Pathfinder Society GM. Starfinder Society GM. 1,138 posts (3,165 including aliases). No reviews. No lists. No wishlists. 52 Organized Play characters. 17 aliases.
Second, both areas are very trap heavy and I was surprised to see no Rogue submissions, except one. I have an opening for a trap specialist, anyone not selected can resubmit such a character in the next couple of days if they would like to still play and do so with that type of character.
Hey, if it's alright I've got another character sitting around that was my Plan B in case I changed my mind on the Swashbuckler. It isn't exactly a Halfling Rogue, but she can definitely play the part.
Backstory:
Orphaned at a young age by slavers, the last survivor of the Meiosa family found herself as a product on the flesh markets of Katapesh. She lived as a servant girl until her pesh-addled master traded her away to his provider. This alchemist happily took the girl in, treating her like the daughter he was never able to have. The young lady aided her master in trading alchemical substances to the noble elite and using the funds to offer treatments to the downtrodden and the disfigured that lived with them on the bottom rung of society. She even took after his faith in Lamashtu, whom he treated as a sort of guardian of the underclass.
After completing her apprenticeship into alchemy, the self-proclaimed Doctor Meiosa set out to peruse her own interests. While her master favored narcotics, Meiosa took to the surgeon’s scalpel, delighting in exploring anatomy and becoming obsessed with ways to improve the forms of those less fortunate. Taking after the ‘Old Faith,’ she set out to new lands to find exotic creatures and study them for ways to completely transform the human body – starting with her own.
Mechanics and Future Plans:
Dr. Meiosa is a melee-based alchemist who relies on her longspear and a few auxiliary bombs to commit to combat. After the first few levels, she’ll be going extremely hard on the physical mutations as she wantonly experiments on herself. She will offer melee, utility, and a much-needed set of lockpicks with the skills to use them.
As her experiments intensify, she will shift to attacking with natural weapons. Mutagens and elixirs will further modify her Ship-of-Theseus body until she’s bringing to bear a form that’s as Mostrous as anything the party fights. She may delve into mild themes of body horror, though I can leave that by the wayside if it would be better for the party. And her faith in Lamashtu is more of a minor personal thing and the party's goals DEFINITELY hold priority in any conflict of interests. Either way, things might get pretty wild with all the changes.
In terms of roles for the kingdom, her strength and physical appearance meal she has a shot in the military or enforcement, but her intellect means she can serve in some kind of strategic position as well.
Character Sheet:
A muscular woman of partially Garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps.
Dr. Meiosa
Female Beastmorph Alchemist 1
N Medium Humanoid (Human)
Init +6; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +4 (1d8+6), dagger +4 (1d4+4)
Ranged 5 javelins +2 (1d6+4), bomb +2 (1d6+2 fire)
Extracts prepared (CL 1st; concentration +3)
1st - cure light wounds, enlarge person
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats (b)Brew Potion, (b)Throw Anything, Iron Will, (b)Improved Initiative
Traits (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disable Device +6, Heal +5, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Perception +5, Spellcraft +6,
Languages Aklo, Common, Osiriani
Combat Gear leather armor, acid
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (cracked), thieves' tools, 7 gold
--------------------
Special Abilities
--------------------
Alchemy Allows for the creation of alchemical items. Details here. Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Bombs[b] Meiosa can throw a bomb with a range increment of 20 feet three times per day. These bombs deal 1d6 plus her intelligence modifier in fire damage. It also deals splash damage equal to the bomb’s minimal damage. Creatures caught by the splash can make a Reflex save (DC 12) to take half damage.
[b]Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st:cure light wounds, enlarge person, polypurpose panacea, reduce person
Blood drips from the wound in the man’s side. A trembling hand grips his rapier tight enough to crack the leather. ”Still… not… done…!” he says before gritting his teeth and leaping forward with a shout. It’s amazing what adrenaline can do when the potions have run dry.
About Me:
Hi there! I’m Rosc, and I’ve been playing Pathfinder for many years and other tabletop RPGs for many years prior. I have experience with Pathfinder Play By Posts and I have many seasons of playing and GMing Pathfinder Society under my belt. I tend towards bombastic, flashy characters that mix mechanics and flavor for maximum enjoyment. I have experience homebrewing the game, and I also have experience freelancing for Paizo.
I have played Kingmaker for the PC all the way to the end. Thanks to my experience in Pathfinder Society, I am very familiar with ‘playing dumb’ in character for adventures where I as a player may have insight.
Backstory:
Dendrel Arcador was born to an Ulfen mother and a Taldan father. Being the child of a noble and a mercenary, he faced ridicule among his peers. This only intensified when his classmates discovered his mixed heritage, often teasing him for being of ‘savage blood.’ The child always had something to prove, which stymied his socialization.
When he came of age, he wanted nothing more than to prove himself to the world. While he took after his mother with a fondness of martial prowess, the young noble also inherited his father’s short temper. While fencing came as a natural calling, his belligerence got him in trouble with his teachers. It came to a head when a group of students conspired to humiliate him during an important duel and Dendrel responded by repeatedly socking one of them in the face.
Convinced that the world would not respect him until he proved himself for all to see, Dendrel set out to carve his own path and develop a fighting style that would allow his natural talents to excel. His first move: visit the Aldori Swordlords, a group he projects an unrequited rivalry onto, to seek an opportunity to put his developing skills to the test.
Mechanics Summary/Party Role:
Dendrel’s role will be that of an agile and durable melee tank. I plan on taking levels in Unchained Barbarian to represent his unique style of fighting, using Barbarian to enhance his durability and mobility at the cost of losing the damage from Swashbuckler levels. Parry and Riposte will be his bread-and-butter technique throughout his career.
Dendrel’s role in kingdom management is likely going to lean towards enforcement or military, though his moderate Charisma means he’ll be capable of some level of rulership if needed by the party. While the young lad wishes to prove his martial prowess to the world, he isn’t unwilling to step into a leadership role.
Character Sheet:
This fencer has scruffy blonde hair and clutches his weapon tight as he drops into an aggressive stance.
