The Great Modron March (Planescape, Pathfinder, LBGTQ+ friendly)

Started by TheKhan, December 09, 2018, 01:24:28 PM

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indarkestknight

The other benefit to being a monstrous humanoid is that you aren’t vulnerable to humanoid-targeting effects like dominate person or charm person. That’s probably where the 1 RP tax comes from.

Chanticleer

And now I really, really want to run a Bariaur cavalier using Paizo's Charger racial archetype for Centaurs

It explicitly states that the racial prerequisite can be:

Quote from: PaizoPrerequisite(s): Centaur (or any tauric creature at the GM’s discretion).

Are you okay with that, Khan?
My current O/os (need work)

Autocad


TheKhan

Just a heads up, I'm not ignoring anyone, just having to deal with RL the last few days. I will try to answer questions tonight, but if not I will get to them tomorrow

TheKhan

Quote from: Ryu Wojin on December 12, 2018, 11:53:12 AM
TheKhan.

I have looked further into those abilities and used the custom race guidelines to judge how much RP that's worth. All of that is definitely over 15RP. So I took some traits out and this is what I will ask for your permission to use.

Spoiler: Click to Show/Hide
Lamia commoner
medium creature

0 RP Standard
   +2 str, +2 cha, -2 int

0 RP Standard + Climb (2RP) + Swim (2 RP)
   30ft speed. 20ft climb. 30ft swim

2 RP Skill Bonus
   +2 to intimidate

2 RP Resilient
   +2 against mind affecting effects + poison

1 RP Weapon Familiarity
   Proficient with Scimitars + 1 more [Undecided... open to suggestion for what else a Lamia would use!]

3 RP Monstrous Humanoid
   60ft dark vision

Unknown?
        Can't be tripped, but can't wear magic items for feet


That last bit, there is no listing for anything like that. Monstrous Humanoid is also a tad weird. Darkvision by itself is 2RP. Monstrous Humanoid only gives Darkvision but costs 3 RP. So I'd say with the remaining 3RP left before I go past 15, and the Monstrous Humanoid clause, we can accommodate for that last bit?

If that's all welcome, then my idea is an Oracle Lamia with the mystery of Metal. I am still thinking on the curse. But I am effectively making her a lamia outcast who created a hobby of making arms and armor. She's a blacksmith in background skills effectively, and her fascination applies to her oracle abilities.

Thanks for pulling that together, that make things much easier! Indarkestknight is correct about the Monstrous Humanoid RP cost. Same reason native outsiders and aberrations are worth 3 RP. You also forgot the Spell Resistance, which is another 2rp, so you're definitely over. I'd suggest dropping the Spell Resistance and Resilient to bring things in line with the other races.

Quote from: Chanticleer on December 12, 2018, 11:29:31 PM
And now I really, really want to run a Bariaur cavalier using Paizo's Charger racial archetype for Centaurs

It explicitly states that the racial prerequisite can be:

Are you okay with that, Khan?
We chatted about this via PM, but just so other people don't think I'm ignoring you (or want to use it themselves), I'm totally okay with this.

Quote from: Autocad on December 13, 2018, 01:58:43 AM
Are you fine with a flying race like strix or gathlain?
As long as its in the RP range, absolutely! A flying gargoyle was one of my example races.

Ryu Wojin

Quote from: TheKhan on December 14, 2018, 08:00:07 PM
Thanks for pulling that together, that make things much easier! Indarkestknight is correct about the Monstrous Humanoid RP cost. Same reason native outsiders and aberrations are worth 3 RP. You also forgot the Spell Resistance, which is another 2rp, so you're definitely over. I'd suggest dropping the Spell Resistance and Resilient to bring things in line with the other races.

That list is me dropping those things to make it more inline. The list I provided gives you 12RP, + the one thing I couldn't calculate in terms of RP.

Lamia's are immune to being tripped (due to not having legs), however, they have no feet slot for magical items.

So the question is if you view that ability as 3RP or less? if so, then the race is 15RP or less and thus in line?

TheKhan

Quote from: Ryu Wojin on December 14, 2018, 08:10:07 PM
That list is me dropping those things to make it more inline. The list I provided gives you 12RP, + the one thing I couldn't calculate in terms of RP.

