Ratfolk Caravan Guard

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Hello everyone! And thank you, Brainiac, for having us!

I'm planning on playing a divine sorcerer who worships Tsukiyo, and who consults the various Psychopomp Ushers for advice. The Psychopomp bloodline provides my character with the Heal spell at level 1 and, as we gain levels, the ability to do very respectable damage to undead and fiends.

I can dip into Medicine and pick up some feats from the Medic archetype, but sorcerers tend to be rather limited in their skill increase and skill feat selection. I'd also need to invest in wisdom, which is fine, but it does tie down my ability scores to CHA-WIS-CON-DEX, and in that order.

If someone else feels like specializing in Medicine, go for it. Both the Familiar Master archetype and an Oracle multiclass are on my list of build options, and I have no qualms with adapting my build to what the group needs (or, doesn't need).

As for their background and fluff, right now I'm thinking of playing a 'regular' Tian human who is either an Outskirt Dweller or a Folklore Enthusiast. Whichever I end up picking, they only came into their powers recently and have tried to keep it a secret because for now, all of it is simply *too* much. Hearing whispers from beyond?! Seeing an incomprehensible glimpse of what is, was, and will be when shaking someone's hand?! It's a nightmare, not a blessing!


I'm still working on my cleric of Sivanah. Hopefully I get to post a general outline tomorrow :)


Dotting. Got an idea for a thieving cleric, just need to figure out 'how' to make it work. Shelyn, Calistria and Norgorber seem fitting picks, but I'm open to suggestions.


Good luck everyone! I didn't find the time to make a worthy submission, but I see there are more than enough quality submissions. Have a great game!


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Would a samurai be ok? I'd 're-flavor' the character to be an educated Andoran warrior, possibly with foreign roots, and ditch the mount by picking one of the available archetypes. Effectively, the character will play as a fighter with fewer feats, but more skills and some nifty order abilities. Characters, both real and fictional, such as T.E. Lawrence, the writer Cervantes (Don Quixote), but also Picard and Zatoichi, serve as inspiration.

I imagine him to be an artistic soul, and I'll definitely pick up artistry literature (poetry) as a skill.


Dotting. The Ruins of Azlant game I was in died right at the start, and I was so looking forward to playing a faithful of Aroden in a journey of self-discovery.

I'll have to think about what I want to submit.


Dotting.

I'm thinking of a conjurer wizard who attended the Acadamae. He ultimately got caught by one of life's tidal waves and swept away into a bad place before graduating. The 'Framed - Dropout' trait will fit like a glove.

The specialization isn't set in stone but it fits the Acadamae. Perhaps an illusionist might be fun, but, illusions are often tricky when it comes to the rules (RAW, RAI, what the DM thinks is possible, what the player thinks he can do with them) and I honestly don't want any of that :)


Hrm, I saw someone else submitted a thaumaturge that basically hits all the notes I was going to hit, so I decided to switch it up.

I was thinking of a demonic (!) sorcerer. The premise is quite simple: one of his ancestors ventured forth into the Stolen Lands and got himself cursed. Admittedly, that's the hushed tale his family tells. It could be worse, perhaps the ancestors made a pact with an otherworldly entity to survive - but at what cost?! Ever since, men in his family who become fathers either slowly start losing their minds, forgetting the faces and names of those they care about, or bear children with demonic blood. Some unlucky individuals suffer both.

The character's goal is simple: find out what happened, and if possible, end the curse. Whether this can be achieved at all is something else, but he'll be driven by atonement - for himself, his bloodline, and the sins of his ancestor.

Demonic sorcerers get divine spells, so he'd mostly be a support caster with some blast options. Alternatively, the bloodline can be changed, and the curse can be a thing of its own, which would still drive the character to go to the Stolen Lands. I mostly just want to try out the divine list on a sorcerer chassis, with a 'cursed bloodline' appropriate ... bloodline.


Dot.

I got an idea for a thaumaturge. What I don't know (yet) is what race they'll be. I'm thinking gnome with perhaps a splash of ifrit, but while I don't care for a mechanically strong character, I'd like the character to at least be functionable, haha!

Also, welcome back! Hope all is well.


I'm busy putting together an inquisitor of Calistria. Hopefully, I get to wrap up his background in the coming week :)


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I'm sorry to hear that and while the loss of the game does suck, I really want nothing more than for you to find your way back to happiness. Thank you for the game, and hopefully one day, we'll meet again on these forums!


Dotting. The last two games of KM I joined fizzled out, and I haven't gotten much further than a little past book 1. Let's hope that it is as they say: the third time is the charm.

Two things of note: I have played the Kingmaker computer game and I am currently playing in a PF2 KM game with friends, but with only one 4 hour session every 3 weeks, that game will take even longer to finish than the average PbP game of KM :)

Right now, I'm inclined to roll a human or half-elf transmuter (wizard) with the Rostlander or Pioneer trait. Profession Gardener and Knowledge Nature will be his two skills of choice.


Dotting. Got an idea for an inquisitor of Calistria who is all about getting revenge for his dead brother. I imagine he'll be a lone agent of retribution, sponsored by the divine. Never quite liked the class name 'inquisitor', as it paints a rather rigid picture ;/


Good luck with the game! I couldn't put a character that made me all excited to play him or her, so I won't be submitting one :)


Check! I'll let my mind wander for the next couple of days and see if anything hits me.

