Twin - A white kitsune, great things were expected of him before he could even speak. And great expectations were met. Quickly learning to control magic, both innate and wizardry, he became the pride of his parents. While Yuichi never went for lack of anything, nor had any of the same expectations, most of the attention always stayed on his twin.

Despite always being the center of the clan's attention, he was still kind to Yuichi, and tried to help him when he could, including taking care of the occasional bully with his magic. He was also the only one Yuichi could show his tricks to, non-magical as they were. Though he thought it best if Yuichi didn't try his tricks out in the human city, he was willing to encourage him when he saw how happy he was. Through this, the two formed an unbreakable bond of trust between siblings.

After finally maturing and being ready to head out on his own, Yuichi was surprised when his twin announced that he would be coming along. When Yuichi learned of another clan's existence nearby, it was his twin that insisted they go, and Yuichi was glad they did.

While they may not always get along or agree on everything, such as walking nude through the woods, there is still no one Yuichi trusts more.

Kasaru - Father - Kasaru is Yuichi's father and the head of a high ranking family in the clan. While Kasaru always provided all of Yuichi's needs, there was still one thing he wanted from him: approval. While his twin was always praised for his magical talents, none of the tricks he learned would even get his attention. Not even when he learned to master his shapeshifting form.

Their relationship was one of almost obligation, but it took a quick turn downhill when he left, taking his twin with him. His father was furious that he would 'steal' away his pride from the clan. Yuichi hopes to mend this breach one day, and maybe - just maybe - finally get what he has been longing for.

Fuller - Trainer - A member of the Brotherhood of Silence, Yuichi is not sure if Fuller is his name or title. The human man constantly wore a black mask with his cloak during his training. Despite being young and inexperienced, Yuichi's shapeshifting skills were immediately desired, and Fuller was the one to begin his training as a thief. Fuller also gave Yuichi his missions during his time with the guild, instructing him in how each one needed to be done. The man is difficult to get along with sometimes, but trustworthy enough...well, as much as any thief can be, really.

Hearth Pelore - Nobleman - A rather wealthy nobleman, he was one of Yuichi's last targets during his time of learning the ropes of a thief. It was also the strangest of them all.

While Yuichi was scoping the place out, he happened upon the nobleman's son, Romeo, who just decided to invite him in for a meal without any strings. He seemed particularly interested in Akira for some reason. Unknown to Yuichi, Akira had used a charm spell on the boy, and its target had become Yuichi.

After finally distracting the over attentive boy, Yuichi managed to grab the item and dash out. Hearth, who was just returning home, managed to catch a glimpse of his face, his regular human face, just as he slipped away. Since then, Hearth has been readying a bounty, of the which, his own son has decided to be the first to try to claim it, both to find Yuichi, and to kill Akira, who he believes to be Yuichi's lover, instead.

5) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Yuichi still remembers the first time his outdoor expeditions to him to the human city nearby. Everything was huge and awe-inspiring compared to the clan. The sharpest part of the memory, though, was the awful stench of the place compared to the gentle frangrance of mother nature.

Yuichi remembers how happy he felt when the group from his new clan appreciated his skills, despite the fact that he had no magic. He finally felt like he had a place to belong to.

Yuichi has a habit of sharpening his knives with his fangs. Or is he sharpening his fangs with his knives? No one ever asks.

Love the Village pic.


@OBW Got my character already posted here and on my profile page. Just don't want to get left out. :p


Creating a goblin nation would be the bomb, as an evil nation or just a purely chaotic one that sends neighboring nations' politics spiraling out of control. Maybe even face a npc party of adventures trying to dethrone the goblin monarchs.

In any cause, I'm interested in a themed KM, whatever it may be.


HP - 2d8 ⇒ (8, 2) = 10


And I have my character concept pretty much written up. Assuming max hp first level, half the rest for now. Also assuming another pc is chosen to play out his twin's role. Will have alternate background with minor changes ready if not.

