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![]() Sounds like fun. How bout a Ratfolk Gulch Gunner with an ingrained 'morality problem' despite being despised and even hated by most of the city's inhabitants. Kind of 'dirtbag with a conscience' type of character that suffers from the subconscious desire to be an actual hero(at least behave like one) from time to time. His moral misgivings are more concerning collateral damage and things of that nature than a desire to do good to any noticeable degree. Your thoughts? ![]()
![]() Here's my third creation just for kicks.
The Dragonlords: Type:Dragon Size:Medium Speed:Standard(30ft) Ability Scores:+2 to Str, Con, Wis & Cha(Changes Below) Language:Standard Racial Abilities -Darkvision 60ft -Lowlight Vision -Immunity to Magic sleep & Paralysis -Flight 60ft(Good) -Blindsense 30ft -Breath Weapon(Choose from below for cosmetic scale colors/ability modifier changes/damage type/shape/2 enhancements.) -Red&Gold/Fire/Cone/IncDam+PowBre -Green&Copper/Dex,Int,Wis Cha/Acid/Cone/IncAre+ExtBre -Blue&Bronze/Con,Int,Wis,Cha/Electricity/Line/IncAre+IncDam -White&Silver/Dex,Int,Wis,Cha/Cold/Cone/IncDamx2 -Black&Copper/Dex,Con,Int,Wis/Acid/Line/IncAre+PowBre -Red&Brass/Str,Dex,Int,Cha/Fire/Line/ExtBrex2 Background:Dragonlords are a near mythical race of dragonkind originating on the same world as the Ascended. Created by the all-but-annihilated dragons of that world, the Dragonlords took millennia to evolve from saurian creatures to what they are today. Each individual has a unique design of two colors of scales, one always metallic and the other chromatic. These exemplify differences in psychology, physiology, and most notably their breath weapon. ![]()
![]() Here's my second creation.
The Greylings: Type:Outsider(Native: Positive/Negative Energy Planes) Size:Medium Speed:Standard(30ft) Ability Scores:+4 to Con & Wis Language:Standard Racial Abilities -Deathless Spirit -Eternal Hope -Fearless -Lifebound -Resist Level Drain -Blindsense 30ft -Lowlight Vision -Light & Dark -At-will SLA: Music of the Spheres Background:An energy race born as a side-effect from the creation of the Positive and Negative Energy Planes Greylings are humanoid energy beings. Always wreathed in a coruscating black and white light, most see them as a greyish color, hence 'Greylings'. While able to tolerate positive and negative energies, Greylings prefer positive for obvious reasons like living. Most Greylings travel the planes combatting Darkness emanating from the dawn of creation itself. ![]()
![]() Here's a little something, pretty vanilla but humans deserve some lovin' too. I'll design a second race as well.
The Ascended: Type:Humanoid(Human) Size:Medium Speed:Fast(40ft) Ability Scores:+2 to Everything Language:Standard Racial Abilities -Greater Spell Resistance(11 + Character Level) -Lesser Lucky(+1 to All Saves) -Damage Reduction(5/Magic) -Fast Healing(1) -Wyrmscourged -Blindsense 30ft Background:Created by the greatest scientists/wizards, Ascended are a race of genetically perfect and magically enhanced soldiers designed to fight dragons on a distant and now forgotten world.
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![]() I'll throw some background your way and draw something up in the meantime. It'll be a male human hedge witch named Vænn Urðrmund (Handsome Hand of Fate, roughly translated). Beginnings: Vænn was a mindful child in a remote part of Irissen, his village largely self sufficient and unimportant in the scheme of things.
As if Fate itself chose to spite his ignominity, the young boy joined his father on his first hunt into the northern woodlands. That evening after a strangely fruitful hunt, the two northerners were visited by a strange woman cloaked in white. Immediately alarmed at the possibility that this was a witch, Vænn's father trained his bow on the broken and bloodied woman. She smiled and waved her hand, the weary hunter falling asleep and collapsing but his bow loosed its arrow into her chest. She staggered, the blood loss and internal injuries now finally taking their toll. "Come here, child," she beckoned, blood oozing from the corner of her mouth, "do not be afraid." Something in her beautiful eyes drew the adolescent boy in close. Her hand caressed his face and as she uttered words of power warmth filled his being and he could feel power radiate from within. "Use this gift to make a difference," she gagged as blood filled her lungs, "bringing healing and life rather than misery and death..." Vænn nodded and she smiled breathing her last. A gust of snow swept over the camp and her body discorporated into a flurry of snow. The boy went on to heal the wounds of his village's injured for a number of years but after a casting of the bones he was sent off into the world to bring his gift to those in need of it. ![]()
![]() To be honest, I like the Investigator, go for it :D.
