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Ryfte

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  1. DESCRIPTION Geda is an overly slender gnome with spindly, spider-like, long fingers and toes and a narrow face with oversized, large, eyes. Her skin is dark, an olive-brown made even darker from years spent in the desert but with blue mottled spots and patches here and there. Golden eyes, almost metallic in hue, and much too large proportionally for her face, seem slightly off as does her too-wide grin. Her hair is black with natural blue and violet patches and streaks in it. Her clothing is typically earth toned, browns and tans with paler shades as well. Favoring clothing with folds and pockets, that is slightly loose, she dresses simply. Her decorative pieces tend to be wood and shell, at the most polished and oiled.| | Kiki Gallant Female, Neutral Good, Gnome (Wellspring), Bard 4 AC: 20 HP: 44/44 S/D/C/I/W/C: -1/+3/+1/+1/+1/+4 F/R/W: +7/+11/+9 | Move: 25' | Senses: Low-Light Vision(x4), Perception +9 Expert: Arcana +9, Lore: Warfare +9, Perform +13 Trained: Acrobatics +8, Deception +10, Intimidate +10, Lore: Theatre +7 Nantambu +7, Medicine +7, Occultism +7, Stealth +8, Thievery +8 Untrained: Athletics -2, Crafting +1, Religion +1, Society +1, Survival +1 WIP Kiki spun as she walked through the town square trying to see everything at once. The vendors hawking their wares echoing about, the smells of all sorts of delicacies mixing together in a blended mashup of scents, and the colors swirling about from all the various people moving to and fro. No matter how many times she came to the market it still amazed her, the sheer variety of everything. A wide grin plastered across her face as she fell behind the rest of the group, distracted by it all. * Ah, so amazing... simply... wondrous... * Realizing she'd fallen behind, she shook her head, collecting her thoughts and hurried to catch up. She almost collided with one of the cart vendors as she was so focused on not being distracted by her surroundings! "Apologies ma'm!" She nodded to the vendor and smiled a sheepish grin as she spun out of the way at the last second. Her shift brushed along the side of the cart as she passed by and moments later she'd caught up with the others. "Sorry about that. I'm here..." She realized even as she spoke that none of them had realized she'd fallen behind anyways. OoC Stuff Summary: ??? Reaction: ?? Action 1: ??? Action 2: ??? Action 3: ??? Offenses (Attack +6): Corset Knife (+10; 2d4-1; Agile, Concealable, Finesse, Thrown 10') Poi (2) (+10; 1d4-1; Uncommon, Agile, Backswing, Finesse, Nonlethal) Staff (+5; 1d4-1; Two-Hand d8) Sling (+10; 1d6-1; Propulsive) Spells (Attack +10, DC 20): Focus Cantrips Courageous Anthem (--; --; 60' emanation; 1 round; +1 status bonus to attack rolls, damage rolls, and fear saves for self and allies) [Bard Composition] Focus Spells Counter Performance (--; --; 30' emanation; --; Registers magic in the area) Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Cantrips Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Courageous Anthem (--; --; 30' emanation; --; Registers magic in the area) [Bard Composition, focus] Detect Magic (--; --; 30' emanation; --; Registers magic in the area) Electric Arc (--; 2d4+4 electricity; 30'; Ref DC 17; One or two targets) Guidance (--; --; 30' emanation; --; Registers magic in the area) Musical Accompaniment (--; --; 30'; --; Targets 1 unattended object of light Bulk or less) Needle Darts (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Prestidigitation (--; --; 30' emanation; --; Registers magic in the area) Shield (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5) Telekinetic Projectile (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Level 1 Mage Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) ??? (--; --; --; --; --) Level 2 Mage Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) ??? (--; --; --; --; --)
  2. Downtime / Out of Thread Character Rolls / Stuff Tmpest Sun 4 - Additional Lore: Warfare Lore - Expert - Steeped in History +1 - Dedicated Attendant: Gain the Magaambyan Attendant Dedication - Skill Feat (Trained): Impressive Performance Emerald Bough 1 - Additional Lore
  3. DESCRIPTION Geda is an overly slender gnome with spindly, spider-like, long fingers and toes and a narrow face with oversized, large, eyes. Her skin is dark, an olive-brown made even darker from years spent in the desert but with blue mottled spots and patches here and there. Golden eyes, almost metallic in hue, and much too large proportionally for her face, seem slightly off as does her too-wide grin. Her hair is black with natural blue and violet patches and streaks in it. Her clothing is typically earth toned, browns and tans with paler shades as well. Favoring clothing with folds and pockets, that is slightly loose, she dresses simply. Her decorative pieces tend to be wood and shell, at the most polished and oiled.