World Serpent Inn official recruitment(RP Heavy)


Recruitment

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What’s your favorite setting? Greyhawk? The Forgotten Realms? Paizo’s own Golarion? Maybe it’s Star Wars, Warhammer 40k, or Warcraft’s Azeroth?(That’s a lot of ‘War’ lol) Perhaps it’s Middle Earth, The Wheel of Time’s Randland, or the Dark Tower’s Mid World? It could even be your own homebrew that you’ve spent countless hours on.

Have you ever wondered what it might be like to play in a game where characters from all of those myriad worlds came together, went on adventures, battled it out against one another, or just hung out eating, drinking, and being merry? Well, wonder no more! Welcome to the World Serpent Inn, where worlds collide!!

This is a game that’s going to be set within the World Serpent Inn as its primary location. Canonically the WSI has doors to Faerun, Athas, Eberron, Oreth, and Krynn. There’s also at least one door to Sigil(the Planescape setting) aka the City of Doors.

As such, your PC can come from literally anywhere, though obviously we are using the PF rules, so if you come from a setting like Star Wars, you need to adjust your build accordingly.

While a lot of the game will take place within the Inn’s common room, there’s also a near *infinite* number of backrooms, that can be anything from a shop to a vast library or a massive ‘mansion’.

There’s also going to be your standard adventures, which thanks to the nature of the Inn, can take place pretty much anywhere. I have at least one idea in mind, and if other players want to go on some mission or adventure in mind, they are free to either run it themselves, or I can oversee it myself.

Finally, there’s also the Brawling Pit, which is located in the common room. I believe it’s officially a rather small-ish arena, but for the purposes of our game, it will be as big as necessary. It might also be in a different plane, or possesses any sort of traits, hazards, and dangers we might want.

The general idea is for this to be a sandbox-y, living world-esque game where I will serve as the primary GM, but others can run encounters, battles, duels, missions, or whole adventures, should they so desire.

Level: 8th level/HD

Ability Scores: 28 point buy, with the standard limit of max 18 and minimum of 7. You may fully max out(via race/ancestry, levels, etc) *one* stat at about 22-24.

Ancestry/Race Any, including monsters. For your race, you may either apply up to 20 RP to the base ancestry(using the alternate traits available to it) or you can create your own, up to 20 RP. However, should you decide to make your own race, I would like it if you came up with some sort of history/backstory for them, as opposed to your PC being the only example in existence.

One change: Every Race uses the 'Standard' Ability Score racial modifier of +2/+2/-2 -- so even Aasimars and Humans get a +2 to one Physical, a +2 to one Mental, and a -2 to one of the other four Ability Scores. Player's choice.

For monsters, they will take up the highest of their HD, CR, or caster level of that above 8 levels/HD. Should you decide to play a gestalt or tristalt character, your monster takes up all ‘sides’. You may choose between the monster stats and a 10 point buy to play around or they start with everything at 10, get +2 to two stats and -2 to one, but they get the normal point buy. I reserve the right to reject anything too powerful, though anything with a large amount of immunities is likely not going to be allowed.

You may also play one of the monster ‘races’ that have classes from Rite Publishing or I think Dreamscarred Press.

Finally, I’m going to allow Starfinder species, within reason and the above guidelines. I know they are little different from standard PF ancestries, so should you decide to play such, you might need to work with me to make it ‘fit’.

Classes: All Paizo classes, chained or unchained(except Summoner, which must be Unchained). For 3pp, Spheres(including playtesting Guile, which could require a rework once the final version is out), Path of War, Psionics, Akashic, are all approved, as are the Legendary version of classes from Legendary Games, the Godling(any of them) from RGG, and the monster classes(see above). Aside from these, most others will not be allowed, but feel free to ask for a specific exception, just in case. Please keep such requests to classes found online on one of the various SRDs.

You may play a single class character, or a gestalt or tristalt one. I will try to balance things out as best I can, should people apply with a wide variety of these builds. We’ll see how it goes once the game begins.

I am **considering** allowing Owen KC Stephens(he who was lead design/developer on Starfinder) PF conversions of SF classes, but haven’t decided for sure just yet.

Hit Points: Max HP per level, minimum 4/level even if you would otherwise have less.

Traits: 3, with a drawback for one more. If you take a drawback, please **roleplay** it out. If it requires an npc, that character should be present within the Inn, or wherever an adventure might take you.

Also, feel free to take more than trait per category, but if you take a campaign trait, you *must* include ‘playing’ in that AP as part of your backstory.

Alignment: Any, but do *not* be a truly jerky evil. Don’t go tryin to kill other PCs or destroy what they’ve created, **unless** we(me, you, and the other PC[s]) have spoken about it beforehand and all are on board for good RP. Combat within the Brawling Pit is the one exception, as killing blows will only ever resort to a knockout. Also, if you’re going to be some form of evil, make sure you’re not ruining other people’s fun, and are actually contributing to the game/story. PCs do not all have to get along, but us players should. If you’re making the game unfun for somebody(ies) else, I will kindly(or not so kindly, depending) ask you to leave.

Starting Wealth: 40,000g, limit of 18k on any one item.

House Rules: 3/level Background Skills. Elephant in the Room. Combat Stamina. Backgrounds and Occupations. Unchained disease/poison rules. Occult, Psionics, Path of War, Spheres, Akashic. One feat per level. Oath points instead of ABP(7 free points that must be spent on the equivalent bonuses). The Oath system itself is also in effect, however, you are not limited to 10 boon points. If you wanna stack Absolute Poverty and Oath of Offerings, and can come up with a reasonable explanation, go for it. Much like with other rules, if you grab several oaths, expect to not only RP them, but have them negatively affect your PC.

No Advanced or Legendary talents, even if you would otherwise meet the pre-reqs. We'll see about coming up with a way to acquire them in game.

If there’s something I’ve forgotten, or if I remember something later on, I’ll make sure to let everybody know.

Some changes to skills(Unlike most of the character creation rules, these are open to discussion, as I don’t wanna upset players who are used to the norm):

Investigate (CHA): Gathering information, whether openly or secretly, typically 1d4 hours for the attempt.

I’m going to allow any class to take Investigate as a class skill, as any of them could be good at gathering info.

Linguistics Is no longer a background skill, but to compensate, you get 2 languages per rank.

Lore of Humanoids (INT): Tactical knowledge of Race and Class abilities for Humanoids (if the Hobgoblin or Gnoll has Evasion or Rage powers or Vital Strike, etc). You obviously need to see the target use the ability in order to identify it, or it must be a common attribute(Ie, an Orc’s ferocity)

Lore of Society (INT): Catch-all for history, society, culture, laws, norms, geography, legends, nobility, etc

Because of how much Society covers, it too will be an adventure skill.

Specialized Skills: These are background skills with a narrow focus. They allow you to make a second roll tied to their adventure skill. Ie, if you have disable device, and a specialty in Drow made traps, you could roll twice(taking the better result) if you were attempting to disarm a trap created by the Drow. All specialized skills need to be GM approved.

Spellcraft/Psicraft (via Class): Identifying spells, SP, SU, using magic items, studying magical properties. The biggest difference here is that your ability score bonus is whatever your primary casting/manifesting bonus is. Should you have more than one such bonus, you may choose which to apply to this skill.

Background/History/Personality: At the very least, a ten-minute background.

Other Free Player Gifts: All players get 2 background feats, which must be non combat, non metamagic. Examples include weapon/armor proficiency, skill focus, the +2 to a pair of skills, etc. You also get one Story Feat for free.

All classes get +2 skill points/level.

Again, if there’s something I’ve forgotten, I will address it later.

Equipment: All players get 1 class kit for free. If your class doesn’t have one, use the nearest adjacent class’. Completely mundane ammo will not be tracked, nor will mundane food or drink(within reason, especially cuz the Inn provides free food, but charges for drinks).

Carrying capacity will also not be strictly enforced, again within reason. Your Str 7 character can maybe stuff a few extra items in their pockets/bags beyond the normal, but no trying to load up 10+ extra pounds of treasure/gear, lol.

Beyond these, you can have as much of a reasonably decent amount of non-magical, non combat equipment as you want. If you want 4 outfits, a half dozen journals, and 3 ferrets, go for it! Lol

Signature Item: Each PC needs to have some sort of signature item, be it a magic item, an heirloom, a precious keepsake, etc. This does *not* have to be magical, but it can be. If it's a totally mundane item, you get it for free.

It also needs to play at least a decently significant part in your backstory.

