Stirge

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Organized Play Member. 222 posts (3,656 including aliases). No reviews. No lists. No wishlists. 21 Organized Play characters. 1 alias.


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All right, here is my submission.

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

Divine magic
Mystery: Life

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level

Level (slots): Known
Cantrips (-): Create Water, Detect Magic, Guidance, Light
1 (4): Bless, Shield of Faith + Cure Light Wounds

Revelations
Life Link

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

Skills:
ACP -3
Diplomacy +8 (1 Ranks +4 Cha +3 CS)
Heal +5 (1 Ranks +1 Wis +3 CS)
Knowledge (religion) +4 (1 Ranks +3 CS)
Perception +6 (1 Ranks +1 Wis +3 CS +1 trait)
Spellcraft +4 (1 Ranks +3 CS)

Background skills:
Craft (armor) +4 (1 Ranks +3 CS)
Handle Animal +8 (1 Ranks +4 Cha +3 CS)

Languages: Common

Equipment:
Wealth: 7gp 4sp
Common items
Scale mail, Morningstar, Heavy Steel Shield, Light crossbow (10 bolts)
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Background:

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.


Giving my unprompted opinion:

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.


Age of Worms seems very interesting. Not only is it rarer to see here as a story, it has a 20th level cap which is also rare.


I can't bring myself to finish my alchemist. I don't know what it is, maybe some stuff IRL. I'm dropping out, have a good game!


Hello, this is my submission, a Kitsune imperial sorcerer.

About Jing:

Kitsune (Palace Echoes) Sorcerer 1
Medium
Willowshore urchin background

Attributes
Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +4

Senses
Perception (*) +4
Low-Light vision
Languages ➤ Common

Defense
AC 16; HP 15
Fortitude (*) +4, Reflex (*) +6, Will (**) +6
Unarmored defense (*)

Offense
Sorcerer Class DC 17
Spell attack +7
Simple Weapons (*), Unarmed attacks (*), Spell attack modifier (*), Spell DC (*)
Speed 25; Bulk ? / 5

Feats
Ancestry - Kitsune Lore
Skill - Charming Liar

Magic
Bloodline: Imperial

Focus (1 FP):
Ancestral memories

Level (known):
Cantrips (4+1) - Slashing Gust, Figment, Prestidigitation, Shield + Detect Magic
1st (2+1) - Alarm, Charm + Force Barrage

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.

Skills (11)
Arcana (*) +3
Athletics (*) +3
Deception (*) +7
Diplomacy (*) +7
Performance (Flute) (*) +7
Society (*) +3
Stealth (*) +6
Lore:
Engineering (*) +3
Kitsune (*) +3

Equipment
Explorer's clothing, dagger, sling with 20 bullets, adventurer's pack, caltrops (2 sets)
Money: 12 gp, 5 sp, 8 cp

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.


Would you allow ratfolk for my alchemist?


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.

Thanks for running!


Cool concept! I have some questions.

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).


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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

Feats:
Swashbuckler Finesse - Weapon Finesse (with light or one-handed piercing melee weapon only)
Human - Weapon Focus (Rapier)
1st level - Fencing Grace

Skills:
ACP: -2
Acrobatics +6 (1 Ranks +4 Dex +3 CS -2 ACP)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Perception +4 (1 Ranks +3 CS)
Stealth +7 (1 Ranks +4 Dex +3 CS -2 ACP +1 trait)

Background skills:
Knowledge (history) +5 (1 Ranks +3 CS +1 trait)
Knowledge (nobility) +4 (1 Ranks +3 CS)

Languages: Common

Equipment:
Wealth: 38gp 9sp
Common items
Rapier, Chain Shirt, Buckler
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin

Background:

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.

Thanks for running!


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.)