Dendrel Arcador
Male Swashbuckler 1
N Medium Humanoid (Human)
FCB +1 Skill Rank
Init +4; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 12 (1d10+2)
Fort +2, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6, 18-20)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Martial Mastery (Swords), (b) Combat Reflexes
Traits (Fa) Indomitable Faith, (So) Ambitious
Skills Acrobatics +8, Climb +4, Diplomacy +6, Intimidate +6, Knowledge (Nobility) +5, Perception +5, Perform (Dance) +6
Languages Common, Skald
Combat Gear Potion of Cure Light Wounds
Other Gear Swashbuckler’s Kit, 95 gold
-------------------
Special Abilities
--------------------
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Panache More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Future Plans (Mechanics and Character):
As mentioned above, Dendrel is starting swashbuckler and going into Unchained Barbarian to become extra hard to put down at the cost of lowering his damage potential. Rage Powers such as Raging Leaper and Accurate (or Wreckless!) Stance will be pillars of his early development. He might end up grabbing Bodyguard to assist his team’s defenses as well.
Dendrel has a loose temper, which will mostly manifest towards people who actively provoke him or enemies on the battlefield. Spending time building loyalty towards the team as well as the weight of his growing responsibilities will most likely mellow him out a little, allowing the fencing protégé with a chip on his shoulder to grow into a reliable, focused defender of allies and subjects alike.
Hey there! Working on a really fun Swashbuckler build for the AP. I got the sheet written up, but I've got to head to work before I can write up a backstory and finalize inventory/gold.
It's gonna be a photo finish, but.... if I'm a few minutes over the deadline, would I be able to get a tiny bit of leeway?
Sorry for the delay. Saturday was an absolute bust for time because of helping out a friend with a broken leg get various tasks done, and Sunday was a work day. I've got the outline done and I'll try to have it on lockdown before work tomorrow.
Alright, churning through some of the basics of the guy on a character building app. I'll try to have something done around 24 hours from now. 2 days at the latest.
Wonderful! Thinking my way through the concept while I'm at work. I'll put numbers to paper when I get home.
I'm thinking Fleshwarp Aasimar Thamaturge. Melee combat focus with a sawtooth "relic weapon" in hand. How does that sound?
Edit: oof, Red Mantis Assassim has a lot of dual wielding abilities and that clashes with Thamaturge a bit. May still play that. I'll have to do some research tonight.
Hello! I'm a player in Huang's War for the Crown game and heard that this adventure needed an extra player. I'd be happy to fill the part if needed. I've got some ideas rolling around, but if there's some kind of primer I need to know (banned ancestries/classes, roles the party needs, general faction/worship based guidelines, PC shared backgrounds, etc) I can narrow it down and get something crafted.
Once upon a war-torn land, where crusaders make their stand,
A child of Mendev gleefully giggles with toys in hand.
While he dreams of peaceful days, with his dolls he idly plays,
I look upon him with some wonder, through these lands torn asunder.
As I wander here and there
Chaos surges on the planes, my own dimension ripped in twain,
All because these silly humans insist abusing magic again.
But even in this troubled era, Abyss polluting sky and terra,
I work my craft and sell my wares, ah,
For I wander here and there.
In time the child who’s talent lures, wields the needle sewing cures,
For woes of torn attire be it flesh or silk so pure,
A noble craft he takes no doubt, I cannot see a greater route,
But surely such order may attract those ill-tempered demonic louts.
And that child might come to scare.
Indeed the demons found him, in a circle of death around him,
With gnashing teeth in his own bleed they sought to drown him.
While needle trounces pen and blade, my own assistance was forbade,
For such a fate had befallen me as I wandered here and there.
I am but a humble clothier.
Help and come to aid the fight, the demons were put down in spite,
But crusaders cannot heal when all that know is what to fight.
I saw the child was almost dead, his life was hung by but a thread,
My insight let me tend to him as he lie broken in his bed.
For I am a humble clothier.
Weaving sewing mending care, my own flesh used to tie the hairs,
Using the last of my threads as the rest were lost while wandering here and there.
A bargaign struck to mend his tears, our bodies fused as part of the fair,
Paying with his talent is a small price to become by heir.
”And now, we are a humble Clothier.”
Character Sheet:
The cloth adorning this man appears to be aged as if each individual thread had been yanked out of place. His hair is gray before its time, and he holds a slightly bent and rusted dagger.
Sartorin Sacritar
Male Oracle 3 / Synthesis Summoner 3
N Medium Humanoid (Human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+0 Dex)
hp 27 (3d8+9)
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4+2) or silver light mace +2 (1d6+2)
Ranged light crossbow +1 (1d8, 19-20/x2)
Oracle spells known (CL 3rd; concentration +8)
1st (6/day) - bless, (b)cure light wounds, (b)detect undead, obscuring mist, remove fear
Orisons - create water, detect magic, guidance, light, stabilize Summoner spells known (CL 3rd; concentration +6)
1st (4/day) - enlarge person, lesser rejuvenate eidolon, mage armor, shield
Cantrips - arcane mark, mage hand, detect magic, message, read magic, mending
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 15
Feats Arcane Strike, (B)Combat Reflexes, Bodyguard
Traits (Ca)Riftwarden Orphan, (So)Artisan: Tailoring
Skills Craft (Tailoring) +9, Diplomacy +9, Disable Device +7, Handle Animal +8, Heal +10, Knowledge (Arcana) +7, Knowledge (Religion) +7, Linguistics +5, Spellcraft +7
Languages Abyssal, Common
Combat Gear light crossbow, 10 bolts, 10 cold iron bolts, wand of cure light wounds, wand of lesser rejuvenate eidolon, scroll with two castings of lesser restoration, cloak of resistance +1, healer’s kit, scroll of grease, 49g
Other Gear artisan’s outfit, summoner’s kit
--------------------
Special Abilities
--------------------
Life Mistery Sartorin’s connection to the life mystery adds Handle Animal, Knowledge (nature), and Survival to his list of class skills.
Wrecker Curse Held objects gain the broken condition when Sartorin uses or equips them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device is a class skill for Sartorin and he can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.
Revelation: Life Link (Su) As a standard action, Sartorin may create a bond between himself and another creature. Each round at the start of his turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and Sartorin takes 5 hit points of damage. He may have one bond active per oracle level. This bond continues until the bonded creature dies, he dies, the distance between him and the other creature exceeds medium range, or he ends it as an immediate action (if he have multiple bonds active, you may end as many as you want as part of the same immediate action).
