Wolf

ZevVeli's page

74 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

Dance with a centaur, so long as they aren't part of a Bacchanalia.

Play the Atropus AP or the Hulks of Zorethia AP?


Comedy session, I'd rather laugh than AAAAAAHHHHHH!!!!!

Would you rather take over DMing for a group of brand new players who had been going through a "Let's Make a Deal" dungeon (AND BEHIND DOOR NUMBER ONE IS....) resulting in some overpowered newbies (WHAT IS A LEVEL 3 CLERIC DOING DUAL WIELDING VORPRAL SWORDS? WHAT DO YOU MEAN YOU CANNOT BE HIT OR SUFFER DAMAGE WHILE WEARING YOUR ARMOR? THAT IS A REALLY SPECIFIC ENCHANTMENT!) Or be one of the newbies in said campaign when the DM start giving you realistic loot and enemies?

Spoiler:
My father was the DM in the above scenario, this was AD&D.


I'd rather create the deities for my own homebrew setting, it allows me to give the plot a bit more flavor (remember the crazy old man who gave the Kobold the big rock for saving him from bandits? Yeah he's the god of travelers, also the rock is now a +4 Holy Adamantine Warhammer of Bane Undead.)

Have a powerful enemy working against your group because he mistakenly thinks you killed his son, or because you actually did kill his son?


Cleric of an empyreal lord, more freedom to define my character as my character, not his culture.

Create your own diety including Dogma, rites, rituals, interactions with other gods, or use the standard pantheon?


1 person marked this as a favorite.

That's a pretty broad question, I gotta go with 7th level PC, I guess there's just more individualization available.

Would you rather play a game where your pathfinder characters wind up in the Star Wars universe, or character from Star Wars d20 wind up in the Pathfinder universe?


I'll go with Midnight Milk, solely because I cannot find anything about Numerian Fluid (I don't do PFS)

You are in a game and the power goes out, you have physical copies of all the books you need so that's a non-issue. Would you rather light the table with candles or with flashlights?


Single class, changing class each level causes fewer benefits.

Be a level 1 commoner in any given pathfinder setting, or a taxi driver in New York in Old World of Darkness?


PF game, none of my friends or I are pretty good at sports....

Would you rather have a Sultan Gaming Table, or Zero-G chairs, at you gaming sessions?


I'd rather play a TTRPG based on Icewind Dale, I originally was going to say Baldur's gate, but if the person who was the lynchpin left the group that'd screw everything up. On a related note...

Play in a game where one of the players is "THE CHOSEN ONE" and the rest of the group is his back-up, or where an NPC controlled by the DM is "THE CHOSEN ONE" and the group is his back-up?


1 person marked this as a favorite.

Seeing as how I'm good now, I'd go with the Angel.

Game at a really nice wooden table, with a felt lined box inset at each place for dice rolling, a GM screen that folds out of the table and a battle grid on coasters that can easily be sent around to all players, but with REALLY uncomfortable and unbalanced stools, or game at the same table but with no climate control (making it unbearably hot in the summer and unbearable cold in the winter.)


1 person marked this as a favorite.

Ancestor, they could give me insights into family history and whatnot.

Accidentally transport yourself into Cocytus, or Stygia?


1 person marked this as a favorite.

I'd rather die as a meaningless NPC villager because then at least my death maybe spurred the plot along in some way shape or form.

Have the Campaign start with the Terrasque rampaging through the kingdom (You run from it and barely escape with your life) or have the kingdom getting ravaged by goblins (you fight but cannot the destruction and barely escape with your life.)


The one who doesn't know the rules. I'm always for encouraging new gamers and new DMs, plus as long as he's not being severely antagonistic I can handle the "hold on, I forget what this does again."

Be a Sorcerer in a party of Wizards, or a Wizard in a party of Sorcerers?


The First, Adept, expert, and Aristocrat have some decent potential.

Be restricted only to the core rulebooks, or have a DM who has to approve every thing not in the core rulebooks?


Wizard's familiar, especially if using the Noble wild 3rd party rules.