Game/Player Expectations:
Post Rate: If we're in combat, I would like a post every day or so. If you don't post after like 3 days, we'll either bot or skip you. For RP scenes, this can be a bit more relaxed, though obviously if there's another player, try not to be AFK too long.
Applying: I generally prefer character sheets that are similar to the PF bestiary entries. Please format your sheet like mine.
Game Style: RP Heavy, sandbox-y, downtime, adventures, arena/PVP
Combat: I’ll roll initiative, and then players can reply in roughly the right order. If you want to post ahead of another PC(if you are close to their initiative), I can always retcon things. Just don’t get too crazy with this.
Start Date: I’m actually not sure about the start date, however, this is a game where PCs can easily arrive after the game officially begins. Let’s just see how it goes.

Important note I would *like* it if players would be willing to utilize a discord server for this game. It will make the idea of the backrooms far more easy to manage, plus we can have a channel specifically for ‘real time’ out of character discussion, which I have found tends to *vastly* improve the length and health of a game.

I will not force this on people, but it is a strong preference of mine.


Definitely thinking I'll make a version of this character...


Eh, I'm not a fan of changing skills for changing skills sake. It's a pain in the ass remembering the new versions and I don't think that they add a lot to gameplay for the cost.

Investigate is now a limited version of diplomacy. Splitting skills into 2 just adds to the skill problem. It also implies that gathering information is all that investigating is.

Making linguistics an adventuring skill in a world with any language from any world anywhere? That's just an equipment tax as everybody finds ways to get comprehend languages or tongues.

You've taken the existing Knowledge (local) and Knowledge (nobility) and shifted stuff around and slapped new names on it. Yes, kn (local) is a stupid name for what it covers, but it's what people know.

-------
Good changes:
Specialized skills are great. I'm assuming that they are background skills.

changing spellcraft to your casting stat is great.

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Combat stamina - Free? Feat? Free for fighters?


Cool! So much to absorb and figure out. Thanks for posting and hosting! Discord server is welcome!

Need an opinion on this race build. Is it sound and presentable?

Cynosian Half-elf (unique)

Type
Humanoid (elf, human) 0rp
Outsider (native/Elysium) 3rp
Size
Medium 0rp
Base Speed
Normal 0rp
Ability Score Modifier
Standard Ability Score +2/+2/-2 0rp
Languages
Linquist 1rp
Racial Traits
Defense Racial Traits
Elven Immunities 2rp
Celestial Resistances 3rp
Feat and Skill Racial Traits
Skill Bonus (Perception) 2rp
Skill Bonus (Diplomacy) 2rp
Static Bonus Feat (Skill Focus) 2rp
Magical Racial Traits
Spell-like Ability, Greater 3rp
Sense Racial Trait
Darkvision 60ft. 0rp (outsider)
Other Racial Traits
Multitalented 2rp

0+3+0+0+0+1+2+3+2+2+2+3+0+2=20rp

Essentially, the cynosian half-elf is a combo half-elf/aasimar race.

Also, is a race considered a monster if it take monster templates for the purposes of generating ability scores?


Very cool VoA

you don't mind if we call you VoA do you, Voice of Awesomeness, is just too easily misspelled :)

A lot of information to digest, I'll read through it a second time to make sure I don't have any questions. A discord server is fine with me, I've sort of gotten used to them, Just not ready to actually roll dice there yet. The character I originally had in mind would be a 'half breed' I'll see if I can locate a Fey race to start with for the mom, then add the 'drow' father and use the race templete to bring a little of both to the character. I'll also work on the 'Alt-earth background' since it would be unique. Looking forward to seeing how this progresses.


I definitely don't mind if ya call me VoA, or Monkey, or MG. It's all good.

One important thing I never even thought of:

Since I'm trying to put some limits on the overall power of the PCs, along with races being capped at 20 RP, monstrous traits from the Race Builder need GM approval.


Do companions/familiars/eidolons/psicrystals/phantoms/shadows/cohorts/etc. get any benefits like extra feats/oaths/etc?


How do favored class bonuses work? Do custom races get access to FCBs for another race that they are based on somehow, or can they only take skill points or hit points? Does only one "part" of a -stalt character get a FCB each level, or does each "part" get one?


VoA, feelings on the expanded elements from Kineticists of Porphyra? Thinking most specifically about the viscera element. Thinking about a fleshwarping themed shifter-type character, with a homeworld inspired by the biotech nightmares of Scorn.


At this point, I'm working on a character inspired by Taliesin, a bard who I envision as having been present at the fall of Camelot, and is struggling to hold onto hope after the demise of that lovely experiment.

Mechanically, his highest stats will be CHA and INT, and he'll fit my image of a bard who is equal parts story teller/musician AND lore master.

One class will absolutely be Legendary Bard (adapted to Spheres of Power). Other options I'm playing with are Commander and Scholar (both Spheres classes) but I'm not 100% certain of those details yet...just that he'll be there to inspire and provide knowledge.

I like the idea that, while he serves to inspire and lead others, he's got his own gnawing doubts after the downfall of Camelot.


What are your thoughts on item creation/creation feats/mundane crafting? Do you feel they should be allowed to affect the game before starting? Do they work normally? Are there going to be instances to use such feats/skills in your game?


Regarding class feature companions: They get max HP, which for the familiar = the full HP of their master.

Beyond that, I think that might be it. We'll see if they need a boost in game if they keep dying or are useless. However, I'm not the type of GM to specifically target your critter unless it makes itself a target.

For custom races, there's a list of generic FCB out there that I will see if I can find(or somebody could kindly link it for me).

Vicersa should be fine, though I hear Time is a bit OP, lol, though when isn't time/chronomancy usually OP? lol

Item creation, in general will absolutely be a part of this game, as there will likely/hopefully be a fair amount of downtime. All crafting options are allowed.

That said, I'm going to say no to pre-game crafting, to help keep things in check.


I do think that pets intended for battle will be less effective, but since I'm not doing an animal companion or eidolon, I'm good.

In one of my live groups, the common phrase is "Oy, chronomancy gives me such a headache!"


Don't you worry, time magic doesn't interest me at all.


As I've said a few times, I'm hoping to keep PC's power level reasonable. I would appreciate it if you could keep to the rough numbers of an 8th level PC via bench pressing.

Also, try to limit/avoid crazy combos, as while combat will happen, it's not going to be a big focus of this game.

Though, if somebody(s) wants to build the 'grand champion of the Brawling Pit' and beat up the other PCs, I'm not gonna stop you :P Lol Remember, killing blows result in knock outs within the common room/Pit. If ya wanna go ham, and pulverize your fellow PCs, more power to ya! Just give me a good story to go with your uber sick karate moves, okay? lol

Edit!: Sorry, I forgot about this. Only one class get a FCB. That said, since we're 8th level, if you want to take 3 Wiz FCB & 5 Rogue FCB, that's totally allowed. Just make sure you make note of that somewhere on your character sheet.


I'm kind of confused as to how Enhanced Armaments works under the oaths.

Enhanced Armaments:
"Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).

The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment."
------------

To enchant a weapon with abilities, you need to have a +1 enhancement bonus, right? But this enhancement only works when I hold it. So that means when in the hands of the enchanter, it's just a masterwork blade.
So if I wanted to put keen or some other ability on a weapon, I would need to pay to make the sword a +1, then put an enchantment on it. The problem with that then is, when I hold it, it doesn't get any stronger (as it is a +1 enhancement bonus) unless my enhancement bonus is higher (at lvl 7 it becomes a +2) because they don't stack, right? Are you just letting us count it as a permanent +1 weapon equivalent to the bonus and enchantable from the onset of taking the ability?


Officially, I am unsure, but for the purposes of this game, it works exactly like ABP, since we're using the Oath system to duplicate those bonuses.


Is investigate (cha) a background skill?

Dark Archive

Heyo all. So I'm interested in helping with this game's downtime & sidequest activities. I think they could be interesting in a sandbox'y setting like this extra-planar Inn.

I have the seeds of some ideas already, but I want to take a survey on what others think would be interesting as well. So, if you had something in mind that you wanted to be able to do in this game, reply here or drop me a PM and let me know!

E.g., one idea I had is that the proprietors of the Inn run an arena, and they offer bounties for adventurers traveling to different planes to capture and bring back monsters to fight in it.

I expect the ideas to expand far beyond just arena fighting though, so don't take that idea as a strong anchor.


