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![]() rorek55 wrote:
I'm in Pacific time, and can post 1ce a day most days (sometimes more) My preferences are as follows: -Prefer open world but admittedly, too many options can be just as stifling. I'm leaning towards a beginning arc that transitions into open world. -Prefer "mostly" good guys, unrepentant scalawags aren't my thing...mostly. I find that antiheroes can be really fun though. -Mid power usually works best, the same with magic. -Not a big fan of PvP, because inevitably, someone gets killed by someone else, and not just for doing something stupid...though Kenna's logic above could be interesting. ![]()
![]() Cool, thanks for the update. :) He is a man of many minds. A polite man would say two, but the wise one would say many. A great scar across his forehead, the man has mismatched eyes, one blue, and one green, and dark hair that in the right light looks just a bit red. Skilled with the blade, the wiry man with pale skin came into town late one night, cloak heavy over his face. He always carries
He dresses darkly, his gear worn from travel.He is a true vagabond, but looking for comrades, for the road is a great adventure, but adventures should be shared! He is sometimes reckless, often surprising even to himself, but loyal to those he calls friend, although often in a strange way. He always carries his special herbs in a pouch around his neck. He was not suited to the life of a contemplative, and so went out on his own. Name: Videhsi Atma
Crunch: Videhsi Atma
Human (ulfen) adept 1/fighter (mutation warrior) 1 (Pathfinder RPG Advanced Class Guide 93) CN Medium humanoid (human) Init +3; Senses Perception +1 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 17 (+4 armor, +3 Dex, +1 dodge, +3 shield) hp 18 (2 HD; 1d6+1d10+2) Fort +3, Ref +3, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee sickle +4 (1d6+3) or warhammer +4 (1d8+3/×3) Adept Spells Prepared (CL 1st; concentration +2) 1st—comprehend languages, cure light wounds 0 (at will)—create water, guidance, purify food and drink (DC 11) -------------------- Statistics -------------------- Str 17, Dex 17, Con 12, Int 13, Wis 12, Cha 10 Base Atk +1; CMB +4; CMD 18 Feats Dodge, Shield Focus, Two-weapon Fighting Traits friend in every town, mutant eye, reckless Skills Acrobatics +4, Bluff +0 (-1 vs. humanoids that can see your third eye), Climb +3, Craft (alchemy) +5, Diplomacy +1 (+0 vs. humanoids that can see your third eye), Knowledge (local) +6, Knowledge (nature) +5, Ride +3, Sense Motive +3 (Additional +2 to notice if a creature is under a mind-affecting effect), Survival +6, Swim +3 Languages Common, Skald, Vudrani SQ hedonistic (drawback), mutagen (+4/-2, +2 natural armor, 10 minutes) Combat Gear mutagen, potion of cure light wounds (2); Other Gear lamellar (leather) armor, heavy wooden shield, sickle, warhammer, backpack, bedroll, belt pouch, everburning torch, flint and steel, torch (10), trail rations (5), waterskin, light horse (combat trained), alchemy crafting kit, hemp rope (50 ft.), military saddle, saddlebags, 87 gp -------------------- Tracked Resources -------------------- Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1 Potion of cure light wounds - 0/2 Torch - 0/10 Trail rations - 0/5 -------------------- Special Abilities -------------------- Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates) Mutagen (DC 11) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes. Mutant Eye +2 to Sense Motive to notice creature under mind-affecting effect, -1 Bluff & Diplomacy. Shield Focus +1 Shield AC ![]()
![]() I'm working on a Changeling Bloodrager (greenblooded, Destiny bloodline) Crunch is here, I'm still working on the fluff... Drusilla of the Fangwood: Drusilla of the Fangwood Female changeling greenrager 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Advanced Race Guide 184) LG Medium humanoid (changeling) Init +4; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield) hp 10 (1d10) For +2, Ref +2, Will +0 -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee longsword +4 (1d8+4/19-20) or 2 claws -1 (1d4+2) Special Attacks bloodrage (10 rounds/day) -------------------- Statistics -------------------- Str 16, Dex 14, Con 10, Int 12, Wis 10, Cha 15 Base Atk +1; CMB +4; CMD 16 Feats Extra Rage Traits chance savior, kin guardian Skills Craft (weapons) +3, Handle Animal +6, Intimidate +6, Knowledge (local) +2, Perception +4, Ride +0 Languages Common, Sylvan, Terran SQ destined strike +1, fast movement Other Gear scale mail, heavy steel shield, longsword, 30 gp -------------------- Tracked Resources -------------------- Bloodrage (6 rounds/day) (Su) - 0/4 Destined Strike +1 (3/day) (Su) - 0/3 -------------------- Special Abilities -------------------- Bloodrage (4 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y Darkvision (60 feet) You can see in the dark (black and white vision only). Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Hulking Changeling (Annis Hag) (Ex) The changeling gains a +1 racial bonus on melee damage rolls. Kin Guardian Aid another to increase family member's AC grants +2 higher bonus (+4 total). Shield Focus +1 Shield AC ![]()
