Hi, I'm resubmitting my original leveld up sorcerer. I really liked his concept initially and I still like it now.
Character sheet:
Cladon Kullscar
Male Fetchling Sorcerer (Warped) 4
LN Medium outsider (native)
Init +9; Senses Perception -1 (Low-light vision, Darkvision)
Fav class Sorcerer (+4 Skill point)
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Defense
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AC 15, touch 14, flat-footed 15 (+1 Armor +4 Dex)
hp 24 (6 (lvl 1 sorcerer) +4+4+6 (rolled) + 4 (4*1Con))
Fort +3 (+1 Base +1 Con +1 resistance)
Ref +6 (+1 Base +4 Dex +1 resistance)
Will +7 (+4 Base -1 Wis +2 Feat +1 trait +1 resistance) (add 2 vs spells with fear/emotion descriptor)
Cold resistance 5 and Electricity resistance 5
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
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Offense
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Speed 30 ft.
Melee Touch attack +6
Ranged Touch attack +6
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature’s physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces acidic ray.
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Spell level (slots): known
Cantrips (-): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
1 (8): Enlarge Person, Grease, Shocking Grasp, Silent Image
2 (4): Paranoia
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Other abilities and SQ
Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from the table below. This bonus lasts as long as the polymorph effect on the target.
d12 Name Effect
1 Double-Jointed +2 on Escape Artist checks
2 Webbed Digits +2 on Swim checks
3 Iron Grip +2 on Climb checks and to CMD against disarm maneuvers
4 Bug Eyes +2 on Perception checks
5 Camouflage +2 on Stealth checks
6 Tough Hide +1 natural armor bonus
7 Hardy +1 on Fortitude saving throws
8 Lively +1 on Reflex saving throws
9 Astute +1 on Will saves
10 Quick +5 ft. movement rate
11 Vicious +1 on melee attack rolls
12 Eagle Eyes +1 on ranged attack rolls
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Statistics
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Str 8, Dex 18, Con 12, Int 11, Wis 9, Cha 20
Base Atk +2; CMB +1; CMD 15
Feats
Sorcerer 1: Eschew materials
Level 1: Iron Will
Level 3: Improved Initiative
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Languages: Common
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Equipment
Backpack, Bedroll, Chalk x 10, Belt pouch, Trail rations x5, Hemp rope, Soap, Waterskin
Cloak of Resistance +1
Bracers of Armor +1
Leftover money
gp: 992
sp: 2
cp: 9
Appearance:
Cladon is uncomfortable to look at. There isn't a single symmetric feature about his face, his left eye is a bit lower than his right eye, both of which have no pupils with a yellow-ish glow. His right ear is longer than his left ear and his mouth is a bit crooked, and a bit thicker on the left side. His skin is a light tone of grey, which contrasts which his dark grey long hair. This is not helped by the otherwordly features that he inherited from a long forgotten ancestor, which make his limbs a bit too long and movement a bit too alien.
Despite this, his hair is well kept and his clothes are clean, which make him a unique sight. What he lacks in natural symmetry, he compensates with a well kept figure and knotted hair. It is hard to look at him and not stare for at least a few moments as one deciphers this creature of the shadows.
If one were to imagine how he moves, it would be a bit like the evil spirits in Twin Peaks (see this at 1:20, the little man).
Personality:
Cladon is a person who tries to compensate his unlikeness with Golarion's native races by being as civilized as he can be. He looks after himself and behaves according to customs. His calm and collected nature contrasts heavily with his alien movements. So he is polite and is not jumpy and tries to move as slowly as he can to not scare people. He keeps to himself, but will act aggressively if himself or anyone he likes is threatened.
Background:
Cladon Kullscar has spent most of his life trying to be seen as normal, despite his appearance. He has always failed to do that, but at lease people are usually agreeable to him, so he has led a happy life. His life became better when he met Lucia, a young woman who liked and collected strange things she found.
In love, Cladon felt he didn't need to win people's approval as long as Lucia was with him. However, her strange ways also meant she was careless. One day she "collected" something she wasn't supposed to. It belonged to a Cound Lowls, and this had a cost. Lucia stopped showing up to their meeting spot, and Cladon was worried. He isn't sure how, but he knows the Count is somehow involved.
Hi GM Slowdrifter. Thanks for taking the time to run this. I'm also interested in this. I'm going to spoiler my comments for the purpose of organization and to avoid creating walls of text.
My history with gaming:
I've played my first RPG in 2001, when my friend DM'd D&D3 for a few friends in Forgotten Realms. Back then I had just finished reading the Lord of the Rings trilogy in preparation for the upcoming Peter Jackson movies. I was hooked and RPG has become an important part of my identity, especially fantasy.
Like most, I've moved to Pathfinder 1E when it appeared and continued to game until something terrible happened: adulthood. Later, I've dabbled in other things like D&D5 and I have a few Pathfinder 2E going on here, but nothing scratches the itch like 1E. PbP has become the only way I can realistically play now, so this is where I spend my energy.
In the boards:
I've been on these boards since early 2024 and have a lot of games going on. I consider myself to be quite capable of juggling them, and can often keep them updated. I am GM in one of them (where the paladin Alicia above is playing and I can attest that the character is great in the game and in energy). There are games where I feel more skull basher and others where I feel more connected to my character's growth. I think this is fine, and the party dynamics weigh a lot regarding that.