Revelation: Healing Hands (Ex) Sartorin gains a +4 bonus on Heal checks. He may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, he may treat double the normal number of people he may treat at the same time. He may provide long term care for himself.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. Sartorin wears the eidolon, Clothier, like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
Fused Link (Su) Starting at 1st level, Sartorin forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, he can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Summon Monster 2 (Sp) Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
Eidolon Form:
This human-sized ragdoll has expressive button eyes and a long coat made up of countless patches of other cloths. Sewing needles protrude from his fingertips like claws, and some kind of animate wooden sewing machine protrudes from its back. Its right arm is overly long and ends with a larger hand, as if the whole thing had been grafted on from a larger doll.
The Clothier
Eidolon 3
N Medium Humanoid (Human) / Outsider
Init +1; Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 natural, +1 Dex)
hp 25 (3d10+3)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.; climb 30 ft.
Melee claw +6 (1d4+3), claw +6 (1d6+3 10 ft. reach)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Arcane Strike, (B)Combat Reflexes, Bodyguard
Skills Craft (Tailoring) +9, Diplomacy +9, Disable Device +7, Handle Animal +8, Heal +10, Knowledge (Arcana) +7, Knowledge (Religion) +7, Linguistics +5, Spellcraft +7
Languages Abyssal, Common
--------------------
Special Abilities
--------------------
Darkvision Link Share Spells Evasion
------------------------------------------------------------------------
EVOLUTIONS
------------------------------------------------------------------------
Free: Limbs (Legs), Limbs (Arms), Claws (Arms)
1 Point: Reach (claw), Climb, Skilled (Craft: Tailoring), Improved Damage (Claw), Reach (Claw)
Alright, I'm about 80% done with my character. I just need to finalize the equipment and type up a backstory. Hopefully I'll have it done around 1 PM central on the 15th.
Hello! I've got a couple ideas bouncing around, but I have questions for the GM. Namely their opinion on two archetypes of unusual nature.
One is the Oozemorph Shifter. It's slightly weaker, but the flavor is amazing. I have work-arounds to its problems communicating.
The other is the Synthesist Summoner. It's a wonderful archetype with a bad reputation, mostly for cheesing HP totals and metal/physical stats. Would you allow it with a simple house rule, such as the eidolon 'suit' still using the summoner's normal HP? Basically how 2nd edition handles it. Min-maxing stats won't be an issue either, since I'd make a summoner capable of physical combat outside of the eidolon. I'd even be willing to use the summoner's stats as the eidolon's base stats if you'd prefer. I would also be using the Unchained Summoner as a baseline.
Here's my submission. Pardon the lack of inventory minutia: I'm running out of steam and a wizard's starting gear isn't terribly important. A starting kit, maybe a backup scroll, and a change of clothes for the most part.
”The stage is set. The curtain rises. And the eyes above…. are all on me. I promise, I will not disappoint.”
Backstory:
”Ah, dear Lamm. My former master taught me that one must be broken down to their base components before they can be remade into something worthwhile. I have taken that lesson to heart, and one day I shall repay him for his ‘kindness.’”
Daranil Aldaris found himself at the mercy of the streets of Korvosa in his late teenaged years. Possessed of a great curiosity but flat broke and alone, he had to take whatever jobs he could. Unfortunately, circumstances brought him into the open arms of one Gaedren Lamm. This master certainly put him to work, for better and for worse.
Mostly worse.
But things changed when he found a discarded holy symbol of Shelyn. He asked around and ended up in a temple to the goddess of beauty. And there, he was inspired by the enthusiasm and the art and the pure unmitigated joy that filled the halls and filled his heart. This first touch of the divine would plant a seed within him that would grow despite his harsh conditions.
When his master found out, Daranil learned just how harsh it could be. The beating he received left him with a partially caved-in eye socket and a misaligned jaw, features that he covers up as often as possible. Left broken and scarred, he was too afraid to go back to that temple for fear of getting in trouble, but he did to go other temples and seek other gods.
It was this newfound obsession with art and religion that inspired him to run away to seek his own fate. He went from temple to temple, attempting to take inspiration from the stories and in turn inspire others. And as he saw other faits, he saw other forms of beauty and expression. Some he loved, some he hated, but he was intrigued enough to have thoughts about all of them.
His most recent visit was with a small sect of traveling urgathoans. While he found himself ultimately disgusted and even offended by the abundance of undead, he was otherwise enthralled by their ways of celebrating life and indulging oneself. It was here that he decided to completely lose himself in his performances, opening his heart and speaking his mind, though his opinion that undeath was the “fool’s gold of immortality” was quick to get him sent away.
Now with a fistful of holy symbols and a song in his heart, Daranil is filled with new purpose and meaning. Life is a performance, as is death. And with the Gods as his audience, he would give them a show so grand that they would have to notice him.
Character Sheet:
”Every step, a part of the dance. Every incantation, a note in my song. Places, everyone! The show is about to begin!”
This elven male in clothed a gaudy patchwork of outfits. He wears bandages over his mouth and a wooden mask over half of his face.
Daranil Aldaris
Male elf school savant arcanist 1
FCB: 1 Arcane Pool per level
N Medium Humanoid (Elf)
Init +5; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee (tbd)
Ranged (tbd)
Class spells known/prepared (CL 1st; concentration +7)
1st (3/day) - *cause fear, magic missile, silent image
0th - detect magic, ghost sound, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 14, Int 19, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Improved Initiative (b)Command Undead
Traits (Ca)Unhappy Childhood: Religious, (So)Talented: Dance
Skills Artistry (Forensics) +8, Knowledge (Arcana) +8, Knowledge (Local)+8, Knowledge (Religion) +8, Perception +3, Perform (Dance) +7, Spellcraft +8, Use Magic Device +6
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
Combat Gear (tbd)
Other Gear (tbd)
--------------------
Special Abilities
--------------------
Elven Immunities Keen Senses Elven Magic Weapon Familiarity School Savant Favored school: Necromancy. Opposition schools: abjuration and enchantment.
Channel Energy 7 times per day
”In these troubled times, I bloom. Like a lotus in Elysium. Like the perfect splatter of blood on your arch-foe’s wall.”
