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Organized Play Member. 15 posts (1,932 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 32 aliases.


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Sorry for the lack of feedback - it's been a really rough week, and I couldn't really find the time to sit down and write the concepts down. The mechanical builds are pretty much finished and you can find them below. I haven't had much time for posting each day, though, and have been prioritising the games that are running. I'll try to at least add some bullet points with the main themes and concepts for each, so you can get a feel for the characters (they're pretty much done in my head, the problem is writing the details down properly).

Sorceress: Mag Flametouched

Warpriestess: Sara Deverin


I have two concepts more or less thought out: an Orc-bloodline tattoed sorceress, which should provide plenty of blasty damage, or a warpriestess of Desna focusing on the Starknife, which would have some healing and eventually work as more of a ranged attacker.

I was leaning towards the sorceress as we'd still have a primary arcane caster and we have a good amount of martial leaning characters already. I'll see if I can get both concepts written down tonight, see what you guys prefer.


I was just waiting on a couple of recruitment results before deciding to commit to this one. I have a Cleric of Shelyn in mind, and will try to have her details up later today.


I have an idea for an half-elf Oracle that I'm working on now. How will you be handling the events of book 1 and 2?


Dot


I'm ok with either option as well. As for me, I was considering a Fey Caller Summoner, a character concept I've thought off before for this campaign but that I didn't write down yet. If that sounds fine to everyone else, I'll try to get her backstory up later today.


Albion, The Eye wrote:
Idle chatter there, and nothing more. :P

Don't forget the Smurf boarding party! ;)


I've been thinking up some character ideas. Rolling to see what I get, and hopefully will have a character up soon.

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13


I was interested in joining as well and I've been thinking up a tiefling wizard. But I don't think I'll be able to work on the character before Thursday.


I've finished the details of Selina's character:

Selina Stargazer

Stats:

Female Aasimar Shaman
NG Medium Outsider (native) Humanoid (human)
Init +5; Senses Darkvision; Perception +9 (+11 with familiar)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor,+1 dex)
HP 8 (1d8+1FC-1Con)
Fort -1, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Longspear -1 Attack, 1d8-1 Damage, x3 Crit, Piercing, brace, reach
Dagger -1 Attack, 1d4-1 Damage, 19-20/x2, Piercing or Slashing
Ranged Light Crossbow +1 attack, 1d8 Damage, 19-20/x2, Piercing
--------------------
Statistics
--------------------
Str 9 (-1), Dex 12 (+1), Con 8 (-1), Int 13 (+1), Wis 20 (+5), Cha 15 (+2)
Base Atk +0; CMB -1; CMD 10
Feats: Improved Initiative
--------------------
Traits
--------------------
Pioneer (+1 trait bonus to Perception,start with a horse);
Inspired (Once per day as a free action, roll twice and take the better result on a skill check or ability check.);
Outcast's Intuition(+1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic)
--------------------
Skills & Languages
--------------------
Skills: (4 + 1 int)
Knowledge (nature) +5 (1 rank, 3 class, 1 int)
Diplomacy +11 (1 rank, 3 class, 2 race, 3 familiar, 2 cha)
Sense Motive +10 (+12 when within arm's reach of spirit animal) (1 rank, 3 class, 1 trait, 5 wis) (+2 from familiar alertness feat)
Perception +9 (+11 when within arm's reach of spirit animal) (1 rank, 1 trait, 2 race, 5 wis) (+2 from familiar alertness feat)
Survival +9 (1 rank, 3 class, 5 wis)

Languages: Common, Sylvan
--------------------
Equipment & Wealth
--------------------
Armor: Breastpate (+6 AC, +3 Max Dex, -4 Check)
Combat Gear. longspear, dagger, light crossbow, crossbow bolts (20)
Other Gear: backpack,flint and steel, scroll case, scroll of charm person, scroll of charm animal, traveler's outfit, spell component pouch
Carried by light horse bit & bridle, riding saddle, saddlebags, soap, trail rations (5), hemp rope
Wealth 79 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Celestial resistance (race) - acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled (race) - +2 racial bonus on Diplomacy and Perception checks
Scion of Humanity (race);
Daylight (CL 1) 1/day (race)
Spirit Animal: Thrush (+3 diplomacy checks);
Stardust (Sp);
--------------------
Spells prepared
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0th level: Daze (DC 15); Create water; Guidance
1st level: Entangle (DC 15); Sleep (DC 15); open;

Muni:
--------------------
Spirit Animal: thrush
--------------------
N Diminutive animal
Init +2; Senses low-light vision; Perception +5

--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 4
Fort +0, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Speed 10 ft., fly 50 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
--------------------
STATISTICS
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Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5

Description:

Something about this frail looking woman seems to give off an aura of other-worldliness. Her bright green eyes seem to sparkle like stars, and her dark long hair seems to have just a hint of blue light in it, resembling the night sky.

Usually perched on her shoulder, or flying near her, is Minu, her spirit animal, a small thrush whose feathers always seem to reflect the stars in the night sky, even during the day.

Backstory:

Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born.

Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by.

Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand.

A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger.

Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
"I wondered when you would come to me, Stargazer. I have noticed what you are, even if you have not realized it yet. I don't believe you'll find peace on this village any longer. I can offer my help in guiding you in your path. I'll come back in the morning to hear your answer."

Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal.

Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it.

When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it.


I'm still interested in this as well, but I'm still finishing my character. She's an Aasimar Shaman, but I'm still finishing up her character sheet. Below is her backstory:

Selina Stargazer - Backstory:

Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born.

Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by.

Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand.

A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger.

Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
"I wondered when you would come to me, Stargazer. I have noticed what you are, even if you have not realized it yet. I don't believe you'll find peace on this village any longer. I can offer my help in guiding you in your path. I'll come back in the morning to hear your answer."

Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal.

Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it.

When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it.


Thanks for all the help. I'll give the focus and foible method a try:

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (6) + 7 = 13


I'd like to give this a shot as well. But I'm clearly having trouble with dice rolling on this forum (as this is the first time I'm doing it on the paizo boards). Could somebody help me out?


I'm extremely interested in this as well, the Zelda series is one of my all time favorites :). I've played every game except for Four Swords Adventures, but my favorite one is still A Link to The Past.


Here's my current character concept:

Aliran Surol - Human Summoner.:

NPC1(Friend/Loved one) - Shazira Surol - Ex-member of a thieves' guild operating in Brevoy, Shazira took Aliran in and raised him as her son for as long as he can remember. However, a dispute for the guild's leadership forced her to disappear without notice. He eventually got a letter from her, reassuring him that she was alive, wishing him a better life and hoping that they would meet again.

NPC2(Conflict) - Rorgan Balmar - A cunning rogue who currently leads the thieves' guild, Rorgan feared Shazira's popularity could compromise his bid for leadership of the guild, and thus took steps to eliminate her. Having only managed to drive her away, Rorgan tried to keep Aliran under close watch, knowing Shazira would hesitate to do anything while he could bring harm to her son.

NPC3(Mentor) - Lasin Shaerd - An elven wizard Aliran met and befriended sometime after having escaped from the guild. Lasin was puzzled as to the nature of Aliran's eidolon and the connection both shared, as well as impressed at the boy's talent for conjuration magic. He helped Aliran master his talent for the arcane.

Moments of personal development:

While he didn't really approve of some of the guilds' actions, Aliran tried to find ways he could be useful to his mother. He found it easy to find out useful information, thanks to his innate curiosity and learning to use his likeable personality to his advantage.

When his mother left, he knew he should leave as soon as he could. But soon after he tried to leave, he found himself hunted by some of Rorgan's men. They managed to trap him and, as they approached, he called out for help. In his mind, a soothing female voice answered. With a flash of light, an angelic being appeared and drove off the thugs. She was as clueless about what had happened as he was, not knowing what she was, where she came from, or why he had managed to call her. All she knew was a name, Andrasfi. They both decided to try and better understand this bond they shared.

Under the instruction of Lasin Shaerd, Aliran found his natural talent for the arcane arts. Although the wizard was unable to shed much light on the strange bond he shared with Andrasfi, he suggested that by improving his skill in the arcane, they might be able to find answers.

Motivation: Knowledge. Aliran wants to understand as much as he can about Andrasfi's origins and the nature of their bond, and his innate curiosity drives him to learn more about the mysteries of the world.

Social status: Aliran comes from the streets of one of the cities in Brevoy.

Description: Aliran is a young adult human summoner. He is of medium height and doesn't have a particularly strong physique. He has brown hair and brown eyes, and uses a headband covering his forehead, to hide the glowing rune that appears when Andrasfi is summoned. Andrasfi resembles an elven woman, but she seems to shine with an inner light, and has eyes of a deep blue color. She uses an identical headband to hide her rune, and a long blue robe.


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Lots of rules for what you don't care about, poor rules for what you do.

1/5

I'm going to say this straight up; if you want this book to make a shapeshifter, make a druid or a hunter instead. No, seriously, your party will thank you.

The Shifter is hobbled from the moment it gets Wild Shape, an ability you would expect it to excel at. They are limited to forms that match the Aspects they know, which means that at level 20 you will have 5 available animal forms to change into. THAT'S NOT A TYPO. For comparison, druids, in addition to their 9th level spells, have 0 limitations on what they can change into, whereas the class built around the concept of changing shapes can't manage more than 5 at their peak. Hunters with the Feral Hunter archetype always apply their Focus and can shape into any animal. The reason I mention their Focus always being on, is that the Shifter is not so fortunate. Their Aspects are 3+level minutes per day, and like the Hunter the physical boosters are enhancements, so they need to be turned on to keep up with the other martial characters.

The archetypes for the Shifter have some interesting concepts, but are generally of NPC-quality stock (some have ridiculously low per day usages) and need some errata already.

As for the rest of the book, it's your standard Paizo fare of useful and useless feats, a wide variety of archetypes for the other (better) classes, and more rules about the minutia of nature and the wilderness than a DM could dare dream of.