No Titan Fighters? Shame. They may be a bit suboptimal, but they have style. I would like to submit a Suli-Jann Titan Fighter. 4d6 ⇒ (5, 2, 4, 3) = 14-2=12
Wealth: 5d6 ⇒ (5, 5, 5, 4, 5) = 24x10
I have been wanting to play a Constructed Pugilist Brawler for a while, and I always felt that Strange Aeons would be a perfect fit for it. The character wakes up with no memory, but a strange certainty that this arm is not his arm.
Statblock:
Rogar Ironhand Male dwarf brawler (constructed pugilist) 1 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23) LN Medium humanoid (dwarf) Init +1; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework) -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 12 (1d10+2) Fort +3, Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. fear and emotion effects Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee constructed limb +4 (1d6+3) or . . unarmed strike +4 (1d6+3) Special Attacks hatred -------------------- Statistics -------------------- Str 17, Dex 13, Con 13, Int 12, Wis 13, Cha 8 Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Improved Unarmed Strike, Power Attack Traits enduring stoicism, vandal, warsmith Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +7, Craft (armor) +3, Craft (weapons) +3, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +5 (+7 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Terran SQ brawler's cunning, constructed limb, limb modification (grapnel arm), martial training -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat prerequisites. Constructed Limb (Ex) Special prosthetic limb gains all the benefits of unarmed strikes and can be upgraded as a magic weapon. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Grapnel Arm As standard action, fire grappling hook attached to 40-ft. chain from constructed limb. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. 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. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Flavor:
Appearance: Rogar is large for a dwarf, and has dark skin with black hair and cropped short beard. His right arm has been replaced with a complicated-looking metal prosthetic. This construct limb appears to be mostly of dwarven manufacture, but with a few bizzare departures from the type, if one knows what to look for. Personality: He is gruff and taciturn, but not too much more than the average dwarf. He seems to have a greater interest in mechanical devices and crafted items than people History: His shorn beard suggests he may have been exiled from a traditionalist dwarven clan. Prominently etched upon his metal arm is the crossed picks symbol of Dranngvit, dwarven goddess of Debt, Vengeance, and Setting Things Right.
Extra: I am in US Mountain Time, but tend to post late at night. I am currently in 3 games
Sorry I didn’t get my submission ready in time, I got busy with work.
Have fun y’all!
I realized there is another brawler in the running, an earlier and arguably more enthusiastic submission than mine XD Instead, I'd like to try something very exotic. How would you feel about an Astomoi(Astomos?) Psychic? Background: Class:Psychic(Rapport discipline) Traits: Born under the Green Star(Regional, Castrovel), Desperate Focus, Sensitive Mind(AP) Memories: living in/near Sovyrian, on Castrovel. Working as a cook. Having psychic powers a little beyond the norm for her race. Personality: She is selfless, and derives great satisfaction from seeing close friends safe and happy. She likes to solve problems without violence. She would more prefer to gain a friend than destroy an enemy. Appearance: A gangly feminine silhouette with shoulder length hair. Like the majority of her people, she is comfortable with nudity, and tends to not wear anything without some immediate utility. Limits: Same as what most others are saying, in regards to sexual violence, etc. I believe if we all play with maturity and empathy, things will work out ok.
When I first read the Constructed Pugilist brawler archetype, it struck me as a neat idea for Strange Aeons. The character wakes up with no memory, and a metal arm that they are somehow certain isn't theirs. I have to rethink the race/background I had in mind to comply with your rules. How about a hobgoblin, with oriental background?
Strange Aeons I've always wanted to get in on this one
About Me: I've been playing PbP for a few years now. You can check out any of the games on my Campaigns Page. One I'm particularly enjoying is Hollow's Revolution I'm in MST, but my schedule is irregular(I don't know until Thursday what the next Sunday-Saturday will be like). I likely wouldn't be able to commit to a live chatroom game.
I'm back with my character submission! Selma Baker, Empiricist Investigator, Aspiring Bookworm:
Born to a family of bakers in the city of Tamran, she was a curious yet aimless child, until one fateful encounter with a bookwagon. She found several volumes on technical subjects, ranging from alchemical formulas to arcane theory to mechanical engineering. This sparked in her an obsession with anything complex and intricate. The next several years of her life saw her devouring any knowledge she came across. Eventually she put her knowledge into practice, becoming a general problem solver and Ms. Fixit for the community. She would tackle any problem or mystery, financial compensation being appreciated, but not her primary concern. Though she developed positive professional relationships with many people in town, she only really has one close personal friend, a young lady roughly the same age as herself named Arianell Klingeman. Her friend's recent collapse has hit her hard, and she has dropped all other projects to pursue helping her friend. --- She is a short and stocky girl, with brown eyes and short, bob-cut brown hair. She wears sturdy workman's clothing, with a set of reinforced leather armor for hazardous environments.
