Ravingdork's Crazy Character Emporium (Second Edition)


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NEW(ISH) CHARACTER!

Just how versatile can a multi-element kineticist be, you might ask? Here is the non-playtest re-imagining of our very first kineticist from a year ago!

Sienna Hensworth (female half-elf merchant kineticist 6)

Sienna Hensworth is a racing jockey and Tian merchant that specializes in the capture and sale of rare and exotic beasts. Known to many in her homeland as a “wind witch,” Sienna possesses the unique ability to control the air around her—a power that she has leveraged many times to lull many unsuspecting creatures into an oxygen deprived sleep before their capture. When the Plane of Wood was unexpectedly returned to the Elemental Planes, Sienna also gained some ability to manipulate flora as well.

Tactics: Sienna is designed to be versatile rather than powerful (as well as different from other kineticists I've made). She can skirmish effectively using her long range air blasts while keeping her distance from her enemies with her terror bird's superior speed. Impressive Mount effectively grants her a 4th action each round, allowing her to better keep her distance without having to sacrifice any of her action routines. Air Shroud makes it difficult for aerial skirmishers to gain a mobility advantage over her and for enemy snipers to take her and her allies out at range. With Quick Mount, she can even hop onto Coco's back and command the beast in a single action (effectively getting three actions for one), leaving her two actions remaining to Channel Elements, raise her stance, and blast an enemy (or use aerial boomerang).

A high Stealth modifier, a high-flying air elemental familiar (whose eyes she can use), Clear As Air, Survey Wildlife, and Whisper On the Wind all work together to make her an excellent scout, able to detect dangers and discreetly report them to her allies long before an encounter happens, better allowing the party to pick their fights or better set up the battlefield.

Her Fresh Produce impulse also allows her to act as a passable healer, topping everyone off before the next fight, or feeding her pets that special Scooby snack that let's them help to carry the day.

Being a merchant, Sienna is also good at handling social situations. Aiding her in these endeavors are her merchant’s guile and psychic warding bracelet which prevent others from getting the upper hand against her.

Finally, Sienna excels at shopping and trading, always getting a good deal with Bargain Hunter and her merchant’s guile. Sometimes, she even forgets some of the deals she has already taken advantage of, and can pull out a convenient surprise with Prescient Planner, or make use of an unusual utility item with Trick Magic Item.

Breakdown: Here is Sienna's Pathbuilder breakdown, with possible options through level 10, in which she forks into Water (gaining Deflecting Wave and a slew of new damage type options), as well as multiclassing into Bard in order to gain new skills, guidance, and protect companion. She also gains the ability to draw expendable items from absolutely nowhere.

If you pick up Incredible Mount at level 8 I recommend dropping the heavy barding for light, so that you can take full advantage of Coco's extreme mobility in combat.


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Okay, I think I found you on Patreon, as Ravingdork, but I don't see a way to become a patron. What am I missing?


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Ed Reppert wrote:
Okay, I think I found you on Patreon, as Ravingdork, but I don't see a way to become a patron. What am I missing?

After running it for approximately two years, I discontinued patronage a couple months back. I rarely ever had one patron at a time, so it simply wasn't worth the the time or effort for me to maintain.


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I guess I was late to the party. Sorry about that. :-)


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Hm. Check this out.

Harmony Vonn
Female halfling kineticist 1 (Rage of Elements)
NG, Small, Halfling, Humanoid
Heritage observant halfling
Background herbalist
Perception +5
Languages Common, Halfling, Kelish
Skills Acrobatics +2 (Successes to Escape are critical successes instead.), Athletics +0 (Successes to Escape are critical successes instead.), Diplomacy +3, Herbalism Lore +4, Intimidation +3, Nature +5 (+7 to your check to Treat Wounds, subject to the GM’s determination), Society +4, Stealth +5, Survival +5
Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Items leather armor, dagger, sling (20 sling bullets), staff, backpack, bedroll, chalk (10), flint and steel, healer's tools, minor elixir of life, rations (1 week) (2), rope (foot) (50), soap, tindertwig (5), torch (5), waterskin, purse (2 gp, 2 sp, 8 cp)
--------------------
AC 16; Fort +9 (Successes vs. an effect that would impose the grabbed or restrained condition are critical successes instead.); Ref +7 (Successes vs. an effect that would impose the grabbed or restrained condition are critical successes instead.); Will +5
HP 18
--------------------
Speed 25 feet
Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Melee [1] staff +3 (two-hand (1d8)), Damage 1d4 B
Ranged [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Ancestry Feats Unfettered Halfling
Class Feats Deflecting Wave, Fresh Produce, Ocean's Balm
Skill Feats Natural Medicine
--------------------
“I'd rather heal, but that doesn't mean I won't hurt those whose actions call for it.”

Harmony Vonn was born a slave in Cheliax in 4702 AR to Darren and Rayna Vonn. Darren was a farmhand, and Rayna an herbalist. When she was about six years old, she and her parents were liberated by members of the Bellflower Network and taken to Andoran, where they settled in the hamlet of Piren's Bluff. Harmony's mother soon struck a business arrangement to supply herbs she collects to Viaren Danis, also known as Viaren the Apothecary, half-elf owner of the Black Candle apothecary shop.