Multiclass from paladin to monk, or monk to paladin?


I'd rather do the genie, more room for fun things to be done to the hapless adventurers.

Would you rather generate you character's statistics by 4d6 re-rolling 1's and 2's and keeping the highest 3 until you have your six stats
-or-
roll 4d6 keeping the highest three, re-rolling anything below a ten, and doing this 36 times arranging as rolled into a 6x6 gri, then selecting either a row or column to assign to your stats.


IS fire touched the one that doesn't burn to death in non-magical fires? I'll go with that one, so I can set myself on fire and run into battle.

Play game where any published OGL books are allowed (modified to fit the setting, i.e. if you take levels from star wars d20 you wouldn't get W.P. lightsabers or blasters) or play in a gestalt game.


I'd rather be indebted to a devil, at least with a devil you know exactly what you're getting into.

Play in a campaign where everyone is a giant, or where everyone is a fae?


1 person marked this as a favorite.

16-hour gaming per week, you can make more headway that way. Most of the groups I've been in take 2.25 hours just to get through a single room (seriously at one point we spent 15 minutes of real time arguing over who was going to coup-de-gras the two unconscious mutated goblins in the cellar.)

Play in a game where all the players are aware of the common tropes of gaming, or where you are the only one who is aware of the tropes?


A snake, I'd be all...hiss hiss mofos!

Do a tabletop version of the game Baldur's Gate, or Planescape: Torment?


I think this was already asked. I'd say Cayden Cailean because you never know what could happen.

Go on an inter-planar journey to free the material plane from the gem it has been trapped in, or go on an inter-planar journey to free the gods from the gem they've been trapped in.


I'd rather bring enough rations, I'd rather have a guaranteed amount of food.

Play a game set in a boarding school in our world, or play a game set entirely on a luxury cruise liner in our world. (No magic in either case.)


Final Arrangements:

Stats:
Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs.
Race: Vishkanya (13 RP)
STR: 14
DEX: 18 (16+2)
CON: 10
INT: 10
WIS: 8 (10-2)
CHA: 18 (16+2)
Class: Rogue
Alignment: LE
HP: 8
Racial abilities:
Low Light Vision
Poison Use (never accidentally poisons self while applying poison to weapons)
Toxic (Once per day may poison a blade with saliva or blood of self.)
W.P. Kukri, Shuriken, Hand crossbow, rapier, sap, short bow, short sword, simple.
A.P. Light
Skills:
Stealth: (4DEX+1 rank+2 racial trait+3ICB) 10
Escape Artist: (4DEX+1 rank+2 racial trait+3ICB) 10
Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5
Bluff: (4CHA+1 rank+3 ICB+2 Feat) 10
Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3
Diplomacy: (4CHA+1rank+3ICB) 8
Sleight of Hand: (4DEX+1 rank+3ICB) 8
Disable Device: (4DEX+1 rank+3ICB) 8
Disguise: (4CHA+1rank+3ICB+2 feat) 10
Languages:
Common, Vishyanki
Feat:
Deceitful
Faction: Athar
Traits:
Suspicious (+1 Sense Motive)
Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear)

Background:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine.

contract:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine.

equipment:
Starting Gold: 10.3
Weapon(s):
Short-bow: 1d6 damage, *3 critical, 60’ range, 2 lbs. Piercing
100 arrows
Short Sword: 1d6 damage, 19-20 *2 critical, 2 lbs. Piercing
Dagger: 1d4 damage, 19-20 *2 critical, 10’ range, 1 lb. Piercing/Slashing
Armor:
Chain Shirt: +4 AC, +4 Max Dex, -2 Armor Check, 25 lbs.
Equipment:
Backpack: 2 lbs.
Disguise Kit: 8 lbs.
Thieves Tools: 1 lb.
Chalk (10)
Winter Blanket: 3 lbs.
Bedroll: 5lbs.

