All about Regus Fellsworth!! Background:
Regus Fellsworth was a young child when his family farm and nearby village were destroyed during a raid by the Ironfang Legion. The horror perpetrated on the villagers and his own family by the monstrous regiment fill Regus' nightmares to this day.
His birthplace was called Drisdul, a word meaning both "overlook" (due to its position near a small canyon through which the Inkwater River flowed) and, in true Varisian double-meaning fashion, also "overlooked" as for a few decades prior to its ironic destruction, most military actions seemed to pass the small settlement by. With its time within existence brutally erased by the Ironfang Legion, no trace of Drisdul now remains aside from a small remnant of the village blacksmith's forge chimney which was quickly swallowed by the encroaching shrubbery and foliage after a scant few years, and only one with the sharpest eyes would notice the humanoid-made construction lying in ruins beneath the leaves. The few survivors escaped to the north to Phaendar taking the sniveling and traumatized Regus to settle in what they hoped would be lands far enough away from the attacks of Molthune's soldiers to live a relatively peaceful life. Now an orphan, Regus was raised as so many other children affected by war were, fostered by an elderly villager who needed assistance around their home with the support of the local clergy. For a portion of the day, Regus would attend educational and religious classes and the remainder assisting a local weaver Benandra a dwarven woman whose own war injury made her personal locomotion difficult. He would perform the household chores while she worked her loom or knit custom pieces. She was very kind and often left him to his own devices which he filled with reading, borrowing any books or scrolls the local villagers would entrust to him. Regus preferred his books and stories to all else and he often secluded himself away when he was not required to attend any classes or help Benandra. He discovered a talent for arcane magic, and a villager loaned Regus a beginner's spellbook once owned by their uncle, a wizard who had fallen in battle during the perpetual skirmishes. Whether it came from this innate magical ability or assisting Benandra with some of the tiny details of her knitting, Regus found he was rather skilled in making small figurines of the heroes and villains of the stories he treasured. The focus required to get all the fine details of the characters' faces, poses, and clothing seemed to be the same when practicing the arcane arts, so he often considered his hobby synonymous to his magical talent. The locals rarely see Regus now that he's reached an age where he should be able to support himself and not rely on the generosity of the various churches' donations. Benandra still allows him to board in her home, Regus pays her a nominal rent while continuing to assist her the chores and other activities which would be more difficult for her. Somehow his rather specialized skill of figure-making was discovered, and Regus then received many pleas to make figures of folks' favorite heroes from history and legend alike. As a result, the villagers of Phaendar will occasionally catch glimpses of the reclusive and pale young man as he heads out to gather the materials to make the small figurines at the fringes of the village or barter for dyes or even the rare custom request for tiny accessories from the blacksmith/silversmith to fulfill his own orders. Personality & Appearance:
Regus has very few of what anyone else would call friends, and it's possible Regus may not even realize they think of him as such as his whole world revolves on around reading his stories, studying magic, and creating the figurines to represent the figments of his own imagination.
His own trauma and terror of the destruction he witnessed has him preferring the fantasies of his own mind and what magic can create to social interaction. It becomes the quite the irony that one of the magical exploits he discovered is how to enhance another's spell. He often makes more money being called upon to bolster the effects of others than from his figures, but even that just helps him eke by as most of his income goes to his room & board and the acquiring materials for his hobby. At this date, Regus Fellsworth is likely the last of his bloodline. Dark brown hair is rather unkempt and only gets cut once his bangs have grown too long and interfere with his vision when he's making his figurines. Of average height, he wouldn't stick out except for his penchant for always moving about the village with a hooded cloak with the hood up, and just a small shock of dark brown hair jutting out over droopy brown eyes perpetually underlined with dark circles. As he rarely gets too much sun, his skin is rather pale, but he eats well enough that his color is not sickly or pallid. Regus often seems surprised when other people speak to him as if he is only just now aware they are even there, and most people swear Regus believes he's the only person alive in Phaendar aside from Benandra to whom he shows nothing but tenderness and respect. I'll get something up about Regus at the Festival as a fluff snippet a little later.
