It is with a heavy heart I admit to myself I must give up the Paizo for a time. I am going longer and longer without being able to string two sentences together due to time constraints and that isn't fair to everyone else. It has been a pleasure folks, but as always RL must come first. Have fun for me my friends.
Dain wants a little more melee. Silas an archer or a cannon. Tung likes the idea of a bard. I may be able to satisfy all of that with the monk if I take ancient elf select bard dedication and spend a feat on inspire. Using longbow and curve blade should work pretty well to fill melee and archer slots with ancestral weapon and archer stance so I get monk benefits to them. Will even be able to grab stealth that way. I probably won't get the character done before shabbos, but will definitely have them up sunday.
As far as I can tell AOE caster is not as big a thing in 2e. At least it seems like casters are more support and utility focused. I'm leaning towards a grailwarden dwarf bard with the enigma muse, kind of a sagacious wise woman giving out information and helpful advice. Unless we really need an archer, I might run a shoal elf with a reskin of the monastic archer monk as ship archer.
Demon Lord of Paladins! wrote:
Thanks for the heads up, I always forget there are computer programs for these things now adays. Going to return to my rocking chair and shake my cane a bit before looking at that.
Dossier:
Name: Adam Shemtov Calling: Golem Background: Backwater colonist Grit: 0 Hull: 2 Agility: 0 Systems: 0 Engineering: 0 Skill Triggers
Talents
Gear
Tavor Bullpup Shotgun (Signature Medium. Designed for urban combat and ship boarding actions, this shotgun has seen much use.) Side Arm (Signature light. A non-descript pistol of indeterminate make. You could swear it is a different gun every time he pulls it.) Extra Rations (What, it is good food. Trust me.)
Golem is built much like his call sign. Large. Well muscled. A face that gives very little away... right up until he is in a kitchen and then he becomes the happiest chef in any galaxy.
Magach:
Everest class
Initiative
Mounts
Hyperspec Fuel Injector ACTIVE - Power Up
For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action. Custom paint
The Magach is an older mech, squat and stable looking with very little frills. It carries a main Shotgun to fend off those who get too close while it lays down superheated spacial torsion on distant foes. For some reason Golem has taken to painting a sad clown face upon the mech's head.
Story so far...:
Golem hails from a backwater colony system known as New Israel. Small and out of the way without much of value, the worlds claimed by the tribes care little for the grander situations faced by the wider universe.
Raised among a highly religious family, Golem always felt a little disconnected from the rest of his kin, a rift that only widened as the years carried on. Questions arose whenever he discussed scripture, wondering how they might fit with all that existed beyond their borders. A sense of stark foreboding reality that only grew until he finally chose to go seek his answers among the stars. Golem himself keeps to his people's mistrust of outside culture, but has placed his fate in the hope that somewhere out there he might find some rekindling of the faith he has lost. edit: forgot to add SP items at the end. Also, plan on easing into a Caliban from rim book.
Belief: If it has to be done right go do it yourself.
Fresh... check.
Toptomcat. T-rex in an f-14 right? But seriously, I know the primordials created creation and the gods, gods created exhalts and fought the primordials, dead primotdials became the neverborn, most other became the Yozi. The major gods start playing the games of divinity and neglect creation. A bunch of wars later, Autochthon creates his own pocket world which is now sending out scouts to creation. The fae keep trying to unmake creation. The things that used to be primordials have their own plans. Dragon blooded rebel against the solar and win. They have 700 good years and then a plague hits that nearly ends everything. Realm begins, has issues from the outset, and solar come back about 700 years after that. Many many rebellions and "peace actions." In the minutia I am lightly read on the lore but by no means an expert.
Appreciate that. Like I said, trying a little more for Schindler (The businessman that slowly realizes there are major ills and has to fight his conviction and belief to finally do something about the problem he lives in in the way he can, not by being a bad ass fighter, but by being the businessman and talker.) I'm hoping to slowly build up his compassion over the course of the game, though probably not his temperance. As we go on he sees more and more that the dragonblooded are destroying creation, and maybe, just maybe, it will take a strong market force to bankrupt the realm and rebuild from the ashes.
