Mutant Goblin

LAB Rat's page

80 posts (1,112 including aliases). No reviews. No lists. No wishlists. 15 aliases.


RSS

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

Very much interested in this! I'll toss something together shortly and get a character posted soon.


Same here. I was really enjoying this game and the group, as well. We had a good thing going. I'm sad to see it (potentially) go.


@Wrecktall:

Got it. The Army stats should be all set then, so I'll leave them as is. As for the slaves, most are used for procreation and then released to fend for themselves in the harsh wilderness. Those that do choose to stay with the tribe are not mistreated, but they never rise to a position of power. They are forced to prove themselves every step of the way and remain at the lowest echelons of society.

Half-bloods are treated somewhat similarly at first, being forced to continuously prove themselves. However, this ends once the half-orc passes their trials to reach adulthood and they become a full-fledged tribesmen and women. The reason for this extra push during their formative years is to push the half-bloods to strive to be the best that they can. Partly to get the children to cast off any perceived weaknesses from their human half and partly to instill such yearning for greatness that will (hopefully) persist through their lives.

If there are too many casterly folks chosen, I may end up going with a melee-built Slayer instead to even things out. Other than the crunch though, everything else will stay the same.


Crunch:

Vakghul

Half-orc Scarred Witch-doctor
NE Humanoid (orc/human)
Initiative +4; Senses darkvision; Perception +10
=============================
DEFENSE
=============================
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 39 (6d6+12)
Fort +8, Ref +8, Will +10
Defensive Abilities Scarshield
=============================
OFFENSE
=============================
Speed 30 ft.
Melee masterwork dagger +5 (1d4+1)
Ranged ranged touch +6
Offensive Abilities Hex (DC19)
Witch Spells Prepared (CL 6th; concentration +12)
3rd (4/day) — Haste, Stinking Cloud, Barrow Haze
2nd (5/day) — Silence, Web, Cure Moderate Wounds, See Invisibility
1st (5/day) — Cure Light Wounds, Mage Armor, Infernal Healing, Obscuring Mist
0 (at will) — Detect Magic, Message, Dancing Lights, Guidance
Hexes Known Evil Eye, Misfortune, Cackle, Healing
=============================
STATISTICS
=============================
Strength 12 (+1), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 12 (+1), Charisma 8 (-1)
Base Atk +3; CMB +4; CMD 16
Feats Extra Hex, Endurance, Accursed Hex, Scribe Scroll
Skills
Knowledge(arcana) +15
Knowledge(history) +15
Knowledge(nature) +15
Knowledge(planes) +15
Perception +10
Profession(soldier) +10
Spellcraft +15
Stealth +11
Traits Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (Barrow Haze)

Reactionary: You gain a +2 bonus to initiative checks.
Drawback Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Languages Common, Goblin, Draconic, Abyssal, Infernal, Celestial, Giant, Orc
SQ Cantrips, Hex 1-4, Patron Spells(time), Fetish Mask, Hex Scar, Fierce Intelligence, Scarshield (+3; 6 min/day), Darkvision (60 ft), Orc Blood, Sacred Tattoo, Fey Thoughts, Shaman's Apprentice
Gear
Worn — Cackling Hag's Blouse, Headband of Vast Intelligence +2, Cloak of Resistance +1, Handy Haversack
Handy Haversack — Masterwork Dagger, Witch's Kit,
=============================
OTHER INFORMATION
=============================
Carrying 21lb
Carrying Capacity 43lb/86lb/130lb
Favored Class Bonuses
1st-6th — +1 Spell Known
4th Level Stat +1 Int

Character Fluff:

Born of Garrlek the Wizened and a human slave, Vakghul's future was decided from long before his birth. Having seen what becomes of a poorly or foolishly led tribe in his younger years, Garrlek realized quickly that it takes more than brawn alone to lead well. He set out to sire a more clever progeny that might some day push the tribe to greatness. Vakghul was merely one of many half- and full-orcs of Garrlek's brood.

As he grew, Vakghul quickly found his niche under the tutelage of the tribe's sadistic shaman. Something in the practice of reading entrails, curing ailments, and casting vile curses spoke to him on a fundamental level. He learned quickly, even going so far as to carve marks of his prowess into his own flesh as his studies advanced. By the time he was ready to truly become a man, his hide was a tapestry of his countless painful lessons.

When they came of age, the chieftan set up a series of trials for his offspring to complete. All the better to weed out those not strong or smart enough to take his place, when the time came. The first trial was to steal an egg from the deadly Bloodbeak Moa bird. The second, to hold the egg aloft as an offering to the Dawnchild for two straight days. The third, to smash or steal the egg of one's rivals. And the last, to present the egg to the chief. By the end of the trials, only three remained.

Vakghul had kept his egg safe with guile by hiding it in his drinking gourd and carried a painted rock instead. Durak had brutally beaten any who came near his egg and bribed one of his brothers to watch it while he slept. Kalea had lied that her egg had been broken first while she crept around to break others'. Chief Garrlek was pleased, and posed one final trial for the trio: tell him a riddle that cannot be solved.

Whether by fate or simply luck, Vakghul won the trial and years on day took the place of his late father. Kalea and Durak still remain as Huntmistress and Warleader respectively, left and right hands to the chief.

