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The third “Kitsune Gang” member is now available!

We have here a mystical monk that I twisted and turned into a skill monkey with luck abilities and divination spells – the class chassis is more veered toward damage dealing and mysticism, but it's very flexible. That said, as a port from other system, it suffers a nasty case of “copy-and-paste-itis” instead of a proper write up, resulting in a bunch of questions left open for the player and GM to argue about. I considered calling it off a bunch of times, but I really liked the character concept and couldn't do it in the end. I mean, a civil servant adventurer? The stuff of legends.

But I'd still have traded the whole ch'i subsystem for a couple of class feats.

Character on Google Docs

Resources
Enlightened Scholar
Animal Races: Clan of the Ox
______________________________________
Ba____________________________________
Xp 2,400
Clan of the Ox Enlightened Scholar 7
N medium male humanoid (minotaur)
Init +0; Senses low-light vision, scent; Perception +11
_______________________________________
DEFENSE_______________________________
AC 19, touch 17, flat-footed 18 (+1 natural, +1 dex, +5 wis, +1 enlightened scholar, +1 armor)
hp 51 (7d6+21)
Fort +6, Ref +4, Will +11
______________________________________
OFFENSE_______________________________
Speed 30 feet
Melee Gore +6 (1d4+1) unarmed strike +6 (1d6+1)
Special Attacks brandish magical might 3/day (+12)
Ch’i points 7
Spells Known (CL 5th; concentration +10)
3rd - (1/day) – Clairaudience/Clairvoyance
2nd - (3/day) - Find Traps, Locate Object, See Invisibility
1st - (5/day) - Comprehend Languages, Detect Secret Doors, Heightened Awareness, Identify
0 - (8/day) - Detect Magic, Detect Poison, Guidance, Read Magic, Sift
______________________________________
STATISTICS____________________________
Str 12, Dex 11, Con 16, Int 12, Wis 20, Cha 8
Base Atk +5, CMB +6, CMD 22
Feats Improved Unarmed Strike, Ch’i Awakened, Animus Shield, Ch’i Meditation, Item Activation Chakra, Craft Wondrous Item
Skills Feng Shui +12, Heal +11, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +11, Profession (civil servant) +13, Sense motive +11, Spellcraft +11
Languages Common, Celestial
Sq Enlightened Knowledge (Practical Knowledge, Auspicious Prediction, Lucky Touch, Fortunate Timing, Folk Magic)
Combat gear Wand of Cure Light Wounds (50 charges); Other gear belt of mighty constitution +2, headband of inspired wisdom +2, Bracers of armor +1, Cloak of resistance +1, Origami Swarm x6, Wind fan, Grim lantern, 550 gp.

Enlightened Knowledge
The defining ability of the enlightened scholar, the enlightened knowledge is divided in several different trees, with prerequisites that vary from skills, other enlightened knowledges and class features.

- Practical Knowledge: Add wisdom modifier to knowledge skill checks (already accounted for above). Academia Knowledge Tree.

- Auspicious Prediction (Su): 5/day receive only half damage from failed saving throw rolls. I Ching Knowledge Tree.

- Lucky Touch (Sp): 5/day make a melee touch attack to give one target a +5 luck bonus or a -5 penalty to its next d20 roll. I Ching Knowledge Tree.

- Fortunate Timing (Sp): 5/day, as a free or immediate action, make a concentration check (DC 10 + target’s hit dice) to change one target’s natural 1 in a d20 roll into a natural 20 or vice versa. It can be used against any creature within line of sight. I Ching Knowledge Tree.

- Folk Magic: become a spontaneous caster with access to arcane or divine spells from the conjuration (healing), divination, necromancy and illusion schools of magic, plus any spell with the darkness, light and mind-affecting descriptors of any school. The enlightened scholar’s spells always have the somatic and verbal components.

Brandish Magical Might
3/day you can make a brandish magical might check (1d20+12) to dispel or counter a spell. To counter, the enlightened scholar must ready an action, and make a brandish magical might check when someone in sight casts a spell. The book does not specify the DC, but it seems to replace either the spellcraft check in a regular counterspell (DC 15 + spell level) or the dispel check in Dispel Magic (DC 11 + spell’s caster level). I believe it’s the second, going by the fluff text.

Also 3/day you can try to overcome a target’s spell resistance using a brandish magical check (1d20+12) instead of a regular caster level (1d20+5).