Notes on the background:

Her brother died because a man was given immortality, but every time he died another died in his place, her brother was one of them. The immortal has since become mortal and died, and is thus fighting in the blood war. The one who cast the spell on him is a hag imprisoned by the Lady of Pain, as such Baalzebul will never hold up his end of the bargain, additionally by changing her into a different race, Baalzebul made it such that she no longer has any true "blood relatives" for his portion of the contract.


Tarrasque, high Five and get out of there.

Face the Worm that Walks AP or the Father Lymic AP?


Spiked leather, I don't plan on grappling and they're easier to hit.

Have Immunity to Cold or Immunity to Acid?


1 person marked this as a favorite.

Monster orphanage

As a mortal, work for a Lich or work for a Vampire Blackguard?


Vecna.

Fight 100 grig sized dragon, or one dragon sized grig?


Cayden Cailean.

Be a player in a D&D campaign where everyone except you, including the DM, is a Twihard, or play a game of FATAL.


Marry the tribe leader.

Be the Keeper of Light, or the Bringer of Darkness.


low-level druid, I'll eventually get to high levels.

Gestalt Fighter/Druid or Gestalt Fighter/Cleric


2 people marked this as a favorite.

Village idiot.

Be forced to draw from a deck of many things every day at least once, or have a cursed magical sword that compels you to run into battle against evil beings while shouting "I have the Power!" With a giant magical glowing arrow pointing to you with big bright letters writing "KILL ME!" Right above your head.


Altered my character's statistics, when I created the first stats I accidentally used a 20 point buy, and I forgot about the +1 skill point for favored class. Added in my lvl. 1 feat. Here are my new stats.

Stats:
Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs.
Race: Vishkanya (13 RP)
STR: 14
DEX: 18 (16+2)
CON: 10
INT: 10
WIS: 8 (10-2)
CHA: 18 (16+2)
Class: Rogue
Alignment: LE
HP: 8
Racial abilities:
Low Light Vision
Poison Use (never accidentally poisons self while applying poison to weapons)
Toxic (Once per day may poison a blade with saliva or blood of self.)
W.P. Kukri and Shuriken
Skills:
Stealth: (4DEX+1 rank+2 racial trait+3ICB) 10
Escape Artist: (4DEX+1 rank+2 racial trait+3ICB) 10
Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5
Bluff: (4CHA+1 rank+3 ICB+2 Feat) 10
Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3
Diplomacy: (4CHA+1rank+3ICB) 8
Sleight of Hand: (4DEX+1 rank+3ICB) 8
Disable Device: (4DEX+1 rank+3ICB) 8
Disguise: (4CHA+1rank+3ICB+2 feat) 10
Languages:
Common, Vishyanki
Feat:
Deceitful
Faction: Athar
Traits:
Suspicious (+1 Sense Motive)
Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear)


Slow, my dice hate me for saves.

Fight Szass Tam, or fight Elminster?


3 people marked this as a favorite.

Pathfinder books. Man cannot live by bacon alone.

Receive a cursed dagger you cannot get rid of that will turn you into a LG female halfling when you go more then 10 feet underground, or receive a cursed dagger that compels you to try and convince everyone and everything you meet that it is actually a greatsword?


Alright, finished my character, Tanith Nisha, Vishkanya Rogue.
Stats

Spoiler:
Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs.
Race: Vishkanya (13 RP)
STR: 14
DEX: 16 (14+2)
CON: 10
INT: 10
WIS: 8 (10-2)
CHA: 18 (16+2)
Class: Rogue
Alignment: LE
HP: 8
Racial abilities:
Low Light Vision
Poison Use (never accidentally poisons self while applying poison to weapons)
Toxic (Once per day may poison a blade with saliva or blood of self.)
W.P. Kukri and Shuriken
Skills:
Stealth: (3DEX+1 rank+2 racial trait+3ICB) 9
Escape Artist: (3DEX+1 rank+2 racial trait+3ICB) 9
Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5
Bluff: (4CHA+1 rank+3 ICB) 8
Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3
Diplomacy: (4CHA+1rank+3ICB) 8
Sleight of Hand: (3DEX+1 rank+3ICB) 7
Disable Device: (3DEX+1 rank+3ICB) 7
Languages:
Common, Vishyanki
Faction: Athar
Traits:
Suspicious (+1 Sense Motive)
Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear)

Background:
Spoiler:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine.