Traits:
Armor Expert

Feats:
Lvl 1 - Toughness
Half-elf - Skill Focus (Perform (sing))
Lvl 3 - Weapon Focus (longsword)
Lvl 5 - Power Attack
Lvl 7 - Dazzling Display
Lvl 9 - Shatter Defenses

Skills:
ACP: 0
Acrobatics +12 (3 Ranks +1 Dex +3 CS +5 competence)
Disable Device +14 (10 Ranks +1 Dex +3 CS) (add 1 vs traps)
Escape Artist +7 (3 Ranks +1 Dex +3 CS)
Knowledge (arcana) +20+1d6 (10 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (dungeoneering) +11+1d6 (1 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (local) +20+1d6 (10 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (nature) +20+1d6 (10 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (religion) +20+1d6 (10 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (planes) +20+1d6 (10 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Perception +14 (9 Ranks +3 CS +2 racial)
Spellcraft +16+1d6 (10 Ranks +3 Int +3 CS +1d6 inspiration)
Stealth +7 (3 Ranks +1 Dex +3 CS)

Background skills:
Knowledge (history) +11+1d6 (1 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Knowledge (nobility) +11+1d6 (1 Ranks +3 Int +3 CS +4 bardic knowledge +1d6 inspiration)
Perform (sing) +27 (9 Ranks +7 Cha +3 CS +3 Skill Focus +5 competence (item)) (add 6 with weapon drawn)
Perform (keyboard Instruments) +24 (9 Ranks +7 Cha +3 CS +5 competence (item))

Languages: Common, Elven, Sylvan, Dwarven, Undercommon

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.


Oh boy, here we go.

1d4 + 15 ⇒ (2) + 15 = 17

Decided on a swashbuckler.

Gold: 5d6 ⇒ (3, 5, 1, 5, 3) = 17

175 it is then.


You missed that I also rolled. Btw I'm planning a melee elven bard.


@Rizzen: Would a 1 level investigator dip be too much non-core for you?


Let's go.

4d6 ⇒ (2, 6, 5, 1) = 14 Reroll: 1d6 ⇒ 6
4d6 ⇒ (4, 3, 4, 2) = 13
4d6 ⇒ (4, 6, 5, 1) = 16 Reroll: 1d6 ⇒ 6
4d6 ⇒ (1, 3, 3, 4) = 11 Reroll: 2d6 ⇒ (1, 6) = 7 Reroll: 1d6 ⇒ 3
4d6 ⇒ (6, 1, 1, 5) = 13 Reroll: 2d6 ⇒ (2, 1) = 3 Reroll: 1d6 ⇒ 3
4d6 ⇒ (5, 3, 6, 5) = 19

Ok, so a 17, 11, 17, 13, 14, 16. I really can't complain. I'm thinking of a druid or a bard. Will come back.


I'd be interested!


Oh, this sucks... From what I read, I thought I had more time to flesh out my gnome dirge bard, but apparently not.

Anyway, have a good game.


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.


Veniir wrote:

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.

Link to general idea.

@GM: Please let me know if you need anything else from me.


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

Magic
Specialization
+: Transmutation
-: Enchantment, Illution

Arcane Bond: Object (Staff)

Caster level: 8 (add 4 vs Spell resistance)
Concentration (CL + Int): +15

Spell DC: 17+spell level
Spell DC for Transmutation: 19+spell level

Spells prepared:
Cantrips: Detect Magic, Dancing Lights, Mage Hand, Prestidigitation
1: Mage Armor, Long Arm, Shield, Touch of Gracelessness, Magic Missile x2 + Thunderstomp
2: Glitterdust, False Life, Scorching Ray x3 + Cat's Grace
3: Communal Resist Energy, Fly, Slow, Empowered Magic Missile, Tongues + Haste
4: Black Tentacles, Dimension Door, Firefall + Telekinetic Maneuver (CL+2)

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.

Traits:
Dangerously Curious
Mummy-Cursed

Feats:
Lvl 1 - Spell Focus (Transmutation)
Wizard 1 - Scribe Scroll
Lvl 3 - Spell Specialization (Telekinetic Maneuver)
Lvl 5 - Greater Spell Focus (Transmutation)
Wizard 5 - Empower Spell
Lvl 7 - Spell Penetration

Skills:
Fly +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +18 (8 Ranks +7 Int +3 CS)
Knowledge (dungeoneering) +18 (8 Ranks +7 Int +3 CS)
Knowledge (local) +18 (8 Ranks +7 Int +3 CS)
Knowledge (nature) +18 (8 Ranks +7 Int +3 CS)
Knowledge (planes) +18 (8 Ranks +7 Int +3 CS)
Knowledge (religion) +18 (8 Ranks +7 Int +3 CS)
Spellcraft +18 (8 Ranks +7 Int +3 CS) (add 2 to identify properties of magic items)
Use Magic Device +12 (8 Ranks +3 CS +1 trait)

Background skills:
Knowledge (history) +18 (8 Ranks +7 Int +3 CS)
Linguistics +18 (8 Ranks +7 Int +3 CS)

Languages: Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Dwarven, Giant, Halfling, Ignan, Kelish, Sphinx, Osiriani

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...


