Male Human
I have no interest in the Accidental Clone trait. I very nearly was the accidental clone in my one aborted attempt at Shattered Star, so it piqued my interest at first, but at least there your clone was full-blooded Azlanti. I have an interesting idea for both a Rogue and a Wizard, though I am not married to any idea. Maybe I'll try to think about some interesting divine concepts.
On April 30th, I ordered the Pathfinder Second Edition Core Rulebook PDF. The order never processed on the website, but the charge went through to my bank. I submitted an email to customer support immediately and have been patiently waiting for them to catch up to April 30th. I now see that the status update forum has processed emails past April 30th, but I have not received a response and the PDF has still not been added to My Downloads. I can provide evidence of the charge to my bank account, if needed. I simply want the PDF added to My Downloads. Thank you.
Male Human
I'm pretty close. I know what I am doing with my character. I'll see how far I can get with the character sheet tonight. Not sure that I really understand startgin item purchasing rules. Are we limited to level 1 items? What is our starting gold? I still need to figure out combat rules as well, but that can be learned on the fly.
Male Human
Two votes for the summoner is pretty good, but I'll await Eradessa's comments before deciding completely. The background on this character was the least well developed (as the original concept was a Life Spirit Summoner that won't work in this campaign). I've come up with three potential backgrounds. Two tie in well with the campaign. The third has a better tie in with entry to the party but I need to figure out a campaign tie in. @GM Creation rukes say PFS Legal, but ask. So, I'm asking. Suli as a race? Gives me a tie in with genie eidolon. There is a new archetype from Tyrant's Grasp called Soulbound Summonner that fits two of my ideas. It doesn't appear to be available for HeroLab or PCGen yet, so I'd be manually handling the details for now, but the changes aren't dramatic.
Male Human
Who says a BDF can't be good at diplomacy? LOL I coulda had class. I coulda been a contender. I coulda been somebody, instead of a bum, which is what I am, let's face it. Well, I suppose that came on a Nat 20. Wait, you're 20? I suppose I'll have to explain that reference then. :D Nah, you can look it up. Seriously, it will be nice to have a fresh perspective on the game. The summoner build is something I've been toying with for some time but haven't had a chance to play. I'm not sure the eidolon can "take a hit" so much as being really hard TO hit. They don't gain HD as fast as BDF and also use a d8. Still, if you want a mix of both tank and social, summoner is about as good as it gets.
Male Human
Greetings players. I have been offered and accepted the slot to replace your missing comrade. A little about me that probably isn't too different from most of you, I'm a 45yo software developer from Northern Virginia. Wife, two kids (the oldest a teenager). Started RPGing as a kid with the red box, but most of my experience was with DND 2E. After a long break through college years, I got back in. Tried some Shadowrun, Edge of the Empire, etc, but eventually fell in love with Pathfinder. I now spend an unhealthy amount of time on these forums. I've been playing in various games with Wolfgang over the past couple of years (Thanks for the recommendation @Wolfgang). Sometimes I get grumpy and post grumpy sounding things without pausing to think if I am hurting someone's feelings. If something I say irritates you, please let me know. Post here or send me a PM. I won't take offense and I can take extra effort to calm myself down. ------ OK, enough about the player. Let's get into figuring out the character. The party looks like it could use a damage dealer. I have the following character concepts in mind that need a bit or work: A former enforcer for a criminal organization. He left due to a misunderstanding with the boss's <insert family member / friend>. Basic big hammer wielding BDF. I haven't decided what feat tree I want him to go down yet. Probably Cleave, though possibly a maneuver. Race undetermined, though I like the idea of a dwarven longhammer. A melee focused rogue. Knife Master most likely (dual-wielding, duh). Maybe we have too much sneak attack focus in the group already? Then again, with most of the party looking to set up flanks, it might be that much more effective (unless we end up battling nothing but elementals). Also on the move from a former criminal organization. Definitely NOT a misunderstanding. People need to know not to cross their betters. I see either of those two having a background tie in with Wolfgang. Third choice is a summoner with a genie eidolon. The eidolon would be the melee-weapon-based damage dealer with the summoner focusing on buffing the genie and adding some control as well. The summoner would likely be a gnome or halfling. I see them having a tie in with Eradessa's background. Opinions?