I like to let the setting inspire my character choices, so I'll do some digging into Magnimar.


Dotting. I got a couple of ideas floating about in my head, like an armiger (fighter archetype) of the Order of the Pike or Torrent, or a cleric of Asmodeus. Do let me know if the latter would be a problem :)


Dotting.

I'm currently sick as a dog, so I should have ample time while in bed to figure out what I want to submit. I'll probably look into something FR/The Dalelands appropriate :)


Dotting.


Dot dot ._.


Be sure to try out a Pastéis de Nata while you're in Portugal! They're super yummy ._.


Good luck and have fun!


I'm busy working on a gnome fighter of sorts who has a fascination with the occult. He might turn into a halfling or human, depending on the obstacles and discoveries I'll stumble on while putting him together!

1d1000 ⇒ 788

Agent 788 reporting in.


A character concept: briefly explain who they are and what they bring to the party.

Rye Mus’afir is a young shaman who is busy coming to grips with the responsibility bestowed upon him by his people: a young goat named Thagha’an. A vessel for wisdom and ancestral knowledge, Thagha’an needs to travel and see the world to fulfill its potential. Meanwhile, Rye has to prove he is worthy of being a spirit shepherd.

Rye is a young and inexperienced shaman. At low levels he will mostly supplement the party with buffs, healing, and spells that blast and disable foes. As shamans are super versatile, Rye can flex into spirits (and thus hexes and spells) on a daily basis from level 4 and on. The goat can talk, will grow significantly smarter over time, and can make untrained knowledge checks. If the situation is dire, it can even dish out gore attacks.

Backstory: A brief overview of your character's history, showing what motivates them.

Rye is the scion of a family renowned for its affinity to the spiritual world. He has as much to prove to his family and people as to Thagha’an and the Spirits that guide them. While not a fool, Rye is young and not well-traveled, and the goat makes it a point to drag him out of his comfort zone in order to create learning opportunities. Since it can talk, it will happily tell a cute girl that Rye fancies her if it notices Rye looking at her. It only does so when it thinks it helps Rye learn and grow as a person and shaman, not to embarrass him. Any possible embarrassment is a happy coincidence.

Rye is hell-bent on overcoming the trials Thagha’an puts him through and returning to his family with the knowledge that he is ready to (spiritually) lead their people as a spirit shepherd

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Happenstance! Or, more specifically, Rye has just left Qadira after getting ready for his spiritual journey. This journey is all about seeing as much of the world as humanly possible until Thagha’an has grown into an adult spirit goat, and is ready to assume its role as a ‘yurshad’: a spirit guide for Rey’s people. Rye lets the goat decide where they go next, and Thagha’an insisted on going north, to Taldor and beyond.

Perhaps the Spirits have sent him to Heldren for a reason.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

Human shaman. Balanced stat spread, early bonus feats and traits go into HP and saves, but I might switch it up depending on the party make-up. Ancestor spirit gives the goat the ability to speak Common, and opens up solid buffing options later on.

Shamans are flexible and when you combine their core spell list with the options granted by the spirits, Rye can always flex into useful spells.


Are kineticists okay? I've never played one, and I got an idea for a half Qadiran / half Taldoran who is stuck between two hostile cultures yet is a child of both.

I'm unsure whether I want to go air or fire, as both are fitting, but I'd hate to go with a fire-heavy build if it turns out to be 'optimal'. I'm lactose intolerant IRL and quite adverse to PF cheese ;)


Dotting!

I haven't played it before, haven't read much about it, and I understand the players are to be an extension of the law. I do take it we're supposed to be 'the good' cops?


Wrath of the Righteous sounds like it can be amazingly good fun. Not a fan of mythic, and I'd much prefer a non-mythic version.

I'd throw in Serpent's Skull, buttttt ..... some of the books are complete duds :( that first book, however, is truly amazing.


I'll try to get a character profile up and running today. Hopefully, there's a fitting avatar out there for Ubasu!

Emerald Boughs - Diplomacy vs DC ??: 1d20 + 12 ⇒ (19) + 12 = 31
Situation before the check: Emerald Boughs at 2, Uzunjati at 0.


Crunch:
NAME Eliphas
CLASS Wizard (Illusionist)
RACE Human (Chelish / Korvosan)
ALIGNMENT Neutral Good

STR 10 INT 18
DEX 14 WIS 14
CON 14 CHA 10

BAB +0
FORT +3 REF +2 WILL +4
HP 9
AC 12

FEATS
1 Spell Focus Illusion
H Great Spell Focus Illusion
W1 Scribe Scroll
Fam Alertness

SKILLS (9 (2 Wizard, 4 INT, 1 Human, 2 Bonus)
1 (1) Knowledge Arcane +8
2 (1) Knowledge History +8
3 (1) Knowledge Religion +8
4 (1) Knowledge Planes +8
5 (1) Knowledge Dungeoneering +8
6 (1) Spellcraft +8
7 (1) Linguistics +8
8 (1) Perception +9
9 (1) Craft (Drawing/Painting) +8
bonuses: +3 to Perception (+1 trait, +2 Alertness), +1 to Appraise, +4 to Perception vs statue-like creatures, +2 Sense Motive
LANGUAGES
Common, Ancient Thassilonian, Draconic, Infernal, Celestial, Abyssal

