| Simeon |
GM, would you be amenable to me homebrewing some sort of vermin shifter? The changes wouldn't be small, essentially grafting the verminous hunter archetype onto the shifter with some minor changes. If not I understand but the idea of the scorpion DNA slowly overtaking my character seemed too cool to pass up.
| Diamondust |
Diamondust wrote:1d40 taken
1d40 free8. Caught in a green energy wave with a passing snake, your DNA mingled with its and left you with several serpentine attributes.
Greater: Cobra spit: As a swift action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds and take d8 acid damage. The DC of this save is equal to 12 + 1/2 your character level. You can use this ability once per day plus one additional time per day for every three levels you have.
Lesser: Serpent Eyes: You gain low-light vision.
Bad: Hairless: You have absolutely no hair on your body, and are often cold. On fall and spring days when the weather is anything but normal, and every day in the winter, make a Fortitude DC12 + 1/2 character level or be Fatigued for the day.
In truth the transformation brought by the green energy did much more. His hair fell out and was replaced with scales, his eyes changed, his teeth grew sharper into fangs, his nails grew tougher and longer and sharper and he grew webbing in between his toes and fingers. The mixing of reptile DNA transformed him completely into a Lizardfolk. He is a druid and will take the Saurian Shaman archetype with the Strength domain.
| GM Mustache |
GM, would you be amenable to me homebrewing some sort of vermin shifter? The changes wouldn't be small, essentially grafting the verminous hunter archetype onto the shifter with some minor changes. If not I understand but the idea of the scorpion DNA slowly overtaking my character seemed too cool to pass up.
I am open to seeing what you would like. I would also approve just simply reskinning the standard shifter aspects into verminy-type. Like instead of a bear you have a really big scorpion but it keeps all of the bear mechanisms. {I have a character who is a bear shifter. I like shifters!}
| GM Mustache |
This is a link to the verminous hunter. I'd basically use the vermin aspects instead of the standard shifter aspects and swarm stride instead of woodland stride. I'd also use vermin shape instead of beast shape when I start shifting into my aspects.
Yup, sounds good. A pretty equal power shift. I reserve the right to change my mind if I learn later I got played and there is some crazy powerful vermin that vermin shifter gets that I don't know about.
Shifter are limited in that they only get a few shapes. Can you tell me which forms you are most interested in? (At least the first one you want).
| GM Mustache |
Scorpion of course! The vermin shifter wouldn't get an animal companion, I'd just replace the features that the shifter shares with the hunter with that of the verminous hunter. Any case, thanks for the flexibility.
At level 4, we would have to look more closely at scorpion abilities and how it should progress into the future. (make a note of it somewhere to remind us). In normal shifter, the aspects get better at 8 and 15.
| Simeon |
Presenting Alakras, verminous shifter, scorpion man, and mutated survivor!
Alakras
Half-orc shifter 1 (Ultimate Wilderness 26)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee 2 claws +4 (1d4+3), stinger +2 (1d6+1+poison)
Ranged sling +3 (1d4+3)
Special Attacks shifter claws
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Multiattack
Skills Acrobatics -1 (-5 to jump), Climb +4, Craft (leather) +4, Craft (poison) +4, Intimidate +1, Perception +6, Stealth +3, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ orc blood, shifter aspect (minor: 4 min./day), wild empathy +1
Other Gear lamellar (leather) armor[UC], sling, sling bullets (20), backpack, blanket[APG], flint and steel, hemp rope (50 ft.), leatherworking tools, mess kit[UE], pot, torch (10), trail rations (5), waterskin, 8 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Shifter Aspect (4 minutes/day) (Su) Gain abilities of selected animal aspects.
Scorpion Aspect +2 to stealth and grapple attempts
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Poison(Fort save DC 13, 1d2 Str damage, 1 round/6 rounds, 1 save cure)
Poison Blood When you take slashing or piercing damage from a melee attack, your blood sprays your attacker. They make a Fort save DC 13 (1d2 Dex damage, 1 round/6 rounds, 1 save cure)
Involuntary Body Movements Your limbs twitch and convulse at inopportune moments. Take a -2 to all reflex checks.