Male Human
GM Nayr wrote: Awesome, bruno - I love the idea of the out of shape middle aged fellow looking for adventure...there's hope for us all! Write what you know, right? OK. Soldier is going to be my first choice, likely building toward a powered armor/heavy weapons build. (I am a Fallout junkie after all). Mechanic is a very close second, but I want to limit the amount of overlap I have with Lyrr. Oceanshieldwolf, your character idea is a mystic?
Male Human
Adding mechanic to my list of possible classes (soldier, operative, or mechanic). Any works with only minor modifications to back story and personality. I haven't read the campaign guide yet (or anything about the archipelago) but I got a sense that we were working for a mercantile company of some kind. Mining, transport, that kind of thing. I see my character as the pilot of that mercantile ship. If the setup is different, small adjustments will be needed. My character will have a military background of one kind of another, but left the service after only a short time to live with the love of his life (mostly at her insistence). After 20 years, the romance has faded, the wife is a nag, the daughter followed in her stead, but has moved out, and he is looking to spend as much time away from home as possible. Leading to taking on this long distance excursion. He is going to be middle aged, balding, a bit of a pot belly. If any of the other characters are older, it is possible that we served together. Otherwise, we may have worked together, or come from the same town. Maybe we're on the same bowling team.
Male Human
Thanks for the invite, Nayr. Good to meet everyone else. I'm just learning the system, so I don't have a lot of informed input yet. Hope to know better in a couple of days. However, my first impulse is to play a pilot (assuming that is a specialty available in starfinder). Much more to come later.
Male Human
I just noticed that I never listed the riders on the initiative track. Sorry if that confused anyone Barkot double moves into the room, attempting to avoid stepping in the gore that is all that remains of the red spider. The green rider looks at the gore and withdraws from the battle, steering his mount down the stairs and disappearing from Deric's view. Barkot can see that the tunnel appears to open into a room shortly after the stairs end. The spider rider enters that room and heads west (down on the map). Round 2
Deric Shaken
Male Human
MrStr4ng3 wrote: Let me take a look at Inquisitor now that you have peaked my interest, see if I can find a god that speaks to me. Naturally you will go with Erastil, just like 85% of the other ranged characters in Pathfinder. (The Deadeye Bowman trait is hard to argue with, which is a pretty good indication that it shouldn't exist...) ^^
Male Human
@Ralphrius A rogue/sorcerer could be quite interesting, and I think could complement Nayr's summoner, if that is how he is going. @MrSt4ng3 A ranged specialist is never a bad idea (assuming your ranger is going to be ranged). If you wanted to branch out from Ranger, I've had success with ranged Inquisitors before (and an extra divine caster is never a bad idea)
Male Human
Absolutely thrilled to be here! I've heard such good things about RotRL. I have no real preferences toward characters. I often play the skill monkey, so I'd like to avoid that if possible. My initial thought would be to create a Dwarven Cleric of Torag who came to see the Cathedral and examine its architecture. @GM RE: Background Skills: So, Linguistics and Knowledge(Engineering) are not considered Background Skills?
I think I have a summoner that would be a good fit for the campaign after a few tweaks. I'll make the modifications and see what it looks like. My biggest concern is converting the eidolon to a ranged character to balance out all of the melee types. Every time I have built this character up, the eidolon has been melee focused. It will be an interesting change.
Delmoth wrote: Any character can take disable device. ... but rather a general lack of skill points. Yes, that is the point I was making in my non-direct manner of speaking. It would be an interesting challenge to overcome, certainly. It would definitely require coordination, as skill overlap could end up being quite detrimental. -------- @GM Nobody here is in a rush, take all the time you need.
Ah yes, extra bits.. Extra Bits: Eastern US (UTC-4).
