Tin Golem

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Hey there everyone. I'm so sorry for the terrible silence over on my end here, I usually pride myself on my communication skills. This past week though has been probably one of the hardest weeks I've had and been a huge eye-opener for me about the state of my mental health. For that reason, I've decided that I'm going to back off away from online gaming at the moment and focus on taking care of myself.

This is easily one of the games that leaving for now pains me the most since I had poked Chess into getting it running and I absolutely adore the adventure path. I am fine with whatever Iron wants to do with my character; preferably whatever creates the best kind of story. I do apologize for making you all sit as long as you have while I dealt with things in real life.

It has been an absolute pleasure playing with all of you and hopefully, once things are sorted out, I'll be able to come back to this account and meet up with you fine folks again. You all have an exquisite day and take care of yourselves. <3


Hey there everyone. I'm so sorry for the terrible silence over on my end here, I usually pride myself on my communication skills. This past week though has been probably one of the hardest weeks I've had and been a huge eye-opener for me about the state of my mental health. For that reason, I've decided that I'm going to back off away from online gaming at the moment and focus on taking care of myself.

It has been an absolute pleasure to play and I apologize for the inconvenience of all of this. With that said though, I think it'd be best for me to resign, maintain good relationships with folks, and maybe try coming back once everything is figured out. Thank you guys for having me and I do hope your adventuring goes superbly.


Okay, I have the post up for Arthur Wilde, gumshoe extraordinaire! The background is rather short and to the point but I know we're making normal characters(ish) that haven't really been exposed to the weirdness of the Wild West yet. Let me know if you want more and I'll take more time writing it tomorrow evening.

The Crunch:
Name: Arthur Wilde
Hindrances:
Curious (Ma)
Ailin': Consumption (Mi)
Bad Eyes (Mi)
Edges:
Investigator
Knack: Born On Christmas

Stats:
Charisma: 0
Grit: 1
Pace: 6”
Parry: 5
Toughness: 5

Attributes:
Agility D6
Smarts D8
Spirit D6
Strength D6
Vigor D6

Skills:
Fighting D6
Shooting D4
Notice D6
Guts D6
Survival D4
Streetwise d8
Investigation d8
Persuasion: d4
Intimidate: d4
Lockpicking: d4

Combat:
Brass Knuckles (STR + d4, 1 WT.)
Derringer .41 (2d6, 5/10/20, 2 shots, AP 1, .5 WT.)
Colt Peacemaker .45 (2d6+1, 12/24/48, 6 shots, AP1 D.A., 2 WT.)
Winchester Lever-Action 12ga Shotgun (1-3d6, 12/24/48, 5 shot, +2 to Shooting, 4 WT.)

Gear:
Lockpicks
El Cheapo Horse
Lantern
Matches (100)
Gallon of Lantern Oil
Camera
Photographic Plate
Gun Belt
Quick Draw Holster
Shotgun Thong
Spectacles
Watch, Standard
10 .41 bullets
18 .45 bullets
20 12ga. shotgun shells
$34.47

The Fluff:
Arthur Wilde was born in New York, New York years before the war started. The son of Irish immigrants, he faced his own level of discrimination and intolerance but persevered, rising among his betters as an intellectual powerhouse. His foray into the collegiate field was brought to a grinding halt thanks to the requirements of the Civil War. Like so many young men, he was sent off into the meat-grinder that was war. Terrible atrocities were witnessed by the young man and soon after his deployment, he was captured by Confederate soldiers in the aftermath of the battle. It was in this unlikely place that he encountered his soon-to-be friend, Jackson Greenfield. Both of them were young soldiers in the war and while Jackson was a prison guard, the two struck off a decent friendship after playing chess through the fence. After the war though, Arthur was released and the two acquaintances met one another in a more amiable setting.

What Arthur lacked as a soldier, he made up by being an impeccable gumshoe. Talented in finding out rumors, solidifying sources, and digging through old archives for the truth, Arthur remained a steady hand beside Jackson through numerous ordeals and trials. From land purchases to navigating the minefield of social etiquette, Arthur was there. As they grew older though, the two of them went their separate ways. Arthur's family had moved to the Disputed Territories to try and start a new life and he was needed there. It was at the Wilde homestead that a post was delivered years after their parting, one that was addressed to Arthur.

