Twilight Exodus: Apocalyptic Fantasy Pathfinder (CLOSED)

Started by eBadger, February 07, 2018, 03:41:52 AM

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eBadger


NO LONGER ACCEPTING APPLICATIONS.

The World Before was a place of magic and wonder, where technology brought man and elf and dwarf to reach for the stars.  It ended badly.  Greed; war; waste; the impact of irresponsible progress tore apart both land and society, until order slipped into irresistible collapse.  Nuclear holocaust, biological pandemic and megamagical rifts led to revolution and environmental annihilation.  Few pockets of civilization survived, and none prospered, although other things grew from the radiation, plague and mage storms like the spawn of nightmares. 

The small settlement of Twilight was a backwater town at the edge of nowhere Before; subsistence farming and poor mining held little value.  After, things didn't change so much; except the same hardscrabble chance to survive was priceless.  Twilight has survived the last century as a haven for scraps of civilization, accepting any race or culture that would work hard and obey the simple laws of mutual survival. 

All things end. 

The droughts are harder each year; the lands less fertile and resources more scarce.  For two decades the inhabitants of Twilight have known things were ending, but that time is suddenly near.  The planting has gone badly.  A year, the wise estimate.  Maybe two, before the Starving will begin. 

Factions have emerged.  The Forefathers, original human landholders and citizens from Before, have begun forming a conservative bloc.  They wield a powerful argument that even loved guests shouldn't remain so long they starve their hosts; although the new-come Blooded are quick to point out the sacrifices in labor, lives and ingenuity they've contributed to make Twilight survive this long.  The Wanderers, on the other hand, are believers in the New Lands, rumors and stories of prosperity as distant lands heal into lush gardens of paradise; they don't want to leave anyone behind.  And then there're the Hands; a mysterious group blamed for murders and destruction, dark-robed figures in the night wielding torches and violence to rid Twilight of any souls, human or otherwise, not deemed worth their rations.  They're reviled, but every murder means a better chance at life for those left. 

Town council meetings are marked by shouting and fistfights, but one thing is agreed upon: somebody will need to go, or a lot of people are going to die.  If there's any hope for the Exodus to have a chance, it needs supplies: the first of which is vehicles.  A few exist in town, and a small reserve of priceless fuel, but not enough.  A nomadic merchant, however, has promised to lead a small band to a promising vehicle depot beyond Twilight's territory. 

The small group chosen have proven themselves capable in one way or another; and just maybe expendable enough to risk. 





Twilight Exodus

Twilight Exodus will be a post-apocalptic gritty fantasy pathfinder game inspired by Mad Max, Fallout, Obernewtyn, Shannara, and other sources.  It is a homebrew high fantasy setting, taking place a century or so after a nuclear war.  I'm not much for changing rules; technology remnants would be re-flavored magic items for the most part.  Magic is magic; this will be the dark future of a fantasy world, not our own.

Rules:
-Guns are Commonplace; Early firearms (which are likely to be made either from scratch or scrap After) are 25% cost, martial weapons.  Advanced firearms are relics from Before, rare and prized, and will be considered simple weapons.  A gunslinger's starting weapon will be unbroken Masterwork quality.  Guns will be a regular element, but medieval weapons and armor still definitely have a place. 
-Create Water and Purify Food and Water are 1st level spells.  I'm not going to focus gameplay on daily survival, but scarcity is a part of the setting. 
-Toughness is a trait; Finding Your Kin/Haleen is a feat.  Because I like both, but pet peeve. 
-Add Craft: Mechanic and Craft: Electronics as skills.  Ride will include Driving. 

Game Info:
-This will be NC: Exotic.  I'm not intending to feature a lot of smut, but I'm sure sex will pop up from time to time and players are welcome to have some freedom.  I simply request that if it's not advancing the plot, it be moved to a side thread. 
-I expect players to commit to regular participation of 2-3 posts per week for several weeks.  Please don't apply if you aren't taking this seriously; it ruins the game for myself and others.  That said, I am certainly willing to work with scheduled absences and emergencies. 

Character Creation:
-Hook: Twilight is a melting pot of races, new arrivals and old hands, that until recently has accepted anyone willing to contribute and abide their manners.  You character should be well enough known to be trusted with a key mission for the town's future, and should care enough about it to risk their lives on an expedition into the savage unknown. 
-20 point buy, 2nd level, 2 traits, background skills, max HP first level, best of roll/half hit die after that (ie, if your hit die a d8, and you roll a 2, you may instead take 4).  Myth-weavers is a great hosting site for character sheets. 
-Characters begin with 1,000 gp in gear, as well as a mule with pack and harness for the mission. 
-No alignment restrictions, but even the most immoral character will understand that the group is their only chance at survival.   
-I'm open to any Pathfinder classes, and core/standard/featured/advanced races (drow at 14 RP level).  I'm dubious about third party stuff, but I'll consider it on a case by case basis.  All that said, the weirder and more outlandish you get, the more I will expect a very good concept that incorporates it. 
-I will put together a functional group, but I don't put a lot of priority on a balanced one.  Feel free to duplicate classes; submit the character you want to play, not the one you think is missing. 

I will leave recruiting open for at least one week, and will give at least two days notice before closing it.  There is no first come/first serve. 

Chulanowa

Quick concept, WIP

Name: Three
Race: Ratfolk
Class(es): TBD (Barbarian? Rogue? Something that hurts things)

Outline: Three was born a slave. She was raised a slave. More accurately she was raised as bait, a "trainer" for a gladiatorial fights. She was the warmup, the "chew toy"... At least until she stuck a shard of glass through a fighter's eyesocket. Then she was a liability to her owner... So she bit half his hand off. Two more fighters finally managed to pry her off the man; while not strong, she was certainly wry and htye had a devil of a time. For a few days she was kept in an iron box, only to find herself on the floor of a new arena. This time, with weapons.

She tries to not think too much about the time she spent doing... that. It's fury and fear, her own and that of the people she... Well. It's all kind of a haze now. You see, she was liberated! That's what they call it at least, these other ratfolk. They're her friends, at least they say so. She's come to believe them, and in the time since they let her out of that cage, she's come to learn she can feel joy, laughter, companionship even. Only those few brave ones who freed her know what she was - most around her otherwise find her companionable, even sweet. An d for that, she'd do pretty much anything to protect them...

Arcanist

Most definitely interested. A female cleric or Druid. Would like to know the type of gods/goddess available, or at least the domains.
Choice is but an Illusion. Consequences are however real.

Hexed

Signpost spears and other weapons... you've got me wanting melee now.  Just refluff weapons or are you allowing custom stuff by the optional rules?

eBadger

My preference is to refluff existing stuff. 

Generic fantasy pantheon, feel free to use existing stuff or introduce your own. 

Thorne

Now, that's interesting... Chu, have you been camping out in my head again? :p  ^^;

Barik; foulspawn barbarian (Unchained, Wild Rager)

   The first day of freedom began normally enough. Barik rolled off his pad, sipped stale water from the cup that caught runoff from the leaky roof, and waited for the guard to bring him out to breakfast. He joined a dozen other men like him, hard-bitten criminals, men destined to sooner or later die in the ring. Some of them were human. Many were half-orc, or like Barik, part something else. A big man, with a rough coating of curly black hair that grew thickest on his head, with skin rarely clean enough to tell its true shade, Barik had been there the longest. They called him Bloodfury, for the killing rage that only ended when the last bodies fell.
   There was no glory here, no hero-worship, no money or girls. Only blood, sand and irregular meals. And then, that day, there was the men. They came in armor, and killed anyone who stood in their path. Barik liked to fight, but he saw a losing battle and knew it for what it was. A chance came, and he took it, and freedom, in both hands. He ran, and he didn't look back.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Bibliophilia

Ooo...I want to play a gunslinger!  -bounces.-


Badger, is there anything like a lawman in this town or in the setting?  I was thinking a sort of Texas Ranger-esque character that roams the wasteland from settlement to settlement.  He serves as a sort of judge, jury and executioner in those instances when said settlements have locked someone up for being suspected of crimes.  Obviously, most of the time said criminals would just get hanged without any sort of trial, but I could see certain towns wanting to try and hold onto a semblance of civilization.  My guy/girl would be like if Roland of Gilead were combined with Judge Dredd and tossed into a fantasy setting.

Hobbes1266

Stacky Wilim, Halfling spell-less ranger.