Nine Sun Tribe:

Just bullets for now as I nail down exactly what I'm thinking for the tribe as a whole.
* They revere the Dawnchild (the sun) and the Nightmother (the moon), believing that the Nightmother gives birth to the Dawnchild every morning. Every evening, she welcomes its death back into her cool embrace to birth it anew the next morning.
* The tribe as a whole fill the role of lore- and grave-keepers for the orcish people. Any grand deeds done by any tribe, whether good or evil, are told to the Nine Suns.
* Just as the Nightmother welcomes her child back as it dies, so do the Nine Suns take care of the funerary duties for the orcish tribes. They burn the dead on great pyres, scattering them to the winds where they might join the the Nightmother again.
* The tribe lives primarily within wood-and-hide tents painted with all manner of sun and moon iconography depending upon the owner's position within the tribe. Darker colors for those more associated with history and brighter for those more associated with the dead.
* Children are raised by the tribe as a whole. Until Vakghul's rule, only the chief was allowed to take wives, but this has since changed. Now only the firstborn daughters are offered to the chief, who may or may not accept, while others are allowed to do as they please.
* Women are treated as equals within the tribe and in some cases, find more elevated positions than most others among the huntmistresses or shamans.
* The elderly are revered for their vast knowledge and their memories celebrated when they pass on to the Nightmother.
* Funerary rituals resemble parties rather than solemn funerals. At each month's new moon is a day of fasting out of respect for the dead. At each month's full moon is a day of feasting out of respect for the deeds of heroes past. Solar and lunar eclipses are marked as days of massive, orgiastic celebration.
* In honor of Chieftan Garrlek, when the young come of age they must engage in a similar trial to become an adult. However, instead of a series of trials, they must complete only one or (rarely) two.
* While the laws are fairly lax within the tribe, death is well respected. As such, it is acceptable to fight and even severely harm a member of the tribe. But killing another member results in immediate and dire repercussions.
* Every orc is entitled to their own personal property, but is expected to give up what they comfortably can if a brother or sister is in need. And all fellow members of the tribe are considered brothers or sisters, regardless of difference in age or station.

Army:

Commander: Vakghul Nine Sun
Leadership: 7 (Level 6 + 1 Str Mod)
Tactics: Standard, Withdraw, Sniper Support
Boons: Defensive Tactics, Flexible Tactics
Medium army of orcs (Fighter 2)
hp 5
ACR 1
DV: 13
OM: +1, ranged
Special: Ferocity, Darkvision
Speed: 2
Consumption: 0

Would love any feedback you have on all this! Quick question, though: are we sticking to just Strength or Charisma for the leadership modifiers? Or could it be whichever stat the tribe values?

@ElegantlyWasted: I'd definitely be down for having tribes/chiefs know one another beforehand! What'd you have in mind?


I'd love to get in on this, as well. I'll drag a crunch and fluff together soon, but this concept seems really awesome. Always did want to try out the Mass Combat Rules. I think I'll be making a half-orc scarred Witch doctor, if you're open to the idea.

Health: 5d6 ⇒ (6, 5, 6, 3, 1) = 21


Duly noted. I'll see what I can whip up. Are we expecting to go far beyond level 4 at all?


Been looking for another campaign to make up for the ones that keep dying on me. I like the look of this one. Let's see how I do on stats.

Stats:

4d6 ⇒ (4, 1, 2, 6) = 13 = 12
4d6 ⇒ (5, 1, 6, 4) = 16 = 15
4d6 ⇒ (4, 6, 5, 6) = 21 = 17
4d6 ⇒ (5, 6, 4, 3) = 18 = 15
4d6 ⇒ (6, 2, 2, 6) = 16 = 14
4d6 ⇒ (2, 6, 6, 2) = 16 = 14

Wow! Not a bad array at all. I'll take it. How particular on the group composition being well rounded are you, exactly? Because I could go for a Slayer/Rogue, or I could make yet another casterly type. So many choices.


So, I noticed a few pages back that Cavetoad mentioned recruitment being continuously open with new players being cycled into new tables. Please correct me if I misunderstood what he was saying in that regard, but if that's the case, I'd love to get in on this.

I'll start by tossing out some stats under the assumption that it's okay if I join. (No hard feelings if I can't or if you've got too many people already, though!)

Stats:

5d6 ⇒ (1, 3, 4, 3, 4) = 15 = 11
5d6 ⇒ (3, 5, 5, 4, 5) = 22 = 15
5d6 ⇒ (4, 1, 1, 3, 6) = 15 = 13
5d6 ⇒ (6, 5, 6, 6, 5) = 28 = 18
5d6 ⇒ (1, 6, 3, 3, 6) = 19 = 15
5d6 ⇒ (4, 6, 4, 3, 6) = 23 = 16
5d6 ⇒ (2, 6, 3, 5, 1) = 17 = 14

18, 16, 15, 15, 14, 13 it is, then.


Just gonna consolidate all this here, to make it easier to track down. The crunch has been updated with appropriate traits and race traits.