An important way I like to play my characters is that they start a bit more like an idea than a complete character, and i fill that husk with content as the story progresses and interactions with other characters happen. I feel this is the most honest way to proceed.
Character idea:
I love playing arcane characters, and reading your post, I got the feel for a noble who, in his youth, studied history. A patriot, he feels horrible for how Taldor is only a shadow of what it once was. He studied the illusion school of magic to try to understand how the ruling class' mind works, but what he really lacks is a practical direction of how to proceed.
I know you said not to get married to a character idea, but it's hard not to think of one. I'll be of course mindful of what the party needs if I get selected.
About me:
I'm a Brazilian immigrant in Germany. I've been growing some roots here since 2022 and am a father since November 2023. My family is the main reason why I may fail to post one day or another, and that's not negotiable.
Other than that I am a statistician working in manufacturing vaccines. I'm proud of my work even if I'm underpaid (who isn't?). Other than that, I'm a Lindy Hopper who hasn't danced for years.
Hi, this is my submission, Carter Krom is a fetchling bard (sandman). He will cover the traps and the sneaking around. He will also cover some of the arcane needs so the swashbuckler can focus more on the Knight than Eldritch aspects of their character if they like.
As for background, I'm considering that Carter was adrift in a tiny log and is found by the Wormwood. If this needs to be changed, we can of course handle that. His archetype not only gives trapfinding, but also improves his aggressive spellcasting, so it works great! He also covers a bit of healing to relieve pressure on the druid.
Character sheet:
STR 9, DEX 16, CON 11, INT 13, WIS 9, CHA 18
Male Fetchling
Medium Size
NE Bard 1 (Sandman)
BaB +0
Init +5; Senses: Perception -1, Sense Motive +3, Low-Light vision, Darkvision 60ft
CMB -1 (0BaB -1Str)
CMD 12 (0BaB -1Str +3Dex)
Favored Class bard
FC bonus +1 Skill point
Defense
AC 13, touch 13 flat-footed 10 (+3 Dex)
HP 8
Fort +0 (+0 base)
Ref +5 (+2 base +3 Dex)
Will +1 (+2 base -1 Wis)
Cold resistance 5
Electricity resistance 5
Offense
Speed 30 ft
Ranged Light Crossbow +3 (1d8/19-20x2 piercing)
Space 5 ft, Reach 5 ft
Other qualities Shadow Blending (Su):
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment, it just increases the miss chance.
Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous oerformance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attemptint to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attemptint to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creature are immune to bardic performances with visual component.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.
This performance replaces inspire courage.
Master of Deception (Ex):
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability.
Traits
Vagabond Child
Reactionary
Barroom Talespinner (once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to inf luence NPCs on the Wormwood.)
Carter Krom is a child of the Shackles. His parents were the best representation of Shackles culture. Selling their toddler for booze money made sure to start him on his path. He learned to survive by hiding in the shadows or charming his way to safety. It didn't take long for Carter to dream of piracy.
Knowing he doesn't have the physical qualities of a pirate, he discovered he could produce magic by singing. So his life is that of chasing the glory of a great pirate story to be able to sing it. And he will continue chasing that dream, until he either finds it, or dies.
One day, his dreams caught up to him, and he ended up being conned drifting in a small raft, waiting to be rescued.
Hello! I'll submit something for sure! My child is sick so I'll only be able to bring a decent submission next week.
Looking at the current line up, it looks like you have a heavy front line. I think a bard would fit right in. Given that the monk has an inspire courage equivalent, I'll be looking for an archetype that trades it out.
Here is Ozain Brimstone again, undead scourge paladin of Ra. I've changed his Ifrit subrace to Sunsoul because it fits the theme of being a paladin of the sun so well. I've also kept my previous ability rolls from before because I liked them and they're pretty average (2 1's and 2 4's).
Rolling HP:2d10 ⇒ (1, 5) = 6 Rerolling 1:1d10 ⇒ 9
Character sheet:
STR 20, DEX 11, CON 14, INT 8, WIS 9, CHA 16
Male Ifrit (Sunsoul) (native outsider)
Medium Size
LG (Undead Scourge) Paladin of Ra 3
BaB +3
Init +2; Senses: Perception -1, Sense Motive -1 Darkvision
CMB +8 (3BaB +5str)
CMD 18 (3BaB +5str)
Favored Class Paladin
FC bonus: +3 HP
Defense
AC 21, touch 10 flat-footed 21 (+9 Armor +2 Shield)
HP 29 (10 +9 +5 +2 (3*2Con) + 3 (3*1FCbonus))
Fort +8 (+3 base +2 Con +3 Cha) (+2 vs death effects) (add Endurance bonuses)
Ref +4 (+1 base +3 Cha) (+2 vs death effects)
Will +5 (+3 base -1 Wis +3 Cha) (+2 vs death effects)
Fire resistance 5
Dies only when negative HP is Con score + 4
Offense
Speed 20 ft
Melee Mwk Scimitar +10 (1d6+5/18-20x2) (Can add 1 fire damage with swift action)
Melee Power attack Mwk Scimitar +9 (1d6+7/18-20x2) (Can add 1 fire damage with swift action)
Ranged Longbow +3 (1d8/20x3)
Space 5 ft, Reach 5 ft
Smite Evil 1/day +3/+1
Magic Spell-like ability:
Sun Metal (DC 11 + Cha) 1/day
Paladins need level 4 for class magic.