TRAITS
1 Ruin Raider (+1 to Appraise, +4 to Perception vs statue-like creatures)
2 Resilient (+1 to Fortitude saves)
3 Seeker (+1 to Perception, becomes a class skill)

SPELLS
Known
0 ALL
1 (x) Color Spray, Shadow Trap, Silent Image, Detect Secret Doors, Protection From Evil, Mage Armor, Magic Weapon
Prepared
0 (3) Detect Magic, Acid Splash, Ghost Sound
1 (3) Silent Image, Color Spray, Color Spray

WIZARD
Cantrips: Wizard can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane bond: Gain a familiar.
Opposing schools: Enchantment & Evocation
Arcane School: Illusion (Phantasm)
-Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
-Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
-Arcane Bond (Figment/Sage Familiar)
Foggert the Raven
N Tiny animal Init +2; Senses low-light vision; Perception +6
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 NA)
HP 2 (quarter of master’s) || Fort +1, Ref +4, Will +5
OFFENSE Speed 10 ft., fly 40 ft. (average) Melee bite +5 (1d3–4) Space 2-1/2 ft.; Reach 0 ft.
STATISTICS Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse Skills Fly +6, Perception +6, Knowledge Local +4, Knowledge History +4
-Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.
[b]-Manifest Dreams (Su):
At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions.
-Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
-Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
-Empathic Link
-Share Spells

HUMAN
Bonus Feat: Gain a bonus feat.
Skilled: Gain an extra skill point per level.

GEAR
Dagger, Light Crossbow, Spellbook, Spell Component Pouch, Backpack, Pouch, Sack, Scroll Case, Hooded Lantern (+4x oil), Iron ration (x2) Waterskin, Mess Kit, Writing Kit (diary, writing utensils, some blank sheets), Sketchbook + pencils, Explorer's Outfit

Tidy background:
BACKGROUND
A graduate from the Acadamae, Eliphas needed a rigorous change of pace after enduring five harsh years at Korvosa’s premier arcane institution. All the days spent studying the basics of illusionism and how to create new layers of reality kept him away from the world around him. Instead, he got to see a thousand paintings and studied many of them in great detail so he could hone his craft. Each of them was a promise of a place worth visiting, of peoples, environments, and buildings worth seeing. And so one day, whilst smoking a pipe of wizard leaf atop one of the Acadamae’s spire towers, he promised himself he would.

And what better way to do so than as a member of the Pathfinder Society?

IC post:
"Ah!" Lazily, Eliphas reaches for a thick slice of fresh bread and gathers the soft inner part by kneading it into a ball. The young wizard uses it to erase the mistake he made in his drawing and soon after, the soft scratches of pencil kissing paper resumed. The drawing of the Irespan, Magnimar's characteristic landmark, will most likely take a couple more attempts before it will pass his own personal standard, but he'll get there. Eventually. It would be so much easier to capture its splendor using magic! But that would be cheating.

And if anything, drawing keeps him occupied. And that's a good thing, for the young wizard is bloody nervous. Today's a big day for today's the day he'll get called to the Lodge for what might be his very first real Pathfinder assignment!


@DM Dickie: is it possible to start with Ancient Thassilonian as a language? I tried googling it, but I assume I *can* if I put a point in Linguistics? I'd also like Azlanti, but I take it that has to wait until level 2.


Dotting. I'm thinking of an arcane caster. Not sure what class, but I tend to enjoy dipping my toes into new mechanics so perhaps an alchemist or arcanist :)

... that, or some outlandish wizard build.


Hi there! Some of my games sadly came to a premature end over the last couple of months so I have enough time to dip my toes into another one.

My first question: is the Omdura class allowed? I wouldn't mind going for a regular cleric instead if the answer is no, but it looks like a fun cross between the cleric, inquisitor, and paladin. I'm thinking about a follower of Milani who also pays (more-than-)lip service to Cayden, Desna, Shelyn and Sarenrae.

The second question: how deadly/mechanically serious is the game? I see a PC died to a manticore encounter, and I'm fine with danger being a real thing in a game, but I tend to 'waste' feats and other build points on fluff that help me feel closer to the character I want to play.

If the Omdura isn't cool (I can understand, I prefer to DM classes and options that I am knowledgeable about), I'm sure I can find a mechanical alternative!


Karti is good with taking the frostblood potions. Something tells me they'll come in handy.


Karti's diplomacy check:

Diplomacy: 1d20 ⇒ 4

He's been in the area for years, so that would be two rumors.

Rumors: 1d20 + 1d20 ⇒ (10) + (11) = 21

10
Diplomacy: 1d20 ⇒ 7

and 11
Diplomacy: 1d20 ⇒ 1


Here's a rough first draft for my ranger/investigator:

Kaulas 'Karti' Conrán.
Orphaned before he could ever get to know his parents, Kaulas is a snub-nosed dwarf with pronounced cheeks that dart upwards whenever he speaks, laughs, or frowns.