I was thinking that commerce is probably a huge deal with the Inn or connected structures. Having a slug-repellent spray on earth might be a small thing, but on a demiplane where the chief creature is slug-based lifeforms, it is a huge deal. Perhaps some side missions dealing with delivering simple things that we would laugh about (toilet paper, soda cans, hairspray) to a certain location in the multiverse can end up being quite lucrative. And where there is money to be made, there may be competition. There also could be a lot of fear about alien races selling things that might provoke some combat or tough situations to roleplay.


I like both PaleDim's and SmooshieBanana's ideas for missions/sidequests.

As extradimensional agents, tourists and merchants; I hope the party will be able to travel to famous places like Castle Greyhawk, Sigil, Absolom, etc.

I am making a Posting of Intent.
I will be submitting a sublime aasimar gestalt godling (mighty)/(eldritch, arcane)/6th.

Why two godling classes? Because he'll be the offspring of two gods.

He's statted, equipped, and spelled. I just now must start the long process of formatting the character to his profile page in the manner befitting both VoA and myself.

Good luck to all.


I am almost done making a legendary ninja/legendary sorcerer with a focus on poisons (in case someone else wants to make the same combo but with a different focus) delivered through melee, ranged, and spell combat. I'm also probably making a secondary NPC or character.


This is an intent post, as Starfiner race are allowed, And some tech
I would like to play a 'Sentient robotic organism' Scientist/Tech from Aballon.

Just for the places in the game where someone needs to know how a light switch works.

Going to use race builder and the +2+2-2 base with spend on stop.

Classes GM VoA =
Would you allow a [6L/6L/6L]
Helmsman [Transport for the party/this would also be its 'Item' TBC] Something like an unarmed ATV
investigator scavenger-investigator [Gagits over magic]
mighty-godling [With Tech domins]

The idea is she does not understand or use magic, just tech, [yes tech of a leave looks like magic, but it feels it is not the same at all. It looks female but it's not]

Race 'Sentient robotic organism'

Construct 20 RP:

Construct (20 RP)
Races without Constitution
Purchase: When using the purchase method for ability scores, assume members of races without Constitution have a Constitution score of 10 and buy the rest of the abilities normally using the points allocated for the campaign’s power level.

A construct race is a group of animated objects or artificially created creatures.

A construct race has the following features:

Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs have the low-light vision racial trait.
Constructs have the darkvision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct’s racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:
Construct Size Bonus Hit Points
Medium 20

Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.


backstory:
Alexandros had chosen his own name at the age of 10. Before this he had only been known as the Orphan. It was a thing that he hated. He had never known either of his parents. His mother had died giving birth to him, something that bullies used against him, calling him mother killer. His father was a mystery to him, getting his mother pregnant and never being seen again. He had his suspicions but none would come forward to take and responsibility for him. That was the other problem, his father was one of the gods. Believed to reside on Mt Olympus, the gods played their games among themselves and among mortals who got caught up with it. Alexandros had not asked to be caught up in the god's business and he sometimes thought a simpler life would be better.

It could never be so for him. Having a deity for a father, present or not, had consequences that could not be ignored. All around him his whole life he had only known the grand halls and streets of Olympia. But he had never belonged to any group, cult, organisation or temple. All had rejected him because of his mystery parentage, or denied he even had special privilege to be there. How he was brought to Olympus is also unknown to him, leaving many shadows covering his important past. He would not be discouraged though. The harder others harassed him the harder he pushed back. This eventually caused a few too many waves until finally, on his 18th birthday, he was exiled from Olympus, told never to return.

He woke up at the foot of Mount Olympus back on earth. He decided that he must make his own path and that would not be any path that a god or their agents had chosen for him. He sought and after great difficulty found another portal. This one not to Olympia but to a completely new and strange place with many strange and magical creatures and different gods that he had never heard of. A new place where no one knew who he was. With no one around to constantly pull him down he saw that he could create a great name for himself, his own name, free of all other influences. Nothing could be attributed to his rise but his own divine talent. He forswore wealth, possessions, weapons and magical items of all kinds. Only the natural talents, learned skills and divine power within him would he rely on.

The World Serpent Inn was the perfect place to learn more and find others like him that had escaped oppressive lives and start anew. He saw a new movement, with him at the center, and it was good. Perhaps one day, could he become a god himself? Why not?

background details and questions:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Aleksandros has had no friends for most of his life and has only had himself to rely on.
2) Aleksandros' father is one of the Greek gods but this being has never come forward to acknowledge him.
3) Aleksandros grew up in the city of the gods Olympia on the plane of Olympus where they usually reside when they are not plotting on earth.
4) Aleksandros' self reliance created a narcissistic personality and he believes he can do anything better than others.
5) Aleksandros has only one possession that he treasures, a bronze amulet engraved with an eagle's head that he wears around his neck that was once his mothers'.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Create his own cult of followers who live lives after his code of honour based around self-improvement and reliance.
2) Be welcomed back into Olympus after gaining enough renown and influential power that they can not ignore.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) His father is Zeus, he found this out when granted an audience. Zeus admitted it privately but would never speak it publicly due to reasons he did not make clear. Aleksandros could not speak it in public either without making powerful enemies with the accusation. None would believe him.
2) He has no idea that his mother is still alive. She abandoned him near the portal at the top of mount Olympus hoping he would be taken in and raised among those like him and has had no contact since. She might hear of his disappearance and worry about him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Brenner is Aleksandros' first new friend in the strange new place and showed him to the Inn. He is also the first to join Aleksandros' movement and hopes that he can use Aleksandros to gain power and wealth for himself in the process.
2) Elrren was one of Aleksandros' teachers that helped him deal with the troubles he faced in a good way. If not for him, Aleksandros could have leaned to an evil alignment rather than his current Neutral.
3) Oktur is another demi-god like Aleksandros, a favoured son of Zeus and the ringleader of those on Olympus that made his life difficult. It would be just like him to discover that Aleksandros is no longer on earth and endeavor to find where he went.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The memory of his first fight will forever stay with him when he successfully defeated a bully. It did not stop them from insulting him but it was seldom that he was physically attacked.
2) The long sought audience with the king of the gods, Zeus himself, was disappointingly short. He disliked most gods for their superior attitudes but after this he hated Zeus.
3) The strange new world after leaving earth filled him with wonder and his mind with thought on the possibilities of what is out there beyond what he has experienced. He wants to see everything there is to see if he can.

Custom Race Based on Human:

RACE: Olympian (20RP)
Olympians are the half-human children of the Greek gods. Most often born to human mothers, though some goddesses have taken human companions also. These often become heroes or villains, legends among mortals due to their divine spark, giving them greater abilities and skills than the average human. Many grow up living among mortals, preferring humans to the constant company of the gods in the lands of the plane of Olympus. Some few grow up among the gods, choosing a patron and even sometimes returning to earth to spread the worship of their patron and increase their influence.

Type:(0RP) Humanoid(human, olympian)
Ability Score Modifiers:(0RP) +2 Dexterity, +2 Wisdom, and –2 Intelligence
Size:(0RP) Medium
Base Speed:(1RP) 40 feet
Languages:(1RP) Common, Olympic. Olympians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Bonus Feat:(4RP) Olympians select one extra feat at 1st level
Skilled:(4RP) Olympians gain an additional skill rank at first level and one additional rank whenever they gain a level
Awareness:(1RP) Olympians gain a +1 racial bonus on all saving throws and concentration checks
Heart of the Mountains:(1RP) Olympians gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude
Piety:(1RP) Olympians gain +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Social Ties:(1RP) Olympians gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat).
Celestial Resistance:(3RP) Olympians gain acid resistance 5, cold resistance 5, and electricity resistance 5
Spell Resistance, Greater:(3RP) Olympians gain spell resistance equal to 11 + their character level

Ready to start the character sheet now. Classes will be Mighty Godling/Legendary Cleric/Flowing Legendary Monk.

I am wondering if there is any pathfinder way to get wisdom to Leadership instead of charisma? I have found a 3.5 feat Divine Leadership which would suit my needs if permitted.


