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NapalmBackflip's page

Organized Play Member. 15 posts (109 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Thanks for the site! I downloaded the D20 SRD... put a smile on my face. I love the Highlander-esque concept of Usurpation and Bloodtheft.


Does anyone remember the old Birthright campaign setting for AD&D? I always thought it was an amazing concept, but never had the opportunity to play it. I'd love to see a DM here run one via PbP or even on a site such as Obsidian Portal.

Has anyone run something like this for Pathfinder?


Dotting this for interest. Unfortunately I don't have the time to apply but I'd love to follow along. I always thought the Trygalle Trade Guild was amazing and deserving of a series of their own.


@DM - Taewyn leans to the chaotic side due to his free spirited nature and youth. He has a strong sense of right and wrong, but that sense doesn't always line up with the Law. As for Erastil, it is very much a 'this is the god my parents followed, so this is the god I follow' kind of thing. It's the way he was brought up.


I'm going to go ahead and withdraw my application at this time. I fear I've been a bit overzealous in my Pathfinder addiction, and I'm at risk of stretching myself too thin with my already existing game applications. Thanks for your consideration!


Dice Rolls:

4d6 ⇒ (3, 2, 5, 4) = 14 = 11
4d6 ⇒ (2, 3, 2, 2) = 9 = 7
4d6 ⇒ (2, 3, 2, 6) = 13 = 11
4d6 ⇒ (2, 3, 2, 3) = 10 = 8
4d6 ⇒ (3, 6, 4, 2) = 15 = 13
4d6 ⇒ (6, 3, 4, 2) = 15 = 13

Replacing the 8 with 1d3 + 15 ⇒ (2) + 15 = 17 and the 7 with 1d10 + 6 ⇒ (10) + 6 = 16

Plot hook to follow in writeup.


Ahh I found the issue. Ancestor mystery is indeed from Ultimate Magic. Sorry about that, I had my character creator set wrong.

I'm going to change it to the Battle mystery to reflect his fiery Ulfen heritage, but thematically I'll keep it the same (his heroic ancestors exhorting him to greater heights). I'll flesh him out and post him shortly.


@DM_Fnord I thought they were from the APG. Let me doublecheck...

Yup, APG page 42. However, if you're not really digging the oracle in your campaign just let me know, I'm more than happy to present another option for your consideration. I've got an Order of the Cockatrice Cavalier in the works that could present some interesting RP options as well.


I'm interested in playing Rune Haakonson, Human Oracle of Ulfen ancestry with the Ancestor Mystery and probably the Haunted curse (though it hurts mechanically, it fits the concept).

I envision him as a son of a long line of Ulfen explorers that settled in Rostland many years before Choral conquered it. He was raised on stories of his heroic ancestors, but woke up one morning to find that those same heroic ancestors were talking to him. In his head! Thinking he had just had too much ale the evening before, he tried to ignore the voices, but they persisted. They felt the time had come to revitalize the weakening blood of the Haakonson clan, and young Rune was just the man for the job. They would grant him power to restore the blood of the clan, but they would also test him every step of the way.

The campaign trait I would take would be Rostlander, as the Haakonson clan counts among it's heroes many veterans of Rostlandic wars against Choral and other aggressors. Chaotic good would likely fit well.

If the concept fits what you're looking for let me know and I will continue to flesh him out more fully. Thanks!!


I'm going to dot this for interest (assuming you're still accepting applications). I've applied for the other Kingmaker post, but do not know the status of that application at this time. If I have the wild good fortune to be accepted to both, I'll make sure to use quite different character concepts.


I would like to submit Taewyn Kais, Ranger as my entry. I also have a dilletante bard as an option if that would suit better.


I am quite interested in a Kingmaker game. I've a number of rough character concepts I'm working on fleshing out for Kingmaker, including an Arcane Duelist / Aldori Swordlord, a Cavalier, or a Guide Ranger. I'll have a legit app up as soon as possible.


@Dm Azure_Zero: Unfortunately it doesn't look like that link is resolving for me. Just takes me to the Paizo store homepage. I do see one Kingmaker game in the recruiting section but it looks like their apps have closed. I missed the boat!

@Irnk: I have a ton of basic character concepts, but you raise a good point. I'll flesh a few out and add them to my aliases so they're immediately ready to go. Thanks for the advice!


Greetings all! I'm a relative newcomer to Pathfinder, though not a newcomer to pen and paper gaming. I'm currently GM'ing a Kingmaker campaign for a group of friends, but they're not tremendously interested (yet) in roleplaying.

After reading some of the campaign descriptions for Kingmaker on these forums, I'm really hoping to get in with a good group as a player for a deeper experience. I think Kingmaker has immense potential as a collaborative storyline, even more so than most campaigns. Despite currently running Kingmaker, you don't have to worry about metagaming. I'm generally very good at keeping player and character knowledge separate.

I'm willing to participate in pbp or a virtual tabletop format. For VTT's I'm most familiar with d20Pro, but willing to learn anything.