I am online constantly and rarely take a day off. I have been trying to limit my posting to a couple of times a day so as not to take over threads. I am running one game of Shattered Star. I am in a game of Ruins of Azlant that has been dragging recently, but is still super fun. I am also in one other campaign style game that may continue after the current story arc is complete. So: Running 1, Playing 2
My submission: Erik, the Bad-touch Cleric of Groetus. Statblock:
Erik
Male human (Ulfen) cleric of Groetus 1 CN Medium humanoid (human) Init +1; Senses Perception +4 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +6; +2 insight bonus vs. mind-affecting, +2 vs. vs. madness and confustion effects, +2 trait bonus vs. fear and emotion effects Resist guarded mind -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +2 (1d4+2/19-20) or . . heavy flail +2 (1d10+3/19-20) Ranged light crossbow +1 (1d8/19-20) Special Attacks madness variant channeling 4/day (DC 12, 1d6 plus 1 channel penalty) Domain Spell-Like Abilities (CL 1st; concentration +5) . . 7/day—vision of madness (+1/-1) Cleric Spells Prepared (CL 1st; concentration +5) . . 1st—lesser confusion[D] (DC 15), doom (DC 16), murderous command[UM] (DC 15) . . 0 (at will)—detect magic, guidance, light . . D Domain spell; Domains Madness, Void[HA] -------------------- Statistics -------------------- Str 14, Dex 12, Con 12, Int 8, Wis 18, Cha 13 Base Atk +0; CMB +2; CMD 13 Feats Selective Channeling, Spell Focus (necromancy) Traits broken mind, enduring stoicism, sacred conduit Skills Acrobatics -4 (-8 to jump), Heal +8, Intimidate +2, Knowledge (geography) +0, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Profession (torturer) +8 Languages Common, Hallit, Skald Other Gear chainmail, crossbow bolts (10), dagger, heavy flail, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Groetus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Groetus, 21 gp -------------------- Special Abilities -------------------- Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Cleric Domain (Void) You can call upon the cold darkness that exists between the stars, and you see inspiration in the eldritch truths hidden in those dark spaces. Some may speak of secrets mortals were never meant to know, but you understand that these are the timid cri Guarded Mind (Ex) +2 insight vs. mind-affecting effects. Madness Variant Channeling (±1 Profane) Bonus vs. confusion, insanity, etc./become confused Madness Variant Channeling 1d6 plus 1 channel penalty (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Selective Channeling Exclude targets from the area of your Channel Energy. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Vision of Madness (+1/-1, 7/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen. -------------------- Appearance:
Erik is an Ulfen man of moderate height and build. His long hair is a reddish-blond starting to streak with grey.
He has not been taking care of his appearance, and his hair and beard are matted and dirty. His armor and weapons are rusty, and his clothing tattered. Personality:
Erik is insane, though he is capable of long periods of lucidity. Groetus gives direction to his madness, but to an outside observer, he seems erratic and capricious.
He will often start spouting prophecy or seemingly meaningless poetry. Some of them might even be prophecy, but who can tell the difference. He views the rest of the party as a means to an end. Protecting himself requires working together, so he will strive to protect the group as much as possible until he finds a path toward power Background:
Erik was born in a small fishing hamlet on the southern shore of Glacier Lake in Irrisen. If the town had a name, he doesn't remember it.
While Erik was still a small boy, a year came when his family was unable to pay the white witches' eorbitant taxes. His mother and father were imprisioned and Erik was enslaved and placed in service to the border patrols where he became a servant for a questioner. He quickly forgot anything about his life before enslavement, and treating the victims of torture simply became normal. His skill at caring for the victims (both alive and dead) soon earned him a position as an apprentice, and then as a questioner in turn. He was successful at the trade, and never gave much thought to the morality of the profession. One day, while going through the effects of a degenerate madman that had been his assignment for the day, Erik came upon a book of written ravings. Reading through the book out of morbid curiosity, he found that the more he read, the more sense it made. He began reading the book over and over in the following weeks until the writings made more sense than the people around him. Madness had taken over his mind, and in the madness came visions of a bloody, laughing moon. The visions called to him, and he snuck away from his patrol, ending in an abandoned chuch in the Hoarwood where he first met with cultists of Groetus. Having found a group that shared his madness, he made a home for himself and began training in a quest to find the end of everything. Some time later, visions came to him. A power was rising in Ustalav. A power that the cult might be able to take control of. He set out to see what he could find. Note: I am not completely tied to negative channeling. I can see both aspects working with this character and would be willing to change if party balance required it. This character may or may not dip into a martial class in order to pick up Heavy Armor Proficiency. I am undecided if it would be better to lose a level of spellcasting or give up a feat. I'll decide that as I go, if selected.
Here are the characters as modified for this campaign. I still need to select a couple of spells for Niu and make purchases, but that is minor. I just noticed that Kitt the Eidolon's stats weren't in the spoiler. I'm adding it as a separate block Note that Kitt the Eidolon's AC is before Mage Armor and Shield.
