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Organized Play Member. 478 posts (20,840 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 58 aliases.


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I, for one, like seeing something here when I check in, even if it isn't the decision yet. :)


oversized hobbit

Beatriz smiles back. For a moment, she is back to the pain of that scream, balled up, panicked, then a hand on her shoulder and a calm reassuring smile made it recede just enough.

Hmmm, raise up Savior and drop down mundane for Phylax

His words now made her look to where the Guard had stood. "That is suspicious." the words still infused with the whispers of the dead make it sound very creepy.

Beatriz realizes and pulls it all back, settling the rest of the way on the ground and letting color come back to her cheeks... at least a little.


Hello, I'd like to submit Otylia Vanna, a good humble peaceful winter witch that wants to help people...

wait, no I got that wrong.

... an evil pride ridden violent winter witch who just wants to prove to everyone how amazing she is, especially to the old stupid lazy hag that sent her here cause she is 'annoying'

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her picture

fluff:

Once there was a young witch from Irrisen sent on a diplomatic mission to Kenabres for... reasons??? See, she didn't know why she was being sent, just had been ordered to do so.

She is young, smart, skills with blade and spell, devoted Lamashtuian, and yet they sent her to this dog water crusader blister pus bag of a city. Her words. Shouted in high pitched complaint.

The reason that she refuses to accept as anything but nonsensical drivel, is that Otylia is an arrogant little s+&$ without a shred of humility, which grated on her direct superior to the point it was this 'mission' or stab her twenty times while burning and drowning her at the same time. Which is saying a lot given she is a witch from the land of eternal and her leader was as evil as she was.

This little witch is a narcisitic ruthless woman of plain face which annoys her to the point of screaming or killing, both of which she is rather good at. She dresses in a spotless rich dress of dark blues and purples with a layered thin drap of coal black, with no visible weapon or spell book, just a deformed cackling raven near that likes to take frequent s~%!s on various things. When battle starts a thin blade freezes from the air into her ready hand, and then it is time to kill.

When the demons cracked open from the earth, she saw this as the real reason she was sent here. Foresight from the old hag who gave her orders despite being stupid and ugly.

She quickly took over the remnants of a neighborhood militia, sacrificed half of them to distract the hordes and used the rest to strike and kill. She drove these soldiers to the breaking, time and again, winning more than losing and helped turn the tide, not that a single one of them would thank her (more than likely they would stab her as soon as she turned her back on them).

crunch:

Otylia Vanna
Female human (Jadwiga) magus (mindblade) 3/gestalt 3/witch (winter witch) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Occult Adventures 121, Pathfinder RPG Ultimate Magic 9, Ultimate Wilderness 210)
LE Medium humanoid (human)
Init +5; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +5
Defensive Abilities share will
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Offense
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Speed 30 ft.
Melee mindblade +9 (1d6+6/18-20)
Special Attacks hexes (frozen caress, iceplant), magus arcana (concentrate[UM]), psychic pool (+2, 4 points), spell combat, spellstrike
Witch Spell-Like Abilities (CL 3rd; concentration +7)
. . Constant—endure elements (cold only)
Magus (Mindblade) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—frostbite[UM], mount, shocking grasp, windy escape[ARG]
. . 0 (at will)—arcane mark, light, mage hand, prestidigitation, ray of frost, read magic
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—defending bone, false life
. . 1st—mage armor (2), waterproof
. . 0 (at will)—detect magic, detect poison, guidance, putrefy food and drink[APG] (DC 13)
. . Patron Winter (fey gifts)
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 12, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +6 (+8 dirty trick, +8 disarm, +8 reposition, +8 steal, +8 trip); CMD 14 (16 vs. dirty trick, 16 vs. disarm, 16 vs. reposition, 16 vs. steal, 16 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Fencing Grace[UI], Power Attack, Weapon Focus
Traits arcane temper, bruising intellect, extremely fashionable
Skills Acrobatics +5, Appraise +6, Bluff +1, Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +10, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Linguistics +5, Perception +6, Profession (soldier) +7, Ride +8, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9
Languages Abyssal, Aklo, Common, Goblin, Skald, Sylvan
SQ cold flesh, finesse weapon attack attribute, pride, witch's familiar (raven named Carrot)
Other Gear amulet of natural armor +1, caul[UE], eyeglasses, fashionable accessories, ink, inkpen (5), jewelry[UE], journal[UE], masterwork backpack[APG], royal outfit
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Charm +1 (3 rounds, DC 14) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a su
Iceplant (Su) You and your familiar benefit from endure elements.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Psychic Pool +2 (4/day) (Su) Summon a weapon made of pure psychic energy.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Winter (Fey Gifts, 1/day) 1/day the GM can demand you reroll an ability, attack, save, or skill check & use the worse result.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