Harmony's parent don't talk much about their experience as slaves, and Harmony herself doesn't remember much about her early childhood, except that it wasn't much fun. Growing up in Piren's Bluff was fun though, and she particularly enjoyed helping her mother gather herbs in the forests and fields around the town.

Harmony has grown into an attractive young woman, with curly auburn hair and green eyes. She is friendly, but her early life as a slave and refugee has made her very self-reliant. She wears leathers rather than skirt or dress, and prefers the colors blue and gold, those of her goddess, Sarenrae. She carries a dagger, staff, and sling.

When Harmony was 14, she apprenticed to Viaren the Apothecary, adding much to the knowledge of herbs she learned from her mother, as well as some introduction to alchemy. Talking about her goals with Viaren and her mother crystallized a desire to become a healer. About that time, though, she discovered in herself an affinity for the elements of wood and water. Having no one nearby who understood what was happening to her, she was at first apprehensive, but as time went on and she experimented with the elements, she became more confident in what she could do. Now, at 21, she feels ready and eager to go out into the world, exploring and practicing her healing arts.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I need a good avatar for Harmony, but all the stuff I've found on the web so far is either no good, or somebody's IP I really don't want to steal. I suppose I could commission someone to draw her for me, but I have no idea how much that would cost. Any suggestions?

Added: I just realized I haven't looked at Pathfinder Infinite yet. I'll go do that after I get some sleep.


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That looks like a really fun character, Ed!

Do you have any particular ideas on which options you will take with her at later levels? (Or would recommend somebody playing a similar character to take?)

Do you mind if I format it as a gallery stat block?


Ed Reppert wrote:
I need a good avatar for Harmony, but all the stuff I've found on the web so far is either no good, or somebody's IP I really don't want to steal. I suppose I could commission someone to draw her for me, but I have no idea how much that would cost. Any suggestions?

There is also the option of AI generation, if you like that kind of stuff.


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Ravingdork wrote:

That looks like a really fun character, Ed!

Do you have any particular ideas on which options you will take with her at later levels? (Or would recommend somebody playing a similar character to take?)

Do you mind if I format it as a gallery stat block?

Go for it. :-)

I have some ideas. First, I set her up in Herolab (and Pathbuilder, which I used for its planning pane) with Free Archetype and Gradual Ability Boosts, because I really like both those options. For example, she'll pick up CON +5 at level 7. :-)

I figure Herbalist Dedication starting at level 2, and later, after she's done with that, maybe Captivator Dedication starting at level 10. I picked that one because I like the description of the archetype. "Your ability to captivate others borders on the preternatural". :-)

She'll also get Aura Shaping at level 10 so she can extend her aura out farther or in closer as needed, and there are a couple more healing type impulses she'll pick up along the way. I still have a few holes in the plan up to level 20, and I did have to play around with her skills progression, because at one point I thought about picking up the Bellflower Tiller Dedication which has some ability and skill level requirements, but on reflection I decided that was too restrictive -- she'd be spending all her time in that job. She is associated with the Bellflower Network, but only unofficially. She might want to pick up Pathfinder Society membership (and maybe one of the associated archetypes). I haven't decided on that yet.

She'll pick up a Staff of Water at some point, and/or maybe a personal staff. Water based because it just feels like there's more useful water spells than wood spells at the moment (though one might argue that "plant" would satisfy the trait requirement for wood).

Here's the Pathbuilder link. I hope. :-)


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Community Submission!

For those of you who might have missed it the first time around, here is a submission by Ed Reppert. I've updated it to match the formatting and look of other characters in the gallery.

Harmony Vonn, Primal Healer (female observant halfling herbalist kineticist 1)

Character Updates!

What's more, I have updated the character art for Caladrel and Hama with new AI generated art. (Harmony Vonn's portrait was AI generated as well.)

I may use these tools for both future and past characters as well. (Do you think I should?)

Caladrel, long range messenger (CG female woodland elf sailor monk 6)

Hama, the Wandering Witch (NE female skilled human herbalist sorcerer 12)

Finally, there have been minor formatting changes to all of the halfling characters in the gallery to make their keen eyes ancestry ability more consistent.


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Very nice, RD, thanks for doing that. I particularly like the potrait you (or your AI) chose. :-)

I like Caladrel's portait too - it goes well with her new bio. She looks tough. OTOH, I think her old portait makes her look like a sweet kid - and is consistent with her old bio.

I like Hama's portait too, especially the contrast with "young Hama". I'd say continue with AI portraits. :-) Which tool did you use, if I may ask?


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Ed Reppert wrote:

Very nice, RD, thanks for doing that. I particularly like the portrait you (or your AI) chose. :-)

I like Caladrel's portrait too - it goes well with her new bio. She looks tough. OTOH, I think her old portrait makes her look like a sweet kid - and is consistent with her old bio.

I like Hama's portrait too, especially the contrast with "young Hama." I'd say continue with AI portraits. :-) Which tool did you use, if I may ask?

These were done via Dream Studio.

You can generate a couple dozen images for free, but then you need to pay for more. I threw down $10, and will likely get over a dozen character portraits out of it.