Thrown and melee is so he can use knives and hatchets effectively, which felt like an interesting choice for the character. I actually did not want to go "yarr me buckos" as much as a happy go very lucky merchant traveling from city to city. Of course, with us starting in the east the whole sailing bit might be pointless depending on where we are. I also notice that essence ping is no longer a thing, so that does make it a bit harder to be useful in that. I will shift around a few things just to make this work a little better early on. Exert from the life of Iscarian: Everyone worries about the soldiers, the warriors, everyone sees the hero in the man who pummels his way through the post and frees the prisoners on his way to fight the king... Few see the heroics of the man who purchases a slave caravan only to return them to their people and sell arms to their populace at a discounted rate. The man who hides those wanted by the realm and smuggles them out to lands beyond the Legion's reach. Sure there were benefits, the ladies can be very appreciative to a man who rescues them, but this world needed set right even if there wasn't such rewards. "Of course, it is not without its risks... and now we find ourselves here. Ship sails ruined, pirates preparing to board, and an ultimatum. They want me to hand over half the crew and all of our hold. It would be easy to do so, cast lots and decide, but I know each of you. You are my crew, my family, and I say we take that hold full of firedust and give it to those pirates with a lit spark. Are you with me?" Later, ears ringing, heart pounding, and body feeling ragged he finally thought about what he was doing. The enemy crew had been crippled by the initial explosion, their ship listed to the side. It had cost him five brave sailors, and maybe his own life... a good trade for the lives of his people. He could feel the battle moving across the ship, his men would be making short work of the enemy now that they were in disarray. The look on the captain's face when he realized what was in the barrel... priceless. He prepared for the inevitable end, his blood slowly trickling out... and then he breathed in... Adjusted character, still needs work.: Dubois Iscarian, Merchant Captain from Coral.
Caste: Eclipse Concept: Sailor and smoot talker. Inordinately lucky. Motivation: Working to open a free and fair exchange of goods and services through all of creation. Wishes all to have the same access to technology and prosperity as the realm and its dragonblooded rulers. I will make creation better through capitalism. Anima: The clatter of dice fills the air as two golden white cubes fall to show snake eyes. Caste: Bureaucracy, Linguistics, Ride, Sail and Socialize.
Attributes: Secondary
Primary
Tertiary
ABILITIES: Archery
Integrity *
Craft
Athletics *
Bureaucracy [Commerce] *****
BACKGROUNDS Resources ****
Virtues Compassion *
Virtue Flaw: Benevolent Tyranny
Intimacies: My Crew [Protective]
Willpower: 7
Charms:
Bureaucracy
Melee
Presence
Socialize
Merits:
Gear: BP spent: 10pts merits, 8pts abilities Background: Not everyone has some fantastic story about adversity and a crummy childhood. Nothing majorly bad ever happened as I was growing up, no heart breaking loves, no heroic moments of triumph, no soul crushing defeats. Just a boy from Coral who managed to gain his own ship the hard way, hard work... and a little bit of luck. Now I got money, money makes the world go round after all. And hey, if people get a better life because they are trading with me, well all the better. Always know how much you can afford to lost, be it on drink, on a pretty girl, or at some back alley dice game. Then, don't ever pay more than that to get that drink, girl, or into that game. Appearance:
Personality:
True, the Solar exhaltations are given to grand heroism, but I would say that grand heroism can come from unlikely sources. How do you bureaucrat or trade grand heroism? But, that being said, I think I misunderstood the answer farther up about an origin story. I was under the impression we would exalt as part of first adventure, but I reread that and realize it was in reference to us as a circle and not us as exalts. Language is funny some days. The motivation was written more in character, which was truly my fault I should have written it in a standard format to read "Working to open a free and fair exchange of goods and services through all of creation. Wishes all to have the same access to technology and prosperity as the realm and its dragonblooded rulers." The flaw I pulled from a site that had a lot of well-made flaws, meant to tinker it around so it was more in line with the character and just skipped my mind after I took a break and came back to it. I need to putter around with the wording but for him the easy path is just accepting what you have and not working for that next great haul. He loves to party, is very flippant about his life, but underneath their is a pure and unwavering entrepreneur who truly believes trade makes the world better and wealth is only good if you spend it. Those experiences and creature comforts don't just fall into his lap, and he can't stand lazy people who are not willing to put in the work to make their lives better, so the benevolent tyrant is supposed to kick in and make him into a Stalinesque dictator, but the more I go over the ideas in play the more it sounds a little wonky so I will probably look it over and come up with something different. Completely forgot there was errata, going to look that over and fix were needed, thanks for pointing that out.
