Pathfinder - Small Incestuous Group of High Power PCs - Taking Applications

Started by Stendarr, January 02, 2020, 05:57:26 AM

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Stendarr

I haven't taken a very in-depth look at any of the submissions yet, but what I'm seeing so far is pretty good. There's no rush to get a submission in. I'm thinking of Friday as a deadline, but not 100% on that.

Quote from: Mister Ugly on January 12, 2020, 07:29:57 PM
Should the characters for the story aspect all have had a family race that is close.. Example Human, half elf, half orc and elf could all have been a family unit to start.
A human, and a gnome might be a tad bit harder... I suppose they could be married but I gathered the family was directly related and had no husbands/wives.

Which do ya all like?

Marriage is okay. Although in the case of human x gnome I don't think they could actually have children, so the gnome wouldn't be blood-related to anybody, and that's less cool.

Also, I like the third picture.

Quote from: Stendarr on January 02, 2020, 05:57:26 AM
Background/Personality: Aim for 200-400 words. Longer is not necessarily better. You should include bits of background and personality.

It's important to remember that your character was born to a bloodline of heroic do-good people who are mentored to be capable heroes that do heroic things. There may be characters that marry into the family and thus would not literally carry the bloodline, but those characters still need to be on good terms with the rest of the bloodline and the organization around it.

Ryu Wojin

I imagine a family tree will be built when characters are made. It could change too. If i get the aunt role without a husband, then I take the father's last name. There could be a potential for a blood sister to marry an outsider male and then take on their last name (we dont have to follow marriage rules either technically).

Petrus02

But maybe we want to? because its more incestuous?^^ At least thats the case for me, obviously can't speak for the rest of the folks here.

Anyway, i'm submitting the name Sternward, for a ward is someone honorable by default, and i think it has a cool ring to it.

Zaer Darkwail

Quote from: Kunoichi on January 12, 2020, 11:05:03 PM
Crownguard springs to mind as a slight variation on Crowguard that might sound slightly more heroic.

I am okay also called Crownguard or Crowguard :). Crowguard is something what reminds of a noble family from a north (using crows as messengers and such). But Crownguard would sound even more noble alike.

Quote from: Mister Ugly on January 12, 2020, 07:29:57 PM
looking at one of these images


Which do ya all like?

MU


After an indepth review I can see shifting to tielfing may not work so will stay a human but if allowed he has gotten younger again!

I lean to third image as well.

pdragon

Wow, this took way longer to put together than I expected. I hope everything is in order and looks good. Also I had forgotten that Hunter was a casting class until about halfway through character creation, and I had only really taken it for the animal companion stuff. So if her stuff is too bloated and too much to keep track of (I don't know if you'd count the Monk's ki stuff towards the "no two caster classes" rule or not) I'd be willing to cut out the spell casting entirely.




Name Artemis
Race Human
Age 21
Sex Female
Class Monk (Zen Archer)/ Hunter (Colluding Scoundrel)
Animal Companion Valter (Race: Roc, Size: Large, Draconic Archetype)
Character Sheet
Animal Companion Sheet

Family Role Daughter
Combat Role DPS, Long Range, Close Range, Flanking
Outside Combat Roles Tracker, Scout, Hunter, Travel
(Sexual) Orientation Bisexual

Stats
Str: 20
Dex:16
Con:18
Int: 10
Wis:20
Cha:12

AC: 20

background/Personality
Artemis had always been an adventurous and explorative child, even from a young age. As a baby she would climb from her crib to explore the house, and as girl she would climb from the house to explore the world outside. Growing up a tomboy Artemis had little care for lessons or lady-like hobbies, and was instead drawn to hunting and archery. The forests and wilderness always seemed to call to her, and she would often sneak away to spend her time there, learning the ways of nature first hand. She would sometimes disappear for days at a time on such excursions, getting up to Gods know what, and one day would return from her escapade with a new companion in tow. It was a recently hatched Roc she had discovered abandoned in the forest. She named the massive chick Valter, and the two would quickly develop a deep bond of companionship.

Together with Valter, Artemis trained to become a skilled hunter and deadly fighter. From Valter's back Artemis could rain down a storm of arrows, and from the ground the two could dance around enemies with monstrous strength and nimble agility. At one point Artemis had left home to travel the world and follow her family's tradition of becoming a hero, preferring to make it on her own and live independently. However when word of the lich Akorian's rise and reign of terror reached her, Artemis flew fast back to her family to join the cause. During the war she became known as the "Sky Goddess" amongst the army's troops, and the sight of her and Valter soaring over the battlefield would inspire and boost their morale even in the most dire of battles.



Edit: Also adding a list of all their feats, abilities, etc. and their full descriptions, since obviously you can't fit them on the character sheet itself and that way you don't have to bounce back and forth trying to track down what everything does.

Artemis feats/abilities

race/traits
Race
Heart of the Wilderness - Gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Traits
Competitive - Whenever another creature within 30 feet attempts a skill check and you attempt a check with the same skill before the start of that creature’s next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature).

Beastkin (bird/roc) - You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

Killer - You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
feats

(human bonus feat) Huntmaster (bird) -  You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.

(monk bonus feat) Point-Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

(monk bonus feat) Precise Shot - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

(monk bonus feat) Improved Precise Shot - Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Exotic Weapon Proficiency (orc bow)- You make attack rolls with the weapon normally.

Snap Shot - While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Deadly Aim - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Clustered Shots - When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Monk abilities


Flurry of Blows - monk can make a flurry of blows as a full-attack action. make two additional attacks, taking a –5 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat.
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. Atack bonus +6/+6/+1/+1

a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Strike - You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats).  A monk may attempt a perfect strike 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.
You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, siangham, and bows

Weapon Focus (Bow) - You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Bow) - You gain a +2 bonus on all damage rolls you make using the selected weapon.

Zen Archery - a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

Point Blank Master (Bow) - you do not provoke attacks of opportunity when firing the selected weapon while threatened.

Fast Movement - a monk gains an enhancement bonus to his land speed. a monk in armor or carrying a medium or heavy load loses this extra speed.

Slow Fall - a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.

High Jump - a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Ki Pool - A monk gains a pool of ki points. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:
  -Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  -Increase his speed by 20 feet for 1 round, or
  -Give himself a +4 dodge bonus to AC for 1 round.
  -Increase the range increment for his bow by 50 feet for 1 round. (zen archer)
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Wholeness of Body - a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
hunter abilities

Animal Companion - a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This ability functions like the druid animal companion ability. The hunter’s effective druid level is equal to her hunter level. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

Nature Training - A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Scapegoat - A colluding scoundrel is adept at redirecting a foe’s hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a –4 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don’t target the scapegoat or include the scapegoat in their area of effect.
The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses of this ability.
This is a mind-affecting effect. The effect ends if the colluding scoundrel falls unconscious or is slain.

Backstabber - a colluding scoundrel deals 2d6 additional points of damage on attacks against a target threatened by an ally currently designated as the scapegoat.

Wild Empathy - A hunter can improve the initial attitude of an animal. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result.
The hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion: A hunter chooses Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. She automatically grants this feat to her animal companion as well.

Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Track:  a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics: the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Bonded Mind (teamwork feat): As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

Ally Shield (teamwork feat): Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can initiate this feat to skillfully pull the abettor into harm’s way or dodge behind the abettor as an immediate action.
You gain cover (+4 AC) against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your armor class, the abettor becomes the target of the attack and the attacker must make a new attack roll (with all the same modifiers) against the abettor’s armor class.

Improved Empathic Link:  The hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride: a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Swift Tracker: a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking
magic items

Efficient Quiver - This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.
The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Earth Elemental Belt - This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell.

--Elemental Body: Earth Elemental
Range: personal Target: you Duration: 1 min/level
Assume the form of a large earth elemental. You are immune to bleed damage, critical hits, and sneak attacks while in elemental form. +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

Eagle Cape: Should the cape’s wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a feather fall spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the beast shape I spell, except that it allows only eagle form and the wearer gains the eagle’s full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.

Eyes of the Eagle: They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.

Headband of Inspired Wisdom: The headband grants the wearer an enhancement bonus to Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.




Valter feats/abilities

Roc (Draconic Companion Archetype)

Draconic Sight - A draconic companion gains low-light vision and darkvision to a range of 60 feet

Draconic Resistance (fire) - The draconic companion gains resistance 5 against the fire energy type, as well as a +2 racial bonus on saves against paralysis and sleep.

Improved Draconic Resistance (fire) - a draconic companion becomes immune to paralysis and sleep, and its energy resistance increases to 10

Breath Weapon - a draconic companion gains a breath weapon, usable once per day, that deals 1d6 points of damage per Hit Dice of the energy type matching its draconic resistance in a 30-foot cone. At 15th level, it can use the breath weapon three times per day, but it must wait 1d4 rounds between uses. Targets of this breath weapon can attempt a Reflex save (DC = 10 + half the draconic companion’s Hit Dice + the draconic companion’s Constitution modifier) for half damage.

Skirmisher Tricks - 5/day

-Rattling Strike: can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

-Vengeance Strike: can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Wing Over: Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.

Valiant Steed: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Heavy Load Belt: This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell. # times carry capacity
What a thrill...with silence and darkness through the night....

Request Thread

Stendarr

If anyone planning on putting in a character submission it would be great if they could post here just to let me know they're working on something. To reiterate: Don't worry too much about mechanics. You really only need to pick your two classes and have some idea of what race for now.

She looks pretty good pdragon. I was really only concerned with characters that have two 9th level caster classes. Hunter//Monk is totally fine.

Kunoichi

I'm afraid I'm unlikely to make the deadline, myself.  I do wish everyone the best of luck and hope that whoever gets chosen all have plenty of fun, though.

Mister Ugly

"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Ryu Wojin

Quote from: Kunoichi on January 16, 2020, 12:43:38 AM
I'm afraid I'm unlikely to make the deadline, myself.  I do wish everyone the best of luck and hope that whoever gets chosen all have plenty of fun, though.

If you have a concept, ideas can be tossed your way.

Petrus02

I just finished my Charsheet by filling in spells. God, i just realized just how broken gestalt truely is. Spells prepared are asuming its the day they return back to their army knowing they won't welcome them warmly.



Anyway! If i'm not mistaken MU said he'd do a Father character too, that makes the following:
MU and Zear darkwail submitting a father Character,
Mu WIP,
Zear Male human Magus/Evangelist/Fighter... roles are tank, support spellcaster, scout, survivalist

Ryu Wojin submitting an aunt Character choice
female kitsune kineticist, oracle of flame ... roles are most likely damage, primary caster, healing, social? no sheet yet so a bit hard to say.
or
female asimaar aegis (psionics expanded from dreamscar press i think)/Oracle of Lore... roles frontliner (dunno what kind exactly, seems like a tank, but with good damage qualities? primary divine caster, healer, knowledge Character

pdragon and myself submitting a child character
pdragon female human Zen Archer Monk/Hunter... roles Damage Dealer, scout, survivalist, and i think the Roc companion was also meant as a means of transportation for us all (which would be damn cool)
Petrus male or female half-elf(<-open to change) unchained Monk/Magus ... roles Tank, Damage Dealer, Knowledge Character, scout, support Caster

So... looking at that i'd have a few questions^^

Ryu, would you be open to droping aunt and play the mother directly maybe? That way, and with me changing to human as a race, we would form a nice little family i think?

pdragon, interested in discussing relationships? On the top of my head i'd like the idea of having a friendly rivalry e.g. who killed more foes, whos better dressed, whos getting more attention at the kings feast... albeit always wanting to do it fair, to the point of giving the other money for a new dress for the kings party if she is out of money temporary? Just an idea, interested in and open to yours too of course!

zear, i've read that your character comes from Rostland and had his family from there. Its just a possibility for now, seeing as we don't know much yet, but could your characer's wife have been a half elf? that way she could have produced an half elf and a human child (mine and pdragons chars) And of course this question becomes moot if Ryu decides that he'd play the mother, then i'd change to human anyway as i'd want to be as close a bloodrelative as possible.

Zaer Darkwail

Quote from: Petrus02 on January 16, 2020, 04:43:53 PM
zear, i've read that your character comes from Rostland and had his family from there. Its just a possibility for now, seeing as we don't know much yet, but could your characer's wife have been a half elf? that way she could have produced an half elf and a human child (mine and pdragons chars) And of course this question becomes moot if Ryu decides that he'd play the mother, then i'd change to human anyway as i'd want to be as close a bloodrelative as possible.

I left wife open, no name nor race mentioned so she could be half-elf. Also indeed we lack anyone playing the 'mother' so Ryu's aunt is only one which could be mother. Also if kitsune gets picked, then I imagine children would be human or kitsune (or half-elf if kitsune has half-elf 'humanoid' guise). Also half-elf can come from father's or mother's ancestry (greatgrandfather being half-elf or such). MU also mentioned to be 'grandfather' so could be my char's father who taught him how to fight (would need have martial class one the sides and perhaps wield dueling sword as well). MU's char could be half-elf grandfather (could even look old but fit as half-elf lives longer so he could have gray/white in hair but still able to fight), just that my char did not inherit elven genes so is human.

pdragon

If no one else goes for a mother character I could potentially convert Artemis into her. Perhaps her running off on her own adventures could explain how/when Zaer's character was able to father children with other mothers, keeping the race selection more open.

@Petrus
Fittingly enough she actually has competitive as a trait, so I can definitely see some competition between the two. Artemis wouldn't much care for being the best dressed, but I could see her trying to one up them in other ways, even some more on the childish side. I imagine Artemis would be constantly trying to sneak away from the more formal events tied to their hero status, and might try to drag YC along with her: hunting trips, late night flights, etc. etc. Depending on whether the incest starts occurring before or after the story begins these little escapes could be when they started getting intimate with each other, which of course would only be more motivation to sneak away.
What a thrill...with silence and darkness through the night....

Request Thread

Petrus02

@pdragon
I like that. And while YC would try to get her to leave  for a hunting competition, MC would in turn invite Yc to compete for the handsome prince's attention at the party, knowing that they would need the kings army for the fight. I could also see them push each other to be more adventurous sexually by competing, yes. weather only with each other or involving "test subjects" (willing ones of course) would be totally up to you. But if they started before the great fight, they surely would have developed a deep bond. Maybe they even explored pleasure together the very first time?

On a sidenote i have this picture in my head, both chars riding the roc into the middle of the enemy army, YC staying up shooting arrows and keeping an eye out, while mine drops midway out, right into the middle of the fight to take out meddlesome opponents. Just a nice epic battlescene^^

@ zear
nice to read that you are flexible :-) So, how would the relationship between the two be, both characters get chosen? How would he treat his daughter before the final fight?

edit: and a quick question to stendarr  that just appeared to me:
magic items that grant enhancement boni will have to be worn a week, how do you treat things like sleeping, bathing... sleeping with each other etc for that. is taking those things off for a short amount of time acceptable or do they have to be worn all the time to grant their effect?

Zaer Darkwail

Quote from: Petrus02 on January 16, 2020, 07:06:23 PM
@ zear
nice to read that you are flexible :-) So, how would the relationship between the two be, both characters get chosen? How would he treat his daughter before the final fight?

Between my char and MU's (if he plays as my char's father) would be amiable and respectful. Home country depending much where wife wanted to live but otherwise in Rostland likely. In regards daughters he would had been fatherly but also given daughters freedom of will decide their own fates; so he would not had forced them study art of the swordplay and such (even if it was family tradition). Also allow freedom in sexuality/dating and such, but he would not suffer for weak/foolish grooms so he would subtly test and measure them. Then if found unworthy he would sort ask girl(s) themselves what they like about the guy or why they are with him if he's not this or that (missing qualities he seeks or has serious flaws).

In serious flaws example; cheating on the daughter/eyeing other women (playboy), coward, lack of commitment/resolve etc.

Mister Ugly

Well after a bit of going weird with gestalt ideas and reading up on what everyone was suggesting here is my PC idea [WiP].
I found an image that just said 'play this' so my Pc will be an Inquisitor [archetype still working on/ and slayer. I had considered a full arcane caster class but we have 2 magus so that should help a bit.

The image that decided it for you you ask?
Spoiler: Click to Show/Hide

You gotta love the hat and of course the family legend is he NEVER takes it off---ever. His late wife suggested that he did remove it for some things :o

@Stendarr; I would love the hat to be an old version of the Jingasa that was a +1 luck to AC since he is going to have the fate's favored trait... pleeasse!! ;D 8-)

Though I am looking at the slayer as the second class I am not wedded to it. So suggestions?!!

I also see we have 2 magus, 2 that are monks and one with with some healing, and a flying hunter!... one class I was considering wa sthe cartomancer witch just cause I have wanted to play one!

MU
"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Mister Ugly

"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Petrus02

Quote from: Mister Ugly on January 16, 2020, 08:40:19 PM
[...]

Though I am looking at the slayer as the second class I am not wedded to it. So suggestions?!!

I also see we have 2 magus, 2 that are monks and one with with some healing, and a flying hunter!... one class I was considering wa sthe cartomancer witch just cause I have wanted to play one!

MU

suggestions for a second class for an inquisitor depends. if you want to go ranged, take gunslinger/ranger. if you want to go meelee, go barbarian or fighter. if you want versatility, look into alchemist, arcanist or hunter.

Or, if you want a nice synergy of high wis and still want an arcane caster, think about empyrial sorcerer bloodline. Not sure how well stendarr reacts to a 6th level + 9th level caster tho.
I'd go ranger for ranged or alchemist for meelee built. Or hunter for a buckload of versatility. those are my suggestions.

Mister Ugly

We have no one with a full BAB or a full caster, arcane or divine.

I had considered a gun slinger but was not sure if Sendarr was allowing that!

Slayer combines a rogue/ranger and I was considering that! and offers a bunch of versatility.

MU
"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Ryu Wojin


Petrus02

Quote from: Ryu Wojin on January 16, 2020, 09:11:02 PM
Did i miss something? What option was explicity forbidden?

path of war. and aegis is a path of war class, right? or did i make a mistake there?

Quote from: Mister Ugly on January 16, 2020, 09:08:15 PM
We have no one with a full BAB or a full caster, arcane or divine.

I had considered a gun slinger but was not sure if Sendarr was allowing that!

Slayer combines a rogue/ranger and I was considering that! and offers a bunch of versatility.

MU

first one is wrong.
I have a full bab (unchained monk)
zear has a full bab (fighter)
Pdargon has half a full bab (old monk having full bab for flurry of blows which is one of the things that make it so wierd)
you are right on the fullcaster part tho. BUT: inquisitor is a bad class for a fullcaster i think. few defensive abilities that help you, and if you are a fullcaster then you want some defense as a priority i think?
slayer is a nice class, but what does it offer you what inquisitor does not give you? some abilities you can copy with your inquisitor abilities and spells/that only add more damage to an high damage dealer. skills? inqui already gets 6+ int. bab? okay. upgrade from 3/4 to full bab, but... thats all. But by all means, were not required to optimize, i think slayer is a gread addtion thematically.

Ryu Wojin

Aegis is a Psonics Class.

To explain that build in a nutshell, it's actually very tanky brusier kinda setup. It also does good 'out of combat' knowledge checks. The only thing it really lacks is any sort of ranged option and magical damage. Which I try to aim for flight in some way or another. She attack hard. Maybe bastard sword or scythe or something.

Quote from: Mister Ugly on January 16, 2020, 09:08:15 PM
We have no one with a full BAB or a full caster, arcane or divine.

the Aegis is full bab, and the oracle is a full divine caster.

Mister Ugly

 :-X :-X
I had a brain fart on the BAB! You are right and Feena with a ac 34 is the front line tank [and has a lovely ass though up until lately grandpa would not notice  O:) O:) and be annoyed at how little she wears] Same for the Artemis!  8-) 8-)]

MU
"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Mister Ugly

"You have to learn the rules of the game. And then you have to play better than anyone else."
"The difference between stupidity and genius is that genius has its limits"
Albert Einstein

What makes the ugly feel pretty ...

Petrus02

AH! aegis is psionics, okay. If stendar gave the okay sure, i'll add the character to the rest, sorry!

and MU: i like the first picture more. this one shows a pretty old man and you said you want someone who is turned back into an adult, right?

On a second thought, MU: have you considered Paladin as a second class for your inquisitor? full bab + heavy armor + healing abilities + d10 as hitdie would make a great addition i think. while the palading would benefit from the inquisitors spells, skills and abilities. Problem would be the need to explain why you would fight other "good" guys, for paladins make terrible wandering murder hobos.

pdragon

If you're looking for a caster class with defense I once played a fight/spiritualist who just stacked on a crap ton of armor and didn't have to worry since their spells are all psychic. You could probably do sorcerer/spiritualist and do the same, just take psychic sorcery. Plus you get a jojo stand out of it. I was actually tempted to use that character again myself, especially since the irony of one of the heroes fighting the lich already using a ghost on their side would fit the story nicely.

I also think the first picture would work better. Maybe the very beginning of the game starts with the second picture and the lich's powers cause him to rejuvenate to younger again? Having their gruff grandpa suddenly turn into a hot dude would definitely smooth over the incest transition on the daughters' end.

And I think given the unusual nature of the campaign it would be fair to kind of hand wave some of the alignment based restrictions right? It wouldn't make sense to spend all that time making two level 8 characters only to have one of them tossed out because the story demands it.
What a thrill...with silence and darkness through the night....

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