Daranil Aldaris has been to many temples in his time spent roaming. Partially to live off of their charity, but mostly to take in as much divine knowledge as possible. With his belief that he is a literal actor for the gods, he seeks to invent his own Pantheon of his favorite deities. He calls it the Great Patrons: which includes Calistria, Shelyn, Norgorber and Urgathoa. Though he will never mention Norgorber as a member of the pantheon out loud, purely out of respect for his secrecy.
The arcanist sees himself as an artist performing for his Great Patrons, treating every action as some potential contribution to the show. Thus, he prefers melodrama and ostentation in all things.
Abadar: ”Some say art lives only by the allowance of its patrons. In this case, I pray the patron remains silent and allows the artist to do his work.”
Asmodeus: ”It is a true paradox that Cheliax is such a cultural metropolis and yet is so keen to censor. Asmodeus pretends stand tall by placing one foot on top of the other.”
Calistria: ”A favored patron of the arts who’s blessings are as welcome as her curses are deserved. A shame her performers can’t handle constructive criticism.”
Cayden Cailean: ”His followers do everything in their power to get you to not take them seriously, but you’d be a fool not to.”
Desna: ”To dance between the stars in the dark places between, and have so little to show for it. Shame.”
Erastil: ”It’s comical how a pillar of the divine can occupy himself with such aggressively mundane activities, but I fear the joke is growing stale.”
Gorum: ” I hesitate to call his followers ‘performers’ and yet, I must admit, few can do spectacular brutality quite like them.”
Gozreh: ”I find that the grand performance of disastrous storms lack a certain… personal element. Haha, ‘element.’ I do slay myself sometimes.”
Iomedae: ”Oh, to be smitten by a paladin. To have years of training and devotion, faith and steel, brought to bear against you in a climactic finale. And to know, at that moment in time, you’re the only thing in the world that matters to them.”
Irori: ”The ‘pursuit of perfection’ is what stagnation calls itself to feel better. Any art with meaning is far more spontaneous.”
Lamashtu: ”One must rise above the filth and muck to achieve apotheosis. They have instead chosen to rut in it.”
Nethys: ”I grew out of my ‘flipping a coin to look intimidating’ phase half a decade ago. They, on the other hand, are taking it to ironic extremes.”
Norgorber: ”To have such talented performers, but to deliberately avoid having audience? A thrilling conundrum for certain.”
Pharasma: ”A bit dull, if you ask me, but she does a wonderful job of keeping my muse entertained.”
Rovagug: ”His performers practice a certain… intellectual minimalism.”
Sarenrae: ”Oh shining sun, oh great healer. I cannot promise to serve you, but I promise your next patient will have an unforgettable story.”
Shelyn: ”I struggle to find flaw in such an pure expression of soul and beauty, though her followers fail to realize that art, true art, is far more visceral than any painting or sculpture.”
Torag: ”There is a certain joy in bringing art to this world, wrought by one’s own hands. But sometimes, art can be found in what you take away from this world.”
Urgathoa: ”My muse, my Moth in the Moonlight. I pray that one day you realize just how perfect you would be if you were to simply embrace life once again.”
Zon-Kuthon: ”Oh, how very… obvious.”
Minor Gods: ”Quality over quantity, my friend. Quality over quantity.”
Putting in the work on Daranil Aldaris, my elven school savant arcanist. I'm putting in a little extra, so it may take a moment. Would submitting something late this evening still fall within the deadline?
This looks like a realt fun take on Kingmaker and I'd love to apply. Conidering our need for reliable healing, my favorite classes....
How about some kind bat alchemist? I could use Goblin (maybe only +2 dec) or elf variant with dark vision. Maybe their wings were burned away in an accdent. Maybe they're trying to learn alchemy to restore what was lost. Maybe focus on healing, maybe delve into monster stuff.
Alternatively, how do you feel about the Shifter class? In particular, the oozemorph archetype.
Okay I can work with this. Even if the identical first rolls look a little suspect...
While I want for those to generate, I have a couple questions.
1) I didn't see Ultimate Wilderness on the list. How do you feel about the Shifter class? And doubly so, how do you feel about the Oozemorph archetype? I think that one may go especially well with the Drug Addict background.
2) Thoughts on the Kineticist? It's Burn mechanic is my favorite resource system in all of PF1e, and I'd love to play a dedicated special-powers-person. I'm also inclined towards the spiritualist and the fun stories that can come from the phantoms. A small writing example of such fun can be found here.
Hey everyone, I'll be completely out of pocket tomorrow. I've got a funeral that's going to be.... a lot. I'm sorry. I won't be able to post until Tuesday morning. There's a chance that I need some escapist fun tomorrow night, but let's assume Tuesday morning.
I understand that, I went to one last Saturday. I'm sorry for your loss.
Here we go. My last-minute biohacker. And, if you don’t mind, I’d like to ask for a small indulgence with the character creation.
A Small Indulgence:
A while back I wrote up homebrew rules to port the Medusa into Starfinder as both a monster to fight and (in starfinder tradition) as a playable race that uses gene therapy to remove their pretrifying gaze and dangerous venom.
If the race is not allowed, she can be converted to a Tiefling with a cosmetic serpentine motif with minimal changes.
Character Sheet:
This humanoid woman wears a labcoat and obscures her face with dark tinted goggles and a medical mask. Serpentine tendrils growing from her scalp to her lower back are bound up in a gentle cloth wrap behind her.
Nessia Eureno
Female Medusa biotechnician biohacker 1
NG Medium Monstrous Humanoid
Init +2; Perception +0
--------------------
Defense
--------------------
SP 6 HP 10 RP 4
EAC 13; KAC 14
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike -1 (1d3-1 P)
Ranged tactical needler pistol +2 (1d4 P; critical injection DC +2) or shock grenade I +1 (explode [15 ft., 1d8 E, DC 12)]
--------------------
Statistics
--------------------
Str 9 (-1), Dex 14, Con 10, Int 18 (+4), Wis 10, Cha 12
Base Atk +0
Feats Skill Synergy (Computers, Intimidate)
Skills Computers +10, Culture +10, Diplomacy +5, Engineering +8, Intimidate +7, Life Science +9, Medicine +9, Physical Science +9
Languages Brethedan, Brethedan (sign), Common
Common (tactile), Common (sign), Vesk, (plus two more)
Combat Gear shock grenade I (2), mk 1 serum of healing (2)
Other Gear second skin, tactical baton, tactical needler pistol with 33 darts, everyday clothing, hygiene kit, personal comm unit, credstick (92 credits)
Augmentations prosthetic hand, modular eyes
--------------------
Special Abilities
--------------------
Custom Microlab (Ex) Nessia has created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which she can use to evaluate medical conditions and perform several additional tasks. It takes the form of a cybernetic augmentation installed in her left hand.
