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Organized Play Member. 201 posts (3,563 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 26 aliases.


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Sweet, thanks! I'll get a sheet knocked up in an alias soon.


How about a gnome divine witch. He was helping Father Zantelus (spelling?) in the boneyard performing final rites. Sandpoint being Sandpoint, has a familiarity with zombies (undertaker background). Trained in Medicine and having Heal, he can provide some healing but he's more focused on support. I find temporary hit points and damage prevention go further than healing usually. Especially at early levels.

You can find his sheet at the following link: Printhello


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Easl wrote:
[...] People wielding weapons absolutely do target and do hand-eye actions before successfully connecting, and it is absolutely the case that victims can react to that by moving while/in the midst of that hand-eye action taking place. [...]

I Ready to Leap away when the orc does the hand-eye actions to target me.

As the orc moves up to you (with his first action), he probes your defenses with a feeble axe swing. Your readied trigger is fulfilled so you leap away! The orc then chases after you with his second action and brings his axe crashing down from above.

Adversarial GM or are they just leaning into the narrative idea that not all weapon/character interactions are Strike? As soon as they are in range, they are Threatening you by harassing you with their weapon.

Sure, the characters can probably differentiate a full strength swing from something else but if you need a full workflow diagram and a short story to set up your ready trigger, you probably shouldn't be using it in that manner.

As stated before, the problem arises from the Ready trigger originating in the narrative space trying to impose mechanical effects when the narrative space is not well defined.


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To be fair, a boomerang designed as a weapon isn't also designed to fly back to you at all. Weapons coming at you is generally a bad thing even (especially) if they are yours.


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I think "flat" in this context is to prevent someone from sprouting a vine from a spiked wall surface to add damage from the hazard to the spell's damage.


Grunyear Hearthkeeper

Here is Grunyear Hearthkeeper, human raised by dwarves champion of Torag. Very shieldy and tanky.


I would be interested in playing a champion. I can knock a build together this afternoon for submission.


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They cannot. Haste grants quickened. Quickened specifies "You gain 1 additional action at the start of your turn each round." Haste specifically then restricts how you can use the extra action (for a stride or strike).


For what it's worth, my submission San also has runelord scholar background. I can totally see a rivalry having formed between San and Kussano from Kussano studying the same/similar things and already being able to use more advanced magic. Both of them try to help with the washed up guard to try to one up each other.


rdknight wrote:

[...] It seems archetypes are more expensive in terms of levels going by than I really appreciated. [...]

This is the better plan, yes?

I wouldn't say it's more expensive. Multiclassing in this edition is designed with a different philosophy. If you start as a rogue, you'll always be a pretty good rogue. You'll get the rogue skill progression no matter what. Rogue feats can enhance your options vs archtype feats that expand your options. It's also designed in such a way that you can't poach another class's core gimmick until around lvl 10.

Looking at casting in this ed vs pf1... it was a shock to me to see how "ineffective" some spells are compared to what they were. Don't be discouraged, it'll make sense once you get the hang of the combat. With high charisma, Intimidate and Diplomacy (bon mot) are your friends. Having a single action ability to do is handy whether it's the shield cantrip, focus spell, or a skill action.

I think I've rambled enough at this point.


Base technical details -
Elf Fighter, Runelord Scholar, Ranged damage(Start as archer with a cantrip from elf feat. Eventually taking Eldritch Archer dedication.)

Background & Details -
He's always been interested in the ruins around their town. Something ancient even to his parents?? How could he not be? They might have settled down with their little jewelry shop, but that doesn't mean he has to attach himself to it as well. Besides, he might find some neat trinket he can bring home for them to sell!

When the last big shakeup happened, all he could do was hide. It was then that he decided that wouldn't happen to him again. Since then he's trained with his bow in between bouts of research, waiting for his opportunity to really contribute to the growing knowledge base of ancient Thassilon. His training also allows him to explore in peace as he knows that some of the relics can cause trouble when found that he can hopefully deal with on his own.

Your degree of experience with PF2E and PbP-
I've been on these boards for a while in various PF1e and 5th ed PbP games though none with PF2e. In 2e, I've played in a lvl 1 oneshot, a lvl 11 scenario, and a long-term play through of strength of thousands (currently lvl 9).

Prev PbP Posts -
My dragon obsessed gnome arcanist coming to the realization that this is not a friendly dragon. Also forgetting he is gagged in his horror. Link
My 5th ed gnome cleric goofing off during some downtime. Link
And something a bit more recent.