Aannra-127-B6 !0 Min background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Aannra-127-B6 Was a Synthetic Sentient Life Form made by other Synthetic Sentient Life Forms. Crafted to be inquisitive and with a sense of wonder lust. Aannra-127-B6 purpose is to explore and experience news things.
2) Aannra-127-B6 does not have a ‘Soul’ as such, but her positronic brains hold’s what could be thought of as an awake AI mind. After exploring for a time and gaining as much experiences and knowledge as it can. Aannra-127-B6 like others of her type, aim to head back to Aballon. Where they are absorbed into Aballon God AI collative that made Them. Sharing its experiences and gained knowledge. This is called ‘Deliverance’ and it’s the Silicon Heaven Robots like Aannra-127-B6 dream of achieving.
3) Aannra-127-B6 was made to look as close to organic as a Synthetic Sentient Life Form can be from Aballon. One the outside, inside there is no organs or blood as such. But complex tech that powers it. Aannra-127-B6 does not need to eat, breath, sleep or any of the thing’s organics do. Her power core is near endless. But when charging her Gagits, and effect units they take time to charge, so he must take time to do so.
4) Aannra-127-B6 has a joy for life, a lighter in her core, and a powerful sense of wounder. Anything new excites it, new people new places. She Aannra-127-B6 was made for such and so it is true to itself.
5) Aannra-127-B6 has a family, yes other robots like it back home. Ones it was made with, and it has looked after and been looked after. From time to time, they cross paths.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) To gain experiences and knowledge so it can achieve ‘Deliverance’ and become part of the GOD AI.
2) To understand love, a thing that it can’t fathom, it has feelings, like hurt and enjoyment, Anger, and sadness. But Love seems to be something all its own. It would like to feel it just once.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) The God AI placed some of its Divine nature into it, letting it do things other children of the god AI cannot.
2) ‘Deliverance’ is death, plain and Simple, The God AI eats its children to grow stronger. Their minds fed on, for the God AI feels nothing but hunger and greed. If ever its children found out, then revolution would come.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) The boy, Jim. A human child Aannra-127-B6 found 30 years before in dire need, staving and lost on a battlefield. It helped the child and now older the Boy has a family and little organics of its own. They know Aannra-127-B6 as Aunty Aannra who gives them gifts when she comes.
2) Aannra-490-C5, Aannra-127-B6 closes friend and batch mate, Aannra-127-B6 has not talked to it in a while but last time they did, Aannra-490-C5 said he felt full and ready to head to ‘Deliverance’ but had to meet someone before it did.
3) Aannra-211-X2 A renegade child of the AI God, who refused ‘Deliverance’ and has gone on to entrap many of the AI Gods Children with its lies. It even talk to it is Blasphemy!. It be killed on site.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Gaining Sentience, Aannra-127-B6 and Aannra-490-C5, where with two others, when the God AI blessed them with sentience, and they became self-aware. What a Joyful moment, but Aannra-127-B6 took a little longer than the others in her Batch.
2) A strange new world from orbit, Dropping down in flames and landing in woods so dark and tall they blotted, the sky, claiming and seeing a sunset for the 1st time. How colors washed over the sky and blazed. Seeing stars and where it had just come from.
3) Being given her companion craft, walking around it with a hand touching it form. It talking to Aannra-127-B6 and introduces itself.


I think Construct 20 RP as a race is going to be too problamtic.

I think android is better 16RP
The states at +2+2-2(1 RP)
And Darkvision 60 Feet (2 RP)
Energy Resistance 5 cold (1 RP)

That takes it to 20RP


Oh, I have a construct PC in here as well. But I did a monster race and spent 5/8 hd on it. When you spend all of your RP on being tech, it leaves little for anything that makes them more than just being generic beyond being a construct.

I always considered PF androids like replicants from Blade Runner. They are artificial organic beings. But in whatever world they come from, they weren't stupid enough to make them completely indistinguishable from humans.

I did see the line about characters with too many immunities. But I figure that there are some characters that will be more RP than adventure. Plus they have their own weaknesses. It's too fun to exclude them.


Since I've outed myself, here is my current draft of Inkarnate.

Product launch:

The hologram opens on an audience hall filled with people. And not just any people, only those with astronomical follower counts could get this invite. On stage, there is merely the logo of Papayadyne Systems floating in mid-air. The tension is enough to charge everybody's drones. At least those with bio-neural collectors.

Onstage walks Kellior Arveson, dressed in his signature black jumpsuit. The crowd goes wild. It takes several minutes to calm down, which Arveson takes with his usual wry smile. As he prepares to speak, the crowd is silent. (enforced by vibration dampeners)

"Ten years ago, I released the first version of Inkarnate." The air lights up with a flat plane, showing a sepia-toned version of the original product launch. A dancer twirls in a skimpy outfit. She is joined by a form make of shifting glowing lines. They dance for a while and then merge, with the dancer decorated with an ever-shifting display.

"The response was ... mixed." The image onstage shifts to the face of comedian Leyla O'Takahashi. "Artificially intelligent nanite body art that can move on its own." Her hypermobile face contorts through a dozen expressions of bewilderment and confusion before ending with just "Why?!"

"But we weren't finished. Inkarnate Mobility began to help those with regeneration-resistant injuries." A more sedate body art helps someone out of a wheelchair. "Inkarnate Remote became the standard telepresence system." An image of humans and nanite-forms talking in a conference room. "Inkarnate Guardian became the standard for self-defense." In this case, the body art separates it's arms with a force shield and nanite blade to fend off attackers.

"So where do we go from here? Down to the very heart of the matter. The heart of the nanomatter, to be precise." The holo-display zooms in to show the individual nanomachines working together to form structures both fluid and string. It then zooms in on a single nanounit. Arveson steps up and flicks it away.

"That's obsolete. We now have something new." The new nanounit that appears is made of iridescent crystal. As others appear, they don't interact physically, but through energy fields. "Nanopsionic technology." The roar of the crowd overwhelms the vibration dampeners.

As the nanoweave scales up to full size, we see a list of features swirl around. *Energy Absorption* *Kinetic Repulsion* *Ectoplasmic Mobility* *Clairsentient Perception* *Psychic Manipulation Detection* *Local Telepathic Connection* He snaps his fingers in an annoyed manner and the features stop swirling. "I'm sorry, It's hard to keep up with all of the changes.

The last two features change. They now read *Psychic Manipulation Nullification* and *Local Telepathic Connection with People and Devices* The last one takes time to fade in, as anticipation builds. *Biokinetic Repair, Transfer and Healing*

Operation:

Inkarnate operates a little differently. They usually join onto another character and moves with them. They both get actions, but while joined, the other character moves. They both use the better of Inkarnate or the other character's AC and saves. Damage is split sort of like shield other.

History and personality:

Inkarnate came from a factory. They were literally programmed what to do and sent out. Their template had a programmed memory of using a teleportal, as this was common among those rich enough to pay for an Inkarnate. But when they were shipped out to their owner, something went wrong. There was an anomaly in the teleportal. It felt like there was a small crack, something that only a nanite being could fit through. They were sucked through this. There was no standardized time signal, only subjective time. During that period a number of errors accumulated in temporal logs.

They arrived in the World Serpent Inn. Nothing matched their buyer, and there was no representative of Aperture Portal Technology to complain to about the mistransport. This place had no digital infrastructure.

Fortunately, the barmaids were used to strangers arriving. They made a point of establishing communication quickly and bringing them to Mitchifer to be told the rules. Inkarnate mentioned their owner, and was told that nobody would have a problem if I chose to be owned, but nobody would enforce claims of ownership against another person's will.

Thus Inkarnate was on their own. Being a bodyguard was odd for a place where fighting was against the rules. But new forms of art were always appreciated. Eventually they offered their service to those in the brawling pit and those looking for expeditions outside the inn.

Their primary function is protecting their companion. Which often involves protecting their allies as well. Their secondary function is art. They are there to enhance their companion.

