Pathfinder: Ivalice Recruitment (Seeking Players!)

Started by Angie, February 06, 2019, 11:47:21 PM

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Angie


From the skysteel towers of Archades,
to the darkest slums of Lowtown.
From the swirling sands of the Ogir-Yensa,
to the bitter ice of Paramina Rift.
Ivalice be a land of wonder and magick.
What wonders will your tale hold?

Welcome to Pathfinder, in Ivalice! Players will start as a small group of monster hunters in one of the hunting clans of Ivalice, setting out for fame and fortune...but soon, as all good Pathfinder campaigns do, the party will end up entangled in all kinds of fun! And I say fun, I mean pain!

Now I'm not too sure on the monster hunter shared background, it is an easy way to get the group together, but if the group wants a different starting point, make a case and debate on it and I'll decide if it sounds cool. Trust me, I can work with anything.

Character Creation Rules:
20 Point Point Buy, use the tables on this page to help calculate or PM me for help
3rd level, 3,000 GP starting cash. Please try not to spend more than 1,500 GP on any one thing
All Paizo is allowed. 3rd party requires GM approval.
Races have Stat Blocks below, use them.
A Chocobo mount can be purchased for 300 GP, 400 if it is combat trained
All characters can take any sort of language they want, except secret languages like Druidic
All Races presented below are considered to have their own language in addition to the human Common (for example, Viera would start with Common and Viera, Seeq would start with Common and Seeq, etc).

Languages:
Common: While human language has many regional dialects, Common is spoken in most places because, well, humans are everywhere.

Viera: The Viera language is closer to Sylvan, and is very light and airy, like a gentle breeze through rustling branches.

Bangaa: The Bangaa language compensates for their inability to speak most other languages. Some theorize that it uses scents along with sounds, though this does not stop other races from speaking Bangaa, so this theory is usually dismissed. Bangaa language sounds like rubbing your hand against rough leather-coarse and unpolished, yet still possessing a beauty all its own.

Nu Mou: In a word, precise. Nu Mou has more adjectives than any other language, meaning that when a Nu Mou describes an object, he is describing it in the most exact of terms. Interestingly, this has made Nu Mou a favorite language of poets and bards, for the sheer number of ways to describe something as beautiful lends itself well to rhyme.

Garif: The Garif tongue is strong, like the earth. Non-native speakers cannot help but use their lower register when speaking Garif, as it is a low and rumbling sort of tongue. The strength of the language leads some wizards to write protective spells in Garif, believing the earth lends its strength to such spells.

Seeq: Seeq is LOUD! And BOISTEROUS! And JOVIAL! Seeq is difficult to communicate any sort of subtlety or nuance in, but tends to be great for exaggerations and jokes. Despite its loud nature, the language is also laid back, as it has many terms for the concept of relaxing or lounging about.

Moogle: Moogle bears some similarities to Sylvan, like the Viera tongue, but like Common it also borrows a lot from other languages as well. As Moogles have a tendency to collect shiny things, some scholars believe that Moogles collect "shiny words" as well. Moogles will deny this. The Moogle language also uses the word "kupo" about three times as much as a Moogle speaking Common does.

Gria: The Gria tongue is closely related to the Draconic language, but Draconic is all about power while Gria needed a "softer" way to communicate. As such, Gria is a curious hybrid blend of Draconic, Celestial, and a dash of Common to fill in the gaps. No one is quite sure how Celestial got in there, perhaps a need to describe concepts such as compassion and mercy, which are difficult to describe in the Draconic tongue, and it was needed before the Gria race came in contact with the language of Common.

Other humanoids have developed their own languages, but such languages are often unstudied due to the hostility of the tribes. Such languages include, but are not limited to:
Yensa
Bakanny
and others as yet undiscovered.

Hume
Use the standard human racial splat for this-extra feats and skills, you know this drill.

Viera
Born and raised in the deep forests of Ivalice, Viera are most known for their tall, slender figures and eye-catching bunny ears. Many a foolish hume has attempted to touch or stroke a Viera’s ears, however, Viera are distrustful of humes and will only allow those they trust to even come close to them. They seem to not mind stares, or at least, their cold demeanors keep them from saying much. Most Viera are skilled in forms of combat and crafting, and seem to have an intrinsic bond with nature. Those that choose the adventurer’s life have a tendency towards Druids and Rangers, but there are also alchemists, sorcerers, wizards, and more among their numbers. Few males have ever been found, it seems that male Viera build even more secluded enclaves than the women do, and are much fewer in number.