Posting rate- Yep

Anything else I should know about you or your character?
Having a small innate talent for magic and being able to identify things, but not being able to cast more complicated magic is somewhat of a continuing frustration of his. A secret aside to his researching the runelords is to somehow imbue himself with magic abilites beyond what he currently has.


Forgot I had to do that. It's been a while since I used Google docs for things like this. It should work now.

Some notes, I made assumptions on the racial replacements based on Gabriel. For instance, +2 racial fire damage vs 1 listed in the book and I kept the spell-like he had listed. Not sure what everything was replacing but I listed what made sense to me.

Let me know if the justification for the changes don't work with your setting and I can come up with something else.


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I think Gundran could disable all kinds of traps. It's just a more dangerous prospect for him as he has to use his face.


Fey-touched Gabriel Izalith Character sheet
Let me know if that link doesn't work. I pulled the background section out below.
Background

Spoiler:
1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.
2) Having run away from home, he makes his living both dancing, something he loves and
Mercenary missions from the Happy Swords.
3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family
4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never.
5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body.

As the party fell to the Road of Bones, they awoke in the subterranean realm of myconids. Gabe pulls himself from the muck having been reborn, his shadowy taint removed with his rebirth. The transformative presence of the Heap is not easily shaken off though. Some of the restorative magics of the myconian demi-god stuck with Gabe even as they left the underground tunnels behind. As the party traversed the Great Forest and its home plane, the fey magic had a subtle effect on the remaining Heap matter in the assassin. His mind was changing in ways that weren’t obvious even to himself until the effects were already in place. New knowledge and fighting
techniques replaced the old ways. Items he once held dear, now foreign to him. He grabs for his sword only to find himself holding an amulet already around his neck. His sparkling mithril armor now mimicking the garb of the oread tribal leader with which they are traveling. Fey-touched Gabrel knows his allies and retains his goals but the Fey influence has changed his methods to protect his friends and attain his goals.

He no longer holds the guilt of killing which guided him in the past. Through all these changes, his mantra remains similar, “Through the darkness, not of the darkness.”

Gabriel has Charcoal black hair, Deep blue eyes and black veins covering his chest, arms and a single vein going across his left eye. The Veins, make his skin look like charred lumber.
As a person Gabriel is demure, someone who follows orders as opposed to questioning and
rebellion. The one thing he stand up for is Darkness not being inherently evil.


Miner Cotren:
Sounds good, is this Gabriel Izalith you're talking about taking over? I was looking through the discussion and saw the player recently left and the character has rogue levels. If that's not the character, who is? Do you want me to actually take shadow dancer levels or is it more of a story thing? I'm good either way. I can get to work making a sheet once I get the details. I'm justifying mechanics changing from the corruption seeping in and exerting more influence. In other words, new mechanics come along with a darker personality.


Miner Cotren:
Do you mean taking the character wholesale or having a bit of rebuild freedom? I wouldn't mind taking the character over. I'm always down to facilitate some GM story shenanigans so I'm game for the possession/corruption angle.


By half elemental I just meant the races you've features as playable. I usually don't see ifrits and oreads and such in play.
By cross pollination I meant how do the races get along with each other? Would it be feasible to have an ifrit or an undine live and train with the oread monks/monastery? Judging by the mixed children comment, I'm guessing it wouldn't be a problem with the society. More specifically, would a non-oread monk be acceptable in your world?


This does look like an interesting setting. How many times do you get to see the 1/2 elemental races used?

One question I have, how much cross pollination do you have between the nomadic races and the city folk? I was thinking an ifrit or an Undine that went to train with the oread monks. Maybe there was a recruiter that came to the city that caught his attention or something but it needs to fit with something that makes sense with your setting.

Mechanically I'd be using most of the same mechanics as this other character I was building for another game but he didn't get selected. He's a unchained monk/ unchained rogue with the dark lurker archtype (heroes of the street). That bit would need approval. I'm using it to replace redundancy between u-monk and u-rogue and to reinforce the sneaky combatant role at the same time. There's some fighting style feats that aren't necessarily core as well. He would play a front-line/skirmisher role in combat and a scout/skills outside. The only other approval I can think of is taking ninja trick: vanishing trick as a rogue talent.


Jack Daniels wrote:
Natloz: I would like to see a character sheet so to get an idea of the character's power level and skills.