Stacky was born into many luxuries from her parents business in trade, the merchant life treated her well when she was young, exploring the world on her parents caravan without fear of thirst or hunger would be a dream that some other children could only pray for, but luxury provokes envy. It was a cold and silent night when Stackys life changed without warning. The caravan guards were put to sleep by mages they never saw, allowing a human bandit tribe to slip in without resistance. Before her eyes were open to see it, Stacky was surounded by flames, smoke and scream, the girls heart racing in her chest in confusion as she made her way out of the burning wagon, coughing and wheezing for air. The young halfling stared in disbelief at the blazing camp before her, bandits looted the wagons, capturing any caravan workers they could as slaves, putting down any who put up too much of a fight. Stacky ran in fear without a second thought, and by pure luck managed to escape without being seen. The halfling kept running until her legs gave out, finding herself on the edge of a ruins that had once been a city, helplessly crawling under a pile of rubble to cry herself to sleep. What Stacky saw when she awoke made her jump in surprise, a skeleton long dead had kept her company through the night, hugging a crossbow to its chest. After several moments to recover from her shock the young halfling looted the corpse and made her way into the ruins. Stacky spent several years struggling and learning to survive on her own, hunting and scavenging what she needed to survive, and as she became more skilled she began hunting bandits to take their ill gotten gains for herself. There were many things the halfling struggled to obtain by herself, causing her to on occasion leave her isolation to trade for supplies at the town of Twilight.

eBadger

Quote from: Bibliophilia on February 07, 2018, 03:11:34 PM
Ooo...I want to play a gunslinger!  -bounces.-

Badger, is there anything like a lawman in this town or in the setting?

There is now!  I love it.  You'll also get to try to walk the line between the settlement politics.  Yay!  (Maybe was appointed before the politics got intense, or maybe leans toward one faction?  You decide)

Looks good, Thorne.  I see there's a need for a thundersome somewhere!

Stacky has a good start, just be sure she has a clear tie to the town.  The politics there will involve her, and this isn't an easy world to live in long on ones own. 

Hobbes1266

Quote from: eBadger on February 07, 2018, 03:55:46 PM
There is now!  I love it.  You'll also get to try to walk the line between the settlement politics.  Yay!  (Maybe was appointed before the politics got intense, or maybe leans toward one faction?  You decide)

Looks good, Thorne.  I see there's a need for a thundersome somewhere!

Stacky has a good start, just be sure she has a clear tie to the town.  The politics there will involve her, and this isn't an easy world to live in long on ones own.
I was thinking her motivation for getting involved with the town would be guilt over abandoning her family when she was young, and loneliness. What kind of currency would be used in this? When looking at inventory options online I found a list made for pathfinder in alternate settings  (specifically sci-fi, but not starfinder) and it mentioned the possibility of some civilization using batteries for trade (with full batteries being worth 100 gp and burnt out batteries being worth 10 gp.) There's also the possibility to bottlecaps like fallout or something else.

Bibliophilia

Quote from: eBadger on February 07, 2018, 03:55:46 PM
There is now!  I love it.  You'll also get to try to walk the line between the settlement politics.  Yay!  (Maybe was appointed before the politics got intense, or maybe leans toward one faction?  You decide)

Looks good, Thorne.  I see there's a need for a thundersome somewhere!

Stacky has a good start, just be sure she has a clear tie to the town.  The politics there will involve her, and this isn't an easy world to live in long on ones own.

Yeah, I was thinking he/she takes their duty very seriously and tries to be as unbiased as possible.  So, depending on the faction of the settlement they're currently in, that's how they approach whatever they're enforcing.  So, probably their actual political leanings are a private thing that they keep to themselves, because they believe it is inappropriate for them to reveal them while they are in a position of authority.

Now, I need to find an image I like, so I can settle on a sex.

EDIT:  So....I have found images I like for both sexes.  -tortured.-  I'll wait and see what the gender ratio looks like and decide then.

ravinwulf

https://docs.google.com/document/d/1Uv_SQimGffGDFAeRXbEgIZRPhh15OuYEOrc4y6uHR18/edit?usp=sharing

saved entire sheet as a word doc, but nothing is set in stone right now.

Bibliophilia

The document requires permission to access.

EDIT:  It works now!


sullivanthedreadlord

Is there still space? Won't be able to build a character till I get home.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

InoshimaLance

#15
Vanfreil Von Alden <---- Char Sheet

Background: Once many years before, he was considered a great threat to a certain settlement and was forced to go inside a building that was already abandoned and alone as a sort of jail time. He spent his time on that jail thinking of his vengeance and the ways to make everyone that betrayed him suffer. His low and still very weak magi abilities were just enhanced with the snap of his own mind after the solitude and banishment, after forcing him to survive alone in a place where almost nothing could be found. He learned how to keep himself awake by using magic, that way he could take the benefits of not sleeping some days.

One fateful day he was strong enough and escaped what would become his grave. He ran to the settlement and set hunt to everyone that he once lived with. He was sure to make everyone suffer before killing them. After that there was nothing that could be done to his already broken mind. Even so, he kept one layer of sanity and balance, being able to actually mourn his murders but still keeping his dark side fully up. He knows that he did bad, he knows what is wrong and right. Will that stop him? Probably not.

Vanfreil came to Twilight after wandering for many days, hunger and thirst at its peak. He was saved though by the then very welcoming people. Yet he could not come in a worst time. Vanfreil came just when the resources discussions started, and since he was one of the few that came at the very end, he was not much welcome as before. Some even started to doubt he was human at all, and maybe was bound to be kicked out. They were not wrong but Van would not let them learn the truth at any costs. Yet he found a great deal in getting the others to welcome him for good. The Forefathers seemed like the hardest choice, as they were so extreme in their views. The Blooded or the Wanderers would be better, though, was there any future for any of them? The Blooded might be banished to the outside, while he has no belief in the Wanderers, he was out there, there was nothing in milles around but sand and heat. What can he do now?

Alignment: Chaotic Neutral

Sexuality:Gay

Will add more to his Background after knowing more of the plot. What do you guys think?

eBadger

Quote from: sullivanthedreadlord on February 07, 2018, 06:24:00 PM
Is there still space? Won't be able to build a character till I get home.

Yes, will still be open for a few days, submit away!

InoshimaLance

Forgot to ask something, I know what backgrounds are but what are background skills?

Hobbes1266


sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

InoshimaLance

Quote from: sullivanthedreadlord on February 07, 2018, 10:10:51 PM
Is there an online fillable character sheet?

Myth-Weavers is the one I use. I hope is not spam but here:
https://www.myth-weavers.com/

Create an account and you can make Sheets for many systems.

Arcanist



Rachel Davenport



2nd Level Cleric of Desna (Varisian Pilgrim)
Domains: Travel and Fate

Ability Scores:
Strength:      10          Dexterity:    13
Constitution: 12          Intelligence: 10
Wisdom:       18          Charisma:    16

Misc. Information:
AC:    14  Touch AC: 11    Flat Footed 13
Hit Points:      14             CMB/CMD:    +0/12
Initiative:      +1              Speed:         40
Attack:          +0 Melee
                    +1 Ranged

Skills:
Acrobatics:        +1           Appraise:      +0        Bluff:                 +3
Climb:                0            Diplomacy:    +9      Disguise:            +3
Escape Artist:    +1            Fly:              +1     
Heal:                +10          Intimidate:    +3       Know (History):  +4
Know (Religion) +4           Know (Planes)           Proffesion (Fortune Teller)    +9
Perception:       +7            Ride:              +1
Sense Motive:   +8            Spellcraft:                 Stealth:             +1
Survival            +9/+11      Swim:           0     

Saving Throws:
Fortitude Save:   +4      Reflex Save:    +1      Will Save:         +7

Feats:
Fortune Teller - Using Harrow deck as focus or both deck and holy symbol for +1 caster level (divination)
Armor Proficiency (Light)
Simple Weapon Proficiency

Traits:
Birthmark - Birthmark serves as holy symbol and +2 sav against charm and compulsion
Shoanti Tribesman - +1 Survival and Survival is Class Skill

Special Abilities:
Agile Feet (7 times a day) - As a free action - ignore difficult terrain
Bit of Luck (7 times a day) - Upon touch - any time target rolls D20 - roll twice and use more favorable result
Caravan Bond - After leading a group prayer (6 companions) can use domain-granted powers on any traveling companions without touch
Cleric Channel - Postive 1D6 (6 times a day)
Daylight (1 time a day)
Darkvision (60 feet)
Deity's Favourite Weapon - Starknife
Energy Resistance 5 (Acid, Cold & Electricity)
Fortunate Road - Must pick certain domains
Spontaneous Casting - Cure Light Wounds
Aura - Chaotic Good

Spells: 0 level Unlimited, 1st level x4
0 level                                         1st level
Detect Magic                                 Create Water
Enhanced Diplomacy                     Command
Mending                                       Longstrider
Resistance                                    Deadeye Lore


Description:
Gender: Female                        Alignment: Chaotic Good
Age:      18                               Race: Aasimar           
Height:  5' 0:                            Weight:      100ibs
Hair:     Black (Midnight Blue)     Eyes:          Gold
Skin:      Fair                             Religion: Desna
Languages Spoken: Celestial, Common, & Infernal

Equipment:
Weapons:
Walking  Stick (Hanbo) - Melee +1 1D6
Light Crossbow - Ranged +2 1D8
Starknife - Melee +1 Ranged +2 1D4

Armor:
Leaf Armor

Backpack, Masterwork - Flint and Steel, Outfits, Healer's kit, Waterskin

Adventurer's sash: - Harrow deck, Spell Component pouch, Compass, Crossbow bolts, Grappling bolt

Belt Pouch - 85Gp, 3sp 9cp

Pack Mule - Animal Harness, Pack saddle, Survival Kit (Masterwork) Antidote kit, Healer's kit, Bedroll, Blanket, Fishing kit, Grooming kit, Cooking kit
Mess kit, Mirror, Silk Rope, Grappling Bolt, Trail Rations x10, Waterskin

Background:
Rachel was born on the road. No one knew who her parents were but she was cared for early on by a pride of Romani or Gypsies. Her main carer
was the Matriarch of the pride who was also a fortune teller. Soon after introducing the Harrow Deck to Rachael at a young age, she proved to be a prodigy.
Soon far surpassing the skills of the Matriarch. It also became evident that Rachel was not all she seems. For one thing, she was bless with the mark of the Romani.
Luck follows her and rubs off on the other members of the pride, the time it took for the pride to travel also shortened, not in terms of hours but days.  Then Rachel
started manifesting abilities, abilities gifted by one of the older Goddess of the Land, who was once said to be the Goddess of the Romani. Not all of the pride was glad
of the blessing. The son of the Matriarch wanted to lead and decided to take Rachel for himself.