Contract:
Spoiler:
I, the undersigned, henceforth known as The Indentured, do hereby agree to the following terms and conditions as set forth by the Representative of Archduke Baalzebul, Lord of Flies, Ruler of the Seventh Layer of Baator, henceforth known as The Representative, in exchange for certain terms and conditions to be fulfilled by Archduke Baalzebul, Lord of Flies, Ruler of the Seventh Layer of Baator, henceforth known as The Archduke.
First
The Indentured shall forsake the worship of all Gods and Devils aside from The Archduke. The Indentured shall not partake of the sacraments of another deity, nor shall she allow herself to be inducted into their mysteries, nor shall she seek the officiants off other deities to perform rites and ceremonies upon her, her lovers, or any offspring born of her womb, neither shall she seek out officiants for to perform rites and ceremonies for the benefit of any of these.
Second
The Indentured shall not partake of any lovers until she has been inducted into the inner mysteries of The Archduke, excepting those mortals who have been inducted into the inner mysteries of The Archduke, or the Devils who are in service of The Archduke, or under strict orders from The Archduke or The Representative. Under no circumstances may The Indentured partake of a lover who has been initiated into the mysteries of Dispater, Mephistopheles, nor any god dedicated to the destruction of devils or demons, nor any person enthralled by any demon.
Third
The Indentured shall make no honest oath or contract to any mortal or immortal, except under the name and sign of The Archduke. The Indentured may make oaths and contracts for self-preservation or convenience, as long as The Indentured intends to break the oath or contract at the earliest convenience or when the betrayal would be most devastating to the other party in the contract.
Fourth
The Indentured shall respond to all calls and demands of The Archduke as relayed through The Representative or other designated emissary. Included but not limited to, performing assassinations, retrieval of artifacts, representing The Archduke in the battles of The Blood War, seeking out potential mortals to enter contract with The Archduke.
Fifth
The Indentured shall accept a form more useful to the will of The Archduke. Her rigid flesh will be made more limber and supple to be more agile and more subtle, her eyes shall be altered to provide better senses in service to The Archduke, he blood and saliva shall be made poison to better destroy the enemies of The Archduke.
In exchange The Archduke, through the mediation of The Representative agrees to the following terms for the benefit of The Indentured.
First
The Archduke shall extend his hand and his protection to the blood relatives of The Indentured, his armies and agents shall be placed to watch over them in order and keep them safe from those who would seek to kill them.
Second
The Archduke shall utilize his agents and resources to find the party or parties responsible for the death of the elder brother of The Indentured, henceforth known as The Perpetrator this information shall be relayed through The Representative to The Indentured when a course of action shall be determined.
Third
Once The Indentured is fully initiated into his mysteries, The Archduke shall aid The Indentured, as well as her blood relatives, with living a prosperous and comfortable life.
The Archduke reserves the right to withhold information relevant to The Perpetrator from The Indentured under the following conditions.
First
That The Perpetrator is a servant of Asmodeus, The Lady of Pain, or other high powered Deity that The Archduke has a treaty with, is subordinate to, or is powerful enough that overt movements against would endanger The Archduke, his allies, or his servants.
Second
That The Perpetrator is already deceased, and has been damned to fight in the Blood War or rewarded with eternity in the realm of the gods.
Third
That revealing information pertaining to The Perpetrator shall upset machinations that The Archduke has set in motion.
Fourth
That The Perpetrator is already being punished by another deity for the crime, or for unrelated crimes, that would cause the same complications as the first condition under the nullifying conditions.
Be it known that if The Indentured willingly violates any of the terms set forth in the first section, The Archduke is released from the terms binding him to The Indentured, furthermore The Indentured shall be contacted by The Representative to create a new contract, in addition to a punishment dependent on the term violated.
First
The Indentured shall be scarred in order to appease The Archduke for her transgression.
Second
The Indentured shall undertake a period of servitude to a lesser servant of The Archduke, furthermore she shall surrender any child resulting from such union to be raised by servants of The Archduke in a location of his choice.
Third
The Indentured shall be set to a task wherein she shall enact a task of great betrayal in the other party of the oath or contract. Scarification may be required at The Archduke’s discretion.
Fourth
The Indentured shall immediately be hunted down and brought to the court of The Archduke and compelled to complete the task ordered, The Archduke may also punish The Indentured at his discretion with any of the above punishments or death.
Fifth
The form given to The Indentured is now her true and complete form. Any magic which restores her to a natural form will restore her to the form given to her by The Archduke.