oversized hobbit

So Marten, what do you want to do here? Red seems like the best choice to attack next, but I don' think we both can attack him due to size... unless Mouse can attack from under your horse.

But then again, there will be four coming toward Vibenia...


oversized hobbit

I thank you for welcoming me, but I am going to bow out and let Elenora wander off to some accounting misadventures. Good luck sir.


oversized hobbit

Sorry to hear that, and I hope very much that the change is good or is at least weathered as best as it can be and good comes back into your life.

Thank you for letting Elenora join and have fun.


oversized hobbit

Thank you all for the welcomes. It might take me a couple of days to get everything together on the character. Good news is we're probably going to get snowed in tomorrow so there should be plenty of downtime to do so.


oversized hobbit

:) I'll work on a classic rogue that is not evil. Making a level 12 character is lovely. If there is any skill or teamworking thing that anyone would love please let me know.


1 person marked this as a favorite.
oversized hobbit

Hello all, I did message GM_DBH to see if joining was okay, but Vibenia posted I would chime in soon, so I am going ahead. But if the GM says no I will quickly delete, recant, shuffle backwards and other such actions, and be patient.

I'm John by the way. Been in several games with Vibenia (and
Marten and Zelera), in another game of GM_DBH, and would like to join your merry band, if you all are willing.


Hello again Itzi, I posted, deleted, considered, reconsidered, now am posting what I posted before. Sorry for the decision anxiety, there are just so many possibilities, but now Cailyn is being reposted as a submission. I promise to leave her alone now.

Her picture

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 eye balls. 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 slight 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).

crunch:

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
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged heavy crossbow +4 (1d10/19-20)
Implement Schools
. . Conjuration (Hawker's Grief, 1 point) Resonant—casting focus; Focus—servitor
. . Transmutation (The If Only Stone, 4 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
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Str 8, Dex 18, Con 10, Int 18, Wis 12, Cha 10
Base Atk +0.75; CMB -1; CMD 13
Feats Point-Blank Shot
Traits best friend, clever wordplay, traditionalist
Skills Diplomacy +10, 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, Minatan, Tien, Varisian
SQ crossbow training, elf blood, 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), 9 gp, 6 sp, 9 cp
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Special Abilities
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Casting Focus (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.
Crossbow Training Reload proficient crossbows 1 step faster.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Implements (Su) Gain a series of items which grant access to schools and powers.
Insatiable Goods & services cost you 10% more & you need 2x as much food & liquid as normal.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Servitor (Summon Monster I) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained
Transmutation (The If Only Stone) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.

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 bring 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 the sea.
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 only slightly dimished by pulling the snack sack out, so it speaks that maybe she 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 from 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 or 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 travelled with her Da aboard the ship where he was first mate on, 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 in the town that has been pretty much a second home all her life. Sandpoint, with the only person she feels that has truly understood her or at least accepted her for what she was, Ameiko.

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 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 that 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 a bastard 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 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)


oversized hobbit

Ocean, I remember and enjoyed the interactions between your loner monk and my odd alchemist.

On pregens, well every group needs a wizard, so I'm leaning toward the human wizard guy.

