Statting up my skald. Got the basic concept. Human Kelid Urban Skald. Wondering if he could be a brother to the bloodrager or the investigator? Andy Griffith somewhere between Mayberry and a Face in the Crowd. Slow talking fast talker, good at riling up friends or messing with enemies. Buffer with face skills and OK at melee or ranged.
I went with water and underground for Jean Phillipe. Bourgeoisie from Galt, family trip into the Mwangi jungle via river went very, very wrong. Had to raise himself in the jungle and on the rivers, exploring caverns underground. He doesn't think northerners belong in such areas. He's basically me dealing with my feelings on gentrification writ unto a fantasy setting. I can write a more detailed fluff if you'd like, but you said this could be a one-off. I played a variation of this character in a game that stalled, but I'm excited to play this cantankerous, self-loathing a-hole again.
Poulain should be ready now. Equipment, stats I think are done.: Jean-Phillipe Poulain
Male Human Ranger (Warden) 4/Fighter 1 N Medium Humanoid (Human) Init +3 (+7 undergrund, +5 water) ; Perception: +10 (+14/+12) -------------------- Defense -------------------- AC 20 (17 ff, 14 touch) hp 42 Fort +8, Ref +8, Will +5 -------------------- Offense -------------------- Speed 30 ft. BAB+5 Melee: mwk Dueling Sword +9 (1d8)19/20 Melee: Quarterstaff +5 (1d8) Ranged: "Mimi Kuishi" +1 Longbow +9 (+10 w'in 30ft) (1d8+1)x3 -------------------- Statistics -------------------- Str 10, Dex 17 (10 pts, Level Four +1), Con 12 (Human +2), Int 10, Wis 16 (10 pts), Cha 10 Base Atk +5; CMB Feats : 1. Precise Shot (Human Bonus) 2. Point Blank Shot (Level 1) 3. Aquatic Combatant (Fighter Bonus) 4. Weapon Finesse (Level 3) 5. Exotic Weapon Proficiency: Dueling Sword (Level 5) 6. Endurance (Ranger Bonus) Traits: Seeker Skills: Climb 6 (0+1+3+2) Craft Arrows 6 (0+3+3) Knowledge (nature) 5 (0+2+3) Linguistics 1 (0+1) Perception 10 (3+5+1+1) (14 underground, 12 water) Profession (Sailor) 11 (3+5+3) Stealth 9 (3+5+1) (13 underground, 11 water) Survival 11/13 to track (3+5+3) (15/17 underground, 13/15 water) Swim 10 (0+5+3+2) Languages: Common, Galt, Polyglot
Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).TERRAINS: Underground +4, Water +2 Live in Comfort (Ex): At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Terrain Bond (Ex): At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond. Ranger Spells a Day/DC 1: (1/day) DC 14 EQUIPMENT:
He's a work in progress (no equipment, etc) but here's my submission otherwise. Jean Phillipe Poulain, Warden Ranger 4, Fighter 1. Expert guide to aquatic and underground areas.: Jean-Phillipe Poulain
Male Human Ranger (Warden) 4/Fighter 1 N Medium Humanoid (Human) Init +3 (+7 undergrund, +5 water) ; Perception: +10 (+14/+12) -------------------- Defense -------------------- AC hp 42 Fort +7, Ref +7, Will +4 -------------------- Offense -------------------- Speed 30 ft. BAB+5 Melee: -------------------- Statistics -------------------- Str 10, Dex 17 (10 pts, Level Four +1), Con 12 (Human +2), Int 10, Wis 16 (10 pts), Cha 10 Base Atk +5; CMB Feats : 1. Precise Shot 2. Point Blank Shot 3. Aquatic Combatant 4. Weapon Finesse 5. Exotic Weapon Proficiency: Dueling Sword 6. Endurance Traits: Seeker Skills: Climb 4 (0+1+3) Craft Arrows 6 (0+3+3) Knowledge (nature) 7 (0+4+3) Perception 10 (3+5+1+1) (14 underground, 12 water) Profession (Sailor) 11 (3+5+3) Stealth 9 (3+5+1) (13 underground, 11 water) Survival 11/13 to track (3+5+3) (15/17 underground, 13/15 water) Swim 10 (0+5+3+2) Languages: Common, Galt
Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).TERRAINS: Underground +4, Water +2 Live in Comfort (Ex): At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Terrain Bond (Ex): At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond. Ranger Spells a Day/DC 1: (1/day) DC 14 EQUIPMENT:
background:
Everything dies. Men die, elves die, gods die. Sombral Madilinthir knew that better than many. His father had taught him hunting from an early age. Everything dies. Something as simple as a bow and arrow could snuff out a life. Sombral was intrigued at first, but the simple game of tracking and killing grew dull. He wanted to know about magic. Magic prolonged life, but never mastered it. Everything dies. After his father was killed in an unfortunate hunting accident, Sombral found it far easier to convince his grieving mother that he should go off to study magic.