Mercies
Shaken
Other abilities and SQ Hero Point: 1
Aura of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Smite Evil (Su) (1/day):
This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) (4/day): (+1 heal due to Blessed Touch trait)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su):
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex):
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Equipment:
Wealth: 404gp 4sp
Common items
Masterwork scimitar, Masterwork Heavy Steel Shield, Masterwork Full Plate Armor
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Acid x5
Alchemist's fire x5
Holy water x4
Antitoxin x4
Background:
"Who are you?", a voice entoned. "I... I don't know. Who are y..." the ifrit started to answer, but was cut off by the original voice asking in the same tone as before "Who are you?"
The ifrit shouted "I don't know!" The voice entoned once again, without changing the tone "Who are you?" The Ifrit paused this time. He managed to remember his name and said "Ozain! Ozain Brimstone is my name." The voice asked again, but this time louder and aggressively "Who are you?"
Ozain was scared. He started to make an effort to remember. He wasn't sure what he was supposed to remember, but he did an effort nonetheless. Slowly his memories started to come. Memories of his life. He was born in a small town in the Osirian desert and lived unremarkably until he reached adulthood. His outsider family never wanted to draw attention to themselves and feel any prejudice from humans. He answered the voice "I'm nobody." The voice calmly asked "What will you do?"
Ozain made an effort to remember all the things he did up to that point. He remembered trying to be useful and helping people. He acted without caring much for himself, acting first and asking questions later. He grew physically strong and people rallied behind him. He faced stronger and more powerful opponents. He doesn't know how he survived fighting gnolls, giant scorpions and snakes. Or did he? He remembers now, he was stung! The fever lasted days. Who took care of him? Who healed him? Nobody! He remembers now, he died! Ozain is dead! Is this the afterlife? Is he talking to Pharasma? No, this is not the river Styx. But if he still had the consciousness to remember all that, then he could make choices for himself. He said "I will continue to fight injustice." The voice paused, then asked "What do you feel?"
Ozain was suddenly aware that he wasn't feeling anything. In fact, he wasn't seeing anything! Was he blind? Panic started to set into his mind. Instinctively, he tried waving his arms, but he didn't feel any arms or legs, or a body for that matter. Then, he felt a presence. It was the source of the voice. He couldn't explain it, but he felt it there. Its presence was soothing and warm. He felt safe, relaxing under the sun. The sun! Could this be...? He remembered learning about the old gods of Osirion, the undying legacy of the old cult. He started to understand what was happening. He said "I feel resolve." The voice asked "Who am I?"
Ozain could obviously not remember this, but something came to his mind all the same. If this isn't a memory, then... It is obvious, it is a vision from the entity. A vision of undead creatures rising and tearing apart the people of the city of Wati, in Osirion. And the only thing that destroyed the undead was the sun itself. Ozain replied "You are Ra, the sun."
The voice finally asked again "Who are you?" The ifrit answered matching Ra's tone "I am Ozain Brimstone, paladin of Ra, bane of the undead." Ozain opened his eyes. His body was hurt and weak, but he was alive. He picked himself up and started walking. He knew exactly where to go.
I went for a healer oracle of life. His Promethean curse pairs well with his Life Link revelation, because it seems like he's giving up his body to help others. I made him the adoptive son of Manlin Osgood, I hope that doesn't clash with some secret the NPC has.
Character sheet:
STR 14, DEX 10, CON 14, INT 10, WIS 12, CHA 19
Male Human
Medium Size
NG Life Oracle 1 (Promethean curse)
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0
CMB +2 (0BaB +2strength)
CMD 12 (0BaB +2strength)
Favored Class Oracle
FC bonus: +1 HP
Defense
AC 17, touch 10 flat-footed 17 (+5 Armor +2 Shield)
HP 11 (8 + 2 (1*2Con) +1 (1 FC))
Fort +2 (+0 base +2 Con)
Ref +0 (+0 base)
Will +3 (+2 base +1 Wis)
Offense
Speed 30 ft
Melee Morningstar +2 (1d8+2/20x2 P & B)
Ranged Light crossbow +0 (1d8/19-20x2 P)
Space 5 ft, Reach 5 ft
Promethean Curse
Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive.
You take 1 point of Constitution damage each day, but you also ignore the first point of Strength, Dexterity, or Constitution damage you take for the remainder of that day.
Traits:
Seeker
Armor Expert
Feats:
Lvl 1 - Heavy Armor Proficiency
Human - Improved Initiative
Fjort doesn't know who his birth parents are. All he knows is that when his adoptive father Manlin Osgood took him in, the word Fjort was sewed onto the blanked he was wrapped in. Assuming that was his name, the armorsmith took care and raised young Fjort as his own. Life was hard, being the son of a busy smith. Fjort had to learn to live life alongside metal, and he also apprenticed at his father's side. He took his father's name with pride.
Fjort's young years were happy, as far as they could be. He had a home and learned the truth about honesty. He didn't really see Diamond Lake's troubles, as children usually don't. He found that he liked caring for others, offering solace and cheerfulness. Apprenticing as an armorsmith made him learn how to treat wounds, and soon he started to treat others' wounds, especially miners.