Haven't been face to face rpgs since covid. It is just hard to get together regularly enough between work and families.. but saying that I've managed to meet up with a group playing Frosthaven at least once a month so it should be possible.


oversized hobbit

Hello Robert Henry, Oceanshieldwolf, and Obermind,

I've downloaded the quickstart rules, am accepting of pregens but generally prefer making my own characters. To learn for a system I've never played it is okay, but might tweak all the reasons why in my head at least. Developing backstory as we go along as Ocean suggests works too.

Basically I am just starting to read so have no idea, just wanted to say I've started and caught up on the posts at least.


Excellent choices! Have fun everyone!


Hello, sorry for being a late arrival, but I would like to apply with Pabelle, a young Varisian tatterdemalion witch travelling in her (now confiscated) house wagon as a tailor. Oh, and she has a scary pigeon with her.

her image

fluff:

The young woman in light black flowing layers smiles up at you when you approach the wagon. "Hello there, fellow wagoner" next to a steaming cauldron, she's stitching a silver design into a cloak of an rich sable, which she holds up for inspection "I know, probably too rich for the smallest of small towns we're passing through tomorrow, but who knows, fate might be calling to a young lad or lass to be Something, and all they need is a push in the right direction."

Her own statement makes her pause as memory creeps. The dark underbridge, her hollowed out home, digging for scraps of cloth, until a deep sudden need broken into her, forcing her to make of massive web of all the strings and scraps, all centered on a knot in the center. In the dark.

Then the knot... opened.

Now it was in her mind.

"Coo" the pigeon that nestled in her high pointed hat interrupted that was about to become an Itching, as the young woman called it. The bird feathered down to next to her, drawing her eyes to it, making her blanch. Those soulless glassy eyes had seen the knot too, changing it as much as her.

But she pushes the thoughts away and plasters a smile to make the moment pass. "This is Priscilla, my helper' the sewing kit next to her opens as if by magic for the pretty dove, letting it root in it for the end of a spoil of crimson thread in its beak, a color that would go perfect weaving around the silver on the field of brown.

"Oh very good.' she hesitantly pats the bird, then says to you "Well, I hope the break in travel is prosperous for both of us, and it does not delay our trip to Yanmass too much" ignoring the odd feeling of foreshadowing.

quick background blurb:

Born somewhere in the underbrigde of Magnimar, always good at stitching, keeping others in semblance of clothed, til the day she saw the knot open and her mind was altered by the briefest possible touch of the tiniest crack in the dark. Then she knew cloth so well she was able to get out of the dark, started travelling, inching into a better and better life, then made the mistake of taking a discount on the payment to join this caravan, all just to store a box in her wagon... now no wagon.

crunch:

Pabelle, Tailor of the Twisted Knot
Female human (Varisian) witch (tatterdemalion) 1 (Pathfinder Player Companion: Familiar Folio 17, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Horror Adventures 73, Ultimate Wilderness 213)
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 in dim light, +7 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3; -2 vs. confusion and emotion effects
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-1/19-20) or
. . whip +2 (1d3-1 nonlethal) or
. . Dancing Strings +4 (1d3+6)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks dancing stings, hex (cauldron[APG])
Witch (Tatterdemalion) Spells Prepared (CL 1st; concentration +5)
. . 1st—command (DC 15), sleep (DC 15)
. . 0 (at will)—mage hand, open/close (DC 14), prestidigitation
. . Patron Transformation (touched by the outer gods)
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Statistics
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Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 14
Base Atk +0.5; CMB +2 (+4 dirty trick, +4 disarm, +4 reposition, +4 steal, +4 trip); CMD 11 (13 vs. dirty trick, 13 vs. disarm, 13 vs. reposition, 13 vs. steal, 13 vs. trip)
Feats Agile Maneuvers, Brew Potion, Deft Maneuvers, Extra Hex[APG]
Traits clever wordplay, underbridge dweller (magnimar)
Skills Craft (alchemy) +12, Craft (clothing) +8, Diplomacy +8, Heal +7, Intimidate +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +8, Knowledge (planes) +8, Perception +5 (+7 in dim light, +7 while benefit from concealment or full concealment due to darkness or dim light), Spellcraft +8, Stealth +2 (+4 while benefit from concealment or full concealment due to darkness or dim light)
Languages Aklo, Common, Infernal, Tien, Undercommon, Varisian
SQ able assistant, cantrips, dimdweller, finesse weapon attack attribute, shapechanging familiar, witch's familiar (thrush (valet) named Arcane Familiar)
Combat Gear candlerod[UE] (2), healer's kit; Other Gear dagger, whip, backpack, blanket[APG], cauldron[APG], string or twine[APG] (4), tailoring tools, traveler's outfit
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Special Abilities
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Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Agile Maneuvers Use DEX instead of STR for CMB
Cantrips mage hand, open/ close, and prestidigitation must incorporate cloth, string or rope
Dancing Stings (1 minutes/day) (Su) Control clothing, rope or fabric as a limb that has 10' reach
Darkvision (60 feet) You can see in the dark (black and white only).
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Shapechanging Familiar (1 minutes/day) (Su) Familiar can appear as any creature of its type and size.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Transformation (Touched by the Outer Gods) –2 save vs confusion & emotion effects, always affected by such effects for at least 1 round.
Unnerve Beasts (DC 14) (Su) The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim's presence - horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch's Intelligence mo
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