| | Kiki Gallant Female, Neutral Good, Gnome (Wellspring), Bard 4 AC: 20 HP: 44/44 S/D/C/I/W/C: -1/+3/+1/+1/+1/+4 F/R/W: +7/+11/+9 | Move: 25' | Senses: Low-Light Vision(x4), Perception +9 Expert: Arcana +9, Lore: Warfare +9, Perform +13 Trained: Acrobatics +8, Deception +10, Intimidate +10, Lore: Theatre +7 Nantambu +7, Medicine +7, Occultism +7, Stealth +8, Thievery +8 Untrained: Athletics -2, Crafting +1, Religion +1, Society +1, Survival +1 Kiki spun as she walked through the town square trying to see everything at once. The vendors hawking their wares echoing about, the smells of all sorts of delicacies mixing together in a blended mashup of scents, and the colors swirling about from all the various people moving to and fro. No matter how many times she came to the market it still amazed her, the sheer variety of everything. A wide grin plastered across her face as she fell behind the rest of the group, distracted by it all. * Ah, so amazing... simply... wondrous... * Realizing she'd fallen behind, she shook her head, collecting her thoughts and hurried to catch up. She almost collided with one of the cart vendors as she was so focused on not being distracted by her surroundings! "Apologies ma'm!" She nodded to the vendor and smiled a sheepish grin as she spun out of the way at the last second. Her shift brushed along the side of the cart as she passed by and moments later she'd caught up with the others. "Sorry about that. I'm here..." She realized even as she spoke that none of them had realized she'd fallen behind anyways. OoC Stuff Summary: ??? Reaction: ?? Action 1: ??? Action 2: ??? Action 3: ??? Offenses (Attack +6): Corset Knife (+10; 2d4-1; Agile, Concealable, Finesse, Thrown 10') Poi (2) (+10; 1d4-1; Uncommon, Agile, Backswing, Finesse, Nonlethal) Staff (+5; 1d4-1; Two-Hand d8) Sling (+10; 1d6-1; Propulsive) Spells (Attack +10, DC 20): Focus Cantrips Courageous Anthem (--; --; 60' emanation; 1 round; +1 status bonus to attack rolls, damage rolls, and fear saves for self and allies) [Bard Composition] Focus Spells Counter Performance (--; --; 30' emanation; --; Registers magic in the area) Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Cantrips Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Courageous Anthem (--; --; 30' emanation; --; Registers magic in the area) [Bard Composition, focus] Detect Magic (--; --; 30' emanation; --; Registers magic in the area) Electric Arc (--; 2d4+4 electricity; 30'; Ref DC 17; One or two targets) Guidance (--; --; 30' emanation; --; Registers magic in the area) Musical Accompaniment (--; --; 30'; --; Targets 1 unattended object of light Bulk or less) Needle Darts (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Prestidigitation (--; --; 30' emanation; --; Registers magic in the area) Shield (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5) Telekinetic Projectile (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Level 1 Mage Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) ??? (--; --; --; --; --) Level 2 Mage Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) ??? (--; --; --; --; --)
  4. Yeah, Magic Weapon is an Item Bonus and the ABP bonus is as well. One of the aspects of ABP is to replace the need for item bonuses to mechanically keep balance. Thus freeing up the DM to have more creative items that do more fun, varied things instead of +1 to attack or +1 to damage. So yeah, I replaced it with Mystic Armor since if she wears armor she's encumbered, lol. Theoretically I would replace it with the ABP later but I think Mystic Armor, if heightened, might be better in the long run than the ABP bonuses, I haven't checked that out yet. 😁 How should I bring her in? Should she have been with another group at the academy? Or perhaps there wasn't an available opening so she'd been solo learning? That would let her not be a newbie there and still apply the academy branch stuff to her. I'm fine with or without it, either way, just let me know. 👍 Alternately should she be a complete newbie to the academy and just be starting there with some experience under her belt instead? Oh, also, I was going with the half level starting wealth. That is correct, right?
  5. So I put my submission in the recruitment section... . The sheet it links to is completed but the application itself isn't finished. 😁 Edit: Any specific spell requests from the occult list (bard) or arcane (sorc dedication) let me know. She's got esoteric polymath so she can add occult spells to her spellbook. It gives her one additional flexible spell each day basically, or one she has in her repertoire can be another signature spell instead. Her current cantrips are: Bullhorn, Detect Magic, Electric Arc, Guidance, Musical Accompaniment, Needle Darts, Prestidigitation, Shield, Telekinetic Projectile. 1st Level Spells: Fear, Magic Missile, Magic Weapon, Soothe, Summon Fey 2nd Level Spells: Dispel Magic, Illusory Creature, Loose Time's Arrow It just occurred to me, is there a reason for Magic Weapon with Automatic Bonus Progression in play?