Rachel had a vision from the goddess of what will come to past and possible fates. So, packing her belongings, she took to the road, exploring the apocalyptic world.
Travelling from one small pocket of ciilvisation to another, she earns a living by telling fortunes and sharing her luck. In times of scarcity, her granted abilities making
her a boon for any of these pockets. Her love of ecploration stopping her for settling down in any one specific place. During her travels she hears of the Wanderers and wish
to learn from them. Perhaps even joining them. However, she hears of the tumoil facing the current settlement she is in. They need help. Perhaps she can provide it.

Roll Result: Arcanist rolled: 1d8
Comment: Hit points for cleric level 2
Result: 2,
Total: 2

Hit point for 2nd level = 4
Choice is but an Illusion. Consequences are however real.

eBadger

Several great starts! 

I've added links to Mythweavers and background skills to the OP (thank you, Ino and Hobbes!) and will give coinage a think.  I don't expect there to be so many electronic devices that batteries will be commonly used (although they'll certainly be valuable), and caps are a bit too campy/referential to me.  I'm a little tempted to say gunpowder, but it's probably best to say that, while bartering is by far the most common form of trade, gold and silver remain a useful standard for those needing capital that's easily transportable.  But if you have some spare encumbrance and plan to play nice with uncivilized folk, buying a few items to trade isn't a bad idea (weapons, food, tools, etc). 

Don't forget backgrounds, and I added a bit to the character creation section about the hook.  I tried to leave possibilities very open, but a group needs a reason to work together and a motivation to do hard things, and that reason is Twilight.  They have some reason to trust you with an important step in the literal survival of the townsfolk, and you have a reason to risk your life for theirs. 

Thorne

You could borrow one from Krynn's book and use steel; forged steel is one of those that's not so easy to get if you don't know how to make it, or have lost the facilities.

Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Bibliophilia

Badger, would Lawful Neutral be allowed for someone whose definition of 'law' depends on the faction running the settlement he's currently in?

Chulanowa

Quote from: eBadger on February 08, 2018, 12:31:41 AM
Several great starts! 

I've added links to Mythweavers and background skills to the OP (thank you, Ino and Hobbes!) and will give coinage a think.  I don't expect there to be so many electronic devices that batteries will be commonly used (although they'll certainly be valuable), and caps are a bit too campy/referential to me.  I'm a little tempted to say gunpowder, but it's probably best to say that, while bartering is by far the most common form of trade, gold and silver remain a useful standard for those needing capital that's easily transportable.  But if you have some spare encumbrance and plan to play nice with uncivilized folk, buying a few items to trade isn't a bad idea (weapons, food, tools, etc). 

Don't forget backgrounds, and I added a bit to the character creation section about the hook.  I tried to leave possibilities very open, but a group needs a reason to work together and a motivation to do hard things, and that reason is Twilight.  They have some reason to trust you with an important step in the literal survival of the townsfolk, and you have a reason to risk your life for theirs.

batteries aren't a bad idea; they're long-lasting, durable, easily carried, and there's a limited supply of them - they're no longer being produced and the means to replicate them has been lost. Dead batteries can carry value as nostalgic reminders of the past, while live batteries are (understandably) more valuable. These would need ot be indexed to some sort of less-mobile trade good; water is a solid base line in a setting liek this.

So something like...

1 "live" battery = 1 Platinum piece = 1 liter of diesel
1 "dead" battery" = 1 gold piece = 1 liter of pure water
1 piece of "old world" coinage = 1 silver piece = 1 pint of (non-fuel) liquor
Assorted metal scraps (copper, aluminum, tin bits) = 1 copper = 1 liter of impure water

Thorne

Right. We now have an image. That is even sort of work safe. Heh.
But! Sheet!

Barik

Barik

Male demodand-spawn tiefling unchained barbarian 2 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 31, Pathfinder Unchained 8)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft., scent; Perception +6

--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 26 (2d12+4)
Fort +5, Ref +1, Will +1; +2 trait bonus vs. curses
Resist cold 5, electricity 5, fire 5

--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +5 (1d10+4)
Ranged composite longbow +3 (1d8+3/×3)
Special Attacks rage (8 rounds/day), rage power (guarded life[APG])

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Armor Of The Pit[ARG]
Traits born damned, vagabond child (urban)
Skills Acrobatics +5 (+9 to jump), Appraise +3, Climb +7, Escape Artist +5, Intimidate +7, Knowledge (nature) +5, Perception +6, Profession (gladiator) +3, Survival +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ fast movement, uncontrolled rage, wild fighting
Carried : mwk lamellar (leather) armor[UC], composite longbow (+3 Str), greatclub, belt pouch, hip flask[UE], masterwork backpack[APG], waterskin. 
Backpack: artoku's fire,  blanket[APG], mirror, pot, silk rope (50 ft.), soap, trail rations (5), twine (50')[APG], 
Belt pouch: flint and steel, 9 cp
Quiver: arrows (20), tangleshot arrow (2);
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (2 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Uncontrolled Rage (DC 13) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
Wild Fighting (Ex) Make extra attack at full BAB when full attack, but -2 to hit & -4 to AC for 1 rd.
--------------------
Barik's lived most of his life being someone else's weapon. A toy, or a force of nature unleashed for the amusement of a crowd.
He has little reason to like or trust people, and less reason to want to be around them.
Still, even people are better than being alone, and being alone is a good way to get dead.

Barik is tall, brawny and looks more animal than human. His preferred weapon is a club - broken wood is easy to replace - and it's hard to be sure where the hides stop and his skin starts.

  The first day of freedom began normally enough. Barik rolled off his pad, sipped stale water from the cup that caught runoff from the leaky roof, and waited for the guard to bring him out to breakfast. He joined a dozen other men like him, hard-bitten criminals, men destined to sooner or later die in the ring. Some of them were human. Many were half-orc, or like Barik, part something else. A big man, with a rough coating of curly black hair that grew thickest on his head, with skin rarely clean enough to tell its true shade, Barik had been there the longest. They called him Bloodfury, for the killing rage that only ended when the last bodies fell.
   There was no glory here, no hero-worship, no money or girls. Only blood, sand and irregular meals. And then, that day, there was the men. They came in armor, and killed anyone who stood in their path. Barik liked to fight, but he saw a losing battle and knew it for what it was. A chance came, and he took it, and freedom, in both hands. He ran, and he didn't look back.

Since that day, Barik has, eventually, ended up in Twilight. Strong as he is, he is no good fit for the place and it is only a matter of time until either someone manages to remove him, or he is 'asked to leave', and he has been stashing supplies against that latter inevitability for some time. Learning of an expedition, Barik gives it only the most momentary of thoughts before he decides he is going to be a part of that journey; either deliberately, or by force and has bent his will towards that end.
It is not as if he is not dead either way. If he goes along, he will at least die on his feet, a free man. If he stays, all it will take is one moment of inattention too many...

At 2018-02-08 01:23:22, Sylverthorne (uid: 19) rolls: 1d12 Result: 10 - L2 HD

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Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Bibliophilia

Badger, you cool with my character taking Ma'at as his deity?  I'm thinking he read about her in some old, ancient book he found in his travels...maybe something he found in a ruin he spent a night in somewhere.  She would appeal to him deeply, given she covers truth, justice, law and order...

Bibliophilia






Description:  Eyes the gunmetal grey of clouds that threaten rain stare out of a face weathered by the sun and wind to an ageless tan; crows feet extend from the corners of those ruthless eyes and fainter lines extend from the sides of the aquiline nose to the corners of the thin mouth.  A shadow of dark stubble lays across the gaunt cheeks and chiseled jawline, the salt and pepper matching the thick, too-long hair the color of raven's feathers.  Inexpertly and infrequently trimmed, the dark mass curls over the collar of the well-worn, oft-mended hide shirt at the nape of his neck.  He stands quite tall and unbowed, his shoulders broad and waist slender, the chest beneath the shirt showing signs of lean feeding and long hours in travel.  A pair of mismatched pistols sit comfortably against his slim hips, their holsters old, oiled and strapped in place with thin rawhide laces that tie around the muscular thighs.  The belt looped through the waistband of his faded dungarees holds several pouches and a powder horn, and a bandolier of pouches crosses his chest from his right shoulder to his left hip.  He's slightly bow-legged, but his booted steps barely seem to stir the dust, as if his travels have taught him to leave no trace of his passage.