With a request to join him, Arthur departed his family's life and made his way back South once more. Eager to reunite with his good friend and pick up the game of chess they had not quite finished before, Arthur unknowingly left the mundane behind and stepped into the truly weird.


Alrighty, I have the crunch done for now, just working on the background. I'm envisioning a former Pinkerton who now freelances. Probably met Mr. Greenfield when he was acquiring about the history of properties and whatnot, investigated some strange rumors, made sure he got the best deal he could. It wouldn't be too hard for such a good investigator to come calling in.

Crunch:
Hindrances:
Curious (Ma)
Ailin': Consumption (Mi)
Bad Eyes (Mi)

Edges:
Investigator
Knack: Born On Christmas

Stats:
Charisma: 0
Grit: 1
Pace: 6”
Parry: 5
Toughness: 5

Attributes:
Agility D6
Smarts D8
Spirit D6
Strength D6
Vigor D6

Skills:
Fighting D6
Shooting D4
Notice D6
Guts D6
Survival D4
Streetwise d8
Investigation d8
Persuasion: d4
Intimidate: d4
Lockpicking: d4

Combat:
Brass Knuckles (STR + d4, 1 WT.)
Derringer .41 (2d6, 5/10/20, 2 shots, AP 1, .5 WT.)
Colt Peacemaker .45 (2d6+1, 12/24/48, 6 shots, AP1 D.A., 2 WT.)
Winchester Lever-Action 12ga Shotgun (1-3d6, 12/24/48, 5 shot, +2 to Shooting, 4 WT.)

Gear:
Lockpicks
El Cheapo Horse
Lantern
Matches (100)
Gallon of Lantern Oil
Camera
Photographic Plate
Gun Belt
Quick Draw Holster
Shotgun Thong
Spectacles
Watch, Standard
10 .41 bullets
18 .45 bullets
20 12ga. shotgun shells
$34.47


I am definitely considering a pretty standard gunslinger because I adore gunslingers so much in this setting. Definitely thinking of what kind of Knack I want to have for this.

@ZenFox - If I remember correctly, Blessed do get access to the all-powerful Smite as well. I know the errata changes a lot of things for them though.


Deadlands? On the recruitment? Be still my heart. I will consider what I would want to bring to such a game.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


Hey there guys. I'm posting this on my phone so I apologize for any mistakes. My laptop has given up the ghost so for now, I will be not be able to post. I do not know how soon can get a new one up and running but I'll do what I can as soon as i can.

I'd like to keep playing but if you have to replace me for a more consistent player, I understand. If that is the case, it has been a pleasure. I'll keep you guys updated as best I can.


I only had a small chance to play Iron Kingdoms but the bit I did was amazing. I'll have to get my hands on the books again but I would be very much down for it.


I would be definitely interested in a game of Masks. I'll come up with an idea when it isn't so late here already.


Numenara was always an interesting setting; I'll be for it once you have creation guidelines all set up.


That sounds excellent. I like the setting and the idea. Now I need to get my hands on the rule book for it.


inFAMOUS was a super fun setting and I am intrigued on what your time setting will be for it. Is it after Second Son? Before? Does it ignore the character stories entirely?

I'd be down for some super-hero shenanigans for certain. I played 2nd edition M&M but not 3rd yet.


So I haven't finished the background and stuff yet but here is my barbarian. Going to be aiming to be a CAGM-build so I'll be super tanky for the whole party.

I'll get my background figured out though. I'm thinking of keeping it simple; tribe was attacked by the Technic League as retribution for their defiance against them. Parents were killed, vowed vengeance, wandered ever since. Nice, simple, easy to fit in. I thought it'd be interesting to have that vengeance streak with the wizard too.