Since you've asked, I'll knock one together tonight. I have everything in my head, just need to get it on "paper".


polyfrequencies wrote:


Also, @natloz, it's +2d4 for the main stats, not +2d6. It's up to TheNine, but you might want to reroll those arrays.

You know, I had d4s but it looked wrong and I changed it to d6s. Let me try that again one I get to a real computer and not a phone.

edit:
Wis: 10 + 2d4 ⇒ 10 + (1, 3) = 14
Cha: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Str: 10 + 1 = 11
Con: 10 + 1 = 11
Dex: 14 - 6 = 8
Int: 14 - 2 = 12

Wis: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Cha: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Str: 10 + 1 = 11
Con: 10 + 6 = 16
Dex: 14 - 4 = 10
Int: 14 - 6 = 8

Perhaps if I switch charisma and wis.


I was also in one of your other groups as Doran Romiro, the aged lawyer/Cleric of Abadar. In fact, I'll resubmit him for this as well. I'll just need to rebuild the sheet of course.
Main stats: Wis, Cha
Normal stats: Str, Con
Subs: Dex, Int

Attempt 1:
Wis: 10 + 2d6 ⇒ 10 + (1, 1) = 12
Cha: 10 + 2d6 ⇒ 10 + (3, 6) = 19
Str: 10 + 1d6 ⇒ 10 + (1) = 11
Con: 10 + 1d6 ⇒ 10 + (6) = 16
Dex: 14 - 1d6 ⇒ 14 - (4) = 10
Int: 14 - 1d6 ⇒ 14 - (6) = 8

Attempt 2:
Wis: 10 + 2d6 ⇒ 10 + (6, 1) = 17
Cha: 10 + 2d6 ⇒ 10 + (5, 4) = 19
Str: 10 + 1d6 ⇒ 10 + (1) = 11
Con: 10 + 1d6 ⇒ 10 + (1) = 11
Dex: 14 - 1d6 ⇒ 14 - (6) = 8
Int: 14 - 1d6 ⇒ 14 - (2) = 12

Well... The physical stats match the older man concept at least.

background:
Doran was once a vigorous young man making his way in Macridi as a logger. He made his way felling the trees designated by the fey and the leadership of the town. This lead to somewhat of a relationship with some of the forest creatures who liked to tease him with riddles and word games. He eventually met his love in town and they married but had no children. As he grew older his strength waned as did his suitability to chop down trees. He still went into the forest on occasion to spar with his fey friends until one trip they all seemed apologetic for reasons he couldn't understand. Upon his return home he found his wife had fallen ill. Unfortunately the wealth he had accumulated couldn't buy the healing needed to cure her and she eventually passed away.
Doran became depressed for a while before turning to the church of Abadar in town. There he talked with the priests and reflected on their teachings in order to deal with his wife's death. His talks with the priests sometimes turned to debating law and different interpretations. He found his early games with the fey had trained him for such discussions. This realization put a spring in his step he hadn't experienced since his youth. Unbeknownst to him, this was actually Abadar smiling down on him. He stayed with the lawyers and the judges listening and learning and developing his appreciation of Abadar. He eventually heard the call of Abadar to become a full fledged cleric but his gifts seemed to be influenced by his experiences early in life with the fey. He was happy enough being a lawyer but his fey influences gave his a wanderlust that was not sated in town. He was referred to the Silver Shields as a way to get out town while not having to travel alone. It helped that Colewin Binderbook was still a friend through Abadar.


I was a replacement player in a heavily modified (I think) playthrough that didn't get very far after I joined. I'd be interested in trying again though! I never got to play my favorite combo character unchained monk/ unchained rogue for very long so I was thinking of submitting one of those. 15 point buy is pretty lean but that's part of the fun right?

So I was thinking the monk part is more just him learning to fight bare handed and discovering some innate tricks. The rogue part is realizing dirty fighting and striking from hiding isn't dishonorable when you're fighting for your life. He was part of a Varisian caravan as a "performer" in the cover shows during the day and one of the second story workers at night. Slipping along rooftops and removing barriers for the rest of the team. They came across Sandpoint during the troubles and he couldn't help but try to assist.

His dusky skin and dark hair helped him blend into the shadows. His hair is usually tied back into a short ponytail to keep it out of his face. He wears plain clothes due to his background and finds the habit a tough one to break.

For the record, in also in EST time zone.