  6. Converted half way, made it down to finishing the skills... still going. The sheet link is correct to see the character mechanics though, they're all completed in the sheet. Inventory, powers, and feats are left to do on the app here... and give her more fluff and background of course! "I didn't get that note wrong, but it sounded funny..." Theme: Overly perky and cheerful flaming red-headed gnome entertainer with bright green eyes extremely interested in, and excited about, learning more magic. Kiki Gallant • Gnome (Wellspring) • EntertainerThrough an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer. Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost. You’re trained in the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat. PC1 • Sorcerer Dedication • Bard 4 Small • Neutral Good Abilitiesboosts• Ancestry: Con +2 (free), Cha +2, Dex +2, Str -2 (flaw) • Background: Cha +2, Dex +2 • Class: Cha +2 • Free: Dex +2, Int +2, Wis +2, Cha +2 • Ability Boosts: None Str 08 (-1) • Dex 16 (+3) • Con 12 (+1) • Int 12 (+1) • Wis 12 (+1) • Cha 18 (+4) Adventuring & Combat HP 44/44 Perception +9 • 8 • Wis 1 • Item 0 • Senses Low-light Vision Speed 25' Class DC 20 • 6 • Base 10 • Cha 4 • Item 0 Armor and Shields AC 20 • 6 • Base 10 • Dex 3 • Leather 1 • Trained: Light Armor, Unarmored Defense Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • +07 Fortitude • 6 • Con 1 • Item 0 • +11 Reflex • 8 • Dex 3 • Item 0 • +09 Will • 8 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple Weapons, Martial Weapons, Unarmed Attacks Shortbow +10 • Damage 2d6 piercing • Deadly D10 Dagger +10 • Damage 2d4-1 piercing • Agile, Finesse, Thrown 10', Versatile S "Spells are our friends, say it with me now!" Skills +09 Acrobatics • 6 • Dex 3 • Item 0 +09 Arcana • 8 • Int 1 • Item 0 -02 Athletics • 0 • Str -1 • Item 0 • Armor -1 +01 Crafting • 0 • Int 1 • Item 0 +10 Deception • 6 • Cha 4 • Item 0 +10 Diplomacy • 6 • Cha 4 • Item 0 +10 Intimidation • 6 • Cha 4 • Item 0 +07 Lore: Nantambu • 6 • Int 1 • Item 0 +07 Lore: Theatre • 6 • Int 1 • Item 0 +09 Lore: Warfare • 8 • Int 1 • Item 0 +07 Medicine • 6 • Wis 1 • Item 0 +01 Nature • 0 • Wis 1 • Item 0 +07 Occultism • 6 • Int 1 • Item 0 +13 Performance • 8 • Cha 4 • ABP 1 • Item 0 +01 Religion • 0 • Wis 1 • Item 0 +01 Society • 0 • Int 1 • Item 0 +09 Stealth • 4 • Dex 3 • Item 0 • Armor -0 +01 Survival • 0 • Wis 1 • Item 0 +09 Thievery • 4 • Dex 3 • Item 0 Languages: Common, Fey, Gnomish, Goblin Abilities Ability • Type 0 • Notes Feats Archetype Feats Basic Sorcerer Casting • free, Sorcerer Dedication, lvl 4 Archetype Feat Source Archetype Feat Level 4 Prerequisites Sorcerer Dedication You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered. CRB Sorcerer Dedication: Djinni • free, dedication, lvl 2 Archetype Dedication Multiclass Feat Source Archetype Feat Level 2 Prerequisites Charisma 14 Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. CRB Bard Feats Esoteric Polymath • class feat, lvl 4 Bard Prerequisites polymath muse You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. PC1 Lingering Composition • free, class feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites maestro muse By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. PC1 Multifarious Muse: Polymath • class feat, lvl 2 Bard Feat Source Class Feat Level 2 Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own. PC1 Versatile Performancy • free, class feat, lvl 2 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 General Feats Adopted Ancestry (Goblin) • general feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Gnome Feats First World Magic • ancestry feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Skill Feats Additional Lore: Warfare • free, skill feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Additional Lore: Nantambu • free, skill feat, lvl 2 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Bon Mot • skill feat, lvl 4 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Impressive Performance • free, skill feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Magaambyan Attendant Dedication • free, dedication feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Spells Spell Attack +10 • 6 • Cha 4 Spell DC 20 • 6 • Base 10 • Cha 4 Cantrips Bard Detect Magic Musical Accompaniment Needle Darts Shield Telekinetic Projectile Level 1 Bard Fear Magic Missile - Soothe Summon Fey Impulses Aerial BoomerangAir | Impulse | Kineticist | Primal A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. Level (+2): The damage increases by 1d4. Air CushionTrigger A creature within 60 feet is falling. Air currents flow upward to slow the target’s fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn’t reach the ground within 1 minute, but any distance it fell during that minute doesn’t count for any damage the creature would take from the fall. You can’t use Air Cushion again while you have one in effect. Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction. Elemental Blast: AirAttack | Impulse | Kineticist | Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. Critical Success: Target takes double damage. Success: Target takes full damage. Level (+4): The damage increases by one die. Air: 1d6 electricity or slashing, 60 feet or Elemental Kinesis: AirImpulse | Kineticist | Primal It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). Four WindsAir | Impulse | Kineticist | Primal Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. Level (10th) The targets move up to full Speed instead of half. Inventory Money: 9 GP 8 SP Bulk 2/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • 1gp 5sp • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Mask, Fine (4) • Bulk 0 • 8gp • Loreli has a number of porcelain masks and is always wearing one of them. They are similar in design, mostly featureless, but they vary in color and decoration. One is a reflective, shiny white with silver filigree, one is a matte white with no decorations, one is a matte black, and the one she typically wears is a plain matte, dull ivory-yellow. All of them have extended sides and a pair of wide bands to hold them in place. Each of Loreli's masks has a "ripple" like hole in the middle of the forehead roughly 2 inches above eye level. The back of the masks all have a fitted space with a clasp over it where her ever-burning token can be placed. The light cast by the stone shines through the hole and ridged rings around it, illuminating the area in front of her while keeping both hands free. Ever-burning Token • Bulk 0 • free (15gp) • Evocation | Light | Magical • This polished and shaped stone is roughly the size of three stacked quarters and sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched. Locket of Light • Bulk 0 • 5sp • This disk shaped locket has a front face that can be opened, flipping it down and to the back or beneath it as a sort of "stand" for it to rest on a flat surface such as a table or desk. The locket can be opened properly by twisting three metal tabs along the edge and her ever-burning token fits within the locket snugly. Loreli wears the locket on a thick leather thong around her neck. Arms and Armor Padded Armor • Bulk L • 2sp • Comfort, Cloth Appearance Kiki is a slight wellspring gnome with brilliant red-auburn hair that she wears loose around her shoulders when in a social or non-combat situation. In action she tightens a wrap around her head and uses prestidigitation briefly to wear her hair "up" at which point she looks a lot like a troll doll does. She wears a jumper with a tailored vest and split side skirt, short breeches, and a snug shift with drawstrings at the wrists. Her color choices tend to favor red accents on brownish grays but she can get pretty wild with changing her outfits to wild colors depending on her mood. Her vest has a number of small concealed pockets. She has a fancy porcelain mask she likes to wear during performances. Personality Excitable, overly happy, highly energetic. She loves to socialize and learn about people, even people she just met, or hasn't met yet. She doesn't really appreciate social boundaries most of the time although she can reign herself in for ceremonies and other special occasions. Wild Child Kiki has always been a handful... Music Lessons Giving her some well needed self control... Sent to School On the road...