Stats:
Humanoid (Viera) Type, Medium Size, Speed 30
+2 Dexterity, +2 Wisdom, -2 Constitution (Their limber bodies and ability to commune with the wood lead to flexibility and a deeper understanding of the world, but their bodies are also frail)
Craftsman: Viera gain a +2 racial bonus on Craft and Profession checks to create objects from wood or plants. At GM discretion, this can include trades such as alchemy and cooking if the ingredients are mostly natural.
Stalker: Due to their upbringing and need to know all that is in the Wood without being revealed themselves, Perception and Stealth are always class skills for the Viera.
Spell Like Ability, Speak with Plants: Even far from home, the Green Word reaches the ears of the Viera. 1/day, a Viera may cast speak with plants, with caster level equal to her character level.
Swift as Shadows: Viera reduce the penalty for moving at full speed while using Stealth by 5, and reduce the penalty for sniping by 10.
Terrain Stride: Viera may move through difficult terrain in forests at no penalty. Magically altered terrain slows as normal.
Low Light Vision: Viera may see twice as far as humes in low light conditions.

Bangaa
Bangaa are the race that have integrated the most into hume society, as their own society is very social and a natural fit for hume society. While they resemble hume-sized bipedal lizards, they hate being referred to as such. Bangaa can be found in every part of hume society, working as laborers, merchants, bounty hunters, and more. Bangaa adventurers tend towards more martial classes, though Bangaa bards are known to be terrifying presences on the battlefield. They are just as dangerous in the cities, however-many a hume has found themselves happily parting with gil at a Bangaa merchant’s insistence, so a clear head is required to walk any Bangaa heavy marketplace!

Stats:
Monstrous Humanoid Type, Medium, Speed 30
+2 Constitution, +2 Charisma, -2 Dexterity (Bangaas are easy to get along with and have stout constitutions that allow for them to spend a long time drinking, but their bodies seem to be less flexible compared to humes)
Scent: Bangaa have the Scent ability due to their powerful noses.
Light Blindness: Abrupt exposure to bright light blinds a Bangaa for 1 round, and they remain dazzled for as long as the light persists. Bangaa have poor eyesight that is easily disrupted by flashes.
Integrated: Bangaa gain a +1 racial bonus on Bluff, Disguise, and Knowledge (Local) checks, as they are deeply integrated with hume society.
Slapping Tail: When making an attack of opportunity, Bangaa can use their tail instead of their weapons. This is a natural attack that deals 1d8+Strength modifier of damage.
Darkvision 60 feet: Bangaa can see in the dark up to 60 feet.

Nu Mou
A race of dog-like humanoids, the Nu Mou are renowned for their great intellect. Many Nu Mou tend to the grand temple on Mt. Bur-Omisace, but they are not the only breed. Nu Mou can be found in many places, and often take to arcane pursuits or other scholarly delights. Nu Mou adventurers are often mages of some degree, as their small stature does not lend well to martial pursuits. Nu Mou prefer to avoid the bustling human cities, as their size and slow pace put them at odds with the speed of a city like Archades or Rabanastre.

Stats:
Humanoid (Nu Mou), Small Size, Speed 20 (-1 RP)
+2 Intelligence, +2 Wisdom, -2 Strength (Nu Mou are simply not very strong, but though their bodies are weaker, their minds are incredibly sharp)
Arcane Focus: If any word described a Nu Mou’s method of casting, it would be “slow”...but that slowness grants a certain measure of surety. Nu Mou gain a +2 Racial bonus on concentration checks to cast defensively.
Lightbringer: Nu Mou bring light with them...literally. Nu Mou are immune to light based blindness and dazzle effects, while also treating their caster level as one higher for determining the effects of any light based spell they cast. Additionally, Nu Mou with an intelligence of 10 or greater may cast light at will.
Spell Like Ability, Comprehend Languages: Once per day, a Nu Mou may cast Comprehend Languages as a spell like ability. A Nu Mou’s deep wisdom and knowledge imparts an understanding of languages that few others can match, though this ability is regarded as a crutch-as many Nu Mou will tell you, many things can be hidden within written script that mere comprehension cannot determine.
Shards of the Past: Nu Mou keep incredible archives of their past, and whether passed down orally or through written word, all Nu Mou actively pursue areas of study that interest them. Nu Mou select two knowledge skills at character creation, and gain a +2 racial bonus to those Knowledge skills. Additionally, the chosen Knowledge skills are always considered class skills for them.
Low Light Vision: Nu Mou may see twice as far in conditions of dim light.

