I'm still working on something. The concept I'm looking at is a Slayer who grew up on the streets doing what he had to do to survive. His survival skills is seen by the Tidewatch/Flame Seekers/Ember Council and he is convinced to work for the flame seekers and venture into the ruins outside the walls. I am looking at the demonic corruption. I'm still working on the mechanics and the background to fit that, but that is the high level concept
Definitely interested. I do have have some questions on the world though. Is Cinderwake an island? I was thinking something of a ranger that hunts to bring in food but I'm thinking hunting isn't really an option in this world. If that's true, are animal companions a thing? I have this vision that if animals are near non-existent, an animal companion would be seen as food by most other residents.
I know I'm cutting it close but I had inspiration for my hell's vengeance character. If selected I will create an alias. Presenting Vitus Crus Vitus Crunch:
Vitus Crus Demon-spawn tiefling antipaladin 1 Tyrant (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264) LE Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +0 -------------------- Defense -------------------- AC 15, touch 10, flat-footed 15 (+5 armor) hp 12 (1d10+2) Fort +4, Ref +0, Will +0 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee greatsword +5 (2d6+6/19-20) or . . longsword +5 (1d8+4/19-20) Ranged longbow +1 (1d8/×3) Special Attacks smite good 1/day (+4 attack and AC, +1 damage) Spell-Like Abilities (CL 1st; concentration +5) . . 1/day—shatter (DC 16) Antipaladin Spell-Like Abilities (CL 1st; concentration +5) . . At will—detect good Antipaladin Spells Prepared (CL 1st; concentration +5) -------------------- Statistics -------------------- Str 18, Dex 11, Con 14, Int 6, Wis 7, Cha 18 Base Atk +1; CMB +5; CMD 15 Feats Furious Focus[APG] Traits ex-iomedaean, magical knack Skills Acrobatics -4 (-8 to jump), Handle Animal +8, Intimidate +8, Perception +0, Sleight of Hand -3, Use Magic Device +5; Racial Modifiers +2 Perception Languages Common, Infernal SQ prehensile tail[ARG] Other Gear scale mail, arrows (20), greatsword, longbow, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), holy text[UE], waterskin, wooden holy symbol, 102 gp, 6 sp, 1 cp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Detect Good (At will) (Sp) You can use detect good at will (as the spell). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used. Hells Vengence Questions: 1. What is your opinion of the Order of the Godclaws failure at Isger? They are complete and utter failures. To not only be defeated by a group of Iomadean knights but then to have that defeat spawn the glorious reclamation, the order should be ashamed and what is left banished from the great nation of Cheliax 2. Where do you see yourself in the high echelons of Cheliax's tangled web of government?
3. You have captured the loved one of a hero. What do you make them do in exchange for their safe return? Will you keep their word of feast on the tears of absilute sadness?
4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
5. Someone powerful you fancy has invited you into their bedchambers. However there are many unpleasant rumors to the fate of their partners. What do you do?
6. Your lifes nemesis is at your mercy. Give me your villain speech.
7. Without describing their job, name, or appearance tell me who your character is.
4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
Specialist: 1d100 ⇒ 93 Couple questions as I ponder a character 1) How long of a game are you planning?
GM SUPER RUNELORDS wrote: Quick note that Thassilonian Specialist is featured in the anniversary edition itself, so I'll allow it. Any chance you can say where this is mentioned as being featured? I was curious if anything else was featured such as tattooed sorcerer as both archetypes were originally mentioned in the same place and both apply to Varissia.
Wilhim wrote:
So arcane casters (Sorcerer and Wizard) are now available? I know previously you were against them. Set 1:
4d6 - 1 ⇒ (6, 1, 5, 1) - 1 = 12
4d6 - 1 ⇒ (2, 3, 4, 5) - 1 = 13 4d6 - 2 ⇒ (1, 5, 3, 5) - 2 = 12 4d6 - 1 ⇒ (3, 1, 3, 5) - 1 = 11 4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12 4d6 - 1 ⇒ (4, 1, 2, 6) - 1 = 12 Set 2:
4d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 12
4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12 4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17 4d6 - 1 ⇒ (2, 2, 1, 4) - 1 = 8 4d6 - 1 ⇒ (1, 1, 3, 6) - 1 = 10 4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13 So average or 1 high 1 low
But the fact that we are probably getting them from a government contractor means bureaucratic nightmares and delays. But the supplier thinks they can get it to the base 2 weeks after the mission departs. It will then be another 2 weeks before the Receiving Inspector has a chance to inspect the package, another 2 weeks to resolve the discrepancy with the lot number on the packing slip, and another 2 weeks to move the package from the receiving dock to the end user. And if you are thinking of going to the receiving dock to get the package yourself, the labor union is going to file a grievance against you.
Definitely Interested lets see what the dice have to say.
