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54 posts. Alias of Lord Foul II.


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Seems like both of these would give you 90% people either plating Gunslinger orwanting to but deciding not to because of there being too many Gunslinger

Have you considered Gestalt?


Really thar's minmax?
Huh
I was mostly going spirit warrior because intelligent weapons are cool and armorist has a lot of other useful abilities for the blacksmith concept (advanced armor training is also helping the concept)

But if you say it's too broken....
Maybe I could TWF? It'd give me something to do with my feats


Hmm
Armorist/Spirit wielder fighter....

Can I treat the bound weapon from both classes as if they were the same weapon?


Oh if divine casters are basically nonexistent I should junk my druid idea to make a blacksmith with a big freaking hammer.
Maybe fighter/rogue
Maybe fighter/something with magic


hmm
I would apply with a Druid/rogue or monk...
but I don't know how spheres of power work....
good luck on your game though! it looks really interesting, I especially like the bit about fate and death speeches


4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (3, 3, 6, 1) = 13 12
4d6 ⇒ (6, 6, 5, 6) = 23 18
4d6 ⇒ (3, 2, 6, 2) = 13 11
4d6 ⇒ (1, 2, 6, 1) = 10 9
4d6 ⇒ (5, 2, 6, 4) = 17 15

Gnoll after racial
Str 17
Dex 11
Con 16
Int 11
Wis 9
Cha 18
Not bad
Far from great but fitting


Within sight of the building, but only recently so

Also, setting fire to the place was totally an accident....


@rowan: you can have PrCs on more than one side but not at the same time.

As a note my character gets four item creation feats as bonus feats (already have brew potion, craft wondrous comes next level)
I do wish that you left the party total at four like you originally started with, but that's fine.
As a note I'm swapping weapon focus for extra traits to get

traits selected:

Ancestral Weapon

Source People of the River pg. 7 (Amazon)
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be prof icient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Blood of Dragons

Source Ultimate Campaign pg. 62 (Amazon)
Requirement(s) Any
Long ago, your ancestors’ blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.


Cool, :)
I'm passing the time by reading the backlogs, getting a feel for the existing characters.


As much as I like that build in gestalt mystic thurge type PrCs are usually disallowed


Just a note whenever we go mythic, Virgil will most likely go trickster or guardian, but it depends how the story and character develops, other paths are possible.


Oh my just three people then,
From a narrative perspective we're in dire straits.
:)


@fey: It would actually do x+1 but that's still a rather tiny amount of healing to get at the expense of a bomb, and it could hit enemies, aaand you could miss
That said I use sneak attack, because I have a construct pet to flank with.
DM: how many new people are you accepting I'm guessing two to add the two original members.
As to Martials, the more the merrier as the more people closing with the enemy the more people I have to flank with.


I plan on taking the "transmechanical ascendant" PrC and pick up a lot of nice construct immunities and strength bonus and natural armor,
unless the PrC in cutting edge machine smith is better.
Though this character isn't about optimization, machine smith was picked because of it's flavor, it's exactly what I'm looking for, flavor wise.


Looking at the party it seems what party niche they most need is healing, And they also lack a trap breaker
This makes me feel good about my chances.
...
Also it is somehow only now that I noticed you were also my RotRL GM
and I forgot to copy/paste my machinesmith trick into my profile, the one I chose was repair flesh technique, allowing me to use my repair ability on non constructs.


cool, I'll buy it later
for now have a wall of text

my character, Virgil Haas:

LN Human Alchemist (vivisectionist, Circhugan, Trap breaker)/Machinesmith
STRENGTH
16 (+3)
DEXTERITY
12 (+1)
CONSTITUTION
16 (+3)
INTELLIGENCE
20 (+5)
WISDOM
10 (+0)
CHARISMA
12 (+1)

HIT POINTS
HP 23
AC [17] = 10 +1 [Dex] +4[Armor] +2[Shield]
Touch AC [11] Flat-Footed [16]

BASE ATTACK BONUS
+1
Basic Melee Attack +4
Basic Ranged Attack +2
primary weapon: mace to hit +6 damage 1d8+3

FORTITUDE SAVE
+6 = 3 [base] +3 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+0 = 0 [base] +0 [Wis]