Ch’i 7
This is an optional system, available for characters that choose the Ch’i Awakened feat. You gain ch’i points that can be invested in chakra feats to activate certain abilities. The book doesn’t mention what kind of action this is nor if there’s a limit to how many points can be invested in a single feat.

The character can make a concentration check to gain Ch’i Focus (this check seems to ignore the reduced caster level due to Folk Magic, so it’s 1d20+12), which you can expend in place of a regular concentration check (replace the d20 roll for an automatic result of 15) or on chakra feats - also consuming all the ch’i points invested in them.

To gain the Ch’i Focus you must have at least 1 point of Ch’i and make a concentration check (!) as a move action (instead of a full round action that provokes attacks of opportunity, due to the Ch’i Meditation feat - not sure if the AoOs go away, though). The DC for the first check is 15, adding +2 to the DC of each additional successful test in the same day. The Ch’i Focus lasts for 12 rounds, or until it’s expended, the enlightened scholar runs out of ch’i points or he becomes unconscious.

5/day the character can regain 3 ch’i points, while maintaining ch’i focus (but only 3 uses per focus). Regaining points during combat require a concentration check (DC 20) as a full round action, but no check is necessary outside of it. Areas with overabundance of ch’i replenish 2 points per round; moderate areas replenish 1 point per round; low areas replenish 1 point per 2 rounds. The book does not detail what those areas are.

Otherwise the enlightened scholar can regain all ch’i points by resting 8 hours and meditating for 1 hour.

- Animus Shield: gain a +1 deflection bonus to AC for each point of ch’i invested while maintaining ch’i focus. If you have at least one chi point invested in this feat, you can expend your focus and points to force an enemy to reroll one single attack roll. For each additional point invested, that enemy suffers a -1 penalty to his new attack roll.

- Item Activation Chakra: while ch’i focused, invest 1 ch’i point for every 3 caster levels of the creator of one magic item to activate it as a move action instead of a standard action. The points must remain invested while the item is in use. Expending the focus allows the activation of the item as a free action.

Feng Shui
This is a new skill presented alongside the Enlightened Scholar. It can be used for one of the options below over one period of rest.

DC 10: the character heals by resting as if he was one level higher;
DC 15: gain +1 luck bonus to next die roll; gain bonus to next saving throw against disease, poison, spells and spell-like abilities (the book does not specify how much bonus nor which kind); reduce rest needed by 1 hour, but the refreshing of all abilities still require 8 hours of rest;
DC 20: reduce rest needed by 2 hours, but the refreshing of all abilities still require 8 hours of rest; sense unseen enemies within 60 feet with a 10 feet margin of error;
DC 25: reduce rest needed by 3 hours, but the refreshing of all abilities still require 8 hours of rest;
DC 30: reduce rest needed by 4 hours, but the refreshing of all abilities still require 8 hours of rest.

Add +2 to the DC of each roll to affect one extra character besides the first.

ROLE-PLAYING

Ba was ranked third in the imperial examination to select civil servants. He became famous for a while, due to belonging to such a far off and poor village and still managing to do so well in the week long trial. His placement was disputed by different sections of the bureaucracy due to this prestige - the Number Three Ox, they nicknamed him - but he eventually settled in the archives of Official History, responsible for maintaining records on all matters of importance to the empire, even the ones never made public.

This placed him in touch with much of the supernatural origins of his country, a branch of research that eventually took over all his free time, and most of the money he had left after sending a good part of it to his family. The influence of the gods in the decision making of emperors and the improbable coincidences found in critical moments in history became his obsession. How much of their lives were ruled by regular beings and how much was left at the whims of the spirit world?

Further developing his studies became prohibitive due to lack of funding, and the Empire itself had no interest in backing him up in this area. It is rumored between the halls of the bureaucracy that his unhealthy interest in such topics was actually holding back from being promoted. He had to start working as a tutor for people interested in taking the imperial examination, and that left him with even less time for his personal interests. After enduring enough stress and accumulating sufficient funds, and before it started to disrupt his civil work, Ba requested an unpaid leave of absence and dedicated himself fully to his life’s work: he finally managed to start publishing articles on the topic, that, although well-received by his peers, attracted the attention from powerful characters in the government, not really happy to see the shady relationship between the Empire and creatures of myth exposed.

It’s at this point in his life that Motoko, interested in his findings, offered him a job in the private sector, as curator of her personal collection of magical and mundane (yet historically significant) objects.