As per Caladrel's portraits, you can just think of them as her younger self, versus her when she's older and more experienced. I'm keeping the original portrait on her 1st-level character sheet for that reason.


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NEW REFERENCE TOOL!

A short while ago, while reading a forum discussion about the efficacy of the shatter spell, I decided to math it out and make a reference sheet for myself.

As I've since misplaced said discussion, I'm opting to share my findings here for your benefit. It shows what materials are most susceptible (for both becoming broken and getting destroyed) and at which spell ranks those conditions occur, assuming average damage.

Shatter Susceptible Materials (Excel Spreadsheet / PDF)

The Concordance RPG Superstar 2008 Top 32

Is there a page somewhere with all the characters you have created? Just curious (I like to download them and then read them offline -- especially at work when I am bored out of my skull).


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catdragon wrote:
Is there a page somewhere with all the characters you have created? Just curious (I like to download them and then read them offline -- especially at work when I am bored out of my skull).

There should be a "master link" towards the end of the first post. It will take you to the OneDrive folder where all the characters, homebrew content, and aids are stored.


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NEW REMASTER CHARACTER!

Loriush, the Living Talon of Gozreh (female wetlander lizardfolk root worker cleric 9 of Gozreh)

“We are as the leaf to the stream. Much like a leaf must go with the flow of the stream, so too must we all move with the natural world rather than against it.”

In the shadow of ancient trees, where the land was eternally wet and the air resonated with the calls of unseen creatures, Loriush was raised in a village where the bones of ancestors mingled with the roots of mangroves. This marsh was a place of deep mystery and profound strength, characteristics that Loriush embodied as surely as she did her own scales.

Loriush’s connection to Gozreh was evident from the earliest days of her training. In her meditations, she felt the breath of the Wind upon her scales, and her heartbeat synchronized with the ebb and flow of the Waves. She was not one to engage in the art of politics or the dance of diplomacy; instead, she found her voice in the thunder and her counsel in the whisper of the rain.

Inspiration Lizard Priest (Goblin Slayer)

Tactics As a cleric, it's all about buffing, debuffing, and support. Use your spells, magic scrolls, and other abilities to support your allies with things like bless, forbidding ward, guidance, heal, heroism, protection, Root Magic, and status. Use cleanse affliction, clear mind, and sound body to remove a large variety of debuffs and conditions from your allies before they can prove to be a serious problem.

When you're in the thick of things (as a warpriest should be) use either bless or heroism to boost your attacks, fear to reduce your enemies' AC, and rouse skeletons in conjunction with your Terrain Advantage feat to make them offguard to your melee trident attacks. Between rouse skeletons, regular crits with your trident, and blood vendetta, you should be able to deal respectable amounts of damage each round. Don't be shy about putting some of those buffs on your more martial-minded allies as well. Invest in more buff scrolls so that you can do both more than once in any given day.

If you think you might be in over your head, use Raise Shield/Raise Symbol to raise both your AC and your saves by +2 and Shield Block to mitigate damage. Your shield's spines give your shield more durability than even a level appropriate sturdy shield. Take full advantage of that fact to stay in the fight as long as you can, then repair your shield with your Craft skill and repair kit after things die down.

Your focus powers also give you lots of mobility options for escape or strategic maneuvering. Remember that your focus spells let you ignore difficult terrain, which includes difficult terrain for flying or swimming up and down.

Against invisible or hidden enemies, use see the unseen then revealing light to make things easier on your allies.

When holding up in a dungeon for the night, alarm and lock can help protect everyone at their most vulnerable.

If separated from the party, you can use light and message to communicate with allies from long range using coded signals and status to keep tabs on everyone.

Against foes well outside your reach, use your spined shield's spines to snipe while you close with the superior mobility options provided by your focus spells.

Whenever possible, take the fight to the water, where your strength and speed can overcome those not well-suited for such environments. Use water breathing to get your allies in on the action, or to allow you to cast your spells underwater. If your GM will let you use control water (courtesy of Gozreh) to flood a dungeon room then electrocute everyone with lightning bolt (also courtesy of Gozreh), do it. Otherwise, look for difficult terrain or ways to create difficult terrain. Making enemies offguard, when stacked with attack buffs and AC debuffs, can effectively make your attacks more accurate than those of a fighter. It also makes them slower, allowing you to harry them with your superior mobility options (many of which allow you to also ignore the difficult terrain). If you time your heal spells well, you (and your allies) can be in it for the long haul, ruining powerful enemies in a battle of attrition.

REMASTER CHARACTER UPDATES!

The following characters have been updated to include even more of the new renamed, redesigned content from Player Core and GM Core wherever possible. Please let me know if I overlooked anything.

- Badbella
- C.H.A.D.
- Harmony Vonn
- Raijin Perun
- Sienna Hensworth
- Yiankun Lee


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NEW CHARACTER!

Sir Cuddleton Bravepaw, Guardian of the Innocent (Male personality wishborn poppet detective champion [paladin] 5 of Iomedae)

“Though I miss my queen terribly, she is safe and grown. There are others out there who call for aid just as she once had. I intend to answer them all.”