I've recently gotten into 2e with the humble bundle sale. I've only played in one PF 2e one-shot as an introduction with some friends but I've made a bunch of characters to play with the creation rules a bit. That said, I'd like to submit a (boring) human monk that likes to wrestle.

He grew up in a large family and regularly had to jostle with his siblings to get his parents' attention. A traveling showman came through town one day to perform for some coin. Part of the performance was him setting scraps of cloth on fire with just his hands. Being fascinated with the show and it almost being time to leave the house anyway, he decided to follow the man thinking his family wouldn't notice. Being an unwanted apprentice wasn't exactly everything he hoped it would be so once he learned the fire trick, he abandoned the showman to try his hand at joining the prestigious Pathfinder Society! During the evaluation he regularly challenged his associates to physical contests and often made them participate whether they wanted to or not when he tackled and pinned them. Unfortunately, his fire trick was instinctual when he was wrestling, leaving them with singed clothes. This competitiveness and disregard for the wellbeing of his fellows did not sit well with the observers causing his application to be rejected.

Pathbuilder character

I don't have the full unlock to enable free archtype on the web version but that shouldn't matter for lvl 1 I think.


Oh no! I couldn't imagine worse timing to get canned. I hope things work out for you.


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I picked a reach weapon with all our melee characters in mind. At lvl 4 I'll enlarge whenever I rage so I won't be taking up front line space if I don't have to.


I was going with Suli because the backstory worked with the campaign trait I was picking. An individual steeped in elemental energies makes a good subject for witches to experiment with. I am picking the Warded against Witchery trait to show my character's determination to not be used like that again. The strange experiments are what caused his strange abilities though they were dormant until recently. Whatever caused the strange weather seems to have activated the power in his blood.

Also the bonus to strength and charisma seemed to fit well....


starting gold: 3d6 ⇒ (2, 6, 5) = 13 X10 = 130

Or 105

Looks like 130 starting gold for the Suli crossblooded (arcane/abysal) bloodrager.

I was going to pick orc but thought better of it. For both backstory and stat reasons.


If we are having a wizard, I think I'll go with bloodrager. Charisma vs int. I think social skills will be covered by a skald. Although... with a skald, there can be some free rages to be had. Skald and Bloodrager can hold a line with vivisectionist adding extra pointy bits and a wizard for artillery support. That does leave a distinct lack of divine support but nothing overwhelming offense can't handle. Minions would free up some front line necessity. I prefer a world that thinks created and controlled undead are more utilitarian whereas 'wild' undead are a nuisance to be destroyed. I suppose that comes from my enjoyment of the Eberon setting.


So what are we thinking for characters? Im going to try either a bloodrager or a magus. But then again I'm open to anything.


Im a fan of beefy front line druids if you're still looking. Probably human, strength based using different wildshape forms for different situations. Very much a front like character that can use spells for support. I can put together some crunchies if it sounds like a character that'll fit.

I played a homebrew ptolus campaign where we tried to establish a drug ring in the city. It all went downhill when I tried to store a relic in our hideout that ended up causing a wraith explosion the churches had to contain for us. It consumed all our workers and my group moved on to a different campaign. I would be happy to play in the "city" some more.


Below is the character sheet, description, and background for Rudak.

Rudak:

Rudak
Chaotic Good Human Fighter 1
Init +2; Senses Perception +0
==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 16 (1d10+2)
SR 0
Fort +4, Ref +3, Will +0
Armor Scale Mail, Medium
==OFFENSE==
Spd 20 ft/x4
Melee Greatsword +6 (2d6+6) 19-20/x2 CM +1
Melee Greatsword +5 (2d6+9) 19-20/x2 Power Attack, CM +1
==STATISTICS==
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
BAB +1, CMB +5, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Greatsword) (PFCR 136-137)
Skills Climb +4, Ride +2, Know Local +6, Swim +4
Traits Deft Dodger (Combat) (PFAPG 328), Family Ties (Campaign: Rise of the Runelords) (PFAP: RotR PG 4)
Languages Common, Giant, Shoanti, Varisian

Description
Rudak stands tall as six foot 4 inches. He keeps his traditional shoanti shaved head even though he dresses more like his adopted varisian family. His flowing clothes are usually hidden under his armor when he knows trouble is brewing.