Ba’s role is investigating and locating interesting artifacts for Motoko’s collection, making him the more harmless member of the group. But he can resort to underhanded means to accomplish his obligations, specially if failing to do so would put his job or private research in danger. He’s a great source of information, and can trade much of his knowledge for a favor or an unknown secret.

He’s not quite built for combat, but still has plenty of defensive options. He can use his animus shield to boost AC, brandish magical might to counter enemy casters and Auspicious Predictions to suffer half damage on any failed saving throw. Lucky Touch and Fortunate Timing are useful to support allies, while his wondrous items (which can used as move actions with the Item Activation Chakra feat) cover his offensive needs.


My penultimate character for this thread, and 4th member of the Kitsune gang. And it's another product (or, series of products) from Rite Publishing. But unlike last week, this time we have a much better class in therms of polish and crunch. Although I built her for combat, the luckbringer could probably be turned around for a lot of other roles, with such wide options of abilities, some of them just buffing, others re-rolling dice, and a few even bending reality – and most as free actions.

Character on Google Docs

Resources
The Secrets of the Luckbringer
10 Luckbringer Feats
10 Luckbringer Magic Items
Advanced Race Guide
______________________________________
Patricia________________________________
Xp 3,200
Dhampir luckbringer 7
N medium female humanoid (dhampir)
Init +3; Senses low-light vision, darkvision; Perception +10
_______________________________________
DEFENSE_______________________________
AC 18, touch 13, flat-footed 15 (+3 dex, +5 armor)
hp 45 (7d8+7)
Fort +6, Ref +9, Will +3; +2 vs. disease and mind-affecting effects
______________________________________
OFFENSE_______________________________
Speed 30 feet
Melee +1 bane (undead) seven-branched sword +8 (1d10+5/×3)
Ranged mwk light crossbow +9 (1d8/19–20)
Moment of Chance 10/day
______________________________________
STATISTICS____________________________
Str 17, Dex 16, Con 11, Int 10, Wis 10, Cha 14
Base Atk +5, CMB +8, CMD 21
Feats Fortunate Fate, Power Attack, Last Minute Gamble, Woe Unto Him
Skills Acrobatics +10, Bluff +12, Climb +10, Disable Device +12, Disguise +10, Escape Artist +10, Perception +10, Use Magic Device +12
Languages Common
Sq Negative Energy Affinity, Resist Level Drain, Improbable (Entropy Shield, Hazard, Ill-fortune), Nothing is Written (Lucky Break, Fortune’s Favor, Perfect Chase), Longshot (Fortune’s Filch)
Combat gear Wand of Inflict Light Wounds (50 charges), Potion of Inflict Light Wounds x10, Potion of Inflict Moderate Wounds x3; Other gear +1 bane (undead) seven-branched sword, Headband of alluring charisma +2, Belt of giant strength +2, Cloak of resistance +1, mwk light crossbow, 20 silver crossbow bolts, +1 chain shirt, Symbol of Good Luck, mwk Thieves’ tools, 673 gp

Negative Energy Affinity
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Resist Level Drain (Ex)
A dhampir takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Moment of Chance 10/day
The Luckbringer gets a daily pool of Moments of Chance that can be used one at a time, once per round, as a free action to do the following:

- Fatespin (Su): cause the reroll of one attack, combat maneuver or skill check within 100 feet that the luckbringer is aware of. Roll 2d20 and choose the result that better benefits her.

- Weal and Woe (Ex): apply a +1 luck bonus or -1 penalty to any d20 roll within 100 feet, before or after the roll is made. The luckbringer doesn’t need to be aware of it.

- Narrow Escape (Ex): make a successful Will save check (DC 10 + 1/2 the attack bonus, or the DC of a spell or ability) to avoid a critical hit or an attack that would reduce the luckbringer to 0 hit points or less. Narrow Escape can be used in the same round as another moment of chance ability, but only works once per round.

Improbable
Improbable abilities consume moments of chance, which still can only be spent once per round, unless stated otherwise, and are free actions.

- Entropy Shield (Su): the luckbringer or an ally within 100 feet is surrounded by a field that deflects ranged attacks that require attacks rolls, now made with a 50% chance of missing. This lasts for 7 minutes.

- Hazard (Su): one target suffers an odd accident, receiving 4d6 points of damage, with a Reflex save (DC 15) for half. The type of damage is up to the GM, but it can never be something the target is immune to. Alternatively, if the luckbringer still has at least one moment of chance left in her pool after activating this improbable ability, she may choose to empty her pool and increase the Hazard damage to 8d6 and the save DC to 17.