Wow ... 12s all the way down... 18 point buy... If you are allowing 25 point buy I'd obviously be going with that
4d6: 4d6 - 1 ⇒ (4, 2, 5, 1) - 1 = 11
Not too shabby. Not the best but could be worse ... I'll see what I can come up with
Ten Facts About Goblins 1. HORSE HATE: Goblins excel at riding animals, but they don't quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close. 2. DOG HATE: Although goblins raise horrible ratfaced creatures called (creatively enough) goblin dogs to use as mounts, and ride wolves or worgs if
3. GOBLINS RAID JUNKYARDS: Garbage pits, gutters, sewers-anywhere there's garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away. 4. GOBLINS LOVE TO SING: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society. 5. THEY'RE SNEAKY: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes goblins unnervingly adept at hiding in places you'd never expect: stacks of firewood, rain barrels, under logs, under chicken coops , in ovens.... 6. THEY'RE A LITTLE CRAZY: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating. 7. THEY'RE VORACIOUS: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don't have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids. 8. THEY LIKE FIRE: Burning things is one of the great goblin pastimes, although they're generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else's home and you've got trouble. 9. THEY GET STUCK EASILY: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped. 10. GOBLINS BELIEVE WRITING STEALS YOUR SOUL: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That's not lucky. Writing steals words out of your head. You can't get them back.
I'm going to submit Syeira, Tattooed Sage Sorcerer for this. If selected I will create the proper profile. Crunch:
Syeira Cretu Female human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70) CG Medium humanoid (human) Init +6; Senses Perception +4 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex) hp 8 (1d6+2) Fort +2, Ref +2, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4/19-20) Ranged light crossbow +0 (1d8/19-20) Spell-Like Abilities (CL 1st; concentration +0) . . 3/day—dancing lights Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +5) . . 1st (4/day)—color spray (DC 15), magic missile . . 0 (at will)—detect magic, light, mage hand, prestidigitation, ray of frost . . Bloodline Sage -------------------- Statistics -------------------- Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG] Traits magical lineage, scholar of the ancients Skills Acrobatics +3, Appraise +8, Knowledge (arcana) +11, Knowledge (local) +8, Lore (Alchohol) +8, Perception +4, Sense Motive +4, Spellcraft +10, Stealth +3 Languages Common, Draconic, Elven, Goblin, Sylvan, Thassilonian, Varisian SQ bloodline tattoos, familiar tattoo Other Gear haramaki[UC], crossbow bolts (40), dagger, light crossbow, bedroll, canteen[UE], ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, 30 gp, 8 sp -------------------- Special Abilities -------------------- Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to Sage When a spell level is increased by a metamagic feat, it gains +1 DC. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level. -------------------- Arcane Familiar CR –
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Background:
Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own. This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl. As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk. While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking. This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint. Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?” Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron. That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her. Appearance and Personality:
Syeira stands at 5'8" and has a slight build. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it. Build Projection: As should be fairly obvious, I am going for a glass cannon blaster sorceress. I am human and will be taking the alternate racial favored class ability, so I should have some decent utility like a wizard.
Vrog: I swear I read the school entry three times. I don't know how I missed that last line. I'll add a new spell.
I have clothing. It's listed on sheet two right above the spell book. As for the other 3 bulk, it's on sheet 4. The longbow, longsword, and 30 arrows. As for the character sheet, I usually list it in my alias (See Timo Zoci in my aliases as an example). I just don't currently have a good template. As soon as I do I'll transition the Syeira alias to this new character.
I've completed my character. I'll have an alias up if selected. Allow me to introduce Syeira Background:
Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own. This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl. As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk. While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking. This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint. Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?” Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron. That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. She has a standing challenge at the Inn to anyone that wants to attempt beat her a test of strength. (So far she has a twenty-two and three record). Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her. Appearance and Personality:
Syeira stands at 5'8" and has a slight build as typical for an elf. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it. Role and Other Info: I see Syeira mainly as a damage dealer role with a bit of controller role. At the moment, I foresee myself playing her kind of as a Magus as she has the strength to wield weapons. At level 2 I see her taking either the Paladin dedication or the Fighter dedication to gain armor training and further weapon skills. Syeira took the Evoker school. At this moment I see her focusing her spells at blasts as well as spells that boost her combat with dashes of battlefield control (ala color spray). You’ll notice I said “At the moment” and “I foresee” a lot. That is because I believe that a character evolves as you play the game and what you think the character’s path is can change at a moment’s notice, particularly once the player gets a true feel for the character. Finally, my in for a penny, in for a pound moment (I didn’t really know how to incorporate that phrase). An interesting moment in Syeira’s backstory would be her initial encounter with Ameiko. In looking for employment, Syeira got the job by breaking up a bar fight.
I'm not completely familiar with 2e but I'm interested.
Wow... completely unplayable. Let's try again.
I like it. Let's see what I can do. Probably build a wizard or sorcerer.
Daidalos Icarum wrote: We could also try taking him alive (with nonlethal damage)) if anyone else wants to try- or if we just want to honor our “call off the golem and we might spare you,” which Daidalos wouldn’t mind. I want to point I was very specific with the wording I used. I said listen to the man and HE might spare you. I said nothing about the rest of the group
Ok ... Lets roll 4d6 ⇒ (5, 3, 5, 6) = 19
16, 11, 9, 13, 13, 11 4d6 ⇒ (2, 6, 6, 1) = 15
14, 11, 14, 12, 15, 11 Think I'll be going with the second one.... Lets see what I can do Sign in to create or edit a product review. |