  7. Its crazy that you're encumbered with bulk 4 given a Str 8... that's an Adventurer's kit, Musical Instrument, a Shortbow, and Light Armor! I'm literally having to go unarmored because of encumbrance. 🤣
  8. Should I be starting with this at all? Also, is there a branch that isn't being represented yet? Yeah the problem with the skelly is of course the negative healing / stitch flesh issue.
  9. So, I've got 3 concepts... 1. Wellspring Gnome Maestro Bard... TONS of magic. (very standard bard). A gnome bard... it is what it is. 2. Toy Poppet (i.e. Tiny) Maestro Bard... less magic but... tiny! You know the story, the poppet entertainer for the bored wizard, who with her dying breath actually grants her long term amusing toy actual sentience and freedom. 3. Compact Skeleton (As in Life So in Death: Goblin) Maestro Bard... again, less magic, but fun! This is a ex-goblin underworld entertainer that was horrible, truly an awful entertainer, and so was given cement feet and thrown in a lake by an unhappy listening group of thugs. Turns out that being a skeleton was the best thing for his performing and despite not remembering his prior life he's still drawn to be an entertainer. The difference is that now he's excellent at it. I'm uncertain how LLDragon feels about rare ancestries for this, lol. The skeleton with As in Life So in Death can pass for their original race without the need for a disguise check as long as they're fully covered / clothed. Mechanically the chassis of all of them are the same. Mechanically the gnome is without question the most sound choice of the three and won't raise any eyebrows, so to speak. I'm filling a sheet out for the gnome currently.
  10. I have a bard stub I was building out as well, yep. I'll do that.
  11. Well, if I stick to the "theme" of the adventure I've got a Toy Poppet Spinner of Threads Witch with a Sorcerer dedication I was working on as well. There's nothing tanky about her, but she's very much in the vein of the adventure path. I could bring in another goblin, a druid wolf rider, and then a barbarian dedication. That way they're a full caster and still more tanky. Alternately a goblin champion with the free druid dedication and doubling up with the cavalier dedication could create a VERY tanky wolf rider. Stacking druid animal companion / and cavalier mount support on the wolf with the champion chassis would be quite durable. Be a secondary druid caster, likely for healing mostly and melee with the wolf and character. Would a kineticist be too "not a caster" to fit? I tried out a kineticist in another game that died and really didn't get as much play with it as I'd liked to have. That's the thing about a group of "casters" of course, ranged is ALWAYS covered in spades. 😁 Hmm... "This campaign focuses on a magical school, but that doesn’t mean everyone has to play a spellcaster! Members of any class will have plenty of moments to shine in the Strength of Thousands Adventure Path. There will definitely be moments of danger where having a dedicated warrior, such as a fighter, monk, or swashbuckler, will prove vital. Rangers will shine when traveling through wilderness or exploring old ruins, and the keen eye for detail that a rogue or investigator can provide will be very useful." I think, based on that, it makes sense for that free druid or wizard dedication normally. LDDragon opening it up to any multiclass dedication is nice but it should likely be "as long as your primary class or multiclass dedication is a casting class" to make sense. So if your main class is a casting class your free dedication could be anything while if your main class is a non-caster you need to take a primary casting multiclass dedication (cleric, druid, sorcerer, wizard, etc.). 😉
  12. Hello all. I'm going to be submitting a character to help out your group. I'm quite class agnostic from a preference standpoint, I'm fine with any mechanics, and would be willing to take on the role(s) that are needed most at this point, where you've got gaps. The creative fluff parts I will of course customize as I want, heh. I was building a Wisp Fetchling Crossbow Precision Ranger with a Gunslinger (Sniper) dedication and taking Druid (Animal Order) for the free dedication. It would clearly be a ranged combat oriented character but also excellent at survival, foraging, tracking, etc. That being said, having looked at the group composition is seems like you could use a straight up tank. All the skills are covered already so skill wise it looks like a "take whatever" situation. Basically I'm flexible, what would the group prefer? ;)
  13. Last year I started picking up all the 4e books / resources I could. Kept a look out on e-bay, thriftbooks, used bookstores, etc. and literally picked up everything I didn't have for a fraction of the original prices. I now have an almost complete 4e collection! Its awesome. I just don't get to play it because no one runs it, lol. :D
  14. Jenna is ready for review although its likely I'll add more fluff regardless. ;)
  15. So, I tossed a couple of the alternate racial features on my undine submission to make the 10rp. They're water focused of course as she's an undine, lol. I wove everything into her background including the campaign trait and a disadvantage I gave her as well, intertwined with her history. Do you care if I fluff her leather armor as eel skin? Its actually listed as a special material which a level 1 character clearly couldn't afford but for fluff / thematic reasons I wanted her to have a suit of leather crafted from eel skin. So no mechanical benefits at all.
