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![]() Amanda Plageman wrote:
I also received that email. So I believe either A: Someone at Amazon lied, or B: Someone at Amazon seriously screwed up. Either way, I agree that Paizo should try to get recompensed for this huge disruption of their business. ![]()
![]() Thank you for being prompt and updating us as soon as you discovered the problem. I appreciate being informed of the issue and I doubly appreciate the credit, since this issue isn't something you could be held at fault for. I will try to download the PDF in the meantime and hope that my copy is one of the ones coming in on the 3rd. Fingers crossed. ![]()
![]() DM Ragnarok wrote:
I FINALLY GOT MY GLASSES! I CAN SEE! I CAN GAME! Sorry for being a little late, GM Ragnarok. I really just now got them and am trying to bust this out before Midnight MY time... :/Okay. So answering questions first:
~~~~~~~~~~~~~~~~~ All right, on to finishing Pato's Background. Pato Bendo grew up with his parents on a Manollium-class herdship. His parents were relatively common botanists living among the 10,000 other Ithorians traveling the stars. While on the ship, they had Pato Bendo, who was an endearing type of child with a joy and gentleness for living beings and plantlife in general. However, his parents soon discovered that he was also connected to the force when they discovered him, still a pupa, restoring a small fern he had crushed when he was playing around. Pato Bendo further grew into his almost religious-like reverence for plant life and the force, but in the process felt further disconnected from his fellows in a social sense. After a few years of this, his parents discovered from a Meet (the pentannual meeting of herdships) of the presence of the New Jedi Academy and Luke's search for the Force-sensitive. They discussed it with their child and decided that even though Pato Bendo was just fine staying home and tending to his assignment of plants, that it would be better for him to grow up the rest of his youth with people who would understand him and feel what he's capable of feeling. Whether or not they understood what else there was to be faced in the academy, Pato Bendo might never know. Pato Bendo would be taking the next shuttle once their herdship reaches a nearby system.
Destiny: Rescue. Pato Bendo is a nurturing type and may save someone that no one else thinks needs saving. who it is, and what it takes to save them, is totally up to you to decide. Make it uncomfortable, if you want. Just please don't put me in a player vs. party situation... *holds up hands prayerfully* ![]()
![]() Awesome! Okay, so since I actually READ some of the jedi academy books and stuff, I'm looking forward to seeing how it all goes down! :D This character's name is Pato Bendo, he's a young Ithorian who was sent by his parents for training. His parents are Jensaraai, actually. (I'm pretty sure this matches up to what little pre TFA canon I remember) He's a Force Prodigy and was stupidly strong in the force for his age, and being very naive, his parents worried he'd be vulnerable to fall to one extreme or the other of the force and decided that the jedi academy would give him a safer training to learn to better control his connection to the force. Currently, with what I feel is the right stat allotment, He has 5 force powers, his focus is on using Vital Transfer to heal others since he's very empathetic, so he has: Vital Transfer, Force Thrust, Move Object, Rebuke, and Negate Energy. His Talent is Force Flow, which fits well with his strong connection to the force. Also, I took Skill Focus (Use the Force) so I can actually have a good UTF roll to back up the "Strong but not experienced" vibe. ![]()
![]() I'm thinking of making an ithorian force-sensitive botanist. Started training in the jedi arts out of a sense of reverence for his connection to the force. Probably build more towards the physical force powers like move object and stuff. I won't force choke someone, I'd relatively be a pacifist. (I.E. will fight in self-defense or in defense of an innocent.) I think I don't understand how the stat generation works (Even though I am IN a game with phntm888 too... :/ ) Do I just take 2 points off the overall cost of each stat (except 1 of them) or do I count the totals as if I bought them as 2 less than before? ... The point buy part of SWSE always confused me. Okay I think I got it. [EDIT] OKAY one last question. There was the Force Adept, which was renamed to Force Prodigy. I saw it on the web site that was provided by obsessivecompulsivewolf. I would really like to use that instead of Jedi, if possible. Is that okay? It's not the prestige class, like the technician, it was another class that didn't come out with the core book. ![]()
![]() Okay, so I got inspired to try something... different? Even if you don't select my character, I would like people's thoughts on the build. For this, I just took the average hit points after first level, but if you wish me to roll I can do that.