Alright, crunch for Regus Fellsworth is finished. I am working on an interesting backstory for him, and I hope to have that ready soon. Regus Fellsworth: Male human arcanist 1 (Pathfinder RPG Advanced Class Guide 8) NG Medium humanoid (human) Init +1; Senses Perception +1 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 7 (1d6+1) Fort +0, Ref +1, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee quarterstaff +0 (1d6) Ranged sling +1 (1d4) Special Attacks arcane reservoir (1/7), arcanist exploits (dimensional slide[ACG], eldritch aid), consume spells Arcanist Spells Prepared (CL 1st; concentration +7) . . 1st (3/day)—cloak of secrets, mage armor . . 0 (at will)—ghost sound (DC 14), mage hand, open/close (DC 14), ray of frost -------------------- Statistics -------------------- Str 10, Dex 12, Con 10, Int 18, Wis 12, Cha 10 Base Atk +0; CMB +1; CMD 11 Feats Agile Maneuvers, Eldritch Aid, Extra Arcanist Exploit[ACG], Extra Reservoir[ACG] Traits focused mind, ironfang survivor Skills Appraise +8, Craft (dollmaking) +8, Knowledge (arcana) +8, Knowledge (planes) +8, Profession (scribe) +5, Ride +2, Spellcraft +8, Survival +2, Use Magic Device +4 Languages Common, Dwarven, Elven, Hallit, Sylvan SQ finesse weapon attack attribute Other Gear quarterstaff, sling, arcanist starting spellbook, backpack, bedroll, belt pouch, blotter (0.2 lb), flint and steel, ink, inkpen (2), knife for cutting quills into pens (0.5 lb), mess kit[UE], paper (10), pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), soap, spell component pouch, trail rations (5), vial, waterskin, writing kit, 3 gp, 1 sp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO. Eldritch Aid Expend spell slot to increase CL of ally's instantaneous spell. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
4d6 ⇒ (6, 2, 6, 6) = 20 => 18
Lol, well, probably won't live long if selected. I'm suddenly picturing whatever passes for an otaku in Pathfinder in the form of an especially bookish and pale wizard who has literally been dragged to this festival against his will by his friends or mentor.
Completed Submissions (updated):
Finally got a concept together with which I'm happy (and shouldn't being duplicating anything out there unless my post gets ninja'd). I present Baron Berle Demetriarius - Occultist (Silksworn)! A man who loves to hear himself talk and other people's admiration. I was going to make him absolutely useless initially, but I figured I'd better give him some chance of surviving the upcoming horror if he is in fact selected. Flavor:
"...and when I snapped my fingers," the jolly man said through his great mustache demonstrating the action with a crisp snap!, "the earl's wife began neighing like a horse and prancing around the room like the best-in-show. And the earl! Well, he shook my hand, thanking me profusely with tears in his eyes!"
The man's audience of a few local peasants and other travelers roared with laughter at the culmination of the Baron's story which had started off naturally with the Baron Berle being bet he would never gain the approval of the dour Earl of Treshire. "Another! Another!" one rather toasty young merchant cried. She was quickly echoed by fellow listeners. "Ha, ha! Of course!" Baron Berle Demetriarius made a long show of looking at his empty goblet. "I'm afraid the next tale requires a good swallow of wine to get it out of me. And perhaps a few bites of meat or cheese. Alas! Perhaps next time!" There were quickly cries for the serving man to bring the baron more wine and a small plate finger foods arrived swiftly after. "You all must really love these stories of my adventures!" Baron Berle roared, toasting his benefactors with the now full cup. The crowd cheered. "This next bit is actually why I'm even here, traveling all the way from Taldor. I saved a man's life, you see. One renowned professor, Professor Lorrimor." "Wait, I thought he died!" one drunken bursts out. "Indeed he did," Baron Berle nods around bite of cheese. "Most likely because I wasn't here to save him this time." Baron Berle Demetriarius launches into a rather involved story of chance on how he and the professor met and the baron happened to save his life merely on a whim... I'll revisit this when I have more time. Need to get this posted! Crunch:
Baron Berle Demetriarius
