Ravingdork's Crazy Character Emporium (Second Edition)


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I am probably missing something but Gefglinn the Gnome rogue, how is he a thief and a scoundrel?


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Belltowerben wrote:
I am probably missing something but Gefglinn the Gnome rogue, how is he a thief and a scoundrel?

Rogues can give up their class Ability Boost to take two rogue rackets.


I don't see anything that says they can take two rackets. Could you cite the appropriate text?


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NEW CHARACTER!

Argo Eight-Eyes, the Ash Flower (CN male frilled lizardfolk prisoner monk 9)

Raised and trained in Arena from hatching, Argo Eight-Eyes (aka the Ash Flower) is the scaled horror of Aethyl's coliseum. As ferocious as an owlbear, as swift as a cockatrice, and as cunning as a leprechaun, you'd be a fool to miss the Ash Flower in action! Don't miss his next big event, taking place this Starday in Myscurial on Widowmaker Isle. One silver token or equivalent trade gets you entertainment for the entire day! Watch as the Ash Flower outmaneuvers and picks off an entire pirate-hunter crew in a massive mock naval battle over Sweet Tooth Lake! See him fend off the kraken from ship's bow to crow's nest! Stare in awe as he mesmerizes you with his enchanting serpentine dance with death!

Argo Eight-Eyes specializes in kiting opponents and debuffing them with Intimidation. He is also quite skilled at both stealth and escape-craft, often jumping to or from high areas or squeezing through narrow passages to escape pursuers who would return him to the arena. What's more, even when unarmed, his formidable teeth, claws, and tail provide him with a variety of deadly physical damage types and weapon traits with which to rely on during battle.

Fighting multiple enemies? Sweep with tail attacks.

Making multiple focused attacks against a single foe? Use dragon tail's backswing.

Looking to break the will of your enemy? Use Threatening Approach or Dragon Roar.

Need to make a quick escape? Hop down the rabbit hole, or use your smoke stick and emerald grasshopper to leap away unseen!

Many and more of these options can be combined to make for extremely interesting encounters.

For example, he can use Threatening Approach to stride 40 feet, demoralize a foe for frightened 2 (fleeing on a critical), then use flurry of blows to strike twice with dragon tail's for 4d10+12 damage.

If surrounded by a group of enemies, he can unleash a Dragon Roar, demoralizing (and possibly send running) multiple enemies, make two tail Strikes with Flurry of Blows (taking advantage of his tail's Sweep trait), then Stride through the gap left by whoever died.

Targets of both Dragon Roar and Demoralize/Threatening Approach become immune for 1 minute, but since they are considered different abilities, you can use both against the same target inside of 1 minute if necessary.

He also happens to have strong resistance against mental attacks, can make all skill checks untrained (with +9 or higher modifiers), can quickly squeeze through any space that can fit his head, and can totally ignore falls of less than 50 feet.

Argo's not the friendliest lizard slithering around the block, but he does protect orphans, so there's something to be said for that. :P

Will your adventuring party be the lucky one to spirit him away from Widowmaker Isle and onto grand adventure? Whether serving as your character attempting to escape the island, as an NPC helping the party to free slaves, or as an enemy target to be captured and returned to his rightful masters, Argo can make for a great character encounter for everyone!


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james014Aura wrote:
I don't see anything that says they can take two rackets. Could you cite the appropriate text?

Page 179 of the Core Rulebook in the red box under the "KEY ABILITY" header.

DEXTERITY OR OTHER
At 1st level, your class gives you an ability boost to Dexterity or an option from rogue’s racket.

EDIT: Rereading it, I may have misinterpreted the rule (though I certainly hope not). I'm making a discussion thread for this topic here, so that this thread can stay focused on the new character postings.


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CHARACTER REVISIONS

Due to the fact that I was misinterpreting the rules for class ability boosts and rogue rackets, both Gefglinn and Revin Bitter now no longer have the Scoundrel racket, and both have Dexterity Scores 2 points higher. This change should bring them both back in line with the rules. Thank you Belltowerben, james014Aura, and others for showing me the error of my ways.

Argo Eight-Eyes has has also had emerald grasshopper replaced by a pair of potions of leaping, since a typo on Archives of Nethys mislead me into believing I met certain prerequisites when I actually didn't.


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So awesome. :-)

Waiting for LOCG to be added to HeroLab Online so I can play around with Argo. :-)


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NEW CHARACTER!