In his adolescent years, however, it seemed that his attitude contrasted with Diamond Lake's general mood so much, that it caught the attention of powerful supernatural forces. His body started to decay. At the same time, he manifested healing powers. It was like he could transfer others' ailments to himself, and his body suffered for it. It came to the point where he started to lose a finger, a toe, or his chest started to show crevices. He would always recover in a day, but the next day something else came up.
Fjort tried to hide this from his father as best he could, but lacking a finger is hard to explain to a smith. In the middle of being scolded for being careless with the tools, the boy's knee started to bleed abruptly, which made him finally tell his father what was up. Osgood tried taking him to Abadar's and Pharasma's temple, but they couldn't explain what was happening. It was like the boy's life was deteriorating jointly with Diamond Lake.
Fjort spends his days torn. On the one hand, he doesn't want to leave his father and the miners who need him in town. On the other, he's had it with this town brewing problems to itself, and incapable of growing out of its own corruption. He wants to leave, but can't just bring himself to do it.
I agree that recruitment posts are a bit of a circus, but to be honest, it's a circus that I enjoy. I like to think of a new character, even if it isn't selected. I don't develop it very much exactly because more likely than not it's not going to be selected, and a long campaign is ample opportunity for character development.
That said, it's impossible to say which players will stay long term. Sometimes a player can be a great roleplayer, but sometimes the chemistry isn't there, or the game is not exactly what they thought it would be. Only time will tell. I find that the safest course for a game to go long is to "drop-proof" the game. A GM can bring a few more players than originally planned to cover eventual drops, and make sure that player feedback is heard.
Other
Blood magic: Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.
If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.
Blood Magic—Imperious Defense
Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.
Shape change: You transform into a specific alternate form determined by your heritage. If your heritage doesn’t list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
Nudging whisper: You lace your words with echoes of your ancestors’ magic. If your next action is to Request, you gain the effects of the Shameless Request feat, and if your next action is to Lie, you gain the effects of the Confabulator feat. If you critically fail at either check, the target and anyone who witnessed you fail becomes immune to your Nudging Whisper for one day, though this doesn’t necessarily let them know that you attempted to charm them.
Your alternate form is a common Medium humanoid ancestry prevalent where you grew up (typically human) called a tailless form.
Sorcerous potency: Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell’s damage or healing equal to the spell’s rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.
Treasure: One predictable silver piece and a vial containing one dose of oil of potency.
Backstory:
Jing's family arrived in Willowshore the day after the Night of Broken Blades. They were therefore viewed with much suspicion by all in town. They had been fleeing from the big centers of Shenmen, and wanted to start a new life somewhere quiet. However, circumstances made people suspicious of them. They didn't even dare show their true Kitsune nature, afraid that this could further increase the townspeople distrust of them. They tried rebranding themselves a few times, until they dropped a family name altogether. Still, they are referred to the no-name family, which is just as hurtful.
Jing is only happy to be with his father Yadamo. His mother died of a disease many years ago, which could probably have been avoided if they could afford the charges in Abadar's temple. But life was a good teacher to Jing, who learned of his magical abilities early. He lives carefree and often sleeps as a fox in small nooks he can find.
Making friends was always easy, but Jing learned from his father not to get too close to anyone, so the young man likes to be surrounded by people, but he has problems with attachments. One day, perhaps, he'll learn to trust.
Now the Reenactment Festival is coming, and Jing would love to get drunk again. His father advises him against this, but he always permits himself to be looser on this day. It may be special for the town, but it is even more so to him, as he pretends to be the same as everyone else for a day.
Hi, I'm interested. I'm thinking of a Kitsune Sorcerer, probably Imperial bloodline, but not completely sure yet.
I'm ok with your set up, only the post twice on the weekends I know I won't be able to make, so if that is a hard rule, then you can rule me out automatically (pun not intended).
I am currently playing a few 1E APs, GMing one. For 2e, I am playing Strength of Thousands (level 2), Abomination Vaults (level 5) and Age of Ashes (level 4).
I've been posting consistently on the forums since early 2024 and having a blast! The only limitation for me is weekends since it is family time. It's when I can spend the most time with my wife and daughter and I forget about everything else, so that is sacred.
How would an alchemist work in the game? In the sense of science, research sources are kind of important, but would such a library exist in Cinderwake? It seems that the closest would be the Flame Seekers faction, but even they seem to be focused on other stuff.
Perhaps the very difficulty to find usable scientific knowledge is a hardship an alchemist would have to go through. Among the corruptions, I like Aboleth for my guy. He's aware of being corrupted, and his search into science is his way to try and understand what is happening to him, he's always afraid he is a sleeper agent who is going to betray everyone he knows one day, and he must find an answer before it happens.
A small mechanical question. Do you have a planned level cap for the game? The reason for this question is to plan ability scores distribution (whether to leave one odd or not).
All right, here is my submission.
He's a CG swashbuckler. Reason to protest: Meeting a contact. Campaign trait: Historian of the Rebellion.
I've also included a NPC in the background in case you want to use them, GM, but that is completely optional. It is perfectly viable for this NPC to never show up again too.