Yuichi

Character Concept:
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Background
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Yuichi's birth was to be a bad omen, until his twin was born right after him. As a black furred kitsune, Yuichi was destined to bring bad luck and have no talent with magic, but his twin changed this somewhat, being born all white, the herald of good luck and great magical potential.

From early on, everyone's attention was focused on his brother, so while few bothered him about his fur color, few also bothered to take note of him at all. Ignored by everyone, Yuichi began to try several different things to gain some of the lime light that his magical twin was always in, but even when he began to master the talent of shapeshifting, the words of praise were few.

He largest encouragement actually came from his brother, however. He alone would listen to Yuichi's secret escapades out into the wild and applaud the small tricks he would pick up. So rather than hate him, Yuichi grew to admire his talented younger brother. Their bond became the only real connection Yuichi had to his clan.

His escapades into the forest continued as they grew until he found a nearby human settlement. Sneaking in with his shapechanging ability, Yuichi was shocked by the vast difference in culture. And after only a few trips, his curiosity led him right to the Brotherhood of Silence. There, he found the first real positive encouragement for his talents besides his twin. Elated and eager to improve, Yuichi began to learn the ways of the thief as he ran on missions throughout the town. His instructor, Fuller, also taught him the ways of the dagger, giving him a sense of power he had never felt before.

Despite his prolonged absences from the clan, only his brother would comment on it, in which case Yuichi would excitedly inform him of his missions. Of course, he never spoke of the Brotherhood of Silence, knowing that to do was would be to break the code.

After learning what he could from Fuller, Yuichi decided that it was time to leave the clan and see what else could be found out in the world at large. His brother suddenly decided to join him, though, causing a huge uproar in the clan when their prodigy up and left them. His brother simply said that they had to stick together to make it, and Yuichi left it at that.

After traveling to a few cities, Yuichi heard rumors of another clan of kitsune hidden in the hills not too far away. His brother pushed for them to visit, so they went and were surprised to find themselves welcomed in. While his brother was looked on favorably for his magical skills like he should be, Yuichi was surprised when they praised his roguish talents as well. After a while, Yuichi realized that it wasn't an act, but that they honestly thought that he was worth something.

The Fox Clan Village was small and poor, though, and relied on a few swords-for-hire to help suppliment their living. Eager to help the first people of his own kind to accept him, Yuichi agreed to join the band and help out, his brother coming along for the ride as well.

Since then, it's been hectic as they fulfilled one job after the other, acting as human mercenaries. Yuichi's connections with the Brotherhood of Silence has allowed him to obtain them more profitable jobs, though it is sometimes a chore to explain how he kinds finding these.

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Personality
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Yuichi is the quiet loner type, partially from the little attention he received in his early years. However, once he gets to know someone, he opens up more, and he training with Fuller has taught him how to handle social situations on the job. Though Yuichi likes to think that he thinks highly of his skills, he actually has low self-esteem and reacts easily to positive reinforcement. He likes to tell about his accomplishments to those he's opened up to completely, like his brother. More of a logical thinker, he doesn't bring magic into the equation often, since he has so little experience with it.

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Description
-----------------------
Yuichi's fur is completely black, an ill omen among some kitsune. His black cloak and clothing almost seems to blend with his fur at times. When in human form, Yuichi usually takes on the form of a young Varisian male with black hair and covered in tattos. When performing any secondary missions or thief like actions, he usually alters it to some other random person to keep his normal persona free of guilt.

-----------------------
10 Minute Background
-----------------------
1)Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Yuichi is a black-furred kitsune, born during a bad winter. Bad luck is believed to follow kitsune with black fur.

Yuichi is a twin, his sibling being a white furred kitsune. Powerful magic and luck is believed to be in a white furred kitsune.

Yuichi has no talent with magic, unlike most kitsune, perhaps a direct reflection of his fur color, though his sibling has easily mastered many spells. He can still shapeshift, and has focused on improving it.

