The prisoner, Edward, is bound close to the floor. He's forced in a sitting position, listening in thought to the Vampire. "Yeah. You keep believin' that. You'll be outta here in no time." he says encouragingly.
He thinks for a moment. "I'm Lamashtan. Shapeshifter. Druidic. I have a family I love. I've been on the right side and the wrong side of the law." He shrugs, though it's unlikely very many people could see him. "Don't matter. The only thing that matters in the end is how you wanted to live your life, 'cause the only thing you can choose is to have the right regrets."
"Me? I regret not buyin' that huge tuna sandwich in the marketplace before I went in to the tavern. I also regret not buying a few beers before the brawl."
The remarkably humanoid looking man in the chain sounds cheery despite the obvious slurring caused by smashes to the face by the guards.
"Deserves got nothin' to do with it. They were stronger than us or more numerous than us and now they're gonna toss us in a ring with somebody that has steel plating on their skin, probably on the back of an 8 foot tall half-ton beast where they'll bravely charge down some unarmed people with the idea that 'Some people just plum need killing'. Kind of a sweet job if you can get it."
I just realized I didn't choose background skills, so I'd add Appraise and Knowledge(Geography) to represent the travelling and shady background he has.
Please, please, please apply a skeletal champion. Someone ridicuously competent, cold-blooded and stalwart. If I get in, I think the potential for odd-couple pairing would be hilarious.
Things like:
Edward waited in the cold, dark rain while most of the rest of the party slept, a bottle of rum to keep him warm. He was watching for signs of trouble when the warrior he called 'Mr. Bones' rattled up to sit down next to him, signalling that he would take over the watch.
Edward wordlessly handed the bottle to the skeleton, ignoring the fact that the skeleton would have no desire to drink and - even if he had - the drink would splash uselessly through the gaps in his bones. As the boar-man did, he shook his great head and said the single sentence that every man in the history of the world has said, with all the gravitas and meaning it entailed.
The sudden sopping feeling of being struck in the face with pig slop woke the prisoner with a start, who carefully wiped the thick slime off his face and plopped it in to his mouth with a grin. "Thanks, boss."
The guard looked disgusted at that, peering at the thing inside. "You're a joke. Not so scary in there. Your head's gonna be on the block in a fortnight."
"Blah, blah blah. At least I had a good last free night with your mom." - The guard snarled and fumbled for his keys, only to be stopped by the warden who happened to be walking down the hall.
"You're new. Don't." He said simply, shaking his head. "This shapeshifter ripped apart half a dozen men in a tavern brawl. Three of which were city guard trying to pull him off of someone who drew a blade on him. You walk in, I'll be cleaning your guts off the floor. Let him go. He'll get his."
The guard stepped back and the prisoner settled back on the straw he had been given, mildly disappointed. "Still," the prisoner thought, "I won't forget a kindness. I get out, I'm not gonna wreck your face, Warden."
Traits: Trustworthy(+1 Bluff to fool someone, +1 Diplomacy and Diplomacy is always a class skill), Demon Proof Mind(+2 to save vs mind-affecting powers of evil outsiders).
Feats: Extra Feature(Can take 1 extra feature in hybrid form), Dedicated Adversary - Human(+2 Preferred Enemy bonus for humans).
Skills:
Perception: +8/+10 vs Humans
Knowledge(Nature): +6
Diplomacy: +5/+7 vs Humans
Survival: +8
Fortitude Save:
+4/+5 in hybrid
Reflex Save:
+1
Will Save:
+4/+6 vs evil outsiders mind-affecting.
Special Abilities:
Animal Focus - Can choose a feature from Hunter ability of the same name
Skinwalker Shapeshift - Can choose 2 of the following features:
+10 foot racial bonus to base speed
Gore attack that deals 1d6 points of damage
2 hoof attacks that each deal 1d4 points of damage
Scent to a range of 30 feet
Edward is mean. Always has been - But when you come from a Skinwalker tribe, particularly one descended from Wereboars, your life is a whirlwind of passion and misunderstandings, and Edward's life is no different. All of that was made worse by the fact that shapeshifters are far more likely to kill the person bearing them, so the family turned to Lamashtu worship as the only way to keep their mothers safe.
Taking on the path of the druid from a young age, Edward's malleable form helped him as a hunter with his family, bringing in pelts from the islands and selling them on the open market. His family were travelers, constantly moving from place to place when the inevitable bar-brawl or savage beating got them chased out of town by the authorities.
Still, Edward had a place in the world, and that place involved getting paid to hunt things. Sometimes, that 'thing' involved people, simply because hunting fugitives was more lucrative than hunting deer when the opportunity presented itself.
He relished the chance to pit his own near-supernatural strength against the various thieves and ne'er-do-wells he occasionally encountered. Generally, Edward kept to an attitude that he liked to use the same level of force whoever he was hunting used - Lethal for lethal, non-lethal for those who threw a punch or two back.