Hagor, Exile and Firborn Mercenary (LN male smokeworker hobgbolin warrior sorcerer 7)

"Better they rise up as smoke than in rebellion!"

And you thought goblins liked fire! Hagor is a seriously potent blaster with several battlefield control options and a head for effective guerrilla warfare.

Hagor can dish out impressive amounts of damage either by sustaining two castings of flaming sphere (5d6 each round after round), or by simply casting his trademark 8d6+8 fireball or burning hands via blood magic and dangerous sorcery. :D

When he is well protected by his fellow soldiers, and doesn't have to stay on the bounce, he might begin combat with his heavy crossbow to soften up an enemy target before following up with a hard-hitting spell in the same round.

When using his flaming sphere spells to deal sustained damage, he tends to stay more mobile, getting to cover and concealment effectively while wearing down his foes with repeated attacks.

Whenever possible, he engages only when he has set up the battlefield conditions to his liking, using guerrilla ambush tactics and pumping himself up with elixirs and mutagens.

When facing a superior force he first begins by wearing them down indirectly (infiltrating their camp with his infiltrator's elixir and shadow breastplate to destroy weapons, cripple cavalry, and poison food stocks). When combat is finally joined, he divides their efforts with wall of fire, slows their advance with slow, and disrupts their ability to make ranged attacks with stinking cloud.

He also utilizes animal messenger, smoke signals (via colored smokesticks), or patterned lights in the sky (via dancing lights) to relay important battlefield information to his troops.

Whether hiring out his services directly as a military commander or indirectly as a battlefield strategy adviser, his mastery of Warfare Lore and Experienced Professional feat ensure that he is never without the funds necessary to get him from one conflict to the next.

Though his love for fire and smoke can be seen as a weakness, Hagor is smart enough to change tactics or even break off an engagement the moment he sees that his fire spells aren't working. In the case of enemy abjurations, he has no problem with falling back and biding his time while his enemies' spell durations run out, before launching another attack. As a spellcaster himself, he is keenly aware that such defenses usually cannot be repeated too many times.

On the rare occasions he is actually forced to call for a retreat, he relies on his cheetah's elixirs and/or meld with stone spell to escape any potential pursuers.

As a LN mercenary for hire, Hagor can appear in almost any game, on any side of a conflict, for almost any reason, making him a versatile addition to your party or NPC toolbox.

At higher levels, I would recommend keeping both his Strength and Charisma high, while taking feats such as Fighter Resiliency, Toughness, and Diverse Weapon Expert to better represent his robust warrior strength. Always be on the lookout for options that improve his ability to deal damage or enhance his ability to wage war. For example, you may consider taking phantom steed and pass without trace as signature spells for increased mobility and better guerrilla squad stealth options.


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Lol. Firborn. Meant to say Fireborn.

Another feat recommendation I forgot to include for Hagor earlier is Quiet Allies. Combined with pass without trace and similar abilities, it can quickly turn a small unit of soldiers into a deadly infiltration force.


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Nicely done, RD! I’ve got cool characters to peruse and I learned a new concept: Camel Case.


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Tarondor wrote:
Nicely done, RD! I’ve got cool characters to peruse and I learned a new concept: Camel Case.

*raises a stein*

To new XP!


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Shisio Dafoe: this guy is awesome! I'm still trying to figure him out, though. Couple questions:

1. Where does his ice coating come from? Is his body temperature absolute zero or something? :-)
2. Can he use that buckler with Reaper's wrath?
3. Does a scythe fit the bill for Shelyn's preferred weapon (normally a glaive)?
4. What benefit does "Deific Weapon" give the Champion, anyway? Other than the die bump for simple weapons, which doesn't apply to Shelyn's glaive anyway.


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Thank you for posting! I do so love it when people take an interest.

Ed Reppert wrote:
1. Where does his ice coating come from? Is his body temperature absolute zero or something? :-)

It's mostly just fun, meaningless flavor fitting his theme, akin to saying your barbarian has an especially fierce-looking grimace, or that your sorcerer wears a blood-red cloak. If you or your GM absolutely must have a mechanical reason for it though, you can say it's generated by his greater hat of disguise or a product of his elven heritage (it is well known that elves have been known to take on many of the traits of their home environments) or some combination thereof.

In either case, it's basically just description/illusion, and shouldn't have actual mechanical game effects (he couldn't make an enemy slip on the ice at his feet for example).

