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Organized Play Member. 622 posts (8,614 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 83 aliases.


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Just FYI, I’m traveling this weekend, so I might be slower to respond than usual. :)


GM_Panic wrote:
@Eriktd is you PC Cora Neel or did you just pick the same Alt image for Scarlet Craigie-Bell??

I actually picked that image for Scarlet before Cora Neel made their character. At first I considered changing it, then I decided to wait until I saw whether or not Cora was selected. I am happy to change it; I haven’t looked at options yet. :)


I did a profile with a 10-Minute background for my submission: Scarlet Craigie-Bell, half-elf Spiritualist investigator.


"The Lucky Halfling" wrote:

This definitely piques my interest.

Looks like the first set it is.

Hey, Lucky Halfling-- it's roll 5d6 and reroll 1s, or roll 5d5 and add 3. I don't think we get to reroll 1s if we roll d5s, because that's basically rerolling 2s. :)


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Tomorrow's the deadline! Good luck everyone!

Going through the thread, here's the submissions I saw:

Lapyd: Thakka Palehide, human (goblin) unchained barbarian (Feral Gnasher/Wildborn)
ignuspyre: Vyran Prentis, aasimar (Azata-Blooded) oracle
Crisischild: Joseph Curwen, human swashbuckler (Inspired Blade)/investigator (Psychic Detective)
eriktd: Loosey, human (shabti) shaman (Unsworn Shaman)
Mightypion/Liliyashanina: "Alaria", human slayer (Ankou's Shadow/Sniper)/oracle
Malinor.: Malinor, half-orc slayer (Pureblade)
Critzible: Sergeant Theodore Falks, human(?) spiritualist
Veniir: Cladon Kullscar fetchling sorcerer
rdknight: Marisan Parmenter, half-elf oracle (Ancient Lorekeeper/Seeker)


How much does ammunition cost? According to the rules, it's 15 gp per metal cartridge. I would think that based on the setting we are playing by Guns Everywhere rules, which reduces the price of each cartridge to 1.5 gp. Is this correct?


I had been thinking the rules said you had to use the first set of rolls if you rolled twice, but it doesn't look like that's the case. So, here's my second set of rolls so I can choose between the two!

Set 2, roll 1/6: 5d5 ⇒ (3, 2, 2, 2, 4) = 13 = 12 (Best 3, add 3)
Set 2, roll 2/6: 5d5 ⇒ (5, 3, 5, 3, 3) = 19 = 16 (Best 3, add 3)
Set 2, roll 3/6: 5d5 ⇒ (2, 1, 2, 5, 2) = 12 = 12 (Best 3, add 3)
Set 2, roll 4/6: 5d5 ⇒ (2, 3, 1, 4, 3) = 13 = 13 (Best 3, add 3)
Set 2, roll 5/6: 5d5 ⇒ (4, 1, 3, 4, 5) = 17 = 16 (Best 3, add 3)
Set 2, roll 6/6: 5d5 ⇒ (2, 2, 3, 4, 1) = 12 = 12 (Best 3, add 3)

Pretty bad by comparison, so I'm going to stick with my first set. :)


All right, with all that in mind, I'm planning out a half-elf investigator (Spiritualist archetype). I'm guessing the character's commune with the spirits abilities would simply be described as investigative instincts and dedicated observation rather than magic.

No background skill points, right?


All right, I guess I should roll.

3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (6, 1, 6) = 13

Technically a 22 point buy, but I'd rather be able to put the points where I want.


So... alchemist (limited extracts), antipaladin (with archetype), barbarian, brawler, cavalier, fighter, gunslinger, investigator (limited extracts), monk, ninja, paladin (with archetype), ranger (with archetype), rogue, samurai, slayer, swashbuckler, and vigilante.

What about variant multiclassing? Could the character take sorcerer, say, to get the bloodline powers without getting any spellcasting?

Do we get background skills?


I put my glass cannon (hee-hee!) build into a profile. Here it is: Guzzlah, drunken goblin rogue.


I think I've settled on a drunken goblin rogue (mostly) that specializes in improvised weapons, specifically splash weapons. Since GM I like runes has said that they want "busted stuff" and to get into the fiddly specifics of the builds, I went into great detail of the choices and mechanics below. The character's background and fluff are still, uh, in progress. Probably be a follower of Cayden Cailean because of the drunken/bottle-wielding themes. (I recently drew up a similar character for another game that wasn't selected, so I will re-use it for this.)

Guzzlah, drunken goblin rogue

Build outline:
CG Goblin (Cave Crawler, Darkvision, Slow Speed, Small, Tree Runner)
Str 10-2-1, Dex 17+4-1, Con 14-1, Int 17+1, Wis 14+1, Cha 12-2+1 (middle-aged)
Strong-Willed, Surprise Weapon, Trap Finder

Level 1
Fighter (Lore Warden) 1, BAB +1, saves +2/+0/+0; scholastic, COMBAT STAMINA*, QUICK DRAW*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 1+9, Climb 1+13, Craft (alchemy) 1+7, Disable Device 1+6, Escape Artist 1+5, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 1+2, Sleight of Hand 1+5, Stealth 1+9; COMBAT EXPERTISE*, DEADLY AIM*, POWER ATTACK*, ROLL WITH IT, WEAPON FINESSE*

Level 2
Fighter 1 / Rogue, unchained (Makeshift Scrapper / Underground Chemist) 1, BAB +1.75, saves +2.83/+2.83/+0.66; finesse training, improvised weapons, sneak attack +1d6, CATCH OFF-GUARD*, DEFT MANEUVERS*, IMPROVISED WEAPON MASTERY*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 2+12, Bluff 2+3, Climb 1+13, Craft (alchemy) 2+7, Disable Device 2+9, Escape Artist 2+8, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 2+5, Sense Motive 2+5, Sleight of Hand 2+7, Stealth 2+12, Use Magic Device 2+3

Makeshift Scrapper gives the character two feats in place of trapfinding, Catch Off-Guard and Throw Anything. According to the Elephant in the Room rules, Catch Off-Guard and Throw Anything should be combined into one feat, and characters that would receive Throw Anything and already have Catch Off-Guard can take Improvised Weapon Mastery instead. The unchained rogue's finesse training feature is replaced with Deft Maneuvers.

glass bottle (+9[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+10 attack, range 10', 19-20/x2 critical); sneak attack: +1d6

It looks like a light improvised weapon is 1d4 base damage, which Improvised Weapon Mastery increases to 1d6. Attack is BAB (+1) + Dex (+5) + size bonus (+1) + Surprise Weapon trait bonus (+2). Thrown splash weapons also get a +1 circumstance bonus from Catch Off-Guard.

