oversized hobbit
Sorry to hear about the depression. I get those at times as well. When the normally wonderful moment of New Posts and character creations seems more like work instead of the stress relief and fun it should be. I hope it passes for you quickly, sir. We are lost in an overgrown jungle with a massive snake I am certain is going to swallow one or more of us, so take your time :)
DM-Salsa wrote: Someone was kind enough to link to a game they were in that had pretty much what I was going to put out there. The information on Sandpoint is at the bottom of the page. It looks like the information is from the appendix in the RotRL book, which is what I was going to use, so to save myself some effort, I'll just be borrowing their work for now. If you're the one that put this together, thank you. I appreciate it! That's poly! Who is great. Unfortunately they are away from the boards at the moment, or they would probably have been here already taking part in the joy of making a new character.
Hello, I'd like to submit Cailyn Vanderale as one of the many options to choose from. Rise is wonderful, It was my first ever game here on the forums, though I've never completed it, so am very happy to make a character and have the opportunity to apply. Thank you! ------------ Brief Summary: Cailyn is the half-elven daughter of the Vanderale noble merchant family of Magnimar. She is an occultist who isn’t too bad with her rather large crossbow, and in a pinch will summon a celestial owl to peck out a bad guy’s eyeballs. She likes to read, knows a bunch, likes to talk, and is almost always snacking. She does hope she can figure out how to make a living since her mother and Da decided it was time for her to get out and make something (anything) of herself. If you have an adventuring party needing an oddball slightly spoiled packrat with an eclectic array of skills, who really doesn’t take the place of a more focused rogue, witch/wizard, face, fighter, healer… um… wait, she is trying to sell herself, isn’t she???... Well, ignore that, if you are looking for anything really, Cailyn Vanderale might just be the person you are looking for (hopefully). Description and Quirks:
There is a young woman before you of muddled Chelaxian descent with pale skin dusted with a dash of sun, bluish-black hair straight, loose, and framing a roundish face with two pointed ears splitting the dark curtain of hair and light blue eyes that dance with a mix of interest and uncertainty. Some people associate initial impressions of people with a single word, and if one did decide on this course of action, this young woman could be labeled with the word ‘Sea’. The blue of her eyes brings to mind the waves lapping against the shore, the deep black of her hair the fathomless depths of the deep, she moves with the grace of the wind against the surface. She even smells a little of salt and fish. The latter trait is explained when the young woman pulls a small paper sack out of her coat pocket, pinching out a salt-encrusted strip of dried fish and popping it in her mouth. The bulge in her pocket is only slightly diminished by pulling the snack sack out, so it speaks that maybe she is significantly provisioned at all times. Speaking of coats and pockets, the young woman is dressed somewhere between wealthy and vagabond. Rich well-tailored coat of a deep navy blue over a stark white shirt and black breeches, covered in all sorts of buttons and bobs, pouches, ribbons, even a worn hawker’s gauntlet hanging from multiple belts, no fewer than six necklaces, and a worn backpack clinking and clunking will all sorts of oddities.
