Water Elemental

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Ok, this is a rough crunch for my concept. A Monk (unchained, Hamatulatsu Master) 3 /Fighter (unarmed fighter) 1 .

In this case, I am thinking the Hamatulatsu Master is reskinned with more of a focus on Kytons instead of Barbed Devils.As such, the character uses Spiked Chains as his primary weapon.

I’ve still got to spend the WbL, but this is a good feel I think…

Devrin Thras:
TBD
Male human (Chelaxian) fighter (unarmed fighter) 1/unchained monk (hamatulatsu master) 3 (Pathfinder Campaign Setting: Inner Sea Combat 38, Pathfinder RPG Ultimate Combat 48, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 33 (4d10+7)
Fort +6, Ref +6, Will +4
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee spiked chain +8 (2d4+3) or
spiked chain +8/+8 (2d4+3/2d4+3) (Kyton Style active) or
unarmed strike +7/+7 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Special Attacks flurry of blows (unchained), stunning fist (3/day, DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 13, Wis 16, Cha 11
Base Atk +4; CMB +5; CMD 21
Feats Chain Mastery, Dance Of Chains, Exotic Weapon Proficiency (spiked chain), Improved Unarmed Strike, Kyton Style[HA], Stunning Fist, Weapon Finesse, Weapon Focus (spiked chain)
Traits scholar of the great beyond, shadowsight (nidal)
Skills Acrobatics +10 (+14 to jump), Climb +6, Craft (alchemy) +8, Escape Artist +7, Knowledge (history) +6, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +3, Perception +9, Perform (dance) +4, Stealth +10, Survival +9, Swim +5; Racial Modifiers +2 Stealth, +2 Survival
Languages Common, Draconic
SQ fast movement (unchained), ki pool (4 points, magic)
Other Gear spiked chain, arcanist starting spellbook, 6,000 gp
--------------------
Special Abilities
--------------------
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kyton Style Use a spiked chain as a monk weapon and deliver Stunning Fist through it.
Stunning Fist (3/day, DC 15) You can stun an opponent with an unarmed attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I definitely think it would be interesting, so dotting for interest :)


Commander Worghrun wrote:
After doing so, he says to JT, "If we can ascertain from long-range scans whether the vessel in distress was transporting dangerous cargo or has succumbed to some space faring hazard, such advance information could prove... useful."

"Agreed Commander"


DM Meleager wrote:
...

DM, what is your call on Weapon Finesse as if it "augments" Unarmed Strike for a Monk?

I ask, because if so, would it therefore allow Finesse for any Monk Weapon used for the Ascetic Style feat? I'm wondering if it would allow for Finessing a Quarterstaff if I took Ascetic Style (Quarterstaff).

I've seen arguments for both ways (Yes, it augments and therefor allows for finesse with the chosen weapon. And No, it doesn't)


Karma NE wrote:
I'll work on a map using what has been specified so far. I'll have it ready by the end of the weekend. Welcome Elemental. Your first post lists the PC as Laird_Thorne, and the RP referred to Phillipe. What are we calling you in the discussion thread?

I’ll answer to about anything. :) Character’s Phillipe. So could eitherPhillipe or Laird :)


DM Meleager wrote:
Laird_Thorne wrote:

I've got to ask because I have a concept that it might fit...

Would you allow the Far Strike Monk archetype from the Unchained Monk Archetypes from Purple Duck?
** spoiler omitted **...

I will have to decline to add any third-party content into the game.

Not a problem. :) (In case it makes a difference, it is just a redo of the non-Unchained monk archetype to fit the UC Monk. :)


Red the Mother wrote:

Elemental, after you park the van, an older woman with grey hair and a figure that is obviously in retreat from what once was an enviable position comes out. In one hand is an unopened can of Mountain Dew. In the other is a steaming hot bowl of fish and pork mixed into ramen noodles. A standard plastic spoon sticks out of it.

"Hello, dearie?" she hails to the van, squinting to see inside. "Come out, come out, whoever you are," she calls in a sing-song voice that is universal to experienced mothers everywhere.

Phillipe thought for a moment before rolling down the window. "Hello! I'm actually just waiting for a few folks. I got given this address as where they would be. Don't know his name, although the one he gave me makes me think i really don't know " He paused just a moment to emphasize his next words. "jack. or maybe my own mind for that matter."

He kept his metaphorical fingers crossed that if the woman had anything to do with the group she would put together mind and jack, but if not and he had just messed up, his hand was resting on his baton, ready to take action.


I've got to ask because I have a concept that it might fit...

Would you allow the Far Strike Monk archetype from the Unchained Monk Archetypes from Purple Duck?

Far Strike Monk (Unchained Monk archetype from Purple Duck:
Far Strike Monk
Far strike monks are masters of thrown weapons, from shuriken to throwing axes to spears. The far strike school views thrown attacks as an extension of unarmed strikes, and masters of this school can infuse thrown weapons with their ki.

Weapon and Armor Proficiency: In addition to the standard monk weapon proficiencies, a far strike monk is proficient with all weapons in the thrown weapon group. See the fighter's weapon training class feature for the definition of weapon groups.

Flurry of Blows (Ex): A far strike monk can make a flurry of blows as a full-attack action as long as she's attacking with thrown weapons. She can't make a flurry of blows with her unarmed attacks or any other weapons. A far strike monk's flurry of blows otherwise functions as the standard monk class feature. A far strike monk can't use Rapid Shot when making a flurry of blows with a thrown weapon. This ability alters flurry of blows.

Bonus Feats: A far strike monk adds the following feats to her list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat. At 6th level, she adds the following feats: Improved Precise Shot, Parting Shot, and Trick Shooter. At 10th level, she adds the following feats: Improvised Weapon Mastery and Pinpoint Targeting.

Fast Thrower: At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if she doesn't meet the prerequisites. At 4th level, she gains Shot on the Run as a bonus feat, even if she doesn't meet the prerequisites. At 8th level, when using the Shot on the Run feat, she can make a second ranged attack with a –5 penalty at any point during her movement. At 15th level, she can make a third ranged attack with a –10 penalty at any point during her movement. This ability replaces stunning fist.

Invisible Blade (Ex): At 3rd level, when a far strike monk uses the Stealth skill to maintain her obscured location after sniping, she takes a –10 penalty on her Stealth check instead of –20. This ability replaces still mind.

Ki Pool (Su): At 4th level, in addition to the normal abilities of her ki pool, a far strike monk can spend 1 point from her ki pool to increase the range increment of a thrown weapon by 20 feet for 1 round.

Ki Missile (Su): At 5th level, a far strike monk can change the base damage dice of thrown weapons to that of her unarmed strikes. These weapons are also treated as ki focus weapons, allowing the monk to apply her special ki attacks to her thrown weapons as if they were unarmed strikes. This ability replaces the style strike gained at level 5.

Trick Throw (Su): At 9th level, a far strike monk can infuse her thrown weapons with ki to hit targets that she might otherwise miss. By spending 1 point from her ki pool as a swift action, the far strike monk can ignore concealment. By spending 2 points, she can ignore total concealment or cover. By spending 3 points, she can ignore total cover, even throwing weapons around corners. The weapon must still be able to reach the target; for instance, a target inside a closed building with no open doors or windows cannot be attacked using Trick Throw. These effects last for 1 round. For every 4 levels after level 9, the ki cost of each trick throw is reduced by one, to a minimum of zero. At level 15, using this ability becomes a free action. This ability replaces the level 9, 13, 15 and 17 style strike abilities.


brvheart wrote:

Pathfinder Roleplaying Game Horror Adventures ?

I don't have anything after around 2014. I retired in 2012 so did not have the resources to continue to add everything to Hero Lab after that.

It took me a bit before I realized that was the Hedging Weapons spell. No problem. I need to work out his common spells in any case.

brvheart wrote:
I don't find the Crusader Breastplate, mind giving me a link to the source?