Male human (Taldan) occultist (silksworn) 1 (Pathfinder Player Companion: Heroes of the High Court 29, Pathfinder RPG Occult Adventures 46) N Medium humanoid (human) Init +4; Senses Perception +4 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 13 (1d8+5) Fort +3, Ref +2, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4+2/19-20) or . . heavy mace +2 (1d8+2) Ranged energy ray +2 touch (1d6) Implement Schools . . Enchantment (heavy chain necklace, 4 points) Resonant—glorious presence; Focus—cloud mind . . Evocation (gloves, 0 points) Resonant—intense focus; Focus—energy ray, shape mastery . . Illusion (0 points) Resonant—distortion; Focus—minor figment . . Transmutation (3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon Occultist (Silksworn) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—burning hands (DC 14), command (DC 14), disguise self, tears to wine (DC 14) . . 0 (at will)—daze (DC 13), ghost sound (DC 13), purify food and drink (DC 13), telekinetic projectile[OA] -------------------- Statistics -------------------- Str 14, Dex 14, Con 12, Int 16, Wis 11, Cha 12 Base Atk +0; CMB +2; CMD 14 Feats Extra Mental Focus[OA], Toughness Traits chance savior Skills Appraise +7, Bluff +6, Diplomacy +6, Disguise +2, Intimidate +2, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +4, Sense Motive +4, Sleight of Hand +6, Use Magic Device +6 Languages Ancient Osiriani, Azlanti, Common, Thassilonian SQ implements 2, mental focus (7/day) Other Gear dagger, heavy mace, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], ostentatious garment, ostentatious garment, ostentatious garment, ostentatious garment, pot, torch (10), trail rations (5), waterskin, 13 gp -------------------- Special Abilities -------------------- Enchantment (Ostentatious garment - heavy chain necklace 10gp) Enchantment implements allow the occultist to befuddle the mind and charm his foes. Implements: Censer, crown, helm, musical instrument, necklace. . .Glorious Presence +1 (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
Evocation (Ostentatious garment - fingerless silk gloves 10gp) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy. Implements: Gloves, rod, staff, wand. . .Intense Focus +1 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Illusion (Ostentatious garment - feathered hat 10gp) Illusion implements allow the occultist to distort the senses and cloak creatures from sight. Implements: Crystal, hat, mask, prism, ring. . .Minor Figment (1 round) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Transmutation (Ostentatious garment - turned down boots 10gp) Transmutation implements can alter the properties of both objects and creatures. Implements: Belt, boots, sandals, vest, weapon. . .Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Implements (Su) Gain a series of items which grant access to schools and powers.
Edit: his attributes are going to seem a little high, but that's because his current resonance is included (+2 Dex).
Mainly doing this because I already created two nearly identical builds to two of the other submissions without realizing it, one right after another...sigh Completed Submissions (that I could locate):
Ah, man! I missed it! pinvendor is actually my very first character ever played in WFRP 1st edition. Lol, ironically I just commented in another thread about never seeing WFRP on Paizo boards. I used to know the WFRP 2E rules backwards and forwards. Not a rules lawyer myself since I let the GM decide everything, but if anyone ever challenged a ruling, I was the living encyclopedia the table turned to if they didn't feel like trying to find chapter and verse in the various rulebooks. :P If you find yourself needing any replacement players, shoot me a PM!
Legendary Merchant of Pins
Sorry I dropped the ball, everyone. I was sick for quite awhile, basically had a bit of a relapse after what appeared to be a return to health. I believe I started off with Covid and then immediately contracted that new strain of flu. After finally getting over the mucus carnival, I just had such low energy and motivation to really do much, and that wasn't fair to you guys. I know I should have at least thrown up a post to signal my existence, and I feel bad for failing to have the decency to do so. @GM Assembler: Thanks for picking up my slack. Feel free to message me if you have any questions about the unresolved hooks I left out there. Good luck with the game!
As I've personally never had the chance to play in a higher level campaign let alone max level+, I'm merely going to be a fly on the wall to see how character creation (especially gear choices) goes for this. The highest level of any game I've participated is 6, maybe 7? I can't recall if we leveled up in that one or not (started at 6). I look forward to seeing what you guys do with this!
Ah, if we're at 9/12 of applicant slots to even apply, it doesn't look like I will make it in given I was waiting on my question to be answered. Went to a concert last night, so only just had a chance to check the thread now. As I'm working at the moment, I won't likely be able to get a solid concept together before three other people post today. C'est la vie.