Ed Reppert wrote:
2. Can he use that buckler with Reaper's wrath?

[A buckler is] typically...strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.

So, no, I guess not.

Reaper's Wrath was originally a staff, which is a one-handed weapon, and thus could be used with the buckler just fine. However, when I realized that many GMs won't allow a one-handed staff to transform into a two-handed scythe with the shifting weapon property rune (even though a staff has the two-handed property), I changed it into an actual scythe (making everything rules legal, but also dabbing a toe into house rule territory). This does make it harder to use his buckler I'm afraid.

I might change it at some point, but for now, he can still use it when holding his scythe in one hand (which would mean no scythe attacks), when using the scythe to cast spells (which only requires one hand, unlike wielding it), or when he just generally wants to go on the defensive (such as when retreating).

Ed Reppert wrote:
3. Does a scythe fit the bill for Shelyn's preferred weapon (normally a glaive)?

It does not. A scythe is in no way a glaive. Shisio currently receives no benefits whatsoever from his Deific Weapon class ability as a result of wielding an ineligible weapon.

Ed Reppert wrote:
4. What benefit does "Deific Weapon" give the Champion, anyway? Other than the die bump for simple weapons, which doesn't apply to Shelyn's glaive anyway.

It can grant you access to an Uncommon weapon that you otherwise wouldn't have access to. That's the only thing I can think of.

I hope that helps!


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It does, thanks!


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CHARACTER REVISIONS

I have made minor adjustments to every character to account for changes in the recently released Core Rulebook errata.

Among these changes, I've also begun to add parenthetical notation to the equipment section where appropriate that makes it clear when an item is in a container (such as a backpack, bandolier, pouch, or satchel). Per the Core rules and the new errata, item placement can have a dramatic effect on a character's ability to access their items quickly, or upon their encumbrance and bulk. Therefore, I felt it worth noting.

Please don't hesitate to let me know if it looks like I overlooked anything.


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There seem to be some font problems with the new revisions. On-screen, from OneDrive, it looks like the font changes at random points in the narrative. Printed, the docs are hard to read, at least for me.


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Ed Reppert wrote:
There seem to be some font problems with the new revisions. On-screen, from OneDrive, it looks like the font changes at random points in the narrative. Printed, the docs are hard to read, at least for me.

Can you show me a screen shot of what you're seeing? EDIT: Nevermind. I'm seeing it too.

Seems to be a OneDrive issue as my offline PDFs and working files (Word docs) all look fine. I'll look into it. Thank you for bringing it to my attention.


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I am so glad you are doing this again!


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Ravingdork wrote:
Ed Reppert wrote:
There seem to be some font problems with the new revisions. On-screen, from OneDrive, it looks like the font changes at random points in the narrative. Printed, the docs are hard to read, at least for me.

Can you show me a screen shot of what you're seeing? EDIT: Nevermind. I'm seeing it too.

Seems to be a OneDrive issue as my offline PDFs and working files (Word docs) all look fine. I'll look into it. Thank you for bringing it to my attention.

Found a way to fix it. Just need to re-upload all the things. *sigh* This shouldn't break any links.

Hama is ready now. The others should be fixed within the next 24 hours.


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Terevalis Unctio of House Mysti wrote:
I am so glad you are doing this again!

Me too!

Ravingdork wrote:
Ravingdork wrote:
Ed Reppert wrote:
There seem to be some font problems with the new revisions. On-screen, from OneDrive, it looks like the font changes at random points in the narrative. Printed, the docs are hard to read, at least for me.

Can you show me a screen shot of what you're seeing? EDIT: Nevermind. I'm seeing it too.

Seems to be a OneDrive issue as my offline PDFs and working files (Word docs) all look fine. I'll look into it. Thank you for bringing it to my attention.

Found a way to fix it. Just need to re-upload all the things. *sigh* This shouldn't break any links.

Hama is ready now. The others should be fixed within the next 24 hours.

Fixed. Thanks again for bringing to my attention.


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You're welcome. And thank you for fixing it so quickly! :-)


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NEW CHARACTER!

Jaha, seer of ill repute (LN male ancient elf gambler wizard 7)

"Gambling doesn’t become theft just because those who decided to play happen to lose."