Background:

Once upon a time, an upstanding politician from <some city> of Talingarde married a local courtier. The marriage was not particularly celebrated; he married for love, she for a better station. But the couple was happy, despite the husband's struggles within the government. Being a supporter of true democracy, as well as freedom of religion, and the voice it gave the people earned him few friends among his peers. Greedy, self-righteous Mitrans tend not to want to relinquish their power for the good of anyone, more often than not. For his efforts in the government, he was rewarded with a sudden, unfortunate death during the Asmodean purges as his wife fled the region in terror. Though it could never be proved, she was certain that one of the self-righteous Mitrans that her husband opposed had capitalized on the opportune moment to brand the politician as a demon worshipper.

Seven months later, after more than enough time for Lady Banderfeld to grieve and prove her faith to Mitra, Chester Marcel Banderfeld was welcomed into the world. With features that practically mirrored her late beloved's, Lady Banderfeld adored her son. As he grew, young Chester wanted for nothing and quickly revealed himself to be a zealous, inquisitive child. Each and every night, his mother would tell him stories of the greatness his father displayed. A paragon of valor, she painted him as, and Chester ate up every word as though it were the sweetest ambrosia. Whether her tales were true remains a matter of some debate that is best not mentioned in front of Master Banderfeld. However, what Chester took away from the tales of valor within bureaucratic courts was that the ruling system was flawed. A belief that stuck with him into adulthood and drove him to pursue a career as a wizard.

As all wealthy children do upon coming of age, Chester went away to university to further his learning. During his time in school, the determined young man made many acquaintances, the occasional enemy, and a few close friends. One friend in particular, Kyra Adiga from the far off lands of Qadira, made quite an impression on him. While she was certainly exotic, what truly got his attention was her drive and work ethic. While she was beautiful, she was also brilliant almost in spite of being born of a lower class family. It was not until she was forced to leave the school when her parents could no longer pay the exorbitant tuition fees that Kyra's station came to the forefront. Much as he tried, there was little he could do to help his friend and in her wake, he was struck with a profound sense that this was connected. Life was not fair, but it was more than that. Chester was left with the firm belief that everyone should be able to rise above their station with enough hard work. A belief that has stuck with him ever since.

Now, Chester may have gone on to be little more than a paragon of magical might and defender of the people, but fate had other ideas. In his final year of study, he took up a semester of practicum that he hoped would give him first-hand experience in putting his skills to work. The practicum in question involved following a more senior magi to a remote village to apprehend a wanted criminal. The crimes in question involved blasphemy and murder, but Chester was rather certain the process would be swift. What went into the backwoods villages was a zealous, clean cut young man eager to learn what his future would hold. What returned was a man with frost in his gaze, the beginnings of a close-cropped salt-and-pepper beard, and a burning desire to carve his path through the world.

His brush with occult dealings and eldritch beings during his time in the untamed places of the world matured him significantly, as well as rekindled his desire to learn. Finishing his schooling with all haste, Chester's next few years were a whirlwind of research into unholy rituals. He took to exploration across the jungles and caves of Golarion, chewing through a significant amount of his family's fortune in the hunt for ever more knowledge. When his search came to an end, he found himself with two grand prizes. The first was a vile tome bearing all manner of dark knowledge once forbidden to him. The second, an answer to the question that had been burning within his skull for much of his life.

If the Mitrans are a blight upon society that corrupts all it touches down to the lowest layman, what is the cure? Well, to carve out the tumor that poisons the body, of course. And Chester knows just the scalpel to do it.

Motivation:

In staunchly adopting his father's ideals and principles to a T, Chester pays respect to all gods, but holds a special hatred for Mitra in his heart. Almost as an act of defiance, he (exceptionally quietly) reveres Asmodeus above the others. He believes that freedom for the common man is paramount and that any cost is acceptable to accomplish such ends. Even - especially - if that cost happens to be the lives of tens of thousands of loyal Mitran followers.

Crunch:

Chester Marcel Banderfeld
LE Human Wizard 7
Medium Humanoid (human)
Initiative +3; Senses low-light vision; Perception +9
=============================
DEFENSE
=============================

AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 42 (7d6+14)
Fort +6, Ref +7, Will +6
Defensive Abilities
=============================
OFFENSE
=============================

Speed 30 ft.
Melee masterwork dagger +3 (1d4)
Ranged acid splash +6 (1d3)
Special Attacks Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds)
Cleric Spells Prepared (CL 7th; concentration +13, DC 10+spell level+Int mod)
4th (2+1) — Resilient Sphere, Animate Dead
3rd (3+1) — Displacement, Fly, Halt Undead
2nd (5+1) — Protection from Good(communal), Create Pit, Defending Bone, Eagle's Splendor, See Invisibility
1st (6+1) — Mage Armor, Summon Monster I, Feather Fall, Silent Image, Vanish, Repair Undead
0 (4) — Acid Splash, Mage Hand, Prestidigitation, Message
Arcane School Necromancy
Opposition Schools Divination, Enchantment
=============================
STATISTICS
=============================

Strength 9 (-1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 8 (-1), Charisma 14 (+2)
Base Atk +3; CMB +2; CMD 15
Feats Command Undead, Scribe Scroll, Spell Focus(necromancy), Improved Channel, Quick Channel, Undead Master, Heighten Spell, Improved Familiar
Skills Appraise +10, Craft +6, Diplomacy +13, Disguise +9, Fly +9, Heal -1, Knowledge(arcana, dungeoneering, nature, planes, religion) +16, Knowledge(engineering, geography, local) +11, Linguistics +6, Perception +6, Profession -1, Spellcraft +16, Use Magic Device +6
Traits World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Diplomacy checks, and it is always a class skill for you.

Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Languages Common, Necril, Elven, Infernal, Abyssal, Celestial
SQ Arcane Bond (familiar), Arcane School (necromancy), Cantrips, Scribe Scroll, Bonus Feat 1, Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds), Opposition Schools(divination, enchantment), Skilled
Gear
- Handy Haversack Wand of Repair Undead (50), Wand of Shield (50), Onyx (32), Spellbook (2), Inkwell, Inkpen, Hammock, Silk Rope (50 ft.), Small Steel Mirror, Trail Rations (10)
- Slotted Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, Courtier's Outfit (with jewelry), Handy Haversack
- Belt Masterwork Dagger, Waterskin
- Belt Pouch 264g 8s
=============================
OTHER INFORMATION
=============================

Carrying 15 lbs.
Carrying Capacity 33/66/100 lbs.
Favored Class Bonuses
1st-7th — +1 Spell to Spellbook
4th — +1 Int
8th —
12th —
16th —

===========================================================================

Xrell the Shoulder Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
=============================
DEFENSE
=============================

AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 21 (7d10); fast healing 2
Fort +2, Ref +5, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
=============================
OFFENSE
=============================

Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
=============================
STATISTICS
=============================

Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, nature, planes, religion) +8, Perception +11, Spellcraft +8, Use Magic Device +6
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Post Examples:

Chester being Chester. I imagine he'll be similar to this iteration of the character, but not quite the same.

Cooper Harris, magical Xerox machine. That one's from a great Jim Butcher's Harry Dresden-based campaign that's still running. Feel free to give it a read through, if it strikes your fancy. I'm loving that campaign a lot, but that may be because I'm a sucker for the Dresden Files.


@Ouroboros: Actually, I like that quite a bit. Depending upon Aku's thoughts, I may elect to adopt it. Thanks for the suggestion!


DM Aku wrote:


Comments/Questions:

Hey, that was a good read! There more out there? :D

I liked how the history was told and how his motivation is the perfect hook for the cardinal to notice him: A son of noble family intent on toppling the current religious regime. Even then, the character doesn’t seem to be evil, but rather Lawful Neutral. He considers himself the judge and has already passed judgment in the current regime. Maybe you could add some more motivation to turn him into the evil path, instead of only acquiring knowledge about evil.

Response:
Thanks! Glad you liked it. For this character's backstory, no. If you're keen to read more, I can always point you to a few of my other aliases that have backstories written out, of course. But given that the character concept (with a completely different class and crunch) was in another campaign, you can get a vague idea for the feel of the character here. Probably a bit less charismatic and a bit more bumbling, though.

The real Evil (with a capital E) portion of his backstory was meant to be a bit ambiguous. Especially given that it is never explicitly stated what caused him to turn to necromancy. Regardless, that catalyst would've been enough to make him not only be intensely curious about necromancy but also crave power. And be willing to do almost anything to get it. If that doesn't fit, I can always tweak it a bit to be more appropriate for the group or setting. Just let me know and I'd be glad to work on this a bit more!


DM Aku wrote:
Please provide reference to not standard character choices: Fey magic, as proposed in Heroes of the Wild is not part of the allowed sources.

Oops! Right you are, I'll amend that ASAP. Gotta look through traits and racial traits before I decide on what to replace it with, though. As for the point buy, I screwed up and added the extra 1 from level 4 to both Str and Int. That's an easy fix. Sorry about that.

So, TL;DR backstory: Idolizing his murdered father, a young, inquisitive Chester grows up in a life of privilege. Later in school, he receives a culture shock when a good friend and classmate of his is suddenly forced out when she runs dry of money. This only reinforces his belief in his father's ideals. Later, near the end of his schooling, he does practicum that results in his exposure to all manner of magic not taught in magic college. Curiosity and fascination piqued, he sets out to finish school as quickly as possible and further his studies into necromancy. And if he happens to kick the Mitrans off their pedestal in the process? So much the better.

And now for the longer version.

Word Flood:
Once upon a time, an upstanding politician from <some city> of Talingarde married a local courtier. The marriage was not particularly celebrated; he married for love, she for a better station. But the couple was happy, despite the husband's struggles within the government. Being a supporter of true democracy, as well as freedom of religion, and the voice it gave the people earned him few friends among his peers. Greedy, self-righteous Mitrans tend not to want to relinquish their power for the good of anyone, more often than not. For his efforts in the government, he was rewarded with a sudden, unfortunate death during the Asmodean purges as his wife fled the region in terror. Though it could never be proved, she was certain that one of the self-righteous Mitrans that her husband opposed had planted the religious evidence in his office.