GM:

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?


2 people marked this as a favorite.

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.


Hi everyone, I was also invited. What do we need?


Hi, I'm interested. However I'll only be able to put a character together sometime next week, if you would wait that long.


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.


Preacherelius wrote:
[...], 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)/-)

DeathQuaker (-)
karlprosek (-)
KoolKobold (Bloodrager (Destined+Urban)/-)


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.

Traits:
Campaign - Stolen Fury
Reactionary
Indomitable faith

Feats:
Monk 1 - Improved Unarmed Strike
Lvl 1 - Weapon Focus (unarmed weapons)
Windstep Master - Hurricane Punch
Monk 1 (Bonus feat) - Improved Grapple
Monk 2 (Bonus feat) - Dodge

Skills:
Acrobatics +7 (2 Ranks +2 Dex +3 CS)
Escape Artist +7 (2 Ranks +2 Dex +3 CS)
Knowledge (religion) +4 (1 Ranks +3 CS)
Perception +8 (2 Ranks +3 Wis +3 CS)
Stealth +6 (1 Ranks +2 Dex +3 CS)

Background skills:
Knowledge (history) +5 (2 Ranks +3 CS)
Profession (tailor) +8 (2 Ranks +3 Wis +3 CS)

Languages: Common, Orc

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.

2d10 ⇒ (4, 2) = 6


Hi GM Wolf! Thanks for running! Let's roll and see what comes out.

First set: 5d6 ⇒ (1, 2, 2, 2, 2) = 9
First set: 5d6 ⇒ (1, 4, 3, 4, 6) = 18
First set: 5d6 ⇒ (1, 2, 4, 4, 5) = 16
First set: 5d6 ⇒ (3, 2, 4, 3, 4) = 16
First set: 5d6 ⇒ (5, 6, 1, 3, 6) = 21
First set: 5d6 ⇒ (2, 5, 6, 6, 1) = 20
First set: 5d6 ⇒ (1, 3, 4, 1, 4) = 13
14, 13, 11, 17, 17, 11

Second set: 5d6 ⇒ (4, 3, 4, 1, 3) = 15
Second set: 5d6 ⇒ (2, 4, 6, 6, 3) = 21
Second set: 5d6 ⇒ (5, 4, 3, 4, 2) = 18
Second set: 5d6 ⇒ (1, 1, 1, 1, 4) = 8
Second set: 5d6 ⇒ (6, 4, 6, 2, 3) = 21
Second set: 5d6 ⇒ (4, 1, 4, 3, 5) = 17
Second set: 5d6 ⇒ (6, 3, 4, 4, 1) = 18
11, 16, 13, 16, 13, 14

I'm not even sure which set is better! I'll think about it and come back!


Torgald Frostbeard wrote:
I'm shocked we aren't seeing more rogues, or trap specialists

My alchemist gets full trapfinding starting at level 2, so he got that covered!


@GM: Seems like you missed my ratfolk alchemist.


1 person marked this as a favorite.

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

Mutagen
+2 natural armor, +4/-2 alchemical bonus to Str/Int, Dex/Wis, Con/Cha

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

Feats:
Lvl 1 - Point Blank Shot
Alchemist 1 - Throw Anything
Alchemist 1 - Brew Potion

Skills:
Disable Device +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +7 (1 Ranks +3 Int +3 CS)
Knowledge (nature) +7 (1 Ranks +3 Int +3 CS)
Perception +8 (1 Ranks +1 Wis +3 CS +2 racial +1 trait)
Stealth +12 (1 Ranks +3 Dex +3 CS +4 size +1 trait)
Swim +3 (1 Ranks -2 Str +3 CS +1 trait)
Use Magic Device +6 (1 Ranks +3 CS +2 racial)

Background skills:
Craft (alchemy) +9 (1 Ranks +3 Int +3 CS +2 racial) (add 1 to create alchemical items)
Profession (cook) +5 (1 Ranks +1 Wis +3 CS)
Profession (sailor) +1 (0 Ranks +1 Wis +0 CS)

Languages: Common, Aklo, Orc, Halfling

Equipment:
Wealth: 60gp 0sp
Common items
Dagger, Leather Armor, Backpack, Caltrops, Belt pouch, Trail rations x10, Soap, Waterskin, Thieves' tools
Alchemical items
Magic items

Background:

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...


