She gently took the hand of Rhiann, a very feminine touch as she follows the handshake with a curtsey
"A pleasure. And I'm glad it's not circumstances that cause him to be so frowny. And rather a demeanor. Though I personally like people to smile. Like you. You have a pleasant smile"
At the question, she picks out a small folded, but still neat looking paper and shows it to Rhiann "Was told to come this way and meet up with the first expedition I come across. I hope that's you. You people seem like a pleasure to be around" she gives those around her a very lovely smile
I'm excited to see so many actually going for ancient osiriani
I think it'll enhance the game. I've only played like a chapter or 2 into the 1st book. So eager to see what's next
Once our power is back. I'll be able to get the crunch and some kind of initial story
Selqet and Qet:
Selqet
Female human (Garundi) warpriest (divine commander) of Selket 1 (Pathfinder RPG Advanced Class Guide 60, 129)
CG Medium humanoid (human)
Init +4; Senses Perception +2
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Defense
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AC 20, touch 14, flat-footed 14 (+4 armor, +4 Dex, +2 Shield)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk scorpion whip (aa) +6 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork scorpion whip (aa))
Special Attacks sacred weapon (1d6, +0, 1 rounds/day)
Warpriest (Divine Commander) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor
. . 0 (at will)—create water, detect magic, light
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Statistics
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Str 14, Dex 18, Con 13, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Agile Maneuvers, Combat Reflexes, Slashing Grace[ACG], Weapon Focus
Traits ancestral weapon (numeria), blood of pharaohs, fate's favored
Skills Acrobatics +2 (-2 to jump), Climb +4, Heal +6, Knowledge (nobility) +7, Knowledge (religion) +6, Profession (soldier) +6, Ride +6, Sense Motive +6, Survival +6
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ finesse weapon attack attribute
Other Gear chain coat, heavy steel shield, mwk scorpion whip (aa), 85 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Scorpion whip [AA]) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Focus (Flails) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
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Qet CR –
Giant scorpion (Pathfinder RPG Ultimate Magic 37)
N Medium vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 15 (2d8+2)
Fort +4, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 claws +2 (1d4 plus grab), sting +2 (1d4 plus poison)
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Statistics
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Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2
Base Atk +1; CMB +2 (+6 grapple); CMD 12 (24 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -1 (+3 to jump)
SQ combat riding, finesse weapon attack attribute
Other Gear lamellar (leather) armor[UC]
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. The save DC is Constitution-based.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Serqet grew up in the temple. Surrounded by images of the old gods. But she never really took heed of any of them. Simply statues and images her father and mother worshipped. Even with the stories of how she has the blood of ancient kings and queens flowing in her veins, to her it was mere stories. Nothing else. Just to keep her in line and to have her behave. Perhaps even simply so they could brag about her
All this changed one night however. She had a dream. But not just any dream. She found herself in a house, a house like no other. It even shamed that of the great king of the lands. Yet it was no castle. She had no idea how she knew, she simply knew that it was just a house.