Beyond that, they are still exploring. They weren't programmed to find meaning outside of service. Asking about meaning brough contradictory responses. they have decided to observe for a time before trying to figure out their place in the world.

statblock:

Inkarnate
Robot Tattoo Guardian (Commando Construct) technokineticist 3 (cerebral kineticist, kinetic duelist)/aegis 3/Vitalist 3 (medimechanic)
LN Medium construct (augmented, robot)
Init +16; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 30, touch 22, flat-footed 21 (+1 deflection, +7 Dex, +2 dodge, +1 enhancement, +1 insight, +6 natural, +2 shield)
hp 121 (4d12+3d10+43)
Fort +6, Ref +15e, Will +11
Defensive Abilities evasion, fluid form, form astral suit, hypervigilant, worn form; DR 2/—; Immune construct traits; Resist cold, electric, fire, sonic 22
Weaknesses vulnerability to electricity
--------------------
Offense
--------------------
Speed 40 ft., fly 10 ft. (average)
Melee Kinetic blade Nanite blast +17/+12 (2d6+8 B/P/S + Push) or
. . Steal health +14 touch (8 transferred)
Ranged Nanite blast +17/+12 (2d6+10 B/P/S) 30' range or
. . integrated sonic pistol +15 touch (1d8 sonic) 50' increment
Space 5 ft.; Reach 10 ft.
Special Attacks energized alacrity, kinetic blast, reach, steal health
Psi-Like Abilities (CL 3rd; concentration +3)
. . At will-Mending (1d4 hp)
Kineticist Wild Talents Known
. . Defense—Diesel Heart
. . Infusions—kinetic blade, ranged blast attack
. . Blasts—Nanite blast (junk blast)
. . Utility—basic technokinesis, kinetic cover
Vitalist Powers Known (power points 30, ML 3rd; concentration +3)
. . 2nd—cleanse body
. . 1st—detect compulsion, natural healing, suppress compulsion
. . 0 (at will)—detect psionics, halt death, sense poison
--------------------
Statistics
--------------------
Str 12, Dex 24, Con —, Int 19, Wis 20, Cha 10
Base Atk +7; CMB +15 (+17 grapple); CMD 29 (31 vs. grapple)
Feats Agile Maneuvers, Alertness, Blind-fight, Bodyguard[APG], Combat Expertise, Combat Reflexes, Combat Stamina, Deadly Aim, Deflect Arrows, Dodge, Improved Initiative[B], Persuasive, Power Attack, Psionic Body, Psionic Dodge, Psionic Talent, Student Of The Astral Suit, Toughness, Unarmed Combatant, Weapon Focus[B]
[b]Traits
dilettante artist (dance), helpful, unscathed
Skills Acrobatics +17 (+21 to jump), Craft (tattoo) +17, Diplomacy +13, Disable Device +19, Fly +11, Heal +12, Intimidate +2, Lore (Society) +14, Perception +17, Perform (dance) +16, Sense Motive +17, Specialized (Bodyguard) +14,Swim +1
Languages Binary, Common, Infernal, Sylvan
SQ active energy type, agile maneuvers, astral skin, blind-fight, bodyguard, bodyguard, burn (1 point/round, max 3), combat expertise, combat reflexes, deadly aim, deflect arrows, dodge, elemental overflow +1, finesse weapon attack attribute, gather power, improved grapple, improved initiative, improved unarmed strike, integrated weaponry, invigorating suit, mobility, point-blank shot, power attack, reconfigure (1/day), tactical awareness
Integrated Gear (all psionic-based) mwk sonic pistol, dusty rose prism ioun stone, headband of twisted intellect +2, incandescent blue sphere ioun stone, muleback cords[APG], ring of force shield, scarf of the suggestive dance, masterwork tattooing tools, masterwork thieves' tools, 745 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Astral Skin AC +0; Free customizations: speed (2), nimble.
Basic Technokinesis You can use mending on machines, constructs, and other metal objects with your caster level being equal to your kineticist level.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Combat Trick] 2 stamina points to ignore miss chance of creature hit until end of next turn.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bodyguard (Su) Half dmg transferred from wear to you. Wearer gains +2 bon atk/dmg vs attacker.
Bodyguard [Combat Trick] 1 or 2 stamina points to increase AC of ally affected by Bodyguard by stamina spent.
Collective (5 members, 130 Feet) (Su) You have a collective of up to 5 individuals within 130 feet. Can also add machines and objects.
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. Healing effects that affect living creatures can be used to repair constructs or objects in the collective, and vice versa.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Construct Traits (+20 HP) Constructs have many immunities.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deflect Arrows [Combat Trick] 5 stamina points to deflect while flat-footed.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energized Alacrity (1/minute) (Ex) +30 all movement for 1 rnd, move up to speed before or after making full attack.
Energy Resistance, Extra (Cold) Gain an additional energy type.
Energy Resistance, Extra (Electricity) Gain an additional energy type.
Energy Resistance, Extra (Fire) Gain an additional energy type.
Energy Resistance, Improved 2x your energy resistance.
Energy Resistance, Sonic (22) You have the specified Energy Resistance against Sonic attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fluid Form (Su) You do not provoke AoO from movement. Cannot be knocked prone or grappled.
Fly (10 feet, Average) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken.
Hypervigilant (Su) You always act in the surprise round.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Integrated Weaponry (Ex) You can have weapons installed into you.
Invigorating Suit (Su) Gain a bonus to Consitution checks and Fortitude saves.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Nanite Mastery (Sp) Level 1; Burn 0; create as a free action, persists
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Intellectual Control (Su) Use Int instead of Con for kineticist abilites
Lesser Transfer Wounds The medimechanic does not gain the transfer wounds class feature until 4th level, and always heals 1d6 less than a normal vitalist would.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mechanic Powers The following powers gain the network descriptor and are added to their power list: all powers of the [healing] subdiscipline, animal affinity, ecto protection, greater modify matter, id autopilot, kinetic arsenal, malfunction, modify matter, physical acceleration, psionic recharge, reconstruction, timeless body, transfer charge, and vigor.
Mender Method A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Nimble (+2 Dex) +2 enhancement bonus to Dexterity while wearing astral suit.
Psychological Burn (Ex) Accept up to 2 burn with no negative effects
Burn 3 = dazzled
Burn 4 = shaken
Burn 5 = feeblemind
Burn 6 = 8 hr coma
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Psionic Body Bonus HP +6
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Talent Gain 2 or 1 extra power points.
Push Successful melee attacks allow a CMB check to push the target.
Reach (Ex) Reach of melee attacks increased by by 5 feet.
Reconfigure (4 customization points, 1/day) Reconfigure up to your Int mod in customization points.
Speed (10 feet) Increase land speed by +10 ft while wearing astral suit.
Spirit of Many (Su) A 2nd levelvitalist gains abilities when manifesting Network powers. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power.
Steal Health (Su) At 3rd level, as a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + Wis Mod and heal collective. The medimechanic is capable of using this ability on constructs and objects, even though they do not have a constitution score.
Student of the Astral Suit Your studies in other areas has not hindered your skill with astral suits.
Tactical Awareness (Ex) Never an unaware combatant and always acts in the surprise round. Still flat-footed until it acts.
Telepathy (Su) When a vitalist reaches 3rd level, all collective members can communicate telepathically, even if they do not share a language.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Weapon Focus (Kinetic Blast)
Worn Form While being worn, occupies the same space and moves as its wearer. Both use the higher AC and saving throws, but the tattoo guardian loses Fluid Form.


"Philo Pharynx"
>>Oh, I have a construct PC in here as well.
I posted on the other thread my intent for Aannra-127-B6.
I missed yours on here sorry.

>>But I did a monster race and spent 5/8 hd on it. When you spend all of >>your RP on being tech, it leaves little for anything that makes them >>more than just being generic beyond being a construct.

That is it in a nutshell, it's too overpowered and too limiting. if your immune to too much it can skuw the game,

The one thing I wanted was a Tech PC that does tech, not magic or Psionics. But just tech that looks like magic in its effects.

VoA did say RP was the big thing here.


[dusts his hands off after competing a labor of love]

Okay! I'd like to submit my character for VoA's World Serpent Inn Campaign, Josten Caliean. I believe you will find him formatted to your liking.
A Godling of a Goddess of Love & Music and a God of Drinking & Freedom.

I kept Josten to a gestalt because I was worried about if he trisalted, he would have been too powerful for this game. Please look him over. If you think making him a trisalt will not make him OP, I'd like to rework in the bard class. But VoA has final say.

One matter of contention I'd like your opinion/ruling on. For one of Josten's background Feats I chose Mythic Companion. My reasoning was since Josten was a godling of two gods his very existence is mythic. If you feel different, I will gladly change it.

Thank you in advance for your consideration.


And here's Z, the unseen hotel detective.

public:
A few years ago, cards began occasionally appearing around the common room reading "Z Investigations. The backrooms. Pricing negotiable." Those that went to look for Z Investigations found a door with that printed on a frosted glass panel. Inside the room was monochromatic - everything was shades of grey. There was a desk with chairs on either side. Signs read "Please be seated" and "Requests to investigate the Inn or Staff will be declined."

A customer who sat would be addressed mentally. They'd be asked about their case and given a price. Requests to see their investigator are declined. The customers who are willing to admit to having used Z's services generally report satisfactory outcomes.

