| Xunal |
@ GM Sound:
Here's an idea I have for a PC, if it seems promising:
Garbund: Race: Half-Orc
Class: Crossblooded Sorcerer (Red Draconic and Efreeti bloodlines)
SAVES: fortitude +3, reflex +3, will +5
Half-Orc Racial Traits
Skilled: gets 1 additional skill rank per level (instead of Darkvision)
Intimidating (CRB): +2 racial bonus to Intimidate
Orc Blood: both Human and Orc for effects related to race
Sacred Tattoo: +1 luck bonus on all saving throws. (instead of ferocity)
City-Raised: proficient with whips and long-swords, and gets a+2 racial bonus on Knowledge (local) (alternate weapon familiarity racial trait)
Languages: Common & Orc, as well as Abyssal and Draconic
Traits:
Fate's Favoured (faith): All luck bonuses increase by +1
Brute (race): +1 trait bonus to Intimidate
Favoured Class Bonuses (FCB):
Half-Orc: +1/2 damage to fire damage spells
Human: Add one spell known (at least 1 level below highest spell level known)
Feat:
Iron Will: +2 bonus to WILL saves.
appraise (untrained) +2
bluff (untrained) +3
climb (untrained) +1
craft, any (untrained) +2
diplomacy (untrained) +3
disguise (untrained) +3
escape artist (untrained) +1
fly (untrained) +1
heal (untrained) +1
intimidate +10
knowledge (arcana) * +6
knowledge (local) * +5
knowledge (planes) * +6
perception +5
perform, any (untrained) +3
profession, any (untrained) +2
ride (untrained) +1
sense motive (untrained) +1
stealth (untrained) +1
survival (untrained) +1
swim (untrained) +1
use magic device (untrained) +3
2. Traits: Fate's Favoured from and Brute traits are both to compensate for growing up in a human city whose people are indifferent to Half-Orcs at the best of times.
3. Contribution: some useful combat spells and arcane powers
Still need to tidy up a background story. All I have is a bullet point form version.
Anyway, let me know if that sort of character could fit into your Kaer Maga campaign. Thanks!
cartmanbeck
RPG Superstar 2014 Top 16
|
I humbly submit Eldamar the Vanaran street performer and his trained wallaby, Jooni:
Eldamar was born in the jungles of the Mwangi expanse, but early in his life found the life of vanaran tribes to be boring. He set out on his own as barely a teenager, traveling between large cities, pickpocketing for a living and learning the ways of the city. He settled himself in the wooded areas near Kaer Maga in Varisia about five years ago, and one day came upon a small creature with intelligent eyes who was caught in a bear trap. He felt for the creature, and released it, then nursing it back to health. He and and wallaby became fast friends, and Eldamar named it Jooni. Jooni's unnatural intelligence has helped Eldamar immensely in his panhandling within Kaer Maga, and now the pair are becoming almost famous in some circles of Kaer Maga thanks to their street shows involving complicated acrobatic moves.
Eldamar
Male vanara unchained rogue (Carnivalist) 1
CN Medium humanoid (vanara)
Init +5; Senses low-light vision, Perception +7
DEFENSE
AC 16 Touch 14 FF 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2 Ref +6 Will +1
OFFENSE
Melee sickle +4 (1d6)
Ranged sling +4 (1d4)
Special Attacks
STATISTICS
Str 11, Dex 18, Con 14, Int 12, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Alertness, Dodge, Weapon Finesse
Skills Acrobatics +10, Bluff +4, Disable Device +8, Escape Artist +8, Kn. local +5, Perception +7, Profession (street performer) +5, Sense Motive +3, Stealth +10, Use Magic Device +4
Traits Ambush Training (+1 init, +1 damage during surprise rounds), Tropical Upbringing (+1 vs. fire, +2 vs. hot weather)
SQ nimble, prehensile tail, familiar (wallaby [mauler]), finesse training, trapfinding
Languages Common, Vanaran, Sylvan
Gear
2 scroll, mage armor
backpack
bedroll
belt pouch
caltrops
10 chalk
flint and steel
grappling hook
iron pot
mess kit
mirror
10 pitons
rope
soap
thieves' tools
10 torches
5 trail rations
waterskin
2 acid
2 alchemist's fire
harness
beast whistle
whip
Jooni
Female wallaby familiar
CN Small animal
Init +2; Senses low-light vision, scent, Perception +3
DEFENSE
AC 14 Touch 13 FF 12 (+2 Dex, +1 natural, +1 size)
hp 5
Fort +2 Ref +4 Will -1
OFFENSE
Melee kick +2 (1d3+1)
Special Attacks
STATISTICS
Str 12, Dex 14, Con 11, Int 6, Wis 9, Cha 4
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Acrobatics)
Skills Acrobatics +9, Bluff -2, Disable Device +3, Escape Artist +3, Kn. local -1, Perception +3, Profession (street performer) +0, Stealth +10, Use Magic Device -2
SQ bond forged in blood, alertness, improved evasion, share spells, emathic link
1. Are you from Kaer Maga or a visitor there?
Eldamar is not from Kaer Maga but has been settled near the city for several years.