- Ill-fortune (Su): one targets suffers 50% chance of failing in any action he takes during his next round. A Will save (DC 15) negates.

Nothing is Written
Another branch of luckbringer powers, but these are not connected directly to Moments of Chance.

- Fortune’s Favor (Ex): Whenever the luckbringer or her opponent have to roll miss chances on d10s, the luckbringer gets to decide which number is the tens and which is the units.

- Lucky Break (Ex): 2/day the luckbringer can reduce an object, construct or undead to half its hit points minus 1, with a successful melee attack or melee touch attack, also giving it the broken condition. This ability causes no damage if the target is already below half hit points. Intelligent creatures can make a Will save (DC 15) to negate.

- Perfect Chase (Ex): the luckbringer has the reality-bending ability of always finding a path during a chase, either pursuing or being pursued (windows and doors always unlocked, there’s always a rope at the edge of a chasm, etc), and also gains a +5 circumstance bonus to acrobatics and climb checks during a chase.

Longshot
The third type of luckbringer ability, these are 1/day and activated as free actions.

- Fortune’s Filch (Ex): one object that the luckbringer can carry (of up to 260 lbs), within 100 feet, somehow ends up in her hand, due to a sequence of improbable events. She must have at least one hand free. If the object is magical or in possession of another creature, it gets a Will save (DC 15) to negate this effect.

Luckbringer Magic Item

- Symbol of Good Luck: this item occupies the neck slot and can be activated 1/day as an immediate action. If used before a d20 roll, the user gains a moment of chance or a +8 luck bonus, if used after the roll, the luck bonus is only +4. It can be used to benefit other character, but the bonuses drop to +4 and +2 respectively, and the target must be in the same location of the wearer.

BACKGROUND
Patricia had just returned to her family’s manor after a party, to find it oddly dark and silent. Inside, the furniture was overturned or destroyed, there were signs of violence everywhere but no corpses, and standing in the middle of it all, looking completely insane and blood stained, the vampire baron, her father.

A quick but fierce battle ensued, with Patricia using all her luck to barely survive, while he caused even more destruction and chaos to their estate. But it wasn’t enough.

She woke up in the infirmary of the local church.

- They almost killed you. The local clergy, I mean. - said a woman sitting next to her bed. It was a minor noble from some distant country, that had business dealings with her father.

- You are indeed lucky. And maybe so am I... the main attack on your property occurred the day before my visit. If later, I could’ve been another victim, if earlier, you’d have died. They didn’t know about your “condition”, and tried to heal you with their spells. When that didn’t work, they switched to regular care, but had no hopes of saving you, after all that damage. - She stood up and walked to a table nearby - But I have means to help you. And you are going to need them.

She grabbed a folder and came back to the bed, handing Patricia documents and reports.

- After the fire was put out... oh, you didn’t know about that? Hmm. They found you unconscious amongst the charred ruins of your house. But, as I was saying, after the fire was over, your father’s commercial manager conducted a search of the property and concluded that all the valuables were gone. No traces, no leftovers, no burnt stumps, no smelted puddles.

The wounded dhampir started looking over the first report, a list of what was found in the remains of her home. Burnt clothing, ruined furniture. No jewels, no weapons, no armors, no taxidermic collection of rare magical beasts. All her past. Gone.

- Looks terrible, doesn’t it? Even the artifact we were negotiating is missing. Infuriating. - She offered Patricia a glass of water from a cold jar.

- But I fear this is more than just a masked robbery. According to your father’s servant, starting several weeks ago, the baron begun selling all his real estate for ridiculous prices. He also liquidated all his investments, suffering quite some losses in broken contracts and agreements. All that money was moved elsewhere by himself, and is nowhere to be found.

- Why did he confide all this private information to me? Well, my dear, I am the only thing between you and a life of homelessness and complete poverty. As of now, you don’t even own a set of clothing to replace that patient’s gown. Even the ashes of your manor belong to someone else.

She sat back down, smiled and asked:

- Would you like a job?

COMBAT
While not the first person to start a fight, Patricia is quite capable on the role of secondary striker, attacking while the target is distracted. A number of her abilities grant bonuses to d20 rolls or the opportunity to reroll them, allowing for extra chances to hit or even to be missed (like Fatespin and Weal and Woe).