Personality:  Kargus is a man who keeps himself to himself.  Years of solitude, traveling the empty miles between settlements, have left him comfortable with his own council.  He is more likely to hold a conversation with his horse than another person, but this doesn't mean that he's become socially awkward.  Too formal, perhaps, for casual interaction, but still well-versed in the social niceties drilled into him by his mentor.  He takes pleasure from watching the easy interactions of others, like a blind man seeing a masterpiece for the first time, he marvels at the beauty of a friendship in this harsh, bitter world.  He carries books with him, on every sort of subject, having bought them where he could find them or salvaged them from the remnants of the world gone by.  It's his habit to stretch out after dinner and read by the campfire as he smokes one of his hand-rolled cigarettes.  Not especially good at thinking creatively, he is nevertheless an intelligent man with a breadth of knowledge that would surprise most.

History:  Born under a thumbnail moon in a squalid shack on the outskirts of a settlement run by lawless men who took what they wanted and killed when it pleased them, Kargus was the offspring of an assault by one of these men; a child his mother had not wanted and could not feed.  She had only carried him to term under the advice of what passed for the settlement's resident doctor, an old woman who was one part witch, one part mid-wife and entirely out of her mind.  When Kargus' mother came to her to get rid of the baby she carried, the old woman refused and warned her that to kill this child would be an evil act that would curse her.  According to the witch, who'd performed plenty of other such procedures in her time, this child was special.

Having done her part, Kargus' mother felt she was no longer obligated to the babe, and delivered him to the old woman the day after he was born.  He frightened her in his perfect silence, despite the fact that he'd not yet been fed.  She was glad to be rid of him and fled from his calm, inquisitive blue eyes.  The old woman fed the baby and kept him for but a few weeks before handing him off to a trader who traveled the wastes between settlements in a rattling cart pulled by a skinny, fly-blown mule.  She paid the trader to take the child to the orphanage the next settlement on, and warned him if he cried off and left the child in the desert, there'd be dire consequences.

Years later, a sixteen year-old boy, long of limb and handsome of face, returned to the settlement of his birth to find it in ruin and nearly reclaimed by the wild.  Walking silently through the tumbled ruin of buildings that were once homes, he made his way like a beast back to the shack at the edge of town where he'd been born.  The tar-paper roof was half-collapsed and the walls leaned drunkenly, but it was mostly intact.  He bent to slip inside and found the woman who'd abandoned him dead and mummified on a pallet of straw on the packed dirt floor.  As the burning sun sank toward the horizon and the sky turned red, he determinedly hacked and dug at the parched, rocky ground beside the shack, the withered body wrapped in a thin cotton blanket beside him.  Then, with the horned moon rising steadily overhead, he laid his mother to rest in her freshly-dug grave and covered the corpse without comment.



Arcanist

Finally Done. Hopefully it can be a good addition to the party.
Choice is but an Illusion. Consequences are however real.

ravinwulf

Quote from: ravinwulf on February 07, 2018, 05:00:53 PM
https://docs.google.com/document/d/1Uv_SQimGffGDFAeRXbEgIZRPhh15OuYEOrc4y6uHR18/edit?usp=sharing

Description: Tan fur and beady black eyes. Constantly wearing his duster and wide brim hat.

Personality: Silent and stoic but friendly over all.

History: Home life was fine for the young ratfolk, but in the end he was driven to leave, n hopes of finding more space, and better abundance of food. One cant live in a warren with nearly 500 hungry mouths minimum. Now he waders place to place Helping those who need it most, and putting down the rabid dogs where need, all in search of some Unknown paradise where food is in abundance.

InoshimaLance

We have gathered a colorful group here.

Gunslingers are dominating though. x3. I fell so Versatil, I hope I still work, hehe. My char is virtually a multiweapon caster.

ravinwulf

Quote from: InoshimaLance on February 08, 2018, 08:22:57 PM
We have gathered a colorful group here.

Gunslingers are dominating though. x3. I fell so Versatil, I hope I still work, hehe. My char is virtually a multiweapon caster.

the nice thng with pathfinder is the fact you can play the same class with all players, and never get the sae one everytime though.

eBadger

Quote from: Thorne on February 08, 2018, 12:45:30 AM
You could borrow one from Krynn's book and use steel; forged steel is one of those that's not so easy to get if you don't know how to make it, or have lost the facilities.

True, although then it seems more logical to forge that into weapons or tools that could be traded for even more value than coins. 

I think I'm going to stick with the monetary system, but expect some vague "you find tradable goods worth...." type of stuff.  That will also allow you all to have some influence on what you get - ammo (modern ammunition is not currently producable anywhere you know of), batteries, food, etc. and allow some resupplying on the go. 

Quote from: Bibliophilia on February 08, 2018, 12:49:35 AM
Badger, would Lawful Neutral be allowed for someone whose definition of 'law' depends on the faction running the settlement he's currently in?

I think that'd work fine.  I'm not really a huge fan of the alignment system, frankly, and I'll look to your character write up more than your sheet for that. 

Laws shouldn't vary too much within Twilight, although I can see it being more of a scattering of settlements than just a single big town.  Beyond that it's pretty much wasteland, with nomadic groups.  Law, bounty hunting and mercenary work would tend to blur there. 

Maat should work fine as a diety. 

Quote from: InoshimaLance on February 08, 2018, 08:22:57 PM
Gunslingers are dominating though. x3. I fell so Versatil, I hope I still work, hehe. My char is virtually a multiweapon caster.

Hard to find a good setting for a gunslinger, sometimes, and this one suits them well.  A guns-heavy posse could be fun, I think. 

Bibliophilia

Kargus is finished, aside from his equipment, which I'm doing right now.

Badger, you cool with him having a horse?  I'll pay for it, just wanted to be sure it's okay.

Hexed

Characters begin with 1,000 gp in gear, as well as a mule with pack and harness for the mission.

Mule comes free it seems!
Although trade in might work?


I am indecisive as hell and have swapped builds several times already. Will get something up. Maybe. Q.Q

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

eBadger

I love the write up, Biblio!   Yes, a horse is fine; the town has provided you with mules to help haul back any vehicles or parts you can, but they aren't the best mounts. 

Hexed, still time, and feel free to put together a couple characters or multiple takes on the same one. 

Sullivan, brown fur sounds good

sullivanthedreadlord

I have seen a Brown Fur Arcanist being ran by someone i play pathfinder with. He is really good at buffing people. I figure with this group i wont be needing bull strenght but instead cats grace. I just dont want to pick spells that will be useless for this group.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

InoshimaLance

We have 4 chars, cool. I hope this starts soon, have many hopes on my build. x3. And the guys that are still making their chars, keep it up, you can do it, the more the merrier.

Chulanowa

The good news, I have a character ready!

The bad news, I actually have two characters ready!

So uh. I guess it depends on if we want a a really crafty mechanic or a mild-mannered killing machine.

InoshimaLance

Quote from: Chulanowa on February 10, 2018, 07:20:36 PM
The good news, I have a character ready!

The bad news, I actually have two characters ready!

So uh. I guess it depends on if we want a a really crafty mechanic or a mild-mannered killing machine.

Funny Part of the Answer: If any of them a handsome man? x3

Real Answer: Why don't you post both and we vote on who we like much? Not to make you choose one over the other but more like you will have help from the audience. x3

Chulanowa

Quote from: InoshimaLance on February 10, 2018, 08:20:03 PM
Funny Part of the Answer: If any of them a handsome man? x3

If by "handsome man" you mean "small sexy female," then yes, both of them!

QuoteReal Answer: Why don't you post both and we vote on who we like much? Not to make you choose one over the other but more like you will have help from the audience. x3

Seems like a plan!

Thorne

I approve this plan. *sage nod* You should totally do this.

Although I'm pretty sure there's no such thing as too much mild-mannered killing machine. ^.~
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
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Ideas and inspirations: small groups

Chulanowa

These are the two I've come up with; a goblin mechanist who specializes in fixing cars and killing robots, and a ratfolk gladiator who ultimately wants to settle down somewhere quiet and grow awesome radioactive potatoes.