Lamia's are immune to being tripped (due to not having legs), however, they have no feet slot for magical items.

So the question is if you view that ability as 3RP or less? if so, then the race is 15RP or less and thus in line?
Eh, you know what, sure, that's probably in the right point range.

Marie Reynolds

In a plane scape game would having a pack animal like a donkey be unlikely or cause issues  with traveling.

TheKhan

Just a reminder that characters are due in five days!

Quote from: Marie Reynolds on December 15, 2018, 01:17:46 PM
In a plane scape game would having a pack animal like a donkey be unlikely or cause issues  with traveling.

Nope.

Marie Reynolds

#34
Cool, I am about to work on my history for my character and then it will just be some housekeeping on the  sheet. Once I have my history in ill post the sheet.

Below is my character sheet and  Character picture:

Character picture

Character Sheet
Name:Beltin “Bel” Tuldry
Race: Aasiamar
Class: Bard:2/Monk:1
Faction: Free League
Alignment: Neutral Good
Age: 39
Height: 5'9”
Weight: 101 lbs
Gender: Gender Fluid  (born Male)
Aspirations:
Short Term: continue her work to help the poor ad downtrodden  both publicly and discreetly.
Short Term: Continue to train Reda and provide a good life for her.
Long Term: Grow and build a Performance troupe/Academy that raises up the poor and down trodden, Also from the Shadows  recruits and nurtures those that  have the  what it takes to carry on the teachings of Arsinoe and her troupe that look out for and help those less fortunate from the shadows.

Str:12
Dex:13
Con:13
Int:12
Wis:14
Cha:15

HP:21

BAB:+1
M:2
R:2
FOB: 1/1
CMB: 2=1+1
CMD: 14=10+1+1+2


Ac:      13=10+1+2

Fort:        3=2+1
Reflex:      6=5+1
Will:      6=5+1

Languages:
Common
Celestial

Traits:
Criminal
You spent your early life robbing and stealing to get by.
Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.(Disable Device chosen)

Enlightened Warrior (Aasimar)
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield.
Benefit: You may take levels in monk even while maintaining a neutral or neutral good alignment.
Feats:
Monk:

Scorpion Style (Combat)

You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).


Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Cunning
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Diceright away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well

Standard Racial Traits
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Bard:
Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledgeskill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitudesaves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shakencondition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Advanced Versatile Performances
Source PPC:BotB
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.
A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.
Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Monk:

Class Features
All of the following are class features of the monk.
Unchained Monk?
Are you instead looking for the unchained monk? You’ll find it here.
Weapon Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuversfor unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Table: Small or Large Monk Unarmed Damage
Level
Damage (Small monk)
Damage (Large monk)
1st–3rd
1d4
1d8
4th–7th
1d6
2d6
8th–11th
1d8
2d8
12th–15th
1d10
3d6
16th–19th
2d6
3d8
20th
2d8
4d8
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Skills:

Acrobatics(Dex):         6=2+1+3
(B)Appraise(Int):      6=2+1+3
Bluff(Cha):                 6=1+2+3
Climb(Str):                  5=1+1+3
(B)Craft(Clothing)(Int):   6=2+1+3
Diplomacy(Cha):         6=1+2+3
Disable Device(Dex):   7=2+1+3+1
Disguise(Cha):            6=1+2+3
Escape Artist(Dex):      6=2+1+3
Intimidate(Cha):      6=1+1+3
Knowledge(Planes)(Int):   5=1+1+3
Linguistics(Int):      6=2+1+3
Perception(Wis):      6=2+1+3
Perform(Dance)(Cha):   7=2+2+3
(B)Profession(Cook)(Wis):   6=2+1+3      
Sense Motive(Wis):      6=2+1+3
Sleight of Hand(Dex):   5=1+1+3
Spellcraft(Int):      5=1+1+3
Stealth(Dex):         5=1+1+3
Use Magic Device(Cha):   6=1+2+3

Equipment:

3,000
  -604 Kama x2 MW
2,396
  -301 Whip MW
2,095 
   -10daggers X5
2,085
  -370  Spring Blade MW
1,345
  -190 Concealable Thieves tools
1,155
    -15  Cat burglars kit
1,140
    -50 Disguise Kit
1,090
      -3  Cooking Kit
1,087
      -1 Grooming Kit
1,086
    -55 Artisan tools mw
1,031
      -2 SP Conversion
1,029
    -15  Medium tent
1,014
     -8  Donkey
1,006
  -400   4 months rent of a sizable  home
   526
    -90   hireling  Stable hand for a month
   436
    +80
     516
       -3 sp conversion
     513
       -5  Pack Saddle
     508
    -200  dancers garb male and female
     308
      -10  burglars outfit male and female
     298
        -16  Cold Weather outfit male and female
       282
        -16  Courtesan's outfit male and female
       266
        -60  Courtiers out fit male and female
       206
         -6   Male and female entertainer out fit
       200 
         -0  free explorer's outfit male
       200
   -10 Female Explore's outfit
  190
   -16  Male and female hot weather outfit
  174
    -2  Male and female Artisans outfit
  172
     -5  Spell component pouch
  167
   -36 sp conversion
  131
20 sp
-5 Entertainers Kit
15
-5  Blanket
10
-1 bedroll
44
-35  7 days worth of rations
9
-4  cp conversion
5
+360
  365
-360  Trained Hireling (Dancer Protege Female Half elf Name Reda Siannodel)
      5 sp
40 cp
-35 7 days worth of animal feed
5 cp
Carrying Capacity:


Light43 lbs. or less
Medium:44–86 lbs.
Heavy:87–130 lbs.

With masterwork backpack:

Light: 50 lbs. or less
Medium:51–100 lbs.
Heavy:101–150 lbs.

Spells:

Level 0: 5
Prestidigation
Unwitting Ally
Detect Magic
Read Magic
Sift
Level 1: 4
Fabricate Disguise
School transmutation; Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components S
EFFECT
Range personal
Target you
Duration instantaneous
DESCRIPTION
You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a disguise kit). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a Disguise check to determine the effectiveness of the disguise.
Feather Fall
School transmutation; Level bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1; Domain void 1; Subdomain feather 2; Elemental Schoolair 1
CASTING
Casting Time 1 immediate action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)

Touch of Gracelessness




School transmutation; Level bard 1, bloodrager 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION
With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Vanish

School illusion (glamer); Level bard 1, magus 1, psychic 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
History:

Bel  grew up without a   proper  family. Bel's mother  left shortly after giving birth and  without a  word or even living a letter. Then the  nurse that helped gave  birth  was threatened to reveal why Bels mother was  here  by  Zikol Cromwell and  then revealed the  child and Bel's father  fed and  clothed  the child  but  treated it more like  raising a prized animal to be sold.
Zikol had a  reputation in the underworld as a headhunter for the gangs of Sigil.  He sold women children and men into the service of  gangs, especially the poor or troublesome  bastard children of  nobles it mattered not to him if it meant him getting coin. Once old enough, Bel  was just that sold  to a  gang in Sigil. Bel lived a  life of toil for other peoples  profits stealing and other errands the gang needed. They sent Bel one time after a  free league member that had something  someone else desired but  was  to cheap to pay the  gang  well they sent Bel cause it would mean a smaller loss to the gang.

Bel despite  the show of skill that was  overlooked by the gang   almost  completed the job but  was caught not for lack of  effort but the  target was lurking in the shadows watching  just  as Bel reached the item and  the middle aged  women stepped from the  shadows and that day changed Bel's life. Arsinoe “ Stardust” Tuldry. Arsinoe  did not  try to turn in the child theif  but  instead asked to hear why  Bel took the  job and  then learned of   Bel's lot in the gang. Arsinoe gathered her troupe and went to there local hangout and when they realized who they  sent to  target the boss turned  white realizing it was  one of the leading problem solvers  of the Free league they crossed but Arsinoe offered them a way out of  facing  reprisal for  the  price of letting Bel out of there service and  come  live  with  her and the troupe.


Bel was adopted by Arsinoe and taught  the ways of the fist, the performer and the shadows. This lead young Bel down the life of a performer  and  friend to the poor and disenfranchised of Sigil. They were performer's and skilled problem  solvers when those in need or  trusted friends of the Free League  needed help. Bel's life came through lifting up the downtrodden life  through entertainment, fighting , or from the shadows when a more subtle touch was needed to seek redress for those  that were powerless to do so.