If facing a threat that is too much for her, she’ll stay back and help allies disrupting it the best she can. While loyal to Motoko, her primary objective is still finding her father, uncover the truth and become rich again, making self-sacrifice a distant concept to her. If the baron is still mad, or controlled or was the culprit all along, she trusts the undead bane weapon and the Lucky Break ability to give her the upper hand this time.

When fighting a ranged opponent, the combo Entropy Shield + Fortune’s Favor makes her incredibly hard to hit, for a very low cost. She’s quite the long-ranged tank.

And when left with only 2 moments of chance, she’ll try her best to use Hazard in its most destructive form (8d6 and Reflex DC 17).


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A week late, but here's the last character of the kitsune gang, much less mystical than previous samples. I was having a really easy time building him, as is characteristic of his sourcebook, but I just couldn't keep myself from dipping a little bit into the akashic realms of possibilities – all those free feats, his race, the free essence points, they were just begging for it. So, while not exactly a regular sample of a class, it also works as an example of using feats to pick abilities from other classes, something explored a lot in the Advanced Class Guide (and made somewhat into an optional system in Pathfinder Unchained).

Character on Google Docs

Resources
Adventuring Classes: A Fistful of Denarii
Akashic Mysteries
Pathfinder Player Companion: Animal Archive
______________________________________
Ibrahim________________________________
Xp 4,800
Nisr corbie 9
CN medium male humanoid (akashic)
Init +2; Senses low-light vision; Perception +9
_______________________________________
DEFENSE_______________________________
AC 27, touch 15, flat-footed 25 (+8 armor, +4 shield, +2 dex, +1 deflection, +1 luck, +1 insight)
hp 93 (9d10+36)
Fort +11, Ref +7, Will +6; +2 vs. poison and disease
______________________________________
OFFENSE_______________________________
Speed 15 feet
Melee +1 thundering scimitar +14/9 (1d6+5/15-20) or spiked heavy steel shield +13/+8 (1d6+4), Talons x2 +13 (1d4 +4)
Pool of Essence 3
Shaped Veil (VL 9th)
- Crusader’s shield
______________________________________
STATISTICS____________________________
Str 18, Dex 14, Con 16, Int 10, Wis 13, Cha 8
Base Atk +9/+4, CMB +12, CMD 24
Feats Shape Veil (Crusader’s Shield), Power Attack, Diving Fury, Focused Critical, Boon Companion, Shield Focus, Vitality Reserve, Improved Critical (scimitar), Critical Focus
Skills Appraise +14, Escape Artist +8, Fly +7, Handle Animal +5, Perception +9, Profession (Soldier) +11, Sense Motive +10, Survival +9
Languages Common
Sq Glide, Luck favors the bold (+4), Uncanny dodge, Surprise scrape (+2) Trick of the trade (Evasion, Animal Friend, Evasion x2, Improved uncanny dodge), Graceful save
Combat gear Potion of Cure Moderate Wounds x4; Other gear +2 Deathless Chainmail, +2 Spiked Heavy Steel Shield, +1 Thundering Scimitar, Ring of protection +1, Belt of giant strength +2, Cloak of resistance +2, Jingasa of the fortunate soldier, Ioun Stone (Dusty rose)

Glide
A nisr can make a DC 15 Fly check to fall safely from any height without taking falling damage. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet it falls.

In addition, he may invest at least one point of essence into his wings to gain a fly speed of 15 feet (clumsy maneuverability). For each additional point of essence invested in this ability the his fly speed increases by 5 feet and his maneuverability increases by one step.

Luck favors the bold (Ex)
1/day the corbie may apply a +4 luck bonus to one skill check, ability check, attack roll or saving throw.

Uncanny dodge (Ex)
The corbie cannot be caught flat-footed, nor does he lose his DEX bonus to AC if the attacker is invisible. He only loses that bonus if immobilized of successfully affected by a feint.

Surprise scrape (Ex)
The corbie gains a +2 luck bonus to saving throws and to AC during surprise rounds and whenever he’s unaware of an attack.

Trick of the trade
These are like talents the corbie may pick from a long list:
- Evasion and Improved Evasion: If the corbie makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. If he fails, he only takes half damage.
- Animal Friend: the corbie gains an animal companion. For all practical purposes, his “druid level” is equal to his corbie level -3.
- Improved uncanny dodge: the corbie can’t be flanked, and can only be sneak attacked by a character with 13 levels of rogue.