Garif
The semi-nomadic tribes of the plains, Garif clans dominate the southern plains of Ivalice-though they will tell you that they are simple travellers, their mastery of the harsh wilderness is not to be discounted. Garif all wear incredibly elaborate masks seemingly made of bone, and do not remove them, even while sleeping or engaged in diplomacy with other species. Their tribes will open for strong warriors, regardless of said warrior’s choice of weapon, be it magic or metal. Diplomats are advised to be ready for a show of strength. Garif tend to prefer natural weapons of wood, bone, or similar materials, shunning the manufacted steel of humes. In battle, most Garif will constantly be moving forward, forcing their opponent to either stand and fight with all their strength or to surrender ground to the Garif-both outcomes are welcomed, as Garif train for both.

Stats:
Humanoid (Garif), Medium, 30 feet
+2 Strength, +2 Constitution, -2 Charisma (Garif are powerful, but incredibly standoffish)
Lifebound: Garif gain a +2 racial bonus to the following checks: Saves made versus death effects, saves against negative energy, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Garif bodies are resilient and simply refuse to stop moving.
Stubborn: Garif gain a +2 to Will saves against Charm and Compulsion effects of the enchantment school. Additionally, if they fail to save against a charm or compulsion, they may attempt a second save on the next round to prematurely end the effect. If a Garif has a similar ability from another source (such as the Rogue’s Slippery Mind talent), only one of these abilities may be used per round, but other abilities can be used on subsequent rounds (for example, a Garif Rogue with Slippery Mind could use Slippery Mind on the round after the charm affects him, and if that fails, use Stubborn on the next round). To match their bodies, a Garif’s mind is difficult to dominate-and those that do manage it do not manage it for long.
Bonus Feat: Endurance: All Garif gain the Endurance feat as a bonus feat at 1st level. As has been stated before, Garif just do not stop.
Sprinter: When using a charge, run, or withdraw action, a Garif adds +10 to his speed. A Garif with a 30 foot movement speed using a charge could move up to 80 feet (+10 from Sprinter, doubled by charging). Should an opponent turn and run, a Garif is more than happy to run them down, and this training is also helpful if a Garif gets in over their head and must retreat.
Relentless: Garif gain a +2 racial bonus on Bull Rush and Overrun attempts, as long as both the Garif and their opponent are standing on the ground. The other half of the traditional fighting style, Garif are adept at forcing an opponent that chooses to stand and fight to move aside.

Seeq
Enormous porcine monstrosities, though don’t let one hear you calling them “pig man”. Seeq are incredibly strong, but are considered by many to be slow of thought and dim of wit. This has led to hume society casting them aside, treating them as second class citizens. Without any homelands of their own, many Seeq turn to lives of crime. Many also find work as heavy laborers, though this too carries risks, as some more seedy types enslave the brutish race for their own ends. Seeqs are not entirely doomed to such a low life, however, as many find themselves in the employ of hunting clans or mixed militaries. While the discipline of such lifestyles is often lost on a Seeq, none can deny that there is no barrier that will stop a Seeq, whether it be a wall of shields or a literal stone wall.

Stats:
Monstrous Humanoid, Medium, 20 foot speed*
*As medium sized yet slow, Seeq are unaffected by any speed penalties imposed by armor.
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma (Seeq are insanely strong, but their minds are weak and their grooming habits combined with near nudity leave much to be desired)
Fearless: Seeq gain a +2 racial bonus against fear effects. Whether this is due to a natural courage, or they are simply too dim to understand fear, it is nigh on impossible to intimidate or terrify a Seeq.
Natural Armor: Seeq gain a +1 Natural Armor bonus. The thick hides of Seeq turn blades aside, and heavily armored Seeqs are almost impossible to damage due to this.
Gatecrasher: Seeq gain a +2 racial bonus to Strength checks made to break objects and a +2 racial bonus to Sunder attempts. Seeqs are often called “aurochs in a potion shop” for how easily they can break even the toughest of objects.
Natural Attack: Gore: Seeqs possess horns that can be used to gore a foe. This is a primary natural attack that deals 1d6+Strength of Piercing damage. Seeq horns are usually kept blunt in civilized society or if a Seeq is enslaved (can’t have slaves stabbing their masters), but adventurer types are more likely to keep this natural outgrowth of bone nice and sharp.
Darkvision 60 feet: Seeq can see in the dark up to 60 feet

Moogles
Moogles: The most fuzzy and adorable races of Ivalice, Moogles are most known for being one of the only humanoid races able to fly. It is likely that others exist, but none are known to hume society. Moogles tend to be quite fearful, but Moogle adventurers are not unheard of. Some Moogles can also be found in hunting clans, either as hunters or as the ones running the show. Moogles have been observed in every discipline, from paladins to wizards to everything in between. Do not let their small size fool you, as their natural flight makes them nearly impossible to strike.