Amelia is an olive-skinned woman with wavy, glossy, raven-colored hair and equally dark eyes. She wears her armor and tabard with pride. The shining mithral armor and royal purple silk tabard depicting a staff gives her an appearance of importance. Around her neck is a long purple scarf decorated with numerous whorls and Varisian symbols that somewhat obscures the bottom half of her face. The ends are tasseled and the edges trimmed in golden thread. It matches perfectly with her tabard and could be thought of as an odd extension.
Amelia belongs to the order of the staff, and as a musketeer, she rides no mount into battle, instead relying on swordplay and her trusty pistol to carry the day. Backstory-wise, she would have just recently left a group of mages that she had sworn to protect when the group decided that they were going to retire from exploring the ruins of Numeria to go over the findings. She had been given assurances that they'd hire her when they were ready again... but that could be a few years from then. So in the meantime, she's out of a cause or any work, and is low on funds, which will give her more incentive to consider adventuring with a group. She has a positive-minded personality, though she is not immune to moments of grief or sullen moods. She tends to hide it under the facade of being optimistic and hoping for the best. She doesn't possess any particular hatreds or dislike of specific races, though she will react with caution if she encounters something she hasn't ever met before, such as androids or other machine-like beings. Amelia views herself as a gun-toting knight errant, and finds compliments to the like pleasing. What makes Amelia helpful to the group on top of being a good ranged damage dealer is her cavalier abilities can be a great help to the party since they all have some (or will have some) form of spellcasting. Her challenge ability lets her knock down a big bad enemies saving throws, and her ability to share her teamwork feats with the party means she can amp up their concentration checks when things get crazy, and then more things when she gets higher level. She also has a banner and can use the banner to help resist fear and help the melee characters do their thing better. She is going to be relatively short ranged damage using a pistol, but she will be able to deal out regular damage using the gun. Basically she's not just good ranged damage, she's also party support. She has not yet taken the technologist feat, but her trait does help her a little bit in that regard. Perhaps later she'll take it, but she can be content to let others more skilled in those things handle the tech.
Amelia Radache, Gun-Cavalier: Amelia Radache
Female human (Varisian) cavalier (musketeer) 5 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 38) CG Medium humanoid (human) Init +4; Senses Perception +6 -------------------- Defense -------------------- AC 22, touch 14, flat-footed 18 (+7 armor, +4 Dex, +1 shield) hp 49 (5d10+15) Fort +6, Ref +5, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee mwk glaucite longsword +7 (1d8+1/19-20) Ranged +2 pistol +12 (1d8+2/×4) Special Attacks banner +2, cavalier's charge, challenge 2/day (+5 damage, reduce struck foe's saves vs. spells), tactician 2/day (Shielded Caster, 5 rds) -------------------- Statistics -------------------- Str 13, Dex 18, Con 14, Int 10, Wis 13, Cha 10 Base Atk +5; CMB +6; CMD 20 Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Shielded Caster[APG], Weapon Focus (pistol) Traits stargazer, tarnished halls runner Skills Artistry (criticism) +8, Climb +5, Craft (firearms) +6, Diplomacy +8, Intimidate +4, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +8 (+10 to identify alien monsters' abilities and weaknesses), Perception +6, Ride +7, Sense Motive +5, Swim +4 Languages Common, Varisian SQ mount, order of the staff, spell aid Other Gear +1 mithral agile breastplate[APG], mwk buckler, +2 pistol[UC], mwk glaucite longsword, mwk paper cartridge[UC] (50), beneficial bandolier[UE], bedroll, blanket[APG], complex banner[UE], gunsmith's kit[UC], masterwork backpack[APG], scarf[UE], scarf[UE], scarf[UE], scarf[UE], tabard[UE], 5 gp, 4 sp -------------------- Special Abilities -------------------- Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm. Shielded Caster (Teamwork) +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases. Spell Aid +2 (Ex) When use aid another can grant bonus on next concentration, dispel, or CL check. Staff's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, -2 to foe's saves vs. spells for 1 rd on a hit. Tactician (Shielded Caster, 5 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft. -------------------- ![]()