The Crunch:
Ranek Scarredheart
Male Human Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (Human - Kellid)
Init: +3 Perception: +5
--------------------
Defense
--------------------
AC 18 TAC 12 FF: 16
HP 16/16 Fort +5 Ref +2 Will +2
Special Defenses:
+2 AC when wielding shield
--------------------
Offense
--------------------
Melee
greatsword +4 (2d6+4/19-20x2)
longsword +4 (1d8+3/19-20x2)
warhammer +4 (1d8+3/19-20x2)
handaxe +4 (1d6+3/x3)
Ranged
shortbow +3 (1d6/60ft/x3)
handaxe +4 (1d6+3/10ft/x3)
Speed 30 ft.
--------------------
Statistics
--------------------
Str16 (+3) Dex 14 (+2) Con 16 (+3) Int 12 (+1) Wis 13 (+1) Cha 10 (+0)
Base Atk: +1 CMB: +4 CMD 16
Feats: Power Attack, Iron Will
Skills Perception +5 (1), Intimidate +5 (1), Survival +5 (1), Climb +7 (1), Swim +7 (1), Acrobatics +6 (1)
Languages: Common, Hallit, Orc
SQ: Skilled, Bonus Feat
Traits: Against The Technic League (Weapons), Bloody-Minded
Favored Class: Barbarian - +1 Hitpoint
Combat Gear: greatsword, breastplate, heavy wooden shield, shortbow, 20 arrows, warhammer, longsword, 3 throwing axes
Mundane Gear: backpack,  belt pouch,  blanket,  flint and steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin.
Magical Gear:
--------------------
Special Abilities
---------------------
Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can ragefor 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
---------------------


I'll work on something! I'm thinking an Unchained Barbarian, a good ol' fashion Kellid in the area.


No idea! However, I have a penchant for when I last delved into the setting towards Crab or Scorpion.


I'd be interested. I have no idea on how the system works but I love me some samurai goodness.


One thousand dark curses upon-...I mean...congratulations everyone.

No, seriously though. Congratulations everyone who got in and have a great time.


Woot! Today is the day!


I did see that and it has been very useful. Thank you DM!


Good luck everyone!


I wanted to update my Loyalties a little more, bring them a little more in line with what I was aiming for. Reposting Valentine here!

The Crunch:
Samuel Valentine
Male Human Warlord (Steelfist Commando) 4
Medium Humanoid (Human)
Init: +5; Senses: Normal Perception: +7
--------------------
Defense
--------------------
AC 19 FF 14 TAC 15
HP 30
Fort +7 Ref +6 Will +5
Special Defenses:
Force of Personality: add CHA modifier to Will
Resistance +1
--------------------
Offense
--------------------
Speed 30ft
Melee
"The Left Hook" +10 (1d8+5/x2)
"The Right Jab" +9 (1d8+4/x2)
Ranged
longbow +8 (1d8/x3/100ft)
--------------------
Statistics
--------------------
Str 8 Dex 18 Con 14 Int 14 Wis 10 Cha 16
Base Atk +4 CMB +3/+4 to grapple CMD 17
Feats: Weapon Finesse, Deadly Agility, Improved Unarmed Strike, Greater Unarmed Strike, Two-Weapon Fighting, Precise Strike
Skills: Profession: Sailor +9 (4), Acrobatics +11 (4), Perception +7 (4), Climb +4 (1), Swim +4 (1), Diplomacy +8 (2), Intimidate +10 (4), Sense Motive +7 (4), Stealth +11 (4), Heal +7 (4), Bluff +8 (2), Kn: History +6 (1), Kn: Engineering +7 (2), Kn: Geography +7 (1), Disable Device +10 (2)
Languages: Common, + 2 languages
SQ: Skilled, Bonus Feat, FC: Warlord - +4 Skillpoints
Traits: Pirate, Tactician, Criminal (Disable Device), Infamous
Combat Gear: cestus (one attuned), mwk studded leather (attuned), longbow
Magical Gear: armbands of the brawler, belt of tumbling, boots of the cat, potion of jump, potion of feather step, 3 potions of cure light wounds
Other Gear: mwk backpack, bedroll, belt pouch, flint and steel, rope (50ft), torches (10), trail rations (5 days), waterskin, climber's kit, healer's kit (10), 10gp
Loyalties: Vengeance Against The Empire, The Captain, Unrequited Love For Devanna
--------------------
Special Abilities
--------------------
Warlord's Gambit (3): At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. Any gambit that would normally use the warlord’s Charisma modifier to determine its effects instead uses his warlord initiation modifier, if it is a different ability. These gambits allow the warlord to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the warlord, gambits cannot be used outside combat.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord must take in order to play the gambit. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action. The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver).