I think I have everything right, but as always I've probably missed something.


oversized hobbit

I'm still here! And hope work gets better for both of you.


1 person marked this as a favorite.
oversized hobbit

While I could explain my stances on the subject, I do not believe this is the forum to do so.

I appreciate all the effort everyone has put into this game, but I have decided to bow out as well.


oversized hobbit

All redlines should be respected, sir. While it should not come up for Cailyn in the least, I will do my best to remember and respect.


oversized hobbit

Sorry to hear the week was poop sir, hopefully it gets better soon for you


oversized hobbit

Sorry, I had posted before the armor "he accepts and goes around chatting and helping as there is need"

Nothing specific.


oversized hobbit

I have been lucky so far with my parents, but all my grandparents have passed, all with different degrees of quick with no notice to years without recognizing any of us. All of it sucks.

I can't get close to feeling your pain at this moment, sir, but I will send all the empathy toward you.


oversized hobbit

I am very sorry to hear that sir. I have absolutely no words that will help in the least, but will still send as many comforting thoughts to you and yours.


oversized hobbit

Okay, I think I have something to start with, let me know if anything should change. I'll work on a profile if the character is acceptable.

her picture

Summary: Elenora Brisbee has been an accountant/barrister/pirate, finding herself, through no fault of her own, on the wrong side of the law more times than not, so she is looking for employment that might lead to another outcome other than a noose.
She is a very human-looking Undine, on the shorter and plumper sides of the body chart, who can throw around hundreds of pounds of material with her odd little mind. If that wasn't enough, she has some of the sharpest eyes and ears of anyone you might meet, plus she has a pet monkey

(Undine female, Telekineticist, archetype psychokineticist using wisdom instead of constitution with one dipped into unchained rogue for trapfinding and lots of class skills with carnivalist archetype for a familiar, not sure where to put her alignment cause she has been more of a CN in her life, but to fit in she would be doing her best to act CG)

fluff:

Thank you, lord D’Elagante for your time and consideration.[b]” The short roundish woman bows quickly, too quickly making her greenish hair flop and her tightly held stachel jostle something fierce. But just as quick, she is back to straight, pushing her hair over her shoulder and readjusting her case to her side. “[b]As the introduction letter, hopefully, said, my name is Elenora Brisbee, and I be wishing to apply for the open position of head accountant for your esteemed and budding kingdom.” She beams a quick delightful smile, then without waiting for the motion to continue, she dips her head down, almost dislodging her round glasses, into a heavy focused rummaging in her bag, before retrieving a smart-looking attache case, from which several fine letters are pulled.