Character sheet:
STR 10, DEX 18, CON 12, INT 10, WIS 10, CHA 14
Male Human (Chelaxian)
Medium Size
CG Swashbuckler 1
BaB +1
Init +4; Senses: Perception +4, Sense Motive +0
CMB +1 (1BaB)
CMD 15 (1BaB +4dexterity) (add 2 vs disarm if panache >= 1)
Favored Class Swashbuckler
FC bonus: +1 HP
Defense
AC 19, touch 14 flat-footed 15 (+4 Armor +4 Dex +1 Shield)
HP 12 (10 + 1 (1*1Con) + 1 (1*1FCbonus))
Fort +1 (+0 base +1 Con)
Ref +6 (+2 base +4 Dex)
Will +0 (+0 base)
Offense
Speed 30 ft
Melee Rapier +6 (1d6+4/18-20x2)
Space 5 ft, Reach 5 ft
Other abilities and SQ Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Traits:
Historian of the Rebellion
Student of History
Primo Sura has lived in Kintargo all his life. He has always been the antithesis of everything that Cheliax stands for, and could never adjust properly. However, he could also never leave his home. He has led a life of learning, as one should, but quickly realized he was never fit for academic lessons.
Working as a helper for noble families fencing instructions, he had ample time to practice and familiarize himself with the armory once all lessons were done and all had gone home to enjoy ordering slaves around. Primo worked hard to make up for the fact he had no proper fencing partner or no one correcting his form.
That is until he met young Irena. She moved like water and could beat him every single time. He learned much from her, but more than fencing, he learned friendship, and later love. To him, the time spent with Irena was precious, especially since she showed him many things of Kintargo he didn't know, the opera, her favorite place to drink tea and how to get guards' socks wet without getting caught.
She mentioned to him the Silver Ravens, a secret society that vowed to free Kintargo from the Thrunes. Primo was instantly hooked and begged her to tell him more. She didn't know much, however. She did say her father had been a part of the group, but he had disappeared many years before. This prompted Primo to read everything he could about the organization, actually studying a book for the first time in his life, even if much information wasn't available. But he managed to learn much about the organization of rebellions and freedom fighting... He wasn't sure how that would be useful.
Then things started to heat up in Kintargo. Irena told him there would be a protest soon, and someone who knew something about the Silver Ravens would be there to meet them. However, as things started to heat up, Irena didn't show up to their usual meet up spot. Days have gone by without any news. All Primo could do was follow up with this supposed contact.
All right, here is my submission if there's room. A half-elf melee bard. I dipped sleuth investigator because I wanted trapfinding and I felt the lucky theme fit well.
His background is a bit lacking. But he'll do nicely with bardic music, some spells to make him better in a fight, and great knowledge rolls, as well as minor rogue-ness!
HP:9d8 ⇒ (1, 4, 3, 1, 8, 8, 1, 3, 8) = 37
Character sheet:
STR 20, DEX 13, CON 14, INT 16, WIS 11, CHA 24
Male half-elf
Medium Size
CG Bard 9/Investigator (sleuth) 1
BaB +6/+1
Init +1; Senses: Perception +14, Sense Motive +0 (replaced by Perform (sing) +27), Lowlight vision
CMB +10 (+6BaB +4 str)
CMD 21 (6BaB +4 str +1dex)
Favored Class bard + investigator
FC bonus: +10 HP
Defense
AC 21, touch 12 flat-footed 20 (+6 Armor +3 Shield +1 Dex +1 Deflection)
HP 85 (8 + 37 (rolls) + 20 (10*2Con) + 10 (10*1FCbonus) + 10 (Toughness))
Fort +8 (+3 base +2 Con +3 resistance)
Ref +12 (+8 base +1 Dex +3 resistance)
Will +11 (+8 base +3 resistance) (Immune to sleep) (add 2 racial vs enchantment spells and effects)
Offense
Melee 2H +1 keen harmonizing longsword, pwr attack +11/+6 (1d8+14/17-20x2)
Ranged mwk composite shortbow (+5 str) +8/+3 (1d6+5/20x3)
Speed 40 ft
Space 5 ft, Reach 5 ft
Arcane magic
CL 9
Concentration (CL + Cha): +16
DC: 17+spell level
From items
1/day: Glibness (bracers)
Spell level (slots): known
Cantrips (-): Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation
1 (8): Duelist's Parry, Liberating Command, Moment of Greatness, Silent Image, Saving Finale
2 (6): Gallant Inspiration, Heroism, Mirror Image, Sense Vitals
3 (6): Charm Monster, Displacement, Good Hope, Haste
Other abilities and SQ Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Versatile Performance (Ex):
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
Chosen: Sing (Bluff, Sense Motive) + Keyboard instrument (Diplomacy, Intimidate)
Well-Versed (Ex):
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex):
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Inspiration (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool 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. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, 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.
Trapfinding:
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Sleuth’s Luck (Ex):
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.
This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.
At 1st level, a sleuth gains the following deeds.
Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
Equipment:
Wealth: 180gp 0sp
Common items
Mwk composite shortbow (+5 str) (20 arrows)
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magic Items:
Bracers of the Glib Entertainer
+1 keen harmonizing longsword
+2 chain shirt
+2 buckler
Belt of giant strength +2
Headband of alluring charisma +4
Boots of Striding and Springing
Cloak of Resistance +3
Ring of Protection +1
Wand of Comprehend Languages (50 charges)
Wand of CLW (50 charges)
Scroll of Tongues x4
Background:
Being born a half-elf meant for Cressid that he didn't really have a home anywhere. As a bastard from a noble elf, he could never claim his heritage, so he set out to travel.
Hi, I'm interested. I'm going with a Gnome Dirge Bard. It's not only about the undead theme (that totally feels like it would come up from the campaign's description). I also think it's interesting to see a gloomy gnome, and his questioning of why oh why he is so gloomy all the time, and where that came from. And how he knows so much stuff!