Legendary Merchant of Pins
And given it's now been over five days since the GM's last post, it took a week to respond to Bastonn's last gameplay post, and 24 hours have passed since concern over the game's pace has been expressed. It would be hypocritical of me to point fingers when it comes to slow posting, but clearly there just isn't enough interest in trying to make this game work after all. :( Regardless if anyone else finally chimes in at this point, I feel my expectations for this game to thrive have been defeated, so I officially announce my withdrawal. Good luck if you all do soldier on and find the energy to keep this alive.
Alright, I think I will do one more term, so I'm not quite so behind the rest of you. 4th term:
Choose one of the Skills and Training tables for this career and roll on it.
Service Skills: 1d6 ⇒ 2 Roll for survival on this career.
Roll for Events:
Roll for Advancement:
I think that should mean my Muster Out rolls correctly match, but now I age. Age 30 + 4 = 34
Age 34, Former Navy NCO, Former Agent Sergeant:
Characteristics:
Strength (Str) 7 (+0) Dexterity (Dex) 8 (+0) Endurance (End) 7 (+0) Intelligence (Int) 11 (+1) Education (Edu) 9 (+1) Social Standing (Soc) 5 (-1) Skills:
Cash: Cr 25,000 Also, I didn't realize the Skills rolled at the start of each term or the Advancement benefit are acquired at Level 1 instead of 0 (page 8). I have updated my list accordingly. This should only affect Remote Operations, Medic, and Drive if I did review everything correctly.
Jason "Rion" Prince wrote: The only other thing that I can see that's missing is that you would need to pick a specialization when you took Gun Cbt (something) 1 and then you would need to decide if you were actually increasing that to 2, or if you were taking another specialization at Level 1Ah, you're correct. Let's do this: Look like I should also pick something for Engineer as well. Out of the five listed, what would be best for our crew and ship?
Mustering Out (Navy): Mustering Out (Agent): DM Trawets:
Since I only ran 1 term with Agent, shouldn't it only be 2 rolls for Muster Out? 1 for the term and another for rank? Age 30, Former Navy, Former Agent:
Characteristics:
Strength (Str) 7 (+0) Dexterity (Dex) 8 (+0) Endurance (End) 6 (+0) Intelligence (Int) 11 (+1) Education (Edu) 9 (+1) Social Standing (Soc) 5 (-1) Skills:
Cash: Cr 25,000 And now to buy equipment...and figure out who the heck my person is!
3rd Term:
Choose a career: Age 26 Qualification (Int 6+): 2d6 + 1 - 1 ⇒ (1, 3) + 1 - 1 = 4 Fail Draft: 1d6 ⇒ 6 = Agent (law enforcement) Basic training: = Investigate 0
Choose one of the Skills and Training tables for this career and roll on it.
Roll for survival on this career.
Roll for Events:
Roll for Advancement:
Age 26 + 4 = 30 Age 30 stats:
Characteristics:
Strength (Str) 7 (+0) Dexterity (Dex) 8 (+0) Endurance (End) 6 (+0) Intelligence (Int) 11 (+1) Education (Edu) 9 (+1) Social Standing (Soc) 5 (-1) Skills:
Rank: Corporal Alright...did I do this all correct? If I Muster Out now, what exactly do I roll? One Benefit roll for my single term with Agent?
2nd Term:
Continuing in the Navy: I assume no Enlistment roll is required to remain.
6. a. Choose one of the Skills and Training tables for this career and roll on it.
Roll for survival on this career.
Roll for Mishap:
:( Age 22 + 4 = 26 Age 26 stats:
Characteristics: Strength (Str) 7 (+0) Dexterity (Dex) 8 (+0) Endurance (End) 6 (+0) Intelligence (Int) 11 (+1) Education (Edu) 9 (+1) Social Standing (Soc) 5 (-1) Skills:
Well, that kind of sucked. Increased my Engineer skill, but don't get anything else and now have to get a new career. Well, unless gaining a Rival is considered a good thing...
Hey there, DM DoctorEvil! I haven't played 2E since the last game of yours I took part in before my early departure. Still trying to wrap my head around that ruleset, so your beginner-ish friendly approach is greatly appreciated. Campaign One: Campaign Two:
My apologies for misunderstanding. Please disregard the Commission roll then as I assumed I'd be able to make a free one for the reasons indicated above. I shouldn't have assumed this would mirror real life possibilities. :P If I choose to just run 1 or 2 more terms will that make my character too underpowered, or does anyone think it might be fun to have a slightly less powerful "rookie" for the burgeoning team?