Torgald Frostbeard wrote:
A question…is VMC allowed?

In the opening post, GM says it's allowed.

Rolling for alchemist money: 3d6 ⇒ (2, 3, 6) = 11

110gp. Above average! I like it!


Ouachitonian wrote:
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!

I love it!

Shadow Dragon wrote:

'What's in this stew?'

'Better to not know...'

Well, definitely not rat, so there's that.


Ok my guy will he a ratfolk alchemist. He'll be the ship's cook!


Decided to try and reroll my 10 pt buy since GM allowed it.

4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (4, 4, 3, 1) = 12
4d6 ⇒ (1, 2, 5, 2) = 10
4d6 ⇒ (3, 4, 6, 5) = 18
4d6 ⇒ (4, 5, 5, 3) = 17
4d6 ⇒ (2, 2, 2, 3) = 9

Rerolling the 7: 4d6 ⇒ (2, 1, 4, 6) = 13

So, a 13, 11, 9, 15, 14, 12. Better, much better. Just a 17 pt buy. At least a character can work now.


Let me roll and see what pops.

4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (2, 6, 2, 2) = 12
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (4, 1, 4, 1) = 10
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (2, 4, 4, 1) = 11

Rerolling lowest.

4d6 ⇒ (5, 1, 3, 3) = 12

So, for future reference, 15, 10, 10, 11, 12, 10.

10 pt buy, average man, here we go.


Thennor wrote:
Whoever Plastic Dragon chooses for the party, I hope there's a face -- I'm seeing a lot of negative CHA modifiers! :D

My Rogue is pretty face-y! All he lacks is Sense Motive, really, but the big 3 are there!


Yep, that completely clarifies it. Thanks guys!


Veniir wrote:

So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

** spoiler omitted **...

@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?


So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

Character sheet:

STR 6, DEX 19, CON 12, INT 14, WIS 10, CHA 14

Male Halfling
Small Size
CG uRogue 1
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0, Lowlight vision
CMB -3 (0BaB -2str -1 size)
CMD 11 (0BaB -2str +4dex -1 size)
Favored Class Rogue
FC bonus: +1 Skill point

Defense
AC 17, touch 15 flat-footed 13 (+2 Armor +4 Dex +1 size)
HP 9 (8 + 1 (1*1 con))
Fort +2 (+0 base +1 Con +1 racial)
Ref +7 (+2 base +4 Dex +1 racial)
Will +1 (+0 base +0 Wis +1 racial) (add 2 vs fear)

Offense
Speed 20 ft
Melee dagger +5 (1d3-2/19-20x2 piercing)
Melee full attack dagger +3/+3 (1d3-2/19-20x2 piercing) (1d3-2/19-20x2 piercing)
Ranged light crossbow +5 (1d6/20x2 piercing)
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Other abilities and SQ
Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Helpful trait:
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Traits:
Helpful

Feats:
Lvl 1 - Two-weapon fighting
Finesse Training - Weapon Finesse

Skills:
Acrobatics +10 (1 Ranks +4 Dex +3 CS +2 racial)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Climb +4 (1 Ranks -2 Str +3 CS +2 racial)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Disable Device +8 (1 Ranks +4 Dex +3 CS) (add 1 against traps)
Escape Artist +8 (1 Ranks +4 Dex +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Knowledge (local) +6 (1 Ranks +2 Int +3 CS)
Perception +6 (1 Ranks +0 Wis +3 CS +2 racial) (add 1 against traps)
Stealth +12 (1 Ranks +4 Dex +3 CS +4 size)
UMD +6 (1 Ranks +2 Cha +3 CS)

Background skills:
Perform (flute) +6 (1 Ranks +2 Cha +3 CS)
Slight of Hand +8 (1 Ranks +4 Dex +3 CS)

Languages: Common, Halfling, Gnome, Goblin

Equipment:
Wealth: 41gp 8sp
Common items
Dagger x2, Leather armor
Backpack, Bedroll, Crowbar, Winter blanket, Belt pouch, Grappling hook, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools, Flute, Hooded lantern, Oil (1 pint)
Alchemical items
Acid x2, Sunrod x5
Magic items
Wands

Background:

Ukter Quickmug was born in a family of traveling merchants. Wanderlust was one of the first feelings he learned, and the joy of life was never lost to him. Being small in a world of human-sized people, however, brings many opportunities, most of which involve taking things that aren't, strictly speaking, his. These new habits, however, created a rift between him and his famliy.