Level 3
Fighter 2 / Rogue 1, BAB +2.75, saves +3.33/+3.16/+1; expertise, scholastic, GREATER FEINT*, PRECISE SHOT*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 3+12, Bluff 3+3, Climb 1+13, Craft (alchemy) 3+7, Disable Device 3+9, Escape Artist 3+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (religion) 1+7, Perception 3+5, Sense Motive 2+5, Sleight of Hand 3+7, Stealth 3+12, Use Magic Device 2+3; RANGED FEINT

According to Elephant in the Room rules, Combat Expertise is replaced with Deft Maneuvers, which in turn can be replaced with Greater Feint. Ranged Feint with Greater Feint denies the target's Dexterity bonus vs everyone's melee attacks and also the character's ranged attacks. This means they can deal sneak attack damage with thrown improvised weapons (though probably not splash weapons because they are a touch attack).

glass bottle (+10[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+11 attack, range 10', 19-20/x2 critical); sneak attack: +1d6

Level 4
Fighter 2 / Rogue 2, BAB +3.5, saves +3.66/+3.66/+1.33; chemical weapons, rogue talent (Ninja Trick: Style Master), SHIKIGAMI STYLE*, +1 hp; +1 Wis; skills (8[rogue]+4[INT]+2[background]): Acrobatics 4+12, Bluff 4+3, Climb 1+13, Craft (alchemy) 4+7*, Disable Device 4+9, Escape Artist 4+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 4+6, Sense Motive 4+6, Sleight of Hand 4+7, Spellcraft 1+7, Stealth 4+12, Use Magic Device 4+3

Chemical weapons allows the character to draw alchemical weapons as normal weapons, so they can now perform a full attack with them once they get a high enough BAB. They also add their Intelligence modifier to splash weapon damage like an alchemist. Activating Shikigami Style increases the damage of improvised weapons by another size category, which brings bottles and flasks up to 1d8.

glass bottle (+11[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +1d6

Level 5
Fighter 2 / Rogue 3, BAB +4.25, saves +4/+4.16/+1.66; finesse training (bottles), sneak attack +2d6, supernatural improvisation, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 5+12, Bluff 5+3, Climb 1+13, Craft (alchemy) 5+7*, Disable Device 5+9, Escape Artist 5+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 5+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 5+6, Sense Motive 5+6, Sleight of Hand 5+7, Spellcraft 1+7, Stealth 5+12, Use Magic Device 5+3; CONCENTRATED SPLASH

Supernatural improvisation allows the character to give improvised weapons a +1 enhancement bonus as a swift action. Concentrated Splash increases damage by 50% by forgoing splash damage. (That's not much now, but it will get better next level.) Since they can use Weapon Finesse with light improvised weapons, I also think it's reasonable to allow a specific improvised weapon for finesse training.

glass bottle (+12[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+13 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6

Level 6
Fighter 2 / Rogue 4, BAB +5, saves +4.33/+4.66/+2; debilitating injury, precise splash weapons, uncanny dodge, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 6+12, Bluff 6+3, Climb 1+13, Craft (alchemy) 6+7*, Disable Device 6+9, Escape Artist 6+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 6+6, Sense Motive 6+6, Sleight of Hand 6+7, Spellcraft 1+7, Stealth 6+12, Use Magic Device 6+3

Precise splash weapons says that splash weapons can cause sneak attack damage, too (though only on the first attack each round). This means that Concentrated Splash also increases sneak attack damage, since all the damage comes from the same source.

glass bottle (+13[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+14 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6

Level 7
Fighter 2 / Rogue 4 / Brawler (Hinyasi / Snakebite Striker) 1, BAB +6, saves +4.83/+5.16/+2.33; brawler's cunning, humble beginnings, martial training, sneak attack +4d6, unarmed strike 1d4, SHIKIGAMI MIMICRY*, UNARMED COMBATANT*; skills (4[brawler]+4[INT]+2[background]): Acrobatics 7+12, Bluff 7+3, Climb 1+13, Craft (alchemy) 7+7*, Disable Device 7+9, Escape Artist 7+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 7+6, Sense Motive 7+6, Sleight of Hand 7+7, Spellcraft 1+7, Stealth 7+12, Use Magic Device 7+3; ACCOMPLISHED SNEAK ATTACKER

Hinyasi gives Catch Off-Guard again, so I've substituted Shikigami Mimicry, which seems like a reasonable choice to me since it has Catch Off-Guard as a prerequisite. Elephant in the Room rules give Unarmed Combatant instead of Improved Unarmed Strike.

glass bottle (+14/+9[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+15 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6

Level 8
Fighter 2 / Rogue 4 / Brawler 2, BAB +7, saves +5.33/+5.66/+2.66; brawler's flurry, improvisation training, TWO-WEAPON FIGHTING*; +1 Con; skills (4[brawler]+4[INT]+2[background]): Acrobatics 8+12, Bluff 8+3, Climb 1+13, Craft (alchemy) 8+7*, Disable Device 8+9, Escape Artist 8+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 8+6, Sense Motive 8+6, Sleight of Hand 8+7, Spellcraft 1+7, Stealth 8+12, Use Magic Device 8+3

Improvisation training allows the character to treat improvised weapons as weapons from the close weapons group, which means that they can use brawler's flurry with them, tossing bottles with both hands. That's three bottles each round.

glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6

Level 9
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist (Vivisectionist) 1, BAB +7.75, saves +5.83/+6.16/+3; ACL 1, extracts 1(coin shot, crafter's fortune, cure light wounds, heightened awareness, reduce person, shield), alchemy, mutagen, sneak attack +5d6, BREW POTION*, SHIKIGAMI MANIPULATION*; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 9+12, Bluff 9+3, Climb 1+13, Craft (alchemy) 9+7*, Disable Device 9+9, Escape Artist 9+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 9+6, Sense Motive 9+6, Sleight of Hand 9+7, Spellcraft 1+7, Stealth 9+12, Use Magic Device 9+3; TWO-WEAPON FEINT

Alchemist gives Catch Off-Guard again, so again I've substituted a feat in the Shikigami line. This is the full suite, which makes light improvised weapons deal 3d6 damage when activated. Not too shabby! Two-Weapon Feint says you can forgo your first attack each round to make a feint, which can be a thrown attack because of Ranged Feint. I think subsequent attacks can be thrown attacks as well, even though Two-Weapon Feint says you are making a melee attack (I think Two-Weapon Feint assumed you couldn't be feinting at range because there wasn't any way to do that when it was written).

glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6

Level 10
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 2, BAB +8.5, saves +6.33/+6.66/+3.33; ACL 2, extracts 2(anticipate peril, deathwatch*), discovery (Bleeding Attack), poison resistance +2, poison use, torturer's eye; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 10+12, Bluff 10+3, Climb 1+13, Craft (alchemy) 10+7*, Disable Device 10+9, Escape Artist 10+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 10+6, Sense Motive 10+6, Sleight of Hand 10+7, Spellcraft 1+7, Stealth 10+12, Use Magic Device 10+3

I like the image of broken glass from hurled bottles causing bleed damage from the Bleeding Attack discovery, though I doubt it will come up very often because monsters at this level are usually immune.

glass bottle (+16/+11 or +14/+14/+9[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+17/+12 or +15/+15/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6, bleed 5

Level 11
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 3, BAB +9.25, saves +6.83/+7.16/+3.66; ACL 3, extracts 3(true skill), cruel anatomist, sneak attack +6d6, swift alchemy; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 11+12, Bluff 11+3, Climb 1+13, Craft (alchemy) 11+7*, Disable Device 11+9, Escape Artist 11+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 11+6, Sense Motive 11+6, Sleight of Hand 11+7, Spellcraft 1+7, Stealth 11+12, Use Magic Device 11+3; GREATER TWO-WEAPON FIGHTING

Elephant in the Room rules combine Improved Two-Weapon Fighting and Greater Two-Weapon Fighting, giving the character another attack.

glass bottle (+17/+12 or +15/+15/+10/+10[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+18/+13 or +16/+16/+11/+11 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6

Level 12
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 4, BAB +10, saves +7.33/+7.66/+4; ACL 4, extracts 3/1(full pouch), discovery (Tumor Familiar); +1 Cha; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 12+12, Bluff 12+4, Climb 1+13, Craft (alchemy) 12+7*, Disable Device 12+9, Escape Artist 12+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 12+6*, Sense Motive 12+6*, Sleight of Hand 12+7, Spellcraft 1+7, Stealth 12+12, Use Magic Device 12+4

I think a hedgehog tumor is a good choice for a familiar, because it gives the character a +2 bonus to Will saves, and Will saves are one of their greatest weaknesses. This level also gives the character access to the full pouch extract, which should save a lot of money on powerful alchemical splash weapons like Artokus's fire and unstable accelerant. They should also get hold of a hybridization funnel so they can combine multiple effects.

glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6

Level 13
Fighter 2 / Rogue 5 / Brawler 2 / Alchemist 4, BAB +10.75, saves +7.66/+8.16/+4.33; rogue's edge (Stealth), sneak attack +7d6, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 13+12, Bluff 13+4, Climb 1+13, Craft (alchemy) 13+7*, Disable Device 13+9, Escape Artist 13+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 10+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 13+6*, Sense Motive 13+6*, Sleight of Hand 13+7, Spellcraft 1+7, Stealth 13+12, Use Magic Device 13+4; RAPID SHOT

I don't know how often this character will snipe, but rogue's edge makes that easier. And they get another attack from Rapid Shot.

glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 or +15/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7

Level 14
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 4, BAB +11.5, saves +8/+8.66/+4.66; rogue talent (Combat Trick), IMPROVED PRECISE SHOT*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 14+12, Bluff 14+4, Climb 1+13, Craft (alchemy) 14+7*, Disable Device 14+9, Escape Artist 14+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 14+6*, Sense Motive 14+6*, Sleight of Hand 14+7, Spellcraft 1+7, Stealth 14+12, Use Magic Device 14+4

glass bottle (+19/+14/+9 or +17/+17/+12/+12/+7/+7[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+20/+15/+10 or +18/+18/+13/+13/+8/+8 or +16/+16/+16/+11/+11/+6/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7

Level 15
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 5, BAB +12.25, saves +8.5/+9.16/+5; ACL 5, extracts 4/2(alchemical allocation), poison resistance +4, sneak attack +8d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 15+12, Bluff 15+4, Climb 1+13, Craft (alchemy) 15+7*, Disable Device 15+9, Escape Artist 15+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 15+6*, Sense Motive 15+6*, Sleight of Hand 15+7, Spellcraft 1+7, Stealth 15+12, Use Magic Device 15+4; IRON WILL

glass bottle (+20/+15/+10 or +17/+17/+12/+12/+7/+7[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+21/+16/+11 or +19/+19/+14/+14/+9/+9 or +17/+17/+17/+12/+12/+7/+7 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8

Level 16
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 6, BAB +13, saves +9/+9.66/+5.33; ACL 6, extracts 4/3(touch injection), discovery (Infusion), swift poisoning; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 16+12, Bluff 16+4, Climb 1+13, Craft (alchemy) 16+7*, Disable Device 16+9, Escape Artist 16+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 16+6*, Sense Motive 16+6*, Sleight of Hand 16+7, Spellcraft 1+7, Stealth 16+12, Use Magic Device 16+4

glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8

Level 17
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 7, BAB +13.75, saves +9.5/+10.16/+5.66; ACL 7, extracts 4/3/1(channel vigor), sneak attack +9d6, torturous transformation; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 17+12, Bluff 17+4, Climb 1+13, Craft (alchemy) 17+7*, Disable Device 17+9, Escape Artist 17+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 17+6*, Sense Motive 17+6*, Sleight of Hand 17+7, Spellcraft 1+7, Stealth 17+12, Use Magic Device 17+4; IMPROVED IRON WILL

glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9

Level 18
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 8, BAB +14.5, saves +10/+10.66/+6; ACL 8, extracts 4(alchemical tinkering*)/4/2(amplify elixir), discovery (Spell Knowledge [alchemical tinkering]), poison resistance +6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 18+12, Bluff 18+4, Climb 1+13, Craft (alchemy) 18+7*, Disable Device 18+9, Escape Artist 18+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 18+6*, Sense Motive 18+6*, Sleight of Hand 18+7, Spellcraft 1+7, Stealth 18+12, Use Magic Device 18+4

glass bottle (+22/+17/+12 or +20/+20/+15/+15/+10/+10[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+23/+18/+13 or +21/+21/+16/+16/+11/+11 or +19/+19/+19/+14/+14/+9/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9

Level 19
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 9, BAB +15.25, saves +10.5/+11.16/+6.33; ACL 9, extracts 5/4/3(vomit twin), sneak attack +10d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 19+12, Bluff 19+4, Climb 1+13, Craft (alchemy) 19+7*, Disable Device 19+9, Escape Artist 19+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 19+6*, Sense Motive 19+6*, Sleight of Hand 19+7, Spellcraft 1+7, Stealth 19+12, Use Magic Device 19+4; CRAFT WONDROUS ITEM

The character has a caster level now, so they might as well take Craft Wondrous Item, with the idea of crafting some sharding gloves of improvised might. (They might already have one, depending on how easy it is to commission weird items like this.) Sharding is another way to save money on alchemical items, because it creates a copy of a thrown weapon as you throw it. It's like a permanent full pouch!