History and Now:
Her Da was a Spireborn, a half-elf from the Mordant Spire, who nearly died in a shipwreck. Her mother, a Vanderale noblewoman from Magnimar aboard one of their trading vessels, had him fished out of the Steaming Sea, where he was the only survivor. It wasn’t love at first sight, or ever love in truth, but there was plenty of lust, both then and regretfully (in Cailyn’s eyes) every time the two got together again. The phrase ‘Get a Room’ was shouted in her teenage years rather often. Cailyn was raised in the Vanderale estates, developed a great love for reading and conversation, and was content to live an indulgent wasteful life of the wealthy, but neither her mother nor her Da agreed with this desire. Her mother had named her after a hero and felt inclined to push her daughter in that direction. She taught her reluctant offspring how to negotiate prices, how to find the best deals, and even a bit of magic, Then when Cailyn came of age, she traveled with her Da aboard the ship where he was first mate, another Vanerale trading vessel, learning the sea and how to Properly use a crossbow. Now, they both expect her to go make something of herself. And she is going to try, starting at a festival in the quaint town of Sandpoint. Hopefully this covers racial alternatives for Spireborn half-elf, crossbow training, and sophisticate(reading). Her traits clever wordplay(mom’s training), merchant family (mom is a Vanderale), traditionalist (more reading), and why she has sailor and swim (odder skills, I debated merchant vs sailor vs appraise for a LOOOOONG time). Oh, and her drawback insatiable (her overspending on food and goods/services cause she is a rich kid)
Personality and Flaws:
curious, intelligent, a bit snarky over feeling a bit put out by her parents (a tad childish still even in her mid-twenties), pampered to the point she can’t comprehend Not spending more for the best food and rooms, she loves Things with history and personality and collects way too much. A little unsure of herself, this being her first time truly on her own. Implements:
The If Only Stone: When growing up in Magnimar, there was a woman who delivered onions and potatoes to the family estate every Toilday. The lady would sit with Cailyn over tea and lament about all the things she wished she had done with her life, always starting with ‘If Only’. While she did so she rubbed the small gray stone hanging from around her neck. ‘If Only I had married X, If Only I had learned a trade, If only I hadn’t lost those toes’ The last one was the cause of her death by the way. Being a bit unsteady on her feet, she pitched over in the street and a horse stomped her. Cailyn was one of the only people to attend the funeral, so the grave digger gave her the seemingly worthless stone. Now she uses if as the most apt beacon of desired transformation possible. Hawker’s Grief: Graddy Turtlepeg was a gnarled old hawker who taught the nobleman’s sport to many of the Magnimar elite, the Vanderale’s were often hiring him for the same. Cailyn never learned, being illegitimate and all, but she did attend and spend time with the curmudgeon. The old man taught the sport but did not own a single hawk of his own, just a tired old owl. He complained about the bird all the time, but Cailyn liked to think he loved it dearly. The man passed from simple old age, but in his meager will he asked for the glove and the owl to be given to the little girl that listened to him often. That was a while ago, so the now adult no longer has the owl since it was already very old when she received it, but she uses the glove to bring the owl back to life (not really, it is just a summoning spell that looks like an owl, but she likes to pretend it is the same old bird)
her stats:
Cailyn Vanderale Female half-elf (Spireborn) occultist 1 (Pathfinder RPG Occult Adventures 46) LN Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 8 (1d8) Fort +2, Ref +4, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4-1/19-20) Ranged heavy crossbow +4 (1d10/19-20) Implement Schools . . Conjuration (Hawker's Grief, 2 points) Resonant—casting focus; Focus—servitor . . Transmutation (The If Only Stone, 3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, size alteration Occultist Spells Known (CL 1st; concentration +5) . . 1st (2/day)—gravity bow[APG], mage armor . . 0 (at will)—create water, mage hand -------------------- Statistics -------------------- Str 8, Dex 16((18), Con 10, Int 18, Wis 12, Cha 10 Base Atk +0.75; CMB +4; CMD 13 Feats Agile Maneuvers, Precise Shot Traits clever wordplay, merchant family, pragmatic activator, traditionalist Skills Diplomacy +8, Disable Device +8, Knowledge (arcana) +8, Knowledge (history) +11, Knowledge (local) +11, Perception +7, Profession (sailor) +5, Sense Motive +5, Spellcraft +8, Swim +3; Racial Modifiers +2 Knowledge (history), +2 Knowledge (local), +2 Perception Languages Azlanti, Common, Elven, Minkaian, Thassilonian, Varisian SQ crossbow training, elf blood, finesse weapon attack attribute, implements 2, insatiable, mental focus (5/day), sophisticate Other Gear crossbow bolts (10), dagger, heavy crossbow, backpack, belt pouch, chalk, charcoal, fashionable accessories, hip flask[UE], occultist's implement[OA], occultist's implement[OA], paper (2), thieves' tools, trail rations (4), 10 gp, 1 sp, 9 cp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell. Conjuration (Hawker's Grief) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures. Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Implements: Belt, boots, sandals, vest, weapon. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
player bits: This is the first occultist I've made and it was a lot of fun! Roleplaying Sample: Anytime a gamemaster asks players to help pick a replacement, where I always go looking is the Favorited by Others tab. So here is a link to mine Favorites