And so he did. For a time. Some sort of incident ended with his prompt departure from organized education. The old fools in charge were scared and delusional. Sombral decided independent study was more for him. He traveled, learning what he could, but the blasted fools in charge of all these so called countries and empires either did not understand his work, or wanted it for themselves. Clearly, more independence was necessary. Perhaps an uncharted land with no clear system of government ...shapeable by more enlightened minds ...abundant space but plenty of chances for ...research ... Got the crunch on paper, will make an avatar ASAP ...this takes longer on my phone ...
I loooooove good rp ...interparty interactions like a group of real people ...some folks get along better than others, and that's part of the challenge. I enjoy a good fight, especially when there is some narrative or emotional drive. Random encounters can get boring. Post wise, I like good voice and style and that difficult balance of volume ...enough so it's not trading one-liners, but not so much that someone's prose annoys with excess. A question: how do people feel about ...how to put this ...naturalistic adult language. While a cussing paladin makes no sense, my natural inclination is that a boozy sneak might not talk like said paladin. I know there are autocensors here and it doesn't bug me. However, I don't want to offend anyone.
Arthiien might join up, depending on his experiences as a Tear. He's glad to have a purpose, he's glad to help this city, and he's glad the organization is multicultural, so to speak. He's not too keen on the masks, formality, and lack of partying ...but his experiences might bring him closer to agreement there.
Arthiien Elenren crunch: Male Elf Ninja 1
CN Medium Humanoid (Elf) Init +3 ; Perception +5 -------------------- Defense -------------------- AC 15 hp 10 Fort +1, Ref +6, Will -1 -------------------- Offense -------------------- Speed 30 ft. Melee: Longsword +0 (1d8) Ranged: Longbow +3 (4 w/in 30') (1d8) Ranged: Dagger +3 (4 w/in 30') (1d6) -------------------- Statistics -------------------- Str 10, Dex 17, Con 12, Int 16, Wis 8, Cha 14 Base Atk ; CMB 0; CMD 13 Feats : Point Blank Shot Traits: Axe to Grind (+1 damage if only no one else threatens target), Gregarious (reroll diplomacy 1/day), Classically Schooled (+1 Spellcraft) Drawback: Hedonistic Skills: Acrobatics 7 (3+1+3), Bluff 6 (2+1+3), Diplomacy 6 (2+1+3), Disable Device 7 (3+1+3), Disguise 6 (2+1+3), Escape Artist 7 (3+1+3), Intimidate 6 (2+1+3), Knowledge (local) 7 (3+1+3), Perception 5 (-1+1+3+2), Sleight of Hand 7 (3+1+3), Spellcraft 8 (10 to i.d. magic items) (3+1+3+1), Stealth 7 (3+1+3) Languages: Elven, Common, Orc, Goblin, Draconic
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EQUIPMENT: longbow
OK. After going back and forth I now know I'll be submitting a Elf Ninja with the intent on multiclassing with Witch. His family is a remnant of an ancient elven order that combined arcane devotion with stealth and trickery (just from recent reading, I'm excited to think that the order may be in parts extra-terrestrial or extra-dimensional, not that my unnamed-so-far fellow would know). Except, growing up, he thought it was b.s. to devote his life to some external force, so he never ended up learning that part. After a drunken brawl in Magnimar, he was taken into custody. At first the Tears was just a way to get more freedom, but he found having a purpose suited him well; especially a purpose not so ethnocentric as his father's ideas. In fact, this might just be enough to convince him to form a pact and study the arcane side of his heritage as well. As for RP, I see him as slightly curmudgeonly, but very open-minded. He tends to use more human customs and vernacular from the past few decades drinking with them, and mistrusts fellow elves unless they show themselves more open-minded than his father. Other races he goes out of his way to like, a sort of rebellion against his pops. I see him as CN on his way to CG, hopefully, but there are always surprises. He'd drink with Korrith any time. Freia sounds like his type of humanoid, too. Off to stat him up!
Hey. I tried this before but the thread wasn't working correctly. You can see who figured it out here: http://paizo.com/threads/v5748p75hohqj/recruiting Anyway, Ruprecht Redwine is the man with the plan, he's been sending me designs and they look great. So, this is a recruitment/interest thread for a VERY rules-light TOS Star Trek pbp ...an exercise in group storytelling more than a randomized encounter. The Captain will serve as GM, setting up stories and subplots for other characters to develop and go wild with. Now, let's see if this gets more attention when the thread actually, you know, works.
1. I, Joe, want to play in another pbp please. The 'please' is never optional!
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