![]() here's a bloodrager I've been itchin' to play: Crunch:
Sheoll Blackflame Angel-blooded aasimar (angelkin) bloodrager (rageshaper) 1 (Pathfinder RPG Advanced Class Guide 15, 84; Pathfinder RPG Advanced Race Guide 84) N Medium outsider (native) Hero Points 1 Init +3; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity) hp 11 (1d10+1) Fort +3, Ref +2, Will +0; +2 vs. [evil] Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 40 ft. Melee club +4 (1d6+3) or greatsword +4 (2d6+4/19-20) Ranged throwing axe +3 (1d6+3) Special Attacks bloodrage, claws Spell-Like Abilities (CL 1st; concentration +5) 1/day—alter self -------------------- Statistics -------------------- Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 16 Base Atk +1; CMB +4; CMD 16 Feats Angelic Blood[ARG] Traits arcane temper, brigand Skills Acrobatics +4, Climb +5, Heal +2, Intimidate +7, Perception +4, Spellcraft +5, Survival +4; Racial Modifiers +2 Heal, brigand Languages Abyssal, Celestial, Common SQ bloodline (abyssal), fast movement, hero points Other Gear lamellar (leather) armor, club, greatsword, throwing axe (3), backpack, bedroll, belt pouch, blanket, flint and steel, silk rope (50 ft.), trail rations (5), waterskin, whetstone, 52 gp, 8 sp, 8 cp -------------------- Tracked Resources -------------------- Alter Self (1/day) - 0/1 Bloodrage (5 rounds/day) (Su) - 0/5 Club - 0/1 Throwing axe - 0/3 Trail rations - 0/5 -------------------- Special Abilities -------------------- Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding. Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging. Darkvision (60 feet) You can see in the dark (black and white vision only). 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. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Appearance:
Sheoll is 5'10" with deep black hair of uneven lengths and golden eyes. His pale skin is covered in scars, principally around his mouth and hands, and were it not for his intimidating presence, many would consider him attractive. He has a wiry build, all taut muscle and his voice is deep and resonant, with an otherworldly quality. He moves like a hunter, an affectation from his years with a nomadic tribe, but much prefers direct confrontation to subterfuge. Anyone watching him for an extended period will notice slight ticks, and him whispering to someone who is not there... Background: Sheoll's life had been one marked by fits and starts. His father, Aharim, had been on a mission from his homeland in Osirion to bring the word of Desna to the "heathen" in the northern lands. His group had traveled all around Golarion, preaching the word of the Starsong and of the fortune and wanderlust that was her credo.
One fateful night, his group of priests was set upon by a small tribe of trolls, Lamashites all of them, and they tore into the faithful with a great fervor. As the Fates allowed, a rival group of Kelids, barbarians all, had been tracking the trolls as they moved. The two groups were mortal enemies, and Sheoll's mother, Ishira, was a Berserk and great fighter among them. The barbarians came upon the trolls and seeing them distracted by their hunger for the "helpless" priests, they charged in. Ishira immediately saw the fire that burned within Aharim, as she and her people also worshiped Desna, but in a more elemental form; the pure white fire of the North Star. The two stood side by side, and as their enemies fell, their passion grew. With the battle over, and the wounded tended, they fell into each other's arms. They traveled for some time together, and Aharim convinced Ishira's people to return with him to Osirion. Their love was bright like a star, but unfortunately, with the fire of battle out, the flame did not last. Not long after they reached Osiron, the two parted, though as friends. Many of Ishira's people stayed in Osirion to train in the church of Desna, but feeling wanderlust, she moved on. It was in the wildlands that Sheoll was born and under a sun that shone black. The holy men of the tribe new this to be an omen, however their sights were blurred and they could not say whether for good or ill. For the first ten years of his life, the boy did not speak a single word, but one night Sheoll spoke in tongues, a mishmash of languages from above and below. He was set upon by the others, and though he took many a beating, his mother only stepped in when his life was in danger, such was their way. Fires must be kindled. The boy grew in strength and confidence, not brought down by his hard life, and he could feel a darkness, a wildness deep within that he worked hard to tame. Time went on, and Sheoll aged very slowly, gathering scars, but not the ravages of time - the wrinkles and stiff joints that came to others. On the morning of his mother's death, he left the tribe, following her spirit as it crossed into the sky. He found his own spirituality less defined, seeing chaos all around him, and hearing it as a great wild song. Travelling across Golarion for a few more years, he was eager to learn about the world around him, and even more eager to learn about himself. He had found himself in the River Kingdoms, traveling with some less than savory characters. Tired of the bickering and backstabbing, he moved on, finding himself in a place dubbed "The Stolen Lands" by the northerners in Brevoy... ![]()