The primely attired interviewee shuffles hurriedly to the table where the lord and his officials are sitting. “My references, Lords.” She hands duplicates to the general and high priest. She has one more copy but frowns slightly when she doesn’t see anyone else in attendance. “I had heard of a Miss Sapphira? It doesn’t matter, another time.” She brushes her question aside and then turns her full attention to Lord D’Elagante. “As you can see I have served several fines houses Brevory, most notably Lord and Lady Canderlilly…

At this point a small cough interrupts her, and the high priest whispers something to his lord, which should be so low no one other than the attendee should be able to hear, but the pale-eyed young woman narrows those eyes on the cleric and corrects herself before being called out

I mean, of course, not the real Lord and Lady Canderlilly, which everyone knows perished nearly a half-century ago in the freezing sea. I meant I served the folks that were posing at the Lord and Lady. For taxes reasons. But accounting is accounting no matter which side of the pickets you rest on.

Her plump lip slips from her beaming smile to being worried between her teeth before she sighs “And the next letter that says IS from esteemed merchant vessel which I served as quartermaster on, and was truly such, but I DID serve on it after it had been claimed by Tessa Fairwind, who is a very notable pirtate. But I was still quartermaster, and you should be able to see that running a tight and accurate measure of supplies is even harder when the crew is full of scallywags and scoundrels.

Elenora frets a little, holding the attache case tight to her chest. She looks to the door behind her, from where she entered, still left cracked open. For a moment it looks like she means to flee, but then a small furry head, the size of a child’s fist, pokes through the crack and shrieks encouragingly.

A nod in her monkey’s direction later, Elenora turns back, strength in her eyes and a hand on her hips “Despite where I did my job, I do it well, I promise you will not be disappointed. If that isn’t enough, well, I can also do this.

Holding out her hand palm up, she lifts into the open air. Then heavy oak table the officials are sitting at lifts just as far. No enchantments spoken, no complex gestures, no magic that can be seen. It just lifts. “And I can breathe underwater.

crunch:

Elenora Brisbee
Female undine telekineticist 6/unchained rogue (carnivalist) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Horror Adventures 56, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 20)
CG Medium outsider (aquatic, native)
Init +5; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 47 (7d8)
Fort +8, Ref +12, Will +11
Resist cold 5
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Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee dagger +10 (1d4-1/19-20)
Special Attacks kinetic blast, metakinesis (empower), sneak attack (unchained) +1d6
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 18), spindle
. . Blasts—telekinetic blast (3d6+8)
. . Utility—basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility
--------------------
Statistics
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Str 9, Dex 20, Con 10, Int 14, Wis 20, Cha 10
Base Atk +5.25; CMB +10; CMD 19
Feats Agile Maneuvers, Bullseye Shot, Combat Expertise, Cunning, Deadly Aim, Iron Will, Power Attack, Precise Shot, Psychic Sensitivity[OA]
Traits cunning liar (any city), rostlander
Skills Acrobatics +13, Appraise +6, Bluff +15, Diplomacy +10, Disable Device +18, Escape Artist +10, Knowledge (local) +12 (+14 to draft legal documents in specified nation or region), Linguistics +10 (+12 to draft legal documents in specified nation or region), Perception +20, Profession (barrister) +9 (+11 to draft legal documents in specified nation or region), Profession (clerk) +9, Profession (sailor) +9, Sense Motive +15, Sleight of Hand +13, Stealth +15, Swim +15
Languages Aklo, Aquan, Common, Infernal, Polyglot, Sylvan, Tien, Undercommon
SQ amphibious, burn (2 points/round, max 5), elemental overflow +2, emotional intensity, finesse weapon attack attribute, gather power, hydrated vitality[ARG], infusion specialization 1, internal buffer 1, mental overflow, mind burn, mostly human, trapfinding +1
Other Gear +1 mithral chain shirt, dagger, belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of mental prowess +2 (Int, Wis), concealable thieves' tools[UI], esquire attaché case[UI], ink, inkpen (2), journal[UE], masterwork backpack[APG], waterproof bag[UE], 339 gp, 3 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amphibious (Ex) You can survive indefinitely on land.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Burn 2/round (5/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emotional Intensity (Ex) Can't use wild talents if influenced by a non-harmless emotion or fear effect
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Foe Throw (DC 18) Throw a creature if it fails its save.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hydrated Vitality (14 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mental Overflow (Ex) A psychokineticist’s elemental energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow,
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Burn A psychokineticist’s mind strains when he overtaxes himself. He takes a -2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. He can accept an a
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spindle (DC 18) Do blast damage to a 5 ft by 10 ft area within 30 ft.
Swim (30 feet) You have a Swim speed.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