Giz Burnwrench
Giz Burnwrench
Race: Goblin
Class: Investigator (Scavenger Archetype) 2



   Background: Giz is a member of the Mushfoot tribe, a sprawling network of goblin clans and bands that have joined up with the remnants of "civilization" to survive the aftereffects of the Badboom. She was born in the outskirts of Twilight, and from her youngest days served as a scavenger, finagling bits and parts out of the burned-out scraps, squeezing into blasted ruins the humans and elves couldn't fit into, and selling the gewgaws and parts that she and her tribe found in this way.
   Unlike most of her tribe though, Giz always had a curious streak; while Flatface or Murg might think one part from under the rubble was as good as any other, namely worth a good drink of (mostly) clean water, Giz always wanted to know what they did. What was the world like before the Badboom? How did the parts fit into it? She found tomes and manuals, and slowly, painstakingly began to translate them.
   At first her tribe was wary of her experiments; They enjoyed the occasional fire as much as any goblin, but invisible zap-fire was a whole 'nother thing! And every part she used, was a part that didn't get sold. But then... breakthrough! Giz produced an assemblage of parts, called a machine, that when you pumped the pedals, could actually give a bit more zap-fire back to a battery... which made them exponentially more valuable.
   With her tinkering the Twilight Mushfeet goblins have become some of the most prosperous of their kind. That's not saying much, sure; especially in the current situation Twilight is facing. Most of her tribe wants to simply slip away one night and make their fate in the wastes like their ancient ancestors. Giz isn't quite so willing to give up on the community she's known all her life; thus, she's volunteered herself to join the team to claim vehicles. They'll probably need someone to repair them anyway!

   Personality: Giz is the most annoying kind of person you can find in the irradiated post-Badboom landscape... an optimist. She firmly believes that by reclaiming the mysteries and techniques and technology of the past, the modern world can establish a future for itself. Sure, things are grim, but they're better than just after the Badboom, right? of course there's mutants howling at the gates, but the supplies would hold out! Why yes that is a gaping wound in your abdomen, but look, now Giz can try out this glue she read about in a half-decayed old manual (bite this so you don't swallow your tongue...)! She loves technology and can spend hours just clambering around inside some old, probably radioactive hulk of a machine just figuring out what it used to be and how it should work. She also loves fire, because of course, she's still a goblin, so technology that shoots gouts of flame, big arcs of lightning, or the like is just her favorite.

   Description: Giz might be considered a freak by more traditional Mushfeet goblins; she has hair. It's a distressingly common mutation in this day and age, after all. it's silky, of a pink-burgundy-red hue depending on the light, and nicely parts for her large ears. The rest of her two-foot-ten body is jade-green save for her eyes, which are a pale lavender and slitted like a cat's. That body has slender curves to it, rounder in the hips than the chest, and is usually clad in purely functional clothing, along with a toolbelt and bandoleer of assorted stuff and things. Her movements are nimble and quick, and she seems like she'd be incredibly agile if she needed to be.

Crunch
Giz Burnwrench
Female Goblin Investigator 1
N Small Humanoid (Goblin)
Init +4; Senses Darkvision 60'; Perception +4


Defense


AC 18, touch 15, flat-footed 14 (+4 dex, +3 armor, +1 size)
hp 25 (2d8+9)
Fort +2, Ref +7, Will +2


Offense


Speed 30 ft.
Melee Short sword +6 (1d4, 19/20)
Ranged dagger +6 (1d3, 19/20)
Special attacks Construct Mastery
Construct Mastery
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites.

This ability replaces the investigator’s poison resistance and poison immunity.

Alchemist Extracts prepared (CL 2nd)
   1st - enlarge person, firebelly
Alchemist extracts known
   1st - cure light wounds, endure elements, enlarge person, firebelly, identify, polypurpose panacaea, shock shield


Statistics


Str 10, Dex 18, Con 14, Int 16, Wis 8, Cha 8
Base Atk +1; CMB +0; CMD 14
Feats (1) weapon finesse
Skills acrobatics +8, appraise +8, craft (mechanic) +8, craft (clockwork) +5, diplomacy +4, disable device +9, knowledge (arcana) +7, knowledge (dungeoneering) +7, knowledge (engineering) +7, knowledge (local) +7, knowledge (nature) +7, perception +4, sleight of hand +9, spellcraft +7, stealth +12, use magic device +4
Languages Common, Goblin, Orc, Dwarvish
SQ Junk Tinker (+2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools), Trapfinding, Mechanical Inspiration, gadgetry (+2 to craft (clockwork) checks; use knowledge (engineering) to identify magical items), Jury-Rig (use a gadget to repair or enhance a mechanical item)
Traits Toughness; Rough and Ready
Other gear Studded leather armor, short sword, dagger x2, etc

Rhissa Stitches / Three
Rhissa Stitches / "Three"
Race: Ratfolk
Classes: Unchained Barbarian (Titan Mauler) 1 / Vigilante 1



   Background: Rhissa never knew her parents. She never knew any other ratfolk, really. She occasionally saw them, through the holes in her cage, and could smell their blood... after. The ratling who would come to call herself Rhissa knew only the life of the cages, then the ring. She was ill-fed, ill-kept, and when she was deemed big enough to survive, used as a "chewtoy," a warmup bout in nonlethal combat. She was beaten, stabbed, broken, burned, all to be healed back up and tossed back into her cage.
   This lasted until one bout, when her hand found a shard of a broken sword buried in the dirt of the ring. When the fighter came after her, a haze came over her, and she leaped, cutting his neck ear to ear. The crowd loved it! The captors used nooses and prods to goad her back into her cage, and a new plan was devised.
   She doesn't know how long this lasted; she knows she was named after her cage number - "Three" and that the crowd howled with delight when the darkness came over her and she laid open some cocky bravo certain that the tiny ratling would be an easy bout.  The crowd's cheering pleased her on some level, but unlike other fighters, she was out for survival, and rage.
   Apparently her fame spread far enough to attract some attention; namely a secret society of ratfolk dedicated to freeing slaves of their people. They came in the deep of the night, speaking to Three in a language she found she knew by instinct. They chewed through the locks binding her cage shut, threw a cloak over her, and scurried into the night.
   Somehow, some way, Three ended up among the so-called "newcomers" in Twilight. She adopted the name of one of her rescuers - Rhissa - and presented herself as the most low-key thing she could think of' a farmer. And that's exactly what she's done for several seasons, digging into the increasingly-dead earth and trying to coax seeds to life. Sometimes though... Sometimes Three comes back. Sometimes a threat plagues other farms. Sometimes a killer stalks Twilight. That's when Three resurfaces, leaving the villain in pieces.
   Rhissa would not normally volunteer for the project proposed to save her town; she wants to just dig in the soil and not be bothered. But if the harvests stay this bad, and if the tension in the town spills over, well... That would be bad. Three is increasingly dominant these days, and that warrior side of her knows that the project to get vehicles from the Outside will need protection.

   Personality: Rhissa has tended to keep to herself since her rescue. Quiet, a little furtive, most would just assume her to be a typical example of a ratfolk. Her volunteering to join the depot expedition probably surprised several people; that's Three poking out. Three is a canny, cunning creature, a persona born of Rhissa's anger and fear from her early life, and a desire to protect and preserve the life she has now. While not exactly more personable, Three is more outgoing and raucous than her farm-life alter ego.

   Appearance: Rhissa stands just under four feet tall, though her leanly-muscled physique, slender limbs and long pink tail somehow make her seem a little smaller. She dresses mostly in scraps and rags, and seemingly only as a courtesy for more modest folk; she's covered in short ash-white fur after all, and never really considers herself "naked." That fur is marred with barely-visible streaks of pale white fur covering scars that she doesn't talk about. She often wears a mask that serves to filter out dust and particles in the air, as much as obscure her face.

Crunch
Rhissa Stitches / Three
Female Ratfolk Unchained Barbarian 1 / Vigilante 1
CN/CG Small Humanoid (Ratfolk)
Init +3; Senses Low-Light Vision; Perception +6


Defense


AC 19, touch 15, flat-footed 16 (+3 dex, +3 armor, +1 size, +1 natural, +1 shield); +1 dodge vs. larger opponents
hp 26 (1d12+1d8+9)
Fort +4, Ref +5, Will +2; +2 vs. disease
Defensive Abilities: Cleanliness, Big Game Hunter
Cleanliness
Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.
Big Game Hunter
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.


Offense


Speed 30 ft.
Melee nodachi +5 (1d8+2, 18/20)
   or tail blade +0 (1d2+2 x2)
   or longsword +5 (1d6+2 19/20)
Ranged pistol +6 (1d6, x4)
Special attacks Cornered Fury, Rage, Big Game Hunter
Cornered Fury
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Rage
barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
Big Game Hunter
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.


Statistics


Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats (1) Power Attack
Skills acrobatics +7, intimidate +5, knowledge (engineering) +6, knowledge (local) +5, knowledge (nature) +5, perception +6, sense motive +5, sleight of hand +8, stealth +12, use magic device +6
Languages
SQ Dual Identity, Seamless Guise, Social Talent: Obscurity, Vigilante Specialization: Avenger
Obscurity (Social Talent)
The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).