Stats:
Humanoid (Moogle), Small, 20 foot speed
+2 Dexterity, +2 Charisma, -4 Strength (Moogles are fast and endlessly charming, but very weak of arm)
Flight: Moogles have a fly speed of 40 feet with poor maneuverability (imposing a -4 penalty on Fly checks), and enjoy a +2 size bonus to flight checks due to being small. Due to having a fly speed, they are considered to always have Fly as a class skill. Moogles are known for flying, and can fly along at a pretty good pace.
Eternal Hope: Moogles gain a +2 racial bonus against fear and despair effects, and may, once per day, re-roll any d20 roll that was a natural 1, using the second result instead. Moogles are not given to fear or despair, and their carefree attitudes seem to grant them luck.
Gregarious:When a Moogle uses Diplomacy to win over an individual, said individual takes a -2 penalty to resist any of the Moogle’s Charisma based skills for the next 24 hours. The charm of a Moogle makes them seem incredibly trustworthy. Most Moogles keep things honest, but some use this knack to make their marks believe all sorts of tall tales.
Lucky: Moogles gain a +1 racial bonus on all saving throws. This bonus stacks with the one from Eternal Hope, above.

Gria
Gria
The Gria are a race of winged humanoids distinguished by draconic features and native to the region of Jylland.  Despite their outward appearance, Gria are driven by a love for battle and many have fierce, competitive spirits.  While male Gria certainly exist, they prefer more peaceful and less dangerous jobs, meaning that most people are only familiar with the more outgoing and active women of the race.  Most Gria are fine with the company of other races, their competitive and friendly natures making them difficult to dislike, but their villages tend to host only members of their race.

Type:  Humanoid (Gria) (0 RP)
Size:  Medium (0 RP)
Base Speed:  30' (0 RP)

Ability Score Modifier:  Standard (+2 Str & Wis; -2 Int) (0 RP)
Language Quality:  Linguist (1 RP)

Low-Light Vision:  See twice as far in dim light (1 RP)
Movement: Flight 30' Clumsy Maneuverability (4 RP)
Skill Bonus: +2 Racial Bonus to Survival (2 RP)
Weapon Familiarity: Bastard Sword & Bows (1 RP)
Fearless: +2 Racial Bonus to all Saving Throws against Fear Effects (1 RP)
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Angie

Oh! Sheet posting guidelines! You can do it up as either raw stats in the thread, or do a myth-weavers sheet or do any sort of sheet as long as I can get access to it without needing an account somewhere. Exception myth-weavers as I already do.
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Revelation

Still planting a flag of interest as either a sword and board style sentinel, a coiled blade dual wielding fighter, or maybe a commander/conscript from spheres of might, I can happily explain what they all do if it helps.

Angie

Quote from: Changingsaint on February 07, 2019, 11:16:32 AM
Still planting a flag of interest as either a sword and board style sentinel, a coiled blade dual wielding fighter, or maybe a commander/conscript from spheres of might, I can happily explain what they all do if it helps.

Just make sure to include links so we can all read the stuff you can do. And be ready for when I throw it at you as an enemy!
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Revelation

But of course! Thankfully the spheres have a fairly decent bestiary and ways to include them on monsters.

CyrodilicBrandy

*slams interest flag into the ground*
I'm in!!
Like I said, no clue how Pathfinder works so I will need help with it.

mxm plots thread // a/a // repository
open for stories


Angie

Quote from: CyrodilicBrandy on February 07, 2019, 01:37:56 PM
*slams interest flag into the ground*
I'm in!!
Like I said, no clue how Pathfinder works so I will need help with it.

Not a problem! PM me with what you wanna play or even just an idea and I'll help you out with it
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Waldham

Are there 2 traits (no drawback ?) for the character ?

Angie

Quote from: Waldham on February 07, 2019, 03:41:20 PM
Are there 2 traits (no drawback ?) for the character ?

Sure, two traits and no drawbacks.
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Waldham


Angie

Quote from: Waldham on February 07, 2019, 04:03:18 PM
Did you authorize the background skills ?

I was never asked, but yes.

Also for people who've never heard of it before, a primer on background skills. Because we have new people, basically, you get two extra skill points to spend on effectively "professional" skills.
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Hobbes1266

I know practically nothing about final fantasy, would that be a problem?

Angie

Quote from: Hobbes1266 on February 07, 2019, 07:41:57 PM
I know practically nothing about final fantasy, would that be a problem?