oversized hobbit

Oh, thank you stormraven, I missed the elephant in the room part of it. Which is great. And was just assuming background skills, but assuming is never a good thing to do.


oversized hobbit

I have no problem letting another take the arcane route, so am working on the sneaky thieving type who will be applying for the job of Treasurer (with amazing references which may or may not be forged).

And a Medusa enforcer??? :)


1 person marked this as a favorite.
oversized hobbit

Good morning, I'm John. Happy to be here (thank you Bydar for the invite) and also happy to meet those of you that I don't know already. I do love the occasional, Oh you are X in the game where I am Y, things that happen from time to time.

Sorry, wandering.

What do people feel are the needs of the group right now so I can start fiddling?


oversized hobbit

That works perfectly sir.


oversized hobbit

Continuing is good with me (once Gavin is good to go), but I am fine if you wish to hold off too.


oversized hobbit

I get that way too, once my brain starts thinking about things I have to finish if I have any hope of sleeping. I fall asleep fine, but then am up an hour or so later.

---------

I think we are waiting on a fireball from our wonderful cleric, if you are up for it and agree, Gavin.


oversized hobbit

Ha, I understand that completely. We're a decent bit away from each other. I'm up in Huntsville.

Hello Ythiel and Lita!


oversized hobbit

Woohoo!!! Sorry, very excited.

I need to create her profile, and pick a profile pic (which is the only part of character creation I dislike). I will also work on answering the questions (OH, I'm from Alabama as well).


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 :)


oversized hobbit

Hope you get plenty of rest and you feel so much better tomorrow


oversized hobbit

I have somehow missed the existence of this wonderful creature.


oversized hobbit

Hello, and welcome!


Good Luck Kittenmancer!!!! May you get the job AND it be everything you hope it to be!


oversized hobbit

Of course! Poly is out at the moment on all their games sadly, it was mentioned to me from another GM that they are taking a break for pbp, not sure how long or why, but I also hope they come back because they are a great player and gm.


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.


2 people marked this as a favorite.

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!

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Her picture

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
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
Crossbow Training Reload proficient crossbows 1 step faster.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Implements (Su) Gain a series of items which grant access to schools and powers.
Insatiable Goods & services cost you 10% more & you need 2x as much food & liquid as normal.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Servitor (Summon Monster I) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained
Transmutation (The If Only Stone) Transmutation implements can alter the properties of both objects and creatures.

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
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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
But if I need to pick a few, maybe this one?
Your best memory discussion
And my last attempt at Rise of the Runelords,
the story of a protagonist

1. What time zone are you in?
US Central Standard

2. How long have you been playing TTRPGs?
Since 5th grade, which was a ridiculously long time ago. I started here on pbp almost… a decade ago it looks like.

3. What's your favorite part about playing TTRPGs?
Imagination and the sheer amazing things that come from that one single word

4. What do you expect from this game?
Stories, memories, growth, and occasionally laughing until I cry

5. What do you expect out of your fellow players?
Banter would be lovely, a grumbling when appropriate, any agreed-upon drama, and pleasantly surprising me

6. What do you expect out of me?
Nothing. You already have the hardest of all jobs when it comes to a game like this. The players only have to focus on a single viewpoint, a small sphere of our character’s world.
You have everything else.

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?
When I was young, I’d have gone with nothing, but then I had kids. Now I am a turbulent well of emotions when a kid gets hurt in any way. I don’t mind references, since protecting those who truly need us is an amazing hero moment, but details hopefully would be left out.


oversized hobbit

I am good with that


oversized hobbit

:) Sorry sir. I'd prefer not roleplaying dishing out the information. Always happy to banter though if anyone wants to. Happy to start up anytime as well.