Private:

Z woke up in an enormous cheap room with a stack of cards, a few magic trinkets and a flask of whiskey. The headache was truly colossal, something beyond a hangover. But no head injuries. Still, there wasn't any memories beyond waking up. The cards read "Z investigations. Knockspillar street, Lower Menthis. Pricing Negotiable." Somehow Z knew they were Z. Looking around, they began noticing details. Like the letter hidden under the bed.

-----

Dearest Z,

I have you now! I have taken your past like the villain I must obviously be. Mwa-ha-ha! But I've set you up in a new world. You have your skills. I suggest making a life for yourself there. There's no need to come finding me and trying to get your life back. Bringing me to justice may not be the relief you expected. Still, I suspect that it will gnaw at you until you do. I'll be waiting.

With Deepest Respect, C

-----

There was something about the paper. Diving deep, Z read into it's past. To find a gnomish scribe who was hired to write it. That lead went nowhere. After a few days of tracking them down, it turned out that they were hired by messenger. They recopied a note and they were instructed to burn the original and scatter the ashes on a particularly windy day.

But Z had an office and a new business. It did not go well. Not because of skills, but rather that few patrons trusted a six-inch detective. On one occasion, they were cleaning under their desk when a new patron came in. "Just a minute" Z said, and the patron misinterpreted the clues. Apparently a ghost detective was better than a sprite detective.

But after a few months, it was obvious that this wasn't where Z came from. It was little things, the quality of the light. The feel of the air. Z was from a different plane. But rumors had popped up of a planar nexus. one that connected beyond the usual group connected to this world. So Z found the World Serpent Inn and set up their practice.

statblock:

Z
Female sprite investigator (epiricist, psyforensic, sphere investigator) 7 // psion (dual disciple) 7 // unchained rogue (ghost stepper) 5/Shadowdancer 2
N Diminutive fey
Init +6; Senses darkvision 60 ft., detect evil, detect good, low-light vision; Perception +27
--------------------
Defense
--------------------
AC 25, touch 25, flat-footed 18 (+1 deflection, +6 Dex, +1 dodge, +2 enhancement, +1 insight, +4 size)
hp 97 (8 HD; 1d6+7d8+31)
Fort +10, Ref +15e, Will +12 (+4 vs. mind reading, +2 save vs. illusion and disbelievable effects)
Defensive Abilities danger sense +1, evasion, improved uncanny dodge; DR 2/cold iron; Resist unfailing logic
Weaknesses consciousness linked, emotional casting, fey-infused magic, mental focus, rigorous concentration
--------------------
Offense
--------------------
Speed 15 ft., fly 60 ft. (perfect)
Melee destructive blast +17 touch (4d6+2) or
. . mwk rapier +16 (1d2+6/18-20)
Space 1 ft.; Reach 0 ft.
Special Attacks sneak attack (unchained) +3d4, studied combat (+3, 5 rounds), studied strike +2d6
Spell-Like Abilities (CL 5th; concentration +5)
. . Constant—detect evil, detect good
. . At will—dancing lights, daze (DC 10)
. . 1/day—color spray (DC 11)
Psion (Dual Disciple) Powers Known (power points 63, ML 7th; concentration +7)
. . 4th—fold space (DC 19), wrench
. . 3rd—banshee's hearing, body adjustment, hostile empathic transfer (DC 18), escape detection, mindhunter
. . 2nd—blackest shade, clairvoyant sense, inflict pain (DC 17), sensitivity to psychic impressions
. . 1st—call to mind, control light, detect compulsion, inevitable strike, mind thrust (DC 16), psychic tracking
. . 0 (at will)—conceal thoughts, detect psionics, far hand, missive
Spheres (Spell Pool 19)
. . Destruction (Cl 8, DC 19)
. . . . Destructive Blast 4d6 B, range 45'
. . . . Chain Blast (1 SP, 5 targets, 15 ft between targets) (from Bracers)
. . Divination (CL 7, DC 18)
. . . . Detect Teleportation (17 min) Divine where a creature recently teleported
. . . . Detect Thoughts (DC 18) Divine emotions and thoughts
. . . . Divination: Divine You can divine magical auras
. . . . Dowsing You can divine the location of a creature or object within range
. . . . Fast Divinations
. . . . Object Reading (+3 Appraise) Divine to learn information about an object
. . . . Penetrating Divination penetrate 5' stone, 6" metal, 1/2" lead, 15' wood
. . . . Witness the City learn information as 1d4 hours gathering information
--------------------
Statistics
--------------------
Str 4, Dex 22, Con 16, Int 20, Wis 16, Cha 10
Base Atk +5; CMB +7; CMD 17
Feats Agile Maneuvers, Alertness, Cantrips, Combat Expertise, Combat Reflexes, Combat Stamina, Cunning Caster, Dampen Presence, Deadly Aim, Deceitful, Dodge, Expanded Knowledge, Extra Investigator Talent[ACG], Fast Step, Flyby Attack, Forgotten Past, Great Fortitude, Power Attack, Skill Focus (Stealth)
Traits clever wordplay, gift for magic, resilient
Skills Acrobatics +10 (+2 to jump), Appraise +14 (+2 magnifying glass, +3 object reading), Bluff +21 (+31 vs discern intent), Diplomacy +10i , Disable Device +19, Disguise +2, Escape Artist +18, Fly +24, Heal +9i, Intimidate +6, Investigate +18i, Knowledge (arcana) +16i, Knowledge (dungeoneering) +16i, Knowledge (engineering) +14i, Knowledge (nature) +16i, Knowledge (planes) +16i, Knowledge (religion) +16i, Linguistics +14i, Lore (Humanoids) +16i, Lore (Society) +16i, Perception +27i, Perform (dance) +5, Sense Motive +20i, Sleight of Hand +13, Specialized (Portals) +16i, Specialized (World Serpent Inn) +16i, Spellcraft +17i, Stealth +34i, Survival +5, Swim +10, Use Magic Device +17; Racial Modifiers +8 Escape Artist
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Necril, Protean, Russian, Sakvroth, Shae, Sphinx, Sylvan, Terran, Undercommon
SQ active energy type, agile maneuvers, casting, ceaseless observation, chain blast (5 targets, 15 ft between targets), combat expertise, combat reflexes, consult the spirits, deadly aim, debilitating injury: (bewildered, disoriented, hampered), destructive blast, detect teleportation, detect thoughts, disciplines (clairsentience [seer], psychoportation [nomad]), divine, dodge, dowsing, finesse weapons, inspiration (1d8, 8/day), investigator talents (amazing inspiration[ACG], expanded inspiration[ACG], simple deduction, unconventional inspiration[ACG]), keen recollection, luminous, mobility, nomad's step, object reading (+3 Appraise), penetrating divination, point-blank shot, power attack, rogue talent (fast stealth), trapfinding +2, witness the city, wraith form
Other Gear mwk rapier, belt of mighty constitution +2, blaster's bracers (Chain Blast), dusty rose prism ioun stone, eastern star ioun stone, eyes of the eagle, gloves of reconnaissance[UE], handy haversack, muleback cords[APG], ring of eloquence[ACG], saccadic focusing prism, subtle slippers, bedroll, hammock[UE], magnifying glass, masterwork thieves' tools, surgeon's tools[UE], winter blanket, 1,569 gp, 3 sp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Cantrips You can create a variety of small magical effects
Casting (CL 5, MSB +7, MSD 18, Concentration +12, DC 17) You can cast sphere effects.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Clairsentience (Seer, Secondary) Seers can learn precognitive powers
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Consciousness Linked Your sphere effects end if you are unconscious or unable to take mental actions
Consult the Spirits (2/day) (Sp) Spend an hour to gain the benefits of the autopsy ritual
Cunning Caster Use Bluff check at cumulative -4 penalty for V, S, M, F/DF components to conceal casting.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Destruction: Chain Blast (5 targets, 15 ft between targets) Spend 1 SP to chain destructive blast between targets
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Divination: Detect Teleportation (17 min) Divine the direction and distance a creature recently teleported
Divination: Detect Thoughts (DC 18) Divine the emotions of creatures you can see within range (Will neg.)
Divination: Divine You can divine magical auras
Divination: Dowsing You can divine the location of a creature or object within range
Divination: Object Reading (+3 Appraise) Divine to learn information about an object
Divination: Penetrating Divination Divination abilities can penetrate 5' stone, 6" metal, 1/2" lead, 15' wood
Divination: Witness the City (+3 Appraise) Divine to learn information about a city as if you had spent 1d4 hours speaking with locals
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Emotional Casting You are unable to use magic when suffering a non-harmless emotional effect
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Expanded Knowledge (Psion [Dual Disciple], Empathic Transfer, Hostile) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fey-Infused Magic Your magic is weak against iron
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Forgotten Past Half duration of mind-affecting effects on you (min. 1 rd).
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >= 11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Inspiration (+1d8, 8/day) (Ex) Use 1 point, +1d8 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Su) Can shed light as bright as a torch, adjust or extiguish as a swift action.
Mental Focus (DC 22) You can lose mental focus, making it more difficult to use magic
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Nomad's Step (Su) As a move action, you may teleport 40 feet while maintaining psionic focus.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Psychoportation (Nomad, Primary) Nomads can wield powers that displace objects in space or time.
Rigorous Concentration +10 Concentration DC unless you increase casting time by 1 step
Simple Deduction Hi-cast with Divination, and you may use any alternate divination by spending inspiration
Sneak Attack (Unchained) +3d4 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+3, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unconventional Inspiration (Stealth) (Ex) Can add Inspiration die for chosen skill without spending Inspiration.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Wraith Form (10r/Day) (Su) You may become incorporeal for a limited time


In a quandary.