Choosing a fun life, he decided he was old enough to leave and left to find his own path. Having no particular plan for life, he lived village to village, caravan to caravan. This went on until he talked himself onto a caravan to little town of Belhaim...


Let us see what we get.

4d6 ⇒ (2, 3, 1, 1) = 7
4d6 ⇒ (3, 4, 1, 3) = 11
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (2, 3, 6, 5) = 16
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (1, 2, 2, 6) = 11

Meh, 20-pt buy.


Galahad0430 wrote:

UPDATE:

I have decided to go with two distinct parties. I will create a new campaign thread after selection. It will look like this:

1) One group will follow the standard storyline and be focused on the area from Oleg's Trading Post to the Tuskwater and Candlemere Lake. The second group will follow the Varnhold storyline and will be exploring to the East of the other group, seperated by the Northern spur of the Tors of the Levine, exploring Eastward into the Dunsward.

2) After the two towns are founded, I'll run a parallel barony development. Also, may invite additional people who are willing to take a slightly background role.

3) About a third to half way into the campaign, the groups will combine.

4) This will make it easier to have multiple quests going at once.

This sounds like fun. My character is open to both groups.


Thanks for the list Sven! Your read of my character is correct. My only ask is that you use the updated link for my character: here, with background skills and equipment. Thanks again!


Hi, I am reposting my character, now including Background skills and average wealth for the paladin (175gp) with equipment bought. He is a potential baron, an Erastilian paladin with 2 archetypes!

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 15, touch 10 flat-footed 15 (+5 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Ranged Shortbow +1 (1d6/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +3 CS -4 ACP)
Sense Motive +4 (1 Ranks +3 CS)

Background skills:
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Knowledge (nobility) +4 (1 Ranks +3 CS)

Languages: Common

Equipment:
Wealth: 9gp 1sp
Common items
Greatsword, shortbow (20 arrows), Scale mail
Backpack, Bedroll, Winter blanket, Flint and steel, Ink, Inkpen, Bullseye lantern, Oil (1 pint), Parchment x10, Belt pouch, trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Whetstone x10

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


Hey, is it possible to know what the other players are playing? Will make it easier to narrow down the options.


Hi, this is my submission for a potential baron, an Erastilian paladin with 2 archetypes! Since there was no mention of how to make starting gear in the opening post, I did not buy equipment, except for weapons and armor, but I'm not even sure I can afford that! Will of course repost the character if this information is provided.

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Melee 2H heavy flail, pwr attack +4 (1d10+9/19-20x2 bludgeoning)
Melee 2H lance, pwr attack +4 (1d10+9/19-20x2 piercing)
Ranged Longbow +1 (1d8/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +0 Dex +3 CS -4 ACP)

Languages: Common

Equipment:
Wealth: 0gp
Common items

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


I'm interested. Full disclosure: I'm already in a Kingmaker game, but by your description, it seems the game will be unique enough for a separate experience and that makes me excited.

Quick question: the original game is not planned to go up till level 20, that's possible in the Owlcat video-game. What is the level cap for this game? I ask to plan for point buy abilities array.


Here is my submission. A deep shaman. With a Hex choice, he can breathe underwater and gains a swim speed, so that's covered. Since the archetype forces the waves spirit, it also means he can buff other party members with water breathing too!

He is a support caster and debuffer with the shaman spell list and hexes, but serves as an off-healer as well. With the wandering spirit ability he has immense versatility to cover any holes in the party's ability range.