Background
Rudak's mother was kicked out of his tribe when he was still small. His father having found a new woman that found his favor. While wandering the wilderness they came across a Varisian caravan who showed pitty for the mother and child. His Shoanti blood made him grow up big and strong but with more tact than others of his liniage. Some of his new family turned out to be part of one of the Sczarni crime families. Uncle Illez, as he was called, encouraged his adopted kin to utilize his strengths of his literal strength and above average cunning compared to other shoanti. After his mother fell Ill and passed away, he fell more into his adopted family for support. He started going with them with them using his more for his intimidating presence than for him to actually do anything. Unfortunately he got lumped in with the others and run out of their camping spot near Galduria. Uncle Illez thought it best that they split up and gave Rudak instructions to find a man named Jubrayl Vhiski in Sandpoint.

(Reposted from previous post) I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.


As a tribute to a rise of the rune lords character of old, I'd like to submit a Shoanti fighter named Rudak. I'll get a stat block and backstory together soon.

I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.


Finally got my thoughts together. The background for my druid is below and the character sheet is at this link.

Marceau Background:

As a child, Marceau never knew his father. His mother was a tavern girl who succumbed to the charms of a visiting sailor. Unbeknown to either of them, he was a government sanctioned pirate. He was only barely tolerated as he was cruel to his victims, maiming people he was only supposed to rough up.

Marceau got along well enough growing up, doing odd jobs as he could as a child. In his teens he got on as dock worker in the Azure District. He found he had a knack for working with the animals that pass though. He eventually got to be the main person called on if the animals got rowdy or uncooperative and he'd be able to calm them down and get them where they needed to be. He was content in his work until he heard the call of Osprem. In a dream he saw a man that he felt an odd connection to became enough trouble to concern the goddess. When he woke, the name Lolonois stuck in his mind and a dolphin in a circle appeared on his forearm. This prompted him to leave the docks behind and head out to adventure to find this man his new goddess pointed him towards. The connection with Osprem enhanced his connection to animals and granted him knowledge he would not know any other way and abilities he could not explain.

The short of his reason to adventure is he was called to action by Osprem (goddess of the seas) with the eventual goal to eliminate the father he never knew as he became a scourge of the seas.


Im still here with my garden instructor idea.


Specifics of my druid's background have been hard to nail down but the general idea is that he is a human dock worker in the Azure District that handles the animal transactions. He would be called if the animals got rowdy or uncooperative and he'd be able to calm them down and get them where they needed to be. He was content in his work until he heard the call of Osprem to leave the docks behind and head out to adventure. This enhanced his abilities with animals and gave many other gifts as well.

I have his crunch done but it's mostly standard strength based druid except for his Influence (social) trait to get diplomacy as a class skill to try to model his initial way with animals.

I also didn't reroll *every* 1 or 2 so I'll do that below.

rolls:

set 3 reroll: 1d6 ⇒ 3
set 4 reroll: 1d6 ⇒ 2
set 5 reroll: 1d6 ⇒ 3
set 6 reroll: 2d6 ⇒ (3, 5) = 8
------
set 4 reroll again: 1d6 ⇒ 4

Set 3 didn't change.
Set 4 becomes 13 vs 12
Set 5 no change
Set 6 13 vs 10


set 1: 4d6 ⇒ (5, 6, 3, 1) = 15
set 2: 4d6 ⇒ (2, 1, 6, 6) = 15
set 3: 4d6 ⇒ (5, 5, 2, 5) = 17
set 4: 4d6 ⇒ (3, 5, 4, 1) = 13
set 5: 4d6 ⇒ (6, 5, 4, 2) = 17
set 6: 4d6 ⇒ (1, 1, 3, 2) = 7

Set 1 reroll
1d6 ⇒ 4

Set 2 reroll
2d6 ⇒ (3, 5) = 8

Set 3 reroll
1d6 ⇒ 1

Set 4 reroll
1d6 ⇒ 2

Set 5 reroll
1d6 ⇒ 1

Set 6 reroll
3d6 ⇒ (5, 1, 2) = 8

Results:
Set 1 (5,6,3,4)=15
Set 2 (6,6,3,5)=17
Set 3 (5,5,5,1)=15
Set 4 (5,4,3,2)=12
Set 5 (6,5,4,1)=15
Set 6 (5,3,2,2)=10

If I'm not to late to get in on this, I'd like to make a beefy beat stick druid.


1. How long has your PC been a SeeD?

Im thinking of someone having been a SeeD for 5 to 6 years. Most of that time being spent as an instructor.

2. 3 rumors other students may have heard about them. (You can tell me privately which ones are true later!)