The Indentured: Tanith Nisha
The Representative: [Illegible]
The Witness: [Illegible]
[A seal bearing a haloed gemstone above a split crown]


One more question, what is your policy on updating 3.5 prestige classes to pathfinder? I ask because I haven't selected my 1st level feat and you answer will affect what feat I choose.


Bestiaries, less customization.

Fight a tribe of half-white dragon Kobolds, or fight a tribe of Half-fiend Goblins?


Calistria, she'll only go after ME!

Would you rather have to appease (not kill) a ghostly dragon, or pay for the ransom of the King?


1 person marked this as a favorite.

Bus Boy, more likely to overhear interesting tidbits.

Would you rather be part of a group that always inadvertently causes the destruction of the multiverse, or always has one player who does so intentionally?


So, for the two traits, are the racial traits included, or is it two traits in addition to those?


Right!

Play a game where the party are all merchants and craftsmen where experience is based on the satisfaction of the adventurers coming through town, or where the party are hired to guard a location, and they just have to take the enemies as they come?


1 person marked this as a favorite.

I'd fight the demon.

Would you rather be living in an underground city when a portal to the plane of water opens and floods your city, or living in a town in the desert when a portal to the plane of fire opens and creates a lake of lava covering most of your town?


My group once used the breathe underwater spell along with a Summon Nature's ally in order to make the Dwarven Warrior ride an Orca into a battle against the enemy attacking our ship. The same group (different campaign) used Create Water, and Bless Water to flood a crypt full of vampires with holy water.


Orphaned Goblins.

You are a paladin, an evil cult has performed a ritual to summon a demon lord using an infant as the focal point. If you kill the infant it will stop the lord from coming, but if you let it live the infant is the only one who can kill him and he cannot receive divine or arcane powers from any source other than the demon until the demon is defeated, and he would be more susceptible to falling into evil's ways. Would you rather kill the child or try to raise it to fight the only entity that can give him power?


Fort Rannick's.
Would you rather consistently game at a shop where the only pathfinder setting allowed is one communal world constantly changed by the actions of all the games going on in the shop, (resulting in "DM: You return to the capitol to collect your reward only to find it engulfed in flames with a wizard in black robes riding an ancient red dragon laughing maniacally. Rogue: Hey it's my character in Paul's campaign!") or consistently game at an inconsistent location.


1 person marked this as a favorite.

goblin adopted by humans.

Save the majority of the population but the world is destroyed (evacuated to a hospitable plane) or save the world but the majority of the population dies.


Rage-kill.

A game GMed by George R. R. Martin or J. R. R. Tolkein.


2 people marked this as a favorite.

Five Reliable players, and one territorial owlbear. That sounds like a sitcom.

A High Fantasy game with a player complaining about too much magic, or a Low Fantasy game with a player complaining about not enough magic?


Maelstrom

Would you rather be a barbarian in a party of monks or a monk in a party of barbarians?


When you are DM, what sort of variant rules do you like to give to your players? Not necessarily game-changing rules, but rules to give the game more flavor, or to try and encourage better roleplaying. I'll give a few examples first.