1. What time zone are you in?
2. How long have you been playing TTRPGs?
3. What's your favorite part about playing TTRPGs?
4. What do you expect from this game?
5. What do you expect out of your fellow players?
6. What do you expect out of me?
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
oversized hobbit
Back at work today, well just today, then off again until the new year. Saved enough leave I had the opportunity to simply Be this week. Mostly. So my schedule of posting/checking has been haphazard at best. All that is to say, I am still here and happy to be so, though I think we need a direction for a little bit. Sandbox is wonderful, allowing imagination and immersion, but when we slow or falter, a structured push is always nice. Like railings on a path keeping us from falling to our doom into the vast potential on either side.
Notes about character creation, notes, reasons, and a bit of babble: Initial stats
Her armor class comes from
Saving bonus +5 from cloak of resistance, +1 from luck in a horseshoe, +2 to will cause of iron will, +4 vs fear from bravery = f18, r15, w16(20) What else… OH, she took the focused study alternate racial trait (giving her skill focus perception, sense motive, and diplomacy) instead of a single other feat. I think alternative racial traits were allowed but can shift from skill focus to alertness if not. Other magic items bits: Ioun stone makes it so she doesn’t have to breathe, wayfinder keeps it from hovering around her head to scream THAT IS ODD, which Clarisa avoids. I know it is supposed to be a symbol of the society, there is nothing mechanically Golarion, but as with EVERYTHING I picked, I am happy to change it if it conflicts or annoys.
Her class skills are climb, handle animal, perception(from the seeker trait), professions, ride, sense motive (from the world traveler trait), survival, and swim. She took the favored class bonus in skill points every time, the human skilled racial ability, and the cunning feat to give her 102 skill points. Skill choices. She is an observant person, it is her strongest trait as a fighter. Both get to +30 cause of 17 ranks +3 from class +3 from wisdom + 1 from the trait that made it a class skill for her and +6 from skill focus. The only other oddity is diplomacy cause it is at a -1 for her humble looks, still with skill focus, but no class skill. Fighters class skills… She does like talking though. Oh and Knowledge local came from her headband of mental prowess, other than a single point she had in it like a lot of her knowledge skills. Ride and handle animal comes from decades around horses, but never being responsible for them in particular. Profession soldier is from the same vein, she has been in wars (if there have been major conflicts that could be called as such, and that she could find herself drawn to fighting in, just basic soldiering if not). Swim, fishing, sailing, and knowledge nature (for fish) come from her childhood more than anything else. She is a Free Coastian. Throw in a couple of points in linguistics and a point in geography cause she has traveled enough to know something at least. I am not 100% I picked the best languages for where she might have been. Knowledge religion cause she does have faith, just never spent time studying it. Combat Expertise/Power Attack will be traded off based on the situation, hold the line or break the line, leading to her desire to be versatile. Versatile John? You might ask since she is heavily into weapon focus and weapon specialization of a single weapon. Well… um, those are just Really nice. I did completely forget about greater weapon specialization which I JUST noticed… so not all bad. Improved shield bash is just a versatile choice as well since she will be using her sword most of the time, but if someone who knows things yells to her BLUNT weapons are REALLY effective here, she could just bash instead of pull out her hammer. (but I might look at dropping it for the more wonderful greater weapon specialization) Ranged is her greatest weakness, so she has a bow. In case. Also she does have a horse, and I assume it is more than likely going to be left in the stable back in Scrithengard. It was only about 300gp out of the wonderful 410000. I haven’t even named it yet.