![]() here's my crunch...fluff will follow Iod Zhole: Iod Zhole Human (kellid) fighter (mutation warrior) 1 (Pathfinder RPG Advanced Class Guide 93) N Medium humanoid (human) Init +5; Senses Perception +2 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 17 (+4 armor, +3 dexterity, +1 dodge, +3 shield) hp 12 (1d10+2) Fort +3, Ref +3, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee longsword +5 (1d8+4/19-20) -------------------- Statistics -------------------- Str 18, Dex 16, Con 12, Int 14, Wis 13, Cha 10 Base Atk +1; CMB +5; CMD 19 Feats Apotheosis, Dodge, Fast Learner[ARG], Shield Focus Traits mutant eye, reactionary Skills Bluff +0 (-1 vs. humanoids that can see your third eye), Craft (weapons) +6, Diplomacy +0 (-1 vs. humanoids that can see your third eye), Disable Device -2, Heal +2, Intimidate +4, Perception +2, Sense Motive +3 (Additional +2 to notice if a creature is under a mind-affecting effect), Survival +5 Languages Common, Dwarven, Goblin, Hallit SQ mutagen Combat Gear mutagen; Other Gear lamellar (leather) armor, heavy steel shield, longsword, artisan's tools, backpack, bedroll, belt pouch, flint and steel, pot, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 41 gp -------------------- Tracked Resources -------------------- Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1 Torch - 0/10 Trail rations - 0/5 -------------------- Special Abilities -------------------- Apotheosis +2 to Con checks to stabilize. Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min. Mutant Eye +2 to Sense Motive to notice creature under mind-affecting effect, -1 Bluff & Diplomacy. Shield Focus +1 Shield AC ![]()
![]() DM Corerue wrote:
Was just going by this, but if that's not what was intended, I do indeed need to make a change. However, It sounds like you're not interested in the character anyway. ![]()
![]() Ok...let's see if i can do it right this time. Here's my submission: 1d3 + 15 ⇒ (1) + 15 = 16
1 reroll 1d10 + 6 ⇒ (10) + 6 = 16 Ok, so before adjustments, that gives me
Still would like to be an angelblooded aasimar bloodrager, and high CHA could make me the face, if need be. Crunchy Bits:
Sheoll of the Black Sun
Angel-blooded aasimar (angelkin) bloodrager 1 (Pathfinder RPG Advanced Class Guide 15; Pathfinder RPG Advanced Race Guide 84) N Medium outsider (native) Init +5; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 dexterity) hp 13 (1d10+3) Fort +5, Ref +3, Will +2; +2 vs. [evil] Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 40 ft. Melee greatsword +6 (2d6+7/19-20) Special Attacks bloodrage, claws Spell-Like Abilities (CL 1st; concentration +6) 1/day—alter self -------------------- Statistics -------------------- Str 20, Dex 16, Con 16, Int 15, Wis 14, Cha 20 Base Atk +1; CMB +6; CMD 19 Feats Angelic Blood[ARG] Traits outcast's intuition, reactionary, stargazer Skills Acrobatics +5, Climb +7, Heal +4, Intimidate +9, Knowledge (arcana) +6 (+8 to identify alien monsters' abilities and weaknesses), Perception +6, Sense Motive +3, Spellcraft +6, Survival +6; Racial Modifiers +2 Heal Languages Abyssal, Celestial, Common, Hallit SQ bloodline (abyssal), fast movement, hero points Other Gear lamellar (leather) armor, greatsword, backpack, belt pouch, blanket, flint and steel, pot, silk rope (50 ft.), soap, trail rations (5), waterskin, 21 gp, 1 sp -------------------- Tracked Resources -------------------- Alter Self (1/day) - 0/1 Bloodrage (7 rounds/day) (Su) - 0/7 Trail rations - 0/5 -------------------- Special Abilities -------------------- Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding. Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging. Darkvision (60 feet) You can see in the dark (black and white vision only). 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. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Outcast's Intuition +1 to your Caster Level against dispel attempts. Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill Background and Appearance:
Appearance