The nickname 'Karti' was given to him by his wife. Kaulas has a habit to chew on alchemically treated Karti roots, a most pungent and bitter habit. It helps keep foul smells at bay and is said to make one unappetizing to wild beasts and the living dead. Secretly, he quite likes the taste.

He is a skeptic who weighs whatever he is told on the scales of his mind and heart. Those who don't know him might feel he's aloof when first meeting him, but this, so Karti himself explains, is a regrettable side-effect of his occupation as a monster hunter.

Regardless of his (seemingly) cold disposition, it's clear that he cares about how is perceived by others, for Karti puts effort in how he dresses, the cleanliness of both his body and his clothes, and in the way he addresses people. He's a serious professional, and when given an important task, Karti can be consumed by it. Given time, this side of him tends to build sturdy bridges between him and those he works with or for.

NPC 1: Rauda (Common Folk)(Lives in Limbyen, is on the road a lot)(Partner)
Rauda is Kaulas' wife. Like him, she too busies herself with alchemy and combating both ailments and monsters with her brews and concoctions. Unlike him, she does not venture forth into the wild for weeks or months to hunt down monsters, seek out rare plants, and explore lost settlements and ruins. Rauda is a blessed cook and a much-welcomed guest by the common folk.

Rauda and Karti knew each other growing up, but life took both their own way until they met again at a spring dance. Karti feared it would take him many tankards of ail before he'd find the courage to ask her for a dance, but Rauda wasted no time and simply came forth and asked him to dance with her. Well, ask, it was not a question. She insisted, her eyes made that clear.

Karti feels completely at ease with her and the two can spend many a romantic evening together in complete silence. Little needs to be said between the two, and what does need saying, tends to be said when the two spend an afternoon in their garden, taking care of their impressive collection of flowers, herbs, and plants.

She can help Karti & Co with potions, poisons, and special food.

NPC 2: Vollí (Sundered Dwarves)(Limbyen)(Friends)
A skilled warrior who lost a hand in a fight with orcs many moons ago, Vollí now busies himself with training young talented dwarves and giving them purpose. The nobleman funds exploration missions and is eager to learn more about his people's history for maybe in their history, an answer can be found for the problem that is Pyrsa Castle and that accursed ritual.

Vollí trained Karti. He has also funded some of his ventures into the wilds. Much of their history has been lost to the ravages of time and in their quest for knowledge, Vollí and Karti have found true comradery.

He can help Karti & Co with knowledge, (Sundered) contacts, and martial expertise.

NPC 3: Frulli (Sundered Dwarves)(Limbyen)(Frenemy)
The third son of a widely respected warrior, Frulli was mentored by Vollí. It was then that Frulli and Karti met, but where Karti relies on alchemy, knowledge and planning to see him through to tomorrow, Frulli calls upon the divine to shield him and his friends and smite their foes. The two share a common cause, and one they both pour their heart, sweat and blood into, but the fact Karti embraces skepticism and dares to ask any question has led to tension between the two.

Frulli hopes to one-up Karti and convince him once and for all that doubts about the Divine and their plan and aspirations for the dwarven people are unfounded. Perhaps both just want to be Vollí's most cherished student and show him that their way is the best.

He can help Karti & Co with Divine blessings and aid, (Sundered) contacts, but might ask a steep price. Whether that be in gold, (future) commitments and or favors, depends on what is asked of him. Frulli will not condone the destruction of any and all Divine artifacts, temples, places, or whatever it is that might be linked with the Dwarven faith and their gods.

NPC 4: Greenroot the Traveler
Karti and Rauda are interested in exotic foreign alchemical ingredients and pay Greenroot in coin and valuable local flora and fauna.


Crunch dump:

Stats & Abilities & Skills:
NAME X
CLASS Ranger 2 / Investigator 4
RACE Dwarf
ALIGNMENT N/CG
DEITY X

STR 14
DEX 14
CON 15
INT 14
WIS 14
CHA 10

HP 55.5 (2D10 + 4D8 + CON + 4 FCB + 6 Toughness)
BAB +5
F +9 | R +10 | W+8
(possible bonuses: Spells & Spell-like Abilities (+2 dwarf), Poison (+4 from dwarf & investigator),
AC 20 (7 armor, 2 dex, 1 deflection)
(possible AC buffs: Shield (+4), Mutagen (+2 natural armor), Barkskin (+2 NA enhancement), Giants (+4 dodge), Combat Expertise (+2 dodge))
Giant-Sticker +1 | +8 to hit, 2D6+4 damage
(possible attack buffs: Power Attack (-2 to hit, +6 to damage), Mutagen (+4 STR translates to +2 to hit & +3 to damage), Studied Combat (+2 to hit and damage), Studied Strike (+1D6 damage), Enlarge Person (+1 damage and weapon die becomes 3D6))

FEATS
1 Toughness
3 Great Fortitude
5 Extra Investigator Talent
CSF Furious Focus (you do not get the penalty from Power Attack on the first attack you make)