CMB
+4 = 1 [BAB] +3 [Str] +0 [size]
CMD
+15 = 10 +1 [BAB] +3 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

Alchemist Extracts Per Day
Level 1 2 + 2 [Int]
standard extracts prepared
1 enlarge person 3 cure light wounds

Machinesmith Prototypes Per Day
Level 1 2 + 2 [Int]
standard daily prototypes built
2 guardian drones, 1 obscuring mist 1 either longstrider or expeditious retreat
Alchemist
Discovery 1:
Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Trapfinding (Ex)

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

Infused Curative

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Torturer’s Eye

At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototype (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Item Expertise (Ex)
At 2nd level the machinesmiths gains a bonus on Spellcraft and Use Magic Device checks equal to ½ his machinesmithst level (minimum 1).

Greatworks (Su)

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

(greatwork chosen Mechanus: humanoid)

Humanoid: Dryden

Size Medium; Speed 20 ft.; AC 17 (touch 13 flat footed 15); Attack slam to hit +5 1d10+3 damage; Ability Scores Str 17, Dex 15, Con -, Int -, Wis 10, Cha 1

Dryden's feats: improved natural attack

Feats:
Weapon focus (Mace) placeholder because I can't think of anything
throw anything
brew potion
extra discovery/rouge talent: Bomber
Bomber (Su)

Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist's bombs, except they deal damage equal to the damage dealt by the rogue's sneak attack.

Alchemist Extracts Per Day
Level 1 2 + 2 [Int]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +9 = INT 5+1+3
Bluff +5 = CHA 1+1+3
Climb* +3 = STR 3+0+0
Craft (alchemy) +12 = INT 5+2+3+1(class)+1(trait)
Craft (metalworking) +11= INT 5+1+3+1(class)+1(trait)
Craft (anything else) +7 = INT 5+0+0+1(class)+1(trait)
Diplomacy +1 = CHA 1+0+0
Disable Device*† +6 = DEX 1+2+3
Disguise +5 = CHA 1+1+3
Escape Artist* +2 = DEX 1+1+0
Fly* +1 = DEX 1+0+0
Handle Animal† +1 = CHA 1+0+0
Heal +10 (know nature) = WIS 0+0+0
Intimidate +3 = CHA 1+2+0
K (Arcana)† +9 = INT 5+1+3
K (Dungeoneering)† +5 = INT 5+0+0
K (Engineering)† +7 = INT 5+2+0
K (Geography)† +5 = INT 5+0+0
K (History)† +5 = INT 5+0+0
K (Local)† +5 = INT 5+0+0
K (Nature)† +10 = INT 5+2+3
K (Nobility)† +5 = INT 5+0+0
K (Planes)† +5 = INT 5+0+0
K (Religion)† +5 = INT 5+0+0
Linguistics† +5 = INT 5+0+0
Perception +5 = WIS 0+2+3
Perform +1 = CHA 1+0+0
Perform +1 = CHA 1+0+0
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +1 = DEX 1+0+0
Sense Motive +2 = WIS 0+2+0
Sleight of Hand*† +5 = DEX 1+1+3
Spellcraft† +12= INT 5+2+3+1+1
Stealth* +5 = DEX 1+1+3
Survival +4 = WIS 0+1+3
Swim* +3 = STR 3+0+0
Use Magic Device† +1 = CHA 1+0+0

Traits

Spark of creation: +1 to craft checks, items crafted are 5% cheeper

Red handed fetish (+2 fire resistance)

The Orphan one, +2 to concentration checks which I don't actually have to make now that I think about it
Overprotective

In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

As an orphan you have not had many people to care about you and form bonds with you. You treasure the few bonds you do have and will not allow them to be severed.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

well that took long enough

plans for the future,
work out with GM a price that would be fair to add homuculous abilities to my Mechanus (I want him to be able to talk among other things)
find and become proficient in a firearm (will not be his primary weapon, he has a high strength score, he will use it)
take the prestige class "transmechanical ascendant" and become a cyborg.