Anyways, I have a question about traits. Are you ok with campaign traits? Specifically the Mummy's Mask one about trapfinding.
Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.
** spoiler omitted **...
Adding a physical description.
Description:
Trisker is a jovial elf with hopeful eyes. He likes wearing light green robes that match his eyes and light orange accessories on his dark brown hair.
Hi, this is my submission, an Elven Transmuter Wizard, which happens to be my favorite class. He's complete, with a complete spellbook, prepared spells and magic items.
Trisker Bagberg:
STR 8, DEX 16, CON 12, INT 24, WIS 10, CHA 10
Male Elf
Medium Size
NG Wizard (transmuter) 1
BaB +4
Init +3; Senses: Perception +2, Sense Motive +0 Low-light vision
CMB +3 (4BaB -1str)
CMD 16 (4BaB -1str +3dex)
Favored Class Wizard
FC bonus: +8 HP
Defense
AC 21, touch 13 flat-footed 18 (+4 Mage Armor +3 Dex +4 Shield)
HP (6 + + 8 (8*1Con) +8 FC)
Fort +6 (+2 base +2 Con +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Ref +7 (+2 base +3 Dex +2 Resistance) (add 2 trait bonus on saving throws against curses and curse effects)
Will +8 (+6 base +2 Resistance) (Immune to magic sleep) (Add 2 vs enchantment) (add 2 trait bonus on saving throws against curses and curse effects) (add 2 trait bonus on saving throws against a mummy’s aura of despair)
Offense
Speed 30 ft
Ranged Touch +7
Space 5 ft, Reach 5 ft
Spellbook:
Cantrips: (all)
1 (12): Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Liberating Command, Long Arm, Mage Armor, Magic Missile, Magic Weapon, Mount, Ray of Enfeeblement, Reduce Person, Shield, Snowball, Thunderstomp, Touch of Gracelessness, True Strike
2 (4): Cat's Grace, Glitterdust, False Life, Levitate, Scorching Ray, See Invisibility, Spectral Hand
3 (4): Communal Resist Energy, Fly, Halt Undead, Haste, Slow, Tongues
4 (4): Acid Pit, Black Tentacles, Dimension Door, Firefall, Telekinetic Maneuver
Other abilities and SQ Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp):
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp):
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Equipment:
Wealth: 825gp
Common items
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Headband of Intellect +4
Glove of Storing
Cloak of Resistance +2
Background:
Although Trisker Bagberg was born in safe Absalom, he has always heard stories of the great Anakel Bagberg, explorer and adventurer. The stories tell that he eventually ventured too far and stopped adventuring when he encountered a cursed tomb and returned home to live off the wealth from his adventures.
Now, although the lineage has grown resistant to curses when young Trisker was born, the stories made his curiosity flared at every opportunity. This came to great dismay to his family since he was always breaking something or another, usually magical and expensive items. He was sent to a wizarding internat to make it someone else's problem.
In the school, he bloomed, becoming top of his class, and great at debates. Once he was knowledgeable enough, he decided to follow in the great Anakel's footsteps and started adventuring. However, as much as he learned much about the world and different cultures and people, his mind kept returning to the subject of curses. Instead of just studying about them, he decided to travel to Osirion, and retrace his forefather's steps. He started to learn about the different tombs and set out to explore them. Yet his plans were disrupted since his good academic standings made him a bit overconfident, and he ended up captured by a group of gnoll slavers. Now their captive, he wonders how he'd ever manage to continue his exploration...
Wow, that sounds awesome for some infiltration! Good thing my guy has alchemy to help him! I've invested in Stealth (with Skill Focus) for this awesome background.
Some slight change in your story: I don't want to invest skill points into the Disguise skill. Instead, I can always learn the Disguise Self extract. Also, I can buy the Gaseous Form extract to at least become a mist for a few minutes and pretend to be a vampire spawn.
Also, with the help of the invisibility extract and my wings, I can actually do a lot of spying (unless the demons are keen on using a lot of See Invisibility). Anything else I can find out to help out the crusaders on their endeavor? My guy is very unhappy seeing the horrors of demon everyday life.
Side note: In the Owlcat WotR video game there's an amazingly written letter from a crusader captive to Queen Galfrey to be found as you storm Drezen. Did you get to read it?
Ok, I'll be going with a melee alchemist, we don't want John's pally to be the only melee target, right?
However, this means I need some time to complete him. Choosing extracts/discoveries/mythic abilities requires some thinking and things are a bit crazy at work right now. But be patient, if I do this right, I won't hit like a truck, but I'll pick up the truck and hit demons with it instead.
GM:
I like your idea that the character was toyed with by Xanthir Vang. My character could have been some earlier subject and has gained some of his discoveries from these experiments, such as the Wings from level 6.
He broke free (how is yet to be defined), then he decided to learn science because he wants to prove it can be used for good instead of Xanthir's twisted version. By having his own body to learn from, due to its mutations from Xanthir, he learned fast. One day he decided to do some experiments on demons and went to Drezen to do exactly that. Instead of being a captive, he is hiding in the city grabbing whatever subjects he can. Little does he know that the city is about to be liberated.
I think I can try that one. It's 5:30 to 6:30 am for me, so if I don't show up it's because I didn't wake up. I usually do, though, because it's the time when I change the baby's diapers in the wee hours. Don't know if I can hold it over the years as the baby grows up and gets potty trained.