Though  in Bel's  life came  a pickpocket, They Attempt  failed but  instead of turning in the  young girl, Bel did what Arsinoe  did  and  offered  the half elf Reda a  job to groom the girl into a  dancer and  champion of the downtrodden. Even gave Read a place to live  with Bel.

Ryu Wojin

Quote from: TheKhan on December 15, 2018, 02:32:35 PM
Just a reminder that characters are due in five days!

I'm writing up my backstory as well. I have the sheet and pictures picked out.

In addition to that though. I just want to clarify that Enlarge Person wouldnt work on myself since I'm a monstrous humanoid?

Chanticleer

Hi Khan,

You mentioned that players can start as members of factions. At different points in different versions, factions have bestowed feats, powers, skill bonuses, etc., even upon their lowest ranked members. An example would be the Sensates' Sensory Touch or the automatic counts-as-class-skill list of the Revolutionary League. Is that going to be the case here? They're characterful, but not at all balanced (Sensory Touch is a good example, as it can be used by a 3rd level Sensate character once a day to 'take' an effect from another character...Whether it's a poison effect or 1d10 damage!).

I'm still writing up the background, and haven't finished equipment, etc., but here's a first bash at a sheet for Jolia ("Jolly"), my bariaur cavalier (charger). Lousy roll on HP...I don't suppose we reroll ones, do we?  ::)

I'm picturing her as a wandering champion-errant who probably went (or will be inclined to go) Transcendent or possibly Sensate. She lives large, loves combat and any sort of competition as much as any other pleasures of the flesh, believes that the tendency to think too much can be tempered by drink, drugs, rough sex and challenging exertion. Pulling from the attitudes of the Bariaur home, Ysgard, she's got something of the mentality of a valkyrie-nabbed champion: heroism is a byproduct of good-aligned spontaneity rather than some decision, and she'd be perfectly happy in a situation where she could fight or compete all day, feast, rut and sleep all night. She's not averse to taking coin for her efforts, but she's not a planner or plotter and is only financially motivated in the sense that money buys fun opportunities. She'd do great with Conan's mentality as it's often portrayed: get money, spend all the money on wine, women/men and song, go find more money...Lather, rinse, repeat...Although she'd probably spend as much time racing, wrestling, and otherwise being competitive as simply indulging.
My current O/os (need work)

TheKhan

Quote from: Chanticleer on December 16, 2018, 01:38:11 PM
Hi Khan,

You mentioned that players can start as members of factions. At different points in different versions, factions have bestowed feats, powers, skill bonuses, etc., even upon their lowest ranked members. An example would be the Sensates' Sensory Touch or the automatic counts-as-class-skill list of the Revolutionary League. Is that going to be the case here? They're characterful, but not at all balanced (Sensory Touch is a good example, as it can be used by a 3rd level Sensate character once a day to 'take' an effect from another character...Whether it's a poison effect or 1d10 damage!).
It will be, but I'm not 100% what each power will exactly be. Each will be something in the line of 2e, but I will probably tweak them a bit.

Quote from: Chanticleer on December 16, 2018, 01:38:11 PMI'm still writing up the background, and haven't finished equipment, etc., but here's a first bash at a sheet for Jolia ("Jolly"), my bariaur cavalier (charger). Lousy roll on HP...I don't suppose we reroll ones, do we?  ::)
Sure, I'm also okay with you taking 1/2+1 of your dice at each level beyond first, which I meant to write in the first post but apparently blanked on (because I absolutely must forget something!).

Quote from: Chanticleer on December 16, 2018, 01:38:11 PMI'm picturing her as a wandering champion-errant who probably went (or will be inclined to go) Transcendent or possibly Sensate. She lives large, loves combat and any sort of competition as much as any other pleasures of the flesh, believes that the tendency to think too much can be tempered by drink, drugs, rough sex and challenging exertion. Pulling from the attitudes of the Bariaur home, Ysgard, she's got something of the mentality of a valkyrie-nabbed champion: heroism is a byproduct of good-aligned spontaneity rather than some decision, and she'd be perfectly happy in a situation where she could fight or compete all day, feast, rut and sleep all night. She's not averse to taking coin for her efforts, but she's not a planner or plotter and is only financially motivated in the sense that money buys fun opportunities. She'd do great with Conan's mentality as it's often portrayed: get money, spend all the money on wine, women/men and song, go find more money...Lather, rinse, repeat...Although she'd probably spend as much time racing, wrestling, and otherwise being competitive as simply indulging.