I just edited the armor in HL, giving it that name, otherwise the name would be +1 comfort crusading Agile Breastplate.

brvheart wrote:

You are way over spent on skill points, even if 4 points are from favored class, 2 it seems are hp, then you are short 6.

You get three feats and 2 bonus feats plus weapon focus but you list seven, one too many,

I think both of these attribute to what the HL Statblock seems to be missing. The Alternate Racial Traits for the character. These are his complete Racial Traits:

+2 to one ability score - Wisdom
Forest Walker (replaces Darkvision) - gain Low-Light Vision, +2 Racial Bonus to Climb
Shaman's Apprentice (replaces Intimidating) - Gain Endurance as a bonus feat
Orc Blood - counts as Human and Orc both
Human-Raised (replaces Orc Ferocity, Orcish Weapon Familiarity) - Gain the Skilled Human racial trait.
Skilled - gain 1 additional skill rank at 1st level and 1 additional skill rank at every additional level

So, the extra feat is Endurance from the Shaman's Apprentice, and the 6 extra skill points are from Skilled.


Revised Crunch

Deris Valiard:
Deris Valiard
Male half-orc warpriest of Mitra 6 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +10 (+12 on sight based checks)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 43 (6d8+8)
Fort +6, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +8 (1d8+5/19-20)
Special Attacks blessings 6/day (Healing: powerful healer, Protection: increased defense), channel positive energy 3/day (DC 17, 2d6), fervor 7/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +10)
. . 1st—hedging weapons[HA]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Channel Smite, Combat Expertise, Endurance, Mitra's Disciple, Shield Focus, Vital Strike, Weapon Focus (longsword)
Traits deadeye, threatening defender
Skills Acrobatics +1 (-3 to jump), Climb +8, Craft (alchemy) +7, Diplomacy +6, Heal +9, Knowledge (engineering) +6, Knowledge (religion) +5, Linguistics +2, Perception +10 (+12 on sight based checks), Profession (engineer) +8, Ride +4, Sense Motive +9, Spellcraft +6, Survival +9, Swim +4; Racial Modifiers +2 Climb
Languages Celestial, Common, Gnome, Orc
SQ orc blood
Other Gear Crusader Breastplate(+1 Agile Breastplate (Comfort, Crusading), +1 light steel shield, +1 longsword, 1,376 gp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


brvheart wrote:

A couple of issues. The archetype is from Pathfinder Player Companion: Divine Anthology which I do not own nor have the package for Hero Lab. With the new online hybrid system it would cost me 31.30 plus tax to add it. I require owning them so I can be familiar how it relates to the rest of the character.

Also mithral chainmail, I have already said no to Slim on this so no mithral for now.
Disciple of the Sword is a maybe. Will look into it further to see if there is a reason not to allow it.
Also I am only adding up 24 character points, so you have 1 left.

No problem, I'll drop back to straight Warpriest. :)

I'll drop the mithral chainmail and maybe go with something else.

I'll take it (renamed as Mithra's Disciple) and if need to, will change it out.

For attributes, I should be right at 25 according to herolab
Str 14 - 3 + 4th lvl advance = 3 pts
Dex 14 = 5 pts
Con 12 = 2 pts
Int 13 = 3 pts
Wis 18 = 16 (10 pts) + Racial +2 = 18 (10 pts)
Cha 12 = 2 pts
?


Presenting Tiar Jain, sailor extraordinairre and follower of Gozreh.

Background Questions:
1. What is your character’s name? Tiar Jain
2. How old is your character? 24
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Tall and lean with blond hair and green eyes; light on his feet wearing very finely crafted studded leather armor, carrying a axe with a spike on the back of it's head, a kukri on his belt and a crossbow on his back;
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? [/i]
5. Where was your character born? Where were you raised? By who? [i] Born in Magnimar, he was raised by his father's sister on the island of Mordant Spire.

6. Who are your parents? Are they alive? What do they do for a living? Both of his parents are dead, his mother (who had direct Azlanti ancestry) died giving birth to him, and his father killed by pirates. His Aunt, an elf from the Mordant Spire raised him and taught him the ways of the sea as well as the wilderness.
7. Do you have any other family or friends? He has a couple of elven cousins who dislike him for his half-breed nature, as well as a couple of human cousins he has never met.
8. What is your character’s marital status? Kids? Single, no kids.
9. What is your character’s alignment? Neutral Good
10. What is your character’s moral code? TBD
11. Does your character have goals? Someday he would like to command his own merchant ship.
12. Is your character religious? Strong believer in and follower of Gozreh.
13. What are your character’s personal beliefs? [/i]
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? [i] Withdrawn and quiet among those he doesn't know, joyful and boisterous among friends and companions.

15. Why does your character adventure? Why did your character accept the job? He's been a sailor several years, and familiar with the sea for all his life. He's more than willing to help any in need, and the thought of visiting a land that features so greatly in his personal history has him intrigued. He sees it as an opportunity to earn his own ship.
16. How does your character view his/her role as an adventurer? Help those in need, and enjoy the freedom of going here and there
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? faded scar running from above his left eye to the corner of his mouth. It's a reminder of when he failed to keep focused on his job on board ship
18. How does your character get along with others? [i] After a while, initially he's a bit quiet and aloof.

19. Is there anything that your character hates? Bullys, Slavers
20. Is there anything that your character fears? Being trapped where he can't experience the open sky or the ocean.

Tiar Jain,Ranger (Trapper):
Tiar Jain
Male half-elf (Spireborn) ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +2 (1d6+1/×3) or
. . kukri +2 (1d4+1/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks favored enemy (monstrous humanoids +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Graceful Athlete
Traits healthy, strong swimmer, wharf rat
Skills Acrobatics +5, Bluff +0 (+2 to pass as full drow, elf, or human), Climb +10, Disable Device +9, Disguise +0 (+2 to pass as full drow, elf, or human), Knowledge (dungeoneering) +5, Knowledge (nature) +5, Linguistics +2, Perception +5, Profession (sailor) +5, Survival +5, Swim +10 (+11 vs. nonlethal damage after swimming for more than an hour)
Languages Azlanti, Common, Elven, Sakvroth (Drow Sign-Language)
SQ crossbow training, dusksight, elf blood, hidden half-breed, track +1, trapfinding +1, wild empathy +1
Combat Gear vermin repellent[UE]; Other Gear mwk studded leather, boarding axe, crossbow bolts (20), kukri, light crossbow, bandolier[UE], bedroll, belt pouch, fishhook (5), hammock[UE], mess kit[UE], sack, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Crossbow Training Reload proficient crossbows 1 step faster.
Darkvision (60 feet) You can see in the dark (black and white only).
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I present Deris Valiard, one-eyed Half-Orc warpriest of Mitra. I still need to spend some of the gold, and figure his spell list, but I think this is a majority.

Also, would you allow taking either (or both) Disciple of the Sword or Iomedean Sword Oath, refluffing/renaming them for Mitra?

Deris Valiard:
Deris Valiard
Male half-orc warpriest (divine champion) of Mitra 6 (Pathfinder Player Companion: Divine Anthology 14, Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +10 (+12 on sight based checks)
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 43 (6d8+8)
Fort +6, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +8 (1d8+3/19-20)
Special Attacks blessings 6/day (Healing: powerful healer, Protection: increased defense), channel positive energy 3/day (DC 17, 2d6), favored enemy (set +2), fervor 7/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest (Divine Champion) Spells Prepared (CL 6th; concentration +10)
. . 1st—hedging weapons[HA]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Channel Smite, Combat Expertise, Endurance, Weapon Focus (longsword)
Traits deadeye, threatening defender
Skills Acrobatics +1, Climb +6, Craft (alchemy) +7, Diplomacy +6, Heal +9, Knowledge (engineering) +6, Knowledge (religion) +5, Linguistics +2, Perception +10 (+12 on sight based checks), Profession (engineer) +8, Ride +4, Sense Motive +9, Spellcraft +6, Survival +9, Swim +4; Racial Modifiers +2 Climb
Languages Celestial, Common, Gnome, Orc
SQ orc blood
Other Gear +1 mithral chainmail, +1 light steel shield, +1 longsword, 5,776 gp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Know the Infidel (Set +2) (Ex) +2 to rolls vs. believers of Set.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Got it. :)

HP: 1d8 ⇒ 8


Thank you! :)

Who would be an opposing Faith of Mitra? Considering a Divine Champion archetype....