![]() Okay so I got this drummed up. Taking the 25 pt buy so yay, rolling for HPs. Rahmeen is an aasimar gunslinger and his family would rather have him stay at home and remain their symbol of the Garuda's favor for their hometown. However, Rahmeen wants to help fight for a good cause, and an encounter with a strange woman when he was younger caused him to know just how much a difference a single person can do. He started studying firearms, realized he liked them, and has been training to use them against the demons. He's actually in a riff with his family, who didn't want him risking his life, much less dealing with messy and dangerous black powder weapons. He stubbornly went ahead with it anyways. He would not yield to their demands, and left the household after a fight turned nearly deadly. He is stubbornly going to Kenabres to save at least one life in the worldwound, so that he can pay forward the kindness that the strange Desnan woman paid him. If he can save more than just one, he will take the opportunity and go as far as he can. Rahmeen Taggart: Rahmeen Taggart
Male garuda-blooded aasimar (plumekith) gunslinger (musket master) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 9, 50) LG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 11 (1d10+1) Fort +2, Ref +6, Will +4; +2 trait bonus vs. fear, +1 trait bonus vs. charm and compulsion Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee spiked gauntlet +2 (1d4+1) Ranged musket +5 (1d12/×4) Special Attacks deeds (deadeye, quick clear, steady aim), grit (4) Spell-Like Abilities (CL 1st; concentration +1) . . 1/day—see invisibility -------------------- Statistics -------------------- Str 13, Dex 18, Con 10, Int 12, Wis 18, Cha 10 Base Atk +1; CMB +2; CMD 16 Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload Traits chance encounter, resolve of the rejected, stoic optimism Skills Acrobatics +8, Craft (firearms) +3, Fly +4, Knowledge (engineering) +5, Knowledge (local) +5, Lore (Demons) +5, Perception +8, Survival +8; Racial Modifiers +2 Acrobatics, +2 Fly Languages Celestial, Common, Sylvan SQ gunsmith, headstrong Combat Gear black powder reagent; Other Gear chain shirt, musket[UC] with 50 cold iron bullet, spiked gauntlet, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], trail rations (5), waterskin, 3 gp, 1 sp, 2 cp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deeds Use Grit to perform special abilities with your firearms. 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. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm. ![]()
![]() Hope it's not too late to dot in! I've really wanted to get into one of these. I didn't see it in the thread, but are you allowing the variant aasimar and tiefling abilities? [Edit]Oh, saw it! Yes we can take 1 roll. Hmm... I think I'll stay stock, since the variant ability I really want has like 1% chance of happening. ![]()
![]() Did not feel inspired to make the investigator. Here's my submission: Crowan Thorn Crowan Thorn
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![]() I've been playing an Occultist Arcanist through an IRL game of WotR, and with that you get your Summon Monster spells at the levels that a wizard would, plus they're abilities instead of spells taking up your slots, all those Summoner bonuses, etc. My GM has been so dang mad at me sometimes cause I also focus on counter-summoning, and turn what demons think are backup into bombs or outright wastes of time. (Final Sacrifice is one of my favorite spells for that character) I think that Arcanists are better than Wizards in many ways, but Wizards are still not bad at all. ![]()
![]() GM_Panic wrote:
Oh! Pleasantly Surprised. Then please, allow me to introduce: Morgana Darkmoon: Female kitsune oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 175) CN Medium humanoid (kitsune, shapechanger) Init +3; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 24 (3d8+6) Fort +3, Ref +4, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4-1/19-20) or . . bite +1 (1d4-1) Ranged touch needle +5 touch (1 plus 1 bleed) Spell-Like Abilities (CL 3rd; concentration +8) . . 3/day—dancing lights Oracle Spells Known (CL 3rd; concentration +8) . . 1st (7/day)—bless, color spray (DC 17), cure light wounds, inflict light wounds (DC 16), shadow trap (DC 17) . . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 15), read magic . . Mystery Heavens -------------------- Statistics -------------------- Str 9, Dex 17, Con 14, Int 13, Wis 12, Cha 20 Base Atk +2; CMB +1; CMD 14 Feats Fox Shape, Lingering Spell[APG], Spell Focus (illusion) Traits kami respect, magical lineage (color spray), starchild Drawback vain Skills Acrobatics +5, Bluff +5 (+3 for 24 hours when you fail an opposed Charisma based check), Diplomacy +10 (+8 for 24 hours when you fail an opposed Charisma based check), Disguise +6 (+4 for 24 hours when you fail an opposed Charisma based check), Intimidate +5 (+3 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Sense Motive +5, Spellcraft +7, Survival +1 (+5 to avoid getting lost), Use Magic Device +10 (+8 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Acrobatics, starchild Languages Common, Sylvan, Tengu SQ change shape, kitsune magic, oracle's curse (covetous), revelations (awesome display, coat of many stars), vain Combat Gear robe of needles[UE]; Other Gear mithral chain shirt, dagger, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), jewelry[UE], mess kit[UE], noble's outfit, pot, soap, torch (10), trail rations (5), waterskin, 614 gp -------------------- Special Abilities -------------------- Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as -5 HD lower than their actual HD. Change Shape (Su) Assume a single human form. Coat of Many Stars +4 (3 hours/day) (Ex) +4 AC. Covetous (oracle curse) Must wear non-magic clothing/jewelry or are sickened. Also sick if valuable item stolen. Fox Shape (Fox) You can take the form of a specific fox, as beast shape II. Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Lingering Spell (+1 spell level) You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly providing concealment. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC. Kami Respect Kami automatically start with a starting attitude 1 step friendlier than usual, maximum friendly. Magical Lineage (color spray) You reduce the overall level adjustment for metamagic affecting this spell by 1. Starchild You gain a +4 trait bonus on survival checks to avoid getting lost. You automatically know where true north is. Vain -2 to Cha checks for 24h after failing an opposed Cha check -------------------- Step 1: 1. Morgana Darkmoon's fur is the darkest color of black with tiny specks of shining silver hairs all over her body, giving her the appearance of being a night sky scattered with stars. 2. These markings are the same in both kitsune and fox forms, and in human form, she has freckles that cover the same places. Those familiar with astrology would recognize Desna's constellation across her chest, among many other across her body. 3. She's more interested with exploring her powers and abilities than she is professing any faith. Her oracle's abilities are a part of her regardless of faith, so she's taking it as her personal journey rather than at the behest of the goddess who marked her. 4. She's impulsive, and vain, and loves dressing with fine jewelry and clothing. She is not aware that some of her compulsions are related to her oracle curse. 5. Morgana is a name she adopted when she was a child. All she knows is that she's from the Darkmoon family of kitsune. There is evidence her parents were killed by some kind of magical disaster that left many kitsune dead. Step 2:
Step 3:
Step 4:
Step 5:
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![]() Fire Drake wrote: I have a full crunch already up, but just to make it clear, is a completed character with both crunch and background needed to be considered 'finished' or just a background with crunch needed if selected? This uncertainty is why I only have my background posted. I HAVE the crunch ready, it's just that I am unsure if it's wanted yet. ![]()
![]() Took me a bit to filter through the posts and figure out who was staying and who had just rolled stats and hadn't submitted yet. I based completion on the 10-minute background. If I missed someone please let me know, but I think I got everyone. Let me see if I got this done right: Completed submissions
Incomplete Backgrounds
Interested - incomplete
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![]() Now I think this is REALLY interesting. I'm looking forward to the honor system. I'll adjust my character's background a bit. Morgana Darkmoon's Background: Step 1: 1. Morgana Darkmoon's fur is the darkest color of black with tiny specks of shining silver hairs all over her body, giving her the appearance of being a night sky scattered with stars. 2. These markings are the same in both kitsune and fox forms, and in human form, she has freckles that cover the same places. Those familiar with astrology would recognize Desna's constellation across her chest, among many other across her body. 3. She's more interested with exploring her powers and abilities than she is professing any faith. Her oracle's abilities are a part of her regardless of faith, so she's taking it as her personal journey rather than at the behest of the goddess who marked her. 4. She's impulsive, and vain, and loves dressing with fine jewelry and clothing. She is not aware that some of her compulsions are related to her oracle curse. 5. Morgana is a name she adopted when she was a child. All she knows is that she's from the Darkmoon family of kitsune. There is evidence her parents were killed by some kind of magical disaster that left many kitsune dead. Step 2:
Step 3:
Step 4:
Step 5:
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![]() Let's see! 4d6 ⇒ (5, 6, 5, 6) = 22 17
Still, if this is going to be a long-running game, I'm okay with these. Let me think and build. ![]()
![]() I'd be interested in playing through. Let me try stat rolls. 4d6 ⇒ (2, 4, 4, 1) = 11 9
ooooor 4d6 ⇒ (3, 2, 2, 6) = 13 11
... So I guess I am taking the 20pt buy. Crap. :/ The dice were not with me today. ![]()
![]() Thurin Foehammer wrote:
Actually, gemcutter is great because you can take some of the stones we do find during adventures and clean them up to improve their value. If you can cut the occlusions off of a fist-sized diamond and make it, say, half a fist-sized but perfect, it's actually way, way more valuable. ![]()
![]() Phntm888, The wizard I'm submitting is going to be a toolbox-style wizard; I'll focus on having spells for numerous situations, and try to contribute that way. And provide scrolls, so if your character needs a spell, I can probably provide it since a bunch of my starting gold went into expanding my spell repertoire. level 2 HP: 1d6 ⇒ 4 I'll present to you Rogna Runscythe, a Sword Binder Wizard.