Zemsta the Summoner:
Zemsta
Female half-elf unchained summoner (spirit summoner) 5 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25) CN Medium humanoid (elf, human) Init +7; Senses low-light vision; Perception +2 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (5d8-5) Fort +0, Ref +4, Will +4; +2 vs. enchantments Defensive Abilities shield ally; Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4-1/19-20) Ranged light crossbow +6 (1d8/19-20) Special Attacks channel positive energy 6/day (DC 17, 3d6) unchained summoner (Spirit Summoner) Spells Known (CL 5th; concentration +10) . . 2nd (3/day)—create pit[APG] (DC 18), lesser evolution surge[APG] (DC 17), glitterdust (DC 18) . . 1st (6/day)—glue seal[ACG], grease, mage armor, obscuring mist . . 0 (at will)—acid splash, daze (DC 15), detect magic, light, mending, read magic . . S spirit magic spell; Spirit Life -------------------- Statistics -------------------- Str 8, Dex 16, Con 8, Int 14, Wis 10, Cha 20 Base Atk +3.75; CMB +2; CMD 15 Feats Improved Initiative, Selective Channeling, Skill Focus (Use Magic Device), Spell Focus (conjuration) Traits calistrian courtesan, unpredictable Skills Bluff +11, Diplomacy +11 (+12 to gather information), Knowledge (arcana) +9, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (nobility) +7, Knowledge (religion) +8, Linguistics +7, Perception +2, Profession (courtesan) +4, Sense Motive +1, Spellcraft +10, Use Magic Device +14; Racial Modifiers +2 Perception Languages Celestial, Common, Draconic, Elven, Sylvan, Varisian SQ arcane training[APG], bond senses (5 rounds/day), eidolon (unchained), elf blood, life link, spirit () Combat Gear vermin repellent[UE] (2); Other Gear crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, 63 gp, 3 sp -------------------- Tracked Resources -------------------- Bond Senses (5 rounds/day) (Su) - 0/5 Crossbow bolts - 0/10 Dagger - 0/1 Shaman/Summoner (Unchained, 6/day, DC 17) Channel Positive Energy 3d6 (Su) - 0/6 Vermin repellent - 0/2 -------------------- Special Abilities -------------------- Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level. Bond Senses (5 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane. Eidolon (Unchained) Can summon a powerful aspect of an outsider. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Selective Channeling Exclude targets from the area of your Channel Energy. Shaman/Summoner (Unchained, 6/day, DC 17) Channel Positive Energy 3d6 (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Shield Ally (Ex) +2 AC and save when within eidolon's reach. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. -------------------- Born Zoastria Oririe, Zemsta was a happy and care-free child. Her elven mother, Tiatha, from the Mierani forest, fell in love with a human knight who had taken a quest to defeat a great dragon. Knights who battle dragons usually meet a certain fate, and this knight was no different. Thought the tryst was short lived, it left a living legacy in Zemsta. As is usual with elves, Zemsta was shunned due to her heritage. Unable to bear the ridicule, Tiatha took her daughter and moved to Korvosa, entering service at the Calistrean temple. Growing up around Calistreans made an impression on Zemsta, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan. Zemsta was very successful in this lifestyle, due to her great beauty and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent. On this particular night, something went wrong with the wards and safeguards in the temple. Either the alarms did not sound, or the listeners were distracted. Zemsta was beaten mercilessly and hovered on the brink of death. At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zemsta's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger. Zemsta eventually healed from the attack, but her health suffered, leaving her weak and unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zemsta in learning about her new powers and in training her to serve the church as an instrument of vengeance. She took the name Zemsta, a word she found in a text about obscure languages. The word means Vengance, and it felt appropriate.