Seven months later, after more than enough time for Lady Banderfeld to grieve and prove her faith to Mitra, Chester Marcel Banderfeld was welcomed into the world. With features that practically mirrored her late beloved's, Lady Banderfeld adored her son. As he grew, young Chester wanted for nothing and quickly revealed himself to be a zealous, inquisitive child. Each and every night, his mother would tell him stories of the greatness his father displayed. A paragon of valor, she painted him as, and Chester ate up every word as though it were the sweetest ambrosia. Whether her tales were true remains a matter of some debate that is best not mentioned in front of Master Banderfeld. However, what Chester took away from the tales of valor within bureaucratic courts was that the ruling system was flawed. A belief that stuck with him into adulthood and drove him to pursue a career as a wizard.

As all wealthy children do upon coming of age, Chester went away to university to further his learning. During his time in school, the determined young man made many acquaintances, the occasional enemy, and a few close friends. One friend in particular, Kyra Adiga from the far off lands of Qadira, made quite an impression on him. While she was certainly exotic, what truly got his attention was her drive and work ethic. While she was beautiful, she was also brilliant almost in spite of being born of a lower class family. It was not until she was forced to leave the school when her parents could no longer pay the exorbitant tuition fees that Kyra's station came to the forefront. Much as he tried, there was little he could do to help his friend and in her wake, he was struck with a profound sense that this was connected. Life was not fair, but it was more than that. Chester was left with the firm belief that everyone should be able to rise above their station with enough hard work. A belief that has stuck with him ever since.

Now, Chester may have gone on to be little more than a paragon of magical might and defender of the people, but fate had other ideas. In his final year of study, he took up a semester of practicum that he hoped would give him first-hand experience in putting his skills to work. The practicum in question involved following a more senior magi to a remote village to apprehend a wanted criminal. The crimes in question involved blasphemy and murder, but Chester was rather certain the process would be swift. What went into the backwoods villages was a zealous, clean cut young man eager to learn what his future would hold. What returned was a man with frost in his gaze, the beginnings of a close-cropped salt-and-pepper beard, and a burning desire to carve his path through the world.

His brush with occult dealings and eldritch beings during his time in the untamed places of the world matured him significantly, as well as rekindled his desire to learn. Finishing his schooling with all haste, Chester's next few years were a whirlwind of research into unholy rituals. He took to exploration across the jungles and caves of Golarion, chewing through a significant amount of his family's fortune in the hunt for ever more knowledge. When his search came to an end, he found himself with two grand prizes. The first was a vile tome bearing all manner of dark knowledge once forbidden to him. The second, an answer to the question that had been burning within his skull for much of his life.

If the Mitrans are a blight upon society that corrupts all it touches down to the lowest layman, what is the cure? Well, to carve out the tumor that poisons the body, of course. And Chester knows just the scalpel to do it.

As always, always open to comments, questions, and critique!


I'd love to throw my hat in the ring for this! Hoping to resurrect my concept for a necromancer noble who is brilliant, fairly charismatic, but mostly completely lacking in common sense. I'll get something in the way of RP/fluff up ASAP, but here's the crunch for the time being.

I'm looking to make him a wizard who focuses on utility, party buffing, and building up an army of undead minions, of course! Going with the Imp for my Improved Familiar. His sheet is below the wizard's.

Crunch:

Chester Marcel Banderfeld
Human Wizard 7
Medium Humanoid (human)
Initiative +3; Senses low-light vision; Perception +9
=============================
DEFENSE
=============================
AC17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 42 (7d6+14)
Fort +6, Ref +7, Will +6
Defensive Abilities
=============================
OFFENSE
=============================
Speed 30 ft.
Melee masterwork dagger +4 (1d4)
Ranged acid splash +6 (1d3)
Special Attacks Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds)
Cleric Spells Prepared (CL 7th; concentration +13, DC 10+spell level+Int mod)
4th (2+1) — Resilient Sphere, Wall of Blindness/Deafness
3rd (3+1) — Displacement, Fly, Animate Dead
2nd (5+1) — Protection from Good(communal), Create Pit, Defending Bone, Eagle's Splendor, See Invisibility
1st (6+1) — Mage Armor, Summon Monster I, Feather Fall, Silent Image, Vanish, Repair Undead
0 (4) — Acid Splash, Mage Hand, Prestidigitation, Message
Arcane School Necromancy
Opposition Schools Divination, Enchantment
=============================
STATISTICS
=============================
Strength 10 (0), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 8 (-1), Charisma 14 (+2)
Base Atk +3; CMB +3; CMD 16
Feats Command Undead, Scribe Scroll, Spell Focus(necromancy), Improved Channel, Quick Channel, Undead Master, Heighten Spell, Improved Familiar
Skills Appraise +10, Craft +6, Disguise +12, Fly +9, Heal -1, Knowledge(arcana, dungeoneering, nature, planes, religion) +16, Knowledge(engineering, geography, local) +11, Linguistics +6, Perception +9, Profession -1, Sense Motive +6, Spellcraft +16
Traits Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Languages Common, Necril, Elven, Infernal, Abyssal, Celestial
SQ Arcane Bond (familiar), Arcane School (necromancy), Cantrips, Scribe Scroll, Bonus Feat 1, Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds), Opposition Schools(divination, enchantment), Fey Magic, Low-Light Vision (60 ft.)
Gear
- Handy Haversack Wand of Repair Undead (50), Wand of Shield (50), Onyx (32), Spellbook (2), Inkwell, Inkpen, Hammock, Silk Rope (50 ft.), Small Steel Mirror, Trail Rations (10)
- Slotted Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, Courtier's Outfit (with jewelry), Handy Haversack
- Belt Masterwork Dagger, Waterskin
- Belt Pouch 264g 8s
=============================
OTHER INFORMATION
=============================
Carrying 15 lbs.
Carrying Capacity 33lb/66lb/100 lbs.
Favored Class Bonuses
1st-7th — +1 Spell to Spellbook
4th — +1 Str
8th —
12th —
16th —