Spoiler:
Rogna Runescythe Male dwarf wizard (sword binder) 2 (Pathfinder Player Companion: Arcane Anthology 11) LN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework) -------------------- Defense -------------------- AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) hp 20 (2d6+10) Fort +4, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee mwk falcata +3 (1d8+1/19-20/×3) Special Attacks hand of the apprentice (6/day), hatred Wizard (Sword Binder) Spells Prepared (CL 2nd; concentration +7) . . 1st—detect secret doors, feather fall, grease . . 0 (at will)—acid splash, detect magic, prestidigitation, read magic -------------------- Statistics -------------------- Str 13, Dex 17, Con 18, Int 17, Wis 17, Cha 11 Base Atk +1; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Arcane Strike, Breadth Of Experience[APG], Scribe Scroll Traits arcane depth, arcane scholar, focused mind Skills Acrobatics +3 (-1 to jump), Appraise +7, Craft (bookbinding) +5, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9 (+11 on checks that pertain to dwarves or their enemies), Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +7, Perception +4 (+6 to notice unusual stonework), Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework Languages Common, Draconic, Dwarven, Gnome, Sylvan, Terran SQ arcane bond (masterwork falcata), pride Combat Gear potion of cure light wounds (2), scroll of alarm, scroll of blood money, scroll of ears of the city, scroll of identify (2), scroll of keep watch (2), scroll of mage armor, scroll of mage armor, scroll of memorize page (4), scroll of secluded grimoire (4), acid, alchemical grease[APG] (3); Other Gear haramaki[UC], mwk falcata[APG], ioun torch ioun stone[APG], 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], pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), scroll belt (silent image)[UI], scroll box[UE], scroll case, scroll case, soap, spell component pouch, spring loaded scroll case, trail rations (5), vial, waterskin, wizard starting spellbook, 166 gp, 3 sp -------------------- Special Abilities -------------------- Arcane Bond (Masterwork falcata) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Hand of the Apprentice (Bonded sword only, 6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Pride (drawback) -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Rogna's last name, Runescythe, wasn't the one he was born with. Born to common blood, he had been discovered to have great magical talent by a local master of magic, Magnus Runescythe. Rogna's parents were unwilling to let him go, since they needed him to help with their family business, one that utterly squandered Rogna's talents. Magnus, instead, bought him out, paying the family a large ransom, equivalent to what Rogna would have made them for the next 50 years.
