Girallon

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22 posts (152 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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How does this sound for a character?

Morcrug, the Half-Orc Blacksmithing apprentice.

Morcrug was a wayward orphan wandering the streets of (a city in this setting) when he stumbled his way into the (Smith's name here) Smithy. He asked for food and work, and the tradesman could hardly believe that a wasting boy with hardly an ounce of muscle could swing a hammer well enough to make a weapon, but he let him try it out anyway.
He proved proficient enough, and having an extra pair of hands around would help lighten the ever-increasing load, and thus Morcrug was accepted as an apprentice. While training under (Smith's name here), (Smith's name here) discovered that along with his excellent work ethic and ability to swing a hammer without shattering his arms, Morcrug had a tendency to do something that he too was familiar with. He would watch people, taking care to go unnoticed.
Morcrug's hammer strikes rang true and in time (Smith's name here) would send him away with a coin to go to school.

Morcrug, Half-Orc Stalker(Path of War). Apprentice Tradesman of Craft(Weapons).


1 person marked this as a favorite.

I'm familiar with Fantasy Grounds and like playing in it for online games, is there anything prospective players should know about character creation?


Set One:
Stats Roll: 4d6 ⇒ (1, 5, 3, 4) = 13-1 =12
Stats Roll: 4d6 ⇒ (3, 1, 2, 6) = 12-1 =11
Stats Roll: 4d6 ⇒ (6, 6, 6, 3) = 21-3 =18
Stats Roll: 4d6 ⇒ (6, 1, 1, 6) = 14-1 =13
Stats Roll: 4d6 ⇒ (5, 1, 1, 2) = 9-1 =8
Stats Roll: 4d6 ⇒ (4, 6, 6, 6) = 22-4 =18
Set Two:
Stats Roll: 4d6 ⇒ (1, 2, 5, 5) = 13-1 =12
Stats Roll: 4d6 ⇒ (3, 5, 6, 1) = 15-1 =14
Stats Roll: 4d6 ⇒ (5, 1, 2, 3) = 11-1 =10
Stats Roll: 4d6 ⇒ (1, 3, 6, 6) = 16-1 =15
Stats Roll: 4d6 ⇒ (4, 6, 5, 3) = 18-3 =15
Stats Roll: 4d6 ⇒ (1, 2, 2, 3) = 8-1 =7

I'm interested in making a hunter, probably just human, but we'll see how the stats look.
Well I'm obviously going to go for the first stats roll. I mean DAMN,2 18s. Going Human, with an Ape for a companion animal. I'll update with the build later, at work right now.


Hi, sorry for late notice, but I don't think I'm going to be able to play in this campaign, I have a lot of things stacking up now and I can only really commit to one online campaign.


GM Deadly Secret wrote:
Vegecannibal, since we don't have your character yet. I'm going to push the story along and we will have to introduce yours later. When you get a chance, submit your character in the discussion thread and I'll tell you when you can start playing in the Gameplay thread.

sorry, I've been putting off creating the alias, I'll have it ready either in the next couple hours or tomorrow


So, I went with Counterfeit Mage Rogue because I assumed my first choice wouldn't be allowed, but I suppose there's no harm in asking, would an Undead Master Wizard or Undead Lord Cleric be feasable? The Undead Master Wizard states that it requires the character to be Evil (although besides being necromancy it doesn't seem to have a reason why) but the Undead Lord Cleric makes no such requirement, as the Death domain is Neutral.


I'm considering a Dhampir Rogue of the Counterfeit Mage Archetype


Sorry for not posting earlier, I'll submit an idea for a character in a few hours.


at least combat ended before my turn in the initiative order, that way my noob forum-play skills didn't affect the game.


I'm not sure how to make a character page on the forum, but I've finished my build. I decided against Stygian Slayer and went for Vangaurd Slayer


Just an FYI, I read the player companion for Way of the Wicked, and it mentions that animal companions are either killed or evaded/escaped capture. So if we start imprisoned, Yuo would hopefully (with your permission) have escaped with her Break Out Trick and be waiting somewhere for me.


vegecannibal wrote:
[dice=Stats Roll]4d6-1=12

[dice=Stats Roll]4d6-1=14
[dice=Stats Roll]4d6-1=15
[dice=Stats Roll]4d6-2=11
[dice=Stats Roll]4d6-2=12
--[dice=Stats Roll]4d6-1=11-- Lowest
[dice=Stats Roll]4d6-2=16

I've updated all my info into a single post.

Crunch

Spoiler:

Male Vanaran Hunter
Neutral Evil Medium Humanoid (Vanara)
Init: +4 Senses: Low-Light Vision Perception: +4
--------------------
Defense
--------------------
AC 18 TAC: 14 FF: 15
HP 16 Fort +5 Ref +7 Will +2
--------------------
Offense
--------------------
Melee : +1 (+5 with Weapon Finesse)
Ranged: +5
Speed 30 ft. Climb 20ft.
--------------------
Statistics
--------------------
Str1 (+0) Dex 18 (+4) Con 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)
Base Atk +1 CMB +1 CMD 14
Feats Weapon Finesse(Combat), Careful Sneak, Animal Soul, Outflank(Combat, Teamwork), Point Blank Shot
Skills Climb +3 (1), Disguise +6 (2), Escape Artist +4 (1) Handle Animal +6 (2), Heal +7 (2), Intimidate +4 (1), Perception +7 (2), Ride +8 (2) Stealth +11 (2), Survival +8 (2)
Languages: Vanaran, Common, Elven, Sylvan,
Traits: Racial: Prehensile Tail, Dirty Fighter, Pillager, Desecration
Combat Gear: Machete 1d6 19-20x2 Slashing, Studded Leather Armor, Armored Kilt, Buckler
Mundane Gear: Hanging Tent, Adventurer's Sash, 10 Bottles of Baijiu, Butterfly Net, 2 Heatstones, Bloodvine Rope, 40 Trail Rations, Masterwork Backpack, False Bottomed Chest, Keif, 16 gp
--------------------
Special Abilities

Animal Companion (Ex):

Yuo the Ape is my animal companion.

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Orisons:
(Create Water, Mending, Spark, Stabilize)

Precise Companion:

(Outflank, Teamwork)

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Spell Casting: 1st Level: 4 Per Day
(Summon Nature's Ally 1, Mud Ball, Acid Maw)

Track (Ex):

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex):

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Primal Transformation (Su):

At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

This ability replaces animal focus.

Campaign Trait:
Desecration
You have violated one of the churchs, cathedrals or holy
shrines of the great god Mitra. To be sent to Branderscar
this was no minor act of vandalism. Instead you have
done something flagrant and spectacular to dishonor the
Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving
throws against divine spells.

Background: Hunter
Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival

Bonus Feat: Choose either Deadly Aim or Point-Blank Shot

Yuo's Crunch:

Spoiler:

Ape
STARTING STATISTICS
Size Medium;
Speed 30 ft., climb 30 ft.;
AC +1 natural armor;
Attack bite (1d4), 2 claws (1d4);
Ability Scores: Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7;
Special Qualities: low-light vision, scent.
HP: 18 (3HD)
AC: 14
BAB: +2
Fortitude: +3
Reflex: +6
Will: +2
Skills: Climb 1(+5), Survial 1(+5), Escape Artist 1(+7)
Feats: Outflank (Combat, Teamwork), Power Attack (Combat), Throw Anything(Combat)

Link (Ex)
A druid (hunter) can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid (hunter) may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks Known:

Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a +4 circumstance bonus on Escape Artist checks. Furthermore, the animal can take certain basic actions such as lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal‘s ability.

Demolish (DC 15): The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).

Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.

Maneuver (DC 20)(Bull Rush): The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). an animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

4TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Backstory

Spoiler:

Sabade sat in the cart listening to the sermon of the human stranger who had picked him and Yuo up. He was going on about the power of Asmodeus, he spoke of the strong ruling the weak, Sabade nodded and feigned interest at the sermon but was intrigued by the prospect of power, for he was sure to need it in the days to come. He had left his home in exile and disgrace, but he didn’t miss it, they were simple-minded and couldn’t see beyond the trees they built their homes in. There was no respect for power among his people, but there was respect for power in him.
When he was young, had seen Yuo fighting off a nest of vipers when he was outside the village training, and saw her fists pound the snakes into soup and slam their bodies against a nearby tree. Yuo was still a young ape, hardly more than a child, but she possessed the strength and speed to snatch a viper as it jumped at her with fangs barred, and crush it. Sabade approached Yuo after this, with some food from his own rations as a gift, and she accepted. Sabade tended to Yuo’s wounds and formed a bond with the beast so strong that Yuo followed him home.
For two years Sabade had trained with Yuo, and together they brought down foes much mightier than either of them were alone. The elders daughter, Enomu, had also taken to training alongside a beast. Her’s was a large black cat, surely strong, but with the temperament of a sloth. She pampered the thing and even made it it’s own bed within her dwelling at the foot of her bed. Sabade never understood this, Yuo slept alongside him, it was practical, as they shared their warmth, and it furthered their bond, as equals, not as pets. Even with these differences in opinion for how one should behave with their companion, he had grown fond of her, or at least, of looking at her.
Sabade and Yuo had found a wonderful spot to train above a waterfall, a waterfall that Enomu happened to bathe in frequently. It wasn’t intentional, at first anyway, but it became a habit that Sabade and Yuo would go off and train, overlooking the waterfall unseen. His eyesight improved dramatically for...studious reasons.This wasn’t to last however, as the slovenly beast Enomu had been training would prowell the surrounding areas as she bathed, and eventually it stumbled upon Sabade and Yuo training. It was a prideful thing, and thought it could take Yuo, who it saw as it’s rival, it was wrong. Yuo threw the cat off the edge of the waterfall after catching it’s leap, the cat lie broken and dying on the rocks it washed up on. Enomu witnessed the cat’s fall, and spied Sabade and Yuo upon the cliff.
She was embarrassed, enraged, and sorrowful all at once, and when she returned to the village she told her father of what had happened. Sabade was given the choice of putting down Yuo or leaving the village, it didn’t even take a second for Sabade to make his decision, he slapped Enomu to the ground and bellowed “Your pathetic beast died because of your pampering, and like it, you are weak.” then he left.
Sabade found his way through the jungle and to a human village that he frequently visited, and from there found passage with this follower of Asmodeus. The worshiper of Asmodeus who had given Sabade a ride told him to travel to Talingarde if he wished to serve, and that what he would be dealing would be revealed once he was there. This seemed unnecessarily cryptic and possibly deceitful, but from what the man had said, this was the way of Asmodeus.
Their paths diverged eventually, but Sabade carried on to Talingarde, and when he arrived a robed man with an obvious air of superiorty greeted him, by calling him a savage. "Dear child, let me show you the ways out of your savagery with Mitra! Come to the temple, let me share the faith!" Sabade agreed, not because he was interested, but because he wanted to show him what a savage he really was. When they arrived he was ushered to sit and listen to a sermon, instead, Sabade guided Yuo to the shrine and bowed. The man was pleased immensely, until Yuo's mouth dripped acid, and she bit into the most fragile/elegant piece of the shrine. The man stood in shock and disbelief, then shouted "YOU HEATHENS, DESECRATING THE SHRINE IN SUCH A MANNER, YOU WILL P-" The mans speech was cut short when Sabade conjured a ball of mud and threw it at his face, he was blinded, and had swallowed a good deal of it to boot. Sabade punched him in the stomach, then slowly walked out, as he crossed the threshold of the temple, gaurds surrounded him, weapons drawn. Severely outnumbered, Sabade submitted to capture, hoping to keep Yuo safe.

Role: Frontline Fighter, but Yuo will end up being tankier than me, and I may decide to end up riding her into battle when she increases to Large size.

Free Stuff:
Feats: Weapon Finesse(Combat), Animal Soul
Traits: Dirty Fighter, Harvester, Desecration
Archetype: Primal Companion Hunter
Skill: Stealth


I'm interested in making a Suli Slayer, would that mesh well? and are Archetypes available? if so I'd like to go Stygian Slayer.


I noticed a mistake in my earlier Crunch:

AC: 18
Fortitude: +5
Reflex: +7
Will: +2

BAB: +1
Melee: +1(+5 w/ Weapon Finesse Weapons)
Ranged: +5
CMB: +1

Spells Per Day: 4
Spells: Summon Nature’s Ally I, Acid Maw, Mudball

Also, Crunch for my animal companion, Yuo:

Spoiler:

Ape
STARTING STATISTICS

Size Medium;
Speed 30 ft., climb 30 ft.;
AC +1 natural armor;
Attack bite (1d4), 2 claws (1d4);
Ability Scores: Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7;
Special Qualities: low-light vision, scent.
HP: 18 (3HD)
AC: 14
BAB: +2
Fortitude: +3
Reflex: +6
Will: +2
Skills: Climb 1(+5), Survial 1(+5), Escape Artist 1(+7)
Feats: Outflank (Combat, Teamwork), Power Attack (Combat), Throw Anything(Combat)

Link (Ex)
A druid (hunter) can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid (hunter) may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks Known:

Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a +4 circumstance bonus on Escape Artist checks. Furthermore, the animal can take certain basic actions such as lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal‘s ability.

Demolish (DC 15): The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).

Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.

Maneuver (DC 20)(Bull Rush): The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). an animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

4TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.


vegecannibal wrote:
Jing the Evil GM wrote:
There appears to be no crime in your build. You will need to drop one of your three current traits and choose a Crime trait from the Campaign as well as tie in your backstory to the crime you committed against the people of Talingarde.
Ah, I didn't realize Crime was a specific type of Trait, that's why i picked Pillager, seemed criminal. I'll swap it out once I find one to tie into the backstory.

Exchange Pillager for Desecration.

Backstory Tie-In:
The worshiper of Asmodeus who had given Sabade a ride told him to travel to Talingarde if he wished to serve, and that what he would be dealing would be revealed once he was there. This seemed unnecessarily cryptic and possibly deceitful, but from what the man had said, this was the way of Asmodeus. Their paths diverged eventually, but Sabade carried on to Talingarde, and when he arrived a robed man with an obvious air of superiorty greeted him, by calling him a savage. "Dear child, let me show you the ways out of your savagery with Mitra! Come to the temple, let me share the faith!" Sabade agreed, not because he was interested, but because he wanted to show him what a savage he really was. When they arrived he was ushered to sit and listen to a sermon, instead, Sabade guided Yuo to the shrine and bowed. The man was pleased immensely, until Yuo's mouth dripped acid, and she bit into the most fragile/elegant piece of the shrine. The man stood in shock and disbelief, then shouted "YOU HEATHENS, DESECRATING THE SHRINE IN SUCH A MANNER, YOU WILL P-" The mans speech was cut short when Sabade conjured a ball of mud and threw it at his face, he was blinded, and had swallowed a good deal of it to boot. Sabade punched him in the stomach, then slowly walked out, as he crossed the threshold of the temple, gaurds surrounded him, weapons drawn. Severely outnumbered, Sabade submitted to capture, hoping to keep Yuo safe.


Jing the Evil GM wrote:
There appears to be no crime in your build. You will need to drop one of your three current traits and choose a Crime trait from the Campaign as well as tie in your backstory to the crime you committed against the people of Talingarde.

Ah, I didn't realize Crime was a specific type of Trait, that's why i picked Pillager, seemed criminal. I'll swap it out once I find one to tie into the backstory.


vegecannibal wrote:

[dice=Stats Roll]4d6-1=12

[dice=Stats Roll]4d6-1=14
[dice=Stats Roll]4d6-1=15
[dice=Stats Roll]4d6-2=11
[dice=Stats Roll]4d6-2=12
--[dice=Stats Roll]4d6-1=11-- Lowest
[dice=Stats Roll]4d6-2=16
Let's see what we're working with.
Edit: I hope This doesn't reroll the stats, but if it does, I have the unrerolled stats outside the dice phrasing.
I'll be looking to build a beast master, details unknown yet.

Here's the Build and Backstory

Crunch
Spoiler:
Male Vanaran Hunter
NE Medium Humanoid (Vanara)
Init: +4 Senses: Low-Light Vision Perception: +4
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Defense
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AC 19 TAC: 14 FF: 15
HP 13 Fort +2 Ref +4 Will +2
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Offense
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Melee :
Ranged:
Speed 30 ft. Climb 20ft.
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Statistics
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Str1 (+0) Dex 18 (+4) Con 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)
Base Atk +0 CMB +1 CMD 14
Feats Weapon Finesse(Combat), Careful Sneak, Animal Soul, Outflank(Combat, Teamwork)

Skills Climb +3 (1), Disguise +6 (2), Escape Artist +4 (1) Handle Animal +5 (2), Heal +7 (2), Intimidate +4 (1), Perception +7 (2), Ride +8 (2) Stealth +10 (2), Survival +7 (2)
Languages: Vanaran, Common, Elven, Sylvan,
Traits: Racial: Prehensile Tail, Dirty Fighter, Pillager, Harvester
Combat Gear: Machete 1d6 19-20x2 Slashing, Studded Leather Armor, Armored Kilt, Buckler
Mundane Gear: Hanging Tent, Adventurer's Sash, 10 Bottles of Baijiu, Butterfly Net, 2 Heatstones, Bloodvine Rope, 40 Trail Rations, Masterwork Backpack, False Bottomed Chest, Keif, 16 gp
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Special Abilities

Animal Companion (Ex):

Yuo the Ape is my animal companion.

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Orisons:
(Create Water, Mending, Spark, Stabilize)

Precise Companion:

(Outflank, Teamwork)

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Spell Casting:
(Mud Ball, Acid Maw)

Track (Ex):

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex):

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Primal Transformation (Su):

At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

This ability replaces animal focus.


Backstory
Spoiler:
Sabade sat in the cart listening to the sermon of the human stranger who had picked him and Yuo up. He was going on about the power of Asmodeus, he spoke of the strong ruling the weak, Sabade nodded and feigned interest at the sermon but was intrigued by the prospect of power, for he was sure to need it in the days to come. He had left his home in exile and disgrace, but he didn’t miss it, they were simple-minded and couldn’t see beyond the trees they built their homes in. There was no respect for power among his people, but there was respect for power in him.
When he was young, had seen Yuo fighting off a nest of vipers when he was outside the village training, and saw her fists pound the snakes into soup and slam their bodies against a nearby tree. Yuo was still a young ape, hardly more than a child, but she possessed the strength and speed to snatch a viper as it jumped at her with fangs barred, and crush it. Sabade approached Yuo after this, with some food from his own rations as a gift, and she accepted. Sabade tended to Yuo’s wounds and formed a bond with the beast so strong that Yuo followed him home.
For two years Sabade had trained with Yuo, and together they brought down foes much mightier than either of them were alone. The elders daughter, Enomu, had also taken to training alongside a beast. Her’s was a large black cat, surely strong, but with the temperament of a sloth. She pampered the thing and even made it it’s own bed within her dwelling at the foot of her bed. Sabade never understood this, Yuo slept alongside him, it was practical, as they shared their warmth, and it furthered their bond, as equals, not as pets. Even with these differences in opinion for how one should behave with their companion, he had grown fond of her, or at least, of looking at her.
Sabade and Yuo had found a wonderful spot to train above a waterfall, a waterfall that Enomu happened to bathe in frequently. It wasn’t intentional, at first anyway, but it became a habit that Sabade and Yuo would go off and train, overlooking the waterfall unseen. His eyesight improved dramatically for...studious reasons.This wasn’t to last however, as the slovenly beast Enomu had been training would prowell the surrounding areas as she bathed, and eventually it stumbled upon Sabade and Yuo training. It was a prideful thing, and thought it could take Yuo, who it saw as it’s rival, it was wrong. Yuo threw the cat off the edge of the waterfall after catching it’s leap, the cat lie broken and dying on the rocks it washed up on. Enomu witnessed the cat’s fall, and spied Sabade and Yuo upon the cliff.
She was embarrassed, enraged, and sorrowful all at once, and when she returned to the village she told her father of what had happened. Sabade was given the choice of putting down Yuo or leaving the village, it didn’t even take a second for Sabade to make his decision, he slapped Enomu to the ground and bellowed “Your pathetic beast died because of your pampering, and like it, you are weak.” then he left.
Sabade found his way through the jungle and to a human village that he frequently visited, and from there found passage with this follower of Asmodeus.

Free Stuff:
Feats: Weapon Finesse(Combat), Animal Soul
Traits: Dirty Fighter, Harvester, Pillager
Archetype: Primal Companion


DM Thron wrote:

Vegecannibal: There are plenty of exotic options for Monsters as Cohorts with the base rules already.

Thanks for the reply, I'm building a Hunter and was asking because I wanted to have a better animal companion, but it's not necessary. I'll post my build in a few hours. (Still a Hunter). I'm going to assume that Vanara are too exotic for player races.


DM Thron wrote:
Aside from the free Leadership Feat, they will be handled as presented in the Core Rulebook.

If someone were interested in taking the Monstrous Companion feat instead of the Leadership feat would that be acceptable?


Stats Roll: 4d6 ⇒ (6, 1, 2, 4) = 13-1=12
Stats Roll: 4d6 ⇒ (5, 6, 1, 3) = 15-1=14
Stats Roll: 4d6 ⇒ (6, 6, 1, 3) = 16-1=15
Stats Roll: 4d6 ⇒ (3, 4, 2, 4) = 13-2=11
Stats Roll: 4d6 ⇒ (5, 5, 2, 2) = 14-2=12
--Stats Roll: 4d6 ⇒ (3, 4, 1, 4) = 12-1=11-- Lowest
Stats Roll: 4d6 ⇒ (6, 2, 5, 5) = 18-2=16
Let's see what we're working with.
Edit: I hope This doesn't reroll the stats, but if it does, I have the unrerolled stats outside the dice phrasing.
I'll be looking to build a beast master, details unknown yet.


I've been a gamer (Video Games, TTRPGs, Strategy Games (Really Big on Twilight Imperium)) all my life, although I haven't memorized any player handbooks, so I may be rusty on the capabilities of specific classes, unless I happen to be playing a character of said class at the time.
I'm just about finished with My degree in Video Production, and will have a lot of free time on my hands come summer. My availability will be, in general, every day I'll be able to post once or twice. I'm in the Pacific Northwest and my time zone is PST. Why do I want to play this game so badly? Because Dwarves....and influencing the path a kingdom takes sounds really cool. Also I'd like to Secretly launch a plan to overrun and take over the kingdom with a horde of cats loyal to me. I have a minimal amount of experience with dwarf fortress, I coudln't get the 3D overview mod to work and got frustrated.

EDIT: Removed Blurb


How much experience do you have with Pathfinder rules?

I'm relatively familiar with Pathfinder rules, but I'd probably have the reference website up when creating/playing most of the time anyway.

How much experience do you have with Roleplaying in general?

I've been roleplaying for a few years now, but I've wanted to ever since I was 10, I just lived in a rural area.

Are you familiar with PbP formatting and how to?

For the most part, although I may be a bit rusty. I'd probably take a step back for the first part of the campaign to see how others are handling it, then I'd start to throw my weight around a little more.

Have you ever played Reign of Winter before, even just a little? (please be truthful)

I'm not even sure what it is TBH, but I'm guessing I'll want a warm cloak and a spell to keep me toasty.

How many PbP games are you currently active in?

I am currently active in zero PbP games. I too find the recruitment process a little stragne.

Will you be able to check the game at least daily or every other day to post? If not explain and we can work with you.

Yes, I will. I get freelance work on the set of indie films and small video projects, so some days I may be unavailable for 10-14 hours at a time, but I'll do my best to check, and notify you ahead of time if I'm expecting to not be available.

What type of characters do you like to play? Personality, Class, Themes!

The characters I tend to play are relatively all CG, CN, NE, or LE if the traditional pundit works for you, personally it doesn't work for me, but most of my character's traits fall in line with those.
Personality: Individualistic Tricksters/Self-Serving Class: Bard, Rogue, Wizard, Alchemist. (I like Necromancy so i tend to pick a few necromancy spells in any build I make that has access to them.)
Themes: Necromancy, Shadow, Madness, Trickery

Also I love animals so sometimes it's cool to have like, a ranger pet, and in those cases i'm usually CG or CG, since i can't have my furry friend be evil.

Any additional information you would like to share.

I realize there's a stigma of "Necromancers=Bad" but it's really all a matter of perspective.

I have a tendency to try to go against class norms, and melee as a wizard. It has been surprisingly effective in 5E, but I haven't built a Melee Wizard in Pathfinder yet. I also don't mind filling class gaps, so if we need a non-magic damager or magic-damager, or even possibly a tank, i'd be willing to build a character for that purpose, but i'm s*#$ at healing.

EDIT: Just saw the post, aw well. next one.