Biohacks (Ex) As part of her custom microlab, Nessia keeps a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. She can use these components to quickly fashion biohacks: specialized solutions that produce different effects.
Field of Study, Genetics (Ex) Nessia has selected the genetics field of study, granting her access to a unique booster and inhibitor.
Injection Expert (Ex) Barsala is proficient with weapons with the injection weapon special property, as long as the weapon has not gained that weapon special property from a weapon fusion, spell, class feature, or similar ability or effect.
Modular Eyes (Ex) Nessia has a custom eye augmentation that grants her low-light vision. This augmentation counts as biotech, and the Nessia may change its type each time she rebuilds it. If this augmentation is lost or destroyed, Nessia can rebuild and install it with one day’s worth of work.
Natural Weapons (Ex) Nessia can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares.
Striking Presence (Ex) Nessia gains a +2 Racial bonus to Intimidate and Culture checks.
Background (Terraformer):
Nessia was raised on Beretha, where she gained a fascination with the Barathu and a passion for the medical sciences. After an early education, she hastily jumped at her first opportunity to observe exotic life on other words. While it did cost her the majority of her remaining credits, she secured a job terraforming the planet Entha. Surely, she thought,this is where she would develop her Unified Essence Theory and develop whole new kinds of biotech.
Sadly, the work was too taxing and dangerous for her to seriously pursue her independent research, but she had many opportunities to put her medical knowledge to use tending to on-the-job injuries or putting together stims to help with the long shifts. However, despite doing her best to ease the burden placed on the workers and more than a little aid from Shan, it eventually pushed her past a breaking point. Nodding off on the job after one too many sleepless nights caused an accident that cost her an arm. Getting a replacement was simple enough, but she knew she had to get out of there before she got someone else hurt or worse.
Post Prompt:
Post Prompt wrote:
Your ship’s scanners confirm it, that’s the Wintermourn, and they’re on a direct course for your cargo! The comms console beeps with an incoming hail. Answering it, Captain Niva Rovo’s face appears on screen. Her whiskers twitch as she grins. ”Looks like we got a little race on our hands, huh? Try not to splat all over an asteroid!” She laughs as the screen cuts out and Wintermourn’s thrusters fire.
”No, nononono!” The rubber pads on her steel hand slam on the console in front of her. She doesn’t wait for her captain to give orders; her fingers are already dancing across the analog keypad.
”Scanning the Wintermourn. Combat data incoming. Recommend pursuit…” The eyes behind her goggles trace over every bit of info she can dredge up on such short notice. Hull integrity, power surges, systems…. there! ”Engines. Aim for the engines. Slow. Her. Down! If she beats us to another haul they’re not going to just dock our pay, they’re going to revoke our oxygen privileges!”
The serpentine hair begins to stand up on her head, the agitated snake heads dancing about uselessly and adding quite the intimidating silhouette to the frail little sawbones.
Fun Facts:
-Nessia wears her medical mask and tinted goggles at all times. She considers it a huge faux pas to show her eyes.
-Too broke to finish med school.
-Can’t get the education to get a good job.
-No good job means no good money (see above).
-Once, Nessia attempted to start a career as a Virtual Infotuber under the nickname “Miss Serpentitis.” Her debut went so horribly wrong that it caused her to have an existential crisis and she abandoned the persona entirely.
Starship Combat:
Nessia can serve as a highly competent science officer, but she can also perform as a capable engineer or as an intimidate-leaning captain in a pinch.
Looks like it's getting a little close to the buzzer. I'd like to chime in and say I've got a character concept that I'm currently typing up. Let's see if I can get it done soon enough to edit it into this post....
Okay! Bounced around a few ideas but I'd like to mix it up by bringing back an old concept I've had kicking around for a long time. I would like to submit Doctor Meiosa, a former(?) Lamashtu cultist who has/had an obsession with body modification.
Intro.
Backstory…?:
Even before the “incident” that left her in her current state, the woman who now calls herself Doctor Meiosa had a hazy memory of things that came before. A collection of moments and emotions, more than anything.
A body, born into shame and left by behind.
Markets. Chains.
Underground. Surrounded by others who are broken. Mother. Welcome.
A man, brilliant and unflinching, puts her under the knife and lets it out. He sets her free.
Eager to learn, she becomes the apprentice. Sheets and studies and bodies and organs.
Something that is not human, captured and harvested. Some of it is put into her. It feels so….natural.
She discovers a hunger within her. An irresistible need for change. Hunt. Harvest. Implant. And hunt again.
Many rituals for Mother. Many children. Head is foggy. The Harvest brings clarity.
Many hunts. Many discoveries. The body is barely even human.
What is human? It is the chrysalis. Must find more.
New hunt. New quarry. Ustalav….
Doctor Meiosa:
A woman of garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps. Her form is muscular, though somewhat asymmetrically, as if things had been surgically added and then taken away.
Dr. Meiosa
Female Vivisectionist Alchemist 1
N Medium Humanoid (Human)
Init +5; Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +3 (+1 vs extraordinary, spell-like, and supernatural abilities of aberrations)
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +5 (1d8+7), dagger +5 (1d4+5)
Ranged 5 javelins +1 (1d6+5)
Extracts prepared (CL 1st; concentration +3)
1st - cure light wounds, enlarge person
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 15, Wis 12, Cha 8
Base Atk +0; CMB +5; CMD 16
Feats (b)Brew Potion, 9b0Throw Anything, Iron Will, (b)Improved Initiative
Traits (Ca)Foe of the Strange, (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disguise +0, Heal +5, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Lore (Organ Transplants) +6, Perception +5, Spellcraft +6,
Languages Abyssal, Common, Undercommon
Combat Gear leather armor, acid, alchemist’s fire
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (broken), 17 gold
--------------------
Special Abilities
--------------------
Alchemy Allows for the creation of alchemical items. Details here. Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Sneak Attack 1d6
Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st: crafter’s fortune, cure light wounds, enlarge person, polypurpose panacea
General Gameplan:
As you can see, Meiosa is a brute alchemist with an emphasis on melee combat. As she levels, she will lively go heavy on the alchemist discoveries that include overt physical mutations and strong themes of body horror.