Graceful save (Ex)
1/day, the corbie may reroll a failed saving throw, taking the second result even if worse.

Pool of Essence 3
The main fuel source of a veilweaver, can be used to power feats, veils, etc, does nothing on its own. Ibrahim has a essence capacity of 2, meaning he can invest up to 2 points of essence in a single objective. Essence can be reallocated as a swift action.

Akashic Feats
- Shape Veil: user gains the ability to shape a single veil.
- Diving Fury: if the user charges while flying, he may also attack with both his talons as part of the charge.
- Focused Critical: the user needs to invest essence to use this feat. Each point of essence gives an insight bonus on attack rolls to confirm a critical hit, and an equal bonus to the damage roll (this extra damage is also multiplied)

Shaped Veils
- Crusader’s shield: as a move action, the corbie creates a translucent, flat, vertical plane of akashic energy from his shield with the size of a 10-foot square wall. It stops attacks, movement, magical effects or spells that would pass through it - it doesn’t work on anything that doesn’t require physical contact. All damage is taken by the veil. The user cannot move while this wall is up, but it can be dismissed as a free action.

The crusader’s shield has a hardness of 9 and gain bonus to saves vs. targeted effects equal to the amount of essence it contains, if any. If it suffers 19 hit points of damage or more in a single attack, it is suppressed for 1d4 rounds.

Each point of essence invested in the shield increases its hardness by 2 and its size by 5 square feet.

Adventuring Classes: A Fistful of Denarii feats
- Vitality Reserve: After a night of sleep, the corbie gains a vitality reserve of 12, which can be used to heal an equal amount of hit points as a swift action

_______________________________________
Giant Vulture______________________________
XP -
N Large animal
Init +3; Senses low-light vision; Perception +9
________________________________________
DEFENSE_______________________________
AC 23 touch 13 flat-footed 19 (+8 natural armor, -1 size, +3 dex, +1 armor, +1 deflection)
hp 75 (8d8+32)
Fort +10, Ref +9, Will +4; +4 on saves vs. disease
________________________________________
OFFENSE_______________________________
Speed 10 ft., fly 50 ft. (average)
Melee bite +11/+6 (3d6+6)
________________________________________
STATISTICS______________________________
Str 23, Dex 17, Con 18, Int 3, Wis 15, Cha 7
Base Atk +6 CMB +13 CMD 26
Feats Hover, Power Attack, Flyby Attack, Improved Natural Attack
Skills Fly +10, Perception +9
Sq Link, Evasion, Devotion, Multiattack
Tricks Attack x2, Flank, Come, Down, Defend, Get Help, Watch, Fetch, Guard
Other gear Ring of protection +1, Bracers of armor +1

BACKGROUND
Ibrahim the Nisr was drinking his third beer. A kitsune with a look of defeat upon her entered the bar, and sat across him, amazement starting to replace her previous disposition.
- I am Motoko. A god has guided me to this town and into the desert earlier. I asked him to take me to a great warrior, capable of defying destiny. I was supposed to find you half starved and dehydrated in the sand, save your life and bind you into my service. But here you are.
- Great. You got quid on you? - he spoke.
- Excuse me?
- Money, peach. Gold, platinum, silver. I have a lot of drinking to do, and I’m all broke. Lost most of my belongings in the #%#@% sandy hills out there, and I’m not feeling like escaping through the toilet window. They might not have bathrooms here. Or windows. - said Ibrahim.
- I have resources. They have taken me far.
- That’s lovely, honey. Let’s order some food as well. - he grinned. And begun his tale.

Ibrahim was a lieutenant in a mercenary army, employed in many wars across the desert nations. Although a veteran, he never rose too far in the business, due to a peculiar habit of being the last person alive in his unit after deadly encounters, what made many of his colleagues suspicious.

- Anyone who served with me twice, knew that, when I was running, they should be close behind, enough to count the feathers at the base of my neck. I’m no coward, I just have a knack for knowing when I can’t win.

Before finding himself stranded in this last town before the endless desert, Ibrahim was the strongest opposition voice when his commander explained their next mission. They were to raid a mythical oasis, guarded, allegedly, by a powerful daeva that collected the fortunes of all people who disappeared in the sands. He had magical compass that would lead them there, given to him by their contractor.