:Sheoll is 5'10" with deep black hair of uneven lengths and golden eyes. His pale skin is covered in scars, principally around his mouth and hands, and were it not for his intimidating presence, many would consider him attractive. He has a wiry build, all taut muscle and his voice is deep and resonant, with an otherworldly quality. He moves like a hunter, an affectation from his years with a nomadic tribe, but much prefers direct confrontation to subterfuge. Anyone watching him for an extended period will notice slight ticks, and him whispering to someone who is not there... Background: Sheoll's life had been one marked by fits and starts. His father, Aharim, had been on a mission from his homeland in Osirion to bring the word of Desna to the "heathen" in the northern lands. His group had traveled all around Golarion, preaching the word of the Starsong and of the fortune and wanderlust that was her credo. One fateful night, his group of priests was set upon by a small tribe of trolls, Lamashites all of them, and they tore into the faithful with a great fervor. As the Fates allowed, a rival group of Kelids, barbarians all, had been tracking the trolls as they moved. The two groups were mortal enemies, and Sheoll's mother, Ishira, was a Berserk and great fighter among them. The barbarians came upon the trolls and seeing them distracted by their hunger for the "helpless" priests, they charged in. Ishira immediately saw the fire that burned within Aharim, as she and her people also worshiped Desna, but in a more elemental form; the pure white fire of the North Star. The two stood side by side, and as their enemies fell, their passion grew. With the battle over, and the wounded tended, they fell into each other's arms. They traveled for some time together, and Aharim convinced Ishira's people to return with him to Osirion. Their love was bright like a star, but unfortunately, with the fire of battle out, the flame did not last. Not long after they reached Osiron, the two parted, though as friends. Many of Ishira's people stayed in Osirion to train in the church of Desna, but feeling wanderlust, she moved on. It was in the wildlands that Sheoll was born and under a sun that shone black. The holy men of the tribe new this to be an omen, however their sights were blurred and they could not say whether for good or ill. For the first ten years of his life, the boy did not speak a single word, but one night Sheoll spoke in tongues, a mishmash of languages from above and below. He was set upon by the others, and though he took many a beating, his mother only stepped in when his life was in danger, such was their way. Fires must be kindled. The boy grew in strength and confidence, not brought down by his hard life, and he could feel a darkness, a wildness deep within that he worked hard to tame. Time went on, and Sheoll aged very slowly, gathering scars, but not the ravages of time - the wrinkles and stiff joints that came to others. On the morning of his mother's death, he left the tribe, following her spirit as it crossed into the sky. Travelling across Golarion for a few more years, he was eager to learn about the world around him, and even more eager to learn about himself. Hopefully I can play with you guys, I think this AP will be fun, and I really like the idea for this character. ![]()
![]() 1d3 + 15 ⇒ (3) + 15 = 18;
Angelblooded Aasimar Bloodrager Dot! Str 20
holy cow those are awesome stats I'll put up more if you guys have a place for me...been itching to play Iron Gods ![]()
![]() Hello, there fellow gamers. I'm currently running a game where the characters (all friends fromthe "real" world) have been transported to a fantasy world. We're looking for a rogue tyoe to join the group. If this sounds like something you could enjoy, please submit an idea. There's lots of info about how we created the characters in this thread, but if have any questions, I'd be happy to answer. Thanks , and I look forward to seeing your ideas. ![]()
male half living/half dead feline Quantum Sorcerer/12
![]() Okie dokie. Looks like it's back to recruitment, and looking for a rogue-type. If anyone knows any players they can recommend, I'll take those suggestions. Otherwise, I'm going to put up a recruitment post tomorrow. Lets take a break over the weekend, and hit it running fresh on the new week. Sound good? ![]()
male half living/half dead feline Quantum Sorcerer/12
![]() Cool, looks like we're coming along nicely. Met in high school, became friends through a weekly movie club, found that you had an odd chemistry, and over time became good friends. *That the jist of it? *continued into college Final addition to your group (npc); Adam Nicholas Durgan, was born in Ireland, but his parents moved here when he was very young. He's slightly shorter and wiry, and interested in drawing and animals., particularly anatomy. He has dark brown hair, kept short but messy, and surprisingly few freckles for his lineage. He's a bit of an odd duck. He tends to enjoy the stranger cinema. He's easy to get along with once you get past his initial social awkwardness, and enjoys talking with his friends about just about anything. Senior year he had a nervous breakdown, and had to be taken to an institution for a while, and though none of you were able to visit him, he has been emailing you all for the last year.
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