All that came to a halt when he gleefully took on a bounty to hunt a Rovagug worshipper named Denython, guilty of heresy in the state of Talingarde. Edward took the bounty and went to hunt the fallen worshipper of a mad deity, who took every opportunity to turn things against him.
The follower of Rovagug summoned dream-Daemons, plaguing Edward with nightmares that wouldn't let him sleep, so Edward hardened himself to their images and found Denython's trail again. Denython summoned wisps of shadows whispering promises to Edward, but Edward's direct nature shredded the shadows and his psyche left sacrosanct. Finally, Edward tracked Denython to a city tavern and burst inside. Frayed and angry, having been plagued by Daemons for months while following him, when the Diabolist Denython drew a knife, Edward lost it. In a red haze, he tore the Diabolist limb from limb, along with the Tavernkeep and a random bystander who happened to scream and get his attention. He also destroyed 3 city guard who burst on to the scene, catching them by surprise before the rest of the watch managed to drop him down and drag him off.
And now he is imprisoned, trapped in a prison for the worst of the worst.
Character Quote
"Oh, I'll kill a man in a fair fight. Or if I think he's gonna start a fair fight. Or if there's money involved. Or a woman. But just for kicks? That's just asking for pitchforks and torches and that's trouble you don't need."
I have to admit to being curious about this. Not to play, but just the logistics.
Golarion has Clerics and Oracles and Deities who are very active in their flock. They also have Wizards who can summon Dretches who will gleefully go in to detail about how you will spend eternity being consumed in the lower intestine of a greater Daemon for following evil, and there are very easily cast spells that will quite happily tell you whether you are evil(And thus going to be consumed by demons for all eternity) or good(In which case you can go make a nice cuppa).
How do you handle the very clear existential crisis any sane person would have in such a world, knowing that you are about to face an eternity of suffering and, even if you become Undead, that you will 'Only be immortal for a little while' and then suffer eternally?
I would find that a jarring game to play. "What? I'm evil?" "Yep. Spell said so, man." "But I love my mother!" "So did Orcus, man. Spell doesn't lie. You evil."
Human are almost 2/3s of the submissions. Aasimar proved more popular than other options.
8 races across 33 submissions. Half of the races selected are non-core, though they only represent 9 of the submissions.
Fits well with Taldor's demographic (mostly human, aasimars are the only other race that avoid discrimination). People have obviously paid close attention to the players guide!
All I'm saying is that the Cavalier from the Dungeons and Dragons cartoon was a being plucked supernaturally from another world, given a magic shield and told to guard his friends. My character is an Aasimar, which is the descendant of a being plucked supernaturally from another world, and he has a magic shield that he uses to guard his friends.
Right! I would love to be involved in this: Kingmaker is one of my favourite IPs out there and I have never had the opportunity. Let's give it a try.
Stats
Traits: Crusade Veteran(+1 to hit with blunt weapons), Honest(+1 to Diplomacy checks, +2 to those already friendly or helpful).
Feats: Weapon Focus: Unarmed Combat, Lucky Halfling(Roll one allies saving throw/day alongside him. Choose which one to use), Deflect Arrows(1ce a round, ignore one ranged attack he is aware of).
attacks:
Unarmed Combat: 1d4+2/1d4+2, +8 to hit(+3 BAB, +1 Size, +1 Crusade Veteran, +2 Strength, +1 Weapon Focus), raising to 1d4+4/1d4+4, +10 to hit when raging.
I'll put the rest of the stuff in when I get home. Just leaving Uni right now.
I just realized with my application that I made a mistake: I had no idea what the 'Background Skills' rule was and just assumed it meant that we should have some skill that shows who and what we are and do. But it turns out I have 2 more skills! :D One of which is a Background and one of which is just normal.
Since I can't actually edit my post, can I add:
Sense Motive: +8
Knowledge(Religion): +8
To my list of skills?
I really like some of the applications. There could be some great interactions based on ideals.
GM Dak wrote:
@CampinCarl9127 Concept I'm ok with. Shot me a PM with your thoughts on the archetype and I can give you my input.
@The Lobster I'm fine with you submitting multiple characters if you want to take the time to craft them. As for the drawback, the drawback is fine and I'm ok with you picking. However, since you are getting rid of the randomness, and the drawback you picked, while thematic, is less likely to have an effect I would want to impose an additional factor such as -2 to saves and skill checks that involve holding your breath or breathing in a potentially harmful substance. On the archetype front, it is not limited by the books mentioned as long as it is not 3PP.
@All Thank you to everyone who has submitted so far. I am reading through these and over the weekend I will compile a list of applicants and their respective status of completeness, plus any questions/thoughts I have.
Traits: Taldan Patriot(+1 to sense motive/knowledge (History) and once a day can recall a fact about a noble that would normally require a successful check in social combat) , Child of the Temple (+1 to Knowledge(Nobility) and Knowledge(Religion) checks)
Feats: Noble Scion - Merosett(+2 Knowledge - Nobility, +5 Bluff/Sense motive to send/receive secret messages, half time to search archives, navigate government offices, review contracts or otherwise work with bureaucracies).