Sounds good! I don't have my notes on the Sensate or Cipher abilities handy, but I can probably post them for you later today or tomorrow.


GunmetalDreamer

I went back and finished up Sheen (I spent a little time brushing up on Sigil before coming back to it), hopefully she passes muster.

It's probably worth noting that Sheen, as she's currently built, kind of needs a front-liner to support to get the most out of her build.  Aside from giving the Flank Bonus, she can Aid Other as a Move Action to grant +3 (thanks Helpful Trait) to Hit or AC to a comrade while still making her own attack.  Until she gets Studied Attack next level, her attack isn't really much to speak of, but she can use Dirty Fighter to Trip, Disarm, or Sunder (likely not that last one) with her Rapier without provoking an AoO.

Basically, she functions best as an infuriating add-on to a proper beatstick.

Chulanowa

I'll be thinking up something for this, hopefully  :-) Still not very good at the whole planescape setting thing, but we'll see

Phaia

Question.
I am working on a witch. If she follows Calistra could she take the wasp familiar as her witch familiar without using a feat? If not and can I use a feat at 1st level to make the wasp familiar her witch familiar? Also is there any other god/dess that would fit the requirements of the wasp familiar.

Oh yes race is a drow! I have wanted to try a playing drow for some time. I will modifiy her racial traits a bit with in the 15pt [drows start at 14 but i am not fond of SR at low levels]  and this is Sigil after all anc she could be a slightly different drow race

Autocad

Princess Quinevere "Quinn" du Pandora en Ilosa
CN Gathlain Druid (Leshy Warden)

Background: Princess Quinevere du Pandora en Ilosa was created in seed form in the verdant Prime world of Ilosa, a lush and beautiful place ruled by magical plant life. In this case, quite literally - in the forest of Pandora, ancient trees' root systems were connected by a symbiotic fungal network until they inadvertently formed a neural network and awakened to sentience. The Pandoran root-mind was content to rule Ilosa in peace as royalty... until one day outsiders arrived from another world, bearing exotic and dangerous things like metal and fire. The multiverse was larger than the Pandoran could have ever conceived by itself.

Knowledge was power, so to gather more information about the multiverse, the trees of Pandora created fey seeds and sent them through portals into other worlds. There they would grow into the plant-infused fey gathlains, imbued with a fierce curiosity, who would learn everything they could about their world and then report back. Princess Quinevere's seed landed in Sigil, and one of the first things she did upon maturing was creating a leshy retainer / assistant / bodyguard. The current incarnation is Duke Leshinator III (don't ask what happened to I and II).

"Quinn", which was a more convenient name to use, also joined the Society of Sensation. The experiences within sated both her intelligence-gathering mission and her personal curiosity, and in return she offered the rare experience of germinating and growing as a plant back to the Sensates.

Duke Leshinator III


Personality: Quinn is curious, cheerful, and flighty. She can be fully engrossed in a captivating tale one moment, then gone in search of something else the moment it ended. Her morality is neutral and she believes that people should be free to do what they want as long as they aren't hurting anybody. She loves stories and gossip, no matter how far-fetched.

Short Term Aspirations: Travel to exotic places, meet new people, and... try to not have to kill them; Figure out what this thing called love that people are so obsessed over is all about.

Long Term Aspiration: Return home to Ilosa and share all her stories with everyone, and so doing earn the title of Queen Quinevere du Pandora en Ilosa.

Thorne

This almost looks like it wants an arcane caster .. or a bruiser-type. I'm not sure who/what I've got for either of those, and I feel I'm running out of time to settle.
Although this /might/ be a good place to offer one of those bruiser-types.. I'm not seeing many of those offered. *cracks knuckles*

… this is what I get for falling into a book over the weekend. ^^;
Writer of horrors, artist of mayhem.

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

Ryu Wojin

Selithise
Lamia Female Oracle [Battle cursed with Reclusive] 2

Str 16, Dex 14, Con 12, Int 10, Wis 9, Cha 14.

Concept : Battle Oracle and buffer.
Personality : Shy and reclusive. Afraid of other creatures but is wanting to discover more.


Selithise was born with abnormal magics about her. A gifted lamia that made her clan and matriarch proud to house her. But she was also born with an affinity that clashed strongly against her clan's evil nature. Rather than developing a sense of satisfaction from torture or evil vile things against other races, Selithise developed, instead, a curiosity. A curiosity that would involve her sneaking into the prison areas to talk with prisoners, and befriend them to ask about their culture, and ways of living. Her matriarch would discover this and not be happy with her. Trying to force her to be more cold and uncaring, she would force Selithise to kill these prisoners. Instead, Seli took a different option. She repelled. She freed all of the prisoners and left with them. This begin her life as an outcast of her own lamia clan.

She was welcomed as a hero in the town of the prisoners she rescued, but there was always bias against her from other townsfolk. Those who didn't trust her. Those who did awful things to discourage her or drive her away. And drive her away they did. She would leave, trying to find some place she could truly call home and not be judged for her lamia heritage. This would start a series of traveling to new places, finding out more discrimination, and leaving to find a new place. It would also develop a sense of insecurity within her. People hate her. She doesn't hate them back. She understands due to what she saw her own clan doing. But she's scared of people's intentions and has developed a very shy and afraid nature. She still wishes to find more people who could accept her though.

During one of her travels, she would spot a light beaming out of the forest. Going to investigate, she found what looked to be a gateway. Her curious nature got the better of her, and she slipped in. Falling into Sigil. Unfortunately, with her powers, she could not easily return back to the material plane. But she found a different sort of discrimination here. They didn't much hate her for being a lamia, but rather for being an outsider. She's still uncertain if that's a step in the right direction or not.

Muse

  I got some feedback over messenger.  I'm working on Narissa Walker to see how she turns out.  If anyone else has feedback i'm still intereted. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheKhan

Quote from: Phaia on December 17, 2018, 11:24:23 AM
Question.
I am working on a witch. If she follows Calistra could she take the wasp familiar as her witch familiar without using a feat? If not and can I use a feat at 1st level to make the wasp familiar her witch familiar? Also is there any other god/dess that would fit the requirements of the wasp familiar.

Oh yes race is a drow! I have wanted to try a playing drow for some time. I will modifiy her racial traits a bit with in the 15pt [drows start at 14 but i am not fond of SR at low levels]  and this is Sigil after all anc she could be a slightly different drow race
I'd be totally find with letting a witch have a modified greensting scorpion and saying its a wasp. You won't be able to treat it as an imp without the feat though. Calistra is definitely the best choice there (and she does exist in my Planescape). I wouldn't ready into the way d20pfsrd phrases the prerequisite, since that is their way of saying Calistra without violating the terms of the d20 license. So the big thing I would look for is another deity that has a wasp as their sacred creature... and I'm drawing a blank right now. I'm sure there is someone, but I can't think of them. But Calistra + drow would be a good combination anyways.

Quote from: Thorne on December 17, 2018, 01:59:44 PM
This almost looks like it wants an arcane caster .. or a bruiser-type. I'm not sure who/what I've got for either of those, and I feel I'm running out of time to settle.
Although this /might/ be a good place to offer one of those bruiser-types.. I'm not seeing many of those offered. *cracks knuckles*

… this is what I get for falling into a book over the weekend. ^^;

Heh, we've all done that, haven't we!

If you really have option paralysis, you could just write up both of them! Either would be good. I'm not going to worry about ticking off all four classes in the archetypical party. If we end up with multiple blasters or bruisers, so be it! Go with the character you think is more interesting.

... Although if you are watching the party composition, I think we have more melee types than we do arcane casters right now. Depends on how you count the Investigator and Bard/Monk.

Thorne

Quote from: TheKhan on December 17, 2018, 11:30:36 PM

Heh, we've all done that, haven't we!