[...], my suggestion is the two players that were locked in pre-recruitment post by GM Wolf (Evindyl and TheWaskally) choose between themselves if they would like to be part of the same group or be the 'captains' of the two different groups, deciding which table (group) each character is added to.
I think this is a great idea.
I added in parenthesis the class and campaign trait for each submission to help with deciding.
Jean de Montes (Malinor) [Byron Hasperson] (Summoner (Synthesist)/Exposed to Awfulness <inferred from background>)
Grumbaki [Dadna Cloudbreaker] (Paladin (Hospitaler)/Exposed to Awfulness)
Spazmodeus (-)
Rosc (-)
Liliyashanina (Mightypion) ["Ragnar Stridson"] (Bloodrager (Destined)/Chance encounter)
eriktd (-)
Veniir [Guriok] (Unchained Monk (Windstep Master)/Stolen Fury)
GM_Drake [Preacherelius] (Spiritualist (Priest of the Fallen)/unkown <could not infer from background>)
Evindyl (-)
infomatic [Ettiken Kozo] (Witch/Exposed to Awfulness)
trawets71 (Paladin/Child of the Crusade)
rdknight (-)
Albion, The Eye (Edeldhur) (Paladin/-)
TheWaskally [Xantor Orphabielson] (Oracle/Touched by Divinity)
Critzible (Gunslinger (Musket Master)/-)
Ok, here is my promised uMonk (Windstep Master) submission. I have a few questions about equipment. Some classes do not benefit much from armor and weapons, including monks and wizards. Can we get something equivalent for a similar price? My monk would benefit much from, say, a non-fully charged wand of Mage Armor (that another character could cast on me).
Also, full disclosure, I live in Germany, so my time zone is CET (Central European Time). I will probably not be online during the high posting hour you mentioned. Also, I cannot promise 1 post on weekends, unless you consider Friday as part of the weekend. Other than that, I post everyday.
Cerpidy Fuirst:
STR 19, DEX 14, CON 13, INT 11, WIS 17, CHA 11
Male Half-orc
Medium Size
LG uMonk (Windstep Master) 2
BaB +2
Init +4; Senses: Perception +8, Sense Motive +3 Darkvision 60ft
CMB +6 (2BaB +4str) (add 3 vs Grapple) (add 2 vs demons)
CMD 21 (2BaB +4str +2dex +3wis)
Favored Class uMonk
Fav Class bonus +2 HP
Defense
AC 16, touch 16 flat-footed 13 (+2 Dex +3 Wis +1 Dodge) (add 3 against AoO from moving)
HP 16 (10 + 4 (4 roll) +2 (2*1 Con))
Fort +4 (+3 base +1 Con)
Ref +5 (+3 base +2 Dex)
Will +4 (+0 base +3 Wis +1 trait)
Offense
Speed 30 ft
Melee unarmed strike +7 (1d6+4)
Melee flurry of blows +7/+7 (1d6+4/1d6+4)
Melee unarmed strike, power attack +6 (1d6+6)
Melee flurry of blows, power attack +6/+6 (1d6+6/1d6+6)
Hurricane Punch
Space 5 ft, Reach 5 ft
Special qualities: Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Hurricane Punch (Ex):
At 1st level, a windstep master gains Hurricane Punch as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.
At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.
At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.
This ability replaces stunning fist.
Evasion :
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Equipment:
Wealth: 39gp 9sp
[i]Common items
Backpack, Bedroll, Winter blanket, Grappling Hook, Belt pouch, Trail rations (10), Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Armbands of the Brawler
Consumables
Potion of Bull's strength
Potion of Mage Armor x2
Potion of Shield
Short description:
Guriok is a serious looking half-orc. He doesn't wear much in terms of armor and equipment, and has a backpack that looks mostly empty. He is a bit shorter than the average half-orc, but always keeps an upright posture, as if letting his guard down would hurt him badly. His muscly build is impressive, but he doesn't exhude a menacing presence. It is, in fact, quite peaceful around him. That is, until a fight starts.
Short personality:
Guriok likes peace. If a fight breaks out near him, his first instinct is to try and de-escalate, so he likes to hold people down instead of hitting them. He very much enjoys the company of people, although it sometimes feels like he doesn't really follow all conversations, as if knowing people are having a good time around him is enough to go by. Seldom laughing, Guriok tries to do things correctly, and likes the letter of the law as the ultimate answer to the demonic invasion.
Quirks and flaws:
Guriok will often not understand jokes or figures of speech. And when he laughs, he does so a bit loudly. He likes to chew his food very softly, and he takes a long time to finish meals, so he is often eating while walking so he can finish his meal. For some reason, listening to music makes him sad.
Background:
Guriok has been unlucky since the day he was born. Being a half-orc near the worldwound could only have had one result. He was traded to a group of cultists at a young age for some money or items or even food. He was too young to understand what was happening then. However, despite only living and witnessing mistreatment, Guriok has always had a noble heart. One that he kept hidden and safe.
Among the cultists, he was forced to partake in rituals. He wanted nothing to do with them, so he just played along not really paying attention, having no other option. He let his mind wander, imagining a life of freedom and peace. He often imagined himself flying over the clouds. This was until the day that they brought in a group of people that was supposed to be sacrificed. One of those stood out. She was a student of Irori, and came from a monastery high in the mountains. Her name was Tinis Vera.