Traits Toughness; Blighted Physiology
Other gear Studded leather armor, nodachi, ratfolk tail blade, pistol, light wooden shield, longsword, etc

Thorne

I like them both. This is a quandary.
However, my appreciation for goblins means I'm going to root for Giz.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Arcanist

Choice is but an Illusion. Consequences are however real.

persephone325

*wanders in*

I see the post speed is about 2-3 a week. How long should they be? And is that time frame flexible?
This doesn't have to end in a fight, Buck.
It always ends in a fight.
You pulled me from the river. Why?
I don't know.
"Don't dwell on those who hold you down. Instead, cherish those who helped you up."

ravinwulf

Not the gm but assuming at least a paragraph if not longer and it comes down to when the party posts.

LtFox

This still accepting players?

I haven't been around for a decent while, but I recently revived my interest in pathfinder and this popped up once I dusted off my account here.

For a character concept, I was thinking sorcerer, going into dragon disciple after level 6.  The first 6 levels should provide enough magical oomph to melt most things going forward, and I was thinking of opening up some more options with DD.

Of course, I have no idea what kind of progression or max character cap we're looking into in this game, so I'm not building towards any specific late-game build.

So, if this is still open and you fine folks would like some more face-melting power, I'll look into whipping up a sheet.
O/O

In Sword, Truth.

Hexed

Name: Tel Blackforge
Race: Changeling
Class: Spellslinger Wizard 1, Hexcrafter eldritch archer magus 1
Background: Even in the hard times in Twilight her blacksmith turned miner father couldn't turn her away when he found her as a babe outside his door one brisk morning. Her being a sickly child didn't help any either but fortunately there was an old man willing to babysit her. While he attempted to steer her towards magic as she was a bright but weak child it was alchemy that caught her attention. Years would pass and while she took stints in the mine with her father scrapping at the walls for what could be found it was the old man she spent most of her time helping. A few more raids repelled and a bar fight she dragged her father out of saw her seasoned enough that she offered up herself as one of the ones seeking supplies for the Exodus.
She was in her late teens when an attack happened at the mines. Collecting a beaten up old musket she'd been working on she joined the miners in driving the bandits off, her spells meshing quite well with the weapon.

Personality: Brash and troublesome she has no problems standing up for herself or whatever cause she's thrown in with at the time. She tries to put up an aloof and uncaring front but the right sob story can have her prepping her rifle in a heartbeat.

Description: A waifish lass with long black hair and a pale cast to her skin. Mismatched eyes of brown and red peer out through the wild bangs of her freely flowing hair while a smattering of freckles runs across her nose.


Just in case the picture breaks. https://i.pinimg.com/originals/4c/00/e1/4c00e1fdb524610ab33362d41a28e99b.jpg
And... yeah. another gunner. Even if the picture's when I was working on a staff user. (Doesn't come online till lvl 13 though O.O  so went back to gun)

InoshimaLance

Quote from: Chulanowa on February 10, 2018, 11:32:03 PM
These are the two I've come up with; a goblin mechanist who specializes in fixing cars and killing robots, and a ratfolk gladiator who ultimately wants to settle down somewhere quiet and grow awesome radioactive potatoes.

Giz Burnwrench
Giz Burnwrench
Race: Goblin
Class: Investigator (Scavenger Archetype) 2



   Background: Giz is a member of the Mushfoot tribe, a sprawling network of goblin clans and bands that have joined up with the remnants of "civilization" to survive the aftereffects of the Badboom. She was born in the outskirts of Twilight, and from her youngest days served as a scavenger, finagling bits and parts out of the burned-out scraps, squeezing into blasted ruins the humans and elves couldn't fit into, and selling the gewgaws and parts that she and her tribe found in this way.
   Unlike most of her tribe though, Giz always had a curious streak; while Flatface or Murg might think one part from under the rubble was as good as any other, namely worth a good drink of (mostly) clean water, Giz always wanted to know what they did. What was the world like before the Badboom? How did the parts fit into it? She found tomes and manuals, and slowly, painstakingly began to translate them.
   At first her tribe was wary of her experiments; They enjoyed the occasional fire as much as any goblin, but invisible zap-fire was a whole 'nother thing! And every part she used, was a part that didn't get sold. But then... breakthrough! Giz produced an assemblage of parts, called a machine, that when you pumped the pedals, could actually give a bit more zap-fire back to a battery... which made them exponentially more valuable.
   With her tinkering the Twilight Mushfeet goblins have become some of the most prosperous of their kind. That's not saying much, sure; especially in the current situation Twilight is facing. Most of her tribe wants to simply slip away one night and make their fate in the wastes like their ancient ancestors. Giz isn't quite so willing to give up on the community she's known all her life; thus, she's volunteered herself to join the team to claim vehicles. They'll probably need someone to repair them anyway!

   Personality: Giz is the most annoying kind of person you can find in the irradiated post-Badboom landscape... an optimist. She firmly believes that by reclaiming the mysteries and techniques and technology of the past, the modern world can establish a future for itself. Sure, things are grim, but they're better than just after the Badboom, right? of course there's mutants howling at the gates, but the supplies would hold out! Why yes that is a gaping wound in your abdomen, but look, now Giz can try out this glue she read about in a half-decayed old manual (bite this so you don't swallow your tongue...)! She loves technology and can spend hours just clambering around inside some old, probably radioactive hulk of a machine just figuring out what it used to be and how it should work. She also loves fire, because of course, she's still a goblin, so technology that shoots gouts of flame, big arcs of lightning, or the like is just her favorite.

   Description: Giz might be considered a freak by more traditional Mushfeet goblins; she has hair. It's a distressingly common mutation in this day and age, after all. it's silky, of a pink-burgundy-red hue depending on the light, and nicely parts for her large ears. The rest of her two-foot-ten body is jade-green save for her eyes, which are a pale lavender and slitted like a cat's. That body has slender curves to it, rounder in the hips than the chest, and is usually clad in purely functional clothing, along with a toolbelt and bandoleer of assorted stuff and things. Her movements are nimble and quick, and she seems like she'd be incredibly agile if she needed to be.

Crunch
Giz Burnwrench
Female Goblin Investigator 1
N Small Humanoid (Goblin)
Init +4; Senses Darkvision 60'; Perception +4


Defense


AC 18, touch 15, flat-footed 14 (+4 dex, +3 armor, +1 size)
hp 25 (2d8+9)
Fort +2, Ref +7, Will +2


Offense


Speed 30 ft.
Melee Short sword +6 (1d4, 19/20)
Ranged dagger +6 (1d3, 19/20)
Special attacks Construct Mastery
Construct Mastery
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites.

This ability replaces the investigator’s poison resistance and poison immunity.

Alchemist Extracts prepared (CL 2nd)
   1st - enlarge person, firebelly
Alchemist extracts known
   1st - cure light wounds, endure elements, enlarge person, firebelly, identify, polypurpose panacaea, shock shield


Statistics


Str 10, Dex 18, Con 14, Int 16, Wis 8, Cha 8
Base Atk +1; CMB +0; CMD 14
Feats (1) weapon finesse
Skills acrobatics +8, appraise +8, craft (mechanic) +8, craft (clockwork) +5, diplomacy +4, disable device +9, knowledge (arcana) +7, knowledge (dungeoneering) +7, knowledge (engineering) +7, knowledge (local) +7, knowledge (nature) +7, perception +4, sleight of hand +9, spellcraft +7, stealth +12, use magic device +4
Languages Common, Goblin, Orc, Dwarvish
SQ Junk Tinker (+2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools), Trapfinding, Mechanical Inspiration, gadgetry (+2 to craft (clockwork) checks; use knowledge (engineering) to identify magical items), Jury-Rig (use a gadget to repair or enhance a mechanical item)
Traits Toughness; Rough and Ready
Other gear Studded leather armor, short sword, dagger x2, etc

Rhissa Stitches / Three
Rhissa Stitches / "Three"
Race: Ratfolk
Classes: Unchained Barbarian (Titan Mauler) 1 / Vigilante 1



   Background: Rhissa never knew her parents. She never knew any other ratfolk, really. She occasionally saw them, through the holes in her cage, and could smell their blood... after. The ratling who would come to call herself Rhissa knew only the life of the cages, then the ring. She was ill-fed, ill-kept, and when she was deemed big enough to survive, used as a "chewtoy," a warmup bout in nonlethal combat. She was beaten, stabbed, broken, burned, all to be healed back up and tossed back into her cage.
   This lasted until one bout, when her hand found a shard of a broken sword buried in the dirt of the ring. When the fighter came after her, a haze came over her, and she leaped, cutting his neck ear to ear. The crowd loved it! The captors used nooses and prods to goad her back into her cage, and a new plan was devised.
   She doesn't know how long this lasted; she knows she was named after her cage number - "Three" and that the crowd howled with delight when the darkness came over her and she laid open some cocky bravo certain that the tiny ratling would be an easy bout.  The crowd's cheering pleased her on some level, but unlike other fighters, she was out for survival, and rage.
   Apparently her fame spread far enough to attract some attention; namely a secret society of ratfolk dedicated to freeing slaves of their people. They came in the deep of the night, speaking to Three in a language she found she knew by instinct. They chewed through the locks binding her cage shut, threw a cloak over her, and scurried into the night.
   Somehow, some way, Three ended up among the so-called "newcomers" in Twilight. She adopted the name of one of her rescuers - Rhissa - and presented herself as the most low-key thing she could think of' a farmer. And that's exactly what she's done for several seasons, digging into the increasingly-dead earth and trying to coax seeds to life. Sometimes though... Sometimes Three comes back. Sometimes a threat plagues other farms. Sometimes a killer stalks Twilight. That's when Three resurfaces, leaving the villain in pieces.
   Rhissa would not normally volunteer for the project proposed to save her town; she wants to just dig in the soil and not be bothered. But if the harvests stay this bad, and if the tension in the town spills over, well... That would be bad. Three is increasingly dominant these days, and that warrior side of her knows that the project to get vehicles from the Outside will need protection.