Also:
HP: 5d8 ⇒ (1, 5, 2, 6, 6) = 20


brvheart wrote:
Laird_Thorne wrote:

I’ve got an idea for a warpriest of Mitra if interested…

We can still use a Warpriest if you are interested.

I am. :) What blessings are available for a Warpriest of Mitra? I'm not finding anything for a Life Domain.... Healing maybe?


Dotting…


I’ve got an idea for a warpriest of Mitra if interested…


GM SuperTumbler wrote:
So is there a way with special weapon to just get a bonus to all melee attacks damage? What I want is to be able to tap into knowing how to use any weapon, whether it is a Rambo style survival knife, or a broken plate, or anything anyone has used to stab/cut/bonk someone. Not clear to me if that is possible, but I think I'd rather have less bonus damage to everything that lots of bonus damage to one weapon.

This would be the Melee Attack power

Melee Attack wrote:
A character can also enhance her melee damage by using this power, which applies to all armed and unarmed Fighting attacks

For 2/4/6 pts, you do an additional 1d6/2d6/3d6 damage in melee. Seems like for the concept, maybe a 2 pt power to do +1d6 with any weapon you pick up?

Poor Wandering GM wrote:
Questions: What are you taking for your first Advance? And how are you spending the 5 Lair superpower points?

Filling in a couple of spots from the original concept and adding a Skill die to Thievery and Electronics (Gaining Thievery at d4, and putting Electronics to d8).

How do the lair power points work? Just 5 additional power points? But if we lose the lair, we lose the points?


Ok, I think this is a very workable version....

Elemental:
Elemental
Phillipe Anthony Devereux
Novice Male Human

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6 / d12, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d6, Focus d10, Language (English) d8, Notice d6, Persuasion d4, Research d8, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 9 / 20 (8)
Size: 0 / 3 (Normal (10')
Hindrances:(Spend - +1 Edge, +1 Edge, +1 Attribute)
Code of Honor (M), Enemy (minor, Southpoint Slashers), Environmental Weakness (Sonic)(m), Loyal(m), Secret Identity (m)
Edges:
Connections (Street People)
Investigator (H)
Martial Artist
Super Powers (45pts / PL15)
Weapons:
Unarmed (Range Melee, Damage Str+d4, +1 to Hit) /
Melee Attack (Generic) (1) (Range Melee, Damage Str+1d6+d4, melee damage bonus applies to thrown weapons, Heavy Weapon, +1 to Hit)
or
Melee Attack (Generic) (2) (Range Melee, Damage Str+2d6+d4, AP 2, +1 to Hit)

Language: English (native, d8)
Current Wealth: $500

Special Abilities

  • Languages Known: English (native, d8)

    Powers

  • (4) Env. Resist. (Air, Earth, Fire, Water) (Environmental Resistance; Air): Ignores background effects of a selected power type, reduces damage from that Power Type by 4, and adds +4 when resisting any effects with that Power Type’s Trapping - Applies to 3 additional power types
  • (1) Immune to Disease: The character is completely immune to disease.
  • (1) Immune to Poison: The character is completely immune to poison
  • (2) Super Attribute (1; Agility): Boost Selected Attribute by 1
  • (2) Super Attribute (1; Strength): Boost Selected Attribute by 1
  • (6) Super Attribute (3; Vigor): Boost Selected Attribute by 3
  • (2) Toughness (2): +2 toughness

  • (1) Crystalline Form (Altered Form; Earth): (Called Shots have no effect; 1/2 Damage on Falling/Collisions; 1/2 Knockback) The hero has a morphable body made from a particular type of energy or matter. - Must make a Focus roll as an action to transform into his altered form. If he loses concentration, it Powers Down and must be reactivated.
    (8) Armor (4): +8 Armor - The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons., Contingent (0): Crystalline Form
    (2) Doesn't Breathe: The super can hold her breath for up to 15 minutes. - Doesn't breathe at all, isn't affected by inhaled toxins, cannot drown, doesn't suffocate in vacuum , Contingent (0): Crystalline Form
    (9) Growth (3): May grow up to size +3, strength and toughness both a +3 while power is active - Contingent (0): Crystalline Form
    (6) Melee Attack (Generic) (1): - Hero's melee damage bonus applies to thrown weapons, Heavy Weapon, Contingent (0): Crystalline Form; Switchable
    (1) Melee Attack (Generic) (2): - AP: 2, Contingent (0): Crystalline Form; Switchable

    Current Load: 0 (41 / 101)
    Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021)
    Setting Rules: Born a Hero, Larger Than Life
    Validity: Character appears valid and optimal

    Created with Savaged.us

  • Now I just need to look at the gear list. :)


    Apologies to all!

    My internet provider has been having issues with the network in our entire neighborhood over the past few months, with days of the internet going in and out. They finally decided to upgrade some system pieces, but they took way long, and too many days to get it done. This is the first day I've been able to login reliably for over a week.

    I'll get caught up on everything asap. :)


    Poor Wandering GM wrote:

    Elemental/Crystal Titan First Review

    Note: Up to you but the name feels clunky. Not sure what you are going for with the slash.

    At that point, I hadn't decided which I was going with. :) I think I'll keep the Elemental because eventually, I do want to expand to Power Sets for the other elements.

    Poor Wandering GM wrote:
    Hindrances. check. Not a critical issue but how do you square the Code of Honor with working for Dr. D? He is not a nice person. Not saying it can't work. I am just wondering how it does work.

    I imagine he gave his word to help, and he's trying everything he can to keep it. He doesn't like the way some things are done, but he's fairly stuck with helping.

    Poor Wandering GM wrote:


    ** spoiler omitted **

    Powers bent but not broken rule. SW does not officially do partially limited powers. Your 5 pts of toughness, 3 of which are contingent is technically illegal but so long as you remember they are one power and subject to the power limit and the toughness/armor limit as one power then I am willing to let this ride as you are not getting a cost break and are in fact causing yourself a minor hardship. Unless another player throws a flag on this I am good with this issue.

    Except for the one power issue it looks good.

    I see your point with the Growth.

    My thought process: When he isn't in his Crystal form, he's always big and can't become any smaller. To me, this is the Permanent part. It forces him to be bigger than normal when using his powers.

    Would maybe adding a Limited: must always use growth at full level (-2) would work better?


    I think this is the final version of Elemental. I dropped the power sets, and just went with Requires Activation on the Alternate Form. Certain powers are Contingent on the Alternate form, so are unavailable when not transformed.