Xrell the Shoulder Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
=============================
DEFENSE
=============================
AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 21 (7d10); fast healing 2
Fort +2, Ref +5, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
=============================
OFFENSE
=============================
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
=============================
STATISTICS
=============================
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, nature, planes, religion) +8, Perception +11, Spellcraft +8
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Feel free to give me critique on any and all of this! I welcome it from everybody who's willing to offer.


Ah, I think I understand now. Everything should be updated accordingly aside from Equipment and I happen to have a few Power Points left to spend. I'll work on the rest of it tomorrow night after the extraordinarily long drive I have to deal with most of tomorrow. Feel free to let me know if I've mucked anything else up in my messing with it all.


Rigor:

@Glock: Will do! I was working with limited PP at the time, so I took what I could get. The original idea was for him to have a good, old-fashioned Colt .45, but I figured his handlers would give him something they had on hand. Either way, I'll juggle that a bit.

@Immunity: I'm guessing you meant the Noticeable bit there?

@Claws: Yeah, I couldn't quite wrap my head around how the Mighty thing worked with Strike, so I'll take your word for it and fix that bit. Thanks! EDIT: Upon looking it over, doesn't it require that you have ranks of Mighty up to your Strength bonus for it to be worth taking it in the first place? Or am I misreading this? EDIT 2: Never mind, that's only if it's a ranged thing. I WAS misreading, unsurprisingly.

@Absorption: You're pretty right with that. The idea was that Power Magnet lets you use Absorption to make a ranged attack against something that holds your type of energy and turn it into Boost/Healing. I'll see if Transfer fits a bit better, though I may just end up scrapping it entirely and go with Vampiric on the claws.

@Con Score: Uhm... What? I didn't even know that was a thing. Where should I be looking for things about ditching Ability Scores entirely?

And thanks, as always, for poking through all my stuff to give pointers.


Okay, I think I have most of the crunch taken care of for Demoniac, the gentleman ghoul. Feel free to take a look and let me know what you think or give pointers. Only the second M&M character I've actually made, so there are bound to be mistakes.

As for fluff, Jimmy is effectively immortal. And has been for as long as he can actually remember, since his first death. Though he has nothing quite like Wolverine-esque regeneration, he cannot actually die. And with his undeath comes all manner of useful little quirks that he has had over a hundred years to master.

Fluff:
Originally a swindler and a conman, Deacon Walker worked to sell all manner of fake tinctures, cure-alls, and dowsing rods during the California Gold Rush. After earning the ire of a few too many prospectors, some of his less appreciative clients saw fit to get their money's worth. Which involved some good, old-fashioned burying of poor Deacon up to the neck in the ground where the local wildlife could pick him clean. Unfortunately for everyone involved, the location they elected to bury him also happened to be an ancient Native American burial ground.

His first death was likely the most morbid and horrific he has experienced since, especially when he awoke in the midst of still being eaten. The fast-talking Mr. Walker learned very quickly of just the sort of weirdness fate had in store for him, after draining the life from the very beasts that meant to make a meal of him. Imbued with a vigor beyond that of mortal men, he clawed his way out of the would-be tomb and rose from his earthen baptism to face the world with newly opened eyes.

Rather than concern himself with the cause of his spontaneous resuscitation and new found abilities, he went right back to what he knew. Wringing every last cent out of anyone who would give him the time of day. Over time, he began to grow very good at what he did and went through all manner of jobs, always keeping to the quasi-legitimate in choice of business. Cattle thief, bootlegger, gun smuggler, arms dealer, war profiteer, stock trader, hedge-fund manager, crooked local politician. Curiously, all of his rivals and potential adversaries quietly disappeared with next to no evidence pointing to Jimmy.

The next hundred and change years went by mostly without incident, but it was the birth of the superhero that put an end to that. After all, there are only so many mind-reading, pre-cognition-having, all-seeing beings one can hoodwink before one catches on. And while jail never really suited him, Jimmy quickly found his niche behind bars as the man who could acquire anything, for a price.

Just make very certain not to stiff your dealer, for Death is patient.


Thanks! Glad to be here. Upon looking over previous submissions, I'm realizing that my Cthulhu/Lovecraftian inspired villain is a concept somebody's already jumped on. That's what I get for coming into this late. Not to worry, I'll come up with something! Maybe a demon- or hell-based sort of character.


Why not, I'll jump in on this. Let me see what I can cook up and I'll get back to you with my monster.