Surely, things will only get better for her once aberrations are introduced into the equation.
The oozemorph would be a challenge to RP, especially early on, but it does fit thematically. I'd allow it, but be aware NPCs will react poorly early on, due to circumstances - perhaps don't dump Cha?
The shifter's alt rules you suggested would work for me in regards for balance. If you think that'd be better for the prospective party, then go for it.
Okay, what if I did both? Maybe start with an oozemorph dip, and maybe bonding with some kind of monster acts as the "cure" to the condition? I'm imagining something like the Venom symbiote...
Only question is how oozemorph weapons and polymorph would interact with the synthesis form.
This kind of AP is 100% my vibe and I'll certainly get a character submission in. I've got a few ideas bouncing around in my head, depending on what kind of stats I get.
A couple of questions, if I may.
1) Is the Oozemorph Shifter a little too much for the campaign? It seems thematically apppropriate, but it has unusual features such as early access to compression and limited time in a humanoid form that can speak and use items.
2) Monstrous transformations are a fun theme and the Synthesis Summoner fits the theme quite well, but presents several balance issues. Would it be possible to play a weaker one that simply uses the summoner's base HP (like the PF2e Summoner) instead of the abusable temp HP shield? And maybe ignoring the whole "use the eidolon's physical stats" rule and simply allow the summoner's natural stats to gain benefits from anything that boosts/hampers the eidolon (such as evolutions or growth by level)?
Hey there, I'm working on some character concepts and I'm wondering if you'll allow me the indulgence of proposing a bit of homebrew.
See, I wanted to go hard on the Eldritch Anatomist and a summoner with a strange eidolon seems like a great bet, but the options are limited and Occultism only has Phantoms. I just so happened to have written a proper aberration subtype for eidolons. It's here in an old article if you're willing to give it a look and tell me what you think.
If not, I can submit something that's more by-the-books.
(I'd propose something a bit more unusual but I'm assuming that common ancestries means rare heritages are off the table)
I dunno, maybe it's from my years playing tons of summoners but the GM controlling my summons for me feels like a mild overreach. It seems like the purpose of the rule is to make it so your summon can't perform complicated actions unless your character is capable of giving it commands. Can't make a summoned wild bull perform hard labor without a Nature check, etc.
I've never heard of a GM who takes control over what's essentially a player tool. It would be like them seizing direct control over a familiar or animal companion. And in my mind, that kind of removes it from feeling like an aspect of your character.
I'd suggest having a chat with the GM between games and tell them how you feel about it. Maybe try to reach an agreement that you can control your own summons so long as it acts in a 'reasonable' way as per a creature of its nature.
Quick question. How do you feel about the Oozemorph Shifter? It's one of my favorite archetypes, but it tends to have funny interactions with gameplay at early levels. Of course, I have backstory reasons as well as potential ways to get around town without drawing undue attention.
Hey hey! Hope I'm not too late. This submission is for Joey Hart, a vampire who's greatest claim to fame is a small apartment building he's slowly turning into a haven-for-rent with a generous supply of blood.
I'm doing that thing where I leave the clan unspoken so you can slot it into your current NPCs and let me improvise, but if you're too short on time to co-op the character creation I've also got a clan suggestion below.
Let me know if there are any mistakes. I haven't made a VtM character in a loooong time.
** spoiler omitted **...
** spoiler omitted **
Oh cool. Sounds like an interesting idea. And Ventrue Landlord is a very classic kind of modern vampire. I wonder what kind of blood would fit his particular palette....
Hey hey! Hope I'm not too late. This submission is for Joey Hart, a vampire who's greatest claim to fame is a small apartment building he's slowly turning into a haven-for-rent with a generous supply of blood.
I'm doing that thing where I leave the clan unspoken so you can slot it into your current NPCs and let me improvise, but if you're too short on time to co-op the character creation I've also got a clan suggestion below.
Let me know if there are any mistakes. I haven't made a VtM character in a loooong time.
Character Sheet:
Joey Hart
Chronicle: Chicago by Night
Concept: Struggling writer turned struggling landlord.
Nature: Celebrant
Demeanor: Director
Clan: ???
Generation: 11th
Sire: ???
Embrace: 2010 (Apparent Age 31)
Max Blood Pool /Current: 12/12
Max Trait Rating: 5
Blood points Per Turn: 1
Current blood pool(?):1d10 ⇒ 10
Appearance:
Joey Hart is an unremarkable man with slightly scruffy, dusty blonde hair and a slightly overweight physique that hints at proper muscles buried under a decade of neglect. He is often seen with a band tee-shirt under a worn gray hoodie with well-worn blue jeans. He has the resting face of a sleep deprived businessman but often shifts to a pleasantly neutral expression in conversation.
Backstory
Joey always was the creative type. He dabbled in music, tried his hand at theatre, but ultimately found his passion in writing. Unfortunately, his aspirations were cut short thanks to the untimely death of his parents at the hands of a drunk driver who also died in the accident.
His folks didn’t leave much, but they did own a modest apartment complex that he had lived out of through most of his childhood. This bittersweet homecoming had him learning the trade of being a landlord, setting aside his personal projects for a crash course in home improvement and business management.
He did well enough, keeping the place functional and even making a modest living off of it, but the required time investment suffocated his social life and cut him off from furthering a creative career. After a while, his tenants were the only people he had time to interact with, and they were a mixed bag on the best of days.
Of course, owning a relatively secure property with easy access to mortal dwellings had its own merits, which Joey suspects wad the first thing that caught the interest of his sire. The embrace was quite a shock to Joey for all the usual reasons, as well as a few that were uniquely frustrating towards the failed writer. After all, he was sitting on an inspiration for what might have been his greatest story yet and the Masquerade demanded that he could do absolutely nothing with it.