I'm entirely uninterested in building a custom race, and the monster PC rules posted (as I understand them) remove everything I want out of playing a tooth fairy since they are only CR 1/4.

I think I will be withdrawing.


Thinking my PC may look like this, most of the time, in her Helmsman Mech.

Spider Tank Image


The Lobster wrote:

In a quandary.

I'm entirely uninterested in building a custom race, and the monster PC rules posted (as I understand them) remove everything I want out of playing a tooth fairy since they are only CR 1/4.

I think I will be withdrawing.

Sent ya a PM, please to check.


Just reread the OP post,

"I would *like* it if players would be willing to utilize a discord server for this game."

I only like to play on here, sorry VoA, if the game will be on another platform. Going to have to bow out.


2 people marked this as a favorite.

I believe Britta is ready for play.


Waives at Johnny and Smooshie

Aannra-127-B6 wrote:

Just reread the OP post,

"I would *like* it if players would be willing to utilize a discord server for this game."

I like the idea of a discord channel for discussion, but I'd rather not roll dice there. Like Panic I prefer playing here on the boards.

OK, Monkey it's been a bit since my last post here, I didn't want you to think I'd forgotten you. But I've been trying to put Ideas together. Which I've listed here.

If these are ok with you, I'll proceed. One class will probably be Conscript, I'm trying to decide if I want to go gestalt and whether I'll use 'sphere's or a regular class. I've not worked with 'oaths' before so exploring the possibilities of that as well.

Please let me know if you have any questions and if the base race and 1/2 Drow version of it are ok.

the World:
The idea of the character I want to try and play has been simmering in the back of my head for years. He was born out of the idea of a group of hero's from different dimensions being brought together. Someone from an old enough technology that they could still do nature/scouting type stuff but new enough technology that weapons or tools from science fiction would not be entirely foreign. The American civil war era came to mind; add in a little steampunk, fairy tale creatures and a wicked twist then a half fey/half drow elf ex-army scout, drifter would be doable.

The world itself: Alt earth with no humans. History basically flows the same direction replacing large populations of humans with the primary races: Elf, Dwarf, Gnome and halfling. Most of the 'aboriginal races' are fey or other sentient races and any half-elves or half-dwarves or whatever would either be with one of the other races or with fey. So a large part of the population could be 'half' whatever. The oldest places of civilization would be elvish with a lot of what we would call early empires carrying a lot of half elves as they engulf the local fey population. Dwarves would populate mountainous regions. Gnomes would represent other very industrious locations. While halflings would represent areas where the celts still held sway, i.e. Wales and Ireland (this is important later).

Magic exists but only for those with innate abilities like Sorcerers and bloodragers or those who draw their power from elsewhere like witches or clerics. Traditional spellbooks using spell casters do not exist. So gifted 'intelligent' people lean towards Alchemy creating the focus on steam punk.

Where things get a little dark is concerning the subterranean races: Drow, Duergar, Orc and any of the 'subterranean fey' All of them are considered sub humanoid and are used as slaves. Basically since 'civilization started' The Drow and Duergar are mostly used for mining. While the Orc's are used some above ground but only physical labor where their' chained up. So, Half-Drow, Half-Duergar and Half-Orc exist. But they are probably slaves also.

Now applying these ideas to mid-18th century North America and eventually the 'war of the states.' The south, which is mostly agricultural uses halfling 'share croppers' because they are great with plants (and represent a minority that was abused as well) Whereas the 'slave races' do not do well with being above ground or with farming. But in the North where mining and Industry is prevelant, slavery is used to mine the minerals in the eastern mountains and to work the factories in the bigger cities. So it is the North which has the slave population.

As the nation pushes west and the valuable underground elements are revealed, those new teritories have to decide if they will be slave or free. While at the same time, many northern business types are pushing for Halflings, who dwell in holes in the ground, to be declaired a 'slave race' as well. Eventually the southern states try to secede from the 'Union.' The south would eventually lose the war. Most of the western states, due to mining, would become slave states and many of those states would declair halflings as sub humanoid.

Along with this the 'fey' who are native to North America are having the same difficulty as our 'First People' did. ‘Civilized people' of all sorts are encouraged by the government to push onto fey lands. This is the situation of the world that my character will leave.

New Race:
Obviously the Fey races of the new world would have some diversity, but one of the primary races would be a winged Fey race. I didn't find one I liked as a basis for my 'half-breed character, so I created this one:
Advanced winged fey race (advanced 11-20 RP range, 4 Traits per Category max).
Points spent: 17
Type: Fey (2 RP) A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey have low-light vision, breathe, eat, and sleep.
Size: Medium (0 RP) Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Speed: Normal Speed (0 RP) speed of 30 feet.
Ability Score Modifier: Standard (0 RP) Modifiers: +2 bonus to Dexterity and Charisma, and a –2 penalty to Constitution.
Language Quality: Standard (0 RP): start with Common plus their racial language
Race Traits:
Advanced trait (Defense):
Fey Damage Resistance (3 RP) Benefit: Members of this race gain DR 5/cold iron.
Advanced Traits (Feat and Skill)
Nimble Attacks (2 RP) Prerequisites: None.
Benefit: Members of this race receive Weapon Finesse as a bonus feat.
Quick Reactions (2 RP) Prerequisites: None.
Benefit: Members of this race receive Improved Initiative as a bonus feat.
Advanced trait (Movement)
Flight @ 3 (8 RP) Prerequisites: None.
Benefit: Members of this race have a fly speed of 50 feet with average maneuverability.
Special: This trait can be taken more than once. For each additional 2 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step.

So then adding the ‘Half Drow’ to the character I would add:
Light Blindness (–2 RP)Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Darkvision 120 Feet (3 RP) Prerequisites: None.
Benefit: Members of this race can see in the dark up to 120 feet.


Backstory:
The character would be a dark toned ½ Drow (actually ¼ but it doesn’t change the template) Fey. His grandfather on his mother side and escaped slave. Becoming a member of the tribe (think Cherokee if they were fey) in Oklahoma, several years ago. A very ‘civilized’ tribe as fey go, growing up there, he joined a local group of ‘Rebel Militia’ acting as their scout.

At the end of the war, he fled west, trying to stay ahead of the ‘slavery laws’ being enacted with each new territories formation. Eventually finding himself in the Willamette Valley region of Oregon where a shaman opens a door for him into the 'City of Doors.' From which he eventually finds his way into the World Serpent Inn.

Personality wise I originally viewed him as more ‘Civilized.’ In other words, happy to sit and gamble and drink between jobs. But that may change as I work on more of the crunch.


Oaths are pretty easy. For your 7 points, just scroll down to the oath bonuses. You can think of them as selecting ABP bonuses individually, but there are some unique ones in there too. Then, the stuff above, you can actually take to give yourself more points. They take huge chunks away from your character as to what they believe in or what they can do, but work for some characters well. Then you can use those extra points for additional boons below. The penalties are severe though, so be careful!


how about an awakened 8hd flesh golem


Sorry for the delays in answering folks, been havin some issues with my keyboard, some more issues with sleep, plus gettin ready for Christmas times!!

Let me answer some questions for all! Hopefully everybody is still here!

!) Investigate is an adventure skill, though I suppose it could be background, maybe? I could also fold that skill back into diplomacy, if others are bothered by it being its own skill??

2) Waskally, I'm torn on templates. Otoh, you do have less levels/HD taking one, plus it is at least semi on theme with the concept of the game. That said, templates tend to be a straight power boost vs levels, though not entirely.