A) He's got connections to Galbaldian leadership.

B) He once lost a student due to his overconfidence in their abilities.

C) He always attends the graduation ball to flirt with the new SeeD graduates.

3. What you as a player are hoping for in this campaign!

I want to explore the world of FF8. Each continent has maybe two towns each, maybe three? The games are (rightly) focused only on plot locations and there can be so much more.


I was looking back over the thread and seeing a lack of different race ideas. You could work something out that instead of races you have different nationalities or something. Someone from Esthar could have a bonus to int and some other racial bonuses. Granted, having someone from Esthar would be a rarity as they are hidden away but it works as an example.


caster4life wrote:
Just out of curiosity, are you thinking scaled fist?

As thematic as it would be, I don't think I would. I'm too attached to the core u-monk features. Though now that im thinking about it, I should go for it just to expand my horizons.


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You have handy timing as I've just started replaying FF8! Definately interested.


I've held off on posting anything but with your recent "weapon finesse" for free ruling and your fractional progression... I've wanted to try another unchained monk/ unchained rogue (dark lurker) combo. It would be neat with the other changes to kobold society to figure out where such a character would belong.


What do you like from PbP gaming?
I like that I can better describe the actions and thought processes my characters take. It also lets me scratch my ttrpg itch as my irl game has slowed over time.

Have you ever played or read partially or completely the Ire of the Storm before?
Not at all.

What made you decide to apply?
All my other games have either ground to a halt or slowed considerably (one post a week maybe).

What is your roleplaying motto?
Good for the party, good for the game.


Sorry everyone, I had a serious lack of motivation for a while there.


No worries, take all the time you need.


Sorry for the delay. I underestimated how little time I would have while visiting in-laws while out of town.


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I'll have a post up by tonight. Sorry for the delay.


Lucio's backstory is complete. I made a few modifications to my initial idea and included the suggestion from Dervak.

backstory and appearance:
Background:
Lucio was raised in a minor noble family in Ustalov. He was quite talented at the art of the duel using his favored weapon, the rapier. He was trained, of course, in other weapons but the rapier danced in his hands. He was a charismatic but proud young man and whenever he was bested in a social situation, he became morose and angered the people around him.
Eventually the time came for him to get schooling on subjects that tutors couldn't be hired to teach. At that time he enrolled at the Sincomakti School of Sciences. In one of his episodes he must have angered the wrong people because word came that his family had been slaughtered in what looked like a ritualistic manner with organs splayed in a pattern and blood drawn runes around their bodies. He spent the rest of his family's fortune trying to get them raised but they either could not or would not return. The school felt sorry for him so they let him stay for free until his schooling was finished.
While there he became obsessed with occult rituals and searched out any scrap of information he could find. He became entangled with a group of students proclaiming to already have knowledge of various rituals. These students were also quite the troublemakers, always getting through doors they shouldn't and "finding" items thought lost. Eventually he found out their magic was fake or always missing that one component or focus to make the ritual work. This all came to a head one day when a stranger came to the school looking for a cure for some sort of inner demon he wished to be rid of. Lucio and his friends first stole a focus from a teachers office then drew the shapes and spoke the words but motions learned in a book are hard to mimic. The ritual almost succeeded but at the last moment, one the others gave in to the fears of the power they were trying to summon. He broke the circle and ran. The resulting backlash killed all but the man and Lucio.
When Lucio awoke from his injuries, the stranger was gone, off to find a cure elsewhere. Lucio decided it was time to move on. He had learned all he was going to in Rozenport. Before he left he decided to use the other skills he learned and snuck into the professor's office to "recover" the only item of power he'd seen. Having recovered the focus used in that doomed ritual he left, searching for more sources to learn from. Over the months and years he has acquired quite the collection of trinkets, relics, and curios through barter, trade, and outright theft. One day he received a letter informing him to go to the port in Xer by a specific day. Once there look for a fiery haired halfling woman. Her passengers can inform you of all the occult knowledge you could want. The letter was simply signed "S.A." The lure of knowledge was strong enough to overcome his caution of going to Razmir so he gathered his rapier and other belongings and headed to the Glass River. Every day since he arrived, he goes to the docks to find the halfling mentioned in the letter. It's only been a week but his funds are starting to run low. Hopefully this fiery haired captain shows up soon.