In the humble hamlet of Fusil, nestled deep within the Verduran Forest’s lush canopies, Sir Cuddleton Bravepaw’s origin story unfolded. His life as an animate being began not with the laughter of a child, but with her tears and a desperate wish whispered in the night. The child, whose heart was intertwined with the teddy bear’s very existence, had been spirited away by an annis hag. This wicked creature, known for her penchant for preying on the innocence of youth, had taken the child to her lair deep within the forest’s gnarled roots.

Sir Cuddleton’s transformation was a mysterious convergence of the child’s longing and the latent magic of the Verduran Forest—a place where the veil between reality and reverie is thin. Awoken in the silence of the night, with no child to hold and no laughter to echo, the teddy bear found himself imbued with life, purpose, and a child-given name that spoke of courage he had yet to discover within himself.

Guided by an unexplainable bond to the child, Sir Cuddleton set out on a daunting quest. The forest, a labyrinth of greenery and danger, tested his newfound resolve. He navigated through the twisted underbrush, his soft paws surprisingly adept, and his plush form resilient against the bramble’s scratch. Each step was a step towards the child, and a step into the unknown.

Sir Cuddleton, armed only with the fierce determination of a guardian, faced trials that would fray the courage of the bravest knights. The hag, with her cruel cackle and spells woven of nightmarish threads, was a formidable foe. The battle that ensued was one of wits and wills. Sir Cuddleton, though lacking in the martial prowess that comes with the experience of longer lived beings, used his cunning and the very innocence that the hag sought to corrupt, but could never understand. In the end, it was the purity of his intent that undid the hag’s vile enchantments and led to the child’s release.

The child’s embrace, upon being rescued, breathed further life into Sir Cuddleton. It was as though each squeeze strengthened his seams and brightened his eyes. The Verduran Forest, a witness to this tender victory, seemed to whisper its ancient approval through the rustling leaves.

Sir Cuddleton’s subsequent tales of knighthood and adventure garnered the attention of the Pathfinder Society, though many of its members speculate that many of them may have been little more than figments woven from the remnants of enchantments and his child’s vivid imagination. Nevertheless, his heroism in the Verduran Forest was witnessed by many, and stands as a true testament to his valor. It was this very act of bravery and love that enshrined Sir Cuddleton Bravepaw in the annals of legend, earning him a place of honor among the tales told by the Pathfinder Society—a teddy bear knight, whose heart beats not with thread and fluff, but with the unyielding spirit of a true hero.

Inspiration Buzz Lightyear (bravery), Keith David (voice), Paddington Bear (appearance), Winnie the Pooh (naivety)

Tactics Stay close to your allies and protect them with Aura of Courage, Devoted Guardian, lay on hands, and retributive strike. If you wish to play more offensively, use retributive strike and weapon surge frequently. You can also support them with Aid and Helpful Poppet (both in and out of combat).

Throw yourself into the thick of things to draw attacks away from your allies. Use your shield and its fortifying pebble to weather the storm of enemy blows.

In social situations, take advantage of being an adorable teddy bear by way of Courtly Graces and Glad-Hand.

Use Streetwise to Gather Information and find people in need of your help. Start with Society (even though it has lower modifier), then follow up with Diplomacy if that fails.

Stay away from fire. There's a reason your "adventurer's kit" doesn't have flint and steel and torches.


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Nice! Some cool choices with his gear. Question: is "Queen's Judgement" an actual battleaxe which he shifts to a longsword (Iomadae's preferred weapon) at need, or is it a longsword he shifts (semi-permanently?) into a battleaxe? Not sure which way 'round that should go.

He seems to have gone over budget. I was 15 sp short using default starting money for a 5th level character and buying the striking rune for his shield boss, which was the last thing I bought. No big deal. :-)


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Ed Reppert wrote:
Nice! Some cool choices with his gear. Question: is "Queen's Judgement" an actual battleaxe which he shifts to a longsword (Iomadae's preferred weapon) at need, or is it a longsword he shifts (semi-permanently?) into a battleaxe? Not sure which way 'round that should go.

It's an axe by default that can be made into a longsword. If you want to play it the other way though, that's totally cool.

As there's not much mechanical benefit to sticking with the favored weapon, I'm going with the axe as it's more fearsome looking and let's me cut down more evil villains.

Ed Reppert wrote:
He seems to have gone over budget. I was 15 sp short using default starting money for a 5th level character and buying the striking rune for his shield boss, which was the last thing I bought. No big deal. :-)

Budget might have got screwy from buying an adventuring kit then refunding a few items at full value. I'll likely make some minor adjustments in the near future to accommodate it. In the meantime, here's hoping your GM won't sweat over some pocket change.


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Oh, that won't be a problem. :-)


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NEW CHARACTER VARIANT!

Hama, the Wandering Witch, has not only been updated to the new Remaster rules, but has also been converted into a true witch (previously she was a hag-blooded sorcerer).

Though I lament the loss of her unique bloodline powers and her ability to throw curses out left and right, this version grants her a suite of powerful focus spells, a much more capable (and truly immortal) familiar, and a greater repertoire of spells that allow her to put into action most any plan or plot she can think of. Not only is she now an amazing debuffer, she can repudiate attacks on her person with numerous options (many of which can be stacked upon one another).