It doesn't look like I've posted her yet, sorry about that. Here is my attempt at a 10th level wizard, mythic archmage, with a lot of playing around with metamagic (which I've never done before) Yathlara
Somehow, through the greed of a mercenary captain and the mistaken thought that her 'betterment' had failed, Yath escaped. Thanks to an angel and a succubus. They cleared the experiment from her mind, quite pleasantly, but were not able to bring back her memories. She knows enough about her own skills and abilities and was given enough knowledge of present-day events she will not be lost. She had been a Black Talon, a secretive Andorian special operations unit, to which the angel was connected to. So she was able to be given her name, her history as the Talons knew, and then teleported to Drezen to help save others, in any way possible, short of hurting the innocent is on the table. ------------------ Yath is a lovely dark-skinned and dark-haired elf, most likely of Ekujae descent. Graceful and brilliant, with a sharp sense of sarcasm as well as of duty. She sees herself as a soldier in the fight against evil and is as loyal as they come (though her ultimate loyalty is to the talons first and always). She dresses in coal-colored robes with a matching cloak, both flowing with the wind, with finger-less gloves and soft slippers wrapping up her ensemble. Four heavy rods rest on her hips, two on each side, along with other magical tools she has been gifted by her organization in hopes she can help turn the tide. Her eyes still blaze a cat-like yellow. A gift from Vang. This is how she looks and dresses, but quite often, she takes all that and compresses it into a much smaller package, around three feet in height, presenting a gnomish version of all that she is. Smaller body, smaller target. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Hi, I'm in a group you posted about potentially checking this out. And I simply love making characters, so I felt the need. This looks rather enjoyable, though I have to admit I have never EVER had a character this high level and probably will flub more than a little if picked. Most importantly, THANK YOU for the fun of creating someone new. Given the above, I decided to go human fighter since you can't really get simpler than a fighter. I THINK I got all the bits and pieces right for character creation, but will go through it all again over the week to make sure. image of her: her image crunch:
Clarisa Blackwater Female human fighter 17 LN Medium humanoid (human) Init +4; Senses darkvision 60 ft.; Perception +30 -------------------- Defense -------------------- AC 44, touch 19, flat-footed 39 (+13 armor, +4 deflection, +4 Dex, +1 dodge, +4 natural, +8 shield) hp 140 (17d10+34) Fort +18, Ref +15, Will +16 (+4 vs. fear) Defensive Abilities fortification 25%, freedom of movement (constant); DR 3/—; Resist acid 10, fire 10 -------------------- Offense -------------------- Speed 40 ft. Melee +1 heavy shield bash +28/+23/+18/+13 (1d4+11) or . . darling: +5 admantine called impervious longsword +35/+30/+25/+20 (1d8+18/17-20) or . . mwk punching dagger +28/+23/+18/+13 (1d4+10/×3) or . . mwk punching dagger +28/+23/+18/+13 (1d4+10/×3) or . . mwk silver earth breaker +26/+21/+16/+11 (2d6+11/×3) Ranged +1 composite longbow +24/+19/+14/+9 (1d8+10/×3) Special Attacks weapon trainings (heavy blades +4, close +3, bows +2, hammers +1) -------------------- Statistics -------------------- Str 24, Dex 18, Con 14, Int 14, Wis 16, Cha 8 Base Atk +17; CMB +28; CMD 47 Feats Bleeding Critical, Combat Expertise, Critical Focus, Cunning, Dodge, Greater Penetrating Strike, Greater Shield Focus, Greater Shield Specialization[APG], Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Shield Bash, Iron Will, Penetrating Strike, Power Attack, Shield Focus, Shield Specialization[APG], Skill Focus (Diplomacy), Skill Focus (Perception), Skill Focus (Sense Motive), Weapon Focus (longsword), Weapon Specialization (longsword) Traits seeker, world traveler Skills Acrobatics +3 (+7 to jump), Climb +10, Diplomacy +22, Handle Animal +5, Knowledge (geography) +3, Knowledge (local) +19, Knowledge (nature) +3, Knowledge (religion) +3, Linguistics +4, Perception +30, Profession (fisherman) +9, Profession (sailor) +11, Profession (soldier) +18, Ride +11, Sense Motive +30, Survival +23 (+25 to avoid becoming lost), Swim +14 Languages Androsic, Common, Firaslander, Isenorian, Skarrish SQ armor training 4 Combat Gear cold iron arrows (50), potion of endure elements (4), silversheen (2), candlerod[UE] (10); Other Gear +4 acid resistance fire resistance glamered restful adamantine full plate, +4 light fortification mithral heavy steel shield, +1 composite longbow (+7 Str), darling: +5 admantine called impervious longsword, mwk punching dagger, mwk punching dagger, mwk silver earth breaker[UE], amulet of natural armor +4, belt of physical might +4 (Str, Dex), boots of striding and springing, cloak of resistance +5, goggles of night, headband of mental prowess +2 (Int, Wis), iridescent spindle ioun stone, lucky horseshoe[OA], planar strap, ring of freedom of movement, ring of protection +4, traveler's any-tool[UE], wayfinder[ISWG], backpack, ball (2 in.)