    Elemental/Crystal Titan:
    Elemental
    Phillipe Anthony Devereux
    Novice Male Human

    Attributes:
    Agility d8
    Smarts d8
    Spirit d10 (H)
    Strength d6 / d12
    Vigor d10
    Skills:
    Athletics d6
    Common Knowledge d6
    Electronics d6
    Fighting d6
    Focus d10
    Language (English) d8
    Notice d6
    Persuasion d8 (d4 + Super Skill)
    Research d8
    Shooting d4
    Stealth d4
    Pace: 6
    Parry: 5
    Toughness: 9 / 22 (8 Heavy)
    Size: Normal (0) / Normal (2)

    Hindrances:
    (Spend - +1 Edge, +1 Edge, +1 Attribute)
    Code of Honor (M)
    Enemy (Southpoint Slashers) (m)
    Environmental Weakness (Sonic) (m)
    Loyal (m)
    Secret Identity (m)
    Edges:
    Connections (Street People)
    Investigator(H)
    Martial Artist
    Super Powers (45pts / PL15)
    Weapons:
    Unarmed (Range Melee, Damage Str+d4, +1 to Hit) / Melee Attack (Generic) (Range Melee, Damage Str+d4+d6, AP 2, +1 to Hit)
    Current Wealth: $500

    Special Abilities
    Languages Known: English (native, d8)

    Super Powers
    (4) Environmental Resistance (Air, Earth, Fire, Water): Ignores background effects of a selected power type, reduces damage from that Power Type by 4, and adds +4 when resisting any effects with that Power Type’s Trapping - Applies to 3 additional power types
    (1) Immune to Disease: The character is completely immune to disease.
    (1) Immune to Poison: The character is completely immune to poison
    (1) Mind Shield -2 on attempts to read or control the super’s mind
    (2) Super Attribute (1; Agility): Boost Selected Attribute by 1
    (2) Super Attribute (1; Strength): Boost Selected Attribute by 1
    (6) Super Attribute (3; Vigor): Boost Selected Attribute by 3
    (2) Super Skill (2; Persuasion): Boost selected skill by 2
    (2) Toughness (2): +2 toughness

    (1) Altered Form (Crystalline): - Must make a Focus roll as an action to transform into his altered form. If he loses concentration, it Powers Down and must be reactivated
    (8) .. Armor (4): +8 Armor, Heavy Armor; Contingent (0): Alternate Form
    (2) .. Doesn't Breathe: The super can hold her breath for up to 15 minutes. - Doesn't breathe at all, isn't affected by inhaled toxins, cannot drown, doesn't suffocate in vacuum , Contingent (0): Alternate Form
    (1) .. Doesn't Eat: Survives on very little sustenance. She can go twice as long as a normal human without food (see Hunger under Hazards in Savage Worlds) - Contingent (0): Alternate Form
    (4) .. Growth (2): Size +2, Strength and Toughness both +2 - Permanent; Contingent (0): Alternate Form
    (3) .. Melee Attack (1d6): - +2 AP; Contingent (0): Alternate Form
    (2) .. Super Attribute (1; Strength): Boost Selected Attribute by 1 - Contingent (0): Alternate Form
    (3) .. Toughness (3): +3 toughness - Contingent (0): Alternate Form

    Current Load: 0 (121)
    Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021)Setting Rules: Born a Hero, Larger Than LifeValidity: Character appears valid and optimal

    Created with Savaged.us


    I finally think I have something I would enjoy playing. :) (I still need to get a couple bits of gear and figure which spells he has memorized, but otherwise should be fairly complete.

    Esai Valores, Crusader of Onos:
    Esai Valores
    Male human (Varisian) cleric (crusader) of Onos 4/fighter (weapon master) 3 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Ultimate Combat 40)
    LN Medium humanoid (human)
    Init +3; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
    hp 43 (7 HD; 4d8+3d10+2)
    Fort +7, Ref +5, Will +7; +1 bonus vs. effects targetting a Chakram held by you
    --------------------
    Offense
    --------------------
    Speed 40 ft. (30 ft. in armor)
    Melee +1 returning silversheen chakram +9/+4 (1d8+3)
    Ranged+1 returning silversheen chakram +12/+7 (30'; 1d8+3)
    Special Attacks channel positive energy 3/day (DC 13, 2d6), weapon training
    Cleric (Crusader) Spells Prepared (CL 4th; concentration +6)
    . . 2nd—locate object[D]
    . . 1st—longstrider[D]
    . . D Domain spell; Domain Travel
    --------------------
    Statistics
    --------------------
    Str 13, Dex 16, Con 10, Int 12, Wis 14, Cha 11
    Base Atk +6; CMB +7; CMD 20
    Feats Deadly Aim, Point-Blank Shot, Quick Draw, Startoss Comet, Startoss Shower, Startoss Style, Weapon Focus (chakram), Weapon Versatility
    Traits armor expert, student of faith
    Skills Acrobatics +8, Bluff +2, Climb +4, Diplomacy +5, Fly +3, Handle Animal +6, Heal +6, Knowledge (arcana) +6, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +3, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +9, Perception +4, Profession (driver) +6, Sense Motive +7, Sleight of Hand +4, Spellcraft +6, Stealth +3, Survival +7 (+9 to avoid becoming lost), Swim +4
    Languages Ancient Osiriani, Azlanti, Common, Elven, Jistka, Osiriani, Thassilonian, Varisian
    SQ agile feet (5/day), weapon guard
    Other Gear +1 comfort mithral banded mail, +1 returning silversheen chakram[APG], ring of sustenance, wayfinder[ISWG], arcanist starting spellbook, 5,999 gp
    --------------------
    Special Abilities
    --------------------
    Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
    Cleric (Crusader) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    Cleric Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
    Startoss Comet (Chakram) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
    Startoss Shower (Chakram) Startoss Comet: can continue attacking foes in 1 range inc.
    Startoss Style +6 (Chakram) Gain bonus dmg to thrown weapons.
    Weapon Guard +1: Chakram (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
    Weapon Training +1: Chakram (Ex) +1 to hit and damage with your chosen weapon.
    Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    Esai Valores was left at Windsong Abby as a toddler. As he grew up there, he became fascinated with the older cultures, the Azlanti, the Thassilonian, etc. In his teens, he found an old scroll calling to him which told the story of Onos, the god of many doors, who had been followed by many of the old Azlanti. The more he read, he more he found himself in touch with this deity and encouraged to serve them.


    Sorry!

    Work and family killed my free time last few days. :( I'll have sheet available in the morning sometime...


    I think I just need to work out his fire form and should be set. :)

    Normal Form:
    Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d10
    Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d6, Focus d8, Language (English) d8, Notice d6, Persuasion d10, Research d8, Shooting d4, Stealth d4
    Pace: 6; Parry: 5; Toughness: 13
    Hindrances: Code of Honor, Enemy (minor, Southpoint Slashers), Environmental Weakness (Sonic), Loyal, Secret Identity (setting)
    Edges: Connections (Street People), Investigator, Martial Artist, Super Powers
    Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit)
    Language: English (native, d8)
    Current Wealth: $500

    Special Abilities
    Languages Known: English (native, d8)

    Power Set: Crystal Form (8 pts)
    Power Set: Fire Form (8 pts)
    Dodge (2): -2 to be hit by direct ranged attacks (2 pts)
    Env. Resist. (Air, Earth, Fire, Water) (Environmental Resistance; Air): Ignores background effects of a selected power type, reduces damage from that Power Type by 4, and adds +4 when resisting any effects with that Power Type’s Trapping - Applies to 3 additional power types (4 pts)
    Mind Shield: -2 to use mind reading or mind control on this hero. - Attempts to read or control the super’s mind are made at -4 (3 pts)
    Super Attribute (1; Agility): Boost Selected Attribute by 1 (2 pts)
    Super Attribute (1; Strength): Boost Selected Attribute by 1 (2 pts)
    Super Attribute (3; Vigor): Boost Selected Attribute by 3 (6 pts)
    Super Skill (2; Persuasion): Boost selected skill by 2 (2 pts)
    Toughness (6): +6 toughness (6 pts)
    Immune to Disease: The character is completely immune to disease. (1 pts)
    Immune to Poison: The character is completely immune to poison. (1 pts)


    Earth Form:
    Attributes: Agility d6, Smarts d8, Spirit d10, Strength d10, Vigor d10
    Pace: 6; Parry: 5; Toughness: 21 (8); Size: Normal (3)
    Special Abilities
    Earth Form: (29 pts)
    .. Crystal Body (Altered Form; Earth) (2 pts)
    .. Doesn't Breathe (at all) (2 pts)
    .. Doesn't Eat (1 pt)
    .. Armor 4 (Heavy Armor) (8 pts)
    .. Growth +3 (permanent) (7 pts)
    .. Super Attribute (Vigor) 3 (6 pts))
    .. Toughness (3 pts)

    Would I be able to swap out the Connections edge between forms? I could see him not being able to take advantage of that and having something more appropriate to the form maybe...