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![]() I'm going to make a dwarf wizard. I'll have him ready after I get some sleep and think about spell selection and whatnot. Going to start with some scrolls crafted if that's okay. I shouldn't step on anyone's toes with this one. Since you're going for a 2-15 game, what is your stance on crafting feats and how often we'll get to use them? ![]()
![]() Helikon wrote: Orlov seems like a copy of Gunnar ... Who? Oh! Your character. Got it. Since you just linked a character on mythweavers I didn't even see you had posted one when I checked to see what people are doing. I had rolled and started building before you posted either way. *shrug* Sorry. Since you had applied with a character from the last recruitment I'd have given your character priority. I'll retract mine until I can think of something else. Reksew_Trebla, do you want me to re-roll stats or something? ![]()
![]() His Traits are Gunworker (dwarf), Never Stop Shooting (combat), and Nimble Fingers, Keen Mind (Brigh). He has a Drawback of Vainglory, which makes it that I take a -1 on all bluff, disguise, and stealth checks because I desire recognition for my deeds. (Source: Spymaster's Handbook) Also, would it be safe to assume I managed to fix my starter musket? ![]()
![]() Orlov is the member of the Ten-Thunders clan, notable for their traditional use and crafting of black powder weapons. He has 2 brothers and 3 sisters, of whom all now have their own families and contribute to the clan's holdings. Being the youngest of the generation, he's decided to spend a decade or so traveling to broaden his experiences before settling down, finding a wife, whelping a few children, and returning to work for the clan. He's a dusky-skinned dwarf with sharp gray eyes, a head of black hair, and a muttonchop-beard that exposes a tattooed bare chin flanked on either side by a braid that ends in a silver clasp. On closer inspection, the tattoos cover burn scars that would prevent hair from growing there. Orlov wears his gunsmith's clothes and a magical bandoleer that helps him carry more ammunition and his tools. A musket hangs from his back on a sling. He has gloves with the forefinger and thumb cut off so he can feel the tools he's working with. Orlov would gladly adventure to further the cause of his fellow dwarves, as he has a strong sense of camaraderie with his kind. He's got a sense of humor and a desire to show off his skills, and isn't the best person at being stealthy or quiet. Orlov's Stat Block: Orlov Ten-Thunders Dwarf gunslinger (musket master) 2 (Pathfinder RPG Ultimate Combat 9, 50) N Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework) -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) hp 25 (2d10+8) Fort +7, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, nimble +1 -------------------- Offense -------------------- Speed 20 ft. Ranged musket +3 (1d12-2) Special Attacks deeds (deadeye, quick clear, steady aim), grit (4) -------------------- Statistics -------------------- Str 15, Dex 17, Con 18, Int 13, Wis 19, Cha 11 Base Atk +2; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip) Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload Traits gunworker, never stop shooting, nimble fingers, keen mind Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff -1, Climb +3, Craft (firearms) +4 (Make double the normal progress to create nonmagical items, +6 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Disguise -1, Heal +8, Intimidate +4, Knowledge (engineering) +6, Knowledge (local) +6, Perception +9 (+11 to notice unusual stonework), Stealth -1, Survival +9, Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Terran SQ gunsmith, industrious urbanite Other Gear chain shirt, musket[UC], beneficial bandolier[UE], bullets (100), backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], trail rations (15), waterskin, 44 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deeds Use Grit to perform special abilities with your firearms. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money. Nimble +1 (Ex) +1 AC while wearing light or no armor. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. ![]()
![]() Huh. This is entirely unknown territory for me. I'm interested. 4d4 + 6 ⇒ (2, 3, 1, 2) + 6 = 14 -1=13
[edit]Gonna make a gunslinger dwarf, probably musket master. Rolling cash now.
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![]() Questions I made but that was a page ago.