If anyone is looking to start up a new Kingmaker campaign, please consider me and let me know. Thanks a ton everyone!


I would absolutely love this. I haven't even created my first PFS character yet, but there's not a whole lot of organized play in my area. I find the concept very interesting.

Full Name

Wassilissia

Race

Human (Ulfen)

Classes/Levels

Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

Gender

Female

Size

5' 7"

Age

18

Alignment

NG

Deity

Erastil

Location

Heldren

Languages

Common, Skald, Sylvan

Strength 10
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 12
Charisma 9

About Wassilissa

Wassilissa is a strong minded woman. She was born to two average people from Irrisen in some unnamed hamlet at the Rimeflow River. She liked the land, with the cold and the snow, but her mother did not. The long nights, the scarce vegetation, her mother always longed for warmer and sunnier realms. Her mother often argued with Wassilissa's father about how miserable her life was. Which made the father's life miserable. One day as he again numbed out his frustration with a bottle, Wassilissa's mother packed what little possesions she had and her daughter and simply left. Without looking back she travelled down the river through the Land of the Linnorm Kings to the sea and from there onwards with a ship to the Inner Sea. She ended up in southern Taldor in a small village named Heldren. There she married a farmer son and got a lot more children which all became small farmers. Only Wassilissa wouldn't fit in. The weather was always too warm for her clothes, and not wearing clothes as she called the thin rags her siblings wore, was not an option. And food had to be hunted and not reaped from a field. Wassilissa was rather excited when there was suddenly snow in the woods. It smelled like home.

Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

Wassilissa
Female Human (Ulfen) ranger 1 / sorcerer 1 Archetypes Trapper, Wildblooded,
None Medium humanoid (human)
Init +4, Senses Perception +6
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DEFENSE
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AC 14, touch 14, flat-footed 10 (+4 Dex, )
hp 15 ((1d10)+(1d6)+2)
Fort +4, Ref +6, Will +3
Resistances cold 2,
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OFFENSE
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Speed 30 ft.
Ranged longbow +5 (1d8/x3), within 30 ft. +6 (1d8+1)

Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +5 (1d4+1/19-20), within 30 ft. +6 (1d4+1)
Melee sword, short +1 +2 (1d6+1/19-20)
Melee masterwork longsword +2 (1d8/19-20)
Special Attacks Arcane Bolt 5/day (1d4 force), Humanoid (Human) +2,

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-endure elements(DC 13), mage armor(DC 13)
0th(at will)-dancing lights, detect magic, message, prestidigitation(DC 12)

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TACTICS
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STATISTICS
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Str 10, Dex 18, Con 12, Int 15, Wis 12, Cha 9,
Base Atk +1; CMB +1; CMD 15
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Skills Climb +5, Disable Device +10, Heal +5, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Perception +6, Perception (Trapfinding) +7, Ride +8, Spellcraft +8, Stealth +8, Survival +6, Survival (Follow or identify tracks) +7, Swim +4,
Traits Magical Knack (Sorcerer), Northern Ancestry,
Languages Common, Skald, Sylvan
SQ arcane bloodline, bloodline arcana (use Intelligence for sorcerer spells), bonus feat, cantrips, skilled, spells, track +1, trapfinding, weapon and armor proficiency, wild empathy +0,
Combat Gear sunrod (2), potion of pass without trace, rations (trail/per day) (18), torch, feed (per day) (16),
Other Gear longbow, outfit (pickpocket's), arrows (20/cold iron), arrows (20) (5), backpack, masterwork, thieves' tools, flint and steel, chalk (1 piece), twine (50 ft.), grooming kit, dagger, sword, short +1, donkey, saddlebags, outfit (cold-weather), blanket (winter), mess kit, masterwork studded leather, masterwork longsword, small tent, rope (silk/50 ft.), bedroll, 125.92 gp

Journal:
The journal details Dryden's obsessive pursuit of the giant weasel, and mentions that he also set some bear traps at the trail head of the Somir Valley to try and capture the beast. It also mentions that he found a strange hut that is propped up on four stilts or tree trunks that resemble chicken legs. Inside, the hut, Dryden thought he saw a doll sitting just inside the door frame..but was too busy hunting the weasel to investigate further... note if any portion of the journal is read aloud or given to Newmark, he turns ghostly white at the mention of the "hut and doll".

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SPECIAL ABILITIES
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Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Scholars of the arcane are always creating new means to use magic.

Arcane Bloodline ~ Bonus Spells

Arcane Bolt (Sp) You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage. This damage is treated as a spell of level, and is a force effect. You can use this ability 5 times per day. This bloodline power replaces arcane bond.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bloodline Powers Your preferred focus is a bolt of mindspun magic.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

No Racial Subtype You have chosen no racial subtype.

Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you've always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

No Spellcasting

Resistance to Cold (Ex) You may ignore 2 points of Cold damage each time you take cold damage.

Sage Scholars of the arcane are always creating new means to use magic.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 12 + the spell level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.