    Jack Daniels wrote:
    Laird: Samurai is allowed – as for prestige classes, they are generally allowed. Though the PC you referenced appears more thematically suitable to the CoT AP than this one.

    Thank you. I think I can come up with something more fitting that that Devil Thief. :)


    Poor Wandering GM wrote:
    That looks like 6 minor hindrances. The maximum number of minor hindrances is 4. Normal character generation allows up to 4 minor hindrances. Larger than Life allows an additional major hindrance. This Larger than Life major hindrance cannot be divided into minor hindrances. It is bribe to get you to take a major hindrance.

    Aha! I see what saying. For some reason I thought I read that it could be 2 minor instead… So, 1 Major coming right up. :)


    3d6 - 1 + 6 ⇒ (1, 3, 4) - 1 + 6 = 13
    3d6 - 2 + 6 ⇒ (2, 3, 5) - 2 + 6 = 14
    3d6 - 2 + 6 ⇒ (2, 4, 3) - 2 + 6 = 13
    3d6 - 1 + 6 ⇒ (1, 6, 1) - 1 + 6 = 13
    3d6 - 5 + 6 ⇒ (5, 4, 5) - 5 + 6 = 15
    3d6 - 1 + 6 ⇒ (4, 6, 1) - 1 + 6 = 16

    That's doable.... Possibly a Psychic Detective Investigator maybe...


    Are Prestige Classes allowed? I'm considering a Westcrown Devil

    Also, what about Samurai since it's considered a version of the Cavalier, a Base Class.


    Dotting for interest…


    Dotting…


    Poor Wandering GM wrote:

    Rough look at Elemental

    ** spoiler omitted **

    See if this helps and makes sense (doing this with Savaged.us, and some of the functions with Supers are still a bit quirky). :) This is Phillipe without any powers at all...

    Quote:

    Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4

    Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d8, Language (English) d8, Notice d6, Persuasion d4, Research d8+2 (Investigator edge), Shooting d4, Stealth d4
    Pace: 6; Parry: 5; Toughness: 4
    Hindrances: Enemy (minor, Southpoint Slashers), Environmental Weakness (Sonic), Loyal, Mild Mannered, Phobia (minor, Enclosed Spaces), Secret Identity (setting)
    Edges: Connections (Street People) (Human Edge), Investigator (Hindrances), Martial Artist (Hindrances), Super Powers (Free Edge)
    Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit)
    Language: English (native, d8)
    Human (Powered Form) wrote:

    Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d10

    Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d8, Language (English) d8, Notice d6, Persuasion d8, Research d8+2 (Investigator edge), Shooting d4, Stealth d4
    Pace: 6; Parry: 5; Toughness: 13
    Hindrances: Enemy (minor, Southpoint Slashers), Environmental Weakness (Sonic), Loyal, Mild Mannered, Phobia (minor, Enclosed Spaces), Secret Identity (setting)
    Edges: Connections (Street People) (Human Edge), Investigator (Hindrances), Martial Artist (Hindrances), Super Powers (Free Edge)
    Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit)
    Language: English (native, d8)
    Current Wealth: $500

  • Languages Known: English (native, d8)

    Special Abilities
    Power Set: Earth Elemental (8 pts)
    Power Set: Fire Elemental (8 pts)
    Dodge (2): -2 to be hit by direct ranged attacks (2 pts)
    Env. Resist. (Air, Earth, Fire, Water) (Environmental Resistance; Air): Ignores background effects of a selected power type, reduces damage from that Power Type by 4, and adds +4 when resisting any effects with that Power Type’s Trapping - Applies to 3 additional power types (4 pts)
    Immune to Disease: The character is completely immune to disease. (1 pts)
    Immune to Poison: The character is completely immune to poison. (1 pts)
    Mind Shield (Strong): Attempts to read or control the super’s mind are made at -4 (3 pts)
    Super Attribute (1; Agility): Boost Selected Attribute by 1 (2 pts)
    Super Attribute (1; Strength): Boost Selected Attribute by 1 (2 pts)
    Super Attribute (3; Vigor): Boost Selected Attribute by 3 (6 pts)
    Super Skill (2; Persuasion): Boost selected skill by 2 (2 pts)
    Toughness (6): +6 toughness (6 pts)


  • Ok, testing out the idea of separate power sets for each form.

    Even in his normal human form, Phillipe has a lot going for him I think...

    Elemental (Normal Form)
    Phillipe Anthony Devereux
    Novice Male Human

    Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d8
    Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d8+2, Language (English) d8, Notice d6, Persuasion d8, Research d8, Shooting d4, Stealth d4
    Pace: 6; Parry: 5; Toughness: 13
    Hindrances: Enemy (minor, Southpoint Slashers), Environmental Weakness (Sonic), Loyal, Mild Mannered, Phobia (minor, Enclosed Spaces), Secret Identity (setting)
    Edges: Connections (Street People), Investigator, Martial Artist, Super Powers
    Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit)
    Language: English (native, d8)
    Current Wealth: $500

    Special Abilities

  • Languages Known: English (native, d8)

    Super Powers

  • Power Set: Earth Elemental
  • Power Set: Fire Elemental
  • Elemental Toughness (Toughness; 7): +7 toughness
  • Enhanced Agility (Super Attribute; 2; Agility): Boost Selected Attribute by 2
  • Enhanced Vigor (Super Attribute; 2; Vigor): Boost Selected Attribute by 2
  • Env. Resist. (Air, Earth, Fire, Water) (Environmental Resistance; Air): Ignores background effects of a selected power type, reduces damage from that Power Type by 4, and adds +4 when resisting any effects with that Power Type’s Trapping - Applies to 3 additional power types
  • Mind Shield: -2 to use mind reading or mind control on this hero. - Attempts to read or control the super’s mind are made at -4
  • Enhanced Charisma (Super Skill; 2; Persuasion): Boost selected skill by 2
  • Enhanced Strength (Super Attribute; 1; Strength): Boost Selected Attribute by 1


  • Ok, I have a question regarding Power Sets.

    We start with 45 points as a level III hero. If I take 1 Power Set for Earth Elemental (8 points), that leaves me with 37 points. Another for Fire Elemental would be 29 points.

    As I understand it, that would give me 3 forms? For example, Normal (Super)Human, Crystal Man and Fire Man? And each one would have 29 points to spend with 12 pts max on each power?


    If Louxman doesn't mind, I may take up the other concept. I like that idea of the "Tinker" trader. :)

    It looks simple enough, but will definitely reach out if have questions.


    Poor Wandering GM wrote:

    Welcome.

    Again this is just a loose overview as I am pressed for time right now.

    Question: Did you consider Power Sets (SPC3 pg 47)? Titan seems like a good candidate.

    You seem light on offense. I am not seeing and offensive powers and only a d6 fighting and no shooting so weapon use will be problematic. Unless I am missing something.

    I actually didn't, but last night I got to thinking about some adjustment to the concept which Power Sets would definitely help with. What if the power(s) were more the typical "Elemental" related ones? Something about the crystals his mother used to cure his disease transformed him, giving him the ability to tap into the core elements (Air/Earth/Fire/Water). The Crystal Armored form is part of his Earth power, and perhaps a Fire or Water form which would help the Offensive side of things...

    Poor Wandering GM wrote:
    Connections (street people) and the Major Wanted will be interesting....

    Or the Enemy rather? :) I may have to knock that down to Minor now that I think about it...

    Poor Wandering GM wrote:
    One possible issue. You have Slow (minor) and Pace (2spp). Would "Quirk, Uses cane" get you the same effect in a simpler way? Highlighting this because slow movement was a point of discomfort earlier in the game.