As she explored, she began to feel like she was being watched. By many eyes, just outside her field of view. Gone if she tried to look. With each step the feeling grew, until the feeling was accompanied by sounds of skittering, clicking of many many legs
As she reached the stairs at the far end, a gran woman, with a scorpion tail coming from behind her, her eyes, many. She simply smiled, pointed at Selqet, "You are of mine" is all she said, before she woke with a start
DRAWBACKS
Infamous{Fellow Nobles}
Paranoid{Just because your Paranoid it doesn't mean they are not out to get you!}
Family Ties {The Rol-Jackaroon Noble Family}
Crime : Murder {She poisoned a fellow Noble, who had connections she was unaware off, a political misstep that's all, just a misunderstanding }
We aren't using drawbacks. Also you have to take a crime trait (which is a campaign trait) and 1 additional. For a total of 2 traits
Human WS 35 | BS 31 | S 31 | T 32 | Ag 39 | Int 36 | WP 31 | Fel 40 | A 1 | W 12 | SB 3 | TB 3 | IP 0 | FP 3
Michel laughs a sad laugh "You may think that, but where I'm from, death is such a constant thing, it walks around the town" but he nods to her question "Correct. Mousillon to be exact." and then as he quietly listens to her whisper he shakes his head "Such rumours would cause a panic if they truely had any merit, so we should take them as is, rumours at worst"
Anapa was, WAS, a happy kid where he grew up, even with his strange physique. Canine like head, fur covered, but happy. Till, well, he was orphaned. A Osirian cult of Set murdered his parents and stole him away at night. They made the mistake of thinking he was a blessed Hound of Set, or something a kin to it. They were going to offer him to Set in some odd ritual. Unbeknownst to them, he wasnt, he was a scion of Anubis. This little fact made the ritual go in the opposite direction they intended. Instead, the magics was absorbed into him, and in the chaos, he managed to escape
The following few years he lived out on the street, like much of the street dogs, he got food were he could, and slept where he could. Often with the strays.
Till one day, one of the temples that still followed the old gods, took him in. Cared for him, nursed him back to health. His life seemed to have taken another turn, this time for the better. He learned their ways, even learned their language and their history. Fascinated by all of this, he eventually picked up a sword and shield, committing himself to them and to the god he now knew, Anubis. And vowed to fight the followers and minions of Set where ever he could
Anapa is an Ydlkin aasimar, with very pronounced dogl/jackal-like features
Plan to go Paladin (other side not decided yet)
And a goal is to perhaps gain the favour of Anubis and be granted to become a Hound Archon. Actually. Maybe Rogue to emphasize how he had live on the street for so long...
i just realised i didnt answer one question our GM asked about my character:
Why is he in Torch?
So to expand on my more sketched out idea, what ever is calling him, the thing from the earth itself, has lead him to Torch, still reasons unknown to him why he has this feeling
White skinned orc. Druid with eventually going barbarian dedication. I'm thinking he was cursed. Travelling around being shunned by his own people, and feared/cautioned by everyone else
I can see Bravestarr as a druid build. Wildform with eagle/puma/bear/wolf aspects. Howl of the wild has the wild mimic archetype, but I have only glanced at it. I understand that you have moved on from Bravestarr of course, but it doesn't diminish it as a starting point :)
A white-skinned orc is a great image. :)
Thanks, yeah, the idea is great in my mind, but i also understand its not what our GM is aiming for
as for the orc, i think any animal he transform into will be the Albino equivalent of the species
I made 2 enemies during my time in the Navy. But due to the nature of the enemies, they could be anyone. So I'll roll twice on the table to see who I ticked off with my heroism
But let's wait and see what the others bring to the table. And we still need to decide on our package for the game.
And if I get 2 contacts with players. I can bump my 2 remaining pilot to 1. And then with the package, depending on what ship we take, I bump the relevant skill to 2
in order:
1. No hurting those present in any form
2. Give us the poison/disease/goop that he wanted to unleash
3. Go back where you came from and never come back
So i will start to level again, since i was only one level ahead. so when they hit lvl10, i go to 9, etc. same with you, but 10/11
Undeath is quite the thing here. and unlike those filthy vampires, we dont fear sun or anything. Oh, and i will be able to heal you properly, and you will get my buffs as long as you are close. my armor counts as desecrated alter :)
Kindo screams in pain as blood spatters all over the snow. Making large red smears across the formally white covers. He stumbles back a bit, his eyes wide with pain, then they narrow. That was a mistake. A very BIG mistake. He didnt want to have them know this quickly. That wasnt the plan. But now. Now he has to. Gaia protect him... spend a rage
His body begins to warp, bulge and grow. His skin turns leathery. His size doubles then tripples, his back seems to form a hump before a massive shell bursts forth and covers his entire back. His hands twist and warps till vicioys claws are revealed. His face twists more and a a sharp beak like face replaced that of a human. Now. It was Kindo who was towering over the Garou
"Lets dance little puppy" he grins as his shifts his stance and raises his claws
I too would love that sort of encounter. as mentioned, he often forgets that he is not a fleshy anymore
I am hoping for a channel positive to harm undead
BE GONE SPAWN OF EVIL! *holds symbol and channels*
*looks around gripping his sword and shield
"Where?! Come out so i can smite you!"