Appearance & personality:
Lucio is a male human in his late twenties. 5 feet 6 inches tall. He has a flair for the dramatic and his dress always seems to reflect that. His hat is a dark maroon with a white feather. His coat is black with red silk on the inside. His long flowing cloak shimmers as it flicks in the wind. His black pants show no wear and the boots below them are polished to a shine. All of this is, of course, a product of his magical sleeves. He wears a more practical set of clothing with pouches and pockets enabling him to move quickly and store objects with minimal effort.
He doesn't necessarily want to be noticed but can't help but speak up. He has an insatiable lust for new scraps of occult lore and will do almost anything to get it if it is tempting enough. He knows better than to put himself or his companions (when he has them) at unnecessary risk as doing so will more than likely hinder him in the future. He always has a soft spot for people that have been wronged unjustly though he doesn't mind being the person doing the wronging to get what he needs. If he can barter or trade for occult secrets, he holds that person or group in high regard.


I think I've finally got it mostly sorted and the unique things spelled out. He's an inspired blade swashbuckler and an antiquarian investigator. Essentially a rapier focused adventurer searching for occult powerand channeling what he's learned through esoteries. Instead of alchemy casting (and related bonuses) he uses "relic magic" and casts as an arcane caster from the investigator spell list. He's really good at identifying magical and cursed objects and searching areas quickly. I've maxed out disable device to handle traps and locks. I've been trying to refine the backstory but that's still a work in progress.

crunch:

Lucio Caepidus
Human inspired blade swashbuckler 1 antiquarian investigator 6
NE Medium humanoid (human)
Init +6; Senses Perception +11

Trackable:
HP: 53/ 53
Inspiration: 7/7
Panash: 5/5
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 shield, +1 deflection, +4 Dex)
hp 53 (7d8+14)
Fort +4, Ref +12, Will +7;
Defensive Abilities trap sense +2; curse resistance +4;

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Offense
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Speed 30 ft.
Melee
+1 Rapier +11 (1d8+5 18-20/x2)

Ranged
Longbow +9 (1d8 x3) Range: 100 ft

Special Attacks studied combat (+3, 4 rounds), studied strike +2d6

Investigator Extracts Prepared (CL 6th; concentration +13)
   2nd—Barkskin x2, Cure Moderate Wounds, Defensive Shock
   1st—Ant Haul, Expeditious Retreat, Keen Senses, Long Arm, Reduce Person
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Statistics
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Str 10, Dex 18, Con 12, Int 18, Wis 12, Cha 12

Base Atk +5; CMB +5; CMD 20

Feats: Weapon Finesse, weapon focus (Rapier), Combat Reflexes, Fast Learner, Fencing Grace, Extra Investigator Tallent, Dazzling Display

Traits: Pragmatic Activator, methodical mind (planes, arcana, nature), Bruising Intellect
Drawback: Vain

Skills
Acrobatics +14 (+4 dex, +7 ranks, 3 CS)
Appraise +14 (+4 int, +7 ranks, +3 CS)
Bluff +1
Climb 0
Diplomacy +11 (+1 Cha, +7 ranks, 3 CS)
*Disable Device +17 (+4 dex, +7 ranks, +3 CS, +3 trapfinding) (+5 competence to disarm traps)
Escape Artist +14 (+4 dex, +7 ranks, +3 CS)
Heal +1
*Intimidate +14 (+4 Int, +7 ranks, +3 CS)
Knowledge (arcana) +14 (+4 Int, +6 ranks, +3 CS, +1 trait)
Knowledge (dungeoneering) +11 (+4 Int, +4 Ranks, +3 CS)
Knowledge (engineering) +4 (+4 Int)
Knowledge (geography) +4 (+4 Int)
Knowledge (history) +8 (+4 Int, +1 rank, +3 CS)
Knowledge (local) +4 (+4 Int)
Knowledge (nature) +12 (+4 Int, +4 Ranks, +3 CS, +1 trait)
Knowledge (nobility) +4 (+4 Int)
Knowledge (planes) +13 (+4 Int, +5 Ranks, +3 CS, +1 trait)
Knowledge (religion) +11 (+4 Int, +4 Ranks, +3 CS)
Linguistics +8 (+4 Int, +1 rank, +3 CS)
Perception +16 (+1 Wis, +7 Ranks, +3 CS, +5 competence <item>)
Sense Motive +1
*Sleight of Hand +14 (+4 Dex, +7 ranks, +3 CS)
Spellcraft +14 (+4 Int, +7 Ranks, +3 CS)
Stealth +4
Use Magic Device +14 (+4 Int, +7 Ranks, +3 CS)

Background skills: appraise & sleight of hand

vain:

Spoiler:

You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.