rungok wrote:
This character is one that I would love to get into a game, and I find that this AP would be an interesting trial of her character. Luccia's stat block is below, but that's just stats, you know? So things that would have been important to her development and this recruitment:
Spoiler: Luccia Catfolk unchained rogue 1 (Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20) CN Medium humanoid (catfolk) Init +7; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 11 (1d8+3) Fort +2, Ref +8, Will +1 (-1 penalty vs. compulsions, or -2 if they know your true identity) -------------------- Offense -------------------- Speed 30 ft., climb 20 ft. Melee kunai +5 (1d4+1) or . . 2 claws +5 (1d6+1) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 12, Dex 20, Con 14, Int 17, Wis 12, Cha 13 Base Atk +0; CMB +5; CMD 16 Feats Agile Maneuvers, Catfolk Exemplar (sharp Claws)[ARG] Traits bandit (river kingdoms), canopy prowler, twitchy Skills Acrobatics +9, Appraise +7, Bluff +5, Climb +14, Disable Device +10, Escape Artist +9, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +5, Sense Motive +5, Sleight of Hand +9, Stealth +10 (+11 while climbing), Use Magic Device +5 Languages Catfolk, Common, Elven, Goblin, Sylvan SQ cat's luck, empty mask, trapfinding +1 Combat Gear caltrops; Other Gear mwk studded leather, kunai (5), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, nail file, piton (10), soap, thieves' tools, trail rations (5), waterskin, 5 gp, 4 sp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result. Catfolk Exemplar (Sharp Claws) Your claws natural attack does 1d6 damage instead of 1d4 Climb (20 feet) You have a Climb speed. Empty Mask -1 to Will saves vs. compulsion, or -2 vs. those knowing your true identity. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. ![]()
![]() Okay, so I have the character planned out. I would love for other applicants to mesh or interweave with mine, so the initial backstory for the character is kind of mild, but in later posts I'd like to flesh it out more with stuff dovetailed with other players. Gram was once a child of a migrant clan of half-orcs, all of whom were second or even third generation descendants of their half-orc parents. He spent many of his first and formative years learning the hard life out on the savanna and desert sands. Many years later, he worked as a warrior of his clan, fighting to defend his home and territory. Though they were somewhat stably established near Katapesh, they migrated west towards Solku with the seasons. During travel one year, the clan was ambushed by gnolls. Though the clan was ferocious, several of them fell before the gnolls were driven off, including Gram. When he awoke, he found he had been thought dead and buried alive in a mass grave alongside his parents. Struggling to the surface, he surprised a Pharasmin cleric who had discovered the site of the battle and had been in the process of burying the dead when Gram crawled his way out of the dirt. The Pharasmin nursed him back into health, teaching him about things he never knew. Along the days of recovery, he found that while most of the clan survived, they had moved on. He had a choice: Try to catch up to his clan, or try to live anew and do something with his life that would honor the dead. Though he's somewhat simple of mind, he knows he's strong and tough and could use that to bring the hurt to the gnolls. Or anyone else he sees as an enemy. That Statblock: Gram Sandspring Male half-orc unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder Unchained 8) CG Medium humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- Defense 10, flat-footed 10 Armor DR: 5/magic or Large. . (+4 armor, +1 natural armor) Critical Defense: +5. . (+5 DR) Vig 13 (1d12) Wnd 28 (Threshold 14) Fort +5, Ref +1, Will +1; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 40 ft. Melee falchion +5 (2d4+6/18-20) Ranged throwing axe +1 (1d6+4) Special Attacks rage (6 rounds/day) -------------------- Statistics -------------------- Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 10 Base Atk +1; CMB +5; CMD 15 Feats Combat Expertise, Deadly Aim, Endurance, Ironhide[APG], Power Attack Traits desert child (desert) Skills Acrobatics -2 (+2 to jump), Artistry (criticism) +4, Craft (weapons) +6, Intimidate +4, Knowledge (nature) +4, Perception +4, Survival +4 Languages Common, Orc SQ fast movement, orc blood Other Gear lamellar (leather) armor[UC], falchion, throwing axe (4), backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), masterwork weaponsmithing tools, pot, soap, torch (10), trail rations (5), waterskin, 66 gp, 3 sp, 4 cp -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Sacred Tattoo +1 to all saves. -------------------- ![]()
![]() Dotting for interest. I have been seeing the Feat Tax thing more and more often and I'm wanting to try playing with it to see what it is. I am okay with trying wounds/vigor and Armor as DR, but I don't like the called shot option. I should be able to output my character with the rules if I reread through them. Does the rules cover barbarian DR and armor DR? (In case it's not evident, I was intending on making an unchained barb for the game. I'm thinking a Half-Orc that's from a small nomadic tribe entirely composed of half-orcs and their descendants, so he actually had half-orc parents, etc. He would be very, very dark skinned and go with the oiled upper body shirtless kind of hero.) Is this the game where you start off knowing Haleen? I want to write something nice and in-depth but I need to know if I should include ties to that character. ![]()
![]() Hello again DM Ragnarok! Loving your Scion game. Do you have a problem with me applying if I'm already in a game? I was hoping to try playing something a little more interesting, and your build rules would actually let me make something really interesting. Up to you, of course.
Memories: 1d3 ⇒ 1
Attribute set 1:
Set 2
I think I might go with set 2.
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