[UE], bedroll, belt pouch, bit and bridle, cold weather outfit, companion cold weather outfit[UW], feed (per day) (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], military saddle, poncho[UE], pot, saddlebags, soap, soldier's uniform[UE], tindertwig (10), trail rations (10), waterskin, wire saw[UE], heavy horse (combat trained), 372 gp -------------------- Special Abilities -------------------- Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX. Bleeding Critical Critical Hits deal 2d6 bleed damage. Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack. Critical Focus +4 to confirm critical hits. Damage Reduction (3/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Fortification 25% You have a chance to negate critical hits on attacks. Greater Shield Specialization (Heavy Shield, 1/day) +2 AC vs. critical confirmations, negate 1 critical/day. Improved Shield Bash You still get your shield bonus while using Shield Bash. Penetrating Strike (Ignore DR 10/Any or DR 5/-) Ignore up to 5 points of DR/?. Power Attack -5/+10 You can subtract from your attack roll to add to your damage. Shield Specialization (Heavy Shield) You have mastered the use of one type of shield. Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th. Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
background/description/character hooks:
Once long long ago (or at least it feels like that long to Clarisa), a girl was born in a small fishing village along the Free Coast. While her mother died in childbirth, her father was a good one, filling the girl's life with love while teaching her all he knew about sailing, fishing, knives, and random facts about conflicts throughout Scrithengard. (sailors love tails about battles) That would have been the end of the story if there hadn't been a brutal raid on their village by some unsavory sorts. The fifteen-year-old joined the residents in helping fight the jackasses, SOMEHOW holding them off in time for the mercenaries who had been tasked with taking them down to FINALLY show up and 'Save' the day. The captain of the troop was the perceptive sort. Arrogant and annoying but yes, perceptive. He saw Clarisa's potential during the drawn-out fight (and the payoff of the potential). After the blood and following celebration, he suggested to her father she should come with them to learn how to fight properly. And that was that. Clarisa's 'potential' exploded in the merc corps. Her attention in battle, her precise strikes coupled with a constant defense carried her through battle after battle. Moving from brigands and the last push from Firas into the Coast to ogres in Sheenosek and even a few dragons in the Deep Green, she joined different groups, and different causes, following her heart and her simple faith in Gedrik. Decades passed, leaving Clarisa to be one of the most skilled swordswomen in all Scrithengard. Though you wouldn't know it looking at her. She is plain of face with multiple small scars, nearing forty with gray strands in her dull black hair and more body aches more sense should allow. She wears unadorned dark grays, cobbled together from her many uniforms, and her armor looks just like a simple worn plate with plenty of nicks and dents. Her sword hilt is plain as she looks until it is drawn at least. Other than that she is a good conversationalist, smiles quite often, notices everything with her dove-gray eyes, and tends toward defusing conflict much more than her skill would suggest. She spends time helping in the local watch unless she is back visiting with her aging father. Retirement is a thought dancing in the back of her brain, maybe a small fishing boat of her own in a cozy nook of a lagoon. Way past the point children make sense, which is a regret she feels much more now than ever before. But things happen, catastrophes and such, and when one of her many former battle companions stops by, one of the ones whose brain can see the way of things so much more beyond what Clarisa ever could (despite being sound of mind). They tell her people might die unless they help, which causes Clarisa to grumble a bit, but she could never ever sit by while someone might die. So the Blackwater rises again. Applicable Notes from world:
Gedrik (GEH-drik, hard G)
Languages:
Looking over the herolab output, it doesn't do a great job filling out things like what the ioun stone does or explaining how the numbers became what they are, so I can work on that part as well. I also on purpose put her with no knowledge of the planes, and will be relying on her companions to tell her what the heck they are in. BUT if knowledge is needed I can move points around a bit.