2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Ambush training: This trait is a result of being born in the tribal life of the vanara, having to catch what you want to eat to survive.
Tropical Upbringing: Eldamar was born in the jungles of Mwangi, and is used to hot temperatures from birth.
3. What will your character contribute to the party mechanically, in and/or out of combat?
Eldamar will be a good skill-monkey (HAHA PUNNY) and once he gains a few more levels, he and his wallaby familiar will be flanking enemies and each doing sneak attack damage. I also plan to take a few levels of Fighter (Eldritch Guardian) to grant his familiar any teamwork feats he has to increase his combat abilities.
| Jetty |
I will totally call Daiker "Flutterguy"
XD
Yeah, he would probably let you and even pretend he does not know what you mean the first time around. Then he might come up with a special nickname for you - Tomcat comes to mind (other names might not be tolerated on these boards) ;-)
| Garbund |
@ GM Sound:
Hi! Xunal here again. Just finished doing the crunchy bits for Garbund. I'll try to have a back story and clearer answers to the big three questions for you sometime tomorrow.
Thanks!
Garbund Diglaga (Garbund 'magical burn')
Crossblooded
[/b] Crossblooded Sorcerer (Red Draconic and Efreeti bloodlines), Level 1
Chaotic Neutral, Medium, Humanoid (Human, Orc)
Initiative: +3
Perception +5
~ Still Under Construction ~
======
DEFENCE
======
AC 11, Touch 11, Flat-Footed 10
HP 7
FORT +3
REF +3
WILL +5 (Class penalty, Iron Will, Sacred Tattoos and Fate's Favoured)
======
OFFENCE
======
SPEED 30 ft.
MELEE:
• Longsword (1d8+1; 19-20/x2)
• Dagger (1d4+1; 19-20/x2)
• Whip (1d3+1; x2)
RANGED:
• Fire Ray (1d6+1, 50 ft; x2)
• Sling (1d4+1, 50 ft; x2)
• Dagger (1d4+1, 10 ft; 19-20/x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN:
• Cantrips: Detect Magic, Disrupt Undead, Mage Hand, Ray of Frost (or fire), Spark
• Level 1: Magic Missiles (or fire missiles)
======
STATISTICS
======
STR 12, DEX 12, CON 12, INT 14, WIS 12, CHA 17
BAB +0; CMB +1; CMD 12
Traits: Fate's Favoured (faith) and Brute (race)
Feats: Iron Will
Skills (including AC penalties):
• acrobatics (untrained) +1
• appraise (untrained) +2
• bluff (untrained) +3
• climb (untrained) +1
• craft, any (untrained) +2
• diplomacy (untrained) +3
• disguise (untrained) +3
• escape artist (untrained) +1
• fly (untrained) +1
• heal (untrained) +1
• intimidate +10 (Half-Orc Intimidating racial and Brute race traits)
• knowledge (arcana) * +6
• knowledge (local) * +5 (City Raised racial trait )
• knowledge (planes) * +6 (Efreeti bloodline skill)
• perception +5 (Draconic bloodline skill)
• perform, any (untrained) +3
• profession, any (untrained) +2
• ride (untrained) +1
• sense motive (untrained) +1
• stealth (untrained) +1
• survival (untrained) +1
• swim (untrained) +1
• use magic device (untrained) +3
Languages: Common, Orc, Abyssal, and Draconic
SQ (Class Features):
• Combined Arcana and Bloodline Skills (Efreeti & Red Draconic)
• Can choose either bloodlines bonus spells or powers at appropriate levels
• Will saves are at -2
• Knows one less spell per spell level than normal
• Red Draconic bloodline arcana: fire spells do +1 damage per die rolled
• Efreeti bloodline arcana: energy damage and descriptor can be changed to fire
• Red Draconic bloodline skill: Perception
• Efreeti bloodline skill: Knowledge (planes)
SPELLS KNOWN: (CL 1, Touch +1, Ranged Touch +1, Concentration +3)
• Detect Magic (0): read magic auras in a 60 ft cone for one minute
• Disrupt Undead (0): positive energy ray does 1d6 damage to undead, up to 25 ft
• Mage Hand (0): 5 lbs telekinesis, 25 ft as long as concentrates on it
• Ray of Frost (or fire) (0): 25 ft ray 1d3 cold or 1d3+1 fire damage
• Spark (0): sets flammables alight up to 25 ft away
• Magic (or fire) Missile (1): description
Current Kit
• Traveller's Outfit
• backpack
• bedroll
• belt pouch
• flint and steel
• iron pot
• mess kit
• soap
• torches (10)
• trail rations (5 days)
• waterskin
• Ink (1 oz bottle) x4
• Ink pen x4
• Journal x2
• Leather Scroll Case
• Dagger
• Longsword
• Sling
• Sling Bullets (10)
Total encumbrance of 38 lbs. (light)
Cash: 50 GP, 9 SP
======
SPECIAL ABILITIES
======
Racial Features, Traits, Drawback and Feats … in brief
Half-Orc Racial Traits
• Skilled: gets 1 additional skill rank per level.