  16. Not a lot of draw so far. :(
  17. Yes, I'll be backreading this evening and will start posting again after that! I've missed being here and am quite excited to be back. :D
  18. DESCRIPTIONA petite, slender female undine. Jenna has long, black, very straight hair and extremely brilliant aqua-blue skin. She has pale green-blue eyes and a very slight freckling across her cheeks and nose. Her lower lip is slightly fuller than her upper and she tends towards neutral / slight "mild" smiles and facial expressions. Her face is heart shaped with a narrow chin and broad brow line. She's thin, skinnier than she ought to be really, and moves with obvious grace. Her hands and feet are small, almost delicate, and she's quite short as well, standing at just over four and a half feet tall. She dresses in whites primarily, favoring accents of silvers and grays for the most part. Fond of clasps, ties, and buckles many of her articles of clothing have them for decorative purposes only.| Jenna Carlyle Female, Neutral Good, Undine, 1 AC/TAC/FFAC: 17/15/12 | HP: 9/9 | S/D/C/I/W/C: -1/+5/+1/+1/+3/-1 | F/R/W: +4/+5/+5 | Move: 30', Swim 30' Init: +5 | CMD: 14 | FCMD: 9 | Ectoplasmic Lash (+6, 1d8-1, 19-20/x2, Slashing) | Darkvision 60', Blindsense 30' (in water) SKILLS: Acrobatics +9, Climb +9, Know (Engineering) +5, Know (Local) +5, Perception +3, Profession (Shipbuilder) +7, Ride +5, Sense Motive +3, Stealth +5, Survival +3, Swim +17 The dull bluish green tendril of slightly translucent material seemed to almost snake from her hand, giving it an almost alive, serpentine like semblance to it that was unsettling. It was long enough that the end of the strange limbs end rested on the ground at her side. She was small, that was the first impression of the blue skinned woman in light clothing and dull gray, eel-skin armor. Her eyes were brilliant but seemed almost haunted and she was more than lean. She was gaunt, a bit too thin, but moved with an ease and grace seldom seen in a humanoid. Stepping past the figure twice her size that lay in the alley behind her she wiped blood from her cheek. She smiled at the drug dealer still before her, a predatory and merciless gleam in her eyes, and he shuddered as his eyes focused on the whip-like tendril, unable to tear his eyes from it. "Hello there Dorgan." Her voice matched her look, quiet, calm, and flat, as if she had no emotions at all and Dorgan paled visibly as he almost fainted. He was a low level dealer and a place to start and he was ill equipped to deal with a confrontation like this one. "You know who I am and you know why I'm here..." He nodded, in complete panic, and then began to babble, leaving nothing out. OoC Summary of mechanics stuff she does, etc. Conditions and Effects: None Free Actions: ??? Immediate Action: ??? Swift Action: ??? Move Action: ??? Standard Action: ??? Full Round Action: ??? Knacks and Spells (known/per day: 4/-- 0th, 2/1 1st) - At Will: Detect Magic, Light, Mage Hand, (Standard Action, Ranged attack, +5, 1d6, 20/x2, Bludgeoning) - 1/1: Cure Light Wounds, Feather Fall Feats - Weapon Finesse - Graceful Athlete - Weapon Focus: Lash - Combat Expertise (-1 Attack Rolls / +1 Dodge to AC)
  19. Name: Jenna Carlyle Gender: Female Alignment: Neutral Good Race: Undine City: Korvosa Class(es): Background: Shipbuilder Role: Hybrid Melee / Secondary Caster Hit Points/HD: 9 / 1d8+1 AC/TAC/FFAC: 17/15/12 Fort/Ref/Will: +4/+5/+5 Initiative: +5 Speed: Land 30', Swim 30' Senses: Darkvision 60' DESCRIPTION A petite, slender female undine. Jenna has long, black, very straight hair and extremely brilliant aqua-blue skin. She has pale green-blue eyes and a very slight freckling across her cheeks and nose. Her lower lip is slightly fuller than her upper and she tends towards neutral / slight "mild" smiles and facial expressions. Her face is heart shaped with a narrow chin and broad brow line. She's thin, skinnier than she ought to be really, and moves with obvious grace. Her hands and feet are small, almost delicate, and she's quite short as well, standing at just over four and a half feet tall. She dresses in whites primarily, favoring accents of silvers and grays for the most part. Fond of clasps, ties, and buckles many of her articles of clothing have them for decorative purposes only. BACKSTORY She held the wooden bolts in one hand and the hammer in the other, her legs twined around the rigging by the crows nest as the breeze stirred around her. Studying the flooring of the nest above her as she hung upside down, her