E6 -- Character Creation (9 posts)

thread created on 11/6/15 at 22:10

Character Creation - Intial character stuff - Re: Intial character stuff - Re: Intial character stuff - Retired watchman and archaeologist - Fiendish Heritage - Re: Retired watchman and archaeologist - RE investigator/alchemy - Campaign traits

E6 DM, 11/6/15 22:10
Character Creation

Here's what I'm thinking for character creation.

20 point stat buy per standard rules. 2 traits, 1 drawback if desired, and 1 bonus campaign trait. I'll be coming up with the campaign traits basically as setting-specific bonuses and character hooks, and will post them up as I make them. Background skills variant rule. Average starting gold by class.

Allowed races are human, aasimar, ifrit, oread, sylph, tiefling, and undine.

Allowed classes are Alchemist/Inventionist, Barbarian, Bard, *Bloodrager, *Brawler, Fighter, *Hunter, Inquisitor, *Investigator, Monk, Oracle, Paladin, Ranger, Rogue, *Slayer, *Swashbuckler, Sorcerer, and Witch. *these classes I've only skimmed but seem alright, though some of them involve a lot of resource management for their class abilities due to uses per day or point pools.

Feel free to post questions about character builds and the like here!

Edited by: E6 DM on 11/6/15

John Smith, 11/7/15 10:47
Intial character stuff

Pathfinder E6 Inquisitor

Race: Tiefling (Ausura Spawn)
Asura-Spawn +2 Dexterity, +2 Wisdom, -2 Intelligence

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings
exhibit either powerful, toothy maws or dangerous claws. Two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
This racial trait replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried
on their persons as a swift action. This racial trait replaces fiendish sorcery.

Alignment: Lawful Evil
Age: 84
S:12 D:16 C:12 I:10 W:17 Ch:12 F:3 R:3 W:5
HP: 9
AC: 15
AC(Flat):12
AC(Touch):13
CMB(Standard):+1
CMB(finesse):+3
CMD:14


Traits:
Blood Stalker (Tiefling)/(Racial): You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.

Prehensile Whip(Equipment): You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

Skills(Adventuring):
(13)Stealth (1rk,3c,2rc,7a)
(6)Intimidate (1rk,3c,1a,1cf)
(5)Climb (1rk,3c,1a)
(7)Survival(1rk,3c,3a)
(4)Acrobatics(1rk,3a)
(3)Sense Motive(1rk,3c,3a,1cf)
(7)Perception(1rk,3c,3a)
(6)Bluff(0r,4a,2rc)
Skills(Background)
(5/9)Handle Animal(1rk,3c,1a)
(7)Sleight of Hand(1rk,3c,3a)

Languages: Common, Infernal
Feats:
Fiendish Heritage
Liar's Soul. You are aware of and can choose the result of any attempt to detect your alignment


Traits:
Blood Stalker (Tiefling): You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.

Prehensile Whip: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

Spells/Day(0):n/a
Spells/Day(1):2
Orisons:
Brand
Create Water
Daze
Sift

1st Lvl:
Expiditous retreat
Hunter's Lore

Equipment:
Outfit, Explorer's
(25gp)Studded leather (+3 a, +5dx, -1ac, w:20)
(6gp)Whip(x3) (1d3, w:2, disarm, nonlethal, reach, trip)
(50gp)Crossbow, heavy (1d10, 19-20 x2, 120ft, w:8)
(2gp)Bolt(s), crossbow (10) (w:2)
(4gp)Mace, light (1d6, b, w:4)

Domain: Animal(Fur)
Deity weapon: Whip

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this
animal companion is equal to your level -3.

Archetype: Heretic

Lore of Escape (Ex)
At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom
modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.

Hide Tracks (Ex)
At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her
take a -5 penalty on rolls to find or follow her tracks.

Archetype: Sacred Huntsmaster

Animal Companion (Ex)
At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the
hunter class feature of the same name, using her inquisitor level as her hunter level.

Dog
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Feats: Skill focus Stealth
Skills:
(7)Acrobatics(1r,3c,3a)
(10)Stealth(1r,3c,3a, 3f)

Hunter Tactics (Ex)
At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion.
The companion doesn't need to meet the prerequisites of these teamwork feats.

Animal Focus (Su)
At 4th level, a sacred huntsmaster can take on the aspects of an animal as a swift action. This ability
works as the hunter's animal focus class feature, with her inquisitor level serving as her hunter level.

Edited by: John Smith on 11/16/15

cook, 11/7/15 12:04
Re: Intial character stuff

Here's a draft of the bard version:
Human Bard (Archaeologist) 1

str 13
int 12
wis 12
dex 16
con 13
cha 14

Init: +3
HP: 9 = 8 +1
F: 3 = 2 +1
R: 5 = 2 +3
W: 4 = 2 +1
* possibly +1 from luck

AC: 16 = 10 +3(std leather) + 3(dex)

(a +1 is arcane strike, also finesse; plus 6 rounds/day of luck)
Rapier +3 1d6+1+1 18x2
Dagger +3 1d4+1+1 19x2
Shortbow +3 1d6+1 20x3 60'
Thrown Dagger +3 1d4+1+1 19x2 10'

Skills: 11 = 1*(6+1+1+2) +1fc
Sense Motive 5 = 1 +3 +1
Diplomacy 6 = 1 +3 +2
Disguise 6 = 1 +3 +2 [+10 disguise self]
Bluff 6 = 1 +3 +2
Perception 5 = 1 +3 +1
Disable Device 8 = 1 +3 +3 +1t
Stealth 7 = 1 +3 +3
Kn(dungr) 8 = 1 +3 +1 +2d +1bn
Kn(history) 8 = 1 +3 +1 +2d +1bn
Kn(local) 8 = 1 +3 +1 +2d +1bn
Kn(nobility) 8 = 1 +3 +1 +2d +1bn