Alakras remembers little from before the Change. He knew he was travelling the World’s Edge Mountains, as a part of some caravan. Beyond that, who he was is a mystery only half-remembered in dreams and just as quickly forgotten. His first true memory came with the green fire, and the harrowing days that followed. He had just woken up, and had put on his boots when a scorpion that had taken refuge there stung him. He cursed loudly before hearing a deafening noise, louder than anything he had heard before and seeing the green fire approach him. He dove beneath one of the wagons and the fire, though painful, was not enough to kill him. But then he felt it, the Change. His blood felt like fire, far worse than his singed skin. He could see his fellow travellers dropping to the ground, dead. But he had larger concerns on his mind. He felt a rending pain at the base of his spine, as a scorpion-like pincer began to extrude from his lower back. He lay in a strange state, halfway between life and death for nearly a day until he saw the caravan master, who had collapsed a few feet away from him, stand up. In that moment, his catatonia ended and he scrambled out from under the wagon. His companions had begun to rise, slack-jawed and empty eyed. They advanced on him, and a strange urge came over him. His hands began to change, morphing into scorpion-like claws and he felt a predatory instinct kick in. He tore through the undead beasts his companions had become. He was horrified by what they, and he, had become.
He wandered for days before he met and old dwarven druid who had holed up in the mountains.He can remember exactly what the druid said, ”Ach, nearly thought you were a scorpion there, come to kill me at last. You don’t know your name? Perhaps it’ll be Alakras, means scorpion in the tongue of the trade. Perhaps I’ll teach you a bit of it.” It was then Alakras got his name. The druid also saw Alakras’ power, his connection to the natural world. They stayed at the druid’s small camp for a few days as the druid taught him to hone his abilities, along with beginning the teach him the Druidic language. It was after another zombie attack that the druid told Alakras of his plan. He had heard of a city to the north from an eagle he had communed with a few days back. The druid would strike out for the city, and with Alakras at his side they could likely survive. They travelled together for several months, their progress impeded by the necessity of avoiding large groups of zombies. They had nearly reached Prevail when a colossal horde of zombies set upon them. The druid mustered all of his strength and created a massive earthquake, killing many of the zombies and dispersing the rest of the horde. However, the old dwarf had expanded all of his energy and was on the verge of death. Alakras wished to stay, to defend the only friend he could remember having and nurse him back to health. Alakras can remember yet again what the druid said, ”Leave me here lad. Don’t let the whole pack die on account of the lame wolf. Besides, if you die too all this way we’ve come will be for naught.” Alakras left his friend there, leaving him with a warm blanket and a few days worth of food before setting out, saying goodbye to the old dwarf. He marched with a grim determination before finally, after nearly six months fo travel, making it to Prevail.
| GM Mustache |
Thanks for all the great submissions so far. Just one note for everyone to take account of, no one has gotten to Prevail yet, but you are in the vicinity, wandering the central regions of Lastwall, searching. Changes can be made in any submission until the deadline.
It would be best to link to an alias so you can make said changes rather than post everything in a spoiler that gets locked after an hour.
| Phntm888 |
@ElbowtotheFace, I am actually working on a LN Hobgoblin Unchained Monk with the Lifting Hand archetype. I've actually got his crunch mostly figured out - I'm trying to decide on the background skills, and which ones I want to choose. I'm leaning towards "knows how to build houses", but I'm not sure if Craft (carpentry) would apply to that.
| GM Mustache |
@ElbowtotheFace, I am actually working on a LN Hobgoblin Unchained Monk with the Lifting Hand archetype. I've actually got his crunch mostly figured out - I'm trying to decide on the background skills, and which ones I want to choose. I'm leaning towards "knows how to build houses", but I'm not sure if Craft (carpentry) would apply to that.
Sure it does. And you could always put a point into K. Engineering even if it isn't a class skill.
| GM Mustache |
@GM:
Would a different avatar and/or name suit better for my shabti sorcerer? I'm more than happy to find bizarre, non-human faces for my replica person.
No worries! Your official character will be on Discord anyway. Although maybe I missed it. Did you finalize your character?
| Umbungo |
Ok, I have an idea: A deep marshal Magus. Used to be some kind of mining foreman/engineer in the before times. Basically goes around casting every vaguely mud/dirt/rock related spell known to man and hitting things with a heavy pick.
Two questions for the GM:
1 - I assume the half human / half genie races are okay and weren't all zombiefied? Thinking of playing an Oread.
2 - For backstory purposes, what sort of time of day (in the rough region of Numeria) was it when the world ended?
| GM Mustache |
[dice=Mutation Roll 1]1d40
Have been using Discord for some time, and was actually looking for a game to try out the medium in relation to PbP. Big fan of Kingmaker and spreadsheets, so definitely interested. Plus, who doesn't love Fallout and Zombies???
except maybe fallout 76 from what I hear. :D
1. The green energy has left you rugged, and tough, and no wound takes you out for long. But it has a nasty side effect; your life is flying away before your very eyes!
Greater: Permanent Fast Healing 1/round (Immediate stabilization, immune to bleed, among other benefits).
Good: Hale: +1 Constitution.