glass bottle (+23/+18/+13 or +21/+21/+16/+16/+11/+11[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+24/+19/+14 or +22/+22/+17/+17/+12/+12 or +20/+20/+20/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10

Level 20
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 10, BAB +16, saves +11/+11.66/+6.66; ACL 10, extracts 5/4/3/1, discovery (Promethean Disciple), poison immunity, CRAFT CONSTRUCT*; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 20+12, Bluff 20+4, Climb 1+13, Craft (alchemy) 20+8*, Disable Device 20+9, Escape Artist 20+8, Knowledge (arcana) 1+8, Knowledge (dungeoneering) 1+8, Knowledge (local) 19+8, Knowledge (nature) 19+8, Knowledge (planes) 1+8, Knowledge (religion) 1+8, Perception 20+6*, Sense Motive 20+6*, Sleight of Hand 20+7, Spellcraft 1+8, Stealth 20+12, Use Magic Device 20+4

glass bottle (+24/+19/+14/+9 or +22/+22/+17/+17/+12/+12/+7[-5] attack, 1d6+5[+10] damage, range 10', 19-20/x2 critical), splash weapon (+25/+20/+15/+10 or +23/+23/+18/+18/+13/+13/+8 or +21/+21/+21/+16/+16/+11/+11/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10


Set 1, roll 1/6: 5d5 ⇒ (5, 1, 1, 1, 3) = 11 = 12 (Best 3, add 3)
Set 1, roll 2/6: 5d5 ⇒ (3, 2, 2, 2, 2) = 11 = 10 (Best 3, add 3)
Set 1, roll 3/6: 5d5 ⇒ (1, 4, 5, 1, 5) = 16 = 17 (Best 3, add 3)
Set 1, roll 4/6: 5d5 ⇒ (4, 2, 1, 2, 5) = 14 = 14 (Best 3, add 3)
Set 1, roll 5/6: 5d5 ⇒ (3, 4, 2, 1, 4) = 14 = 14 (Best 3, add 3)
Set 1, roll 6/6: 5d5 ⇒ (5, 4, 5, 1, 1) = 16 = 17 (Best 3, add 3)

I'm not sure what to make yet.


I rolled once for Loosey's HD, so I'll roll again in case the second roll is better.

HD: 3d8 ⇒ (6, 7, 5) = 18


Yes, the Paizo forums have been terrible today. I've had to make myself type everything in a text editor and then repeatedly try to paste it into the character profile form, waiting each time to see if it would go through.

I've made you a character application, GMNK! (And other players, hello!) Here is Loosey, an Unsworn Shaman, hopefully submitted for your approval. She is a full prepared divine caster, invested in face skills (Diplomacy and Sense Motive), focused primarily on debuffing in combat, and carrying a few little tricks like versatile wandering hexes that can be swapped out every day based on our needs, and Scribe Scroll. She's also got a couple of really good cleric and psychic spells at every spell level. I hope you like her backstory! I'll put the condensed version here, but the longer and more spoilery one is on her profile.

Description:
Loosey is an unusually tall and well-built young woman of apparently about twenty years old; she is the picture of health and remarkably pretty. Her skin color is golden brown, with features similar to a Keleshite human, though she has a slight glow about her like she is happy or blessed. Her hair is almost black, usually pulled back and tied with a cord of leather, and she dresses like a scholar in light blue woolen robes with orange trim. They are just bulky enough that she probably has light armor underneath, though it doesn't look very heavy, and there is a slight clink of metal as she moves. She wears lots of cheap and gaudy-looking jewelry, including dark blue painted wooden earrings and a bead necklace with the outstretched palm symbol of Irori on the centerpiece. On her face are a pair of wire glasses with blue lenses, though they often perch on her nose rather than directly over her eyes. She carries a well-crafted longspear made from ash on her back and she wears a satchel at her hip. On her belt is a pouch stuffed with scrolls and another pouch with spellcasting components. She wears comfortable sandals and leggings beneath her skirt.

In social situations, she smiles pleasantly as if she genuinely enjoys interacting with other people, and her voice lilts in a practiced way, though it seems more like natural charm than artifice. She rarely blinks, and then suddenly does, as if she has had to remind herself internally to do so. She also stops occasionally as if listening to something no one else can hear, and nods as if she has received excellent advice. She does not realize she is doing this, and rationalizes to herself it as her "instincts", perhaps divinely inspired by Irori (who she has adopted as her patron god, though she knows almost nothing about Him). If pressed, she might realize she can "hear" what might be "voices" guiding her. This is how she interacts with spirits and the spirit world, from which she draws most of her supernatural powers.

She is strangely calmed by the color blue. She finds it soothing and peaceful. Likewise, she is frightened and sickened by the color yellow. It makes her obviously uneasy and makes her body tense. It is as if she has some connection deep in her soul to something yellow and awful, and seeing the color briefly joins her to it. The association is torturous and it is almost mentally unbearable for her. For this reason she wears blue-colored lenses in her glasses, which cancels out yellow things in her line of vision. When looking through them she cannot distinguish most colors, much like the black-and-white of darkvision in darkness, but she is also not affected by her chronomantic aversion, so it is an acceptable sacrifice to her.

Personality-wise, she is extremely naive, but she is kind and law-abiding. She feels most comfortable obeying authority and following the rules. When in doubt she prays to Irori and the spirits for guidance. She wants very much to learn more about who she is and where she came from, because she believes she has a higher purpose and she thinks discovering her origins will help her identify what it is. Otherwise, she is generally optimistic and light-hearted, as if she is trying very hard not to think about unpleasant things and focusing on the positive to keep her spirits up.

Basic Background:
Like the others who recently departed from the asylum, Loosey is also something of an amnesiac, having woken up about a year ago at the Sincomakti School of Sciences with no memory of who she was or how she came to be there. Fortunately for her one of the faculty took a liking to her and helped her adapt to her new circumstances. While staying there, she discovered that she is a self-styled "disciple of Irori," a spirit-seer, divine spellcaster, and people person.

In fact, part of the reason why Dr. Meirtmane agreed to sponsor her was that he thought she looked like a young woman he had seen before, though it took him several months to recollect where: in the company of Count Haserton Lowls IV, the ruler of Versex. He theorizes that Loosey is a relative of the Count's, and privately believes that Lowls is somehow responsible for her condition. Dr Meirtmane has an intense dislike for the man, based on their interactions in the past, and rather than seeking him out at his estates on Iris Hill, he advised Loosey to speak to a woman named Cesadia Wrentz in Thrushmoor instead. She runs a business called the Sleepless Detective Agency, and it so pained Dr. Meirtmane to think of what life must have been like for this bright, hopeful young woman before she escaped the hateful count's influence that he wrote her a glowing letter of introduction and paid for her travel and lodgings to help her get her foot in the door.