- That was the stupidest idea I ever heard. We might as well hang a sign written “bait” around our neck and run naked across the perimeter of some gnoll nest. So I left in the middle of the night, taking some compensation for all my troubles so far. Where better to desert, but in the desert? Hah! Can I order some dessert?

But that wasn’t the end of it. A couple of days later, vengeance found him while he slept. A creature composed of different parts of humanoids and plants attacked him, forcing him to flee for his life.

- I recognized the tattoo on the left arm, from one of my soldiers. Nice fellow. The rest though, too mashed up. The succulents growing from where the bits were glued together gave it all a very refreshing touch.

It tracked him for days on end, climbing rocks after him, falling in all traps left behind but still moving inexorably after his prey.

- I think the daeva was so angry at my mates it decided to kill them and everybody they knew. Their families probably got a visit from them things too.

Eventually it started to slow down, staying more and more behind. That’s when Ibrahim attacked and hacked his pursuer into pieces.

- I couldn’t really kill it, since it had died weeks before. Even the plants kept growing back up. So I divided him in smaller pieces, tied each one to a rock and buried everything in a cave, that I filled up with sand as best as I could. After that funny business I ended up here. I almost starved and died of thirst while travelling, but somehow always managed to find something to eat and drink at the very last moment. So lucky, huh, nectarine?

- An impressive tale. So this makes you the last survivor of the mercenary army that disappeared in the last month. Over a 100 men gone.
- Unbelievable, isn’t it. So, what’s the business? Why did you travel to the ass end of the world to find me? This should be good...
- I am a collector of exotic items. I have purchased, participated in auctions and traded for them. But my collection isn’t growing fast enough. I decided to use criminal means to acquire that which I cannot buy.
- Well, I’m not a thief, pumpkin. Not a good one, definitely. Too loud, too flashy.
- I would not have a thief near my collection. I could not trust such a person. I want you to lead a small squad of trained fighters, to strike places that turn me away and take by force what I want. I need someone whose priority is not the survival of his underlings, but the fulfillment of my wishes. Or at least someone who can always return and report me why he failed.
- Yeah, yeah, moonpie, that sounds good and I don’t really have anything on my plate right now. In fact, I never heard better terms for a job before. Prepare a contract, pick up my tab and give me 10 minutes. There’s this huge mongrel of a bird that’s been following me around, waiting for my corpse to drop, and I’m going to try to tame it - I’ve never seen something so interested in me before.

COMBAT
Ibrahim is built basically for defense (considering his gear, class abilities and even his akashic feats) and escape, counting on his critical advantages to make up for the lack of damaging powers. He’ll be in the front line when the opponent is obviously martial, but will stay back and be more cautious when dealing with magic-users or equivalent.

He usually employs the same tactic when activating his Crusader’s Shield veil: pull his team from combat through a corridor, staying back himself and then block the way completely, moving all his essence into it. This gives time for them to heal up and prepare for an all out strike back when he drops it. If it’s just a getaway, he won’t use it and risk being left behind.

Now I'll take all these samples, organize them into a single file with a more paizo-like visual, revise them somewhat and make it all look like a book. It'll be a nice breather before I make some more samples – still got many ideas to go.


Mine are not nearly up to the level of organization you guys have, but here are some characters/enemies I have put together over the last several months (feel free to copy and improve upon the layout/design):

The Big Stick Level 3:
https://docs.google.com/document/d/1CIEJ6aPWPN09mEVQ9NkeVEY6baQjls3TV6M6lzP n6lw/edit?usp=sharing

The Big Stick Level 4:
https://docs.google.com/document/d/1xkH0AvQxJlUKh21GgBn2Cl4zSKmWBJLX7TPFWUd sdAk/edit?usp=sharing

The Big Stick Level 5:
https://docs.google.com/document/d/19IyQXkacBk7XIxucJGhq-wH3DMHGu4azlDLTICo R2mU/edit?usp=sharing

Notes about The Big Stick: the DM had us generate our ability scores by rolling 1d20 per ability score and rerolling anything under a 7.
Books Used: Ultimate Psionics, Pathfinder Unchained (for unchained barbarian and background skills), Advanced Race Guide, some DM homebrew for some of the weapon effects.