Hmm, I think there is still confusion. I rolled for Commission on Enlistment to see if I entered as an officer. My thought being that would be allowed like as if my character had joined ROTC or enrolled at Annapolis (US Navy college). Once I ended the term, I only rolled Advancement. The Commission roll was intended to be pre-career.
DM Trawets wrote: You roll for commission instead of advancement Hmm...most of the resources I located indicated that Commission rolls in lieu of Advancement were optional. I even found one unverified statement quoting a forum thread from Mongoose (the link to the page being quoted has been made defunct due to age) even suggested that one could attempt a Commission roll then proceed to roll Advancement if the Commission roll failed. You can rule however you choose as the Referee, but in terms of earth military it seems odd that my character is unable to choose to Advance in the "enlisted" path and only move forward if obtaining an officer rank.
Existence!:
1. Roll characteristics and determine characteristic modifiers.
stat: 2d6 ⇒ (4, 4) = 8
2. a. Choose a homeworld.
2. b. Gain background skills. (3+1) Career!:
3. a. Choose a career: Age 18 Enlistment (Int 6+): 2d6 + 1 ⇒ (6, 2) + 1 = 9 Success! Commission? (Soc 8+): 2d6 - 1 ⇒ (4, 1) - 1 = 4 Fail. Remain enlisted grunt. 4. Basic training: 5. Choose a specialization for this career: 6. a. Choose one of the Skills and Training tables for this career and roll on it.
6. b. Roll for survival on this career.
7. a. Roll for Events:
8. a. Roll for Advancement:
After the term!:
9. Increase your age by 4 years. If your character is 34 or older, roll for Aging. 10. If you are leaving the career, roll for Benefits. 11. If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise, go to Step 5. 12. Finalize any Connections with other characters. 13. Choose a Campaign Skill Pack and allocate skills from that pack. 14. Purchase starting equipment and, if you can afford it, a spacecraft. Age 22 stats:
Characteristics: Skills: Alright, please let me know if I screwed anything up. Also a couple of things in the 3rd spoiler have some questions if anyone has answers. :D
Oh my gosh! Traveller?! I backed the T5 Kickstarter years ago, but have never, ever had a chance to play a game. Is this recruitment closed already? Think you mentioned only needing two, and I think you’ve already got more. If there’s any chance of still joining, please let me know. I’m going to go try and hunt down the correct rules version now, but if you’ve got a DriveThruRPG link to the right edition, so much appreciation.
I also previously submitted here with my Android Gun Chemist, Rex Trulian who will need to be leveled up to 2. However, if I didn't make the cut last time because you did not like that character, please let me know, so I can consider submitting an alternative. :)
Here's the crunch for my newbie wizard, Klaus Reiser. Name might change. Backstory pending, but I'm hungry, so dinner will come first! @Shane Joseph: Also, regarding traits. Are we limiting to just what's in the APG? And is Rich Parents on the table? My wizard boy would love the extra cash his darling parents would lavish on him...
Vellimir wrote: Just in case, here's a wizard I made up. I'd prefer to play Rasmus, but if we don't have an arcane caster, I'll use this guy instead. When I saw your original post about making a wizard, I thought I had missed my chance! But now I see you already have a foot in the door, so I will begin working on my wet behind-the-ears, recent magic school graduate! I’ll try to have it ready for consideration later today. If work slows down, maybe soon.
drbuzzard wrote: Ah for the good old days when Herolab still worked on gestalt. Hmm, does this mean the Gestalt function isn't working? Lol, I guess this means I have to go look up the actual Gestalt rules since I've just been relying on my tricked out HeroLab to be right. Regarding my submission. I have two ideas: Concept: Aasimar Master Summoner Summoner/Bard Concept: Human Twinned Summoner Summoner/Paladin I'm trying to narrow down my feelings on these. I will try to commit soon, but I welcome any feedback.