If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round
Acrobatic Gambit
-Risk: The warlord makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity.
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.
Unbreakable Gambit
-Risk: The warlord makes a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability ability. Unlike other gambits, unbreakable gambit can be activated as an immediate action.
-Reward: The warlord regains a number of hit points equal to three times his warlord initiation modifier.
Brave Gambit
-Risk: The warlord makes a charge attack (if he has the ability to make multiple attacks on a charge, only the first attack roll gains the benefits of the gambit, and that attack must be successful for the gambit to succeed).
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.

Bonus Feat: A steelfist commando can select rogue talents in place of his warlord bonus feats. Starting at 14th level, he can also select advanced rogue talents.

Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation, He gains Improved Unarmed Strike as a bonus feat. At 3rd level, he gains Greater Unarmed Strike as a bonus feat. A steelfist commando’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Tactical Presence (Ex): At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
ndomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Dodge Bonus (Ex): At 2nd level, the steelfist commando is especially capable of avoiding attacks and gains a +1 dodge bonus to his Armor Class. This improves by +1 at 6th level and every four levels after (to a maximum of +5 at 18th level).

Warleader (4): The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter.

Force of Personality: At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save.

Tactical Flanker: At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents.
--------------------
Manuevers
--------------------
Initiation Modifier (CHA): +3
Manuever Saving Throw DC: 10 + Manuever Level + Charisma Modifier
+2 to DC if using discipline weapon
Manuevers Known: 8
Stances Known: 2
Manuevers Readied (6):

Inner Sphere Stance
Discipline: Thrashing Dragon (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
A defensive stance that focuses on using the disciple’s dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.

Pugilist's Stance
Discipline: Broken Blade (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

Shards of Iron Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

Brawler's Attitude
Discipline: Broken Blade (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant
By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.

Offensive Roll
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Swift Claws
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The Thrashing Dragon disciple’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Dizzying Venom Prana[b]
[b]Discipline
: Steel Serpent (Boost); Level: 1 Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates
The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent’s armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.

Pommel Bash
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
When watching a Broken Blade fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target’s flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.

Flurry Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

Sting of the Asp
Discipline: Steel Serpent (Strike); Level: 2 Initiation Action: 1 standard action Range: Melee attack or ranged attack Target: One creature Duration: Instant
Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon’s strike to sap his foe of its power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + initiation modifier; success halves this Strength damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.

--------------------

Ten Minute Background:

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
-Samuel prefers to go by his last name of "Valentine" then as "Sam". He particularly hates "Sammy".
-Despite no longer being part of a formal military, he still remembers proper military etiquette and follows it.
-Valentine is a smaller, lithe man but his muscles show years of training and skill. Any who imagine him as "weak" due to his strength are in for a rude and violent awakening. His knuckles are scarred from the years of bare-knuckle training.
-Valentine owes his life to one of the fellow players, preferably the captain.
-While Valentine is charismatic, he is not a leader. He prefers to support the captain rather than be a captain.
-While usually calm and collected in most thing, Valentine still gets a thrill from the rush of piracy and combat. In the midst of combat is when one can see him enjoying himself.
-Valentine has no skill whatsoever in dealing with anyone who says they're attracted to him. At all.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
-It would be fun for Valentine to finally encounter the nobleman that had sent him on such terrible missions and have a chance for vengeance.
-Valentine learned his skills from a teacher. I'd love a scene where they encounter one another again and they have a "student has passed the teacher" moment.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- Valentin was involved in a military operation that has gained terrible infamy. What was thought to be weapon smugglers to the Coalition was actually refugee ships, ships that were sabotaged by Valentine and his men. It was this "miscommunication" that led him to abandoning the Empire to its fate. He is responsible for the death of hundreds of innocents, something he does his very best to avoid confronting.
- Valentin was hired by the Rasumussen family, a poweful noble family in the Empire. What he does not know is that he was actually a bastard child of Matias Rasmussen, the patriarch of the family. He is an heir to their fortune and only his greedy half-siblings know it.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
- Devanna Gladstone: Devanna was an old childhood friend that was raised with Valentine before he was recruited for training by the Rasmussen family. Kindhearted and forever forgiving, she wrote many letters to Valentine during the war. An old flame that went out, she is now married and is the unofficial mayor a free island after being the bartender of the only tavern in town. Disillusioned by the Coalition, she looks for more reasonable defense for her home; even pirates could count.
- Roland Friedel: Roland was the man who trained Valentine in everything that he knew; how to be a weapon instead of just wielding one. Strict, firm, and slightly paternal, Valentine was one of his greatest students and it angered the man to see his prodigy be used as a disposable weapon. When Valentine had nowhere else to go, Roland helps smuggle him out of a dangerous city with his various connections and influence.
- Vincent Aveline: Vincent was another member of the Empire's special operations, specifically underneath Valentine's command. They were once friends but after the Highpeak Incident, he came to hate Valentine. He blamed his superior for not getting all the intel correct and condemning all those people to die in the Churn. If he could be convinced to work with Valentine now, his knowledge of the black market and smuggling (his new career) could be quite useful.
- Violet Rasmussen: The most notable heir of the Rasmussen family fortune, she developed a cruel streak as long as a peninsula as a child that only grew worse as she got older. She knew exactly what she was sending Valentine and his team off to do, wanting to destabilize the Empire more to begin seizing her own level of control. Intelligent, vicious, and easily manipulating the other family members, Valentine is the only one she considers a challenge to her authority as he "got away" from his grasp.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
-Valentine remembers the ache in his body as he pushed himself up off of the sandy floor to prepare against Master Friedel. He can still remember the blood in his mouth, how his right eye had nearly closed. After two hours of fighting, losing, of taking hits; he finally got his first strike to connect against the skilled pugilist.
-Valentine cannot ever forget the Highpeak Incident, the sounds of screams echoing through the air. How shrill and loud they were at first before echoing in the air as they plummeted. It is those screams that keep him up at night, sometimes.
-Valentine will never forget the day he was saved by [PC Here]. They took him under their wing, rescued them from a gang of killers sent to end his life. When they had no reason to, they saved him. For that kindness, he'll die for them.


Dotting as well!


Depending on how my current recruitments go, I'll have a submission up this weekend.


Depending on how things go, I may be for this. Got myself in a few recruitments and am limiting myself to only one more.

4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (6, 3, 6, 6) = 21 = 18
4d6 ⇒ (6, 6, 6, 5) = 23 = 18
4d6 ⇒ (4, 2, 3, 4) = 13 = 11
4d6 ⇒ (4, 2, 3, 4) = 13 = 11
4d6 ⇒ (1, 4, 2, 1) = 8 = 7

Oh my, quite the solid focus into something and being completely useless in another thing. Could be interesting.


I am super excited for tomorrow! If I get in, I will happily do all the hugging/punching the crew could ever dream of.


I have more roleplay I want to do but my head is giving me a good fight today with a migraine. I'll have another post up tomorrow.


bookrat wrote:
Maybe I should just add an extra page at the beginning that's blank. :P

Clever.


Yes, our campaign has definitely turned red all of sudden...


I am definitely dotting for this one. I'm considering a Paladin/Warlock, just deciding whether I want to go directly for a Oath of Righteousness/Celestial or Oath of the Ancients/Fey. Either could be a lot of fun.


Cyrus and Valentine dancing in the Brooding Corner.


If I didn't have too many games as it is, bookrat, I would happily take up the challenge.


That is an amazing magic item!

I am super excited to see how selection goes!


If both Cyrus and Valentine get on board, we'll be the most grim/fun guys ever.


Huzzah! I'll have something up late tonight or tomorrow, for certain then.


So how are we starting off then? Are we all leaving a shelter that has no supplies within it left, which is why we have no gear or material to take with us out into the world?

I just want an idea of how you're envisioning the start because while our stats and skills are important, a survivor with nothing doesn't give a lot of breadth where that person came from.