Renshaw Blackburn:

STR 8, DEX 10, CON 14, INT 10, WIS 18, CHA 14

Male Human
Medium Size
NG Deep Shaman 1
BaB +0
Init +0; Senses: Perception +9 (+11), Sense Motive +4 (+6)
CMB 11 (0BaB -1str)
CMD 9 (0BaB -1str)
Favored Class Shaman
Fav Class bonus +1 skill point

Defense
AC 14, touch 10 flat-footed 14 (+4 Armor)
HP 11 (8 + 2 (1*2 Con) + 1 (1 FC))
Fort +4 (0 base +2 Con +2 Great Fortitude)
Ref +0 (0 base)
Will +6 (+2 base +4 Wis)

Offense
Speed 20 ft
Ranged Crossbow +0 (1d8/19-20x2)
Space 5 ft, Reach 5 ft

Divine magic
CL 1
Concentration (CL + Wis): +5

DC: 14+spell level

Prepared (slots+spirit):
Orisons (4/4): Detect Magic, Guidance, Dancing Lights
1 (2+1): Bless, Entangle + (spontaneous)

Spirit magic:
1st: Hydraulic Push

Spirit:
Waves

Spirit Animal
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.

Spirit Ability
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.

This alters spirit ability and greater spirit ability.

Hexes:

Traits:
Following in the Footsteps
Seeker

Feats:
Lvl 1 - Great Fortitude
Human -

Skills:
ACP: -3
Diplomacy +7 (1 Ranks +2 Cha +3 CS +1 trait)
Heal +8 (+10) (1 Ranks +4 Wis +3 CS) (add with Healer's kit)
Perception +9 (+11) (1 Ranks +4 Wis +3 CS +1 trait) (add 2 when spirit animal is at arm's length)
Spellcraft +4 (1 Ranks +3 CS)
Survival +8 (1 Ranks +4 Wis +3 CS)
Swim +3 (1 Ranks -1 Str +3 CS +3 Spirit Animal -3 ACP)

Background skills:
Handle Animal +6 (1 Ranks +2 Cha +3 CS)
Profession (accountant) +8 (1 Ranks +4 Wis +3 CS)

Languages: Common

Equipment:
Wealth: 11gp 6sp
Common items
Light Crossbow (10 bolts), Hide Armor
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Flint and Steel, Trail rations x10, Hemp rope, Sewing needle, Signal whistle, Soap, Waterskin
Tools
Healer's kit (10)
Alchemical items
Antitoxin
Magic items

Familiar:
Pooky
Blue-Ringed Octopus
N Tiny animal (aquatic) (amphibious)
Init +5; Senses low-light vision; Perception +1
Alertness, improved evasion, share spells, empathic link

DEFENSE

AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +0, Ref +5, Will +3
Defensive Abilities ink cloud

OFFENSE

Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison

Ink Cloud (Ex)

While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)

The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Background:

Renshaw Blackburn is the second son of a family of accountants. Leading a boring life working for a Chelaxian family didn't sit right with him. Always looking up to his brother Amos, Renshaw ended up leaving the country. To the despair of their parents, Amos was keen on adventuring. After learning how to swing a sword, he set out to travel.

Renshaw followed his brother although he wasn't really for fighting. Helping sort out the accounts for the various caravans is what kept him employed and useful. for a few years, he was happy. However, as much as Amos loved his little brother, he always felt held back. For this reason, he applied for and got accepted for an expedition which turned out to be to found Talmandor’s
Bounty.

While Renshaw believed his brother Amos when he said that both would go together, he was caught by surprise when only Amos was accepted to go. Amos faked his disappointment well, but Renshaw noticed that he was happy. Rather than take the hint, Renshaw decided to follow his brother and applied again, this time highlighting his accounting skills above his adventuring.

As he spent so long waiting for the selection process in Almas, Renshaw started to hear the ocean calling to him. Not to dive or to drink, something else. As he walked the piers trying to understand what was calling to him, he was startled by a small octopus who was creeping toward him. Instead of getting scared, he approached the octopus and, without understanding how, knew how to communicate with him. He named the octopus Pooky, for having spooked him earlier.

About this time, he received information that he was accepted for the second wave of colonizers. Happy to go meet his brother, Renshaw boarded the Peregrine. For the first few days, he only commuted with Pooky, learning about the sea. Slowly thereafter, he started to also talk to the people onboard. He traded some information with Anya Sandstrider, tried learning some from Eamon Caranth and tries learning something about Luetin Calewick's line of work. And he enjoys the smell of the sea as the wind washes over his face.