   Personality: Rhissa has tended to keep to herself since her rescue. Quiet, a little furtive, most would just assume her to be a typical example of a ratfolk. Her volunteering to join the depot expedition probably surprised several people; that's Three poking out. Three is a canny, cunning creature, a persona born of Rhissa's anger and fear from her early life, and a desire to protect and preserve the life she has now. While not exactly more personable, Three is more outgoing and raucous than her farm-life alter ego.

   Appearance: Rhissa stands just under four feet tall, though her leanly-muscled physique, slender limbs and long pink tail somehow make her seem a little smaller. She dresses mostly in scraps and rags, and seemingly only as a courtesy for more modest folk; she's covered in short ash-white fur after all, and never really considers herself "naked." That fur is marred with barely-visible streaks of pale white fur covering scars that she doesn't talk about. She often wears a mask that serves to filter out dust and particles in the air, as much as obscure her face.

Crunch
Rhissa Stitches / Three
Female Ratfolk Unchained Barbarian 1 / Vigilante 1
CN/CG Small Humanoid (Ratfolk)
Init +3; Senses Low-Light Vision; Perception +6


Defense


AC 19, touch 15, flat-footed 16 (+3 dex, +3 armor, +1 size, +1 natural, +1 shield); +1 dodge vs. larger opponents
hp 26 (1d12+1d8+9)
Fort +4, Ref +5, Will +2; +2 vs. disease
Defensive Abilities: Cleanliness, Big Game Hunter
Cleanliness
Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.
Big Game Hunter
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.


Offense


Speed 30 ft.
Melee nodachi +5 (1d8+2, 18/20)
   or tail blade +0 (1d2+2 x2)
   or longsword +5 (1d6+2 19/20)
Ranged pistol +6 (1d6, x4)
Special attacks Cornered Fury, Rage, Big Game Hunter
Cornered Fury
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Rage
barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
Big Game Hunter
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.


Statistics


Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats (1) Power Attack
Skills acrobatics +7, intimidate +5, knowledge (engineering) +6, knowledge (local) +5, knowledge (nature) +5, perception +6, sense motive +5, sleight of hand +8, stealth +12, use magic device +6
Languages
SQ Dual Identity, Seamless Guise, Social Talent: Obscurity, Vigilante Specialization: Avenger
Obscurity (Social Talent)
The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).

Traits Toughness; Blighted Physiology
Other gear Studded leather armor, nodachi, ratfolk tail blade, pistol, light wooden shield, longsword, etc

Vote to Giz, x3. Main reason is cause she seems the most interesting and secondary cause I think you would we the 3rd ratfolk if not, am I right?

Chulanowa


eBadger

Quote from: persephone325 on February 11, 2018, 03:01:29 AMI see the post speed is about 2-3 a week. How long should they be? And is that time frame flexible?

I would love to be inclusive, but there is a point at which games move too slowly to hold player interest and die, and that seems to be about 2 posts per week. 

I do understand that life happens, both scheduled and sudden, and I can work around a few absences here and there, but with deepest apologies, if two posts per week isn't typically manageable this isn't the game for you. 

As to length, enough to participate and move the plot along.  I would much, much rather a two sentence post than nothing, as it lets other people move along (have seen more than one game where players were so polite to not skip over someone they let the whole thing die).  Ideally, ~3 paragraphs usually makes a response/exposition/action structure.  Combat tends to be shorter and quicker. 

Quote from: LtFox on February 11, 2018, 01:14:13 PM
This still accepting players?

Absolutely, whip that thing up!  As to length of game, I have tons of potential plot but I'm planning to dole it out in managable adventures. 

Quote from: Hexed on February 11, 2018, 07:04:33 PM
Name: Tel Blackforge

Spot on!

Quote from: Chulanowa on February 11, 2018, 11:51:47 PM
What do you think, eBadger?  XD

I'd apply with both if you don't have a particular preference.  Otherwise, with the one you want to play. 




I'd like to see some more applications and finished characters, but also want to get started, so:

APPLICATIONS WILL BE ACCEPTED UNTIL MIDNIGHT PST FRIDAY 2/16

So get 'em in.  I'll get a post up shortly with all the applications, so I haven't missed any.  My intention is to use the weekend for tweaks and customizing the adventure and start early next week. 



Chulanowa

Quote from: eBadger on February 11, 2018, 11:54:39 PM
I'd apply with both if you don't have a particular preference.  Otherwise, with the one you want to play.

...I wanna play both. Can I just have one stand on top of the other and they'll wear a trenchcoat? No?  XD

persephone325

Quote from: eBadger on February 11, 2018, 11:54:39 PM
I would love to be inclusive, but there is a point at which games move too slowly to hold player interest and die, and that seems to be about 2 posts per week. 

I do understand that life happens, both scheduled and sudden, and I can work around a few absences here and there, but with deepest apologies, if two posts per week isn't typically manageable this isn't the game for you. 

As to length, enough to participate and move the plot along.  I would much, much rather a two sentence post than nothing, as it lets other people move along (have seen more than one game where players were so polite to not skip over someone they let the whole thing die).  Ideally, ~3 paragraphs usually makes a response/exposition/action structure.  Combat tends to be shorter and quicker. 

Okey-dokey. ^^
This doesn't have to end in a fight, Buck.
It always ends in a fight.
You pulled me from the river. Why?
I don't know.
"Don't dwell on those who hold you down. Instead, cherish those who helped you up."

eBadger

Current Applications (still accepting until Friday 2/16 at mignight PST!)

Hobbes: Stacky, Halfling Ranger - character sheet Could use a clearer tie to Twilight
ravinwulf: Unnamed, Ratfolk Gunslinger  Incomplete - could use more background and a tie to Twilight
Inoshima: Vanfreil, Kitsune Magus
Arcanist: Rachel Davenport, Aasimar Cleric
Thorne: Barik, Teifling Barbarian
Bibliophilia: Kargus Brightband, Human Gunslinger
Chulanowa: Giz Burnwrench, Goblin Investigator or Rhissa Stitches, Ratfolk Barbarian/vigilante
Hexed: Tel Blackforge, Changeling Wizard/Magus
LtFox: Nate the Golden, Human Sorcerer

Lots needing a tie to the adventure hook - doing a job for the future of Twilight.  That doesn't have to be much, but characters need a reason to be doing the adventure in the first place.  Do they have family/homes in town, are they earning something, being sent as a punishment, hoping to find something, etc?

Arcanist

Choice is but an Illusion. Consequences are however real.

eBadger


Thorne

Given Barik's proclivities ... well, no. That's a little too simple, even for him. He's a brute, not an idiot, and he knows perfectly well that if you want to be left alone, you need resources. Sticking your nose into other people's business gets you smacked around, for sure.. but if you survive it, and they don't, you get whatever they had. You just have to know where to stick your nose, and which people are least likely to cause trouble if they up and disappear...
Barik is comfortable with that notion.
And he does like to fight.

ERhehm. Let me read it over again. I suspect there are a few things that would get Barik's attention.

ETA: Yup, and more than a few, at that, although his primary motivation for joining up is a simple one; survival. Twilight is a nice place. He knows he wouldn't last long there, not with things as they currently stand. ^^;
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

eBadger


InoshimaLance

Quote from: eBadger on February 12, 2018, 12:40:29 AM

Inoshima: Vanfreil, Kitsune Magus - Needs a clear tie to Twilight


How about this:

Vanfreil came to Twilight after wandering for many days, hunger and thirst at its peak. He was saved though by the then very welcoming people. Yet he could not come in a worst time. Vanfreil came just when the resources discussions started, and since he was one of the few that came at the very end, he was not much welcome as before. Some even started to doubt he was human at all, and maybe was bound to be kicked out. They were not wrong but Van would not let them learn the truth at any costs. Yet he found a great deal in getting the others to welcome him for good. The Forefathers seemed like the hardest choice, as they were so extreme in their views. The Blooded or the Wanderers would be better, though, was there any future for any of them? The Blooded might be banished to the outside, while he has no belief in the Wanderers, he was out there, there was nothing in milles around but sand and heat. What can he do now?

eBadger


InoshimaLance


persephone325

I just wanted to give an update: while I am still interested in the premise, I don't think I'll be able to join up. :-( Today was not a good day, as my brother was admitted to the ICU. He'll be OK, but... I'm just very preoccupied with his well being at the moment.