Being overshadowed much of his life by his sibling, he is not very outgoing, and doesn't trust easily. He doesn't blame his sibling, though, and actually trust them more than anyone else.

Tired of being shunned, Yuichi left his clan to seek other places, his sibling following along with him. After hearing about the hidden kitsune clan through his connections, they settled down in the small clan and called it home after being accepted.

2) List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Though he hasn't spoken it aloud, Yuichi wishes to prove himself to his parents one day and have them properly recognize him as their son as well. (Character's Desire)

Have a clan war begin between kitsune, or even with others, such as lycanthropes, etc. (Player's Desire)

3) List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

During his few expeditions out training, Yuichi made more than one human noble angry with a few...misplaced objects. All for his training with the Brotherhood of Silence, of course.

In fact, the fact that he joined the Brotherhood of Silence is a secret he's kept even from his twin.

What he doesn't know, though, is that one of those nobles has already begun to act, and a bounty is already being prepared for his head.

4) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

(Name to be Determined) - Twin - A white kitsune, great things were expected of him before he could even speak. And great expectations were met. Quickly learning to control magic, both innate and wizardry, he became the pride of his parents. While Yuichi never went for lack of anything, nor had any of the same expectations, most of the attention always stayed on his twin.

Despite always being the center of the clan's attention, he was still kind to Yuichi, and tried to help him when he could. He was also the only one Yuichi could show his tricks to, non-magical as they were. Though he thought it best if Yuichi didn't try his tricks out in the human city, he was willing to encourage him when he saw how happy he was. Through this, the two formed an unbreakable bond of trust between siblings.

After finally maturing and being ready to head out on his own, Yuichi was surprised when his twin announced that he would be coming along. When Yuichi learned of another clan's existence nearby, it was his twin that insisted they go, and Yuichi was glad they did.

While they may not always get along or agree on everything, there is still no one Yuichi trusts more.

Kasaru - Father - Kasaru is Yuichi's father and the head of a high ranking family in the clan. While Kasaru always provided all of Yuichi's needs, there was still one thing he wanted from him: approval. While his twin was always praised for his magical talents, none of the tricks he learned would even get his attention. Not even when he learned to master his shapeshifting form.

Their relationship was one of almost obligation, but it took a quick turn downhill when he left, taking his twin with him. His father was furious that he would 'steal' away his pride from the clan. Yuichi hopes to mend this breach one day, and maybe - just maybe - finally get what he has been longing for.

Fuller - Trainer - A member of the Brotherhood of Silence, Yuichi is not sure if Fuller is his name or title. The human man constantly wore a black mask with his cloak during his training. Despite being young and inexperienced, Yuichi's shapeshifting skills were immediately desired, and Fuller was the one to begin his training as a thief. Fuller also gave Yuichi his missions during his time with the guild, instructing him in how each one needed to be done. The man is difficult to get along with sometimes, but trustworthy enough...well, as much as any thief can be, really.

5) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Yuichi still remembers the first time his outdoor expeditions to him to the human city nearby. Everything was huge and awe-inspiring compared to the clan. The sharpest part of the memory, though, was the awful stench of the place compared to the gentle frangrance of mother nature.

Yuichi remembers how happy he felt when the group from his new clan appreciated his skills, despite the fact that he had no magic. He finally felt like he had a place to belong to.

Yuichi has a habit of sharpening his knives with his fangs. Or is he sharpening his fangs with his knives? No one ever asks.

Stat Block:
-----------------------
Yuichi
-----------------------
Male Kitsune Rogue (Knife Master) 3
Age 25; Fur Black
CG Medium humanoid (kitsune, shapechanger)
Init +5; Senses Low-Light Vision, Perception +7

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Defense
-----------------------
AC 19*, touch 15, flat-footed 14 (+4 armor, +5 Dex)
HP 27
Fort +4, Ref +8, Will +2
*+1 against light blades

-----------------------
Offense
-----------------------
Speed 30 ft.