A former priest of Abadar, Jaha was excommunicated from the church due to a great many accusations of cheating and theft laid against him. In truth, Jaha is a talented seer whose greed and ability to see the immediate future caused him to develop a gambling addiction. Even as he preached the steadfast tenants of Abadar, he would use his powers of foresight to gain every edge he could in gambling games. To this day, Jaha adamantly defends his actions, claiming (truthfully) that he never (technically) broke any rules, committed any crimes, or took anything that was not due to him by the initial agreements of all who chose to participate in the games. Most tend not to see it that way, however, and much of his life has been dedicated to redeeming himself in the eyes of society.

As an intelligent and perceptive character with lots of skills, Jaha makes for a pretty good sage or detective. There's nothing he doesn't know a little something about and his astute observations of the world around him give him an edge when it comes to finding clues or ousting hidden criminals--to say nothing of his formidable divination powers!

Not one to take chances, Jaha is also a master of metamagic, literally possessing all of the Core metamagic wizard feats he can for his level. His ability to cover wide areas in combat with deadly blasts, cast spells discreetly, or apply beneficial touch spells from a distance grant him a wide range of versatility in and out of combat.


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Love how three of your characters are tied together by their backstory. :)


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Ed Reppert wrote:
Love how three of your characters are tied together by their backstory. :)

More to come. Like, soon.


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NEW CHARACTER!

Dolgrin Tombguard, Kuthite high priest (LE male death warden dwarf shadow hunted cleric 13)

"Abandon your tears, little one! What’s to come shall be an experience without limits for the both of us!"

A descendant from a long line of Pahmet tomb guardians of Osirion, the once proud magistrate, Dolgrin, slowly devolved into insanity after seeing far too many criminal atrocities in his line of work. He has long since given up on the world, and now serves the Midnight Lord as a living atrocity himself. Empty of pity and empathy, utterly amoral and merciless, there is nothing he won't do to sate his masochistic and sadistic fetishes. The only thing that keeps his mind orderly is his unbreakable devotion to his Prince of Pain.

At his core, Dolgrin Tombguard lives to deliver pain unto others. Therefore, he relies heavily on high damage blast spells that allow him to better maim and murder his enemies, crippling debuff spells with which to torment and capture his targets, and a handful of battlefield control spells that deter pursuit while drawing blood. Craving pain himself, he chiefly relies on short range spells so as to always be in the thick of things, relying on his high hit points to endure any incoming trauma he might take.

Dolgrin generally opens up combat with a Battle Cry and harries his foes from a short distance, biding his tim for when they close, allowing him to use his domain powers and focus pool to deliver powerful one-two punches. For example, he might cast a single action harm to deal 7d10 negative damage to a single target followed by cry of destruction for an additional 7d12 sonic damage to the target and anyone standing next to him. Should his enemies attempt to heal themselves or their allies, Dolgrin can punish them with anathematic reprisal (dealing another 4d6 damage and stupefy 1 to the healer).

Should his enemies live long enough to get past Dolrgin's allies, walls, and other deterrents, he can punish his attackers with retributive pain sending half of the incoming damage back at his foes (especially useful should they crit for high damage).

Should a foe prove especially resistant, Dolgrin can cast destructive aura to reduce their resistances, allowing his damaging spells to have more of an impact before following up with spells like phantom pain or savor the sting to prolong their agony and hasten their defeat with persistent damage.

Out of combat, Dolgrin is a bully who coerces others into doing his bidding. Though he is not the most clever villain and generally prefers a more straight-forward approach, he is no fool; subtlety is not beyond him. For example, though he might simply use his magic and minions to abruptly kidnap someone, he still sees the value in and might execute a subtler approach, such as befriending the target and offering them a drink laced with slumber wine. Generally, this depends on his level of control over the situation. When on his own turf surrounded by his own allies, or when he is otherwise certain to get away with it, he is more likely to use brute force. When there is a possibility of drawing unwanted attention, or becoming captured himself, he will generally opt for the more subtle approach.

When praying to Zon-Kuthon, Dolgrin relies on his marvelous medicines, heal and stabilize spells, and Continual Recovery feat to ensure his torture victims do not perish (or lose consciousness) before his own desires have been sated. He uses spirit link so that he can truly make his victim's pain his own. Should Dolgrin ever kill someone too soon (in or out of combat) he uses breath of life to prolong their miserable lives.

If forced into melee combat, he might use chill touch, vampiric touch, or his poisoned spiked chain to deliver excruciating scorpion venom before following up with cry of destruction. A critical hit might also allow him to use his Battle Cry feat to debuff his foe for a time.