And here's the finished profile for Scarlette Cowl or Scowl to her friends. Since Hunter is an official class (which would be perfect for her, but alas it is an Alternate or Hybrid class, so most likely will head to Ranger if she gets a choice, but let the chips fall where they may), Scarlette is currently in the profession of woodcutter assisting the woodsman who saved her life those years ago. I must say considering how limited the female gnome avatars are, the one I found which has red hair and an unamused expression couldn't have been more perfect for Scowl. :D
I've been lurking for while, and I finally think I've settled on a concept. Thanks to Ridge's Cinderella inspiration, I believe I will riff off that using Red Riding Hood/Boy Who Cried Wolf as my basis: a young female hunter. The twist will be she's a gnome and the Big Bad Wolf she encountered will be an intelligent warped fey creature (how else could the animal have spoken to little red?). Aside from the outcast woodsman recluse who saved her, no one in town believes the story of a smart talking wolf as divination magics did not locate any trace of a beast or lycanthrope as the cause of Grandma's death. Since then she's dedicated her life to learning how to hunt in order to find and eliminate the thing which slaughtered her grandmother. I'll finalize the stats for Scarlette Cowl aka Scowl later today.
Hi there! I would be interested if you're still open. Definitely not familiar with the rules, but happy to read through the quickstart if you're still recruiting. I whet my roleplaying teeth on WFRP 1E/2E, so very much familiar with incredibly squishy PCs (we had a character die and lose a Fate point to a goose that kept rolling 10s on the exploding dice after the character critically fumbled and fell prone). Also, not that anyone cares, but the name pinvendor was from my very first Warhammer PC, a halfling merchant whose family specialized in exclusively selling pins (thinks needles, not brooches).
Flying in with scant hours to spare, I give you Madeline Dupont a Suli Magical Child Vigilante and Mintee, her ermine animal guide!! Madeline Dupont:
Madeline Dupont & Mintee
Suli vigilante (magical child) 1 (Pathfinder RPG Bestiary 3 258, Pathfinder RPG Ultimate Intrigue 9, 57) NG Medium outsider (native) Init +2; Senses low-light vision; Perception +1 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +3 Resist acid 5, cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4+2/19-20) or . . rapier +2 (1d6+2/18-20) or . . unarmed strike +2 (1d3+2 nonlethal) Vigilante (Magical Child) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—grease, obscuring mist . . 0 (at will)—acid splash, daze (DC 13), mage hand, open/close (DC 13) -------------------- Statistics -------------------- Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 17 Base Atk +0; CMB +2; CMD 14 Feats Extra Elemental Assault[ARG] Traits charming, diva in training Skills Acrobatics +6, Bluff +7 (+8 vs. characters who could be attracted to you), Diplomacy +5 (+6 vs. characters who could be attracted to you), Disguise +7 (+11 when in your social identity, +27 to appear as part of polite society while in your social identity), Perform (dance) +7, Perform (sing) +8, Sense Motive +3, Sleight of Hand +6, Stealth +6; Racial Modifiers +2 Diplomacy, +2 Sense Motive Languages Common SQ animal guide, dual identity, elemental assault, mostly human, social grace, social talent (social grace[UI]), staunch ally, transformation sequence Other Gear leather armor, dagger, rapier, disguise kit, masterwork backpack[APG], 168 gp -------------------- Special Abilities -------------------- Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish famili Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted. Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 3 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity. Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as master. Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy. -------------------- Mintee CR –
I haven't had a chance to really dive into those Background Questions, as I was trying really hard to get this done before the deadline. Whew! Here is the super summarized version: Of all the most ridiculous parts of Barzillai Thrune's proclamations, the Seventh ruined Madeline's life. One would think the aspiring opera diva would have been more anguished over the loss of the opera house and her dreams of stardom, but the total ban of mint made such notions pale in comparison. You see, Madeline hailed from the Duponts, a country merchant family renowned for its fabulous mint! Dupont Mint had been in the dishes on the tables of nobles, sold as pest control, and even packaged as a wonderful way to deal with bad breath for both people and pets for well over two centuries! Given his love of dogs Barzillai should have been singing the Duponts praises when the cure for dog-breath was at any grocery in the city! Instead, Madeline's family now saw their livelihood completely untenable and the future looked bleak. Madeline discovered some latent powers after a visit from a creature appearing currently as an adorable ermine which she has taken to calling Mintee. Using the magical song Mintee taught her, Madeline transforms into Pennyroyal, the Marvelous Mint Musketeer!! @GM Thrune: Quite frankly, I'm not entirely sure this character would ever actually be useful, but I feel like she would be a blast to play. I only wish I had time to flesh out the Background Questions. Saw this thread just too late!
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