Woe be to the sorry sod who strikes out at her and must then contend with spells and abilities like warrior's regret (3d8 damage per creature attacked), needle of vengeance (12 damage per hostile action), and blood vendetta (4d6 persistent bleed damage)!

The original sorcerer version of the character remains in the non-Remaster section of the gallery.


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NEW CHARACTER!

Halvor Cade, the Starfall Spear (Male versatile human heritage deckhand fighter 12)

“Even the dragons of the sea have come to fear the sting of the Starfall Spear. Who are you to think you stand a chance?”

In the dying coastal town of Willowside, overshadowed by the encroaching blight known as the Welt, lived a young man named Halvor Cade. His eyes held the color of the stormy seas, and his heart, the courage of the ancient mariners. His home was once a thriving community, but now lay at the mercy of the Welt, its farmlands barren, its future uncertain. The residents of Willowside knew that the Welt’s spread had accelerated in the last 10 years, but they were powerless to do anything about it, leading many to abandon Willowside entirely to avoid starvation. In hopes of restoring his home, Halvor Cade would embark on a quest beyond the sea for answers.


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Another interesting character! But I think you're missing an attribute increase. If I'm reading it right you have +4 +5 +3 +0 +3 +0 (there's an extraneous "14" before the +0 INT) but that's one short, unless... oh. I had his Ancestry boosts in STR and DEX and his background boosts in DEX and CON, but if I take the BG boost out of CON and put it in STR he does end up +4† +5 +3 +0 +3 +0, with +4† indicating a partial boost. Is that the way of it?

You've listed Pilgrim's Token as a bonus feat so I put it in at level one, under his Versatile Heritage, but if you do that, he doesn't have enough General Feat slots (one each at levels 3, 7, and 11 is only three, he needs four). I don't see how to reconcile this one.


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Ed Reppert wrote:
Another interesting character!

Thanks! I am making made some minor edits to the character, so if you're in the habit of saving the characters offline, you may want to download it again in the morning.

Ed Reppert wrote:
...but if I take the BG boost out of CON and put it in STR he does end up +4† +5 +3 +0 +3 +0, with +4† indicating a partial boost. Is that the way of it?

That is correct.

At level 1 it was...
+1 Str/Dex from Ancestry
+1 Str/Dex from Background
+1 Dex from Class
+1 Str/Dex/Con/Wis free (and twice more, at level 5 and 10)

Ed Reppert wrote:
You've listed Pilgrim's Token as a bonus feat so I put it in at level one, under his Versatile Heritage, but if you do that, he doesn't have enough General Feat slots (one each at levels 3, 7, and 11 is only three, he needs four). I don't see how to reconcile this one.

It's the bonus skill feat granted by his Rogue Dedication at level 2.


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Ah! Thanks, I didn't think of that.


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CHARACTER UPDATE!

Halvor Cade, the Starfall Spear (Male versatile human heritage deckhand fighter 12)

I've swapped out the following options for Cade:
- Monk Dedication for Cleric Dedication, spells, and sanctification
- Secondary weapons for a free hand and a brace of magical wands
- Quick Draw for Warden Initiate: gravity weapon (which stacks with Point Blank Stance!)
- Powerful Leap for Kip Up
- Pick Up the Pace for Incredible Scout
- Spear for trident

I feel these trades greatly increase his versatility, overall power and capability, and strength of concept.

An opening round for Cade might look like Hunt Prey, Point Blank Stance, gravity weapon (note that sometimes you can save an action by using Hunt Prey in advance of the encounter, allowing for an immediate ranged Strike). That will likely be followed by repositioning and Incredible Aim the second round. In later rounds, if there's no need to apply buffs with his wands or to move to a new location, he can attack twice with his thrown Starfall at +2/-5 with Incredible Aim, or three times at +0/-5/-5 with Exacting Strike.

I've also expanded upon the description for Starfall. This update also adds additional skill options.


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NEW CHARACTER!

Cassia Thorne, preeminent information broker of Cheliax (Female Chelaxian skilled heritage human bookkeeper rogue 10)

“It's not what you know, it's who you know.”

From an early age, Cassia exhibited a remarkable talent for learning. Her skills were particularly evident during her early tenure as a bookkeeper and custodian of significant tomes, many of which were ultimately seized and destroyed by the oppressive House Thrune to safeguard their secrets. She was especially attracted to the study of lore, encompassing everything from the histories and genealogies of noble houses to the complexities of diabolism and the doctrines of deities like Abadar (her patron deity) and Asmodeus. Following the dissolution of her bookkeeping role, Cassia's relentless curiosity and keen intellect propelled her to explore various disciplines, including academia, accounting, architecture, engineering, and law. Her educational journey extended beyond formal settings; she gained substantial insights from the streets and alleys of cities such as Egorian (her childhood home) and Westcrown, closely observing the dynamics of the underworld and the intricate power play among nobles, merchant families, guilds, and criminal syndicates.

Cassia’s story is one of survival and cunning in a land where power is often gained through darkness and deception. Her journey from a minor noble to a master of information in a realm as complex and dangerous as Cheliax is a testament to her intelligence, adaptability, and unyielding will to succeed amidst chaos and treachery.