Bad: Accelerated aging: You age five times the rate of a normal person of your race. (Possible mechanistic effects depending on the length of this game, and you'll probably have to adjust attribute stats based on age, but possibly just something to RP). Age 5 years in a single year if you are a short-lived race, 20 years in a single year if you are a long-lived race.
| GM Mustache |
I'm not feeling it. I yield my die roll (19) back into the unused mass and withdraw.
Well that is a disappointing because I really wanted someone to try an over run build. Ok, this is what we'll do. Anyone not happy with their mutation can swap it out for 19. That will free up their mutation for someone else and so on down the line. First come first served, so if you want to try an over run build speak up!
19. You were just engaging in a little bout of happy go lucky goat wrestling when the green energy hit, and your DNA mingled with its. You never got over the shock, and tend to avoid all animals now.
Greater: Twisted Horns: You have a head of twisted goat-like horns. You gain a natural attack (d12 damage) on charge attacks and you get Improved Overrun as a bonus feat.
Lesser: Goat legs: Gain +5 speed.
Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken, with a new save each turn. Failure by 5 causes you to be frightened , with a new save each turn. Phobia: Monster type: Animals or magical beasts
| GM Mustache |
Ok, I have an idea: A deep marshal Magus. Used to be some kind of mining foreman/engineer in the before times. Basically goes around casting every vaguely mud/dirt/rock related spell known to man and hitting things with a heavy pick.
Two questions for the GM:
1 - I assume the half human / half genie races are okay and weren't all zombiefied? Thinking of playing an Oread.
2 - For backstory purposes, what sort of time of day (in the rough region of Numeria) was it when the world ended?
Sounds similar to aasimar, which is allowed. So that is fine. And half-elves and half-orcs are fine too, so there is precedence.
The bombs fell mid-afternoon, the waves of radiation continued for hours after that and then the residual radiation has still not gone away.
| GM Mustache |
Sure, that puts this one on the table then, which is also pretty awesome.
First come first served, and post the one you are giving up:
1. The green energy has left you rugged, and tough, and no wound takes you out for long. But it has a nasty side effect; your life is flying away before your very eyes!
Greater: Permanent Fast Healing 1/round (Immediate stabilization, immune to bleed, among other benefits).
Good: Hale: +1 Constitution.
Bad: Accelerated aging: You age five times the rate of a normal person of your race. (Possible mechanistic effects depending on the length of this game, and you'll probably have to adjust attribute stats based on age, but possibly just something to RP). Age 5 years in a single year if you are a short-lived race, 20 years in a single year if you are a long-lived race.
| GM Mustache |
This is such a cool idea! Definitely dotting.
1d40
23 is taken, so rerolling til I get you something fresh...
10d40 ⇒ (27, 31, 19, 5, 26, 2, 7, 16, 1, 33) = 167
Here you go!
31. You were near a water body when the green energy hit you. Your DNA mingled with a passing frog, giving you some of the abilities and penalties of an amphibian.
Greater: Frog-tongue: Your tongue can grapple with a 10 foot reach, and you can continue to use 2-handed weapons when you are the controlling grappler.
Lesser: Skinlungs: You breathe through your skin, not lungs. You gain immunity to any type of gas attack that require breathing. You are able to breathe underwater.
Bad: Thin skin: Your skin breaks easily upon slashing and piercing damage, causing 1/bleed per turn, stackable, to a max of character level/turn. Fortitude Save 12 + 1/2 character level to resist.(edited)
| Magicblast |
That's awesome! Very flavorful - two questions before I begin the long journey of building the perfect character.
1. For background purposes, can I play as a halfling that, due to the green energy, morphed into a grippli? So a grippli for all intents and purposes save thematic?
2. Does the Greater: Frog-tongue mutation only give the ability to grapple at 10 foot range? Like can the tongue be used to do anything else?
Edit(because grapple is confusing): Would the frog-tongue character be considered grappled as well when using the tongue?
Again, thank you for your time and this is such a cool idea!
| Helix Missionary |
While I was kicking around a couple of concepts for this one, I'll happily yield it for the one that's been freed up for grabs, because I can see that paired with a skinwalker being a lot of fun for playing a lycanthrope sorta fella. Anyone who wants to be the resident tin can, have at!
35.
The green energy left a thin layer of steel across your entire body, for good and ill!Greater: Steelskin. You gain DR2/, +1 green energy bonus to AC, and a +1 stacking Armor Check Penalty.
Lesser: Energy Resistance and Vulnerability: You gain a green energy bonus 2 to Fire Resistance, Cold Resistance, Acid, and 10% vulnerability to Sonic and Electricity damage.