Between the shock of the embrace and this denial, his already weakened muse hit a breaking point. Turning to focus on utilitarian things, Joey focused what he could: property management. Keep up the domain. Attract tenants, living and dead. Make friends. Curry favor. Allow the sire to act as the surrogate parent that he misses so much. Help out every neonate he can so they remember who helped them when they make it big. Once he’s got himself truly settled in, he can worry about making sense of this strange curse.
And he certainly will get to the bottom of it eventually. As much as he’s ashamed of admitting it, directly witnessing examples of strange mystical vampire stuff is beginning to rekindle his love the craft.
If nothing else, his clan can be....:
Toreador
Maybe his early writing earned him a fan in his sire...
Hey there. This looks pretty interesting. I'd have to refamiliarize myself with some of the rules (haven't played since Vampire: The Requiem was the hot topic) but I'd love to throw something together.
I have an odd idea for a character creation concept. How would you feel about me making a human with stats and a backstory, and then letting you determine their sire based on which character is most likely to embrace them, and picking my clan stuff based on that?
1) Player name: Nate Wright
2) Character name: Lash
3) SFS#-Character#: 129030 - 711
4) Character Class: Vanguard 3
5) Faction: Exo Guardians
6) Preferred Starship Frame?: Pegasus
7) Preferred Starship Role?: Gunner
8) Character Ancestry and Size?: Medium Tiefling
9) Perception and Initiative bonus: Perception 0, Initiative 8
A) Spending a Replay? It's a repeatable!
B) Anything else you wish to add?: I am one of the co-authors of the scenario ;)
If you don't mind the interjection, I'd say the campaign may be better served as "close orbit" instead of full on "core" rules. Stuff like the APG and the Ultimate books help shape the game and its identity as a unique thing beyond a simple DnD homebrew. Plus, the majority of the most powerful options rear their ugly heads in the core rulebook's 9th level casters.
I'd argue that a party with an alchemist, an inquisitor, and even a summoner would be less volatile than one with a druid, cleric, and wizard. Archetypes and Traits are also pretty central to what makes Pathfinder feel like Pathfinder, and what makes your character feel more than just a cosmetic re-flavoring to a generic [Class] build.
All of that said, I'd still be interested in playing, and the core restrictions could be used as a character writing challenge. I'm wondering, what kind of alignment restrictions are you leaning towards? Would you be open to something of a moral foil within the party, so long as we agreed to never directly go against or antagonize the other PCs?
Hello! I would like to apply with Meiosa, my transhumanist alchemist. Meiosa experiments on her own body in an endless quest to improve herself and evolve beyond humanity in order to better combat the demon threat. And what better way to do so than to learn from dissecting the remains of her abyssal enemies? And perhaps a few transplants...
Backstory:
Meiosa was a young apprentice, traveling with her mentor and offering medical aid to the crusaders in Mendev. However, their caravan was set upon by cultists. Its supplies ransacked and the majority of her companions killed, the remainder were used in some sort of foul ritual.
She doesn't remember the entirety of what happened, but she does remember the feeling that came after it. A sense of power, a sense of emptiness. A hole to be filled. Thankfully, she was rescued and had a chance to take over for her deceased master. In the following years, her studies became an obsession. Something about what happened to her back then. Now, the good doctor finds herself drawn onto the front lines, feeling a great and powerful need to combat the demonic hoards directly. And an equally powerful urge to pull them apart and see what makes them tick.
After all, how can the crusade hope to defeat their enemy if they know nothing about them? And if she is to push her body to the limits, she will have to find ways to expand upon those limits and move beyond them. And if her experiments are a smashing success? Perhaps her work can benefit the whole of the crusade.
Why Kenabres:
It's simple. A suitable city, close to the front. Well supplied, well manned, the perfect place to establish a practice to aid the good people. And the perfect place to conduct her studies on the physical properties of abyssal monsters.
A note on Alignment and Theming:
This character hovers around the neutral areas, slightly chaotic due to her more reckless attempts to improve her own physical capabilities. It may even delve into experimentation with transplants and body modification.
However, I as a player and Meiosa as a character are committed to helping the party and aiding in the crusade. I detest going against the party's wishes with an "it's what my character would do" as a thinly veiled excuse.
While things like violence and body horror may be themes of the character, I am perfectly willing to tone it down if the other players and GM wish it. I like being a little edgy, but at worst it'll delve into doing the right thing for the wrong reasons.
Crunch Summary:
Doctor Meiosa is a human beastmorph alchemist that will (probably) take the vivisectionist archetype. She will have a high strength, and focus exclusively on discoveries that lead to overt physical mutations. Her party role is that of a frontline skirmisher with a side of support once she learns how to share her extracts with the rest of the party.
Her campaign trait Stolen Fury, representing the lingering effects of the ritual that are likely tied to her insatiable desire to change her body.
Her mythic-granted prestige class will be master chymist to represent the lingering effects of her continual and reckless body modifications. The resulting personality will also be loyal to the party and the crusade, but may approach problems in their own unique way.
They do get pretty wizardly, between 9th level summon monster and the APG summ's spell discounts, so it is worth keeping an eye out. But hell, I may even submit one myself.
Question. If we worked out an adjustment to its more problematic aspects, would you consider a Synthesist Summoner? Mainly by disallowing the HP cheese and readjusting ability scores to work more like wild shape. That way you don't have immortal summoners with 8/8/8 physical stats in base form.
I would love to take a shot at this! I'll get to work on a character concept.
One question. I have already played through the CRPG version of Wrath. Would that disqualify me? For what it's worth, I have a lot of experience in Pathfinder Society 'playing dumb' as a character in scenarios I've already run.
In addition, my run through that campaign was exceptionally degenerate, so I'm sure this will still be a very new experience for me.
Hello! My name is Nate Wright. I’ve been playing Pathfinder in one form or another for over a decade. I have experience with Pathfinder Society as well as home campaigns. I maintain a blog where I muse about mechanics and flavor while providing free Pantfhinder/Starfinder content. I also have experience in other Play by Post games, with my most recent example being here as Xallis Livara.
I’m hoping to join this game and have a good time with people online. While I’ve played the PC version of Kingmaker in the past, I know that it can vary between campaigns and parties, and I've also got lots of experience playing 'blind' through scenarios that I've already played or GM'd.