Melee dagger +7 (1d4+5/19-20)
. . . dagger +5 (1d4+5/19-20), dagger +5 (1d4+5/19-20)
. . . bite +2 (1d4)

Ranged dagger +7 (1d4+5/19-20) 10 ft.

Special Options
Sneak Attack - +2d8

-----------------------
Statistics
-----------------------
Str 10 (+0), Dex 20 (+5), Con 17 (+3), Int 16 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +2; CMB +2; CMD 17

Traits
Dirty Fighter - +1 to damage rolls.
Friends in Low Places - 1d2 hrs to Gather Info in shadier and poorer areas; attitudes of destitute or impoverished NPC's begin one step closer to helpful.

Feats
Fox Shape - You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
Realistic Likeness - You can precisely mimic the physical features of any individual human you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Two-Weapon Fighting - Penalties lessened by two for dual wielding.
Weapon Finesse - Use Dex for attack rolls.

Skills (33 ranks - 24 class, 9 Int)
Acrobatics +11 (1 rank, 3 class, 2 Agile, 5 Dex)
Bluff +6 (3 ranks, 3 class)
Climb +4 (1 ranks, 3 class)
Disable Device +11 (3 ranks, 3 class, 5 Dex)
Disguise +4 (1 rank, 3 class)
Escape Artist +11 (3 ranks, 3 class, 5 Dex)
Intimidate +6 (3 ranks, 3 class)
Knowledge (Dungeoneering) +7 (1 rank, 3 class, 3 Int)
Knowledge (Local) +8 (2 rank, 3 class, 3 Int)
Linguistics +7 (1 rank, 3 class, 3 Int)
Perception +7 (3 ranks, 3 class, 1 Wis)
Sense Motive +7 (3 ranks, 3 class, 1 Wis)
Sleight of Hand +9 (1 rank, 3 class, 5 Dex)
Stealth +11 (1 rank, 3 class, 5 Dex)
Swim +4 (1 rank, 3 class)
Use Magic Device +6 (3 ranks, 3 class)

Favored Class Bonuses
Rogue - 1/6th rogue talent (x3)

Languages
Common, Slyvan, Sign Language, Elven, Gnome, Tengu

Alternate Racial Traits
Fast Shifter - Shape Change as a move action instead of a standard action.
Keen Kitsune - +2 to Int instead of Cha.

Class Archetypes
Rogue - Knife Master

-----------------------
Possessions
-----------------------
Inventory
two masterwork daggers, mithral shirt, robe of infinite twine, silver dagger, cold iron dagger, three daggers, five shares of rations

Inventory Weight and Load
23 (Light - 33)

Wealth
26 pp 1 gp 5 sp

-----------------------
Special Abilities
-----------------------
Blade Sense (Ex) - At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

Finesse Training - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapons selected: Dagger

Hidden Blade - A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual ?4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Sneak Stab (Ex) - A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

-----------------------
Rogue Talents
-----------------------
Positioning Attack - When you hit, reposition yourself around the target.


Hit Points: roll, half, max?

Stat Rolls:
2d6 + 7 ⇒ (2, 1) + 7 = 10
2d6 + 7 ⇒ (1, 6) + 7 = 14
2d6 + 7 ⇒ (2, 3) + 7 = 12
2d6 + 7 ⇒ (1, 4) + 7 = 12
2d6 + 7 ⇒ (6, 5) + 7 = 18
2d6 + 7 ⇒ (5, 5) + 7 = 17


EltonJ wrote:

10, 18, 17, 16, 12, 17. All of these rolls are most interesting. To play the part of the Wizard, I can have my intelligence be 18. But to play the part of the sorcerer, I can have my Charisma start at 20. I could be the face of the group, if I so wish it. Do any one have any suggestions?

The 'Keen Kitsune' alternate racial trait gives a Kitsune +2 in Int instead of Cha, allowing your wizard build to have a 20 starting Int if you so wished.

If you're going the spellcasting route, how about the twin idea I'm planning?


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