Hi I'm very interested, thanks for running. Thinking of a shaman who's an accountant.

Point Buy: 1d4 + 15 ⇒ (3) + 15 = 18


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Hi, I'm submitting Leo Wulff, empiricist investigator.

About the submission:

This is obviously a skill monkey. He has the face skills as well, but if the selected party has another face, I'll consider redirecting Bluff and Intimidate if that's ok.
He'll cover the important knowledges, the very important trapfinding and spellcraft too. Perception will be very high.

He'll also giev a lot of party versatility via extracts. Starting level 3 he'll be able to share his extracts with the infusion alchemy discovery. That gives some unique buffs (like shield spell on anyone).

In combat, the empiricist is a late bloomer. He'll start doing little damage, but he'll eventually get dex to damage and studied combat, which scales slow but really powerfully.

About me:

I have a few games going on and am a very consistent poster. I inform the party of my absenses beforehand, like a trip or some other reason. My posting quality can vary, because sometimes I don't have much time to post, but I make sure to post at least something short, in the very least to keep things rolling.

Character sheet:

STR 13, DEX 16, CON 10, INT 18, WIS 10, CHA 10

Male Elf
Medium Size
LG Investigator (empiricist) 1
BaB +0
Init +3; Senses: Perception +6, Sense Motive +4, Lowlight vision
CMB 0 (+BaB)
CMD 13 (10 0+3Dex)
Favored Class Investigator
FC bonus: +⅓ inspiration

Defense
AC 15, touch 13 flat-footed 12 (+3 Dex +2 Armor) (mind shield extract)
HP 11 (8 (1st investigator) + 3 (Toughness))
Fort +1 (+1 Con +1 trait)
Ref +5 (+2 base +3 Dex)
Will +3 (+2 base +0 Wis +1 trait) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee rapier +3 (1d6+1/20x2)
Space 5 ft, Reach 5 ft

Magic
Spell-like ability
At will: Detect Magic

Alchemy
CL 1

DC: 14+extract level

Prepared (slots):
1 (2): Shield, free slot

Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Long arm, Shield, Tears to wine

Inspiration:
Inspiration pool: 4
Die: 1d6
Free uses: Knowledge, Linguistics, Spellcraft

Other abilities and SQ:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:
Accelerated drinker
Forlorn
Missing child (own son)
Grudge keeper (flaw)

Feats:
Lvl 1 - Toughness

Skills:
Bluff +4 (1 Ranks +3 CS)
Disable Device +8 (1 Ranks +3 Dex +3 CS +1 trapfinding)
Diplomacy +4 (1 Ranks +3 CS)
Intimidate +6 (1 Ranks +3 CS +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +3 CS +2 racial) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Craft (alchemy) +8 (1 Ranks +4 Int +3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)

Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc

Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools

Magic items
-

Background:

Leofel Wulff came to Korvosa with his family when he was young. They were coming to spend some time expanding their business. However, after only 10 months, they had not yet secured all the contacts they needed, they were all killed in a street robery. Leofel was barely a young adult, so he was not allowed to go on the business talks. When the Korvosan guard came to give him the news, he could not understand it.

As a young elf in a human city, Leofel was quickly scammed out of his family's money. All he managed to keep for himself was enough money to buy himself a small apartment in Old Korvosa. After learning how humans work, the elf started to go by the name of Leo, and started to try and get his family's business back on track.

It took Leo many years to realize he is not meant for commerce. Instead, he started a small private investigation office. It turned out that this business was better suited for him. He found enough clients to keep his office afloat and for a while he thought he'd make it.

A few years went by. One day he was hired by Yecza, a beautiful yet poor woman to find a watch of sentimental value to her. Even though he did find the watch, she couldn't afford his fee. She became his assistant to eventually have money to pay her debt. It was not entirely surprising that they fell for each other. Soon, the debt was forgotten, and they had a son together. They named him Cooper and they were happy.

Cooper was 8 years old when he disappeared from Leo's side one day at the market. The elf went mad with rage. Yecza didn't forgive the elf and hasn't since been able to form a coherent sentence due to grief.

Today Leo spends his days running the streets, mad to find any clue of his son.