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Cassia's interesting. Sixteen lore skills? HeroLab and Pathbuilder both balk. Did you build her without the aid of either of those, or am I missing something?

Not that it matters, but which two skill feats would you put in as general feats at levels 3 and 7? Your sheet kind of leaves that up in the air.


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Ed Reppert wrote:

Cassia's interesting. Sixteen lore skills? HeroLab and Pathbuilder both balk. Did you build her without the aid of either of those, or am I missing something?

Not that it matters, but which two skill feats would you put in as general feats at levels 3 and 7? Your sheet kind of leaves that up in the air.

The level 3 general feat slot went to Contract Negotiator. The level 7 general feat slot went to Courtly Graces.

Here's the Pathbuilder link for Cassia if you'd like to check the work.


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NEW CHARACTER THEME (SONG)

Beware of Hama, the Wandering Witch

Lyrics:

Beware of Hama, the Wandering Witch
Lyrics by me. Music composed with AI assistance.

[Verse 1]
In the darkness of the moonlit night
Hama wanders with eerie might
A wicked sorceress with a twisted mind
Body Snatcher, Mind Bender, curses intertwined

[Chorus]
Beware of Hama, the Wandering Witch
Her spells will leave you in a darkened ditch
Body Snatcher, Mind Bender, Master of Curses
She'll haunt your dreams, and reality reverses

[Verse 2]
In the shadows, she weaves her spell
Turning heaven quickly into hell
With a flick of her wrist, the world twists and bends
In her realm of terror, the nightmare never ends

[Chorus]

[Bridge]
In the silence, her whispers echo loud
In her grip, even the brave aren't proud
A spectral figure in the dead of night
Beware of Hama, she's a ghastly sight

[Chorus x2]

[Outro]
So heed this warning, keep your spirit tight
Beware of Hama, in the moon's pale light
Body Snatcher, Mind Bender, lost in her curse
Beware the witch, or your world will disperse

I hope you like it!


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Hi just want to say I love all your characters and work and you're creativity. I love Hama and the lyrics inspire paranoia can you trust what you see. I also loved your barbarian I think it was old wooly the venerable female dwarf barbarian I think. I love the story about her


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Taz99 wrote:
Hi just want to say I love all your characters and work and you're creativity. I love Hama and the lyrics inspire paranoia can you trust what you see. I also loved your barbarian I think it was old wooly the venerable female dwarf barbarian I think. I love the story about her

Thanks, Taz99! I'm glad you're enjoying them.

If you use any of the gallery characters in your games (as PCs or NPCs), or new characters that were inspired by characters in the gallery, please do come back and share how their adventures went.


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NEW CHARACTER VARIANT!

Arbutus, the Prince of Flowers, has not only been updated to the new Remaster rules, but has also been converted into an ardande ghoran (though, conceptually he is a unique being directly related to neither).

The necessary alterations to his ancestry feats have made him far more capable of protecting himself than his previous leshy counterpart.

I considered making a variation of him as a phytokineticist, or multiclassed druid/kineticist or kineticist/druid, and may still do so at some point in the future, but I have so many kinecists among the Remastered characters already, that I didn't want to risk "polluting the well" so to speak.

I hope you like him!


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NEW CHARACTER!

Thalrenn, interplanar miscreant (Male talos dwarf kineticist planar migrant 9)

“There ain’t nothin’ more precious than good ol’ sparklay treasure!”

In the recent years following the momentous liberation of the imprisoned lords from the Planes of Metal and Wood, a significant influx of migrants has poured into the Universe and beyond, heralding a new era of interaction and exchange among diverse realms. Among these migrants is Thalrenn, a figure who embodies the complexity and contradiction of this new diaspora. Thalrenn, a talos geniekin dwarf, ventured from his native plane, seeking refuge from what he vehemently describes as the “prejudicial treatment by an oppressive regime.” His departure, however, unveils more about his character than the circumstances he fled.

Thalrenn’s journey is marked not just by escape but by a deep-seated desire to evade accountability. Despite his claims of facing hardships due to his lackluster and rust-afflicted nature, the truth paints a starkly different picture. Thalrenn is, at his core, a figure driven by greed and a penchant for petty thievery. His career as a burglar and tomb raider is distinguished by a callous disregard for those he robs, a trait that has rightfully alienated him from many within his community.

Having navigated the treacherous path across the planar border, Thalrenn sees the Universe not as a fresh start in the moral sense but as a new hunting ground for his nefarious activities. While many of his fellow talos migrants bring honorable professions and crafts to their new homes—embracing roles as alchemists, smiths, inventors, and miners—Thalrenn’s ambitions lie elsewhere. He is singularly focused on identifying and exploiting opportunities for his next grand heist, viewing any employment as merely a facade to gain access to potential targets.

Pathbuilder Breakdown and Possible Progression

Tactics: When it comes to combat, Thalrenn's strengths lay in his versatility. He can heal, steal, blast with a wide variety of damage types, divide and conquer with conjured walls, lay down continuous damage round after round with sustained impulses and persistent damage, etc. Lean into that strength. His ability to do focused attacks, or sustained attacks, or area attacks; against AC, Fortitude saves, or Reflex saves; often at the same time, means he will almost always be able to bring the hurt in some fashion or another.

