Hello! I am interested in applying. But settling on a character before you know your numbers is a fool's errand. So in that case... Roll: 4d6 ⇒ (3, 1, 5, 2) = 11 10
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.
Game Master S wrote: 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. Take as much time as you need.
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.
Rules can be found in this article. While this is homebrew, it is not entirely amateur work: I have experience writing playable ancestries for Paizo as well as content for Starfinder as well. 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
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.
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.
Many hunts. Many discoveries. The body is barely even human.
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
Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
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.
GM Nightmare Knight wrote:
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.
Stat generation
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.
Ohhh, I might just apply for this. 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.
ST Talomyr wrote:
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
XP Earned: 20
Attributes
Social: (5)
Mental: (7)
Abilities
Skills: (5 +2FP +8XP)
Knowledges: (13 +2FP)
Disciplines: (3)
Backgrounds: (5 +6FP)
Virtues: (7)
Health Levels
Apparent Age 31 Appearance:
Backstory
If nothing else, his clan can be....: Toreador Maybe his early writing earned him a fan in his sire... Disciplines: Auspex 2, Celerity 1
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
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. Oh, and here's some art of her as well.
Well, I'd certainly be interested in this. Critzible wrote: OG Summoner. Just no Synethisist Summoner. 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.
I forgot to add my background skills. If you'll allow me a slight amendment to my entry, I'd like to include Iomedae Lore and Army Lore. Rosc wrote:
Also forgot that. How embarrassing. How about... This short-haired man wears a sword at his hip and a holy symbol on his belt. His equipment seems meticulously clean and freshly polished.
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
Character Sheet: This character has a physical appearance, which is summarized in this section Demius Magnar
PrimarySpellbook “Soldier in a Bottle: A Guidebook to Alchemical Enhancements”
I would absolutely love to play through this AP. Dotting for interest. Maybe an kineticist, or a summoner. GM Wulfson wrote:
I was just about to ask if it was okay that I played through the Owlcat Kingmaker game but I guess that clears it up!
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
Spell Books: PrimarySpellbook “A Virtuoso’s Guidebook to an Unforgettable Performance”
Okay, starting to get some ideas. I'm thinking of making a spiritualist. Just so I know the limits, what's the general vibe that you'd prefer? Would it be too much of a shift if I went whole hog designing a monstrous Fear phantom? Does the very prospect of a Lust phantom at a table with pick-ups make you reflexively cringe? Also, how do you feel about the phantom possibly being one of the recent murders? I obviously don't know much about the plot details, but perhaps I we could work something out. Even give the phantom muddled memories so we could (re)discover the details in real time.
GM Peachbottom wrote: If you have a character doing melee damage, you can't go wrong with power attack. It's funny, really. In Society games I was always worried about my eidolons stealing too much spotlight or getting me odd looks. But Navia may very well end up the party's tank in the long haul. Not sure if I should get her power attack or start leaning on summons. Maybe I'll see how things look at 3rd. In any case, is it possible that future sessions may allow us downtime to retrain feats?
Here’s my entry. I hope it isn’t too late! Backstory/Hooks:
Trazgar was born among the orcs of Belkzen to a human mother and an orcish father. The former was a traveling adventurer who left not long after his birth and his father and the later was a tracker for his clan. Said clan, the Gorefists, were a smaller clan beset on all sides by rival orcs and were constantly seeking to prove themselves. Trazgar quickly learned of the importance of strength, but held even greater value in his naturally deep and bellowing voice, which he often used when trying to intimidate potential threats. His penchant for screaming got him in a shouting match with the herald of a rival clan, one that lasted for so long it nearly blew out his vocal chords. Sadly, Trazgar ultimately lost the match and suffered a great blow to his pride. Seeking to find a name for himself, he left his homeland for the neighboring land of Nirmathas. It was there that he hoped to find work as a bodyguard or mercenary against the various threats that troubled the poorly defended villages. All the better when he was captured by an Ironfang patrol. The harrowing experience gave nearly everything he needed: scars to prove his toughness, a great escape story to boast about, and a new hated foe to direct his violence and shouting. After finding his freedom, the half-orc took on the moniker “Tuffgutz” as a way to advertise his prowess. He also dedicated himself to constructing great war banner, one that was tall enough for a foe to see coming from great distances and strike fear into any enemy who gazed upon it. The first decorations were three holy symbols: A symbol of Lamashtu left to him by his mother, a symbol of Gorum gifted to him by his father as a farewell gift, and a symbol of Cayden Cailean from an inquisitor that died during his rescue. Calling them the ”Rowdy Ruckus Pantheon,” Tuffgutz set out to honor their names in battle against the Ironfang. Reasons for (Character) to adventure