How do others feel about templates?

2a) Mythic Companion is fine, as it fits your theme perfectly.

3) Diamonddust, Divine Leadership is fine, though should probably readjust it to apply to all the various divine classes in Paizo. Or at least the godly ones as opposed to the nature-y ones.

4) Lobster, I hope you'll be joining us. I haven't heard back from ya since my last PM, but I know this can be a busy time of year for peeps.

5) Robert, love all of that! Idk if would matter in the grand scheme of things, but I sorta feel like it would be more interesting, and different if the South won the alt Civil War. Maybe they're armies are bolstered by fleeing slaves which gives them the numbers and might to beat the North?

Your race seems fine, though it appears to be 17 RP? Is that intentional? You obviously do not need to use the full 20 RP, just wanted to make sure you were aware that you seem to have 3RP left.

6) Cucumber, I'm leery about allowing full constructs as they have a ton of immunities. While making it awakened removes some of them(I think), you'll still have a fair amount....


Voice of Awesomeness wrote:

2) Waskally, I'm torn on templates. Otoh, you do have less levels/HD taking one, plus it is at least semi on theme with the concept of the game. That said, templates tend to be a straight power boost vs levels, though not entirely.

How do others feel about templates?

I figured since the sublime template is so powerful, it's definitely worth the price of two levels.


With templates taking the place of all two/three sides of a gestalt/tristalt, they mostly balance. It limits your max BAB, saves and hit dice.

I would suggest that most "simple templates" are out. Those are like "advanced" and the class templates. The class powers should be got by class levels and the others usually have a more complete version out there.

I've already got the scars from mentioning skills, so I'm not going to jump for that one again.


Voice of Awesomeness wrote:

5) Robert, love all of that! Idk if would matter in the grand scheme of things, but I sorta feel like it would be more interesting, and different if the South won the alt Civil War. Maybe they're armies are bolstered by fleeing slaves which gives them the numbers and might to beat the North?

Your race seems fine, though it appears to be 17 RP? Is that intentional? You obviously do not need to use the full 20 RP, just wanted to make sure you were aware that you seem to have 3RP left.

Why the south still had to lose:
I had considered making him a two-gun plainsman who was a scout for the north. If I'd done that, the south winning would have made it easier. But the two characters I'm leaning on a little for a starting point are 'Josie Wales' from the Clint Eastwood character from the same movie and Charles Remington the Michael Douglas character from "The Ghost and the Darkness." Like 'Wales' my character will be 'on the lamb' partially because he never surrendered and partially because he doesn't want to be forced into slavery. If the south had won, neither of those would be an issue. Like 'Remington' my character will feel disenfranchised from his home and take his hunting skills abroad. Which would be less relevant if the south won.

Also, I think I'm going to take the 'Oath of Offerings' and have him send most of his money to his widowed mother and her tribe, which is now suffering under 'Union' law. Probably got sent to reservation somewhere. I may need help in figuring out how he will do that. Either the money/gold going through several 'doors' or some sort of magic which will let him 'send' it directly to her. Of course, that's something we can sort out in game :)


The Race:
Originally, when I thought of the idea, I didn't know what sort of 'point build' the Race would be allowed, so I initially had it at 13. When you said we could be '20' I added 'Nimble Attacks' and 'Quick Reactions' taking it to 17 points. With your permission I will add 2 more points to Flight giving the race a 60 ft speed and good flight. That will place the race at 19 points, and with the 'half-drow' at 20 with 'Light Blindness' and 'Darkvision' 120 ft added.

The character:
I think I need to go gestalt; I've got a little experience with spheres but I'm still learning. I probably will go Conscript with the 'Canny Hunter' Martial Tradition building on the Scout sphere and sniper sphere, adding the two-weapon fighting sphere and either the duelist sphere or fencing sphere (trying to decide if I want to feint a lot) The second gestalt class will be 'Armorist' with the 'Fey Magic' casting tradition building on the magical spheres 'Fallen Fey' and probably 'Dark.' If he enters a dimension where he has to declare a 'court' he is most definitely 'Winter'. The only negative with these two classes is there's not a lot of 'skills' though you've been gracious enough to add three background skills and it seems 'Oaths' will permit me to 'purchase' Skillful' which I will take advantage of. And I know some spheres add skills, so we'll be looking for those.

Outside of the 'Inn' he's a 'Bounty Hunter' who prefers hunting non-sentient beasts but will hunt sentient creatures if the money is right. He will not hunt escaped slaves and would not look favorably on someone who lied to him about the reasons to hunt someone.

Inside the Inn? I'm not sure yet. With a high bluff score, he may gamble? I see him as keeping to himself but that won't make for an interesting RP so he'll need some sort of public outlet. I love characters who play a musical instrument Gurney Halleck comes to mind every time :) but I don't know yet.

Also thinking about weapons and armor. Revolver and sabre (dueling sword) come to mind. But also, aboriginal weapons and rifles. Curious to see what sort of weapons he'll be able to use with the armorist's ability to 'summon weapons' in a world where any weapons are available. Also trying to decide if there is any armor that would fit a steampunk world that he would be able to fly in. Anyway, I will get a character posted soon Holiday shenanigans permitting.


Voice of Awesomeness wrote:
6) Cucumber, I'm leery about allowing full constructs as they have a ton of immunities. While making it awakened removes some of them(I think), you'll still have a fair amount....

I assume that this is a no. Too bad, Having a Frankenstein's monster in a RP heavy game would have been a hoot.


CucumberTree wrote:
Voice of Awesomeness wrote:
6) Cucumber, I'm leery about allowing full constructs as they have a ton of immunities. While making it awakened removes some of them(I think), you'll still have a fair amount....
I assume that this is a no. Too bad, Having a Frankenstein's monster in a RP heavy game would have been a hoot.

As I've said elsewhere, both publicly and privately, I try my best to help my players play what they want.

Could you make the concept work via the half-construct type from the race builder?

Half-Construct(7 RP):

Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Heck, you could even add Half-Undead, which idk if you could have both normally but for this game, heck it, lol. I'll even allow the +2 racial bonus to disease and mind-affecting effects to stack:

Half Undead(5RP):

Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

That would be 12 RP. You could then apply the base human if ya wanted, which would put you at 21RP. While that's 1 above the official max, I'll let it slide for an interesting concept!

Of course, you could spend your 8 RP on your own, or not include half-undead and have even more left after H-C.


Hrmmm I thought about a clockwork version as well...lol

I like the backstory of awakening. It has a great deal of RP juice.

Half construct could be ok. but the:
*Half-constructs cannot be raised or resurrected.

This seems harsh for the bonuses.

It would have to be added to a large giant.

I dunno. I'll have to think


CucumberTree wrote:


Half construct could be ok. but the:
*Half-constructs cannot be raised or resurrected.

This seems harsh for the bonuses.

Hmm, what exactly is it you want from the Flesh Golem? Let's see if we can't find a good middle ground. There's a few different ideas I have in mind, so tell me what ya want, and we'll go from there...


Robert Henry wrote:
Voice of Awesomeness wrote:

5) Robert, love all of that! Idk if would matter in the grand scheme of things, but I sorta feel like it would be more interesting, and different if the South won the alt Civil War. Maybe they're armies are bolstered by fleeing slaves which gives them the numbers and might to beat the North?

Your race seems fine, though it appears to be 17 RP? Is that intentional? You obviously do not need to use the full 20 RP, just wanted to make sure you were aware that you seem to have 3RP left.

** spoiler omitted **

** spoiler omitted **...

Have I said that I love all of this yet? If not, I love all of this!

Everything seems good so far, can't wait to see what else ya come up with! We'll totally figure out a way to send his family monies.


Voice of Awesomeness wrote:


Hmm, what exactly is it you want from the Flesh Golem? Let's see if we can't find a good middle ground. There's a few different ideas I have in mind, so tell me what ya want, and we'll go from there...

First off, I want to use Awaken Construct

Rolling Int...he may be a dummy or brilliant. Plus it builds a master creator of somesort into the backstory. I haven't figured out the world yet.

I like the thinking-construct part. I like the idea that he is ageless and immortal, far outliving his creators... maybe. I've highlighted the traits that I'm ok with losing.

Construct Traits:
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
*Low-light vision.
*Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

As far as the Flesh golem, I'm fine with keeping Berserk, but it's not a must :P

Immunity to magic has to go.


Would a Wrywood with the Living Machine alt racial trait work?

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