    Good point. I may go ahead and drop that, just using one for the heck of it. :)

    Poor Wandering GM wrote:
    Remember that the Armor power can be bypassed with a called shot. You might want to consider a mix of the Armor and Toughness powers.

    Thank you, I completely forgot about that....

    Poor Wandering GM wrote:
    Linguist is not likely to be that useful with 2-3 players with the Speak Languages power in the group.

    Yeah, I may go with something else, and just give him a skill point in a second language for flavor. :)

    Poor Wandering GM wrote:
    Overview: You have a good start here. I think this is something that will work.

    Really looking forward to this. :)


    Would you happen to have a slot still? If not, would love to get on a waiting list. :)

    I like what FWL did with 2.0 and love to see how it plays.


    Hmmm.... good point. The languages are from the Linguist edge, but that would let me add a different edge.

    I can probably pick up Linguist later on, to "reveal' he's been able to speak these other languages all along..... :)

    I think I can also bump Boating and Science down a die to let me make it a d6 Athletics (for throwing) and something else....


    Ok, here's what I have so far for Crystal Titan. :)

    Key here, is that he's still getting used to being able to move around without a wheelchair or cane, so he still uses one when out and about.

    I tried to fill in some gaps, and still narrowing down the super abilities...

    Crystal Titan
    Phillipe Anthony Devereux (Novice Male Human)

    Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
    Skills: Athletics d4, Boating d6, Common Knowledge d6, Fighting d6, Focus d8, Language (English) d8, Language (French) d6, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Linguist #4) d6, Notice d6, Persuasion d4, Science d8, Stealth d4
    Pace: 5 (7); Running Die: d4 (d6); Parry: 5; Toughness: 17 (12)
    Hindrances: Enemy (major, Southpoint Slashers), Environmental Weakness (Sonic), Loyal, Mild Mannered, Slow (minor)
    Edges: Connections (Street People), Linguist, Martial Artist, Super Powers
    Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit)
    Languages: Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), French (d6), English (native, d8)
    Current Wealth: $500

    Special Abilities
    Languages Known: Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), French (d6), English (native, d8)

    Super Powers
    Crystalline Body (Altered Form; Earth): The hero has a morphable body made from a particular type of energy or matter. - Must make a Focus roll as an action to transform into his altered form. If he loses concentration, it Powers Down and must be reactivated
    .. Armor (6): +12 Armor - The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons. (Contingent (0): Altered Form)
    .. Pace: Increase Pace by +2 and the hero’s running die a die type. (Contingent (0): Altered Form)


    Ok, I think I've got the questions answered. :)

    Phillipe (aka Crystal Titan):

    a) What is your concept? Give me a one or two sentence description of your character.
    Born with Brittle-Bone disease, Phillipe found a calling as a marine biologist. When his mother, a research physicist, discovered a crystal that when exposed to certain energies, strengthened what got exposed. It seemed to work, until one day he was caught in a bank robbery where he transformed into a large, living crystal form.

    b) Do you have, or will you pledge to get if selected, access to: The Savage Worlds Adventure Edition rule book (AKA SWADE), The Super Powers Companion Savage Worlds Adventure Edition (AKA SPC3), and the Necessary Evil Players guide? I can help if you are not sure where to get these. Have all of the above. :)

    c) What do you look like? Hair/eye color? Height and Weight? Costume? Think of your mug shot/wanted poster. Some people might consider Phillipe a beanpole considering he stands over six feet tall but only weighs about 160 pounds. However, as Phillipe is usually sitting in a wheelchair his actual build tends to be overlooked. When he does have need to get around without the chair, he's walking with a cane. With light brown hair and blue eyes (because of his condition, the whites of his eyes are a bluish-grey as well), he's what most folks consider above average in looks. As a graduate student, he dresses in typical student fashion with jeans and t-shirts for the most part. His t-shirts tend to have some form of 'geek humor' on them, and his jeans tend to be dark colored with silver studs on the pockets.

    In his crystal form, he appears much like a humanoid-shaped crystal. Because he hasn't had much experience in the form, the shape isn't very refined, so the shapes are very rough outlines of a person. As time passes and he gains experience with the form, the features will become more refined and detailed.

    d) What can you do? What separates you from the masses? Brains? Training? Acidic blood? Magic tea cozy? Because he spent so much time alone and reading while growing up, he has a very good grasp of a variety of theories around technology. He pick up tech fast, and given time could probably reverse-engineer the alien tech being used. His focus however is on Aquatic/Oceanic applications. In his crystal form, size, strength and damage resistance are primary.

    e) What have you done? What separates you from a random survivor? Describe a typical crime. There is a reason you could not be at the welcoming ceremony with Champion. If you are a hero give me an example of your heroism and tell me why you were not incinerated for standing up for Earth? Until recently, Phillipe had been in a wheelchair or walking with a cane, seeming too weak to be any threat. Phillipe's mother had been invited to the ceremony because of her political and scientific connections and they were supposed to go as a family, but at the last minute she cancelled. Phillipe himself had published some theories on the potential of deep-sea resources, but they were relatively unread except by the most die-hard theorists.

    f) How familiar are you with Savage Worlds as a system? Note familiarity is NOT required. It is not a highly complex system but it does have its rough points. I and the other players are more than happy to lend a hand. Fairly familiar. Read and observed the variations, gotten to play a little. Quickly became my favorite system even if I don't get to play. :)

    g) What have you been doing lately? How have you spent the last two years under V'sori occupation? The campaign starts the players as prisoners of the V'sori invaders. Were you a prisoner? If so what was the V'sori attitude to you? Indifference? Interest & Interrogation? Experimentation? How long were you in captivity? If you remained free how did you manage that? Friends? Luck? Blending in to the general population? His powers first manifested about six months after the invasion. From then to about three months ago he was living in the Bahamas. While there, he spent time in the middle of nowhere covertly (or so he thought) learning his powers and the lay of the land. It was only after he confided in his mother that the V'Sori paid attention to him and took him to Star City for interrogation and "research".

    As his captors and he arrived in Star City, the transport was destroyed by some attack and all Phillipe remembers is being dragged away into a sewer.

    h) The game is largely set in Star City and you will start there. Is this your home? If so how long have you been active as a meta-human in the City? Do you have family or friends here? If home is somewhere else where is it and is getting there important to you? Star City is Phillipe's new home. He's decided to completely cut ties with his mother (especially since she works for the V'sori) and make a go of it. He lived on the streets for about a week before he was able to find a place to stay for a while in Shouthpoint and scavenge parts to put together a basic computer system to hack with. (As a kid, and stuck in a wheelchair at home, he had done quite a bit of hacking and he was glad to know that those techniques hadn't been completely lost). It gave him a small income stream to keep the roof over his head and fed at least...

    i) What have you seen in the world? Detail a hero or a villain or an ordinary person you have ran into, worked with, fought, or just heard about. Maybe a member of Alpha Squadron you tangled with. Maybe a criminal mastermind you worked for. Maybe a taxi driver or whoever ran the newsstand near your old lair. Make them interesting. Think of yourself as pitching a 1 or 2 issue special series for the Necessary Evil comic book we are all creating. Even with the invasion, there's still crime on the streets and people not caring as long as they arean't affected or inconvienenced.

    For about two months, Phillipe struggled. Twice he was mugged, once his loft was robbed, and he just took the harassment time and again. It was only when a group of Southpoint Slashers were "having fun" with a couple of lost teenagers that he couldn't stand it anymore. He quickly transformed and saved the teens, seeing them safely back to Uptown and their university housing. Since then, he's had several run-ins with the Slashers, the most recent being the prevention of a robbery of Michelinos, a small grocery/convenience store which many of the neighborhood used to get essentials, both legal and illegal.

    j) What is the greatest thing in life? What is your desired end state/goal. Tell me what is important to you. Phillipe is tired of hiding in the shadows and cowering from what needs to be done. Freedom from the occupation is key. Free one city, then that inspires others and next two cities, then a county, then a state and a nation and finally a world free from the V'Sori.

    k) You are a member of the Omega resistance movement led by Dr. Destroyer (Think Marvel's Dr. Doom). What do you think about this? Are you a willing member? Blackmailed? Given the choice of joining or being sold out to the V'sori to provide a distraction? Maybe you were part of a cell that was destroyed? How did your meeting Dr. Destruction go? Phillipe does see it as a Necessary evil. The Dr. is willing to do what needs doing, and as long as they remember that the V'Sori are the enemy and that humanity are all victims, then Phillipe (and Crystal Titan) are with them.