Character Sheet:
This character has a physical appearance, which is summarized in this section Trazgar ”Tuffgutz” Gorefist
Mechanics in a nutshell:
Tuffgutz Gorefist is an unmounted melee cavalier with a mixture of beefy damage, support auras, and intimidation based debuffing. Future levels will include Dazzling Display, a few levels of Bard, and a full run of the Battle Herald prestige class to really lean into the image of a musclebound warrior barreling into terrified enemies while leading an epic charge! And to top it off, here's a voice inspiration too :D
Last second bard here. Inventory is a placeholder and the skills are just listed as the ones I trained but it should give you an idea. Melee support bard who's going to go into the Bodyguard feat to protect allies and dip mysterious stranger gunslinger for a stylish backup ranged attack. Backstory/Hooks:
Riavaan Spiritsong has a head for stories, a heart for song, and a stomach for rum. Growing up in a seaside village, she fell in love with romanticized tales of pirates in the shackles and their grand adventures. She eventually set out to star in her on real-life story of high seas adventures, but met spectacular failure at every turn. Her latest endeavor and her third attempt at landing a crew brought her to Alkenstar, where she hoped to find a suitable (read: affordable) cannoneer. The city’s mixture of prosperous wealth and corrupt upper class stoked a fire in her heart that burned hotter than the holes in her pockets. It was here that she attempted to establish herself as a real and fearsome pirate, despite what might be the worst possible choice of terrain this side of Osiron. In a brilliant flash of luck, one of drunken boasts was mistaken for a credible threat by the local guards, and the aspiring pirate has earned her first real bounty. With a newfound vigor and the beginning if a reputation, she hopes to finally find herself a crew and become the pirate queen she always wanted to be! Reasons for (Character) to adventure
Character Sheet:
This dashing woman has a rapier at her side and an outfit that fits the style of a Shackles pirate. Riavaan Spiritsong
Hey there! Got a trip to the clinic eating up some time but I'll try to get something up soon. GM Mahuffma wrote:
Just to double check, does Shifter count as a base class? The linked list of classes doesn't show it, but the sidebar just over yonder lists it.
Critzible wrote:
Ohh, I love the idea that my character could seek out unusual transformations. If that's the case then I can skip synthesis entirely. Maybe some kind of shifter? I suppose it depends on how we're doing stats. Point buy? Rolling?
Critzible wrote:
Synth summoner is brought in line pretty easily. Rosc's Backseat Game Design: 1) The summoner has a single HP pool, instead of sharing one with his eidolon
2) Unchained spell list and the unchained version of the Pounce evolution 3) If that isn't enough, bring the form in line with Wild Shape. Synth form still uses the summoner's base stats, maybe with a +2 in the eidoilon's highest physical stat. Plus whatever it gets from natural scaling and evolutions, of course. Once you remove the few ways to cheese the archetype, it becomes an even trade where you cut your action economy in half but the summoner himself keeps the evolutions. I'd argue it's a downgrade in overall power, but still very much strong enough to hold its own.
I'm certainly interested. I've had a few ideas kicking around for a pirate character. Question. I know you're not having the capitol-O Occult classes, but how would you feel about a kineticist? They play less like weirdboy psychics and more like sorcerers that trade damage potential for staying power.
Well, common wisdom is to roll before I settle on a concept, but let me make the Big Ask while I generate the numbers Stat 1:: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
The Big Ask:
I would like to play an APG Summoner with the Synthesis artchetype. It isn't as overwhelming as people initially assume (cutting your actions in half hurts) but there are a couple rebalances I'd like to propose. 1) The eidoon form uses your normal hit points. That way there's no more silly HP juggling.
The advantageous spell list is worth examining, but I'd say it would work to the party's benefit with quicker access to buff and utility spells. Also works well when taking magic item crafting feats. The actual character concept is an aspiring tailor who got caught up in the shattered world business and met The Clothier, an extraplanar creature who wishes to mend the fabric of reality. The build would be a melee support that uses the Bodyguard feat and spells to keep allies safer. Bonus favor: This imposing figure of patchwork cloth slouches over, still towering over most humanoids. Its lanky body is covered in a flowing overcoat that looks like several styles of clothing fused together. A spinning wheel protrudes from its back, slowly pulling strands from its body and feeding them back in. One hand deftly holds a pair of oversized scissors while the other wears a glove whith fingers that end in sharpened sewing needles. Two eyes of white cloth with button irises focus on you as it approaches.
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