You could use the 8 rp ability that works as a move action
Or you could go adamant entertainment's warlock to snag the swift action wizard teleportation sub school ability at will, though as this class is third party and has not yet been approved you might not be able to use it.
In other news Sean "Marrow" Rushman, is almost done, just need to choose the abilities from ageis, well that and equipment, but I'll leave that till after character selections, Sean doesn't really need much in the way of equipment.


got a race write up, it's 20 RP of the 21 allowed.

Mutant:

Race: Mutant

Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type

Fast Healing (6 RP)
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP

Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

Flight (4 RP)
Prerequisites: None.
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Focused Study (4 RP)
Prerequisites: None.
Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.


and yes PM inbound.


I'm a rouge, well I got four levels of it,
Soulknife 3/ageis 3 rouge 4/soulforge 4 mythic defender 3


Rouges can get familiars.


Well if I were to actually take the obtain familiar feat I'd have a stronger party member (more natural armor, I could use any of my three spells on you at a distance, SR later,that kind of thing
And I'd be on a cupcake free diet enforced by a dragon, so there's that


Works just fine for marrow :)


Woo,
How would you feel about, flavor wize, being a familiar.


Huh, psion/bloodrager, interesting, what superhero you emulating, if any? And/or what party niche? never mind you edited,
My character is made emulating marrow, with tank as primary party niche, trap buster/healer as secondary party niches.
12 you say, hmm changing the stat bonuses to +2 all mental stats, +4 con takes four race points, fast healing 1 costs six, hmm I was really hoping on 10 or 11, I suppose as a penalty light sensitivity is classic and not too detrimental, that'd bring me to 21
Of course I'd still need the dm to sign off on that, but this at least gives me a place to start.


Élan or maybe xeff.
@ thmus: I can at least answer the one about special materials
Go to d20pfsrd.com, find the page on special materials
If a material has a listing for amunition then you can use it at that price.


Kinda need to know so I can finish building my character.


How many race points are the psionics races worth at base, the last gm I asked just set them all to be worth 10 rp,


I got an eighth level non mythic build for marrow already in place,
The character's started up with soul knife and aegis reflavored to be bone instead of psychic energy
Shouldn't be too difficult to modify


Gah I've had no end of bad luck posting this thing,


ok
sorry for the delay in crunch/fluff
here is Charles Li.

Charles comes from a long line of spies, assassins, and others unafraid of the shadows. Upon coming of age each member goes into the forests and mountains surrounding the clan home and using their own skill track down an inhabitant of the forest and kill it, bringing back a memento of this kill to the clan, with the deadliness of the kill helping to determine the position of the youngsters. Charles had the good fortune to stumble upon a hatchling red dragon, sick and abandoned by it's mother for being a runt, Charles was able to fight and subdue the creature, bringing back a single tooth which was made into a necklace for him to wear around his neck.
this impressive display awarded him the chance to request to go out into the world and make a name for himself before coming back to the clan to be groomed to be a potential leader of it. he made such a request and, due to his skill at disguise and magic, was granted such an opportunity.
Charles was just in Sandpoint to rest till setting off to the next place looking for something, just not sure what.
(I'll try to expand on this more, later, but given that he's just level one I figure it's best he not have had too much experience adventuring)


Edwin Belmont dhampir druid


results of random background for Edwin Belmont, to be added to other background at earliest convenience:

Physical Details

Age: 153
Height: 6'1"
Weight: 195 lbs.
Homeland: Town or Village
Parents: Only your father is alive.
Siblings: You have 1 biological sibling and 1 half-sibling.
- biological younger sister
- older half-orc sister
Circumstance of Birth: [Noble Birth] You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn.
Parent's Profession: [Gentry] You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.
Major Childhood Event: [Major Disaster] You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island.
Druid Training: [Avatar] Once you were an ordinary youth. But when the natural world needed saving, the land chose you as its champion, lending you as much power as you were able to control. You might not understand the reasons for your power, but you are one with nature and your will is the will of the world.
Influential Associate: [The Relative] There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him.