Redac wrote:
It also occurs to me that it all comes across as more morose and "woe is me" than I'm really picturing him. Ah well.

I'd like to think that it focuses on the spiciness :P


I most certainly do prefer the Unchained Barbarian's lack of a "peril of death". If that doesn't suit you, no biggie, I'll present a very a classic unchained barbarian or something.


@GM avr - There would be only one change to my character sheet from what it is now. I'm going to add the Infamous drawback in order to pick up the Criminal trait. Didn't make sense to be a special operations kind of soldier that couldn't open a locked door.

How long you going to keep recruitment open for?


Redac wrote:
All right, I think I've mostly got the crunch done (with special thanks to KingHotTrash's maneuvers listing, which I shamelessly stole). I almost certainly goofed somewhere, but unless I totally overlooked something major I think it should be mostly okay.

No worries! Character sheet designs are entirely for stealing. I am glad you like them, usually I put them in spoilers bit the site does not like spoilers in spoilers.


2d6 + 7 ⇒ (3, 4) + 7 = 14
2d6 + 7 ⇒ (4, 6) + 7 = 17
2d6 + 7 ⇒ (3, 2) + 7 = 12
2d6 + 7 ⇒ (4, 6) + 7 = 17
2d6 + 7 ⇒ (3, 3) + 7 = 13
2d6 + 7 ⇒ (6, 2) + 7 = 15

Dotting for now. Curious about making an Orc Skald or something.

EDIT: Having thought about it and looking through the classes, this stat line deserves a Bloodrager. Definitely going to go for Orc Bloodrager, maybe go with the "Destined" bloodline and play a supposed future chieftain.

I do have a question though; would it be alright to have the Bloodrager's "rage" aspect work more like the Unchained Barbarian? I dislike how if you're just hit too hard, you're instantly dead when you go unconscious.


"Let us clear the entrance straight ahead and make sure no one is flanking our sides. Then we'll proceed west. Move carefully and as quietly as you can." It was a lot to ask for when it came to Rurik and himself but acting cautiously was the best plan that they had.

Stealth: 1d20 ⇒ 6
Stealth Disadvantage: 1d20 ⇒ 10

Total is 6. I'm going to say we take that Northern route after checking to our right first.


Hit Points: 1d10 + 2 + 1d10 + 2 + 1d10 + 2 ⇒ (6) + 2 + (6) + 2 + (2) + 2 = 20

So I apologize initially for the gigantic read-through that will need to be done but I'd like to present Samuel Valentine, Steelfist Commando and (hopefully) First Mate to our ship of cunning pirates.

I finished purchasing everything for him, got his equipment all settled, and I believe all his stats too. He is a unarmed specialist who can sneak, lie, and lead his comrades to victory. He'll work well with any other sneaky types.

I'm hoping to have whoever will be the captain have rescued him from whatever terrible predicament they found him in. It can be open to others though, for certain. I went with the Ten Minute Background rather than write one straight out, I find it helps me come up with plot hooks a bit better. Without further delay, here is the crunch and fluff.