Tentative Statblock:
Selma Baker Female human (Taldan) investigator (empiricist) 5 (Pathfinder RPG Advanced Class Guide 30, 100) NG Medium humanoid (human) Init +2; Senses Perception +12 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 29 (5d8+5) Fort +2, Ref +6, Will +5 (+2 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +1; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 rapier +6 (1d6+1/18-20) Special Attacks studied combat (+2, 4 rounds), studied strike +1d6 Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9) . . 2nd—aram zey’s focus, invisibility, levitate . . 1st—cure light wounds, expeditious retreat, identify, keen senses[APG] (DC 15), shield -------------------- Statistics -------------------- Str 10, Dex 15, Con 13, Int 18, Wis 13, Cha 10 Base Atk +3; CMB +5; CMD 15 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dilettante, Extra Investigator Talent[ACG], Inspired Alchemy[ACG], Power Attack, Scholar[ISWG] Traits mathematical prodigy, Aspiring Bookworm Skills Acrobatics +3 (-1 to jump), Appraise +8, Climb +1, Craft (alchemy) +12 (+17 to create alchemical items), Craft (armor) +10, Craft (mechanical) +10, Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +13, Disguise +4, Escape Artist +3, Heal +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +11, Knowledge (engineering) +17, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +12, Sense Motive +8, Sleight of Hand +3, Spellcraft +12, Stealth +3, Use Magic Device +12 Languages Common, Dwarven, Elven, Gnome, Sylvan, Varisian SQ alchemy (alchemy crafting +5), ceaseless observation, finesse weapon attack attribute, inspiration (6/day), investigator talents (applied engineering, device talent[ACG], intelligence inspiration[ACG]), keen recollection, trapfinding +2 Other Gear +1 studded leather, +1 rapier, engineer's workgloves[UE], formula alembic[UE], lantern of auras[ACG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, crowbar, flint and steel, ink, inkpen, investigator starting formula book, masterwork armorsmithing tools, masterwork mechanic tools, masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,553 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Applied Engineering (Ex) Knowledge (Engineering) result can be used to sunder object/locate secret door/compartment. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Device Talent (Ex) Use Inspiration with Use Magic Device at no cost. Dilettante You can make untrained Knowledge checks up to DC 15. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Inspired Alchemy You can recreate an extract you consumed during the past hour. Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Scholar (Knowledge [engineering], Knowledge [arcana]) +2 bonus on two Knowledge skills. Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects Please let me know if you have any concerns, especially the connection to the NPC.
I’ve done pvp tournament like this before. It turned out well. Only hiccup was one player who vanished at the start of a battle. He asked the GM if he could spend some of his starting wealth on a half dozen goats. No hints as to why, he was really cryptic, like he had some kind of super clever plan. GM said ok. First round of battle, he positions the goats around the arena. Second round, the player stopped posting. Never found out what the goats were for. No clues in his character sheet either. Anyway, count me interested
I just googled around, and it seems that the rules were available free online until a year or two ago, when WotC cracked down. The books are available on DrivethruRPG.com and I suppose other places that sell fine Wizards of the Coast products. I'm not looking to purchase books right now. Maybe some other time
Male Bookmouse
Warriorking9001 wrote: Well I'll take suggestions, especially if you have ideas for starting adventures since I can think of plenty.. Though still how do I make a 'campaign' in the paizo site without throwing a public recruitment page out I’ve seen people put up a recruitment thread with [INVITE ONLY] or [Private] or something in the title
Here is the preliminary build and background for my Arcanist, Martel Wyvernjack: Spoiler:
Martel was born and raised in a sleepy little village somewhere. He never went to any arcane academy, but rather apprenticed at a young age with a reclusive old wizard who looked after the countryside where Martel's village lay. When he came of age, he set out to gain more worldly experience, and fell in with a band of adventurers. He seeks to gain power, mainly to protect the weak and innocent, and to one day return home and take over for the old wizard who trained him.