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.


oversized hobbit

MERRY CHRISTMAS!!!!!!!!!!!!!!!!!!!!!!!!


oversized hobbit

Sorry, yes everyone can read the spoilers. I eluded to that by having Lyra complain about it. If anyone wants to banter back and forth, I'd love that :)


Thanks for the opportunity! Have fun, everyone :)


Oh, I forgot that part as well. If allowed the opportunity to play, I promise to follow the posting requirement, unless there is a good reason I am unable to and if so I will do my ever loving best to inform the group.


Notes about character creation, notes, reasons, and a bit of babble:

Initial stats
Str 15, Dex 14, Con 14, Int 12, Wis 13, Cha 8
Human ability score was strength
Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 8
Stat increases: +3 strength, +1 wisdom for
Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Belt of physical might +4 (str/dex) and headband of mental prowess +2(int/wis) turned her into
Str 24, Dex 18, Con 14, Int 14, Wis 16, Cha 8

Her armor class comes from
10 + 9 full plate +4 full plate enhancement + 2 heavy shield +4 shield enhancement +2 from shield focus +4 natural armor amulet +4 ring of protection + 4 dexterity (armor training from fighter lets her max dex bonus be +5) + 1 dodge (dodge feat cause she has 23 feats!!!) = 44

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.
Ring of Freedom of movement is wonderful, darkvision from her goggles, a touch more speed from boots of striding and springing. Acid and Fire resistance from her armor. CALLED on her sword is fantastic, just the image of her holding out her hand and the sword materializing is Cool!!! But, cough, it is also great if she gets disarmed.

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)

her image

Yathlara
Female elf (Ekujae) arcanist 10/Archmage 3 (Pathfinder RPG Advanced Class Guide 8)
CG Small humanoid (elf)
Init +11; Senses low-light vision, low-light vision; Perception +16
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Defense
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AC 30, touch 18, flat-footed 24 (+8 armor, +1 deflection, +6 Dex, +1 natural, +3 shield, +1 size)
hp 77 (10d6+35)
Fort +13, Ref +17, Will +15 (-1 penalty vs. compulsions, or -2 if they know your true identity)
Defensive Abilities hard to kill; DR 10/adamantine (100 points)
--------------------
Offense
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Speed 20 ft.
Special Attacks arcane reservoir (5/13), arcanist exploits (dimensional slide[ACG], item crafting[ACG], metamagic knowledge[ACG], potent magic[ACG], school understanding [admixture][ACG]), archmage arcana (wild arcana), consume spells, eldritch breach[MA], intense spells (+5 damage), wild arcana[MA]
Arcanist Spells Prepared (CL 10th; concentration +20)
. . 5th (3/day)—empowered selective fireball[M] (DC 23)
. . 4th (6/day)—empowered intensified shocking grasp[M], stoneskin[M]
. . 3rd (6/day)—dispel magic, selective fireball[M] (DC 23), heroism[M]
. . 2nd (6/day)—darkvision, investigative mind[ACG], see invisibility, intensified shocking grasp[M]
. . 1st (6/day)—ant haul[APG] (DC 19), blend[ARG], heightened awareness[ACG], liberating command[UC], toppling magic missile[M]
. . 0 (at will)—breeze[UM], detect magic, light, mage hand, mending, open/close (DC 18), prestidigitation, read magic, spark[APG] (DC 20)
. . M mythic spell
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Statistics
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Str 9, Dex 22, Con 15, Int 26, Wis 11, Cha 18
Base Atk +5; CMB +14; CMD 20
Feats Agile Maneuvers, Combat Expertise, Craft Magic Arms & Armor, Deadly Aim, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Mythic Paragon[M], Mythic Spell Lore[M], Power Attack, Selective Spell[APG], Spell Focus (evocation), Toppling Spell[UM]
Traits magical lineage, riftwarden orphan, wayang spell hunter
Skills Acrobatics +10 (+6 to jump), Appraise +12, Bluff +21, Climb +3, Diplomacy +14, Disable Device +27, Disguise +18, Escape Artist +10, Fly +19, Heal +4, Intimidate +8, Knowledge (arcana) +27, Knowledge (engineering) +22, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (planes) +27, Linguistics +25, Perception +16, Profession (soldier) +12, Ride +10, Sense Motive +4, Spellcraft +25 (+27 to identify magic item properties), Stealth +32, Survival +4, Swim +3; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Hallit, Infernal, Orc, Osiriani, Sylvan, Tien, Undercommon, Wayang
SQ amazing initiative, empty mask, enduring armor[MA], finesse weapon attack attribute, many forms[MA], moonkissed, recuperation, versatile evocation
Combat Gear lesser extend metamagic rod, lesser reach metamagic rod[APG], lesser sickening metamagic rod[APG], pearl of power (1st level) (3), scroll of knock (x2); Other Gear +2 mithral buckler, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, goggles of minute seeing, headband of mental prowess +2 (Int, Cha), lesser fearsome metamagic rod[OA], ring of protection +1, sleeves of many garments[UE], subtle slippers, granite dust (stoneskin) 8 (worth 2,000 gp), masterwork backpack[APG], masterwork thieves' tools, precious (spell book), spell component pouch
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Special Abilities
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Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +2 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Consume Spells (4/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (10/adamantine [100 points]) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Empty Mask -1 to Will saves vs. compulsion, or -2 vs. those knowing your true identity.
Enduring Armor +8 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Forms (5 minutes) (Gnome) (Su) Alter self at will, spend 1 power to use polymorph for 5 minutes.
Moonkissed Gain a bonus on all saving throws.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
School Understanding (4 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 4 rds.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Yathlara's childhood was full of hugs, kittens, and baskets of sweets. Or that is at least what she wants to believe. Unfortunately, no memories exist of anything past the years of obliterating pain spent in the experimental labs of Xanthir Vang.