The Crunch:
Samuel Valentine
Male Human Warlord (Steelfist Commando) 4
Medium Humanoid (Human)
Init: +5; Senses: Normal Perception: +7
--------------------
Defense
--------------------
AC 19 FF 14 TAC 15
HP 30
Fort +7 Ref +6 Will +5
Special Defenses:
Force of Personality: add CHA modifier to Will
Resistance +1
--------------------
Offense
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Speed 30ft
Melee
"The Left Hook" +10 (1d8+5/x2)
"The Right Jab" +9 (1d8+4/x2)
Ranged
longbow +8 (1d8/x3/100ft)
--------------------
Statistics
--------------------
Str 8 Dex 18 Con 14 Int 14 Wis 10 Cha 16
Base Atk +4 CMB +3/+4 to grapple CMD 17
Feats: Weapon Finesse, Deadly Agility, Improved Unarmed Strike, Greater Unarmed Strike, Two-Weapon Fighting, Precise Strike
Skills: Profession: Sailor +9 (4), Acrobatics +11 (4), Perception +7 (4), Climb +5 (2), Swim +5 (2), Diplomacy +8 (2), Intimidate +10 (4), Sense Motive +7 (4), Stealth +11 (4), Heal +7 (4), Bluff +8 (2), Kn: History +6 (1), Kn: Engineering +7 (2), Kn: Geography +7 (1)
Languages: Common, + 2 languages
SQ: Skilled, Bonus Feat, FC: Warlord - +4 Skillpoints
Traits: Pirate, Tactician
Combat Gear: cestus (one attuned), mwk studded leather (attuned), longbow
Magical Gear: armbands of the brawler, belt of tumbling, boots of the cat, potion of jump, potion of feather step, 3 potions of cure light wounds
Other Gear: mwk backpack, bedroll, belt pouch, flint and steel, rope (50ft), torches (10), trail rations (5 days), waterskin, climber's kit, healer's kit (10), 10gp
Loyalties: The Captain & Crew, My Honor, Unrequited Love For Devanna
--------------------
Special Abilities
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Warlord's Gambit (3): At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. Any gambit that would normally use the warlord’s Charisma modifier to determine its effects instead uses his warlord initiation modifier, if it is a different ability. These gambits allow the warlord to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the warlord, gambits cannot be used outside combat.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord must take in order to play the gambit. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action. The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver).

If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round
Acrobatic Gambit
-Risk: The warlord makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity.
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.
Unbreakable Gambit
-Risk: The warlord makes a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability ability. Unlike other gambits, unbreakable gambit can be activated as an immediate action.
-Reward: The warlord regains a number of hit points equal to three times his warlord initiation modifier.
Brave Gambit
-Risk: The warlord makes a charge attack (if he has the ability to make multiple attacks on a charge, only the first attack roll gains the benefits of the gambit, and that attack must be successful for the gambit to succeed).
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.

Bonus Feat: A steelfist commando can select rogue talents in place of his warlord bonus feats. Starting at 14th level, he can also select advanced rogue talents.

Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation, He gains Improved Unarmed Strike as a bonus feat. At 3rd level, he gains Greater Unarmed Strike as a bonus feat. A steelfist commando’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Tactical Presence (Ex): At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
ndomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Dodge Bonus (Ex): At 2nd level, the steelfist commando is especially capable of avoiding attacks and gains a +1 dodge bonus to his Armor Class. This improves by +1 at 6th level and every four levels after (to a maximum of +5 at 18th level).

Warleader (4): The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter.

Force of Personality: At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save.

Tactical Flanker: At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents.
--------------------
Manuevers
--------------------
Initiation Modifier (CHA): +3
Manuever Saving Throw DC: 10 + Manuever Level + Charisma Modifier
+2 to DC if using discipline weapon
Manuevers Known: 8
Stances Known: 2
Manuevers Readied (6):

Inner Sphere Stance
Discipline: Thrashing Dragon (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
A defensive stance that focuses on using the disciple’s dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.

Pugilist's Stance
Discipline: Broken Blade (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

Shards of Iron Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

Brawler's Attitude
Discipline: Broken Blade (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant
By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.

Offensive Roll
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Swift Claws
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The Thrashing Dragon disciple’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Dizzying Venom Prana[b]
[b]Discipline
: Steel Serpent (Boost); Level: 1 Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates
The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent’s armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.

Pommel Bash
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
When watching a Broken Blade fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target’s flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.

Flurry Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

Sting of the Asp
Discipline: Steel Serpent (Strike); Level: 2 Initiation Action: 1 standard action Range: Melee attack or ranged attack Target: One creature Duration: Instant
Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon’s strike to sap his foe of its power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + initiation modifier; success halves this Strength damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.