He is not without drawbacks though. Be mindful of his slower than normal speed and short range abilities; and use your vaultbreaker's harness and/or potions of emergency escape if you find yourself in over your head. In truly dire situations, perhaps your greater skittering mask will allow you to escape intact with your crew.

Author's Note:
Sorry about all the kineticist characters as of late! The class just enables SO MANY concepts with its sheer versatility!


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Not to worry. Kineticist is my favorite class. :-)


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I have a feeling that Herolab has made a mistake where languages are concerned. It seems to me that Thalrenn's Talos bloodline should give him access to Talican, but not in Herolab. Also, with INT +0, HL thinks he should only get Common and Dwarven. If I try to give him Talican, HL gives an error (too many languages). <shrug>

Also, I somehow managed to end up with 2 gp and and 8 sp, rather than 4 and 8.


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Ed Reppert wrote:

I have a feeling that Herolab has made a mistake where languages are concerned. It seems to me that Thalrenn's Talos bloodline should give him access to Talican, but not in Herolab. Also, with INT +0, HL thinks he should only get Common and Dwarven. If I try to give him Talican, HL gives an error (too many languages). <shrug>

Also, I somehow managed to end up with 2 gp and and 8 sp, rather than 4 and 8.

HeroLab is technically correct in this case. I asked around about it shortly before creating the character, and it appears that none of the geniekin are granted their native planar languages for free.

I fudged the rule a bit by giving him Common (Talican) instead of Common (Taldane) as the latter doesn't make any sense. The Plane of Metal was sealed away for the entirety of Taldor's existence, and therefore would have no knowledge of or exposure to the language until VERY recently.


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Ah. Sneaky. I like it! :-)


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Heh. I've been cleaning my hard drive prepping to move to a new computer, and I found that mp3 file of "Beware of Hama, the Wandering Witch". "Where the heck did this come from?" I thought. So I just spent an hour or so reading this entire thread. Of course your post of the song is on the last page. :-)

Very nice song. I'm keeping it. :-)


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Ed Reppert wrote:

Heh. I've been cleaning my hard drive prepping to move to a new computer, and I found that mp3 file of "Beware of Hama, the Wandering Witch". "Where the heck did this come from?" I thought. So I just spent an hour or so reading this entire thread. Of course your post of the song is on the last page. :-)

Very nice song. I'm keeping it. :-)

Thanks! I'm glad you like it. Listen to it as much as you want. Just don't try selling it or claiming it as your own creation.


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Of course not.


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NEW CHARACTER!

Small Part (Male unbreakable goblin mechanic inventor 8)

“Goblin junk is the best junk! Just wait and see!”

Spart (short for “Small Part”) is a goblin mechanic working with the Pathfinder Society to maintain some of their more unusual vehicles and apparatuses. Having collected numerous pieces of junk and scrap over the years, he recently built himself a suit of power armor out of the detritus. He lovingly calls his creation Largal (short for “Large Mechanical”). In recent months, he has used his invention to take on a more proactive role in the field alongside his fellow Pathfinders.

A refugee of the Goblinblood wars, Spart fled north to Nirmathas to avoid that conflict. In 4719 AR, after the region was overrun by undead, he was again forced to flee his home, ultimately migrating south to Absalom. There, he was taken in and put to work by the Pathfinder Society, ostensibly to “raid” other “tribes” of their dangerous artifacts to build up and guard the “hoard” of his newest tribe: the Vigilant Seal.

Pathbuilder Breakdown and Possible Progression

Tactics: If possible, lure your enemies into a hidden explosive mine as battle begins. Then activate your Overdrive and move to the enemy, or to defend your allies. If possible, let the enemy come to you to maximize your action economy. When fighting single powerful enemies, use your reach and combat maneuvers to slow them down (your including Kneecap and Tamper feats); make it costly for them to move up to you while you and your allies. If they have damage resistance, use Megaton Strike to punch through it. Take advantage of enemy energy weaknesses by feeding your alchemical bombs into your weapon siphon.

If you find yourself needing to get past an obstacle or or needing to close quickly, use your blast boots or Explosive Leap in conjunction with your fall protection and Rolling Landing feat to quickly cover a lot of ground.

When fighting multiple enemies, use Explode and Megavolt to thin the herd.

For enemies beyond your reach, fall back to your buzzsaw launcher or, if your enemy is far away or off-guard, use your surprise nail gun instead.

Though you can easily deal respectable damage, and have lots of versatile options and combos available to you, be mindful that Spart needs both hands to use his mechanized armaments' controls, and must first Swap to different sets of controls to use his one-handed cockpit shield (which is really just his mech arms protectively covering his cockpit), buzzsaw launcher, surprise nail gun, or Tamper feat.

NEW CHARACTER THEME (SONG)

Small Part, Big Heart

Lyrics:

(Intro)
In a world of magical spark,
Lives a goblin with a mark,
Small Part's his name, crafting's his game,
In his power suit, he finds fame.

