Male Tiefling Investigator (Empiricist) 1
Strength Check (DC 5): 1d20 + 1 ⇒ (8) + 1 = 9 The tiefling gives Attai Kah little regard as he continues pushing his way through the crowd shoving with horns and stamping with cloven hooves. Only when the Smoldering Corpse is clearly in sight, does he pause to reply gruffly, Name's Glyphimor. He seems to care little about making friends in the sea of berks and is much more focused on locating his next pint.
Male Tiefling Investigator (Empiricist) 1
Why with this sodding mess? Can't a berk get a lousy pint of bub? an older tiefling grumbles to himself while shoving through the crowd trying to get to one of his favourite nearby taverns. He starts forcibly moving people out of his way if they don't let him cut through the crowd, Get outta me way, or I'll put ya down in the deadbook meself. He has the washed up appearance of someone who has hit hard times and has little left to lose. And he certainly doesn't seem like he can be bothered by some silly event at a broken down old temple. In the process of bowling over anything in sight, he rams through a bizarrely ornate and painted up sylph causing Glyphimor to trip. Watch where ya're goin', Berk! Sodding Genasi running around like ya own the place!
Oops! I misread that. Stats have been altered accordingly: boosted Int to 20 (+6) and lowered Wis to 9 (-1) for a new total of 20. And my profile page shows the corrected character sheet. Thanks! Bit of a Backstory: Glyphimor has been banging around the Cage for more than a century, and if the rumours are true, he is a fair bit older than the 217 he claims. A tiefling born to a elven woman from the material plane, both were immediately outcast due to his ram horns and devilish tail. She did not live long enough to see him to adulthood, and the half-elf/half-outsider raised himself always looking for a road to redemption and greatness. Having heard stories of his outsider father and the planes beyond, Glyphimor spent much of his young adulthood studying and training while looking for a way off the material plane. When he finally arrived in Sigil with a party of pilgrims and explorers, he set out to make a name for himself and to prove his worth. If he could become someone of importance here, then he would be able to prove to his elven ancestors that they were wrong to reject him. Disaster struck in a foray into the Blood Wars. Out of the sorry group of berks who traveled to make themselves a legend, Glyphimor was the only one to make it out alive. He came back to Sigil changed and no longer carrying for his legacy, the would be family on the material plane, or any desire to better himself. Seeing nothing but futility in the spinning of the great cosmos, he resigned himself to live out the rest of his days in Sigil. In the Cage he became something of a fixture and familiar face in several taverns. Most importantly he became well versed in the cant, the chant, and the most potent spirits. For the last 120+ years, he has done little but be a drunk and source of wallow. Some say he still has the gift for knowledge, magic, and a hint of swordplay, but few still living in Sigil can attest to ever having seen those talents displayed. For a personality think something between Hellboy and Wolverine without all the muscle to back it up and a heap load more intelligence. And although he would never admit such blasphemy, he has a rather large soft side and a deep seeded desire to care for and help out others. It is just buried below many, many layers of gruff.