Languages Aklo, Common, Elven, Necril, Draconic, Dwarven

SQ
Panash (5/Day)
inspiration (7/day)
investigator talents (quick study, sapping offensive, underworld inspiration)
trapfinding +3
Deeds (Derring-Do, Dodging Panache, Opportune Parry and Reposte)

Gear
Shield: MW Buckler
Armor: mithral chain shirt
Eye: Eyes of the eagle
Neck: Hand of the Mage
Wrist: Burgelers Bracers
Hand: Trapspringer's gloves

1835 gold

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Special Abilities
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Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Strike When dmg creature using studied combat, expend inspiration to inc dmg by amt rolled.

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Quick Study (Ex) Use studied combat as a swift action.

Sapping Offensive (Ex):
When the investigator damages a target of his studied combat, that creature cannot make attacks of opportunity for 1 round. An investigator must be at least 5th level to select this talent.

Underworld Inspiration (Ex):
An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.

Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision damage.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Inspired Panache (Ex)
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
This ability alters the panache class feature.

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Relic Magic (Su)
Antiquarians explore and record the remnants of lost civilizations. Rather than using extracts, an antiquarian carries a collection of holy and unholy symbols, charms, and trinkets. Though an antiquarian may never know who or what grants him his power, he can produce magical effects all the same. Relic magic functions as the alchemy class feature, except as noted below.
An antiquarian begins play with a collection of religious trinkets that functions as his formula book and weighs 2 pounds total, with each trinket functioning as a formula. Adding new trinkets has the same cost and time requirement as adding formulae to a formula book. An antiquarian can study a wizard’s spellbook or alchemist’s formula book to learn formulae, but an antiquarian’s trinket collection is too esoteric for anyone except another antiquarian to learn spells from. An antiquarian prepares spells by meditating and charging relics with supernatural power, which has the same requirements and limitations as preparing extracts. However, instead of creating extracts, an antiquarian casts spells as though he were an arcane spellcaster, which means he can affect other creatures with his spells. An antiquarian does not suffer from arcane spell failure.
An antiquarian doesn’t gain a competence bonus on Craft (alchemy) checks to create alchemical items, and he cannot identifypotions with that skill. Furthermore, he cannot select alchemist discoveries as investigator talents.
This alters alchemy.
Item Lore (Ex)
An antiquarian can identify even the most esoteric objects at a glance. At 2nd level, he can discern whether an item is magical simply by studying it for 1 round. Once he identifies a magic item in this way, he can use Spellcraft to attempt to identify the properties of the magic item as if he had used detect magic. Furthermore, he can detect whether an item is cursed if his check to identify the magic item exceeds the DC by 5.
This replaces poison lore.
Curse Resistance (Ex)
At 2nd level, an antiquarian gains a +2 bonus on all saving throws against spells and effects with the curse descriptor. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the antiquarian becomes completely immune to such effects.
This replaces poison resistance and poison immunity.
Swift Search (Ex)
At 4th level, an antiquarian can study the secrets of a location with incredible speed. Whenever he takes 20 on a Perceptioncheck, it takes him only 1 minute.
This replaces swift alchemy.


Dervak, I like the idea of having tried to cure you before. I was just learning about occult rituals and tried to perform some but it didn't work. How serendipitous that we would meet again! Its got a good Samwell and Jorah vibe.


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I have an idea for a swashbuckler/investigator. Very skill based and competent enough in combat. He can detect/disarm traps, has a bunch of knowledges, and can either use diplomacy or intimidate as the situation calls for it.

He was a noble turned researcher at the Sincomakti School of Sciences. In his curiosity he got tangled up with some students doing forbidden research on occult matters. This turned him on to some alternative ways of doing things. He left the school to search out religious and occult artifacts. At one of his stops, he received a letter promising him all the knowledge he would ever want about the great beyond. All he had to do is go to a specific spot along the Glass River (possibly Xer) and wait for a ship captained by a red haired halfling. The letter was signed "S. A." initials which meant nothing to him. The lure of unique knowledge overcame his sense of caution and so he gathered his trusty rapier and various knick-knacks and went to Razmiran and to the Glass river to wait for the mysterious ship and it's captain to arrive.

I can have the crunch up soon enough but I wanted to put forth a concept to see if it would fit.

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