Jerem Level 2:
https://docs.google.com/document/d/1WgxTVRuHo_knkR0hkz4tA1tOx1iHzFYe91Sc6Mn t0z0/edit?usp=sharing

Jerem Level 3:
https://docs.google.com/document/d/10t6E6zds2m1acPqDZBNZX-KKcr62hZzirNr2G4m 77Hk/edit?usp=sharing

Jerem Level 5:
https://docs.google.com/document/d/1pQgvm2ygZhrC-eMN33_5k7gAbrDO0utudGSGiQz XAPw/edit?usp=sharing

Books used to build Jerem: Bloodforge, Lords of the Night, Ultimate Psionics, Pathfinder Unchained (for background skills)

Forgeborn fighter 2/cavalier 2:
https://docs.google.com/document/d/1rHZQnZEKsDyGHkQvUl7lTym67aXW-e2-zFWnwLR 29VA/edit?usp=sharing

Forgeborn fighter 2/ cavalier 4:
https://docs.google.com/document/d/1V-LRSr69BzGwvryktYeRthHoNUGBL_jQNRP7AZJ -F94/edit?usp=sharing

Books used to build unnamed forgeborn: Pathfinder Unchained (background skills), ultimate psionics, path of war

I have more but I kind of want see if you guys even like these ones at all. I tend to have large "for reference" sections at the bottom.


Air0r wrote:
Mine are not nearly up to the level of organization you guys have, but here are some characters/enemies I have put together over the last several months (feel free to copy and improve upon the layout/design)

I got a "page not found" from the links - maybe they aren't open to viewing?


really? hmm... let me check.

Edit: How about this for the whole folder?
https://docs.google.com/document/d/1CIEJ6aPWPN09mEVQ9NkeVEY6baQjls3TV6M6lzP n6lw/edit?usp=sharing

Edit 2: nope... I have no idea...


Aha! nailed it this time!
https://drive.google.com/folderview?id=0B73QPO7_A-yGfnlOM3VKbUxfU1hiM1dwVDQ 1d09mVWpOUDN0Ujh6TXZ2c0lvYVpkNHBrZjQ&usp=sharing


You... did not nail it, sorry to say. It's a slightly different 404-page not found than the others, if that helps. >.>

Once you figure it out though, I'm excited to see what you have to share!


I figured it out! there is a random space that shouldn't be there. I can't edit that post though so i am going to try again.
https://drive.google.com/folderview?id=0B73QPO7_A-yGfnlOM3VKbUxfU1hiM1dwVDQ 1d09mVWpOUDN0Ujh6TXZ2c0lvYVpkNHBrZjQ&usp=sharing

EDIT: I can't remove the space for some reason...


That's because you're trying to provide a long-form URL. Paizo automatically inserts spaces to break them up and prevent a full link (it's counter-spam tactic, I think). To get an actual link, you just have to use the URL tags. I usually add bold tags, too, to make it easier to see.


1 person marked this as a favorite.

*stops lurking*

Linked that for you!

*resumes lurking and enjoying all the characters*


1 person marked this as a favorite.

Live!


The Ragi wrote:

Back with this week's contribution! My first conversion, first archetype, first psionic, first level 1st. The spoiler tag is there for anyone who might play this scenario in the future, but it doesn't give out much other than “there's a last boss, she'll attack you on this place”.

Character on Google Docs

Resources:
Ultimate Psionics
Pathfinder Society Scenario #3-11: The Quest for Perfection—Part II: On Hostile Waters
_______________________________________
Xiao Wen________________________________
XP 400
Female half-giant thunderjarl (psionic warrior) 1
LN medium humanoid (human, giant)
Init +1; Senses low-light vision, Perception +6
______________________________________
DEFENSE_______________________________
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dexterity)
hp 7
Fort +3 Ref +1 Will +2; +2 vs. fire spells and effects
______________________________________
OFFENSE_______________________________
Speed 30 feet (while psionically focused)
Melee large heavy flail +2 (2d8+8/19-20)
Power Points 4
Psionic powers known (ML 1st; concentration +3)
1st - inevitable strike, stomp (DC 11 or DC 13)
0 (at will, when psionically focused) - blinding flash (DC 12), float
_______________________________________
STATISTICS______________________________
Str 16, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0, CMB +3, CMD 14
Feats Psionic Talent, Psionic Weapon, Speed of Thought, Power Attack
Skills intimidate +4, knowledge (psionics) +4, perception +6, profession (sailor) +6, survival +6...

In the spoiler you mention getting 2d8+7+3d6 damage. but how? the best my math comes to is 2d8+7+2d6 and not being able to swift action Roshan's Inevitable Strike (at level 1 I don't know of any way to have more than 1 psionic focus to expend).

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