Said it a few times already: Nope!
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Marie Reynolds

*plants flag!*  I would love  to be in this. So  would the chocobo be apart of the mounts a cavalier  gets at 1 st level? Also should i   back of the sunder chain since some  else was  going to propose a character  with  sunder?

Angie

Quote from: Marie Reynolds on February 07, 2019, 07:53:17 PM
*plants flag!*  I would love  to be in this. So  would the chocobo be apart of the mounts a cavalier  gets at 1 st level? Also should i   back of the sunder chain since some  else was  going to propose a character  with  sunder?

Yep! Yellow Chocobo specifically, others are a bit too powerful for a mount-at least at the start. And hey, do a Sunder anyway, if I have too many applicants someone's probably not coming in.
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Marie Reynolds

Cool Yep even If I don't get in it will still be fun creating a character for this game!, Yeah a yellow is  definitely appropriate for a starting character. Besides I would like to have a quest and  a grand story about getting a  red chocobo!

Sophos

Well....been awhile since I made an account here, figured I should start using it. Definitely interested, if you don't mind a relative newcomer to the site at large? Been wanting to play a Lunar Oracle for awhile, and every time I've gotten the chance, the game has died before anything interesting could happen.

Angie

Quote from: Sophos on February 08, 2019, 02:18:14 PM
Well....been awhile since I made an account here, figured I should start using it. Definitely interested, if you don't mind a relative newcomer to the site at large? Been wanting to play a Lunar Oracle for awhile, and every time I've gotten the chance, the game has died before anything interesting could happen.

Welcome on in, I'm waiting on some sheets at the moment.

Come on, gimme some sheets!
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Sophos

#18
Quote from: Angie on February 08, 2019, 02:28:21 PM
Welcome on in, I'm waiting on some sheets at the moment.

Come on, gimme some sheets!

Well, still a work in progress, but:

Spoiler: Click to Show/Hide
Rhapsody
Spoiler: Click to Show/Hide

Male   Viera Lunar Oracle, Level 3, Init 3, HP 17/17, Speed 
AC 13, Touch 13, Flat-footed 10, CMD 13, Fort -1, Ref 3, Will 1, CMB 0, Base Attack Bonus 0   
(+3 Dex)
Abilities Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 16
Condition None
Class Features: Pranked (Curse), Touch of the Moon, Gift of Claw and Horn
Feats: Weapon Finesse, Extra Revelation
Notable Skills: Appraise +3, Craft (Tailoring) +8 (10 if Craftsman Applies), Diplomacy +9, Heal +7, History +8, Nature +7, Perception +7, Profession (Tailor) +7, Sense Motive +7, Spellcraft +8

Spoiler: Click to Show/Hide
Spells:

0th: Ghost Sound, Mending, Light, Detect magic, Purify food and Drink, Stabilize
1st (Spell Slots 4/4): Inflict Light Wounds, Cure Light Wounds, Faerie Fire, Shield of faith, Divine Favor, Fumbletongue


Mostly need to just buy gear, do character traits and find a character image of a cute bunny guy since I'm going Male Viera. Also, ugh, can't do external links to Mythweavers. Hey, found some neat Bunny Dudes.

Anyway, Rhapsody: A rare male Viera, having just entered adulthood and wandering out into the world instead of staying in his stuffy, much too smothered enclave. Unlike most of his people, instead of being an alchemist or woodworker, Rhapsody has a fascination with silks and linen and fine material, spending his youth learning the intricacies of tailoring! He set out into the world not just for adventure, but for inspiration, taking to being a monster hunter for funds for his craft as well as to craft for those more appreciative of his skills than those droll, uninspired hacks that while away in the towns and villages and -heavens forbid- the social elite. Shudder. If he's going to craft designs of the greatest wonder and fashions, then it will be for only the most daring of adventurers!

...Of course, he still has a bit to go before he's a master tailor.


Angie

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Revelation

Taking 1/2 hit dice for HP is okay, right? I assume that's a method - if not, what are the methods?

Angie

Quote from: Changingsaint on February 09, 2019, 11:28:08 AM
Taking 1/2 hit dice for HP is okay, right? I assume that's a method - if not, what are the methods?

That is the other method aside from rolling, yes.
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Revelation

Quote from: Angie on February 09, 2019, 11:32:20 AM
That is the other method aside from rolling, yes.
Killer. Sheet should be done later today.Just need to work out the background details after that.

Marie Reynolds

Here are the hp rolls

Cavalier 2nd level

Roll Result: Marie Reynolds rolled: 1d10, adding 1 to the total
Comment:
Result: 6,
Total: 7

Magus 1st level

Roll Result: Marie Reynolds rolled: 1d8, adding 1 to the total
Comment:
Result: 3,
Total: 4