This character is an alchemist with a melee fighter bent, with a little bit of paladin flavor sprinkled in.
Backstory/Hooks:
Demius had always admired the Aldori Swordlords, from the earliest days of his adolescence to his entry into manhood. However, his family lacked the funds and the standing to get him a proper education in the art. Thankfully, for all he lacked in the nobles’ sphere of influence, he was blessed with a keen mind and a strong arm.
Being that he came from a deeply religious family, he was sent to the church of Iomedae to receive training in the blade. There, his ambitions were slowly steered away from personal glory and showmanship, and more towards using his abilities to fight for the innocent. During his time, he also received training as a healer, learning several methods of tending to the wounded in both mundane and alchemical means.
However, the boy’s ambitions for greatness never quite dulled. While he was driven towards righteousness, he still held the vision of perfection in swordsmanship. And with his newfound knowledge of alchemy, he sought to find a way to develop an elixir that could bestow such skill and prowess onto any deserving soul. After all, is it truly fair that a good man might find himself unable to defend himself in the face of wickedness? A paladin can’t be everywhere at once, and evil never rests.
And so, upon hearing of the opportunity of this expedition, Demius took to the calling without hesitation. Here is where he would test his own skill, his own mettle, and his own concoctions. Here is where he might provide aid to those in the wilds who may need it most. And here is where he might find the key to creating the perfect soldier.
Reasons for Demius to adventure
- Put his personal training and alchemical elixirs to the test
- Ensure the expedition is not without the light of Iomedae
- Study the biology of strange beasts to better enhance his own formulae
- Develop a way to produce elite soldiers to defend the good people of Golarion
Character Sheet:
This character has a physical appearance, which is summarized in this section
Demius Magnar
Human Clone Master Alchemist 1
LG Medium Humanoid (Human)
Deity Iomedae
Init +6; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee longsword +3 (1d8+2 19-20), longspear +2 (1d8+3, x3), dagger +3 (1d4+2, 19-20)
Ranged bomb +2 (1d4+2 fire 3/day), light crossbow +2 (1d8, 19-20)
Class spells known/prepared (CL 1th; concentration +3)
1st - cure light wounds, shield
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Weapon Proficiency (Longsword), (B)Improved Initiative
Traits (Ca)Sword Scion, (Fa)Indomitable Faith
Skills Heal +4, Knowledge (Nature) +6, Craft (Alchemy) +6, Perception +4, Spellcraft +6, Use Magic Device +3
Languages Common, Dwarven, Orc
Combat Gear hide armor, longsword, longspear, light crossbow with 10 bolts, dagger
Other Gear 50 feet of rope, alchemist kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, 10 torches, 5 days trail rations, and waterskin) 6gp
--------------------
Special Abilities
--------------------
Bombs 3/day, 1s4+2 damage and 3 splash (Reflex DC 12 to half)
Mutagen +4 Strength, +2 natural armor, -2 Intelligence for 10 minutes
PrimarySpellbook “Soldier in a Bottle: A Guidebook to Alchemical Enhancements”
(4/100 pages)
1st: cure light wounds, enlarge person, shield, heightened awareness
Hey there. I'm about 60% done with the character submission, but a tiny emergency has got me occupied. Would I be able to get an extension of about three or four hours on the deadline?
If not, here's the breakdown of his character sheet and 4/6 of the player questions
background fit for a business card:
Elf raised among humans, affected by the frequent death of friends and loved ones. Copes by leaning 200% into performing, treats combat itself as the grandest stage possible.
Fell in with the cult of Urgathoa, loved the bombastic nature and the emphasis on indulgence, but finds undeath itself disgusting and sees Urgathoa as more of a muse than a goddess. His very vocal opinions eventually got him labeled as a heretic, a label be bears with a dramatic pride. Currently in Sandpoint to indulge in the theater as well as engage in religious debate with the members of the new combi-church.
Player Questionnaire:
1. What time zone are you in? Central time
2. How long have you been playing TTRPGs? Since around the early 2000’s when I got my first taste with DnD 3rd edition. I’ve sinced tried games like Pathfinder, Vampire: The Masquerade, and Changeling: The Lost.
3. What's your favorite part about playing TTRPGs? Getting to roll up to the table with a weird character or a cool monster design and show it off to everyone else. Besides that, taking said weirdo on a journey with bombastic moments, engaging story beats, and plenty of opportunities for self expression.
4. What do you expect from this game? A chance to play with a character concept I’ve been bouncing around for a while, getting him involved with the world and seeing what kinds of fun situations can crop up from interacting with the party. That, and the occasional epic moment on the battlefield. Pathfinder is certainly a game of bombastic combat, after all!
5. What do you expect out of your fellow players? 6. What do you expect out of me?
Character Sheet:
This character has a physical appearance, which is summarized in this section
Daranil Aldaris
Male Wizard (Necromancer) 1
N Medium Humanoid (Elf)
Init +2; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2 (+1 against divine spells, +2 racial bonus vs enchantment spells and effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +0 weapon +0 (0d0+0)
Ranged +0 weapon +0 (0d0+0)
Class spells known/prepared (CL 1st; concentration +5)
1st - spell, spell
0th - detect magic, dancing lights, arcane mark
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 14, Int 18, Wis 10, Cha 14
Base Atk 0; CMB -1; CMD 11
Feats (B)Scribe Scroll, (B)Command Undead
Traits (Ca)Student of the Faith, (Re)History of Heresy, (Ra) Dilettante Artist
Skills Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (History) +8, Diplomacy +4, Linguistics +8, Spellcraft +8, Artistry (forensics) +8, Perform (acting) +7, Survival +3
Languages Common, Elven, Draconic, Sylvan, Gnome, Goblin, Varisian
Combat Gear item, item, item
Other Gear item, item, wizard kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), 49 gp
--------------------
Special Abilities
--------------------
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Arcane Bond Daranil has a moth familiar named Herald that grants him a +3 to Survival checks.
Arcane School Necromancy
Opposition Schools Abjuration and Enchantment
Spell Books:
PrimarySpellbook “A Virtuoso’s Guidebook to an Unforgettable Performance”
0: (all wizard cantrips)
1st: mage armor, burning hands, silent image, vanish, cause fear, enlarge person, ray of enfeeblement