--------------------

Ten Minute Background:

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
-Samuel prefers to go by his last name of "Valentine" then as "Sam". He particularly hates "Sammy".
-Despite no longer being part of a formal military, he still remembers proper military etiquette and follows it.
-Valentine is a smaller, lithe man but his muscles show years of training and skill. Any who imagine him as "weak" due to his strength are in for a rude and violent awakening. His knuckles are scarred from the years of bare-knuckle training.
-Valentine owes his life to one of the fellow players, preferably the captain.
-While Valentine is charismatic, he is not a leader. He prefers to support the captain rather than be a captain.
-While usually calm and collected in most thing, Valentine still gets a thrill from the rush of piracy and combat. In the midst of combat is when one can see him enjoying himself.
-Valentine has no skill whatsoever in dealing with anyone who says they're attracted to him. At all.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
-It would be fun for Valentine to finally encounter the nobleman that had sent him on such terrible missions and have a chance for vengeance.
-Valentine learned his skills from a teacher. I'd love a scene where they encounter one another again and they have a "student has passed the teacher" moment.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- Valentin was involved in a military operation that has gained terrible infamy. What was thought to be weapon smugglers to the Coalition was actually refugee ships, ships that were sabotaged by Valentine and his men. It was this "miscommunication" that led him to abandoning the Empire to its fate. He is responsible for the death of hundreds of innocents, something he does his very best to avoid confronting.
- Valentin was hired by the Rasumussen family, a poweful noble family in the Empire. What he does not know is that he was actually a bastard child of Matias Rasmussen, the patriarch of the family. He is an heir to their fortune and only his greedy half-siblings know it.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
- Devanna Gladstone: Devanna was an old childhood friend that was raised with Valentine before he was recruited for training by the Rasmussen family. Kindhearted and forever forgiving, she wrote many letters to Valentine during the war. An old flame that went out, she is now married and is the unofficial mayor a free island after being the bartender of the only tavern in town. Disillusioned by the Coalition, she looks for more reasonable defense for her home; even pirates could count.
- Roland Friedel: Roland was the man who trained Valentine in everything that he knew; how to be a weapon instead of just wielding one. Strict, firm, and slightly paternal, Valentine was one of his greatest students and it angered the man to see his prodigy be used as a disposable weapon. When Valentine had nowhere else to go, Roland helps smuggle him out of a dangerous city with his various connections and influence.
- Vincent Aveline: Vincent was another member of the Empire's special operations, specifically underneath Valentine's command. They were once friends but after the Highpeak Incident, he came to hate Valentine. He blamed his superior for not getting all the intel correct and condemning all those people to die in the Churn. If he could be convinced to work with Valentine now, his knowledge of the black market and smuggling (his new career) could be quite useful.
- Violet Rasmussen: The most notable heir of the Rasmussen family fortune, she developed a cruel streak as long as a peninsula as a child that only grew worse as she got older. She knew exactly what she was sending Valentine and his team off to do, wanting to destabilize the Empire more to begin seizing her own level of control. Intelligent, vicious, and easily manipulating the other family members, Valentine is the only one she considers a challenge to her authority as he "got away" from his grasp.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
-Valentine remembers the ache in his body as he pushed himself up off of the sandy floor to prepare against Master Friedel. He can still remember the blood in his mouth, how his right eye had nearly closed. After two hours of fighting, losing, of taking hits; he finally got his first strike to connect against the skilled pugilist.
-Valentine cannot ever forget the Highpeak Incident, the sounds of screams echoing through the air. How shrill and loud they were at first before echoing in the air as they plummeted. It is those screams that keep him up at night, sometimes.
-Valentine will never forget the day he was saved by [PC Here]. They took him under their wing, rescued them from a gang of killers sent to end his life. When they had no reason to, they saved him. For that kindness, he'll die for them.


Alrighty, I have definitely settled down upon an idea now. I'm thinking a former Imperial soldier, a special operative that originally worked in the shadows against the 'Lition. He didn't particularly enjoy his work though and when the chance to betray the Empire came, he seized it.

I'm going to be making a Dex-focused Warlord with the Steelfist Commando archetype. I'll be looking to be playing a good First Mate; excellent at shouting out orders and leading his fellows into combat. Not very strong but he knows -exactly- where to put those fists of his to make them hurt.

Question for you DM! Are you going to be doing Traits and Drawbacks at all?


So I am considering a Captain or a First Mate character; I played a Warlord (Privateer) archetype in a Skull & Shackles game and it was too much fun. I'll have stats up likely tomorrow.

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