Kitt the Eidolon:
Kitt CR –
Female biped CG Medium outsider (azata) Init +2; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural) hp 48 (4d10+8) Fort +6, Ref +3, Will +4 Defensive Abilities evasion; Resist cold 10, electricity 10, fire 10 -------------------- Offense -------------------- Speed 30 ft. Melee mwk cold iron bardiche +10 (1d10+7/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche) -------------------- Statistics -------------------- Str 20, Dex 14, Con 14, Int 7, Wis 10, Cha 11 Base Atk +4; CMB +9; CMD 22 Feats Dodge, Power Attack Skills Acrobatics +9, Heal +5, Intimidate +13, Perception +7, Stealth +6, Survival +6; Racial Modifiers +8 Intimidate Languages Common Other Gear mwk cold iron bardiche[APG], bedroll (2), masterwork backpack[APG], torch (10), trail rations (5) -------------------- Tracked Resources -------------------- Torch - 0/10 Trail rations - 0/5 -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Niu the Witch 5: Niu
Male human (Garundi) witch 5 (Pathfinder RPG Advanced Player's Guide 65) CG Medium humanoid (human) Init +11; Senses Perception +8 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (5d6+5) Fort +1, Ref +4, Will +6; +2 trait bonus against mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4-1/19-20) Ranged light crossbow +5 (1d8/19-20) Special Attacks hexes (cackle[APG], flight[APG], healing[APG], misfortune[APG], slumber[APG]) Witch Spell-Like Abilities (CL 5th; concentration +11) . . At will—feather fall (self only), fly (self only) . . 1/day—levitate (self only) Witch Spells Prepared (CL 5th; concentration +11) . . 2nd—cure moderate wounds, web (2, DC 17) . . 1st—bless, burning hands (2, DC 16), mage armor, obscuring mist . . 0 (at will)—detect magic, detect poison, light, read magic . . Patron Ancestors -------------------- Statistics -------------------- Str 8, Dex 16, Con 10, Int 20, Wis 14, Cha 8 Base Atk +2; CMB +1; CMD 14 Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative, Spell Penetration Traits deathtouched, desperate resolve Skills Fly +10, Heal +9, Knowledge (arcana) +13, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (nature) +12, Knowledge (planes) +13, Knowledge (religion) +10, Perception +8, Profession (herbalist) +7, Sense Motive +4, Sleight of Hand +6, Spellcraft +13, Survival +6, Swim +3 Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran, Undercommon SQ witch's familiar (greensting scorpion named Neb-en-toti) Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp -------------------- Special Abilities -------------------- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Speak with Familiar (Ex) You can communicate verbally with your familiar. Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. -------------------- Appearance: Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping. Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much. Background: Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working. Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang. Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip. As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead. As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life. Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was. For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!" Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele.
Rhen Vemsa wrote:
I'll level them both up to 5 so you can see. Perhaps I misunderstood that the concept was the important part. It should only take a few minutes. I think they both have campaign traits for the AP they were originally created for, so I'll have to swap those out.
I think you are looking mostly for concept at this point, so I'll submit two characters I created previously. Either can quickly be levelled up to 5th and made to fit your guidelines. Either is capable as both arcane and healing. The Summoner also comes with a damage dealer built in. Backtories will likely need to be tweaked to fit in with the area your group is in / concept for fitting in. I think you'll be pleased with my posting history and quality. If anything, I post too often. Past games are linked in my profile. Zemsta the Summoner:
Zemsta
Female half-elf unchained summoner (spirit summoner) 2 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25) CN Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +2 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 14 (2d8-2) Fort -1, Ref +2, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged light crossbow +3 (1d8/19-20) Special Attacks channel positive energy 6/day (DC 16, 1d6) unchained summoner (Spirit Summoner) Spells Known (CL 2nd; concentration +7) . . 1st (4/day)—grease, mage armor, obscuring mist . . 0 (at will)—acid splash, daze (DC 15), detect magic, mending, read magic . . S spirit magic spell; Spirit Life Wandering Spirit -------------------- Statistics -------------------- Str 8, Dex 14, Con 8, Int 12, Wis 10, Cha 20 Base Atk +1.5; CMB +0; CMD 12 Feats Selective Channeling, Skill Focus (Use Magic Device) Traits calistrian courtesan, unpredictable Skills Bluff +10, Diplomacy +9 (+10 to gather information), Knowledge (history) +5, Knowledge (nobility) +5, Linguistics +5, Perception +2, Profession (courtesan) +4, Sense Motive +1, Spellcraft +6, Use Magic Device +13; Racial Modifiers +2 Perception Languages Celestial, Common, Elven, Varisian SQ arcane training[APG], bond senses (2 rounds/day), eidolon (unchained), elf blood, life link, spirit () Combat Gear vermin repellent[UE] (2); Other Gear crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, 63 gp, 3 sp -------------------- Tracked Resources -------------------- Bond Senses (2 rounds/day) (Su) - 0/2 Crossbow bolts - 0/10 Dagger - 0/1 Shaman/Summoner (Unchained, 6/day, DC 16) Channel Positive Energy 1d6 (Su) - 0/6 Vermin repellent - 0/2 -------------------- Special Abilities -------------------- Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level. Bond Senses (2 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane. Eidolon (Unchained) Can summon a powerful aspect of an outsider. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Selective Channeling Exclude targets from the area of your Channel Energy. Shaman/Summoner (Unchained, 6/day, DC 16) Channel Positive Energy 1d6 (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. -------------------- Born Zoastria Oririe, Zemsta was a happy and care-free child. Her elven mother, Tiatha, from the Mierani forest, fell in love with a human knight who had taken a quest to defeat a great dragon. Knights who battle dragons usually meet a certain fate, and this knight was no different. Thought the tryst was short lived, it left a living legacy in Zemsta. As is usual with elves, Zemsta was shunned due to her heritage. Unable to bear the ridicule, Tiatha took her daughter and moved to Korvosa, entering service at the Calistrean temple. Growing up around Calistreans made an impression on Zemsta, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan. Zemsta was very successful in this lifestyle, due to her great beauty and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent. On this particular night, something went wrong with the wards and safeguards in the temple. Either the alarms did not sound, or the listeners were distracted. Zemsta was beaten mercilessly and hovered on the brink of death. At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zemsta's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger. Zemsta eventually healed from the attack, but her health suffered, leaving her weak and unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zemsta in learning about her new powers and in training her to serve the church as an instrument of vengeance. She took the name Zemsta, a word she found in a text about obscure languages. The word means Vengance, and it felt appropriate.
Niu the Witch:
Niu
Male human (Garundi) witch 3 (Pathfinder RPG Advanced Player's Guide 65) CG Medium humanoid (human) Init +10; Senses Perception +6 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 14 (3d6) Fort +0, Ref +3, Will +4; +1 trait bonus vs. divine magic., +2 trait bonus against mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged light crossbow +3 (1d8/19-20) Special Attacks hexes (cackle[APG], healing[APG], misfortune[APG], slumber[APG]) Witch Spells Prepared (CL 3rd; concentration +8) . . 2nd—cure moderate wounds, web (DC 16) . . 1st—bless, burning hands (DC 15), obscuring mist . . 0 (at will)—detect magic, detect poison, light, read magic . . Patron Ancestors -------------------- Statistics -------------------- Str 8, Dex 14, Con 8, Int 19, Wis 13, Cha 8 Base Atk +1; CMB +0; CMD 12 Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative Traits deathtouched, desperate resolve, devotee of the old gods Skills Heal +7, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +6, Sense Motive +3, Spellcraft +10 Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran SQ witch's familiar (greensting scorpion named Neb-en-toti) Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp -------------------- Special Abilities -------------------- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. -------------------- Appearance: Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping. Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much. Background: Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working. Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang. Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip. As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead. As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life. Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was. For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!" Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele. I am also more than happy to make a pure damage dealer. I have a couple of concepts tumbling around in my head, but nothing concrete.
Here is Niu, the Witch and his scarab familiar (using Approximating Familiar rules from Familiar Folio to rework a scorpion. If that isn't acceptable, it can just be a scorpion. The distinction is simply for flavor.) Statblock:
Niu
Male human (Garundi) witch 3 (Pathfinder RPG Advanced Player's Guide 65) CG Medium humanoid (human) Init +10; Senses Perception +6 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 14 (3d6) Fort +0, Ref +3, Will +4; +1 trait bonus vs. divine magic., +2 trait bonus against mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged light crossbow +3 (1d8/19-20) Special Attacks hexes (cackle[APG], healing[APG], misfortune[APG], slumber[APG]) Witch Spells Prepared (CL 3rd; concentration +8) . . 2nd—cure moderate wounds, web (DC 16) . . 1st—bless, burning hands (DC 15), obscuring mist . . 0 (at will)—detect magic, detect poison, light, read magic . . Patron Ancestors -------------------- Statistics -------------------- Str 8, Dex 14, Con 8, Int 19, Wis 13, Cha 8 Base Atk +1; CMB +0; CMD 12 Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative Traits deathtouched, desperate resolve, devotee of the old gods Skills Heal +7, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +6, Sense Motive +3, Spellcraft +10 Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran SQ witch's familiar (greensting scorpion named Neb-en-toti) Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp -------------------- Special Abilities -------------------- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. -------------------- Appearance:
Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping.
Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much. Background: Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working.
Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang. Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip. As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead. As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life. Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was. For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!" Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele.
Here is "Bob", the Ranger. Crunch:
Thibaut "Bob" Dufour
Male human (Chelaxian) ranger 1 N Medium humanoid (human) Init +4; Senses Perception +6 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 11 (1d10+1) Fort +2, Ref +6, Will +2; +2 trait bonus vs. charm and compulsion effects -------------------- Offense -------------------- Speed 30 ft. Melee flambard -1 (1d10+3/19-20) Ranged longbow +5 (1d8/×3) Special Attacks favored enemy (fey +2) -------------------- Statistics -------------------- Str 14, Dex 18, Con 10, Int 12, Wis 14, Cha 8 Base Atk +1; CMB +3; CMD 17 Feats Point-Blank Shot, Precise Shot Traits focused disciple, restless wayfarer Skills Acrobatics +3, Climb +4, Handle Animal +3, Intimidate +3, Knowledge (geography) +6, Knowledge (nature) +5, Perception +6, Stealth +6, Survival +6, Swim +4 Languages Common, Hallit, Sylvan SQ track +1, wild empathy +0 Combat Gear cold iron arrows (20); Other Gear chain shirt, arrows (20), flambard, longbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], trail rations (2), waterskin, 67 gp, 4 sp -------------------- Tracked Resources -------------------- Arrows - 0/20 Cold iron arrows - 0/20 Trail rations - 0/2 -------------------- Special Abilities -------------------- Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Track +1 Add the listed bonus to Survival checks made to track. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Background:
Thibaut Dufour was a Chelaxian noble whose family had lived in Galt since the Even-Tongued Conquest. Living on his estate near modern-day Isarn, he was devoted to his wife Jocelyn and his young daughters Gisele and Angele.
His life was generally happy and lazy. His serfs were generally well treated and reasonably comfortable, and his estate prospered. He spent most of his free time hunting in the nearby forests. One day, while hunting, he met an incredibly beautiful woman in the wood. Unknown to Thibaut, the woman was a nymph-like fey creature. Unable to resist her charming influence, Thibaut was enraptured. Moving toward her, he stepped into a fairy ring and was transported to the First World. After a single night of glorious passion, Thibaut awoke in the forest remembering only flashes other than the nymph's face and the name "Jessica". Wracked in shame and guilt, he returned to his manor, only to find that it had been burnt to the ground decades ago. He soon found that over 200 years had passed, Aroden had died, his family was long dead, and Galt was now a seething cesspool of murder and anarchy. His questions drew the attention of a Grey Gardener named Antony Henry and he fled for his life, one step ahead of the guillotine. Making his way to the River Kingdoms, he tried to lay low and put his hunting skills to use to support himself. A Ranger who called himself only Garen took pity on him and trained him. Life stabilized. He never forgot the horror imposed on him by the "horrible fey witch". He learned to cope, while honing his anger until he spotted Antony one day when while trading in Mivon. He immediately fled, and started moving from place to place. He eventually took work as a guide. His last job involved escorting a Qadiran Immam from Brevoy back to Qadira. Heading north through Taldor, he plans to stop at some of the old Arodenite temples on his way to find more work. Character Concept Questions: 5 concept points: Rip Van Winkle, Grief-stricken, Hunted, Blames Fey, Arodenite, Out of his time 2 goals: Track down the Fey who caused his misfortune. Reconnect with his surviving descendants 2 Secrets: Thibaut does not discuss his history. He says little, but admits to being from Galt and that he is hunted by a Grey Gardener. He gives his name only as Bob.
3-5 People: Antony Henry: The Grey Gardner who suspects his origins
3 Key Memories: Life as a happy noble and family man.
Fear: He fears ever again being controlled by another creature Heldren: Thibaut is passing through, returning to the north after escorting an Immam to Qadira. He looks forward to seeing some of the Taldan countryside and visiting some of the original Arodenite temples.
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