Before bringing a horrible fiend such as Dolgrin Tombguard into your games (as a PC or NPC), I encourage you to first speak to your group about their comfort levels when it comes to playing out evil acts at the table.


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SPECIAL TREAT!

The Adventures of Tarka Firefang

We don't have rules available for a kobold ancestry yet, so I can't do a full character write up of Riva Sarjenka's adopted daughter, but this idea was bouncing around in my head and I absolutely had to get it written down before I forgot it forever. Just think of it as a small preview of things to come.

I hope you guys enjoy it!

(When I am able to do the full character write up, this will essentially be Tarka's introductory bio, unique formatting and all.)

Holy Mother of God! It's nearly sunrise!


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Ravingdork wrote:

SPECIAL TREAT!

The Adventures of Tarka Firefang

We don't have rules available for a kobold ancestry yet, so I can't do a full character write up of Riva Sarjenka's adopted daughter, but this idea was bouncing around in my head and I absolutely had to get it written down before I forgot it forever. Just think of it as a small preview of things to come.

I hope you guys enjoy it!

(When I am able to do the full character write up, this will essentially be Tarka's introductory bio, unique formatting and all.)

Holy Mother of God! It's nearly sunrise!

That is a work of storytelling art. Bravo!

Silver Crusade

Hey RavingDork -can you make a good Battle Herald?

Always loved the concept, cannot make it work. In 2e we can make a LG Bard with Paladin Iomedae Dedication, but we don't need the armour, we only need the military, troop inspiring stuff. We won't even be first into battle, it's a commander, not a commando.

The Lastwall knight stuff looked inviting until I saw it was mostly undead fighting.

You know the Marshall Mythic path? THat sort of thing. A Bard who is also a field officer. A person who by 20th level is the general of her army, not only by Legndary Performance alone.


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Dolgrin is a nasty piece of work. Tarka seems kinda cute. :-) Well done!


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Feros wrote:
That is a work of storytelling art. Bravo!

I'm glad you liked it. That was exactly my intent; to bring a bit of fun to others.

0o0o0 O 0o0o0 wrote:

Hey RavingDork -can you make a good Battle Herald?

Always loved the concept, cannot make it work. In 2e we can make a LG Bard with Paladin Iomedae Dedication, but we don't need the armour, we only need the military, troop inspiring stuff. We won't even be first into battle, it's a commander, not a commando.

The Lastwall knight stuff looked inviting until I saw it was mostly undead fighting.

You know the Marshall Mythic path? THat sort of thing. A Bard who is also a field officer. A person who by 20th level is the general of her army, not only by Legndary Performance alone.

Sounds to me like a standard bard, or perhaps a fighter or champion poaching bardic abilities.

Ed Reppert wrote:
Dolgrin is a nasty piece of work. Tarka seems kinda cute. :-) Well done!

Thanks! I lost a lot of sleep over those two.

Sovereign Court

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Ravingdork wrote:
Syries wrote:

Out of curiosity, exactly how many times can you cast True Strike with Jensen? By my count I can get to 8/day: Your highest spell level you can cast is 3, so the staff starts with 3 charges; you then expend your single 3rd level spell slot for 3 more charges, and prepare your single 1st and 2nd level spells to True Strike. Total of 8 castings of True Strike.

Am I missing anything?

If you read the thread I linked to when I posted the character, there is an ongoing debate as to whether cantrips count as spells for the purposes of charging a staff. If true, she would get 6 base charges, not 3.

6 base + 3 for sacrificing 3rd-level spell + 3 prepared normally = 12 total

I recognize that, that might not fly at every table, but it's convincing enough for me until we get confirmation otherwise, and it helps me to "sell the character" in the meantime.

Oh yeah, I almost forgot...

CHARACTER SHEET UPDATES!

I spent a lot of money on licensing the fonts used in the Core Rulebook and Bestiary just so that I could bring the look of the character sheets closer to the stat block styles used in the books. Every single character in the Emporium has had it's sheet design and layout completely overhauled. I hope you guys like the changes as much as I do! :D

(You should be able to use the previously posted links to access the new designs.)

What font did you purchase to get the look right?


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1bent1 wrote:
What font did you purchase to get the look right?

To really get the look right I had to purchase the following font families:

  • Gin by Fort Foundry ($50)
  • Good Pro by FontFont ($1,400)
  • Sabon by Monotype ($100)
  • Taroca by Blue Vinyl Fonts ($28).