• Intimidating* (CRB): +2 racial bonus to Intimidate
• Orc Blood: both Human and Orc for effects related to race
• Sacred Tattoo: +1 luck bonus on all saving throws.
• City-Raised: whips and long-swords, and +2 racial bonus on Knowledge (local)
• Languages: Common & Orc, and with high INT can choose Abyssal, Draconic, Giant, Gnoll, or Goblin
======
PHYSICAL DESCRIPTION
======
Age: 16 years old
Height: 5 ft. 3 in. (160 cm)
Weight: 185 lbs. (84 kg)
Skin: Ruddy
Build: Stocky
Hair: Medium red-black hair
Eyes: Red pupils
Special: Hair streaked with red, as if it's been dyed or highlighted.
| Garbund |
@ GM Sound:
Hi again!
I think I've got things tidied up for Garbund's profile here for your perusal.
The back story is probably a wee bit long winded. But I like using the background generator from Ultimate Campaign for some back story ideas and then tinker around with a story to make those all fit together nicely. I think I managed back story consistency with that.
And, in addition to that:
The Big Three Questions:
1. Are you from Kaer Maga or a visitor there? Visitor, definitely. He's young, naïve, and wants to test his mettle and new-found powers sort of thing.
2. Traits tied to back story: Fate's Favoured, because the Sacred Tattoos were at his parents' insistence, having always worked well for them and because of his brush with death. Knowledgeable Caster because he is fascinated with his newly awakened powers and heritage.
3. Character contribution, (in or out of combat)? He is more perceptive and skillful than many sorcerers. Despite his lack of Orc ferocity, He is good at intimidating others when necessary. He is also able to add some magical blasting combat support to his friends. Especially if fire can be useful.
Hope that covers it all.
Thanks!
| Gurka "Kruksoguurz" Fark-magath |
You said that you prefer no evil alignments, but you did not ruled them out. completely. So I propose an evil aligned NE worshiper of Charon.
She is a Half-orc Oracle of Metal, and if we get to a point where is feasible I would like to make her a souldrinker.
Still don't worry, she is not much of a psycho killer but rather a grim fatalist who deals with Deamonic power. She will not murder the party in the sleep, nor burn the orphanage to the ground.
Born from a captured Shoanti from the cinderlans among the Defiled Corpse Tribe, she was born as Gurka Fark-magath (forgehammer) and was an half-orc slave bound to be assist the forgemasters of the Fark-magath clan.
When a slave rebellion erupted in the clan the clan slaves were decimated as a reprisal. She along other half-orcs were crucified and pierced with rusty hooks and blades and left to die from fatigue exposure and infection.
Gurka wasted away due to infection and lingered between life and death as she experienced glimpses of the life beyond and visions of Charon welcoming her. she was left for dead as the clan moved camp and she eventually desperately struggled to free herself, horribly disfigured, mystically attued to the metal that caused her suffering and adopting a veneration for death itself.
she don a crude iron mask to cover her disfigurement and as the clan discovered the corpseless cross superstitions about the fate of the crucified one (Kruksoguurz in orchish) started to spread.
She eventually embraced the name "Kruksoguurz", managed to make her way to kaermaga where she lives through odd jobs and mercenary work.
And now the three questions:
1. Are you from Kaer Maga or a visitor there? She kinda established herself there in very humble lodgings now, but she is clearly not a native of the city
2. Traits tied to back story:
Reactionary: The trait description says "You were bullied often as a child, but never quite developed an offensive response." She was a slave to a clan of orcs that venerate Zon-Kuthon. It's pretty much a more extreme version of that trait description.
Hedge Magician: Gurka apprenticed under the Fark-magath smiths. they are crude artisans, like all orcs, but capable, especially when it comes to cutting corners and focus on minimalist efficiency, which I think is in line with the trait.
3. Character contribution, (in or out of combat)? She will be quite the melee fighter with divine magic support and the potential to be a very powerful crafter of magic items. She will also probably be very efficient with intimidation.