Edit:tweaks
Here's Gark, Armored Hulk Barbarian: Gark:
Gark Male half-orc barbarian (armored hulk) 6 (Pathfinder RPG Ultimate Combat 28) CN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 21, touch 11, flat-footed 21 (+10 armor, +1 deflection) hp 54 (6d12+12) Fort +7, Ref +2 (+1 bonus vs. trample attacks), Will +3 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 45 ft. (35 ft. in armor) Melee +1 furious nodachi +8/+3 (1d10+11/18-20) or . . armor spikes +7/+2 (1d6+7) Special Attacks rage (22 rounds/day), rage powers (guarded life[APG], intimidating glare, strength surge +6) -------------------- Statistics -------------------- Str 17, Dex 11, Con 15, Int 10, Wis 13, Cha 16 Base Atk +6; CMB +8 (+10 overrun); CMD 20 (23 vs. overrun) Feats Improved Overrun, Power Attack, Raging Vitality[APG] Traits bloody-minded, brigand, cruel rager Skills Acrobatics -1, Climb +2, Handle Animal +7, Intimidate +15, Knowledge (nature) +4, Perception +10, Ride -1, Survival +10, Swim +2; Racial Modifiers +2 Intimidate, brigand Languages Common, Orc SQ indomitable stance, orc blood, resilience of steel Combat Gear wand of enlarge person; Other Gear +1 armor spikes full plate, +1 furious nodachi[UC], ring of protection +1, 2,190 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Guarded Life (6 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you. Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe. Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Resilience of Steel +2 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls. Strength Surge +6 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD. -------------------- "Found" as an infant and raised by mecenaries and brigands in the River Kingdoms, Gark has known no other life besides combat. He suspects that his parents(who he has no memory of) were killed by the first band that raised him, but he was sold and traded around too many times before he was old enough to think to ask questions about his past, and doesn't remember their name. The only thing he has is his name, whether that was given to him by his parents, or a later "family", he doesn't know. He was set free when he came of age, as slavery is banned in the River Kingdoms, and continued his life as a wandering mercenary and bandit. Recently, however, he has made too many enemies in the Kingdoms, and has moved north to the new Barony in the Stolen Lands, seeking employment. Gark is an independent minded half-orc. While he can follow orders and work with a team, he chafes under close supervision and micromanagement. He performs much better when given a longer leash, and freedom to accomplish goals in his own way. What about HP after 1st level? I just put sixes for now.
I have been playing RPGs since 2000 or so. I have played and GMed D&D mostly during that time, with a few other games sprinkled in. I'm available weekday evenings and almost always weekends as well. I live in US Mountain Time. Why do I NEED to play this game? Two words: Magma Pumps. Gobo Horde wrote:
That's very similar to how the map worked in early versions of DF
I have an idea for a mesmerist, a young inexperienced con-man from Caliphas that the Professor saved from being arrested, for what reason he doesn't know(Making Good on Promises trait). Just give me some time to write up a complete backstory. Also, when you said "Starting gold as standard for your class", did you mean roll or take average?
4d6 - 1 ⇒ (5, 1, 4, 4) - 1 = 13
Yikes. I’ve got a charismatic barbarian orc character I’d like to revisit, but those numbers though
OK, here's the thing: I have a Half-orc fighter idea, but I'd need someone to be my butterfly. As in, someone to build a nimble combat character with the Butterfly's Sting feat. Then he would do terrible, terrible things with his mattock. We could build linked backstories and everything.
Spike Servant of Ilmater wrote:
Look into the Warpriest hybrid class, it might have what you want. About DuilureMale Human (Varisian) Wizard 1 (Thassilolian Specialist)
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Base Atk +0; CMB +0; CMD 12 Feats Scribe Scroll, Spell Focus: Conjuration, Varisian Tattoo: Conjuration, Wizard Weapon Proficiencies Traits Dangerously Curious, Devotee of the Green: Knowledge (Geography), Scholar of the Ancients Skills Knowledge (Arcana) +9
Languages Common, Giant, Goblin, Shoanti, Thassilonian, Varisian, Varisian SQ +3 to Swim checks, Empathic Link with Familiar (Su), Greed (Transmutation), Physical Enhancement +1: Constitution (Su), Share Spells with Familiar, Telekinetic Fist (7/day) (Sp) Combat Gear Quarterstaff; Other Gear Acid Flask, Chronicler's Supplies, Pathfinder's Kit
Familiar: CHUTE
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Background:
Duilure Jaworska was born at Crystilan where his mother was studying the crystal and city inside it for clues to unlock the secrets that had to be locked inside. His father was searching for history and any stories about the previous generations. Duee learned to read and write from ancient Thassilonian tomes and artifacts as he did from his father’s writings. He learned to use magic from assisting his mother recover artifacts found at dig sites they visited. From his father’s ability to spin tales that would capture Duee’s imagination to his mother’s excitement rubbing off on him when finding a new piece of old history, Duee thought life was great with the traveling and learning about ancient Thassilonian and their magic.