SKILLS (60 ranks total: 12 ranger, 24 investigator, 12 int, 12 background)
(6) Perception +11 (+13 vs traps, +13 vs stonework, +15 vs stone traps)
(6) Disable Device +11 (+13 with tools, +15 vs traps)
(6) Stealth +11
(6) Survival +11 (+12 to follow tracks, +13 to avoid getting lost)
(2) Craft Alchemy +7 (+11 to make alchemical items)
(1) Spellcraft +6
(2) Acrobatics +6
(2) Swim +6
(2) Climb +6
(2) Sense Motive +6
(3) Knowledge Religion +8
(3) Knowledge Nature +8
(3) Knowledge Dungeoneering +8 (+10 to avoid getting lost)
(1) Knowledge Planes +6
(6) Knowledge History* +11
(2) Knowledge Engineering* +7
(1) Knowledge Arcana +6
(1) Knowledge Geography* +6
(2) Knowledge Local +7
(1) Knowledge Nobility* +6
(1) Appraise* +6
(1) Linguistics* +6
Bonuses: -x ACP, +2 Perception & Disable Device vs traps, +2 Perception to notice unusual stonework, +2 Disable Device, +1 Survival to follow tracks, +4 on Craft Alchemy to make Alchemical Items, +1D6 when using Inspiration (free for Knowledge, Linguistic, and Spellcraft checks), +2 Religion to identify undead and their abilities, +2 Stealth vs Undead
Languages: Common, Dwarven, Fiendish, Abyssal, Elven

TRAITS
1 Indomitable Faith (+1 to Will saves)
2 Broken, Not Beaten (once per day, when downed, you can take 1 dam age to remain conscious for 1 round, if you do, you are staggered and only get 1 action)

Extracts:
1 (4+1): Shield, Enlarge Person, Cure Light Wounds, Ant Haul, Heightened Awareness
2 (2): Invisibility, Lesser Restoration, Resist Energy

SPECIAL
DWARF
-Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-Darkvision: Dwarves can see in the dark up to 60 feet.
-Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
-Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
-Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
-Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
-Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
-Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
RANGER
-1st Favored Enemy (Undead): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against undead. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
-Track: +1 Survival skill checks made to follow tracks.
-Wild Empathy: A ranger can improve the initial attitude of an animal with a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
-Combat Style Feat: Furious Focus
INVESTIGATOR
-Alchemy:
1) Gain a +4 bonus on Craft (alchemy) to create an alchemical item. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
2) An investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
-Inspiration: As a free action, expend one use of inspiration to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Free to use on any Knowledge, Linguistics, or Spellcraft skill checks provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
-Inspiration Pool: 4 (1/2 investigator level + INT mod). Refreshes each day.
-Trapfinding: Add +2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
-Poison Lore: You cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
-Poison Resistance: +2 bonus on all saves versus poison.
-Investigator Talent:
1) Mutagen: can create a STR, DEX or CON mutagen that lasts 10 minutes per level. Grants a +4 alchemical stat bonus, +2 natural armor bonus, and -2 penalty to one mental stat. Takes an hour to brew up.
2) Quick Study: use Studied Combat as a swift action.
-Keen Recollection: can attempt all Knowledge checks untrained.
-Trap Sense: +1 bonus on Reflex saves and AC vs traps.
-Studied Combat: You can use a move action to study a single enemy that he can see. You gain a +2 insight bonus on melee attack and damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
-Studied Strike: An investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal 1D6 additional damage. This is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
-Swift Alchemy: An investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

GEAR:

(15737 used)
Combat: Masterwork Giant-Sticker +1 (12), Masterwork Agile Breastplate +1 (25), Skinning Knife (1, treat as dagger), Worg-Fur Cloak of Resistance +1 (1), Iridium Ring of Protection +1 studded with chrysoberyl stones, Stagger-Proof Boots made from mountain goat leather (1), Cold-Weather Outfit (7, +5 vs cold weather), Javelins (x5, 5)Bandolier - 58 lbs
Other: Minor Bag of Holding made from manticore leather (3, contains up to 50 lbs), Worn Iridium Wayfinder (1, family heirloom), Cracked Amethyst Pyramid (slotted into the Wayfinder), Masterwork Thieves’ Tools (2), Bloodvine Rope (5, 50ft, alchemical, durable), Boro Bead, Enchanted Hooded Lantern (2, Continual Flame), Waterproof Notebook & Pen & Pencil (1), Masterwork Backpack (4, +1 STR) - 18 lbs
Consumables: Wand of Cure Light Wounds (50 charges), Soul Soap (dispel vs mind effect), Potion of Hide From Undead (x2), Oil of Bless Weapon (1), Potion of CLW (x2), Bull’s Strength (1)
Alchemical: Fuel Pellets (33), Sunrods (x3, 3), Alchemist Fire (x2, 2), Bone Burn (x2, 2 ), Holy Water (x2, 2), Air Crystal, Blood-Boiling Pill (x2), Tanglefoot Bag (x2, 8) - 17 lbs
Containers and the items stored within:
Bandolier (8): Alchemist Fire (x2), Bone Burn (x2), Holy Water (x2), Hide from Undead (x1), CLW (x1)
Bag of Minor Holding (50): Campfire Bead, Efficient Tent (15, space for two), Cooking Kit (16), Bedroll (5), Blanket (3), Mess Kit (1), Rations (10)
Total load: 93 lbs
Carrying Capacity - Str15: Light 66 lbs. or less | Medium 67-134 lbs. | Heavy 135-120 lbs.