*looks at arms, then rubs his head*
"Oh, right... im the spawn of evil. my bad"
sorry for the delay. Today was a big day. Hear my first born's heartbeat. A stunning 170bpm. And a full 6cm long. So ill catch up on everything. Will just roll fear
Zira
Female ratfolk rogue (unchained) 1 (Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
CG Small humanoid (ratfolk)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. disease
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Offense
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Speed 30 ft.
Melee tailblade +4 (1d2) or
. . 2 claws +4 (1d4)
Ranged hand crossbow +4 (1d3/19-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 17, Con 12, Int 17, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Sharpclaw[ARG], Weapon Finesse
Traits business venturer, magical knack, merchant family
Skills Acrobatics +5, Appraise +8, Craft (alchemy) +9, Diplomacy +6, Disable Device +4, Escape Artist +5, Knowledge (local) +8, Linguistics +7, Perception +7, Profession (merchant) +6, Sense Motive +5, Stealth +9, Swim +2, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Common, Draconic, Gnome, Halfling, Undercommon
SQ cleanliness, cornered fury, surface sprinter, trapfinding +1
Other Gear chain shirt, crossbow bolts (20), hand crossbow, tailblade[ARG], backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 15 gp
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Special Abilities
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Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Im posting this in all my games. Gm/Player. Last few days has been quite exciting. And hectic. My wife told me shes expecting. So been busy with tests etc to make 100% sure. So now. Officially. In about 8 months from now. I will be a father =^^=
Ork WS 53; BS 25; S 52; T 50; Ag 43; Int 24; Per 35; WP 36; Fel 27 Freebooter Chief Bosun Indomitable Will
FYI for those that see him. He is covered in what looks like very flamboyant purple cloth. What you might think he thinks its some kind of cloak. But even with the color. You actually struggle to see him. I made it Orky, so bright color, but Orks believe purple makes you less seen. So. Purple makes it harder for them to be seen =^^=. He keeps his right arm under the cloak at all times
Unnamed Hero
Half-orc (mystic) sorcerer (crossblooded) 7 (Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 44 (7d6+14)
Fort +6, Ref +7, Will +6
Resist cold 5
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-2/19-20)
Sorcerer (Crossblooded) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—fly, haste
. . 2nd (8/day)—darkness, flurry of snowballs (DC 18), resist energy
. . 1st (8/day)—feather fall, grease, mage armor, magic missile, snowball (DC 19)
. . 0 (at will)—acid splash, detect magic, mage hand, mending, message, ray of frost
. . Bloodline Draconic, Orc
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Statistics
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Str 7, Dex 14, Con 12, Int 14, Wis 10, Cha 22
Base Atk +3; CMB +1; CMD 13
Feats Diehard, Endurance, Eschew Materials, Greater Spell Focus (conjuration), Intensified Spell[APG], Spell Focus (conjuration), Spell Specialization[UM]
Traits fate's favored, magical lineage
Skills Fly +12, Perception +10, Spellcraft +12, Use Magic Device +16
Languages Abyssal, Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), orc blood, touch of rage
Combat Gear empower metamagic rod (lesser), liquid ice[APG]; Other Gear dagger, bracers of armor +1, cloak of resistance +1, headband of alluring charisma +2, bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, waterskin, whetstone
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Snowball) Pick one spell and cast it as if you were higher level
Touch of Rage +3 (9/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.