The Dragon's Demand [Pathfinder System | Recruitment Closed]

Started by PhantomPistoleer, March 06, 2019, 10:12:22 AM

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PhantomPistoleer

Quote from: Callie Del Noire on March 07, 2019, 03:52:46 PM
Leaning towards tiefling, non ugly, who was disowned me given a bag of goods and shown the door..

Is well provisioned adventurer allowed?

Well-provisioned adventurer?  I don’t know what you mean.
Always seeking 5E games.
O/O



Callie Del Noire


PhantomPistoleer

Quote from: Callie Del Noire on March 07, 2019, 04:19:01 PM
Useful BUT completely leaves you broke

I think it is absolutely killer.  Feel free to use it.
Always seeking 5E games.
O/O

Callie Del Noire

#30
Quote from: PhantomPistoleer on March 07, 2019, 04:34:40 PM
I think it is absolutely killer.  Feel free to use it.

Tie fling mixologist alchemist coming up, backstory after I see Capt Marvel

Spoiler: Click to Show/Hide

Rhea Twiceborn
Female tiefling alchemist (mixologist) 1 (Pathfinder Campaign Setting: Taverns of the Inner Sea 57, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+3) or
   silver dagger +2 (1d4+1/19-20) or
   2 claws +2 (1d4+2)
Ranged bomb +4 (1d6+3 fire) or
   light crossbow +3 (1d8/19-20)
Special Attacks alcoholic bombs, bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Mixologist) Extracts Prepared (CL 1st; concentration +4)
   1st—alcoholic cure light wounds, endure elements
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Catch Off-guard, Throw Anything
Traits surprise weapon, well-provisioned adventurer
Skills Appraise +3 (+5 for small or highly detailed items when using a magnifying glass), Bluff +3, Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +7, Linguistics +4, Perception +4, Profession (barmaid) +6, Profession (brewer) +6, Spellcraft +7, Stealth +5, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost); Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Hallit, Kelish, Osiriani, Varisian
SQ alchemy (alchemy crafting +1), alcoholic alchemy, prehensile tail[ARG]
Combat Gear oil of erase, potion of cure light wounds (2), potion of protection from evil, alchemist's fire (3), antitoxin, tanglefoot bag, thunderstone; Other Gear crossbow bolts (10), light crossbow, quarterstaff, silver dagger, traveler's any-tool[UE], backpack, bedroll, belt pouch, candle (5), chalk (5), compass[APG], crowbar, everburning torch, flint and steel, grappling hook, ink, inkpen (2), journal[UE] (2), magnifying glass, mapmaker's kit[APG], mess kit[UE], sack, signal whistle, silk rope (50 ft.), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alcoholic Alchemy (Su) Increase potion or extract caster level by making it a strong alcoholic drink.
Alcoholic Bombs (Su) Bombs produce inebriating fumes.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Arcanist

Quote from: PhantomPistoleer on March 07, 2019, 03:23:44 PM
What traits are you trying to boost?

Both child of nature and nature’s mimic gives
+1 to knowledge nature.
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

Quote from: Arcanist on March 07, 2019, 05:23:00 PM
Both child of nature and nature’s mimic gives
+1 to knowledge nature.

Thought child of nature gave you a +2 to survival though.
Always seeking 5E games.
O/O

Elven Sex Goddess

#33
Pursilla Red Owl
Character Sheet HP: 8 AC 17

Background:  Some maidens are good at dancing.   Some at cooking,   Pursilla gift is the steady hand and eye,  to be a killer that trademark is that streaming whistle through the air,  as her arrow races towards the target with a cool efficiency.   Others might think its cold blooded.  A cowards way to fight.   The truth is she is alive and her enemies are the ones dead.    An that allows her to sleep at night knowing such.   

Pursilla does not kill for the sake of killing,  of course some people just plain need to be killed.   Blights on societies and such also creatures.    Laws,  each person should be a law upon themselves and hold true to their moral compass.   As laws merely limit a persons ability and horizons to expand in both sense of being and skill.

You like my long legs, heart shape pert ass.   You want in,  well woo me first.   Other then that, I've got adventures to do,  coin to make.   An your wasting my time human in giving my life story.   Yea I know I didn't say much,  like you should know, I have to kill you then.  Just kidding there boyo.

Arcanist

#34
Quote from: PhantomPistoleer on March 07, 2019, 06:13:48 PM
Thought child of nature gave you a +2 to survival though.

This is what I got

Category: Religion/Gozreh
Trait allowed by your character background

You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Appears in: Advanced Player's Guide Traits, Ultimate Campaign
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

As IDK stated, traits don’t stack.  Did you just want two traits that gave you survival and knowledge nature or something?
Always seeking 5E games.
O/O

Arcanist

No, just happened to be there.
Picked the traits because I wanted survival and knowledge(nature) as class skills - A nature warrior.

Sorry, one last question, actually more of a ruling from you. The deflect arrow feat says that I need at least one hand free when deflecting said arrow. Will I be able to do it using a Longbow?
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

Quote from: Arcanist on March 07, 2019, 08:06:39 PM
No, just happened to be there.
Picked the traits because I wanted survival and knowledge(nature) as class skills - A nature warrior.

Sorry, one last question, actually more of a ruling from you. The deflect arrow feat says that I need at least one hand free when deflecting said arrow. Will I be able to do it using a Longbow?

You can just make custom traits that do that.

My ruling is yes, but within reason, seeing as to how withdrawing your hand from a bow is a free action.
Always seeking 5E games.
O/O

PhantomPistoleer

All right, folks.

In full candor, I've auto-admitted two out of four players already.  One of the players hasn't submitted a character yet (Grizzly), and the other is going to be a negative-energy cleric (Ixy).

I am planning on admitting another player today.  (March 8, 2019)

I am currently in discussions with the already-selected players for their input for character selection.

That probably leaves open three spots.
Always seeking 5E games.
O/O

Callie Del Noire

Still working on the whole ‘disowned by family’ story of her background.

Tamhansen

Wow, I'm gone two days and something great pops up. I hope I'm not too late to offer a character. Would be nice to be a player for once.

Leah Goldflower
Character Sheet HP: 8 AC 13

Background: Born to house Karthis, Leah was destined to be married to some older nobleman in order to secure her house a favorable alliance or trade deal. Leah always resented her fate, taking every chance to fight against it. One day, when she was twelve, her nanny died mysteriously, and nearly instantly a replacement arrived. Aleucia Goldflower. A beautiful and seductive woman to whom Leah instantly felt a connection.

Aleucia turned out to be a witch whose purpose in the castle had been to educate Leah in the arts as demanded by what turned out to be their shared patron, one of the elder fey. For years, Aleucia taught Leah, and on her 16th birthday, the elder saw it fit to grant Leah her full power. That day, Leah snuck out of the family mansion, taking only the clothes on her back, and some jewelry her mother had given her, and she ran. She sold most of her jewelry for food, supplementing it by helping out in inns and taverns in exchange for a few days food and lodgings. In the last tavern she met a man named Silas Gribb, who offered to take her along in his caravan, he'd wanted a fee, but she managed to convince him to take her for free.
ons and offs

They left their home of summer ease
Beneath the lowland's sheltering trees,
To seek, by ways unknown to all,
The promise of the waterfall.

Grizzly

Work has been crazy this week.  I won’t be able to finalize my character til Sunday.  I’ll post it up when I can.

Apologies for the delay.
We few, we happy few, we band of writers;
For they this day that share words with me
Shall be my fellow; be they ne'er so vile,

Chulanowa

Once I settle on an image i like i'll likely be going with a fighter or magus; been a while since I got to clobber something with a sword.

Arcanist

Quote from: PhantomPistoleer on March 07, 2019, 08:29:15 PM
You can just make custom traits that do that.

My ruling is yes, but within reason, seeing as to how withdrawing your hand from a bow is a free action.

Thanks. I think I am comfortable with this build. Does all I want even with the drop in +1 in Knowlwdge (nature) due to the doubling. Thanks! And later deflect and snatch arrows and bullets mid-flight always fun.

Now just equipment.
Thank you
Choice is but an Illusion. Consequences are however real.

indarkestknight

Just to clarify, when you say half starting wealth, that means, for instance, for a sorcerer, starting wealth would only be 35 gp?

Ixy

Quote from: indarkestknight on March 08, 2019, 11:53:06 PM
Just to clarify, when you say half starting wealth, that means, for instance, for a sorcerer, starting wealth would only be 35 gp?
I interpreted it to mean half your maximum-- would appreciate the clarification Phantom!

Pending that, a cleric of Urguthoa is ready for review.

Brief background: she was a small child when her village was ravaged by plague, and survived the horrific symptoms only to find that there were no survivors left in the town-- if any made it, they'd fled.  After scavenging for food for a few days, she fell in with an outlawed cult of flagellant fanatics, who led her across the wastes preaching their extreme views-- until the local nobles, hiding in their keep, harkened the word of their religious advisors and executed the whole lot in a public burning, hoping to end the wrath of the gods.  Eligia was spared, as she was but a child and, clearly, bore the signs of having survived it months prior.  After due isolation in a priory, she was allowed to be raised at a temple of Sarenrae... for several torturous years... until she finally escaped their unending "patience" and "temperance" and fled to the outskirts, where she followed strange visions from one freakish tableau to the next, slowly coming to understand her relationship with the disease's effects on her form-- though no longer contagious, she was stunted by it, weakened in ways she could not understand-- but somehow still strong enough to carry weight, to lift a blade... and she managed to apprentice herself to a stonemason in a nearby city where she's spent the last two years crafting tombs and sepulchers, quietly happy to be restoring old tunnels and chiseling granite among catacombs of old, forgotten bodies.
______________________
The big print giveth, the small print taketh away.

Callie Del Noire

#46

Rhea Twiceborn
Class: 1st Alchemist (Mixologist)
AC: 13/12/11 Hit Die: 1d8+3 HP: 11
Save: F:+4 R:+5 W:+0
Race: Tiefling Sex: Female
Character Sheet
Rhea Twiceborn
Female tiefling alchemist (mixologist) 1 (Pathfinder Campaign Setting: Taverns of the Inner Sea 57, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+3) or
   silver dagger +2 (1d4+1/19-20) or
   2 claws +2 (1d4+2)
Ranged bomb +4 (1d6+3 fire) or
   light crossbow +3 (1d8/19-20)
Special Attacks alcoholic bombs, bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Mixologist) Extracts Prepared (CL 1st; concentration +4)
   1st—alcoholic cure light wounds, endure elements
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Catch Off-guard, Throw Anything
Traits surprise weapon, well-provisioned adventurer
Skills Appraise +3 (+5 for small or highly detailed items when using a magnifying glass), Bluff +3, Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +7, Linguistics +4, Perception +4, Profession (barmaid) +6, Profession (brewer) +6, Spellcraft +7, Stealth +5, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost); Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Hallit, Kelish, Osiriani, Varisian
SQ alchemy (alchemy crafting +1), alcoholic alchemy, prehensile tail[ARG]
Combat Gear oil of erase, potion of cure light wounds (2), potion of protection from evil, alchemist's fire (3), antitoxin, tanglefoot bag, thunderstone; Other Gear crossbow bolts (10), light crossbow, quarterstaff, silver dagger, traveler's any-tool[UE], backpack, bedroll, belt pouch, candle (5), chalk (5), compass[APG], crowbar, everburning torch, flint and steel, grappling hook, ink, inkpen (2), journal[UE] (2), magnifying glass, mapmaker's kit[APG], mess kit[UE], sack, signal whistle, silk rope (50 ft.), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alcoholic Alchemy (Su) Increase potion or extract caster level by making it a strong alcoholic drink.
Alcoholic Bombs (Su) Bombs produce inebriating fumes.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.



Background: Rhea had a normal life, once upon a time, learning the family trade of alchemy and brewing in the family brewery in Korvosa. Then puberty hit and unlike her friends, she got a lot more. Like horns, a tail, and blood red eyes. She discovered several things, someone in her family had demon blood, and her father was amazingly intolerant. She was disowned and kicked out on the street of Korvosa. She did have a gift for brewing, and a sample of the family malt blends. She parleyed her knowledge of her father's blends for a spot on a caravan headed points elsewhere along with a bag full of gear her mother gave her in exchange for keeping the secret of her mother's brandy mixes to herself.

Kaer Maga, Magnimar, Westcrown, and other locations along the trade roads and so on. Till she arrived in Belhaim, broke and angry at the last trader who shorted her on her pay. So, now she's working in a tavern in Belhaim trying to raise a stake to start brewing her family blend of whisky. Mostly by tips at the tavern.

Personality: She's a bit flirty and a firm believer in Cayden Cailen and his philosophy. She has a formula book for of mixed drinks from across the breath of the continent. She down plays her claws and usually plays around with bar with her tail as she mixes and serves drinks.

Chulanowa

Hewel Steyrburne
Sheet



Background
   Hewel - or Hew - doesn't know who his parents were or what their problem was, that they would dump him on an orphanage's front step. But they did. For long years he was under the care of Brother Leovar and his Caydenite-backed Charity House. Brother Leovard was a good soul, and most of the other children were okay, but Hewel learned fast - no one wanted the oddly-colored point-eared kid with tusks. damn tusks. no matter how hard he got the bigger boys to punch him, the things never would break or pop loose.
   Sad as it was, Hewel reached adulthood in that orphanage. For a time he stayed on, helping take care of the wards while getting silver in his pocket as a baker's apprentice. Until the recruiter showed up. First Sargent Dowen Lannpike, servant of the Steyr city guard. He had an offer for Hewel - "You're a big damn lad, hard you have a good heart; city guard pays 5 gold a month, come visit the office." It wasn't a hard sell.
   From the age of sixteen until, well, just a few months ago, that's what Hewel did; he served the watch in the Andoran city of Styr. He did well, or at least he thought so. Still, he couldn't help but notice that he got the worst watches, the shittiest postings, and never once, in half a decade, was he considered for promotion. it seemed Andoran's vaunted ideals of equality hadn't quite gotten to the Watch Captain and his cohort. So Hewel promoted himself; he put his saved wages into some equipment he wouldn't owe the city for, and contracted with a merchant caravan. So far, it's been working out pretty nicely.

Personality
   Hewel dislikes his heritage. well no that's not quite true, he dislikes what other people assume of his heritage. He has no idea what half-orcs are "supposed" to be like. He's barely met a handful, and has certainly never met an orc. Despite his frustrations, he's a good guy at heart, and wants to do right by other people. In a fight, he's implacable; Hew fancies himself the toughest person in any room and usually, he's right. Though he's not especially zealous, he does regard himself an adherent of Cayden Cailean, who in his experience is the only god who's ever had his back. he pays this back with donations to orphanages when he can, and patronage of taverns when he's less flush. Hew has an awkward time with romantic encounters; He has a hard time believing that women who show interest aren't having a lark. The few times he's been convinced of their motives were certainly pleasant surprises.

PhantomPistoleer

Always seeking 5E games.
O/O

Callie Del Noire