For the last few months Loosey has been working for Wrentz, doing odd jobs solo, as her boss determines her capabilities, strengths, and weaknesses. She is about ready to have the young woman begin working with a team, and she promises Loosey that she is watching for an opportunity to do so. Once she finds a good group that balances Loosey's naivety and lack of knowledge and experience, she says she will try them out on some more immediate local problems before she sends them to look into Count Lowls directly. Loosey is content to wait patiently, though not without some trepidation and worry. She does not think she can keep secrets very well if it should come to that.

HD rolls:
3d8 ⇒ (4, 8, 6) = 18


Stats: 4d6 ⇒ (2, 2, 2, 1) = 7

Wow! :)


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I updated the list one final time, and I'm posting it here in case it helps GM_Renley review the applications.

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Critzible - Godffery, human? spiritualist
TheChelaxian - Latore Balembar, tiefling wizard (Thassalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)
Aldizog - Valkarian, human fighter (Child of Acavna and Amaznen)
Albion, The Eye - Tessai, tiefling paladin (Oath of Vengeance)
pad300 - Toral Troutickler, aasimar monk (Water Dancer)/kineticist
AJM4885 - Bishop Deverin, human cleric (Varisian Pilgrim)


I updated the list and corrected a minor typo.

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Supreveio
Critzible - cavalier? gnome kineticist?
TheChelaxian - Latore Balembar, tiefling wizard (Thassalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)
Aldizog - Valkarian, human fighter (Child of Acavna and Amaznen)


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I went through the thread and made a list of all applications and interest so far. Apologies for any mistakes I may have made-- just let me know and I'll happily correct them!

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Supreveio
Critzible - cavalier? gnome kineticist?
TheChelaxian - Latore Balembar, tiefling wizard (Thessalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
Ironperenti - Cuthalian, elf ranger (Ilsurian Archer)
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)


Here's my submission, Guzzlah the goblin kineticist. She's kind of like a chaotic good ninja, who is all in on emulating her father, the 'famous' adventurer rogue Gobbler, and following what she believes to be the tenets of the drunken god Cayden Cailean. She's a bit shy and a bit creeped out by her weird psychic powers, but once she gets a few drinks in her she'll become more talkative and she's fun to watch as she wobbles beneath a table in the Rusty Dragon Inn.


I will put an application together tonight. I'm thinking a goblin kineticist. :)

Questions I didn't see anyone ask: Max hp? How do you feel about Elephant in the Room feat revisions? And can we take a drawback trait?


Shantanna Lyrs wrote:
And of course, this was the game where I submitted a fluff character in a class I never played before :) oh well, RP first. I'll die happy.

You could always reroll her as a Reincarnated Medium at that point...


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Not that it makes it any easier, but "worms" can also refer to dragons, can't it? :)


I've finished writing up my barbarian magus submission: Grulf.


I'm working on an aasimar Eldritch Scion/Staff Magus. He plays a lot like a bloodrager (and might even dip a level of bloodrager). I'm picturing him coming to Diamond Lake to be Allustan's apprentice, but their relationship is frosty because they have such different magical styles.


Ouachitonian wrote:
Let’s go with a gynosphinx then. They seem easier to get along with than Androsphinxes, and are closer to my alignment. Maybe with some class levels, since gynosphinxes are only CR 8? Oracle seems like a sensible class for a sphinx.

Are you folks changing how Monstrous Companion says you can't take both it and Leadership? I had one of Gardolf's cohorts take Monstrous Mount and Monstrous Mount Mastery so he could have a rideable griffin, but if he could take Monstrous Companion instead (and get class levels on it too, since griffins are only CR 6!), that would save him a feat.


This Max the Min article on Reddit about Monstrous Companion gives a pretty concise explanation of how this very bad feat works (or rather, doesn't work).


Bolvar Gemforged wrote:
Link to the character so I can read them?

It's here: Gardolf the Great. I haven't written backgrounds for all of his cohorts yet, though they are referenced in the 10-minute backgrounds for his NPCs. I just created aliases for the other characters because I noticed that Gardolf is running out of room, so I will probably start moving some of them over tomorrow. Now I have to start converting my shorthand stats text into actual stat blocks.


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Whew, I finally finished all my ten-minute backgrounds. Ten minutes my foot!!


Another vote for Age of Worms!


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I think Giantslayer also involves the dwarven sky citadel Janderhoff, though maybe not as much as Ironfang Invasion. :)


Voice of Awesomeness wrote:
I was asking about your final stats cuz I was considering bumping ABP to start at first level instead of third. This would give people 23 legendary gifts, instead of 8.

I wouldn't complain if you did this. :) Legendary gifts are a good replacement for wishes/tomes and will feel suitably epic.


Fury of the Tempest wrote:
Tomes are banned? Otherwise, everyone would just pick them up, at least for the MC?

Hmm, I missed that. That means I'm going to have a tough time spending all my gold, since I had been buying tomes to take big chunks out of the various characters' WBL. Sounds like I'll have to do more creative things like buying scrolls of create demiplane and time stop or the like.

What do you mean by MC? Is that like "master character" or "main character"?


Voice of Awesomeness wrote:
@Eriktd: Dang bro! I thought Almonihah's Dex of 35 was impressive, but how the heck did you get a 44 Int?!?

Started with 17 base, +2 race, +1 age, +5 level advancement, +8 perfect body/flawless mind, +6 enhancement, +5 tome of clear thought. :)


I've mostly spent all of Gardolf and co.'s gold, and here's the ability scores (I haven't converted them to stat blocks yet):

Character ability scores:
Gardolf: Str 16+2-1+6+4 (27), Dex 14+2-1+4 (19), Con 15+2-1+6+1+4 (27), Int 15+2+1+5+8+3+6+4 (44), Wis 7+2+1+4+4 (18), Cha 11+1+2+6 (20)

Gardolf's animal companion//familiar: Str 14+8+2+9+6+3+6+2+4+4 (58!), Dex 16-2+6+4+4-4 (24), Con 10+4+6+4+4 (28), Int 25+4+4 (33), Wis 15+2+1+6+4 (28), Cha 10+2+4 (16)

Cohort #1: Str 14+4+4 (22), Dex 16+2+6+4+4 (32), Con 14+2 (16), Int 8+6 (14), Wis 14+6+4 (24), Cha 13+6+1 (20)

Cohort #1's animal companion//familiar: Str 16+3+6+8+6+4+2+4+5 (54!), Dex 15-2+5+6-2-4 (18), Con 16+2+6+4+4 (32), Int 15+2 (17), Wis 13+6+5 (24), Cha 8+4 (12)