Backstory of Edwin Bellmort the Druid:

Before Edwin was born there was a beautiful elven maiden by the name of Ayaa, she lived in a small village in the forest, in her small village she was loved and respected by many and many sought her out for guidance. She was married to a Ranger by the name of Ryyner, and there were talk of them settling down and having a child things looked as though they were going well... unfortunately Ayaa caught the eye of a dark and evil creature, Ivan the Black, a vampire, he lusted after her and decided that he must have her, so one night when she was doing her nightly dedications to nature, he struck and raped her, and left her there, weak and weary... carrying his unborn, undead seed, she soon recuperated but the event left her permanently drained and the strain of birth was too much for her, she died giving birth to Edwin. Her husband Ryyner took it upon himself to raise the child as his own, teaching the child the way of the forest, to commune with nature, Edwin decided to walk in his mothers footsteps and become a druid to honor her memory, he has dedicated himself to strengthening himself in order to face his rapist father and make him answer for what he's done this is where his story, truly begins *fade to white*

TLDR, Rapit vampire "father" elf mom dies in childbirth, kid swears revenge but has to get stronger first,


Right, right, which leaves you with a max of 14 in your casting stat, but Druids make good melee, you could put the other 16s in str and either dex or con, focus on wild shape when you get it, and get a headband of wisdom when you can get your hands on one, if we are both selected I will secede the first/best of such to you as you will need it more (I will be looking for a belt of con :P)
Now dhampirs, I was bummed about that race as a Druid, but now I'm thinking, be pretty cool,
And I found out that there are a few alternate racial stats that give bonuses to wisdom, didn't know that
Going ancient blooded, so I can get 19 str 20 wis
Other stats are sub par, but not crippling so definitely playable
I'm at work now, so I'll run it through a generator when I get home
When I get it generated I'll put it on this profile till I'm selected (if I'm not selected it'll stay there)


with barbarian, I always go alchemist

take barbarian (drunken brute) 10, alchemist (vivisectionist, rage chemist) 9/oracle (battle maybe, *shrug*) 1/rage prophet 10/master chemist 10
voilia, Mr B. Banner


it was very fun, and I enjoied seeing how fast I could make a character, and upon further reflection, the dude's pretty powerful, and very in keeping to the character, even if allowed more time I wouldn't change anything except maybe some of the equipment
this is one of the better "tank" type characters, deecent at the sneaking and fighting dirty
I'm fine with not being selected
and I want to personally congratulate each of you,
and then go find black orchid seeing as I'm not familiar with him/her


k
I didn't really expect to get in (would have been nice obviously but still)
congrats to the winners
PM me if you want Marrow.


ok, Sean "Marrow" Rushman is ready for review, backstory's kinda basic but the crunch is good and I got the mindset in mind


ok Items bought, and skills assigned,
I'm good on crunch, now I just need to write up a backstory, I already have something in my head just need to translate it into text


cool


how is HP handled, I'm just about done with the "choices" part and am working on the calculations now


is this still open?
if so I'd like to play as essentially Marrow (but male)
For his classes Ageis 4/soulknife 4/metaforge 4/Rouge 4

for race, Human unless I can think of something better
for the extra race points upgrading ability modifiers from flexible to advanced (+2 to all physical stats, +4 wisdom, -2 charisma) (4 rp), and fast healing 1 (5rp),
I would also pick up skeletal DR (2RP) but I go one over, so I'll just have to stick with the DR gained from my class,

psionic created weapons/armor is re-flavored to be made from his bones


just to be sure, is Sam in?


I've never used Roll20, but I suppose I could learn if necessary,
in the past I've done fine with both Google docs and not having a map,
I'm going to get to making a profile


so if you made a corrupted you are automatically in?


do we add the equipment on the bestiality page to ours?
if not, sam starfield is ready


I have a corrupted build like it, but I went quickling sorcerer instead


wilros is now completely done, woo,

sam is on his way to being done,
sam is the anti-caster, and the jack of all trades rouge type character,


Intended build for dragon side either paladin 10 or paladin 2 monk 3 champion of iori 5 with oracle all the way on the other side
Dragon is done other than spells known
The quickling I am going to give levels of shadow dancer and assisan once arcane trickster is done


wilros: gold dragon oracle: branded
sam starfield: quickling rouge sorcerer: corruption (not quite done)
if I have time I'll put forth a giant eagle animal lord or lycanthrope druid

question: can we apply a rouge archetype to a ninja so long as it has the class features to replace?

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