Okay, starting the character creation process attribute roll: 4d6 ⇒ (6, 4, 2, 6) = 18 = 16
Well that is insane. Should I cut back to a certain point cost, roll again, or something else?
Good morning all, here is the first draft of Brigita Ungurlan. Melee based alchemist whose studies concentrate on bio enhancement instead of explosives, who turned vigilante (concept not class) by loss. I started her off in Ariadne's orphanage to give her a connection to the group. I hope you don't mind, and will change without worry if you do. stats:
Brigita Ungurlan Female human (Varisian) alchemist (beastmorph, vivisectionist) 4 LN Medium humanoid (human) Init 2; Senses Perception +7 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex) hp 27 (4d8+4) Fort 5, Ref 6, Will 1 -------------------- Offense -------------------- Speed 30 ft. Melee +1 silver earth breaker +8 (2d6+5 B/×3) or . . cold iron light hammer +1 (1d4+3 B) or . . dagger +0 (1d4+3 P or S/19+) Ranged sling -1 (1d4+3 B) Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 4th; concentration +7) . . 2nd—barkskin (2) . . 1st—enlarge person (DC 14), heightened awareness[ACG] (2), tears to wine (DC 14) -------------------- Statistics -------------------- Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 11 Base Atk +3; CMB 6; CMD 19 Feats Brew Potion, Combat Reflexes, Power Attack, Throw Anything, Town Tamer, Weapon Focus (earth breaker), Weapon Focus (light hammer) Traits affable, all alone Skills Bluff +3, Craft (alchemy) +9 (+13 to create alchemical items), Craft (blacksmith) +9, Diplomacy +10 (+12 to gather information.), Heal +10 (+11 circumstance to treat wounds or deadly wounds), Intimidate +11, Knowledge (local) +10 (+12 to identify location), Knowledge (nature) +10, Perception +7, Sleight of Hand +8, Spellcraft +10, Stealth +7, Survival +7 (+11 in urban and underground settings, +9 to avoid getting lost); Racial Modifiers +2 Sleight of Hand, +2 Stealth Languages Common, Dwarven, Shoanti, Skald, Varisian Combat Gear mutagen[APG], healer's kit; Other Gear +1 chain shirt, +1 silver earth breaker[UE], cold iron light hammer, dagger, sling, ring of protection +1, sling bullets (10), alchemist starting formula book, alchemy crafting kit[APG], backpack, blacksmithing tools, city map, ink, inkpen (2), journal[UE], manacles (3), surgeon's tools[UE], waterproof bag[UE], 10 gp -------------------- Special Abilities -------------------- Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Beastform Mutagen Mutagen gives beastial features but grants one alter self ability. Chameleon (Su) Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll. Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes. Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Town Tamer (Korsoval) +1 to att & AC, and +2 to CMB vs. undesirables in Korsoval. +10 to DC to intimidate you there. description: Love made her sing, but its death broke her into pieces. Brig was an orphan, often a target of older kids, cause of her meek nature and Varisian heritage. A new kid helped change that. Ariadne Rithann would fight the bullies, even when she was outnumbered and outsized, which ended up with Brig following her around with big doe eyes. Ariadne got thrown out for her justice, but she had changed the meek little girl into one that fought back. Learning from the other girl's mistakes, Brig learned to ambush and retreat, never giving matron enough to toss her out as well. As adulthood blossomed, her constant striving to defend those around her had her much bulkier than the average, so she was apprenticed to a blacksmith in the area. A task she loved. Melting, mixing, creating. Her eager mind started learning reactions, which lead her to alchemy, and into a shop one day meeting Him. Her first crush might have been an older girl, but her heart was lost to Edgar Tonk, a bookish academy student with a wiry smile. Talking started, a shared love of learning became offers of studying with him, then to other things. Life was bliss for those few months it was allowed to last. Then Edgar was killed in an alleyway. He had been buying a ring, the authorities told her, had gushed about it to his friends at a pub, about finding the One. Others had heard, and he had been killed for that thin band of gold. Brig died that day too, the hopeful innocent, as hate for those that preyed on the weak, that gutted the meek, for profit. She threw herself into studies of anatomy, of alchemical changes that could be made to people, to make her stronger, to make them PAY. Now she still works the anvil in her master's shop during the day, but spends her evenings in the dark, with her hammer and tonics, finding the craven alley stabbers and breaking them. (or at least trying to)