Dubois Iscarian, Merchant Captain from Coral. Caste: Eclipse Concept: Sailor and smoot talker. Inordinately lucky. Motivation: Wine, women, and song... and gambling... lots of gambling. Oh, and something about the free market enriching the world and bringing peace... yes... that too I guess. Anima: The clatter of dice fills the air as two golden white cubes fall to show snake eyes. Caste: Bureaucracy, Linguistics, Ride, Sail and Socialize.
Attributes: Secondary
Primary
Tertiary
ABILITIES: Archery
Integrity *
Craft
Athletics *
Bureaucracy [Commerce] *****
BACKGROUNDS Resources ****
Virtues Compassion *
Virtue Flaw: Benevolent Tyranny
Intimacies: My Crew [Protective] Willpower: 7
Charms:
Bureaucracy
Presence
Sail
Socialize
Merits:
Gear: BP spent: 10pts merits, 4pts abilities, 1pt for 2 specialties. Background: Not everyone has some fantastic story about adversity and a crummy childhood. Nothing majorly bad ever happened as I was growing up, no heart breaking loves, no heroic moments of triumph, no soul crushing defeats. Just a boy from Coral who managed to gain his own ship the hard way, hard work... and a little bit of luck. Now I got money, money makes the world go round after all. And hey, if people get a better life because they are trading with me, well all the better. Always know how much you can afford to lost, be it on drink, on a pretty girl, or at some back alley dice game. Then, don't ever pay more than that to get that drink, girl, or into that game. Appearance:
Personality:
About Ciyradyl ErsatraBasics:
AC: 10
Touch: 10 Flat: 10 CMD:11 HP: 15 BAB: +2
Init: +0
Racial traits:
Elven Immunities: Immune to magic sleep effects and gains a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks. Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. In addition, +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision:Elves can see twice as far as humans in conditions of dim light. Class Features:
Fused Link (Su) The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Summon Monster II (Sp) A summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). Feats and Traits:
Feats:
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (Claw): You gain a +1 bonus on all attack rolls you make using the selected weapon. Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Traits:
Basic Attacks:
Acid Splash (30'): +2 (ranged touch), 1d3 damage, crit x2, acid
MW Dagger: +2, 1d4-1 damage, crit 19-20/x2, Slash or Pierce MW Dagger (thrown 10'): +3, 1d4-1 damage, crit 19-20/x2, Slash or Pierce Skills (*Class Skills):
+2 Acrobatics 2r +3 Appraise +3/+4 Bluff (Checks made to fool someone) -1 Climb +3 Craft* +8 Diplomacy* 1r +3 Disguise +0 Escape Artist +0 Fly C +2 Heal +3 Intimidate +7 Knowledge (Arcana)* 1r +7 Knowledge (Dungeoneering)* 1r +9 Knowledge (Engineering)* 1r +7 Knowledge (Geography)* 1r +8 Knowledge (History)* 2r +7 Knowledge (Local)* 1r +7 Knowledge (Nature)* 1r +7 Knowledge (Nobility)* 1r +9 Knowledge (Planes)* 3r +7 Knowledge (Religion)* 1r +9 Linguistics* 3r +4/+6 Perception (find concealed or secret doors in ancient structures) +3 Perform +6/+6 Profession (architect)* 1r +0 Ride* +2 Sense Motive +7/+9 Spellcraft* (identify the properties of magic items.) 1r +0 Stealth +2 Survival -1 Swim +7 Use Magic Device* 1r Spells:
# of Spells Known: 6/0th 4/1st
Spells/Day: 4/1st (4/4 left) Concentration: +6 Spell List: 0th - DC 14
1st - DC 15
Spell-like Ability: Summon Monster II - 6/day Equipment:
Encumbrance: 26.5/30 lbs (60/90) Gear: MW Backpack [4 lbs] MW Longbow, Composite (Str+2) [3 lbs] Arrows [3 lbs] MW Dagger [1 lbs] Spell component pouch [2 lbs] Explorer's outfit [-] Cloak of Resistance +1 [1 lb] Wand of Lesser Rejuvenate Eidolon (20 charges) [-] Wand of Mage Armor (20 charges) [-] Wand of Shield (20 charges) [-] Bedroll [5 lbs] Belt Pouch [.5 lbs] Waterskin [4 lbs] Trail Rations x3 [3 lbs] Antitoxin [-] Money:
Background:
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