(Chorus 1)
Small Part, big dreams, in a giant suit he steams,
Tinkering through the night, setting wrongs to right,
With a wrench and a laugh, he takes his own path,
Small Part, big heart, with his mech he'll never part.

(Bridge)
Clanking metal, glowing lights,
Stronger than any old knights,
Every bolt and gear in place,
In the cockpit, he finds his space.

(Chorus 1)

(Chorus 2)
Watch him go, see him soar,
A little goblin, who is much, much more,
With each invention, he sets the pace,
Small Part, big heart, winning every race.
Small Part, big heart, in his mech, he's off the charts.
Changing the world, part by part, that's the magic of Small Part.

(Chorus 1)

(Chorus 1 and 2)
Watch him go, see him soar,
A little goblin, who is much, much more,
With each invention, he sets the pace,
Small Part, big heart, winning every race.
Small Part, big heart, in his mech, he's off the charts.
Changing the world, part by part, that's the magic of--
--Small Part's big dreams, in a giant suit he steams,
Tinkering through the night, setting wrongs to right,
With a wrench and a laugh, he takes his own path,
Small Part, big heart, with his mech he'll never part.

(Chorus 2)
Watch him go, see him soar,
A little goblin, who is much, much more,
With each invention, he sets the pace,
Small Part, big heart, winning every race.
Small Part, big heart, in his mech, he's off the charts.
Changing the world, part by part, that's the magic of Small Part.

(Outro)
Small Part, big heart, winning every race.
Small Part, big heart, in his mech, he's off the charts.
Changing the world, part by part, that's the magic of Small Part.

Enjoy!


^Who's in the band?


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UnArcaneElection wrote:
^Who's in the band?

The lyrics are my own invention (though I have since made a few alterations as I'm never quite satisfied with them). For now the musical composition itself was created with AI assistance. I'm hoping to find some performers and musical editors who can help clean up, refine, and re-record the song.

Anyone know where I can find any of those? My specialty is graphic design, not musical compositions. Though I did take two years of band in high school forever ago (flute and percussion), I remain something of a layman when it comes to music and so don't really know where to start such an endeavor.


^Pretty impressive to get AI to do all that even given you provided it with your lyrics to start with.


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NEW CHARACTER!

Introducing our first entry from Howl of the Wild! Enjoy a sneak peek at the new Awakened Animal ancestry and Swarmkeeper archetype!

WARNING: Not for those who suffer from arachnaphobia!!! If you have a fear of spiders, DO NOT CLICK THE LINK BELOW!!!

Mother, Matron of the Web (Female awakened giant spider free spirit cleric 13)

“What is ‘The Web?’ It is my creation: my design, my spiders, my children. The Web are the seeds of my labors, sown all across the Inner Sea. And they are beyond counting!”

A disciple of Nana Anadi born out of the Screaming Jungles of the Mwangi Expanse, Mother is an awakened giant spider determined to spread her hungry progeny to all four corners of the world.

Sorry, as Howl of the Wild has not yet released, I do not have a Pathbuilder progression for you.

Tactics: You can scout out and set up the battlefield in advance of a conflict with scouting eye, Weaver's Web, and web. When battle is joined against a larger force of weak enemies, use Battle Cry, Terrified Retreat, and fear to weaken enemy morale and eclipse burst, spirit blast, and divine immolation to shatter their lines. Against more powerful singular foes, layer on the persistent damage with Pyre Ant Sting, blood vendetta, and enervation. Protect your allies with Veil of Bugs (they're bound to appreciate the cute little buggers giving them loving little kisses all over!) healing spells, and unity.

When you're wanting to avoid a fight, use Glad-Hand, No Cause for Alarm, and soothing words to keep everyone calm about the giant spider in the room (and if necessary, use inevitable disaster to avoid the inevitable disaster by creating a distraction so that you can Wild Stride away to safety.

At the end of any conflict, be it combat or social, don't forget to feed the babies.


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What do you guys think has a better ring to it?

"Mother, Matron of the Web"

OR

"Matron, Mother of the Web"

I initially went with "Mother" as her name 'cause of the weird creepy factor of everyone having to call a hideous giant spider by such a familiar and loving title. It made for a wonderful juxtaposition.

However, I recently mistyped it as the latter, and now I'm wondering if "Matron" might make for a stronger name choice. It lacks the creepy weird factor, but seem much more like something an adventurer would choose. She could still be called "Mother" in this case, but it would be more of a title or epithet than her name.

Please let me know!

EDIT: Fixed a number of typos and formatting errors on the character sheet.


Wanted to pop in and say how much I've thoroughly enjoyed this thread. Thank you all for contributing!

Any chance of getting a level 9 Ruffian Rogue with Monk or Cleric as a free archetype? :D


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The second name rolls off the tongue better, I think, but I agree the first is a wonderful juxtaposition. Maybe "Matrona, Mother of the Web" (matrona is the Latin antecedent of matron).

Liberty's Edge

If you're up for name tweak suggestions I'd go with "Matron, Web Mother" instead since "of the" is implied if you rearrange it a tad and it flows a bit better.


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Errata Update!

Badbella, Cowrie, Spart Largal, and Thalrenn have all been visited by the errata fairies.

Please let me know if any other characters need to be updated to account for today's massive errata release.

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