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.

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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
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Defense
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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
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Offense
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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)
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Statistics
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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
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Special Abilities
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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
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
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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:
Isenorians (Free Coast): Noble, sometimes flighty, Isenorians love friendly competition of all kinds, especially dueling. They guide themselves by a code of honor and value self-expression and personal pride. Isenorians have light olive to brown skin and light brown to black hair, with brown, blue, or gray eyes.

Gedrik (GEH-drik, hard G)
The Wanderers’ Arms, the Divine General
Portfolio: Soldiers, martial arts, military strategy, war
Worshippers: Soldiers, disciplined warriors, armchair tacticians, arms crafters
Alignment: LN
Holy symbols: An axe over a shield, an axe dripping with blood
Favored weapon: Battleaxe
Description: The Divine General watches over soldiers and strategists, governing the chaos of war by balancing it with a warrior’s honor code.

Languages:
Skarrish: A language with many sub dialects spoken all up and down the Free Coast.
Isenorian: Spoken in Isenor and widely along the Free Coast in general.
Androsic: The native language of the Sheenoseki and the Androseki of Haven.
Firaslander: The most common native language of the Empire.
Firas Trade: The “Common” tongue. Technically, a creole of Firaslander, which incorporates words—especially trade terms—from other languages, from Neen to Gnome.

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
attribute roll: 4d6 ⇒ (6, 3, 5, 5) = 19 = 16
attribute roll: 4d6 ⇒ (5, 1, 4, 2) = 12 = 11
attribute roll: 4d6 ⇒ (6, 6, 6, 4) = 22 = 18
attribute roll: 4d6 ⇒ (5, 4, 3, 6) = 18 = 15
attribute roll: 4d6 ⇒ (1, 1, 6, 2) = 10 = 9

Well that is insane. Should I cut back to a certain point cost, roll again, or something else?


oversized hobbit

Hello Nona! I will be happy as a lark to help out with the playing as much as possible. Finally back home later today, if flights cooperate, and can then start figuring out a character. Ranged and Arcane. If there is anything else, any of you would like just let me know.

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