During Tinis' imprisonment, Guriok often talked to her and she recommended he try something new. To focus on the now and on his senses. To feel the world around him, and, whenever he could, listen to the wind, the ground and his body. This was the first time he meditated. And this is when he decided he was going to do something about his life. He planned to help Tinis escape. The plan was to do it during the sacrificing ceremony. However, something went wrong. During the ritual, Guriok tried meditating instead of daydream. He listened to everything, and opened his soul to his surroundings. The problem was that his surroundings had demonic energies about them.
The escape plan worked, and Guriok and Tinis fled with a few other stragglers. However, Guriok's mind was poisoned with the ritual. He started having weird nightmares about the ritual. He carried this new weight to his new life. Tinis took him to her monastery and he began a new life. He trained, and knew peace and learned how to sew. He liked to watch the clouds and listen to the wind as he meditated. One day, he came to terms that his mind carries the scars of his past, and he allowed himself to make friends. Justin and Timber were two brothers at the monastery who hung out with Guriok a lot, and they were the most disappointed when they realized they couldn't join Guriok on his pilgrimage to Kenabres to swear allegiance to the cause, since their training isn't complete yet.
Plot hook:
This is where Justin and Timber from the backstory come in. They are maybe very eager and left before their training was complete thinking they could manage it, then got captured and were corrupted. It's a basic plot line but it fits the crusade and redemption theme, but it can also be a growing point for Guriok, since these two being corrupted represents his previously untouchable home being affected by the demons, and he's going to get through that if he's going to stand for good in the crusade.
Important NPC:
The monk Tinis Vera is Guriok's mentor and opened the door for to a better life as well as the resolve to be a monk. She means the world to him.
Going for a uMonk (Windstep Master). Rolling HP for 2nd level. Opening post says roll 2d, so I imagine I roll twice and pick better. If it's roll twice and add them, please correct me.
Hi, this is my submission, Mest Ianosh a ratfolk cook alchemist, as promised. I went with the Trap Breaker archetype which means he also covers trapfinding.
In the opening post, there's a mention that we don't have access to our weapons. That's fine, but... will we also not have access to reagents? I wonder because Mest would totally claim his reagents are cooking ingredients. That's not a total lie, since to him, alchemy is the same as cooking (think Breaking Bad).
Anyway, thanks for running.
Character sheet:
STR 7, DEX 16, CON 13, INT 17, WIS 12, CHA 11
Male Ratfolk
Medium Size
CN Alchemist 1 (Trap Breaker)
BaB +0
Init +5; Senses: Perception +8, Sense Motive +1, Darkvision 60ft
CMB -3 (0BaB -2Str -1 size)
CMD 10 (0BaB -2Str +3Dex -1 size)
Favored Class Alchemist
FC bonus +1 HP
Defense
AC 16, touch 14 flat-footed 13 (+2 Armor +3 Dex +1 size)
HP 10 (8 + 1 (1*1Con) + 1 (1 FC))
Fort +3 (+2 base +1 Con)
Ref +5 (+2 base +3 Dex)
Will +1 (+0 base +1 Wis)
Offense
Speed 20 ft
Melee Dagger -1 (1d3-2/19-20x2 piercing)
Ranged Light Crossbow +4 (1d6/19-20x2 piercing)
Ranged Throw Bomb +5 (Consider PBS feat)
Bomb 1d6+3 (4/day) (20 ft) (Splash DC 13)
Penalties to attack under water reduced by 1
Space 5 ft, Reach 5 ft
Alchemy
Prepared extracts:
1: Touch of the sea, (free slot)
Formula book:
1: Adhesive Spittle, Cure Light Wounds, Reduce Person, Shield, Touch of the Sea
Other qualities Swarming:
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Traits
Touched by the sea
Uskwood Hunter
Reactionary
Mest Ianosh was born in the Nidal port city of Orolo's Quay. His mother Yara disembarked from the ship she was hiding in to give birth, but missed the opportunity to climb back onboard. Scurrying away in the town's small places, Mest grew up hearing the wonderful tales of the sea and the undescribable feeling of the night breeze gently touching one's facial fur.
Given the small size of the city, however, it was inevitable that they were found stealing food one day. To win Mest's loyalty, the Kuthanites put his mother to the sword and put him in the service of the Umbral Court. As an Uskwood hunter, he spent a great many years running the streets of Pangolais to help uproot agents against the throne. For a time, he received praise and some glory for his work.
However, the call of the sea grew stronger and stronger in him. He learned that he loved mixing different stuff to discover its results, and he learned to cook as well as some secrets about alchemy. He found out his place is not serving under a throne, but doing what he loves. Being so adept at hiding, he managed to find his way back to a port, and hid in a merchant ship.
He learned that only in the Shackles, he would be able to find the freedom he yearned, so he hid from ship to ship until he found his way to Port Peril. He chose to have a drink in a tavern called the Formidably Maid to celebrate his victory. The world was ready for him to take it, to be free and mix things, discover secrets and find fortune. The winds of luck were on his favor as he looked out the sea into the horizon, when he felt a blow to the back of his head, and the floor approaching him very fast...
My undine will be able to help with that, I get Create Water and can Purify water(as if with Purify Food and Drink) at will as an SLA. You bring the ingredients and heat, and together we can turn anything into a soup! And no one will ever go thirsty!