long dark hair hanging beneath her like a curtain, the deck of the ship a good 30' or 40' below. A barely audible sigh slipped from her as she hammered each of the bolts into place, securing one of the boards that had come loose. A few moments later she swung down to the deck and released the rope with casual familiarity. Her mind drifted as she looked towards Korvosa stretched out before her as far as the eye could see. The anniversary was fast approaching, less than a week away now; the day so many years ago that her sister had died, sort of. Jenna was the little sister. That was a fact that Astrith reminded her of constantly having been born over a minute earlier than Jenna had. Despite this the two were as close as most twins despite being as different individuals as possible. Astrith was a dancer and quite social, always the popular one in school and at every event. Hannah was quiet, much more reserved, and she was drawn to machines and the burgeoning technologies of the times. Astrith tried to get Jenna more involved, never giving up, even until her last day alive. Astrith had of course been invited to the biggest party of the year, they were 16, and it was the most important thing ever. At least it was if you had asked her. Jenna on the other hand, as usual, hadn't been invited and was planning on tinkering with a handful of weak jade fragments, cast off from a large shattered battery, and a few small mechanisms she was working on. Astrith had a different plan however and quite literally dragged her "little" sister along as her plus one. The evening ended before it began with a catastrophic skiff accident that left Jenna seriously wounded and every other passenger dead, including Astrith, again, sort of. She'd clung to life desperately, worried about Jenna more than herself and determined to make certain that she was okay. Stubborn and unwilling to pass on, Astrith became a phantom briefly before expending all of her energy to heal her sister. Waking as the last energies of her sister's phantom wove her own broken flesh back together Jenna was stunned to find the wreckage of the skiff and the bodies scattered around her. Life had been different, drastically so after that and even more-so when her mother passed away a few short months later. Jenna fell into a depression and found herself spending her days wasting away on shiver. It was her escape from the sorrow, the nagging feeling as if her sister was still there with her. Something she simply couldn't deal with and felt guilty about, if she had only been more stubborn and refused. Then, perhaps, she could have convinced Astrith to remain home with her and she would still be alive. They called it survivor's guilt and Jenna was wracked with it. Within the year Jenna had become a Gaedren regular, buying shiver as fast as she could use it. She had sold virtually everything she owned to get enough coin to support her habit by then end of the year, still owning the small home she had grown up in that was now bereft of almost every piece of furniture or other belonging she could sell. It wasn't until somehow while she was in a fever dream lying in a dirty pile of blankets in which she had a vision that snapped her out of it. Astrith had come to her and told her to clean up her act and get over herself that Jenna did in fact start to do that. She discovered shortly after that she could manipulate ectoplasm, drawing it from the spirit realm, and shape it into whip-like weapon connected to herself. Considering this her opportunity to start a new life he refocused on more martial pursuits and trained with her new abilities. An older, retired sailor, Morgrim Ludd, an experienced whip wielder agreed to train her as long as she kept his mug full of ale. She had to sell the house to pay off her remaining debts and now rents a small room in the boathouse of a highly successful and wealthy ship owner in Southside. Part of the deal is that she works for the family on the trade ships they own whenever needed. She's worked various jobs within the city as a bouncer, and part time guard for a small amount of time now just to earn extra coin. Despite this she's still working the docks, doing ship repairs, and she's made ends meet up until now. Having even saved a bit of coin at this point. Still, she's been considering something more meaningful, perhaps taking up a more adventurous life, dedicated to helping others and becoming something more for a while now, especially if it allows her to get justice brought down on Gaedren.