Right now he gives me strong 'Witcher' vibes thanks to the whole potions and mutagen angle, and I will probably play him as a dedicated and zealous monster hunter. He has an especially strong hatred for the living dead.


4d6 ⇒ (4, 4, 3, 6) = 17
4d6 ⇒ (2, 5, 4, 4) = 15
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (6, 2, 2, 4) = 14
4d6 ⇒ (4, 6, 3, 1) = 14
4d6 ⇒ (5, 5, 4, 4) = 18

14/14/13/13/12/12 ... that's ... exactly 20 points!


Sorry for being slow, x-mas is taking its toll! I'll sit down to make a proper profile tomorrow and give more elaborate feedback on what I see Tálan doing in and out of combat :)

I've never played a psychic before and while I did look up some guides on what's good and bad, I didn't want to dive into a one-trick cheese pony so Tálan is a pretty all-round character who invested in some RP-heavy stuff like SF: History. With his stat line not being too amazing, he sadly lacks the physical stats to contribute to bonking enemies.


Thank you for the neat overview!

With Bless and Inspire Courage we should be good to bonk at low levels. I didn't roll too hot for my stats so other than INT & WIS, Tálan won't be packing too much heat.


Good evening all! I'll make a handle for Talan tomorrow and get things rolling. Looking forward to our adventures!


Good luck, and thank you for triggering my creativity, Yttras.


Tálan of Cormentyn is a Chelish academic/psychic and a faithful of Aroden who is aching to get into the expedition to Lost Azlant for various (obvious!) reasons.

Crunch:
17/15/12/12/11/11

NAME Tálan of Cormentyn
RACE Human (Chelish)
CLASS Psychic (Faith - Aroden)

STR 11 INT 19
DEX 12 WIS 15
CON 12 CHA 11

BAB +0
HD 8 (1D6+CON+FCB)
F +4 / R +1 / W +4

Feats
1 Great Fortitude
H Skill Focus: Knowledge History

Skills
1 Perception +6
2 Swim +6
I Spellcraft +8
I Knowledge Local +9
I Knowledge Arcana +8
I Knowledge Religion +8
BG Knowledge History +12
BG Linguistics +8
bonuses: +1 on Knowledge Local and UMD, +2 on Swim and Prof Sailor, +4 on Knowledge History

Languages
Common, Azlanti, Aquan, Elven, Celestial, Infernal

Traits
1 Azlanti Scholar (+1 bonus on History, Local and UMD checks. UMD is a class skill. Gain Azlanti as a bonus language.)
2 Resilient (+1 bonus on Fortitude saves)

Spells
0: Daze, Detect Magic, Light, Virtue
1: Sleep, Magic Missile, Bless, (Cure Light Wounds*)

Spells Per Day:
0: unlimited
1: 4

Special
Class
-Bonus Spells: bless (1st), spiritual weapon (4th), magic vestment (6th), guardian of faith (8th), commune (10th), psychic surgery (12th), greater scrying (14th), greater planar ally (16th), miracle (18th).
-Deity (Ex): At 1st level, choose a deity to worship: Aroden. Your alignment must remain within one step of your deity’s or you lose access to all this discipline’s bonus spells and discipline powers.
-Divine Energy: You can channel spell energy into cure or inflict spells. This ability functions similarly to the cleric’s ability to spontaneously cast cure or inflict spells, and the type of spells you can convert depends on your alignment in the same way. The cure or inflict spells don’t count as being on your psychic spell list for the purposes of any other effects. Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.
-Knacks: can cast cantrips
-Phrenic Pool (Su): 2 (half level plus WIS mod). Replenished after 8 hours of rest or meditation.
-Phrenic Amplifications:
-Perfect Body: can spend 1 point from her phrenic pool to gain a +2 bonus on her next Reflex or Fortitude save after casting a transmutation spell.
Race (Human)
-Focused Study: gain Skill Focus at levels 1, 8 and 16th.
-Heart of the Sea: +2 on Profession Sailor and Swim checks, both are class skills. Can hold breathe twice as long. Gain a +4 bonus on concentration checks when attempting to cast spells underwater.

Background:

Tálan is the third son of a seafaring family from Corentyn, Cheliax, that has spawned forth many a captain, first-mate, explorer and adventurer over many generations. That, and plenty of sailors, unsuccesful merchants, and individuals of ill-repute, but grandfather never talked about them. What he did talk about was Aroden, and how it is a sign of worse yet to come that He is almost completely forgotten by the people.

Both blessed and cursed with access to Aroden’s Eye, Tálan is not the first in his family born with psychic powers. While not a gifted psychic, his granduncle taught him the basics of the craft. Many a swim was had in the cold waters of Cormentyn to awaken Tálan’s inner focus, but eventually his granduncle told him to seek guidance elsewhere if he wanted to master his gift. He simply had nothing more to teach.

Over the years more and more former temples and shrines to Aroden were demolished, repurposed or worse, rededicated to Asmodeus. Those who dared to raise their voice were made to shut up, and what little remained of Aroden’s faith was snuffed out like a candle in the night. When the inquisitors came for the family’s prayer books, Tálan knew he had to escape Cheliax.