Equipment: 2 Apollo dogs, combat trained(Jack and Finn), Heavy Steel Shield, club, backpack, parade armor, 4 days food for Jack and Finn, steel and tinder, sleeping roll
Combat stats:
Jack and Finn: AC 13(TAC 12), Bite +3, d6+3 plus trip. Init: +2
Init: +0
Club: d6, +1 to hit.
Acid/Cold/Electricity resistance: 5
Background:
Spoiler:
In a house known for occultism, influence mongering and spymasters, Eric is the one the house marches out when it wants to make a point about their righteousness. Sent to a temple of Iomedae at an early age, Eric became the affable but slightly inept warrior surrounded by those more capable than him. If it weren't for the fact that he was taken in by the Temple's Master of the Hounds, he probably would have been given a luxurious life and kept in the dark about everything the family does.
The Master of the Hounds discovered Eric's skill with animals at a very young age, his empathy and steel-hard glare commanding obedience at every level from the animals the Master had in his care. Taking the boy on, the Master taught Eric how to hunt down fugitives with them, how to keep the respect of the creatures there.
This changed everything about the slight boy. Now, he is called upon by the house when criminals must be hunted, or asked to join in on animal hunts by the other nobles. The family has welcomed him in, though of course they still march him out at every opportunity like a monkey in a tuxedo.
Character's link to Taldor:
Eric is a Merosett. He walks the senate floor like he was born to it and, unlike many in his family, he has a strong sense of duty to tradition. He can be counted on to back family and tradition, and takes a fierce pride in the history of the Senate floor
Livelihood
While Eric could very easily have wiled away his days in idle splendour, Eric works with the temple of Iomedae as an Initiate. His specific duties involve working with the Hounds, often serving as a temple guard, though due to his noble heritage he is given a lot of leeway and often runs errands between the temple and the senate floor to curry favor.
Motivation:
Eric is expected to take an active role in politics, and he is a very dutiful son. He is intelligent, well-read and has a plan for his own families lands when he inherits his own. Plans that involve bettering the local community through his influence and wealth.
Rollplay vs Roleplay
In the beginning, Eric will rely heavily upon his hounds for combat. As a Sacred Shield, his one huge advantage is that his Smite Evil ability actually just halves damage to the people around him, making his teammates much less likely to be hurt badly in the ensuing fight and improving the performance of his animals hugely. His first act of any fight will be to use his move action to Command his dogs and his standard action to Demoralize his opponent. He will minimize damage greatly
As soon as he hits level 2, he will be multiclassing in to Cavalier(Archetype: Castellant, Order of the Beast). This will grant all his allies(Including his animals) the Precise Strike feat, meaning they will all get +1d6 damage when flanking(Which his dogs will always try to do). By level 5, he will have the Natural Bond feat and 2 animal companions(One from Castellant and one from the Order of the Beast) that will have multiple teamwork feats.
At level 6, I will take a second Natural Bond feat to affect my 2nd Animal Companion and I will gain access to shapechanging them. This will allow my Hounds to become Smilodons, doing 5 attacks a round(+d6 every attack due to Precise Strike, plus other Team Mate feats) and I will -still- be able to halve damage from the biggest and roughest target we face.
Outside of combat, Eric knows the ins and outs of the Senate. He is a decent speaker, knows the nobility inside and out and is privy to secrets no other PC(Other than other Merosetts) would know without serious digging.
Timezone and experience with playing
I have never been in a PbP at all! And I live in England, so I'm GMT.
Skills:
Bluff: 1 +2 Cha +3 = 6
Diplomacy: 1 + +2 Cha +3 = 6
Survival: 1 + 3 Wis + 3 = 7
Perception: 1 + 3 Wis + 3 = 7
Sense Motive: 1 + 3 Wis + 3 = 7
Profession(Preacher): 1 + 3 Wis + 3 = 7
Knowledge(Religion): 1 + 3 = 4 (Preferred Class bonus skill point)
Traits:
Indomitable Faith
Merchant Family
Equipment:
Parade Armor, Hand Crossbow, 12 bolts, backpack, belt, 2 sets of Scholar's outfits, soap, 2 bottles of wine, silver holy symbol, armor polishing kit, dagger.
GP: 38
Background
Spoiler:
Simling Avashatrayapinyu is a cheery missionary of local Demigod(s) The Speaker's of the Depths. He is well known locally, both for his work with the poor(He often provides bread and soup to the poor and the destitute) and for his flamboyant personal style(He wears a set of parade-quality leather scale, cuir-boullised by boiling each scale in different coloured wax, creating a scintillating coat of arms easily recognizeable). He moved in to town about 4 years ago, the lone survivor of a giant attack that left his merchant family scattered and destroyed - And often claims that he was saved by sheer, mad chance.
Regardless, his adoration of his deity is apparent - His love of raw creation and tendency to speak in a preacher's cadence creates the image of one who is endearingly nerdy.