Would you rather I was traditional or Unchained Summoner, out of curiosity?


I'm a sucker for evil games, so I wanted to get your opinion on potentially making a Summoner for this! Most likely of the Unchained variety since that seems to be literally everyone's preference, understandably. Thoughts? Preferences? If you're not a fan of the class, I can always shoot for another one. I just thought it'd break of the mass of people leaning more toward the divine casting a bit.


I've got another question for you, GM. Since I'm looking at going Ranger, there are a bunch of alternate Ranger Combat Styles listed here in the sidebar. How would you feel about me potentially using one of those instead of the base Combat Styles available?


One last real fast question for you, GM. How do you feel about this feat which comes out of the Dirty Tactics Toolbox? It's Paizo, but the book is a touch new, so I wanted to get approval before I make any assumptions.


Fair enough! Kind of what I expected. So, would all combat maneuvers be viewed in that light or is disarming/tripping/sundering pretty acceptable?


I love me some Norse mythology! Especially games that center around the Norse lifestyle. As I'm not too familiar with the Spheres of Power system, I'll try to bone up on that if chosen. That said, Varik Almstedt will probably be a Fighter/Savage Skald Bard if that works for you. If you're not feeling the bard portion of it because casterly class, I can always swap that bit over to a Ranger of some variety. Probably Skirmisher, if I had to guess, for the lack of spells.

All that said, I'm curious about your opinion of something: I'm looking at making a fighter that specializes in Dirty Tricks. How would this be taken in this culture? In my mind, it is not terribly dishonorable to punch someone in the gut or tug their shirt over their face to throw them off a bit. But then, I am also not from this sort of lifestyle. Thoughts?


Oh, don't worry about that. I love all three classes there, so I've got no complaints about which one. I was more curious about what you guys felt you would rather have.

EDIT: Never mind, I realized that the archaeologist archetype makes for a completely ridiculous character concept. You lot are getting a rogue/bard hybrid.


Hi, I'm Mime's friend! The character I had before that was a goofy goblin ranger is probably not quite what you all are looking for this time around. Would you rather I make a bard or a rogue? Or, if you do want a ranger, I can always stick to that! Thoughts?


Okay! I think I've got things mostly figured out, just need to make an Alias for my guy, now. Before I do that, are we using the Divinations?

If so, here's a roll for that. If not, disregard.

Divination: 1d100 ⇒ 51
Wounds: 1d5 + 9 ⇒ (4) + 9 = 13


Big dumb warrior it is! Done and done. Now for the rest of these shenanigans.


Funny you mention that! I'm Mimesyne's friend and I'm working up a melee type right now. As I try to learn the intricacies of the system right now, which is about as tough as it sounds! Hopefully I'll have something up for you here soon. Any preference between Assassin and Warrior? I'm getting a real good Native American-style Riddick feel for my feral world hailing Guardsman.

EDIT: Ooh, or Seeker.


Xynen wrote:
Because unless there is a moral system, then our alignment choices are more reflective of the human players than the character they create

Just curious, but wouldn't that imply that alignment locked classes aren't actually alignment locked in Golarion Online? :o Just a thought.

Said said, Johnnycat's idea of a paladin who has to work to actually be Lawful Good sounds hysterical. I may just run with that idea.


I meant to ask in my previous post but realized it just a bit too late to get the edit in: are you restricting alignments/classes at all? Anti-paladin would be a ton of fun if the party ends up being fairly evil, but I completely understand if that's not what you're looking for. And it doesn't fit at all if it's not an evil party, of course. So, tough to choose.


1 person marked this as a favorite.

While I don't have an alias up for this guy yet as I'm still struggling to figure out exactly what class I want to be (paladin? antipaladin? kineticist? too many choices!), here's what I have so far.

Joshua Martens is a fairly typical early 30-something college graduate who got a job working in a large technology firm. What he had expected to be a great job innovating and contributing to the future shaping the world, turned out to be the exact opposite. Boring, mundane, abysmally tiresome data entry for hours upon end straight up to the brink of madness. He now understands how and why people could be driven to bringing an assault rifle into the office to put everyone out of their misery. Not that he has plans to do any such thing, but he can certainly understand the logic. He spends his free time out at bars with friends and the occasional coworker, at the gym (rarely), and playing sports video games. Though he had certainly heard of Dungeons and Dragons, he has absolutely zero experience with tabletop games.

The Games Begin!:

Waking up in a pitch dark room with a hangover the size of Texas is typically a blessing, but the stark lack of a glass of water is unhelpful. Bleary eyes blink away sleep and peer about into the darkness when the words Choose a Class appear in blindingly bold letters. Joshua winces away from the light and squeezes his eyes tightly closed until his headache reaches a manageable level again. Or at least, a level that does not feel like it is going to crack his skull open and wander away.

A class, he manages to dredge up through the haze of alcohol-fueled dehydration. What am I, in college again? Grumpy musings aside, he cycles through his options without considering exactly how he is doing so and makes some quick choices. Anything to get the blasted light out of his face.

Imagine his surprise when the entire world turns into the surface of the sun upon finishing with the prompts. At least when he wakes up in a completely different world, his headache is not nearly as bad as it had been?