Tálan left Cheliax to try his hand at a scholarship in Andoran, the fabled land of freedom. He had always dreamt of studying the history of Golarian, digging into ancient tomes and manuscripts, and hopefully one day, writing a revelatory work on Aroden and his imminent return. But now, through life’s harsh lessons, he knows that preserving knowledge and tradition is invaluable.

While in Andoran he managed to acquire a scholarship. He passed the entry test, got enough financial backing from his family to make it work, and earned some money on the side translating documents and texts. At the university, he swears it was fate, he ran into an elderly Vudrani tutor who agreed to help him understand more of his powers in return for opening his mind to the teachings of Irori. Diligent and dutiful, and bursting with ambition, Tálan threw himself into his academic and psychic studies, unaware of how fast days and weeks were going by.

The wakeup call that pulled him out of his flow came in the way of a call for adventurers and colonists by the Bountiful Venture Company. The academical world was buzzing with speculation of what could be find overseas, and whether or not it was too early for academics to go over there right away. But if he’d wait, wouldn’t someone else go first?

While technically being neither colonist nor adventurer, Tálan knows he’ll have to embrace aspects of both if he wants to have a chance at unearthing the secrets of lost Azlant and get his chance at fame and glory. Not that he necessarily cares for either, but deep down in his soul he can feel how this venture is important.

And so he signed up.

Personality:

-Humble and hardworking but ambitious, takes solace and joy in his academical pursuits.
-More of a book than a peoples person.
-Curious about Vudrani culture and Irori. Tries to incorporate their wisdom into his approach of life, work, and self. Knows his family would disapprove, but doesn’t care.
-He likes structure, order, and a methodical approach to problems. He is patient, and has troubles with reckless pursuits and things that aren’t thought-through.
-Loves quiet get-togethers, spending hours at the dinner table with wine and conversation, especially when it is to discuss history and philosophy.
-Favorite things are reading, swimming, and starting the day with coffee.
-Curious about the world, other professions, and how things ’work’.
-Dislikes busybodies, bullies, intolerance, and cheese. The latter causes flatulence, how awful.
-Fears one day his academical works might cause his family to get into trouble in Cheliax. Fears big dogs - the type Chelish soldiers use to break up protests and or terrorize ’unruly’ citizens with.
-Awkward with compliments, larger groups of people, and low-brow humor.

Appearance:

-Violet eyes. Curly jet-black hair. Strong straight nose. Unimpressive growth of facial hair that requires him to stay clean-shaven or look ridiculous.
-Slightly below medium height, somewhat toned and fit thanks to his love for swimming, but not a physical wonder. His Vudrani teacher has managed to get him out of his comfy reading chair and turned daily exercise into a cherished habit.
-Wears a silver bracer decorated with a winged eye - the symbol of Aroden.
-Regularly has ink-stains on his hands, fingers and sleeves.
-Likes to wear non-flashy clothes, perhaps from having to avoid notice for years back in Corentyn. The one exception is his bracer.
-Wears typical Chelish footwear: sturdy black leather boots.


I'm putting together a Taldan Psychic with the Faith discipline who is one of those fools who still worship Aroden. He'll be using the Azlanti Scholar trait and will be a knowledge+support character.

On that topic: are you okay with occult classes? I've never played one before, so I got no clue how strong/weak they are. I'll work out his background beats today or tomorrow and then post the whole thing.


Dotting with great interest!

Stat 1: 4d6 ⇒ (6, 1, 5, 6) = 18
Stat 2: 4d6 ⇒ (2, 1, 4, 6) = 13
Stat 3: 4d6 ⇒ (4, 6, 6, 3) = 19
Stat 4: 4d6 ⇒ (5, 2, 1, 2) = 10
Stat 5: 4d6 ⇒ (5, 2, 2, 4) = 13
Stat 6: 4d6 ⇒ (2, 4, 2, 5) = 13
Stat 6: 4d6 ⇒ (2, 2, 4, 6) = 14

I've played in an ill-fated home-brew Arcadia game before, and I'd really, really like to play in one that goes on past the 'this journey across the sea takes forever' part! I got zero knowledge of the actual AP but having studied early modern history, the setting is right up my alley :)

17/15/12/12/11/11/9 - hrm :) interesting


I am already blaming the Ruby Phoenix. Clearly she did something she shouldn't have and brought this on us. I got zero proof, but who needs that in 2021?


Dotting this tentatively.

I've not played Mutants & Masterminds for nearly two decades so to say I'm not familiar with the rules would be an understatement, but perhaps that won't be as much of an issue as it might seem right now.


Dotting. I'd be limited to the Average Joe, correct? And do you know what the others are planning on playing?


I present Yog'Moi, a hobgoblin cleric of Hei Feng.

Yog'Moi's fluff.:

Descriptors and bits ‘n pieces: A corpulent chef. Moody and whimsical. Enjoyer of music, greasy food, all things alcohol, and gambling. Non-enjoyer of discipline, straight-jacket rules, and beets. Ugh, beets! Love-hate relationship with the sea. Found freedom by it, but also nearly drowned after being shipwrecked thanks to a cataclysmic storm. Knows to never utter the words ‘thank you, you magnificent bastard’ again when Hei Feng bothers to bless him - pour him a drink instead, or two if you don’t want him to remember you owe him one.