Quite nearly $1,600 in all! Thankfully, since I'm a professional graphic designer I have a few industry connections and was able to get everything I needed for only about $30. :D

Taroca is used for the large, colored headers.
Sabon is used for the biography body text.
GoodPro and Gin are used for the various subheaders, section dividers, traits, and stablock text.


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Good to know, except... I'm not a professional graphic designer, and I'm not paying 1600 bucks for fonts. :-)

Sovereign Court

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Ed Reppert wrote:
Good to know, except... I'm not a professional graphic designer, and I'm not paying 1600 bucks for fonts. :-)

I hear you Arial and Calibri works for me.


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Yeah, if that is beyond your budget, I'd advise skipping out on GoodPro and using a similar sans-serif font. The other cheaper fonts are the more distinctive ones anyways.

Alternatively get an Adobe Creative Cloud subscription at ~$50/month and get GoodPro and some of the others through Adobe Fonts for as long as you remain a subscriber.


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TWO NEW CHARACTERS PLUS CHARACTER REVISIONS!

Soumral, chirurgeon and warlord (CG female seer elf aspiring river monarch alchemist 9)

"Armies are like plagues: terrible, but ultimately predictable. One only need learn their patterns. Devising a means of systematically eradicating them then becomes a matter of course."

Soumral (pronounced "SOOM-RALL," rhymes with ZOOM HALL) has more or less co-opted Caladrel's backstory (with some revisions) and so is meant for a Kingmaker game or any adventure taking place within the River Kingdoms are their surroundings. As with any character, you are free to make up your own bio, and play the character anywhere or in any way you wish.

Caladrel now has a new backstory detailing her past as a lost child of the Goblinblood Wars who was trained to be a Devil Nun by the Sisters of the Golden Erinyes.

I may touch up one or both bios later to differentiate them further from one another.

I also have a new 1st-level variant of Caladrel and a second new character, both geared for people wanting to play in the Age of Ashes adventure path:

Caladrel, long range messenger (CG female woodland elf reputation seeker monk 1)

"You could never imagine the hideous level of pain we were trained to inflict upon others—trained to ourselves endure."

Rassh, freed iruxi slave (N male cliffscale lizardfolk emancipated fighter 1)

"The world is different now. It is far more glorious than I could possibly have imagined from behind the confines of slavery."

Enjoy!


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NEW CHARACTER!

A potential playmate and fellow adventurer for Tarka Firefang. XD

Halvin (aka Spiff), imaginative kid explorer (CN male irongut goblin animal whisperer ranger 6)

"It’s a magical world, Cobbes, ol’ buddy…Let’s go exploring!"

Halvin is a six-year-old gobbo with a spiky blond wig glued to his head, a distinctive red animal-hide coat, and striped pants. Halvin demonstrates his imagination and intelligence through a sophisticated vocabulary, philosophical mind and creative/artistic talent. He does not possess much of a filter between his brain and his mouth, is a little too intelligent for his age, lacks restraint, and is not yet old enough to have the experience to “know the things that you shouldn’t do.”

Halvin was orphaned as a young boy when poachers murdered his parents while looking for the tiger he allegedly stole from them. The tribe quickly drove off the poachers, then drove off Halvin and his pet tiger for having brought trouble into their midst in the first place. As such, Halvin was forced to grow up learning how to survive on his own. Though extremely intelligent and imaginative, he is still young for a goblin, and does not yet fully comprehend much about the cultures of goblins and other humanoids. He generally spends most of his time playing with Hobbes and other animal friends in the wild, imagining that he is some sort of superhero explorer named “Spiff.”


Ravingdork wrote:
Instead of a +2 greater striking greater frost ghost touch shifting major staff of evocation

So how exactly are you putting three runes (Greater Frost, Ghost Touch, Shifting) on a +2 weapon?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
NemoNoName wrote:
Ravingdork wrote:
Instead of a +2 greater striking greater frost ghost touch shifting major staff of evocation
So how exactly are you putting three runes (Greater Frost, Ghost Touch, Shifting) on a +2 weapon?

One of them is a freebie from a class ability.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ravingdork wrote:
NemoNoName wrote:
Ravingdork wrote:
Instead of a +2 greater striking greater frost ghost touch shifting major staff of evocation
So how exactly are you putting three runes (Greater Frost, Ghost Touch, Shifting) on a +2 weapon?
One of them is a freebie from a class ability.

And not, IIRC, a rune at all.

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