If you really have option paralysis, you could just write up both of them! Either would be good. I'm not going to worry about ticking off all four classes in the archetypical party. If we end up with multiple blasters or bruisers, so be it! Go with the character you think is more interesting.

... Although if you are watching the party composition, I think we have more melee types than we do arcane casters right now. Depends on how you count the Investigator and Bard/Monk.

Usually, as support; Arm, as opposed to hammer. And you've got a butt-ton of … well, hammers, looks like. Not many anvils. *skritch* Depending on how you look at that.
Eh. Your call, in the end. I do have a couple of options, as happens. I'll drop 'em in tomorrow; I need to hit the sack. Stupid getting-up-early stuffs.
Writer of horrors, artist of mayhem.

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

Phaia

Quote from: TheKhan on December 17, 2018, 11:30:36 PM
I'd be totally find with letting a witch have a modified greensting scorpion and saying its a wasp. You won't be able to treat it as an imp without the feat though. Calistra is definitely the best choice there (and she does exist in my Planescape). I wouldn't ready into the way d20pfsrd phrases the prerequisite, since that is their way of saying Calistra without violating the terms of the d20 license. So the big thing I would look for is another deity that has a wasp as their sacred creature... and I'm drawing a blank right now. I'm sure there is someone, but I can't think of them. But Calistra + drow would be a good combination anyways.

Well since a witch has a patron. Could I explain it by going with trickery as the patron and my PC being CN?
I am not at all against spending a feat to have the wasp be a full wasp familiar like described [imp features] and also have my witch follow Calistra!
I did look at deities and none have a wasp and a few have lust/trickery as domains.

So sure I will be happy to have my PC use a feat to gain a wasp familiar and even have her follow calistra. It is Sigil after all!


Thorne

Alright. So, two offerings. I seriously considered tossing my perpetually drunken archer into this, but I wasn't really sure she'd /fit/. So, have this pair to choose from.
I do have full sheets for both; I just rarely post 'em until asked.

Barik
Tiefling (foulspawn) Unchained Barbarian (Wild Rager) 3
Concept: Ex-pit fighter making his way in the world, trying not to screw this one up.

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. When the chance arouse to change that, he took it and never looked back. He's still not entirely certain how he actually ended up in the Cage, and if he's real honest - or really drunk - he doesn't actually care. He's no longer the weirdest thing to walk the streets, and if people give him a wide berth for his temper and ... other bad habits, well, better than the old reasons.
Even so, he doesn't have much reason to like or trust people, and if it weren't for the old adage of safety in numbers, probably would be more inclined to avoid them.
Still, even people are better than being alone, and being alone is a good way to get dead. Or worse. Barik prefers not to find out about 'worse' first hand.

Barik is tall, brawny and looks more animal than human, in many ways. His preferred weapon is a club - broken wood is easy to replace - and it can be hard to tell where his preferred furred cloak stops and his greyish hide begins. Pointy ears stick out of a rough, black mane that rarely sees a comb, much less soap - oddly, he doesn't smell. Or maybe, he doesn't smell in comparison to everything else.








Sulwyn
Human! Magus (Eldritch Archer) 3
Concept: Clueless turned professional Planewalker; because how else is she going to get home?

Sulwyn started life in a small village; she grew up with a longbow in hand. Using minor magics came as naturally as breathing; to the point where it took someone else point it out for her to realise she was even doing it.
Naturally enough, she ended up in the village militia, with the rest of the archers, and learned how to kill sapient beings. Given a choice, she'd rather hunt for supper...

She was doing precisely that when the distant wail of the horns turned her back for home at a run. To this day, she has no idea why those horns sounded, whether the village survived or what exactly happened because she took a shortcut, and between one step and the next crashed through somebody's garden, narrowly avoided collusion with a wall and ... was definitively lost.
At least she still has her bow, and Clueless as she may be, she is very, /very/ good with it.


Sulwyn is a young woman of middling-height; black hair frames a slightly heart-shaped face, tanned and freckled. Striking aqua eyes have the slightest hint of a slanting tilt; a hint of elvish blood somewhere well back in her family tree,
She wears fine mail, and carries a heavy-looking longbow, as well as a quiver-full of assorted arrows and a sheathed shortsword.
Writer of horrors, artist of mayhem.

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