Finished my re-tooled character submission. Here is Glyphimor, Tiefling Investigator Character Sheet:
Male tiefling investigator (empiricist) 1 CN Medium outsider (native) Init +5; Senses darkvision 60 ft., scent; Perception +4 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 9 (1d8+1) Fort +1, Ref +5, Will +2 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +3 (1d6+1/18-20) Ranged light crossbow +3 (1d8/19-20) Investigator (Empiricist) Spells Prepared (CL 1st; concentration +5): . . 1st—firebelly (DC 15), shield -------------------- Statistics -------------------- Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 6 Base Atk +0; CMB +1; CMD 14 Feats Weapon Finesse Traits clever wordplay, pragmatic activator, reactionary Skills Bluff +8 (+12 to tell a lie), Craft (alchemy) +4 (+5 to create alchemical items), Disable Device +8, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +4, Sense Motive +4, Spellcraft +8, Stealth +7, Use Magic Device +8 Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal SQ alchemy, beguiling liar, inspiration, prehensile tail, tainted spirit, trapfinding +1 Other Gear leather armor, crossbow bolts (10), light crossbow, rapier, backpack, bedroll, formula book, hip flask, ink, black, inkpen, journal, soap, thieves' tools, trail rations (3), waterskin, 2 sp, 9 cp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Beguiling Liar +4 to Bluff to tell a lie. Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Tainted Spirit Fort save DC 10 + rounds of combat after combat or become fatigued. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Stat Point-Buy breakdown:
STR = 13 Point buy (3pt) -1 for age = 12 DEX = 15 Point buy (7pt) -1 for age +2 for race = 16 CON = 13 Point buy (3pt) -1 for age = 12 INT = 15 Point buy (7pt) +1 for age +2 for race = 18 WIS = 9 Point buy (-1) +1 for age = 10 CHA = 7 Point buy (-4) +1 for age -2 for race = 6 Total points = 15 ~Sersi
@LitanyOfCurses, here is my submission, I assumed the standard starting gold of 150, but I can make adjustments as needed to my equipment. If anything doesn't seem to flow right with the campaign as you envisioned it, let me know, and I can rework it. (I can also work up a more traditional character submission, such as a human or tiefling, if you would prefer that). Box is a rogue modron who has ended up hipped in Sigil. It is unknown why he was separated from Primus and ended up away from Mechanus, and it is unknown exactly how long ago this happened. But what is known is that he's been stuck banging around The Cage becoming engrossed in finding out everything there is to know about everything. He is driven to sort all the facts of the planes into a structured, ordered model of everything. He is also determined to understand more about his new-found place in the multiverse as an individual instead of one of the Marchers. He still struggles greatly with social interactions and grasping the chaos of humanoid interactions, but he is making progress. Box's name came from the fact that nearly every berk in the Cage called him "Box," so Box assumed that must be his name. Box's Character Sheet: Modron investigator (empiricist) 1 LN Medium outsider (android, native) Init +3; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural) hp 10 (1d8+2) Fort +1, Ref +5, Will +2; +2 vs. illusion, +4 racial bonus vs. mind-affecting effects, paralysis, poison, and stun effects Defensive Abilities constructed, illusion resistance; Resist acid 5, cold 5, fire 5 -------------------- Offense -------------------- Speed 20 ft., fly 30 ft. (clumsy) Melee cold iron rapier +0 (1d6/18-20) Ranged light crossbow +3 (1d8/19-20) Investigator (Empiricist) Spells Prepared (CL 1st; concentration +5): . . 1st—firebelly (DC 15), shield -------------------- Statistics -------------------- Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8 Base Atk +0; CMB +0; CMD 13 Feats Extra Inspiration[ACG] Traits alchemical prodigy (thuvia), armor expert, tireless logic Drawback sheltered Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +8, Fly -1, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +12, Perception +4, Sense Motive +0, Spellcraft +8, Use Magic Device +3; Racial Modifiers +4 Linguistics Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran SQ alchemy, emotionless, inspiration, sheltered, trapfinding +1 Other Gear studded leather, cold iron rapier, crossbow bolts (10), light crossbow, backpack, formula book, thieves' tools, 17 gp -------------------- Special Abilities -------------------- Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts. Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Armor Expert -1 Armor check penalty. Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), this race counts as both their normal type and constructs. Modrons gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Modrons can never gain morale bonuses, and are immune to fear effects and all emotion-based effects Darkvision (60 feet) You can see in the dark (black and white vision only). Emotionless (Ex) This race has problems processing emotions properly, and thus takes a -4 penalty on Sense Motive checks. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Flight (30 feet, Clumsy) You can fly! Illusion Resistance (Ex) +2 to save vs illusion spells or effects. Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Sheltered You become shaken when you have less than half your maximum hit points. Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
GM Jiggy wrote: By the way everyone; I'm a major fan of everyone playing what they want, but doesn't anyone want to play non-melee? We've got two bards, two monks, two rangers, a magus... Got you covered with focus on support/ranged/arcane :) Also, what were you looking for in terms of backstory for submissions? I didn't want to get too in depth yet on writing something up so I could make sure it fits the theme of the campaign.
GM Jiggy wrote:
Ah, I see. Well I've changed her direction to be an archeologist bard flirting the line between rogue/arcane and going for a ranged build. |