oversized hobbit
Hello everybody, I'm John and Ariadne contacted me about your group wanting another player. I've been in a few games with... heck, as I look through aliases, most of you it seems. Kayleigh, Ariadne, Vedika, and GM_DBH! I messaged gm_dbh about joining and they said to go ahead and make a character (an activity I can happily fall into). While I've been leaning toward a melee-focused blacksmithing alchemist, I wanted to check with you all to see what you want/need. Cause I never ever mind making/remaking characters. Thanks.
oversized hobbit
Good Morning! So far she is a plain Iian human as well, with their background being Close Ties altered with foundling: outgoing. Almost certain she'll be an alchemist bomber. Working at the Thrice Blessed Inn as a server, her close tie is with Mother Otis. She gets a lot of skills being an intelligence based. Though I believe from reading (since this is my first edition 2 alchemist) that I need both intelligence and dex, so wisdom will just be okay.
oversized hobbit
If we were simple first level characters I'd go with 2, but since we're not I think 2 is a lot of work. For option 3, the game is designed for 4 so just 3 of us would be hard or take work on your side to trim it down. So that leaves us waiting (option 4?) or choosing option 1. We could combine them and pick a date from today, maybe even by Monday, if we don't hear from Edward, we get an alternative. Normally I'd go with wait for longer, but we are relatively early in the game and we're about to get to a point where any of us missing for a bit will slow down the game significantly.
oversized hobbit
Done. If anyone wishes for different fireworks to represent themselves, please describe and we'll just mentally replace my portion for you with yours. Mage was the hardest. Thought about a pointy hat :) Lua designates her allies as the once the flowers won't affect. So while it is considered difficult terrain, it will not hinder whatever you wish to do. But will last for 11 minutes.
Hello, every campaign trait needs to be represented, so because of that and my love of making characters, I present Nita Cobbles, pathfinder exile, shopkeeper, mapmaker, bleached gnome, lunar oracle, and pet owner. background:
Proprietess of Cobbles, Bobbles, and Bows, which is a sliver of a shop ten times deeper than wide in an older building wedged tightly between two other buildings. Bobbles and Bows were Cobbles' best friends nearly a decade ago, when the bleaching took them both. It had also claimed Ms. Cobbles, but claiming and ending were two different things. So she continues with her old dog, running her shop, and working at her self-appointed task. Mapping every inch of Westcrown... sounds simple enough, but maps must be exact and the city keeps changing. A fire claimed a bookkeeper's modest house in Spera, a wall crumbled due to 'Out Of Control Oxen' near Taranik, and then the Alter shifted constantly toward ruin every day. How was one to ever finish so she could rest? The gnome woman was bleached white snow hair long past her waist, usually woven in patterns to occupy herself, and accentuated by her nut-brown skin. She dresses in fine soot blacks and sharp umbers, with a crispy starched white under. And big round glasses. Her eyes are a very milky blue and her eyesight is horrible. A dulling pain in her fingers coupled with an old injury to her right leg makes her slow and a bit clumsy. Her black dog, Waldorph, is a touch more wolf than a city usually delights in having in its wall, but his tongue is almost always out, pleasantly panting at a simple walk five feet, with a love of all in his eyes. Unless someone tries to hurt his charge of course. Originally he was Bows little puppy, but that was long ago. Cobbles, Bobbles, and Bows is mostly a map shop, including parchment, tacks, strings, and pencils (for all your crazy ranting map needs). It still has plenty of leftover stock: ribbons, threads, bobbins, combined with generally odd 'treasures' from Bobbles. 'Please come and buy something.' the big dog wills happily at passers-by. 'And Pet Me' he wags his big fluffy tail in hope. Nita ignores him until it is tea time at least, then he plops himself in her lap, smothering her until she gives in. Bobbles had been a pathfinder in her youth, so when things started to get dark and fearful in her most treasured streets, Nita had sent a letter to Bobble's old friends, at great risk, only to receive a wayfinder and a note suggesting she handle this on her own. Sigh. If she doesn't, just imagine how much she'll have to remap.