Duee grew up rarely spending much time at any place that there were children his age. Most times they seemed more interested in things that held no interest to him. He would go down to the seashores or river banks and dangle his feet in the water while laying on a rock or riverbank to stare at the sky letting his imagination drift or reading whatever book or tome he could sneak away with. During one of these times was where he first saw the otters. Watching them through the afternoon taught him to embrace what he had fun with. Duee really enjoyed studying the pieces of history and seeing what he could utilize to add to his magical theories. He always had to be careful with his studies. He never understood why his mother did not utilize the information they learned. She seemed to think it was dangerous. He was careful but part of that was the amount of material he could get to. It is easy to theorize and not be caught when it was just scribbles in his journal. Duee knew that he had a different life than most of Varisians grew up with. Little traditional roaming happened as his mom and dad never rushed but were always decisive about where the family was headed. The family would travel from site to site with occasional stops to see parts of the clan. Childhood was dreams full of what it would have been living in ancient Thassilonian times. Duee feels a need to go searching for more than what has been found. He enjoys learning and sharing research so he wants to help crack the secrets of Thassilonian and what really happened. He believes it is not dangerous and just another type of magical study. Learning to perform magic to a degree like the ancient empire set Duee upon his chosen path. He thinks he has to search for new places to have a chance of finding the truth though his mother finding out about his practicing magic in the way the Thassilonians did would disappoint her which he doesn't want to do. He wants to have proof it is not when she does. He has turned sixteen and little has been found in recent years at the sites he traveled to with his parents and none of it helpful to him. Duee wants to know what other secrets are left to be discovered about the truth of the time. There should be better records of the last days somewhere. Maybe some tales or songs have been passed down. There is enough studying being done at the Cyphergate and on Peridot Isle. It seems time to go out and see what stories and pieces of knowledge that can be found that is not pulled from the ground. Duee was correct that it was time for him to strike out on his own even though only sixteen and never traveled alone before. His decision seemed fated when a discussion with his parents led to them informing him that they were going to the clan for rejuvenation. They both wanted to spend some time enjoying what they had discovered with his father writing the discoveries up. He spends a couple of weeks with them during which time his mother helps him work on his magic to make sure he can protect himself and his father share what he knows of the current events and where might be a good place to learn obscure tales. Duee listens and can see how his parents’ smile is not without a little sadness to it. They all three know that Duee would not be happy if he went with his parents. He wishes he could be different since he will miss them but there is no denying the need to explore just like his mother’s need to spend months at sites learning all she can or his father's desire to write everything down. With his father’s guidance and what he has learned himself, the Lady’s Light sounds like a good choice as the Irespan of Magnimar is also close. The news also says there seems to be some mysterious disappearances and goblin invaders at Sandpoint. The choice seems simple. Head out to explore and stop in Sandpoint and at the Irespan of Magnimarto before heading on to the Lady’s Light. It is close to the Swallowtail Festival which might mean some new stories to him that could lead to interesting old places. Description:
Duilure looks a little rumpled. He doesn’t seem to even notice how he looks. An orange vest over a long sleeve blue shirt with loose sleeves, navy pants that look well worn, boots with orange laces, and a partially full backpack makes him look harmless and a little outdated. He doesn’t look to be interested in anything but the book he has his nose in. Duee's violet eyes flick up enough to be seen through his dark hair to take a second evaluation of what is around him before looking down at his book again. His hair looks kind of blue in some lights but black as midnight at others while he walks slowly down the street. He looks to be about five and half feet tall and one hundred fifty pounds with a medium build which makes him average except for the book.
He doesn’t appear to notice much besides the book he is studying so intently. He does reach occasionally up a sleeve with some food without seeming to even think about what he is doing. Staring seems to make it seem like something runs down the shoulder and back up when he does that. He is clean shaven which seems out of place. Can see part of a tattoo on his left hand and another (or possibly the same one) just barely able to be seen poking out above his shirt collar. Duilure does look up at times and looks around to move out of way and let others pass. He doesn’t seem to be looking for anything but rather listening to what is being talked about. He seems to not to notice others even when being bumped. Seems to be very eager to talk and share information when someone asks him about Thassilonian or they start telling stories about the Thassilonian Empire. A bookworm trying to write a story of his own is what he seems to be. |