Appearance and Backstory:
Name: Kor, Breaker of Chains Skin Color: Black tapering to blood red at the extremities. Chitin Color: Steel gray with bright white streaks. Eye Color: Golden yellow Age; 27 Height: 9ft 7in Weight: 376lbs Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world. Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox. After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all. This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious. Upon awaking he found himself stripped of his gear and yet again without his freedom… Core Statistics and Information:
Race: Trox Class/ Levels: Barbarian (Unchained)/9 Favored Class/ Benefits: Barbarian/ +3 Hit Points & +6 Skill Points Size: Large (10ft x 10ft) Reach: 10ft Alignment: Chaotic Neutral (CN) Religion: Ancestor Worship Languages: Common, Terran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, and Undercommon. Movement Speed: 40ft Burrow Speed: 20ft Strength: 22 Mod: +6 Dexterity: 12 Mod: +1 Constitution: 14 Mod: +2 Intelligence: 12 Mod: +1 Wisdom: 10 Mod: +0 Charisma: 14 Mod: +2 Initiative: 1 Base Attack Bonus: +9(+15)/ +4(+10) AC: 19 Flat-footed: 19 Touch: 10 CMB: +16 CMD: 27 Rage Rounds/ Day: 22 Danger Sense: +3 Hit Points: 72 DR: 1 FORT: +8 REF: +4 WILL: +3 Feats and Race/Class Abilities::
RACIAL ABILITIES Darkvision 60 ft.: Trox can see in the dark up to 60 feet. Frenzy: Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC. Grabbing Appendages: A trox’s smaller arms are useful for little more than aiding grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms. FEATS BONUS FEAT: Improved Grapple (Combat): You are skilled at grappling opponents. Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Normal: You provoke an attack of opportunity when performing a grapple combat maneuver. Source: PRPG Core Rulebook 1st Level: Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Source: PRPG Core Rulebook 3rd Level: Cleave (Combat): You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Source: PRPG Core Rulebook 7th Level: Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target. Prerequisites: Str 13, Cleave, Power Attack. Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. Source: Ultimate Combat 5th Level: Great Cleave (Combat): You can strike many adjacent foes with a single blow. Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Source: PRPG Core Rulebook 9th Level: Improved Cleaving Finish (Combat): You can cut down many opponents in a single strike. Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6. Benefit: You can use Cleaving Finish any number of times per round. Source: Ultimate Combat CLASS ABILITIES 1st Level: Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed. 1st Level: Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Equipment:
Weapon: Masters’ End (+5 Adamantine Earth Breaker) Damage: 3d6 Critical: 20/ x2 Type: Bludgeoning Special: Adamantine, Speed, Mighty Cleaving, and Furious Weight: 28lbs Cost:[i] 25,000gp Armor:
Wondrous Items
Standard Gear
Traits and Skills: TRAITS Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you. Source: Ultimate Campaign pg. 61 Prophesied (Faith): Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation. Source: Ultimate Campaign pg. 55 SKILLS
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![]() Alright, here's my first attempt at using the text formatting. Forgive me if I have to edit the hell out of it, lol.
Appearance and Backstory: Name: Kor, Breaker of Chains Skin Color: Black tapering to blood red at the extremities. Chitin Color: Steel gray with bright white streaks. Eye Color: Golden yellow Height: 9ft 7in Weight: 376lbs Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world. Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox. After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all. This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious. Upon awaking he found himself stripped of his gear and yet again without his freedom… ![]()
![]() Alright, I've shaped 3 potential candidates for this campaign: a kasatha monk (unchained), an ifrit sorcerer (elemental fire bloodlines), and my recent build is a trox barbarian (unchained). Was considering the barbarian for danger sense so that the party could be less worried about traps. Your thoughts? ![]()
![]() Ah, you may have a point, this is my first dive into being a player after some time... 'Badass' you say? I have been playing around with the idea of a halfling titan mauler. Have a backstory and a killing spree fits the bill perfectly... Basically, a halfling that excels at killing anything bigger than him, which is pretty much everything :) ![]()
![]() Hmm, how does a Kasatha Monk (Unchained) sound? Too out there? T'would be a matter of 'wrong place at the wrong time'. His clan went through a planar portal and a miscalculation ejected him into a city square. The locals freaked out and he ethically despises killing if he can help it so he opted to be taken in for questioning. A sap to the back of the skull and now he finds himself questioning himself and whether or not he should kick the crap out of every human he sees once he escapes. ![]()
![]() I'm a fairly experienced player though I don't get nearly as much practice as I'd like. I usually DM/GM when I play and I've be itching to be a player again and actually enjoy tabletop once more. I like to play difficult combinations of race/class that provide a challenge for me and a combination of entertainment and support for the party. I'd rather not be leader but I tend to get stuck with the role too often for my taste simply because I understand tactics and combat. Among my favorite characters were a Gearforged Paladin (loved it, was a zealous do-gooder made of metal and faith) and my pride and joy was a doppelganger chameleon from D&D 3.5 (i had all the perfect prestige classes and would shift forms and roles like a champ). I would love to play a campaign where the details matter and the DM/GM likes innovation and intelligence from their players rather than some permutation of several simultaneous hack'n'slash solo-games that are somehow fused into a haphazard storyline desperately trying to refocus everyone every session. I don't mean to sound too whiny there but I have experienced this kind of group as a DM/GM and grew to despise tabletop over time due to the absolute nonsense games would evolve into. I hope a good gaming group is out there. Thank you for reading and happy hunting. |