stats: Nita Cobbles Female gnome oracle 1 (Pathfinder RPG Advanced Player's Guide 42) LN Small humanoid (gnome) Init -2; Senses darkvision 30 ft., low-light vision; Perception +7 -------------------- Defense -------------------- AC 20, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 shield, +1 size) hp 8 (1d8) Fort +0, Ref +5, Will +3; +2 vs. illusions Defensive Abilities bond to the land[ARG] -------------------- Offense -------------------- Speed 20 ft. Melee morningstar +1 (1d6) Spell-Like Abilities (CL 1st; concentration +6) . . 1/day—mage hand, open/close (DC 14), prestidigitation, unseen servant Oracle Spells Known (CL 1st; concentration +6) . . 1st (5/day)—cure light wounds, ears of the city, shield of faith . . 0 (at will)—bleed (DC 15), create water, guidance, spark[APG] (DC 15) . . Mystery Lunar -------------------- Statistics -------------------- Str 10, Dex 7, Con 10, Int 16, Wis 12, Cha 20 Base Atk +0.75; CMB -1; CMD 7 Feats Extra Revelation[APG] Traits the pathfinder's exile, traditionalist Skills Acrobatics -4 (-8 to jump), Craft (mapmaking) +7, Diplomacy +9, Handle Animal +6, Knowledge (history) +8, Knowledge (local) +10 (+12 to identify location), Knowledge (religion) +7, Perception +7, Profession (merchant) +5, Stealth +4, Survival +5 (+7 to avoid getting lost); Racial Modifiers +2 Perception Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan SQ oracle's curse (clouded vision), revelations (primal companion, prophetic armor), utilitarian magic Other Gear studded leather, buckler, morningstar, wayfinder[ISWG], backpack, cartography tools, charcoal, city map, ink, inkpen (2), iron holy symbol[UE], paper (5), 4 gp, 3 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Bond to the Land (Urban) +2 dodge bonus in selected terrain. Clouded Vision You cannot see beyond 30' Darkvision (30 feet) You can see in the dark (black and white only). Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Utilitarian Magic +1 DC for transmutation spells.
Um, here is some answers (I just read that one of Desna's anathemas was 'causing fear' and am doubting poor Lua's entire gameplay right now). "Does Lua have any sense of who her father is and where he might be?"
But not today.
No one knows why. He was simply gone. No sign was found. No body was found. After they found out about debts. Overextending himself, some gambling, living another life of vice away from his bubble of perfection. Everything was taken. Mother never spoke ill of the man, refused to consider a new husband. She said he was her dragon and no man would ever compare. She whispered fanciful tales of his might, his hidden magics, even of transforming, but her stories were meaningless to the sad little girl. "Does she have a sense of the veracity or origin of her draconic heritage, and does this manifest in any specific way?"
"What makes her a good evangelist for Desna?"
So in summary, she loved her father but doesn't know a bunch about him. Mother eludes to him being more than human. She has the standard Tian-Dan dragon traits. Father leaving led her to follow her heart (had been faking a more lawful alignment for his approval but has embraced fully her chaotic nature, except when she's embracing etiquette for etiquette's sake) and Desna is REALLY cool and probably doesn't really mind when she demoralizes her opponents into running away.
|