Cohort #2: Str 10+2-1+2 (13), Dex 10-1+4 (13), Con 10-1+6 (15), Int 13+2+1+1+2 (19), Wis 16+1+2+3+6+4 (32), Cha 17+1+2+4+4 (28)

Cohort #2's animal companion//familiar: Str 12+8+8+6+3+8+4+5 (54!), Dex 17-2+6+2+2 (25), Con 14+4+4+1+2+5 (30), Int 14+4+4 (22), Wis 15+1+6+2 (24), Cha 5+2+4 (11)

Cohort #3: Str 11-2+2 (11), Dex 17+2+6+3+4 (32), Con 14+2 (16), Int 8+2 (10), Wis 12+2 (14), Cha 15+2+1+6+4 (28)

Cohort #4: Str 12-2+2 (12), Dex 16+2+6+4+4 (32), Con 14+2 (16), Int 11+2 (13), Wis 8+2 (10), Cha 16+2+6+4 (28)

Cohort #4's animal companion//familiar: Str 13+5+2+2+4 (26), Dex 15+4+5+6+3+1 (34), Con 14+2+2+4 (22), Int 16+2 (18), Wis 14+2+2+2 (20), Cha 16+4+6 (26)

The PCs definitely don't seem overpowered to me-- maybe a little underpowered, compared to other epic characters I've built-- but they are certainly reasonable. The companion/familiars seem really powerful stat-wise, but that's basically all they've got going for them, and most of their power comes from templates and companion advancement. I think they're reasonable, and should be able to contribute meaningfully to combats on the rare occasion when they happen.


Voice of Awesomeness wrote:
I don't really know much about WftC, save that it's an intrigue heavy campaign set in Taldor. I'll bow to others who might have more info on it.

It's intrigue-heavy, but it's patriotic political intrigue set in Taldor. None of the cities it takes place in are particularly gritty or Gotham-like, unfortunately, and it moves around a lot.

Maybe Riddleport is a good Gotham stand-in? Second Darkness takes place there, though not for very much and it doesn't have much to do with the city (it's mostly about fighting drow). But your character could have been part of the AP before retiring to Riddleport or something like that?

Voice of Awesomeness wrote:
@ Aurora, while I was downloading all of the PDFs I have of the various APs, I realized you might wanna at least consider switching to Return of the Runelords. That would mean New Thassilon exists, allowing you to base yourself there...

If Aurora does switch to Return of the Runelords, Gardolf and Aurora could have still interacted, since Gardolf likely got involved in Shattered Star, and the last part of Return also brings back heroes from the other Runelords adventure paths as allies. Gardolf wanders throughout Varisia and even the rest of Golarion occasionally, so it probably doesn't matter to him if New Thassilon exists or not, though he certainly might visit.

Voice of Awesomeness wrote:
*and* it would mean Sorshen is around as a non evil Runelord.

Apparently non evil Runelord! ;) Enchantment's really good at making people think you're nice...


Voice of Awesomeness wrote:
You can also maybe take one of the templates from the PC list, even if it normally wouldn't apply to an animal, just run it by me first.

Hmm, this makes it sound like the same limitations on PC templates don't apply to animal templates. How would you feel about Gigantean or Mighty for an animal companion//familiar? Based on the restrictions on the PC templates, I figured they wouldn't be allowed, so I downgraded them to Giant and Advanced.

Voice of Awesomeness wrote:

@ Eriktd: Since both you and Aurora have completed Rise, you might wanna maybe consider tying your PCs together?

And yes, there's nothing wrong with two of more PCs having completed the same AP. After all, they're generally made for a party of at least 4.

I'm fine with that if @andreww is. What do you think, Aurora?


I've put some thought into a Legendary Bloodrager//Legendary Magus named Gardolf the Great. He's a grumpy wizard (-ish) who fights with a huge deadly axe that looks like a simple quarterstaff. He's based in Varisia, where he took on the first Rise of the Runelords. His half-elf cohort Arthorn (Legendary Druid // Legendary Ranger) is exiled nobility from Nirmathas, displaced during the Ironfang Invasion. Gardolf is also sometimes seen smoking his pipe in the company of an infamous brace of halfling twins, Gala and Giddy Haversack (Legendary Swashbuckler // Skald, Legendary Alchemist // Legendary Bard).


Lapyd wrote:
If I miss anyone, my apologies - just let me know and I'll update the list. Some very cool concepts and builds!

Hi, Lapyd! Thanks for doing this list for us. My halfling Heavens oracle is built and named Seannon Starfall.


Stat points: 1d4 + 15 ⇒ (4) + 15 = 19

My intention is a halfling Heavens oracle, follower of Desna. Here's a first draft of her character sheet: Seannon Starfall.

Starting wealth: 3d6 ⇒ (6, 4, 4) = 14


Yes, all of us have confirmed we're still in! The original Gameplay thread is here: https://paizo.com/campaigns/v5748p75javv1/gameplay


Hey Trevor! I didn’t get to play with your character in this campaign, but we played goblins together in another one years ago and I have many fond memories. Take care, and if you ever feel like stopping in and saying hi, I’m sure we would all love an update. :)


I think I'm going to have to bow out, too. I hope everyone has a great time!


Have you decided if we are all going to have a paladin gestalt? (Something you posted towards the beginning of the thread made it sound like you were considering it.)


5d6 ⇒ (6, 4, 2, 1, 2) = 15 = 12
5d6 ⇒ (4, 1, 2, 3, 2) = 12 = 9
5d6 ⇒ (1, 3, 1, 5, 6) = 16 = 14
5d6 ⇒ (3, 5, 6, 2, 2) = 18 = 14
5d6 ⇒ (5, 2, 1, 6, 6) = 20 = 17
5d6 ⇒ (4, 3, 6, 5, 1) = 19 = 15
5d6 ⇒ (1, 3, 4, 1, 4) = 13 = 11
17/15/14/14/12/11

5d6 ⇒ (5, 5, 3, 6, 2) = 21 = 16
5d6 ⇒ (4, 4, 1, 2, 5) = 16 = 13
5d6 ⇒ (5, 4, 3, 6, 5) = 23 = 16
5d6 ⇒ (5, 4, 4, 6, 1) = 20 = 15
5d6 ⇒ (6, 2, 2, 5, 6) = 21 = 17
5d6 ⇒ (3, 2, 5, 4, 1) = 15 = 12
5d6 ⇒ (2, 5, 6, 1, 1) = 15 = 13
17/16/16/15/13/13

I am in California.

I'll probably make a Mendevian Priest cleric of Iomedae with paladin VMC, unless you gestalt everyone with paladin.