Background: Born in Kaoling, Yog’Moi escaped that desolate hellhole and refuses to reminisce on the years he spent there. Discipline, toil, and a life of servitude taint the memories that occasionally rise to the surface of his mind, and he wants none of it. However, the escape from Kaoling is one of his most cherished stories and one anyone who spends more than a day with him wil hear. While the tale is long, the short of it involves a makeshift crew of rebellous Tengu sailor-slaves, six barrels of rotten pickled vegetables, and a nauseauting boat ride that ended in a hostile takeover followed by a storm that answered Yog-Moi’s prayers to whatever god would listen for them to safely reach land. Reach land they did, althoug the ship did not survive the ordeal. Nor did most of the hobgoblin crew. The Tengu and Yog’Moi however did, and for years they adventured together, bringing Hei Feng’s tumultous presence wherever they went.

It has been at least a decade since, and those years have been spent doing the bidding of well-off benefactors, spending the earnings on booze and gambling, unintentionally offending Hei Feng while being high on life, and then having to find more work to appease Hei Feng through grand boisterous acts and spending the proceedings on more booze and gambling. Every single time Yog’Moi treads on Hei Feng’s toes, the God’s demands from him grow, and this time he might have gone just a little too far. Surely partaking in the Ruby Tournament, winning it, and spending all of his proceeds on a liquor-fueled party atop a mountain during a cataclysmic storm will get him back in the good graces of Hei Feng?! Oddly enough, he never lost his divine powers; might Hei Feng be stringing Yog-Moi along? It’s a good thing Yog’Moi’s brain lacks the power to decipher his God’s intentions, for he simply follows along wherever Hei Feng’s divine wind blows him.

Appearance: Corpulent and chunky, Yog’Moi is an absolute unit of a hobgoblin. He is neither tall nor short for one of his kind, but he is surprisingly agile for his size. What strength he has goes to supporting his weight and it’s up to Hei Feng’s divine blessings to see him through any combat he finds himself in, for his muscle mass won’t. Yog’s got a nice smile to him, and his deep rumbly voice commands others to pay attention to him whenever he bothers to open his mouth for something other than consuming a crunchy deep-fried pig ear or a tankard of ale. He perceives the world through keen eyes, but the computing unit behind it isn’t half as sharp as his eyes are keen. In answer to this, Yog’Moi has developed a nasty snarl which will appear out of nowhere when he is slighted or feeling like others are mocking him.

Yog’Moi likes to dress up as little as possible. Loose-fitting pants with a sturdy girdle to keep his pants up are a must, and he is proud to put his tattooed culinary hoard on display. Yes, he loves his big belly and its intricate tattoos of crackling lighting striking waves of alcohol as tankards of ale and flasks of liquor fly through the air like spirits. The drinks are accompanied by Tien pictographs, describing the blessings these drinks bestow upon the drinker. Other than the pants and the girdle, a set of cork slippers and a plethora of rings of all sorts of metal - both precious and non-precious - finishes Yog-Moi’s attire. The various flasks and jugs adorning his girdle vary from day today.

Crunch:
NAME Yog’Moi the Insatiable Connoisseur
CLASS Cleric (Cloistered)
ANCESTRY Hobgoblin (+2 to CON & CHA, -2 to INT)
BACKGROUND Cook (+2 to CON & WIS)

HP (8 Hobgoblin, 8 per cleric level, 4 from CON per level)
Focus Point(s): 1

STR 10 INT 8
DEX 16 WIS 19
CON 19 CHA 18

FEATS
Bonus 1 Domain Initiate (Indulgence - gain the Overstuff focus spell)
Background Seasoned (+1 to craft food and drinks, +2 if master)
Cleric 2 Versatile Font (can prepare both heal and harm)
Cleric 4 Sorcerer Dedication (Elemental bloodline, gain Intimidation and Survival, gain Electric Arc and XXX as Primal cantrips)
Cleric 6 Cast Down (Metamagic, Harm or Heal, 1 action: the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.)
Cleric 8 Channeled Succor (You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.)
Cleric 10 Basic Blood Potency - Dangerous Sorcery (When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.)
Skill Feat 2
Skill Feat 4
Skill Feat 6
Skill Feat 8
Skill Feat 10
Ancestry 1
Ancestry 5
Ancestry 9
General 3
General 7
General 11

SKILLS
Cl Religion (T)
Do Perform (T)
1 Athletics
So Intimidation (T)
So Acrobatics (T)
BG Survival (T)
BG Cooking Lore (T)

SPELLS
0:
1:
2:

SPECIAL
DEITY
Divine Font harm or heal
Divine Skill Performance
Favored Weapon nine-ring sword
Domains air, indulgence, lightning, water
Alternate Domains destruction, travel
Cleric Spells 1st: gust of wind, 4th: hydraulic torrent, 6th: chain lightning
CLERIC
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
Ability Boosts 5: DEX, CON, WIS, CHA, 10: DEX, CON, WIS, CHA


Dotting!


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Dotting. This is Reb/Estian from ze Discord. I'm working on a rogue (or investigator?! details!) and I hope to post something more substantial later this week.


@Thorn: perhaps a Phistophilus? I imagine Broach to be a precocious prodigee whose internal immoral compass steers him into most infernal directions. A Phistophilus seems like a perfect fit when it comes to corrupting an academical mind.