Bad: Missing Toes: The steel sheathe across your body failed to cover your toes; instead, it chopped them off. You take a -4 to all dexterity based skill checks.
| caster4life |
All: Just a fun FYI about discord: You can pick upload any avatar image you want to discord so no need to worry too much about Paizo's slightly limited selection.
I count 25 people who are interested so far. Sorry if I missed you or misspelled your name! Looking like we'll be able to fill out the big roster but I'm sure some people will decided not to fill out a complete submission so it's not looking tightly competitive yet.
Helix Missionary
Magicblast
Dakcenturi
Umbongo
Decimus Observet
ElbowtotheFace
Simeon
Diamondust
mcridill
jagael
Vexanar/Shirrodan
Ouachitonian
AGM Lemming/Krugh Drawlin
Charles Caskgrip/Rosbee Cznk
Drake Somerset
Ezekiel "Zeke" Smith
AGamer70
Helikon
haydenmccullen
Sigurd Jarlsen
Lekkric18
Garfaulk Sharpstone
Axolotl
Phntm888
caster4life
| GM Mustache |
That's awesome! Very flavorful - two questions before I begin the long journey of building the perfect character.
1. For background purposes, can I play as a halfling that, due to the green energy, morphed into a grippli? So a grippli for all intents and purposes save thematic?
2. Does the Greater: Frog-tongue mutation only give the ability to grapple at 10 foot range? Like can the tongue be used to do anything else?
Edit(because grapple is confusing): Would the frog-tongue character be considered grappled as well when using the tongue?Again, thank you for your time and this is such a cool idea!
Grapple IS confusing, however, there is no better place to learn how to grapple than in PBP, because you can take it nice and slow. Also I know we will have at least one grapple expert in the game who can help you, and I know it pretty well.
You are considered the controlling grappler when using the tongue. But like it says, you can use both hands while grappling which usually you can't do.
Let's say you can spend a move action to use the tongue to pick up items at a 10 ft distance as well and then transfer it to your hand as a free action. That is more for flavor. I don't see that having any significant in game effects.
You can be a halfling who has turned into grippli. You could also be a half-orc (or anything) with a really freaky tongue. You don't HAVE to be a literal frog.
| GM Mustache |
While I was kicking around a couple of concepts for this one, I'll happily yield it for the one that's been freed up for grabs, because I can see that paired with a skinwalker being a lot of fun for playing a lycanthrope sorta fella. Anyone who wants to be the resident tin can, have at!
GM Sappy wrote:35.
The green energy left a thin layer of steel across your entire body, for good and ill!Greater: Steelskin. You gain DR2/, +1 green energy bonus to AC, and a +1 stacking Armor Check Penalty.
Lesser: Energy Resistance and Vulnerability: You gain a green energy bonus 2 to Fire Resistance, Cold Resistance, Acid, and 10% vulnerability to Sonic and Electricity damage.
Bad: Missing Toes: The steel sheathe across your body failed to cover your toes; instead, it chopped them off. You take a -4 to all dexterity based skill checks.
Ok! Now the Colossus ability is up for grabs.
| GM Mustache |
I have ended up spreading myself too thin. I really liked the idea of playing a dwarven Rick/Darrell fusion, but I don't think I can give this one enough focus.
I take that to mean you're out... if you don't reply, I'll know for sure and put your mutation up for grabs like the Colossus mutation.
| GM Mustache |
| 1 person marked this as a favorite. |
It was fun to have a mutation up for grabs. Since I'm all about the fun, I'm going to do that again. I am going to take back the two mutation sets floating around and return them to the pool. Instead, the first person who responds to this can grab this beauty:
3. The green energy has given you excessive growths... both in and out of your control!
Greater: Self-Multiplication: Once a month, multiply yourself into d4 clones plus your original. Your brain is limited though, and you can't get all of yourselves to act simultaneously. You get the normal standard action and move action with one of yourselves, and an extra move action for a different self. You decide which of yourselves moves and attacks. And hey, only one of you has to survive for you to make it to the next day! The next morning, all of yourselves die but one. Might not be the original. Which one is the real you, anyway?.
Lesser: Extra arm coming out of your torso. Hold more items at a time. (doesn't affect # of attacks)
Bad: New PC: You have a completely new body slowly growing deep within current body; eventually it will begin to push its way out...but what will it be? And what will happen to you?
| Decimus Observet |
How about No Man's Face? I'm getting more pleased by the idea of a truly odd personality and body form.
| GM Mustache |
How about No Man's Face? I'm getting more pleased by the idea of a truly odd personality and body form.
I like the picture. I think you need to really write out your character if you want me to give concrete feedback because I'm not sure exactly where you are going!