Aye-Aye, Cap'm! Thanks GM!


@GM Harley:
In an effort to support more fully your declared goals for this game, I added two hooks to Zsófia's background.

1. I elaborated a bit more on Zsófia's fey heritage. Her mother is one of Nyrissa's servants who offended her mistress by dallying with Zsófia's father and giving birth to a mortal child when she was supposed to be investigating House Surtova. She is now nameless and imprisoned by Nyrissa as punishment.

2. I also added the secret that although neither she nor her father know it, they are both of them descended from Choral Rogarvia, and their deaths are essential for the dragon and his sister to complete their ritual. Zsófia's fey heritage keeps her hidden from the dragons' blood-based divinations, but they will soon locate her father despite his precautions against being found, so it will not be long before they capture him, interrogate him to learn that his daughter is in the Stolen Lands, and kill him. :)

One thing this style of game is going to need, I think, is what J. Michael Straczynski (of Babylon 5 fame) called "trapdoors". Basically, when writing a serial story that was subject to vicissitudes like cast members leaving or studio executives deciding to cancel seasons, the writing team needed to leave failsafes for their characters so that important plot points could still happen even when the intended character suddenly vanished. It's unfortunate, but in the play-by-post format, losing characters because the player has retired is not uncommon, and it would suck if this exciting game idea ground to a halt because someone important suddenly stops participating for whatever reason. It's worth thinking about what you'll do if that happens when encouraging players to personally take large meaty chunks of the story upon themselves. :)


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I finally sat down and wrote Neela Greentongue's Ten-Minute Background, as well as another more specific character background and a brief description. I think she's ready for you to review, GM, if you are looking for more submissions.

(It took me like three hours. Ten-Minute Background my hide!) :)


This looks fascinating! Count me in! I'll put together a character proposal for you. I'm a big fan of storytelling game mechanics and troupe-based gaming from my Ars Magica days. My favorite Kingmaker character that I've never gotten past the beginning is a Rostland Bravo swashbuckler named Zsófia Dobós, with political ties to House Surtova instead of the Swordlords-- she hates the Swordlords and likes to show them up with their own weapons whenever she has the opportunity. Also, she is smitten with the beauty of the duel, and follows Shelyn in memory of her mother, who was a priestess of the goddess before she died. The king of Brevoy is sending her to the Stolen Lands to claim her father's ancestral birthright, since he has been exiled and cannot restore it himself. She's probably human, though she might be a Scion of Humanity aasimar. She's not very wilderness-oriented, but she is very Brevoy-oriented, and she has no reason to like the fey.

More details on Zsófia, if you're interested:

10 Minute Background:
Step 1 (Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)

  • 1. Zsófia is a brash, swashbuckling pirate's daughter raised in Restov by a priestess of Shelyn to become a dashing and dangerous young noblewoman.
  • 2. She applied for the Aldori dueling academy but was apparently rejected without an interview, and consequently resents them.
  • 3. She perfected her swordfighting as a bravo in private and street fencing clubs, where she enjoyed embarrassing hotheaded noblemen who underestimated her.
  • 4. Though for many years she thought that her father was a simple trader, he is actually a notorious pirate with ties to the royal family, and she was unknowingly raised to be the perfect heiress, to take back the Stolen Lands for her family when the time is right.
  • 5. She is quite pious and devoted to her patron goddess Shelyn.
  • 6. She instinctively distrusts faerie creatures, though she is not quite sure why.

Step 2 (List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)

  • 1. Zsófia holds petty grudges, and has decided the Aldori swordlords are her sworn enemy. She would dearly like to embarrass them by demonstrating she is better than all of them.
  • 2. I'd like for her to eventually gain the attention of her goddess through her actions, and receive her blessing.

Step 3 (List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!)

  • 1. Zsófia's father Vali Dobós was a pawn in a political game between Rostland and Issia; for years he has been the heir to the Stolen Lands, and House Surtova has held him hidden until they were ready to use him. However, he resented this treatment, and instead used his privilege to become a wealthy pirate, by essentially blackmailing the royal family with embarrassment to keep himself from facing consequences.
  • 2. Zsófia's father believes that her mother was a Taldane priestess of Shelyn, because she looked so much like popular depictions of the goddess. It troubles him that she basically came to him for about a year and a day, just long enough to seduce him and have a baby. There are stories of goddesses doing that, especially ones that meddle in human affairs like Shelyn is reputed to do. In fact, Zsófia's mother was actually a faerie who adopted the appearance of the goddess, but who wanted to meddle in human affairs just the same. Zsófia doesn't know this, but perhaps because of her religious upbringing and her father's suspicions she has always distrusted the fey.

Step 4 (Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.)

  • 1. Captain Vali Dobós is one of the most active pirates on the Lake of Mists and Veils, though these days he only makes one or two voyages a year and spends the rest of the time traveling Brevoy in disguise-- or rather, not in disguise, as his pirate costume is over-the-top and memorable, but not at all what he really looks like. He keeps an eye on his daughter, though he is careful that she doesn't know how closely.
  • 2. Moldov is a hotshot bravo who ran a street dueling club in Rostov for many years. He took his defeats at Zsófia's hand with grace, and first coined her nickname "Prima." When she left the city for her estate, she told him where she was going and said he would always have a place in her court should he desire it.
  • 3. Jamandi Aldori is the head of the Aldori Swordlords. Now in her fifties, she has worked hard to ensure that her dueling record remains unbroken. She instructed the porters to turn away Zsófia from the academy, and is aware of Zsófia's grudge, but so far she does not believe her to be a threat to their organization.

Step 5 (Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)

  • 1. Zsófia can't resist gloating over a fallen opponent, nor can she help mocking them while they are dueling. The banter is most of the fun.
  • 2. Zsófia is always seeking attention; dressing flamboyantly, decorating her horse with ribbons, singing as she walks, speaking loudly, dancing as she fights, drawing with a flourish.
  • 3. Every night before she goes to bed, and before every meal, Zsófia recites a short prayer to Shelyn.
Background:
Zsófia grew up in what she always thought was a special school for gifted and talented girls in Restov. Her guardian, Sister Hannah, was a priestess of Shelyn, and she looked after Zsófia and twenty others in her tiny temple, all of them children of minor nobles or wealthy burghers. Zsófia had no idea who her mother was, but she did see her father from time to time as he stopped in to visit her while on his travels. He was a ship captain in the north, and he was always bringing her exquisitely-made presents that he acquired while working his trade. She thought she heard the Sister Hannah say once that her mother was from Taldor, so she always imagines her as a beautiful princess with purple eyes and blond hair.