DEATH AND RESURRECTION:
Coming back from the dead is not perfect. When a character is revived, even with a wish or miracle spell, they bear the scars that took their life from them. The decapitated Dwarf barbarian has a jagged scar around his neck where the ax took it off, the Elf wizard has a circular wound on his front and back where the lance went through him, the human paladin's body is covered in pock-marks from the necrotic disease he was cursed with while fighting the lich, the half-orc fighter has a noticeable rope-scar from the time the party was unable to convince the village that he wasn't part of the recent raid in time. These scars are noticeable different from similar scars that were recovered from (anyone can somehow tell the difference between the Paladin's pockmarks and those of someone who recovered from the same disease, and the marks around the fighters neck are just different enough from the depressed merchant who tried to hang himself but was cut down and recovered.) This provides no mechanic difference, but people may react differently. The barbarian clan now ostracizes the Dwarf because he gave up an eternity in the fields of honor, guards are more suspicious of the fighter because he looks like he tried to escape punishment by resurrection, peasants may hate the characters because they were rich enough to cheat death. Alternatively the Paladin's church may exalt him for returning to the fight after death. It depends on the nation's views. This helps to discourage some degree of recklessness, especially in high level players "Does it matter if this kills me? The cleric can cast resurrection 3 times per day!"


1 person marked this as a favorite.

I'd rather get into the top 32 every time, and I'd rather be 3.5 going through Pathfinder progression.

Would you rather play a game with no arcane magic or no divine magic?

Full Name

Toctep

Race

| Ac 21 T12 FF 20 (-2 rage, add -2 when large) | Init +1 | F +14 (rage +2) Ref+6 (large -1) Will +3 (+2 vs. mind-affecting and poison) | Resist Acid 3, Cold 3, Electricity 6, Fire 3 |Perception +12 |

Classes/Levels

Rage 13/13 | Omen 1/1 | Spells 1/2 | Reroll 1/1

Gender

hp 91/91 (+24 rage) Effect: Phantom Blood (2 hrs)

Alignment

CG

Deity

Ichimeiyo

Languages

Common, Draconic

Strength 22
Dexterity 12
Constitution 17
Intelligence 10
Wisdom 8
Charisma 12

About Toctep

In both versions:
-Power Attack has been included in to hit and damage rolls
-Arcane Strike (+2) has not been included in damage rolls

Normal:

Toctep
Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural; +2 deflection vs. evil)
hp 91 (8 HD; 5d10+3d12+36) (currently 90)
Fort +14, Ref +6, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil
Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk nodachi +12/+7 (1d10+15/18-20) or
. . sap +11/+6 (1d6+10 nonlethal)
Ranged javelin +8 (1d6+6)
Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 16, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite
Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7)
. . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12)
. . Bloodline Abyssal, Draconic
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 17, Int 10, Wis 8, Cha 12
Base Atk +7; CMB +11; CMD 25
Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw)
Traits omen, unscathed
Skills Acrobatics +0 (+4 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +9; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ demonic bulk, fast movement, resistant, serpent's sense
Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged.
Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 16) (Su) As a standard action, deal energy damage in area (Ref half).
Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Rage:
Toctep
Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199)
CG Large humanoid (reptilian)
Init +0; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 8, flat-footed 17 (+7 armor, +1 deflection, +2 natural, -2 rage, -1 size; +2 deflection vs. evil)
hp 115 (8 HD; 5d10+3d12+60) (currently 114)
Fort +17, Ref +5, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil
Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk nodachi +14/+9 (2d8+19/18-20) or
. . sap +13/+8 (1d8+13 nonlethal) or
. . bite +15 (1d8+21), 2 claws +16 (1d8+15)
Ranged javelin +6 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 19, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite
Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7)
. . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12)
. . Bloodline Abyssal, Draconic
--------------------
Statistics
--------------------
Str 28, Dex 10, Con 23, Int 10, Wis 8, Cha 12
Base Atk +7; CMB +15; CMD 26
Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw)
Traits omen, unscathed
Skills Acrobatics -1 (+3 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +12; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ demonic bulk, fast movement, resistant, serpent's sense
Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged.
Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 19) (Su) As a standard action, deal energy damage in area (Ref half).
Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Notes: