| Belle Mythix |
Belle Mythix wrote:True enough, but I meant creatures that were known hermaphrodites. A Herm princess would certainly give her rescuer a shock at the end of the day after her rescue.DM Aron Marczylo wrote:That can happen to nearly any gendered races, weird things happen: Genetics (and Genetic Mutations), Magic, Alchemy, Cross Breeding ...Belle Mythix wrote:Can't help but come up with a Futanari/Hermaphrodite Noble/Princess/etc...
Lol, whatever goes for you.
Only race in bf I know that is hermaphrodidic are Aboleths.
Could be a simple Noble...
(Hey, Aristocrat, for all the Proficiencies and Class Skills that it gives, make one hell of a good level dip/starting point.)
| DM Aron Marczylo |
wow well that'd be MORE than a fair trade in my opinion, as sneak attack is a very powerful ability
True but it's only conditional where another good save and martial weapon proficiency isn't. Afterall, you can't sneak attack every single creature and you have to be flanking or attacking out of stealth to do it.
Tiasar
|
also there's the option to take improved feint skills and maxing out bluff, but yes. also in pathfinder a lot more things are able to be sneak attacked, like undead and constructs. still, it's a rogue's main selling point. how would they effect combat much if they had a high fort save other than their sneak attack?
| DM Aron Marczylo |
I believe these are the characters that have been submitted so far:
Characters so far:
Tiasar (elf Wizard)
Sunny (cleric)
Dementia Walker (Barbarian) (3 options)
Finder of Stones (Oracle)
Alcaydian Indros IV (Fighter)
Estru Milovica (Druid)
Jaidoh Palumbra (Sorceress)
Jerry Brightstone (Paladin)
Tell me if i'm missing anyone. Was going to post this yesterday, but I lost the internet for the whole night.
| .Sunny. |
Aye, that's me. (^_^)
Though I haven't had time to work on the character sheet. So, more 'combat' orientated than Cleric. I shall be going 'Inquisitor'.
Trait1:Heirloom Weapon: Aldori Dueling Blade.
Trait2: Lost Friend (From choices above)
1st lvl Inquisitor stuff
1st Lvl 'basic' feat Weapon Finesse.
APG Pg 13 Optional racial traits; 'Light bringer' At will cast 'Light'. Replaces Elvish resistances/Magic bonuses.
Str 09
Dex 16
Int 12
Wis 14
Con 10
Cha 14
Also, "Inner Sea World Guide" Pg 25 Under the description of 'Elves' it states Sea Elves are 'Amphibious'. This means Sunny, being a slight variation of 'Island Elf' is good both in and out of the water.
(^_^)
Much cheers to all.
| Big OM |
I submit
Ostog was born on the far side of Battlewall in the village of Roas. Separated from Halgrim by mountains the community was virtually independed from the rule of White Estrid save men for the levy fleet and a tribute of metals.
As a boy he herded sheeps on the sides of the nearby mountains and mended nets with the old men and women. It was a simple life but he loved it. The best part was when his father took him hunting, he loved walking in the mountains. However all things end and as he reached the beginning of adulthood things changed. He became part of the fishing fleet rarely hunting with his father. Adulthood also meant weapons training as part of the levy fleet. Only his first combat was not as part of the levy fleet but protecting the community from other Ulfen raiders trying to steel precious metals. It went acceptable, he was not a natural talent and needed training.
When White Estrid summoned the levy fleet and raided Nisroch, Ostog was part of it. He fought side by side with the men of Roas experiencing his first major battle. Nidal puzzled him, but when they reached Absalom he was lost for words, this as strange almost alien compared to Battlewall. He was however intrigued.
Back home from the raid things resumed their daily ways in Roas. One full moon Ostog was charged with keeping the few lycanthropes lock up in the longhouse. Having sworn to secure the doors and watch the house during the night, Ostog abandoned his post to seek warmth and shelter indoors. Unfortunately one of the doors weren’t properly secured and the lycanthropes got out. He realised his mistake as screams of women and children tore through the night. Without regard for his personal safety, he helped subdue the lycanthropes but alas a young girl was dead and the lycanthrope was on the run.
Put before the thingmar Ostog was sentenced to thraldom, serving in the mines. Only refered to as Oath-Breaker, Ostog toiled away in the mines day in and day out. Life seamed like an endless circle of mining and sleeping, he missed they days hunting with his father. No one would talk to him unless necessary even his family abandoned him.
One day while mining he passed out. He saw a wolf standing before him around it’s neck was a collar matching the one who ran away, instinctively he knew that it carried his honour in it’s maw. It turned tail and ran, he pursued. Out the mine they went and down to the sea. The wolf ran unhindered on the waves and so did he, as he discovered. They ran west to Flintyreach, then to the main land and then south. Over mountains and through dales, crossing yet another body of water before standing before a grand city with a grand Stonebridge towering high above. The wolf stopped, it changed shape and he recognized the young woman Freja, as she rose to her feet. She turned around and ran into the city carrying his honour in her right hand. As he once again gave chase a great fire leapt up before him and the city burned. He looked through the flames and saw Freja standing inside, unharmed, however his honour slowly burned away. As he woke he was surrounded by the other thralls, apparently he had only been gone a short time.
The vision haunted him, he felt restless, couldn’t quite recall what he had seen, but he knew he had to leave. Under the cover of darkness he fleet Roas swearing to return with his honour. He tracked across the mountains to Halgrim, where he got work as a sailor on a Varisian merchant vessel. They sailed down the coast calling on almost every port. The days were long, but gave him plenty of time to contemplate what to do. As they reached Magnimar, he saw the towering bridge of his vision and suddenly he knew, he had arrived. He left the ship and started searching the city for Freja. During one of the first night a local cheat talked about Irthir and how he might be able to help. Ostog search far and wide for Freja or Irthir but every time he thought, he had finally found something it slipped away or turned out to be nothing.
Character:
Ranger, two-weapon
Traits: Omen, Courageous
Weapons: Battleaxe and shield
Age 23
| DM Aron Marczylo |
Aasimar angelkin paladin.
Jerry will be an avowed smiter of evil and all around champion of good. Think of having Jerry having origins similar to Superman--raised by human parents after being sent by his parents to avoid a massive war between angels and devils. Hopefully no tieflings in the party :-)
Jerry was irrestibly drawn to Magnimar after having visions of Magnimar in flames.
By the way 15 pt buy, I like it. The old standard buy before it seemed 20 pts became the 'new standard buy'.
There doesn't appear to be much of a backstory to your character. Yes you've described it, but you havn't really written much detail into it. What was the war over? Why those parents or what it an accident that they happened to found him like superman?
why become a paladin? Did he enroll in a temple and feel a calling for something greater?
Did he see his parents in his dreams? Does he ever learn the truth? so on and so on.
| Deevor |
Just thought I'd chuck an Oread Druid into the mix for you Aron. May change the feat for a spell like feat, but haven't gone over the spell list and schools sufficiently yet.
It seems many years now that Pallan left the comfort of the wilderness to go forth and seek those who did desecrate his underground domain. The strange cave dwelling beings slaughtered for nothing save a relic of old. It seemed little to him the statue of bright metal, a worm-like creature, its maw large and destructive bursting forth from the earth. It was within the holy cave of the earth, wherein Pallan and others of his brethren did purify themselves and bring harmony to the underground. Yet his druidic master Hurgth lay dead and the statue gone, stalactites and stalagmites broken and scattered as sharp shards on the cave floor.
His revenge took him to the city the like of which he had never seen. He arrived in Magnimar out of his depth and with little hope to find those who did despoil his realm. He was shunned by the many and ended up making the most of his abilities in the darker places of the city, those places that contained unnatural cave like structures, nearby the monuments. It was here that an expedition found him, lead by Tothmik Derexhi, one of the lower members of the Derexhi family in search of fame and fortune, to increase his prestige within the family structure. What he did find was Pallan, a strong outcast searching for a path in Magnimar. And so Pallan became employed by the Derexhi family, a mercenary for hire, with a special affinity for protecting valuables, animate and inanimate, in the underground places of Magnimar.
It is withing the last month, the Tothmik has informed him of a contact, a man named Irthir, who might be able to source the statue and then, perhaps Pallan could seek a natural justice for those who had killed his father like mentor Hurgth.
Pallan Utrath
Male Oread Druid (Cave Druid) 1
NG Medium Outsider (native)
Init +1; Senses Darkvision; Perception +7
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 10 (1d8+1)
Fort +3, Ref +2, Will +5
Resist acid 5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
Club +3 (1d6+3/x2) and
Scimitar +3 (1d6+3/18-20/x2)
Spell-Like Abilities Acid Dart (6/day), Magic Stone (1/day)
Druid (Cave Druid) Spells Prepared (CL 1, 3 melee touch, 1 ranged touch):
1 (2/day) Faerie Fire, Shillelagh (DC 14), Magic Stone (DC 14)
0 (at will) Create Water, Stabilize, Detect Magic
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Statistics
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Str 16, Dex 13, Con 12, Int 11, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Druid Weapon Proficiencies, Endurance
Traits Blood of Ancients: Azlanti, Deft Dodger
Skills Acrobatics -4, Climb -2, Escape Artist -4, Fly -4, Knowledge (dungeoneering) +6, Perception +7, Ride -4, Spellcraft +6, Stealth -4, Survival +9, Swim -2
Languages Common, Druidic, Terran
SQ Druid (Cave Druid) Domain: Earth, Spontaneous Casting, Wild Empathy -1
Combat Gear Club, Hide, Scimitar, Shield, Heavy Wooden;
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Special Abilities
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Acid Dart (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid (Cave Druid) Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
| .Sunny. |
Is the island elf a real variation like sea elf or a self-made variation?
There's really no variation. I am using the rules as stated on PG 25 of the "Inner Sea World Guide" It's just the fluff and attitude which I'm adding.
Sunny be a Elf, ye ken? (^_^)
I should be in a position to have the time to edit this character page into what I've posted before as the character concept.
I hope I cam/am be as entertaining within your game as I have have been in others. *Bows*
Hope things are going well for you and yours.
| DM Aron Marczylo |
Thanks to everyone for waiting despite being a little late posting. Here's the list of who I'm taking on:
Group:
Alcaydian Indros IV (Fighter)
Rabe the Hunter (Barbarian)
Finder of Stones (Oracle)
Jaidoh Palumbra (Sorceress)
Ostog Oath-Breaker (Ranger, Two-Fighter)
Pallan Utrath (Oread Druid)
Thanks to all who applied and if you didn't make the cut, I hope you get into a game soon.
The discussion thread will be up in a sec for all of you ready to post your avatars and sign off that you're still here and then not long afterwards will be the game thread.
| Elondor |
Karthus is an undead lord cleric that's lawful neutral. His ultimate goal is to become a lich. He is a naturally good person with some evil abilities, hence neutral. Also, his end goal is more to transcend death and the burden of flesh than to become some evil creature.
Katarina is a chaotic neutral rogue/ninja who, after a brush with shadow magic, seeks the path of the shadowdancer.
Lee Sin is a lawful neutral hungry ghost qinggong monk. He's essentially a ki-heavy monk that uses criticals to help steal ki to feul his supernatural powers.
Eirilon is a blackblade magus with a very interesting blade. I'd like you to pick one of the following concepts!
-The blade HATES being used to attack things, and complains about this frequently, while the magus LOVES to mess with the sword, often attacking the ugliest creature in the bunch or making a point to not clean it after particularly gruesome fights.
-The magus is quite shy and has confidence problems, and the sword is a controlling force for the player. This option essentially has the blade be the main character while the magus is the backup, which could be interesting. Essentially I play the sword who tells the magus what to do
-The blade and magus are multiple personalities of the same person, and the sword was created when the magus seperated himself from, er, himself. The magus would be a shy, happy go lucky kind of guy, while the sword has all of the magus' previously bad behaviors and impulses. Maybe have the two personalities randomly switch vessels? In 2d12 hours the personalities swap. One could be chaotic good, while the other is lawful evil.
Asher is a quarterstaff magus. 'Nuff said i think