I'm sorry, someone had to.


Definitely dotting this. Reminds me of a book series the name of which escapes me, but I thoroughly enjoyed it. I'd love to jump into a game where the players are people who have been sucked into a video game of sorts. Very exciting. I have no idea what I want to make yet, though.

I've got a few ideas bouncing around of who the character would actually be. Maybe a typical cubicle-bound office worker who hates his job and actually is thrilled to be able to experience something like this. Or an avid first-person-shooter player who could never get into RPG games only to find himself thrust into the middle of one. Or even a Wall Street executive who suddenly finds himself in a world he is not at all prepared for. I'll iron out exactly which I'm leaning towards, but I'm very open to suggestions of which you (or anyone, really) thinks are interesting.

Quick question for you, though. Did you mean a CL 1 Magic Item? Or am I just misunderstanding what you meant?


So, I happened to notice that you all are pitching the idea of a second table solely for goblins in spaaaaace. And naturally, it got me thinking that I could get a Hobgoblin to go along with you lot. Given your stance on Summoners (of the Unchained variety), how would you feel about a Hobgoblin summoner whose eidolon is a barghest. Or rather, I try to make the eidolon as close to a barghest as possible within the unchained eidolon rules.

He could be the glue that holds the goblins together through sheer force of will as he tries to make a new goblin army. Or perhaps, in his case, a Goblin Mafia, possibly. I'm still a bit on the fence as to how to build the character mechanically and I'd be screwing myself a bit by going a race that gets no bonus to my main casting stat. But screw it, this character sounds hysterical and awesome, especially if I get into the goblin table.

Personality-wise, I imagine he'd be a bit more serious and lawful than any of the goblins while still being able to laugh at their antics. He'd be one part taskmaster, one part fearless leader (from the rear), and one part group spokesman. Honestly, it'll probably end up with him looking like a single parent of far too many horribly behaved children. And I love the idea.


Scroll up just a touch to tumbler's post. You're on table 2.


I am, though I can't speak for anyone else. Was just waiting for the appropriate time to bring in my orc.


Orrrr you could run a campaign with all of us? :D Shot in the dark, of course, but a guy can dream. Right?

On an unrelated note, are you okay with me using the Duplication power? Rigor had mentioned that some GMs are not all thrilled with it, so I felt that it would be best to ask.


Yeah, I was considering dropping Teleport for speed because it doesn't link up super well with the Dresdenverse and I'm a sucker for that. But that said, if you like the mirror caveat and don't mind the teleportation, I'll stick with it. Mostly because I think turning mirrors into portals is awesome.


What about using Ablative in addition to Impervious? That would mean that it would only work for so many hits, and then you'd have to start it over fresh or give it time to recharge. That way dealing with the "tough guy" would be as simple as focusing him for a moment until the Impervious goes away. Just a thought.


So, theoretically, you could have a Telekinesis 20, but the second you use it to attack, the attack is treated as Telekinesis 7?


So, in order to have a power rank above 7, your attack bonus has to be lower than 7?


Okay! I've got my character all ported into paizo as an alias, just waiting to see if I'm allowed to use the format I have his crunch set up in is all kosher. I'll post the character as soon as I get the go ahead from that person so I don't step on any toes. That said, looking at Lakshmi confused me on one topic. I thought we couldn't have more ranks in a power than the Power Level + 5? Which would put us snugly at no higher than 12. Please correct me if I'm wrong on that as it would mean great things for what Cooper Harris the non-warden wizard can do with his magic.


Ah, right you are. Apparently I'm getting my flaws, complications, and limitations mixed up. :x That said, I like Rigor's proposal for how it would work. Seems simple enough that it should be easy to rule on while still being fun and thematic. Getting ready to throw together an alias here shortly so that I can get feedback on the character and make sure I did it all right. Just wanted to chime in my agreement.


In regard to the technology issue, bear in mind that Dresden also tends to be very liberal and reckless with his use of magic. There are some other practitioners who I won't name or elaborate on because spoilers who have a tigher leash on their abilities. They are able to use technology and not have it blow up in their face just by touching it. So, that's another thing to consider. It might be something as simple as requiring a Will save or a Concentration check whenever you use tech of some level of complexity. That said, if we take the running water/sunrise complication, how many power points would that be giving us back?


Got it, thanks again! Sorry if my questions are getting incessant or clogging up the thread, I can resort to PMing them if you'd prefer.


Another quick question for you: I'm under the impression we're meant to buy skill ranks with power points. But you say that we get 4 skill points per power level. Does that mean we get 28 skill points free? Or am I misunderstanding horribly?


Great, that's what I thought. Thanks for the quick reply!


So, quick stupid question. For the Alternate Power power feat, do you have to pay as many power points as you would if you were buying the power fresh? Or do you only pay the 1 power point cost and it's limited by what the parent power's rank is?


Awesome, thank you! Downloading a pile of the 2e books now. If anybody has pointers about the system, I'm all ears. Or rather, my PM inbox is eagerly awaiting. Whichever.


And just to clarify, we're using 2e, right? Not 3e? Just want to make sure I'm not learning the wrong edition for this.

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>