    I should have the revised questions for the new concept in the morning. Have a family thing tonight and may not have time tonight...


    I would say the Genius Power, lots of Super Skill, Super Attribute, and at least Super Edge (Jack of all Trades).

    If you want to go that route, I can go with Brickhouse instead of HADES. :) I'll still have a bit of tech skill, but more focused on Marine Biology/Ocean related things. I was playing around with a build for HADES, and seemed to get ridiculous at points. I think a more focused Brick might work out well. Some of the background stuff will be the same, but definitely some differences.


    Hmmmm.... a concept is coming to mind....

    Starting Gold: 5d6 ⇒ (2, 3, 1, 1, 6) = 13*10 =


    Ruin Explorer wrote:
    Sheet assumes elephant in the room. Happy to change that if I read that wrong.

    As a note, Joran's sheet does not include the Elephant in the Room changes, so he would need a bit of adjustment to it if decide to go with it for everyone. And that would be a big help if did. :)


    Well, I think I have Joran together.

    Joran:
    Joran
    Male human (Keleshite) brawler (constructed pugilist) 1 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23)
    NG Medium humanoid (human)
    Init +2; Senses Perception +5
    --------------------
    Defense
    --------------------
    AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
    hp 11 (1d10+1)
    Fort +3 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee club +5 (1d6+4) or
    . . handaxe +5 (1d6+4/×3) or
    . . unarmed strike +5 (1d6+4)
    Ranged sling +3 (1d4+4)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 11
    Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
    Feats Dirty Fighting, Improved Grapple, Improved Unarmed Strike
    Traits armor expert, iron liver
    Skills Acrobatics +5, Climb +7, Knowledge (local) +6, Knowledge (nature) +1, Linguistics +1, Perception +5, Profession (woodcutter) +5, Survival +1 (+3 on Survival checks to avoid becoming lost); Racial Modifiers +2 Knowledge (local)
    Languages Common, Elven, Kelish, Vudrani
    SQ brawler's cunning, constructed limb, limb modification (shielding limb), martial training, wayfarer
    Combat Gear oil of shillelagh, thunderstone;
    Other Gear lamellar (leather) armor[UC], club, handaxe, sling, sling bullets (20), backpack, bedroll, belt pouch, belt pouch, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], mess kit[UE], torch (10), trail rations (5), waterproof bag[UE], waterproof bag[UE], waterskin, 14 gp, 6 sp
    --------------------
    Special Abilities
    --------------------
    Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
    Constructed Limb (Ex) Special prosthetic limb gains all the benfits of unarmed strikes and can be upgraded as a magic weapon.
    Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
    Shielding Limb Gain +2 shield bonus to AC with limb. This bonus is lost when you lose your Dex bonus to AC.
    Wayfarer +2 racial bonus on Survival checks to avoid becoming lost.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
    Background
    All Joran remembers about his early childhood is struggling and fighting for every thing he could to feed and clothe himself and his little sister. That would be a difficult proposition in many places, but especially on the streets of Katapesh when you have no other famiy. Like in most cases, this life led Joran and his sister to join one of the many street gangs in the city. As they grew older, Joran became more of an enforcer for the gang, and his sister learned more feminine skills which could ingratiate her into various locations and earn the gang money.

    One thing the gang had their fingers in was the various criminal activities surrounding the ruk games in the Grand Colleseum. Jorans life took a turn for the better when one day he found himself in training for those very games. As he turned 14, he found himself with a larger build and stronger than many of the more experienced players. Seeing an opportunity, the gang leader pulled strings and got him on a ruk team. From that moment on, Ruk was Joran's focus. One thing in particular unique about this team was that the trainers had trained in the Temple of Irori and brought that training to the players. In this, Joran was a natural. for 4 years, he took to the training and discipline like he was born to it, and helped ensure that his team won tournament after tournament.

    It all fell apart in the last few months however when Joran was asked by the gang to throw a competition and didn't. Being turned on by his team as well as his own sister, Joran fled with no particular destination in mind. Working here and there to remain fed, he found himself drifting into the town of Falcon's Hollow. Working for a short time with the Lumberjacks to earn a living, Joran quickly tired of all the politics and corruption in the town. As people of town began to grow ill, Joran saw it as a sign from Irori that his time had come to make a difference. Unfortunately, he made his discontent known to the wrong people. Before long, Joran had suffered an "accident" that cost him his right arm.

    Perhaps Irori had indeed bledded him, because at the time a wandering merchant and tinker was passing thorugh. Seeing the young man's discontent and depression, he offered him a second chance with an artificial arm, but only if Joran himself learned how to maintain it. Without hesitation, Joran spent every moment he could with the merchant, beginning to feel alive once again. Now, he is back to full and ready to help the settlement in any way he can.


    E) Why were you invited? It does not seem like you were active as a metahuman combatant in the Phony-war. Invited as the head of a major company? One of the first individuals, among several, to benefit from the use of the original HADES exoskeleton was Alfred Neumann, son of Senator Harrison Neumann. Alfred and his team were on a rescue mission for a Navy sub that had sank on the edge of the Marianas trench. A sea quake struck in the middle of the rescue stranding both subs with additional damage. Milton used the HADES to dive to and repair the rescue sub. One of the team lost a limb which Milt’s biotech division helped replace with a hi-tech prosthetic. The Senator wanted to thank Milt personally and make sure he got the recognition he deserved for the heroics.

    H) What is/was the name of the company? Did it survive the Invasion? MG Technologies with the subsidiaries of Poseidon Oceanic and Hermes Biotech along with a couple of other minor divisions. 90% of the entire organization succumbed to the aftermath of the invasion. What did survive was a scrap/salvage company which also handles trash and recycling.

    Working on, thinking about G and I… :) should have something in the morning.


    Poor Wandering GM wrote:
    A power armor jockey would fit well. Due to the loss of most infrastructure it would be good for you to be able to upgrade/repair the suit yourself. And remember this is the broad picture phase. Details come later.

    I think I have something that would fit... :)

    HADES:

    Milt
    HADES Armor

    a) What is your concept? Give me a one or two sentence description of your character. From a broken home, Milton Garavon has had a knack for visualizing and mentally imagining how technology works. With an interest in marine biology, even before the invasion he was founding a biotech company to fund his exploring the ocean depths. To aid in this he assembles an early version of the HADES suit (Human Augmentation Diving Enhanced System) with the intent to create several to aid in deep sea salvage and rescue. With the V'Sori gaining control of the world, that dream was crushed and Milt found himself persona non-grata at his company and in Star City itself.

    b) Do you have, or will you pledge to get if selected, access to: The Savage Worlds Adventure Edition rule book (AKA SWADE), The Super Powers Companion Savage Worlds Adventure Edition (AKA SPC3), and the Necessary Evil Players guide? I can help if you are not sure where to get these. Already have all of the above. :)

    c) What do you look like? Hair/eye color? Height and Weight? Costume? Think of your mug shot/wanted poster. Some people might consider Phillipe a beanpole considering he stands over six feet tall but only weighs about 200 pounds. With light brown hair and blue eyes (because of a genetic condition, the whites of his eyes are a bluish-grey as well), he's what most folks consider above average in looks. Always more comfortable in casual clothes, he dresses in jeans and t-shirts for the most part. His t-shirts tend to have some form of 'geek humor' on them, and his jeans tend to be dark colored with silver studs on the pockets. Sometimes he even adds a sports coat to his ensemble.