I hope you guys have fun, though! This looks to be an interesting game. ^^
This doesn't have to end in a fight, Buck.
It always ends in a fight.
You pulled me from the river. Why?
I don't know.
"Don't dwell on those who hold you down. Instead, cherish those who helped you up."

Arcanist

Sorry to hear. Hope things improve and your brother makes a quick recovery.
Choice is but an Illusion. Consequences are however real.

Hobbes1266

Quote from: eBadger on February 12, 2018, 12:40:29 AM
Current Applications (still accepting until Friday 2/16 at mignight PST!)

Hobbes: Stacky, Halfling Ranger  Incomplete - needs a character sheet.  Could use a clearer tie to Twilight
ravinwulf: Unnamed, Ratfolk Gunslinger  Incomplete - could use more background and a tie to Twilight
Inoshima: Vanfreil, Kitsune Magus - Needs a clear tie to Twilight
Arcanist: Rachel Davenport, Aasimar Cleric
Thorne: Barik, Teifling Barbarian
Bibliophilia: Kargus Brightband, Human Gunslinger
Chulanowa: Giz Burnwrench, Goblin Investigator or Rhissa Stitches, Ratfolk Barbarian/vigilante
Hexed: Tel Blackforge, Changeling Wizard/Magus

Lots needing a tie to the adventure hook - doing a job for the future of Twilight.  That doesn't have to be much, but characters need a reason to be doing the adventure in the first place.  Do they have family/homes in town, are they earning something, being sent as a punishment, hoping to find something, etc?
Quote from: Hobbes1266 on February 07, 2018, 06:15:02 PM
https://www.myth-weavers.com/sheet.html#id=1485295

ravinwulf

Not sure what more you want. He is a wanderer, nough said, what tie should i have? Not sure what even counts as a tie to this.

Bibliophilia

I think he's looking for a reason why your character would undertake a mission on behalf of Twilight.  If he's a wanderer, what motivates him to give a damn?

Like, Kargus is going because he sees it as part of his duty to protect the party going on the trip, and because it appeals to his curiosity.

Your character also needs a background and a name.

eBadger

Exactly; a "hook" is something that draws your character into the adventure, that gives them a reason to continue on when things are hard and to work with the group to achieve a mission.  I made it very broad, and listed a few ideas in that post, but I would like to see some sort of reason for your character to risk their life for this, and for the town to trust them with it.

LtFox

Name: Nale the Golden
Race: Human
Class: Sorcerer, going into Dragon Disciple after lv 6
Character Sheet
Background:

Nale is a survivor of a caravan that was destroyed by raiders.  He first exhibited his magic talents in that ambush when he managed to set a bush on fire as a distraction, thus getting away with his life.
He was later picked up by an old couple on their way to Twilight.   They nursed him back to health, and as they had no children of their own, Nale stayed with them even afterwards.  He was never officially adopted, but he considers Mr. and Mrs. Baker his parents.  He learned to do odd jobs around their bakery shop growing up, but soon enough his growing magical talents meant he needed to focus on bringing them under control.

For the next few years, Nale did mostly small hunting jobs on the outskirts of the town, honing his burgeoning magical talent on the local wildlife and bringing food back at the same time.  He feels strongly grateful to the community of Twilight, and to his caretakers in particular.  After it became clear that people were needed to find resources, he was quick to volunteer.  Finally, he could do something meaningful to pay the town back for the good years he's had there.

Personality: Nale is talkative and personable.  He'll always greet new people with open smile, unless they give him reason to be unfriendly.  He's plenty tolerant, but there are some particularly vile behaviours that he'll not stand for.  Then people will see the dragon staring out of his eyes.

Description: Among humans, Nale is quite tall.  With his six and a half feet height, he towers over most others.  He has fair skin and dark eyes, which tend to burn with golden fire when his magic is high.  He keeps his hair cropped short to keep grooming simple.

***

Note: Still screening pictures for something better.
O/O

In Sword, Truth.

InoshimaLance

Quote from: LtFox on February 16, 2018, 11:56:54 AM
Name: Nale the Golden
Race: Human
Class: Sorcerer, going into Dragon Disciple after lv 6
Character Sheet
Background:

Nale is a survivor of a caravan that was destroyed by raiders.  He first exhibited his magic talents in that ambush when he managed to set a bush on fire as a distraction, thus getting away with his life.
He was later picked up by an old couple on their way to Twilight.   They nursed him back to health, and as they had no children of their own, Nale stayed with them even afterwards.  He was never officially adopted, but he considers Mr. and Mrs. Baker his parents.  He learned to do odd jobs around their bakery shop growing up, but soon enough his growing magical talents meant he needed to focus on bringing them under control.

For the next few years, Nale did mostly small hunting jobs on the outskirts of the town, honing his burgeoning magical talent on the local wildlife and bringing food back at the same time.  He feels strongly grateful to the community of Twilight, and to his caretakers in particular.  After it became clear that people were needed to find resources, he was quick to volunteer.  Finally, he could do something meaningful to pay the town back for the good years he's had there.

Personality: Nale is talkative and personable.  He'll always greet new people with open smile, unless they give him reason to be unfriendly.  He's plenty tolerant, but there are some particularly vile behaviours that he'll not stand for.  Then people will see the dragon staring out of his eyes.

Description: Among humans, Nale is quite tall.  With his six and a half feet height, he towers over most others.  He has fair skin and dark eyes, which tend to burn with golden fire when his magic is high.  He keeps his hair cropped short to keep grooming simple.

***

Note: Still screening pictures for something better.

Where did you get that cute Sheet? Does it makes the calculations alone?

Also, general question for everyone: Does PF have a higher class or class specialization system? Or is it only with Alternate classes? And what if I take a level in an Alternate Class of my class? Does it counts as different classes?

LtFox

Sheet is from here:

https://docs.google.com/spreadsheets/d/1ZCnFreS_IkbePoHv80NFlIB8QQgTygF6BXTC43NI7s8/edit#gid=1975737288

Just make a copy onto your own Google Drive.  It does indeed calculate all kinds of useful stuff for you, but takes a bit to learn all the nifty features.

As for the classes, alternate classes are simply that, alternate options for base classes when starting out.  They are entirely separate from the normal classes, it would count as a multiclass and likely a bad idea.

Pathfinder is built so that a 20-level progression in your basic class is always a good option, and multiclassing options generally won't give you more power, but rather more sideways flexibility.

What Pathfinder has, and 3.0 and 3.5 before it had, are Prestige Classes.  They are what you might consider "higher classes" in that you can't start with them, and they have entry requirements.  Basically, you have to multiclass into them.  Generally around level 5, though some allow for earlier entry.  But like I said, they don't generally give you more power, but rather more options.  So if you are new to pathfinder, you may want to stay away.

Edit:
Having taken a look at your character sheet, multiclassing as a magus is probably a bad idea for a beginner.  They are one of the most solid single class builds, after all.  Also, what are you planning that you need that many different weapons for?  I can't quite get a grasp on where you're planning to go with it.
O/O

In Sword, Truth.

eBadger

Looking good, Fox.  Are you just really planning ahead with the traits?

LtFox

Pretty much.  I'm not building a super optimized blaster, but since I aim to get enough face-melting power up to level 6 to carry forward a couple levels, it's pretty necessary.  After level 6, I'm starting Dragon Disciple levels and shifting from backseat blaster to a more mid-range switch hitting role.  I'd have gone with some element other than boring old fire, but unfortunately most all useful attack spells are written for fire element, and the metamagic feat that shifts elemental affinity comes with a +1 modifier, which is a problem this early.  Would have gone for acid otherwise.

On another note, I had a question.  Since you mentioned the material scarcity and modern element, will you allow a "battery charger" spell, similar to "campire igniter cantrip" aka Spark? If we come across a lot of out-of-power equipment,  something like that would likely be worth investing a spell slot for.
O/O

In Sword, Truth.

eBadger

I'm planning to run battery charging like staves; there'll be an option for good old fashioned electricity but pure magic would be quicker.

eBadger

My thanks to everyone who applied!  It's always tough to narrow things down to a workable size.  For those who didn't make the first cut, please let me know if you'd still like to be contacted later, in case we have drops. 

The starting crew will include:
Arcanist: Rachel Davenport, Aasimar Cleric
Thorne: Barik, Teifling Barbarian
Bibliophilia: Kargus Brightband, Human Gunslinger
Hexed: Tel Blackforge, Changeling Wizard/Magus
LtFox: Nale the Golden, Human Sorcerer

Please post your characters in the OOC thread and feel free to make any final adjustments.  The opening scene will be in the wasteland, a few days beyond civilization, so prep accordingly. 

Chulanowa

well, shoot  :-\

I'm still interested, myself; with either character (Preference leaning towards Giz)

Arcanist

Woohoo!
Thank you. Posted and should be the same I think. Should not be much adjustments
Choice is but an Illusion. Consequences are however real.

InoshimaLance

Well, that's bad tbh. But sure, page me if you ever want to put me inside. See you all later.