Perhaps her favorite gift she ever received from her father was an intricately carved wooden sword that was shaped like the dueling swords of the Aldori swordlords. She played with it for her whole childhood, until it almost became an extension of her arm. The temple school had a strong artistic bent, and Zsófia incorporated the sword into everything she did: when she danced she waved it and clacked it against the floor, and when she sang she punctuated her words with it like a conductor's baton. Her father was impressed when next he visited; his eyes glimmered and Zsófia was so proud.

When she was sixteen years old, he brought her an actual dueling sword, a true work of art, and cautioned her on the importance of her practicing with it, so that nothing she did while holding was ever an accident. She was growing into the perfect young noblewoman, he said: accomplished at culture and grace, but also agile and sharp, and this sword was all of these things. She must become the sword, and let the sword represent her. With great dedication she devoted herself to this task, anxious to please her father again.

Soon Zsófia came of age, and her father asked her what she wanted to do. He had put aside money for her, and she could do whatever she wanted with it. He would buy her a house in the city if she wanted to practice a trade, or she could travel. Timidly, she asked if she could come join his ship's crew and learn to be a sailor, and he frowned. She quickly changed the subject and suggested that she would like to study at the Aldori academy instead, if she was good enough to gain admission. This also surprised him, but he enthusiastically smiled.

Zsófia applied immediately to join the school of the great Aldori swordlords, and while she waited to be called she joined a smaller dueling school-- more of a club, really-- to perfect her art. It was run by a rebellious young street bravo named Moldov, who believed that to win a duel one had to employ unorthodox methods, methods that traditional duelists did not like. As the only woman in their dueling circle, Zsófia received a lot of notice, and found she liked embarrassing hotheaded proud young men who underestimated her abilities. And like she did when she was young, she developed her own style of fighting, where she would dance while she fought, and she found that there was a kind of divine magic in her steps, almost like a prayer.

Each day she would stop by the academy and ask about the status of her application, but for some reason the porters always put her off. Zsófia was not used to being ignored; she had a loud voice and specifically dressed flamboyantly to gain attention, after all. Yet for more than a year she could not get an audience, and finally she complained to her father in a letter. The next time he visited, he had bought her a title. She was now a baroness of a small estate somewhere in the Stolen Lands, willed to her by a Brevic noble family that had died without issue.

If "Zsófia" was unpalatable to the swordlords, "Lady Zsófia" did no better. It seemed the Aldori family did not want to teach her for some reason. Hurt and angry, the new baroness threw herself into her dueling club with renewed vigor, and decided to embrace the term "bravo." She commissioned a specially-tailored dueling costume, with a plumed hat, long cape, and ruffled sleeves. Her reputation spread quickly, especially her hatred for Aldori swordlords, with whom she was especially brutal when dueling, cutting as deeply with her words as her blade. They began to call her "Prima Sophia," like Prima Donna, and joked that she was the queen of the bravos.

Eventually she grew bored with the Restov dueling scene, and became curious about her estate. She decided to prepare for an expedition into the Stolen Lands to visit and take possession of her lands, and learned that the king was sponsoring expeditions into the wilderness to combat the bandits. She hired teachers to go over with her some of the skills she would need to travel in the wild, and she purchased equipment she would need to make the journey. Finally she wrote to her father to let him know her plans, so that he could come to say goodbye.

When he arrived, he said that he thought she was old enough to hear the truth. He was not just a simple ship's captain, but in fact an infamous pirate. And that wasn't all, he was also the final descendant of the noble line that claimed title to all of the Stolen Lands, not just a small estate within them as he had said before. Because of her father's illegal activities, his good friend King Surtova had been forced to place a bounty on his head and could not acknowledge his title-- but certainly his daughter Zsófia Dobós would be able to claim the kingdom in her own name.

With documents proving her lineage, Zsófia made her way to New Stetven and an audience with the king. She charmed the herald into announcing her to the court as "Prima Zsófia Dobós," and to her great delight it was clear from the whispers and raised voices that the Swordlords in attendance knew who she was. The king proposed that he could affirm her ancestral claim to lands in the River Kingdoms, but that since large parts of the territory were uninhabited or overrun with wild animals and other hostile creatures, she would have to secure the lands herself. Prima Dobós agreed. It was whispered in the court that King Surtova was pleased to be able to send a representative to the new kingdom who did not owe her allegiance to the Swordlords, and that the two of them had an understanding that would help assuage the king's doubts that the new kingdom would be only an ally to Rostland, not Brevoy as a whole.

Armed with her royal blessing, Zsófia has arranged to join a company of soldiers and explorers hired by the Swordlords to travel to Oleg's holdfast and discover the state of the region. Once she has proven herself capable and trustworthy to her new companions, she intends to then breach the matter of her title and holdings. She would like to get a sense of the layout and culture of the new kingdom as it develops and especially her barony (the Narlmarches, as it is apparently called) and its seat at Candlemere. The more she knows about these lands she intends to make-- at least in part-- her own, the stronger her claim upon them will be.

Description:
Zsófia looks to be in her late twenties, still young for a human, with blonde hair dyed red and blue sticking out below her wide-brimmed plumed hat. She wears a luxurious blue cape, weighted at the base, over exquisitely-made leather armor and boots, both laced with blue ribbons. At her hip is a finely-crafted Aldori dueling sword with an oversized hilt. She has a rich, high and cultured voice, and wears pleasant-smelling rose perfume. She looks fit and perfectly at ease in her surroundings, buzzing with wiry and gleeful prowess.
Personality:
Zsófia is ambitious, curious, flamboyant, and rebelliously proud. She is generally kind and merciful, though she does find it fun to embarrass people who underestimate or oppose her. She believes the Stolen Lands are hers by birthright, and she will show everyone that disagrees that she is worthy. She is usually high-spirited and optimistic, and not very sneaky. She often sings while she travels and also while she fights. Because of her upbringing she is surprisingly pious, and she honors Shelyn with prayers before meals and before bed. She loves jokes and witty humor, and especially loves mocking her enemies.


Fei Wan wrote:
How about…in his plane hopping, Fei joined up with Neela’s gang, happily doing whatever they wanted because it was interesting. This included converting. Not because he believed it but because he had never heard of the deity before. When the novelty began wearing off he decided to return to Sigil. With Neela coming with, to spread the faith across the planes.

Well, I have to give that some thought, because the 'gang' I mentioned in her little opening blurb was meant to be the team of adventurers that the accepted characters are part of. :) I have no idea yet how she came to Sigil or joined up with the troubleshooters. It might be moot, since you have to reenvision your character without Spheres of Might, but I was thinking instead something like the two of them come from the same plane and escaped some kind of massacre or cataclysm-- something that made them both focus on acid. After landing at Sigil, they stayed close because they considered each other family of a sort.

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