    The armor he wears is a blue and silver scheme, calling back to it's origins as a tool for undersea use.

    d) What can you do? What separates you from the masses? Brains? Training? Acidic blood? Magic tea cozy? Milton Charles Garavon grew up with a life of pain and injury. His mother died giving birth to him and his father became an alcoholic to cope. His father was a functioning alcoholic though, so for years Milt suffered and wound up rebelling due to it. He wound up running with a crowd that gave him the power and respect he lacked at home. He ran with the wrong crowd for several years, doing whatever it took to survive on the streets and avoid going home for a beating. His life changed the day he turned seventeen and was part of a robbery gone bad.

    Luckily for Milton, the judge took pity on the boy who had, according to all accounts of the witnesses just been an observer. As punishment, the boy was given a choice; the Military or Jail. Milt wisely chose joining the military and that put him on a fast track to success. After scoring in the top percentile of the military's aptitude tests during basic training, Milt was given an opportunity to work in the early stages of the DARPA exoskeleton research project, first as a test grunt, but then after pointing out a problem with the design and providing a solution, part of the design team. After four years in the military, Milt found himself on a fast-track to a degree in bio-mechanics and robotics. In college, Milt discovered that he had a unique (apparently) ability to visualize and see new uses for existing systems and even imagine adaptations and improvements at the same time.

    After another four years, Milt had founded a new company (which he based in Green City for its advanced tech potential) specializing in bio-mechanical solutions for everything from disabilities to warehouse logistics. While working on the suit, Milt discovered, quite by accident, that he could shift items he was touching into an 'extra-dimensional closet' surrounding him. He discovered this when testing a new variation on an exoskeleton, one that Milton had in mind would assist deep sea salvage crews or rescuers in operations far beneath the waves. With a bit of refinement, Milton could see that the HADES suit (Human Augmentation Diving Enhanced System) had a lot of potential in several areas, the key was figuring out the right way to use it.

    e) What have you done? What separates you from a random survivor? Describe a typical crime. There is a reason you could not be at the welcoming ceremony with Champion. If you are a hero give me an example of your heroism and tell me why you were not incinerated for standing up for Earth? Instead of being at the ceremony with Champion, even though he was invited, Milt was occupied with recovering from a deep sea rescue in a decompression chamber.

    It's only recently (since joining the resistance) that Milt has been able to reassemble/rebuild the HADES armor, so until now, he hasn't given the invaders a reason to worry about him.

    f) How familiar are you with Savage Worlds as a system? Note familiarity is NOT required. It is not a highly complex system but it does have its rough points. I and the other players are more than happy to lend a hand. Fairly familiar. Read and observed the variations, gotten to play a little. Quickly became my favorite system even if I don't get to play. :)

    g) What have you been doing lately? How have you spent the last two years under V'sori occupation? The campaign starts the players as prisoners of the V'sori invaders. Were you a prisoner? If so what was the V'sori attitude to you? Indifference? Interest & Interrogation? Experimentation? How long were you in captivity? If you remained free how did you manage that? Friends? Luck? Blending in to the general population? ...

    h) The game is largely set in Star City and you will start there. Is this your home? If so how long have you been active as a meta-human in the City? Do you have family or friends here? If home is somewhere else where is it and is getting there important to you? Star City is Milton's second home, and he hasn't been back there long. Before the invasion, Milton had a bio-technology company based in Star City. With the V'Sori arrival, that company was one of the first casualties of their "war". His original home is Harbour Island in the Bahamas, and he would do a lot to ensure his friends back home remain out of the way and safe.

    i) What have you seen in the world? Detail a hero or a villain or an ordinary person you have ran into, worked with, fought, or just heard about. Maybe a member of Alpha Squadron you tangled with. Maybe a criminal mastermind you worked for. Maybe a taxi driver or whoever ran the newsstand near your old lair. Make them interesting. Think of yourself as pitching a 1 or 2 issue special series for the Necessary Evil comic book we are all creating. ...

    j) What is the greatest thing in life? What is your desired end state/goal. Tell me what is important to you. Freedom. Kicking the V'Sori back into space where they belong.

    k) You are a member of the Omega resistance movement led by Dr. Destroyer (Think Marvel's Dr. Doom). What do you think about this? Are you a willing member? Blackmailed? Given the choice of joining or being sold out to the V'sori to provide a distraction? Maybe you were part of a cell that was destroyed? Have you met Dr. Destruction? Willing in a "The Enemy of my Enemy Is My Friend" sort of way.


    Poor Wandering GM wrote:
    Thorn It sounds like you will be doing the alternate form thing. Correct? If so I find it amusing because in my previous ill fated run at this game the first replacement player also went the alternate form route. Hmmm marine biologist, interesting. Are you considering Hybrid or Atlanian heritage? We do not have an aquatic themed super, and we are on an island..

    Whoops! I do want to apologize, because I did miss the revised questions. I’ll have them up in the morning.

    While I’m at it, I may revise slightly. Would a Black Manta/Iron Man type fit in? If not, I’ll stick with the Alternate form. :)


    Proposed concept...

    Brickhouse:
    a) What is your concept? Give me a one or two sentence description of your character. Born with Brittle-Bone disease, Phillipe found a calling as a marine biologist. When his mother, a research physicist, discovered a crystal that when exposed to certain energies, strengthened what got exposed. It seemed to work, until one day he was caught in a bank robbery where he transformed into a large, living crystal form.

    b) What do you look like? Hair/eye color? Height and Weight? Costume? Think of what your mug shot would look like.Some people might consider Phillipe a beanpole considering he stands over six feet tall but only weighs about 160 pounds. However, as Phillipe is usually sitting in a wheelchair his actual build tends to be overlooked. When he does have need to get around without the chair, he's walking with a cane. With light brown hair and blue eyes (because of his condition, the whites of his eyes are a bluish-grey as well), he's what most folks consider above average in looks. As a graduate student, he dresses in typical student fashion with jeans and t-shirts for the most part. His t-shirts tend to have some form of 'geek humor' on them, and his jeans tend to be dark colored with silver studs on the pockets.

    c) What can you do? What separates you from the masses? Brains? Training? Acidic blood? Magic tea cozy?Marine Biologist; walking brick when transformed.

    d) What have you done? What separates you from a random survivor? Describe a typical crime. There is a reason you could not be at the welcoming ceremony with Champion. If you are a hero give me an example of your heroism and tell me why you were not incinerated for standing with Champion?So far, Phillipe has been hiding as much as possible. Living in a small island nation, there wasn't a lot of reason for the V'Sori to pay attention to. Once his mother, working for one of the early resistance cells, managed to cure him, he got out and about a bit more. It was only when he was caught in a crossfire between V'Sori, K'tharen and the resistance that his powers manifested.

    e) What have you been doing lately? How have you spent the last two years under V'sori occupation? Most importantly tell me about your capture by the V’sori. Yes you have been captured, no this cannot be negotiated.Since his powers manifested, he has spent time in hiding learning his powers and the lay of the land. Recently, he arrived in Star City, ostensibly to study/work, but mostly to connect with the resistance and help take his home back, no matter the cost. He was captured because his mother turned out to be working for the V'Sori and hoped to use him to bargain a better time for herself.

    f) What have you seen in the world? Detail a hero or a villain or an ordinary person you have ran into, worked with, fought, or just heard about. Maybe a member of Alpha Squadron you tangled with. Maybe a criminal mastermind you worked for. Maybe a taxi driver or whoever ran the newsstand near your old lair. Make them interesting. Think of yourself as pitching a 1 or 2 issue special series for the Necessary Evil comic book we are all creating.[/i]

    g) What is the greatest thing in life? What is your desired end state/goal. Tell me what is important to you.[i]Loyalty, freedom, friendship and happiness.

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