  20. Done. The character could use a lot more fluff for my tastes but the mechanics are there and enough fluff that she's viable. If chosen I'll plug in a suitable Grayhawk metropolis along with backup NPC's. Role wise she's going to be a skillmokey / face / ranged damage dealer / secondary caster and eventually an Eldritch Archer. I originally built her as a precision Ranger but wanted to get more skills in play so I shifted her over to a rogue instead, figuring mechanically the precision damage and sneak attack damage are roughly equivalent anyways. ;)
  21. Thanks Spacesong, I'd forgotten to set the font color still, lol. I'll do that right now! :D
  22. 1. What is your experience with Pathfinder 2e? Answer Been playing it since it was published and have a subscription to Paizo. 2. What is your experience with PbP? Answer Been here on MW for well over a decade and a half along with Enworld, WotC, and other boards over the years. 3. What is your Role-playing Experience (overall, PbP and otherwise)? And, what makes a game "good"? Answer I'm one of those old guys here having started with the DnD red box in the late 70's and haven't stopped since then. The GM is, in my experience almost completely what makes a game "good" in that their ability to create a compelling experience along with their chosen players is at the crux of the game. Granted it hinges on the players doing their part of course but a good GM can turn an awful system into a wonderful experience, lol. "Good" in the sense of what do I look for in a game is really the same thing, involved players and GM that have fun roleplaying their characters. I am frequently not focused on the "roll playing" aspect of a game and more interested in the "role playing" side of things. *shrug* 4. Please link me a couple examples of your Roleplaying here at the Weave (preferred). If no examples, be sure to post an "RP" in the open RP thread (when I get one up) I'd like to see a sample of your game-style writing. Answer DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| | Loreli Certes Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2 AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6 Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7 Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2 Loreli watched the owl soar quietly through the air to its directed location and then pantomime being wounded as it "struggled" to fly from one branch to another. It was a trick that she would have used, feigning weakness before striking an unguarded and unsuspecting enemy. The fact that Gin's familiar could be so versatile definitely gave her pause as she considered the possible uses. "You know, even if we could get by them, they would likely be there on the way out." She spoke quietly, barely loud enough for those around her to hear her voice. "It would be safer to simply remove them from the situation if we can lead them to a safe place to do so..." It wasn't a very compassionate suggestion and the balance of good vs. evil actions was something she was keenly aware of considering her recent change in circumstances but the need here was to save someone. She didn't know anything about these creatures one way or another but knew that there was a prisoner, a hostage if you will, that needed to be rescued. That alone allowed for some leeway if nothing else. OoC Summary: --- Reaction: --- Action 1: --- Action 2: --- Action 3: --- Impulse (Attack +8 / DC 18)*: Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing) Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley *Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack. I went ahead and copied a sample post out of one of my games. I can grab a bunch more if you need them. 5. Tell me about a couple of your favorite characters you've actually played (in PBP or even in TT) and why you enjoyed those characters so much. Answer I've enjoyed virtually all the characters I've played over the years... I recently, in the past couple years, played a sprite in a PF2e game that I quite enjoyed playing. They were "wished alive" so I got to treat them as not being very emotionally mature and more childlike but allowed for them to mature over time. That and playing with the size differences I always enjoy, being a smaller creature in a larger world and taking advantage of that for RP purposes. On the flip side I played a large warforged that was an old scrap heap sort of similar to a scaled down "Iron Giant" character that was enjoyable. Having the more martial guardian character and playing that out was fun. Every character has their fun... ;) 6. Name (do not use the "mention" function) one or more players 'applying' for this game ("Shadows of the City") whom you would like to be accepted Answer I don't really have any preferences here as I simply haven't read through them all. Been rushing to get the character in place in time, heh! :D
  23. Ixy "Needles" Keller The Verminator DESCRIPTION Ixy is a small, slender goblin lass with gray and black shaded skin with a slight hint of indigo, extra long ears that are quite mobile, and a smile that has an abundance of sharply pointed teeth. In other words; a goblin. Still, she's a bit of an odd goblin being a guttersnipe with a bit of some odd heritage in her bloodline. Her nose is more pronounced, not nearly as flat for one thing and her skin coloring is unusual with distinctively symmetrical patterns and a pale purplish-blue cast to it. Small breezes seem to swirl about the small woman almost continuously and she possesses an accuracy and precision that would be out of place on most goblins but seems fitting on her. She's not heavily muscled but clearly a fit goblin, lithe and wiry, that is likely no stranger to physical activities. The callouses on her hands and feet are thick and quite tough from years of hard work of some sort. Her clothing lacks frills or decorations of any sort and is quite simple. Despite that fact it is clearly well maintained and meant to be practical above all other things. All of her clothing is mismatched and looks as if it was chosen in a piecemeal manner. PERSONALITY Defensive and hesitant would be two words that encapsulate her normal reactions to any given situation. She's always expecting something absolutely awful to happen and it shows in her approach to things. She tends to remain in the background of any gathering as being the center of attention or any attention makes her more nervous. Still, despite this she recognizes they're weaknesses of hers and tries to be brave and courageous like other "heroes" tales are told of. She's a cat person and dislikes dogs and even wolves, an unusual thing for a goblin. Growing up in the back alleys and streets stray dogs were a big threat to her and tried to eat her on more than one occasion. To this day she's uncomfortable around them. Many of the shopkeepers are friends with her as she takes their garbage to the dump for them for free. They always throw away useful items she can fix or clean up to garner a few coppers or two here or there so it works out for her as well. BACKGROUND Growing up in the Gutter Ixy was the runt of the family. Certainly not physically impressive by any means but quite bright and with quick reflexes. They had little and she awoke one day at merely eight years old to find that her family had left while she was asleep. She'd never really fit in with them and had little emotional connection to them although she did miss her mother a slight bit. Still, she was a capable and smart young goblin and knew how to scavenge for what she needed in the city alleys and garbage piles. It was amazing what people thought was trash. Discovering Her Heritage She'd been on her own for slightly over two years when her luck had run out and she found herself cornered in an alley by a large, shaggy, stray that wanted to have her for a snack. Her heart in her chest beat so quickly that it was as if it was a constant thrumming in her ears. Her vision seemed to collapse and her whole world became the dog that was leaping towards her in the air. Its jaws about to close around her small head when a small blurring streak of metal slivers shot through the side of its skull and it merely fell onto her, lifeless. She lay there in shock as her heart slowed and the corpse of the dog on top of her grew cold. Finally, she wriggled and wormed her way out from under the canine, unable to actually push it off herself as it was too heavy. Making a Better Life Garnath Baker has supported the little goblin for years, having met her when she was still with her family and he frequently sets aside bakery treats for her. She's very determined to keep his shop vermin free and doesn't miss a daily sweep, ever. She has a regular routine of shops and houses each week and makes enough coin to keep herself housed in a single room she rents which is really just the attic space of a small house. Still, its warm, dry, and has a third floor window that lets her look out over the city whenever she wants. Its been almost eight years now and she's established herself as a prominent vermin keeper and trash collector over quite a few blocks but she's aspired to much more.
  24. Ixy "Needles" Keller The Verminator "Sure I can clean out your cellar. Can I keep whatever I find in their nests?" Ancestry: GoblinCommon, Humanoid Hit Points 6 Size: Small Speed: 25 feet Ability Boosts: Dexterity, Charisman, Free Ability Flaw(s): Wisdom Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one. LO: CG Class: Rogue 1 Archetype: None Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive. Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat. CRB Deity: ---- Alignment: Neutral Good Gender: Female Age: 23 years Height: 2' 4" Weight: 31 lbs Eyes: Pale Gray, Highly Reflective Skin: Pale, Gray, Indigo tinted Hair: Thin layer of black fur Hit Points: 15 Armor Class: 18 Size: Small Speed: 25 ft Senses: Darkvision Perception: +4 T STR 10 (+0) Athletics T +3 DEX 18 (+4) Acrobatics T +7 Stealth T +7 Thievery +7 Reflex T +9 CON 12 (+1) Fortitude T +4 INT 14 (+2) Arcana +2 Crafting T +5 Lore: <city>T +5 Occultism +5 Society +5 WIS 08 (-1) Medicine -1 Nature T +2 Religion -1 Survival T +2 Willpower E +4 CHA 16(+3) Deception +6 Diplomacy +6 Intimidation +6 Performance +6 Proficiencies Features Feats Armor: Light Armor T, Unarmored Defense T Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T Languages: Common, Goblin Rogue's RacketEldritch Trickster Racket When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself. Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score. APG Class ProficienciesPerception E Saves: - Fortitude T - Reflex E - Will E Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills Attacks: - Simple Weapons T - Rapier, Sap, Shortbow, and Shortsword T - Unarmed Attack T Defenses: - Light Armor T - Unarmored Defense T Class DC - Rogue T Bloodline: Elemental (Air)Elemental: Air A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function. Spell List primal Bloodline Skills Intimidation, Nature Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast* Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances. Elemental Type At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose. CRB Surprise AttackSpecial Feature Level 1 You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. CRB Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one. LO: CG Sneak AttackSpecial Feature Level 1 When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. CRB DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. CRB CastingSorcerer - Primal Cantrips - Produce Flame ==> Air instead of fire and does bludgeoning damage. - Needle Darts Combat ClimberGeneral, Skill Feat Source Awarded Feat Level 1 Prerequisites trained in Athletics Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. CRB Sorcerer DedicationSorcerer Dedication ArchetypeDedicationMulticlass Feat Source Archetype Feat Level 2 Prerequisites Charisma 14 Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. CRB City ScavengerCity Scavenger Goblin Feat Source Ancestry Feat Level 1 You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. Special If you have the irongut goblin heritage, increase the bonuses to +2. CRB PickpocketGeneralSkill Feat Source Awarded Feat Level 1 Prerequisites trained in Thievery You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. CRB Nimble DodgeRogue Feat Source Class Feat Level 1 Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. CRB StreetwiseGeneralSkill Feat Source Skill Feat Level 1 Prerequisites trained in Society You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. CRB Very SneakyGoblin Feat Source Ancestry Feat Level 1 Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. CRB OFFENSES WEAPON Produce Flame T Needle Darts T Dagger T Shortbow T ATTACK +6 +6 +7 +7 DAMAGE 1d4+3 Fire 3d4 P 1d4 P 1d6 P RANGE 30' 60' --- 60' RELOAD --- --- --- 0 BULK --- --- --- --- HANDS 1 1 1 --- GROUP Cantrip Cantrip --- Bow TRAITS 2xDmg + 1d4 persistent Fire on Crit 2xDmg + Bleeding 1 on Crit Agile, Finesse, Thrown 10', Versatile S Deadly D10 INVENTORY P 0 G 3 D 0 C 5 Item Name location Value Bulk Item Name location Value Bulk Backpack Worn, Back 1 sp --- Rope Worn, On Pack 5 sp L Flint and Steel Stored, Pack 5 cp --- Soap Stored, Pack 2 cp --- Waterskin (4) Worn, Shoulder (1), Pack (3) 5 cp L (4) Torch (5) Stored, Pack 5 sp L (5) Bedroll Worn, Below Pack 2 cp L Artisan's Tools: Bowyer's Stored, Back 4 gp 2 Clothing, Explorer's Worn 1 sp L Rations (2 weeks) Stored, Pack 8 sp L (2) Chalk (10) Stored, Pockets 1 cp --- Current Bulk: 3.8 Encumbered: 5 Maximum: 10 MISCELLANEOUS MECHANICS Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
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