Traits:
Vagabond Child (+1 disable device, class skill)
TODO (1 more)

Feats:
H1 Dilletante (+2 on kn checks if 1-5 ranks)
1 Arcane Strike

Abilities:
Bardic Knowledge (+lvl/2 to knowledges, use untrained)
Archaeologist's luck (+1 att/dmg/skills/saves as a swift action, free to maintain, total 4+cha rnds per day)

Spells(lvl:known:perday:dc)
0:4:-:12: Light, Mage Hand, Mending, Message
1:2:2:13: Disguise Self, Charm Person

Languages:
Common
+1 TODO

cook, 11/8/15 07:23
Re: Intial character stuff

A draft of the ranger version. He would pick up two more knowledges at lvl 3 via cosmopolitan (maybe history and nobility?).
He would eventually be an archer.
(Are their still bows in the setting? or is it all guns? It might make more sense to use a gun in a victorian setting, but I don't know what the rules are or if I have the feats for it. Also, i bet they are mechanically inferior to bows...)

Both versions are supposed to be a sort of retired-watchman/investigator/PI/bounty-hunter type guy.

Human Ranger (Urban Ranger) 1

str 13
dex 16
con 14
int 12
wis 13
cha 12

AC: 16 = 10 +3a +3d
HP: 12 = 10 +2c

Init: +3

Rapier +4 1d6+1 18x2
Dagger +4 1d4+1 19x2
Javelin +4 1d6+1 20x2 30'
[+2/+2 vs humans]

Skills: 11 = 1*(6+1+1+2) +1fc
Bluff 6*= 1+3+1 +1t [+2 vs humans]
Climb 5 = 1+3+1
Craft(Bowyer) 5 = 1+3+1
Disable Device 7 = 1+3+3
Kn(Local) 7*= 1+3+1 +2d [+2 vs humans]
Kn(Dungngr) 7 = 1+3+1 +2d
Kn(Geogr) 7 = 1+3+1 +2d
Perception 5*= 1+3+1 [+2 vs humans]
Sense Motive 6*= 1+3+1 +1t [+2 vs humans]
Stealth 7 = 1+3+3
Survival 5*= 1+3+1 [+1track] [+2 vs humans]

Abilities, Feats and Traits
1T Fast Talker (bluff class skill, +1)
1T World Traveler (sense motive class skill, +1)
1H Dilletante
1 Precise Shot
1R FE: Humans +2 (bluff, knowledge, perception, sense motive, survival)
1R Wild Empathy +lvl +cha: +2
1R Track (+lvl/2 survival to track)

Equipment:
175gp
-30 Thieve's Tools (1lb)
-1 Traveler's Outfit (5lbs)
-20 Rapier (2lbs)
-3 Javelin x3 (6lbs)
-4 Dagger x2 (4lbs)
-25 Studded Leather Armor (20lbs)
TODO...



Languages:
Common
TODO +1

Favored Class: 1*hp

20 pts:
str 13 3
dex 14 5 +2r
con 14 5
int 14 5
wis 12 2
cha 10 0

Edited by: cook on 11/8/15

E6 DM, 11/8/15 14:00
Retired watchman and archaeologist

Both these character concepts will fit well in the setting. For the watchman, perhaps instead of retired he could have been fired over some matter, thus explaining his low level despite his impressive abilities.

For the archaeologist, rather than someone who goes out and explores the ruins of other cultures, it might be more rewarding to play one who is an "urban" archaeologist who explores the ruins of the city itself. The city has expanded vertically rather than horizontally, with older structures often incorporated into new ones or just flat out buried under them, leading to all sorts of forgotten/secret rooms, passages, tunnels, and entire buildings. Also, you can just consider Disable Device a class skill for this archetype, because gaining a class ability that only affects two skills and one of them isn't a class skill is stupid.

For the bard, I have a number of ideas for spellcasting replacement in mind, including:

Gaining 2 more rogue talents (1 @ 2nd, 1 @ 6)
Gaining an inspiration pool
Applying the bonus from Clever Explorer to all skills in which you have 1 or more rank.

I see you're statting up an investigator as well; this could fit with the retired watchman concept, but I'll probably make you take traits to reflect a higher station in life, as alchemy isn't really something available to the masses. So a watchman/detective for the noble wards, or from a specialized unit.

Edited by: E6 DM on 11/8/15

E6 DM, 11/10/15 19:45
Fiendish Heritage

As a lawful descendant of Zdrada (aka an asura), you may choose one of the following options for your inquisitor's Fiendish Heritage feat:

Silver tongued. +2 racial bonus on diplomacy checks
Otherwordly tongues. Add 2 additional extraplanar languages known (celestial, infernal, abyssal, protean)
Lifebane. Ability to cast death knell once per day as a spell-like ability
Master of masks. +4 racial bonus on Disguise checks (effectively a +2, unless you're trying to disguise yourself as a different tiefling)
Smooth deceiver. +2 racial bonus on Sleight of Hand checks
Liar's Soul. You are aware of and can choose the result of any attempt to detect your alignment
Call of Evil. You can communicate telepathically with any evil creature within 50 feet
Evil inherent. Any damage you deal with a natural attack or melee weapon is treated as evil for the purpose of overcoming damage reduction
Shadow speaker. You can use ventriloquism at will as a spell-like ability
Sheep's clothing. As a standard action, once per day, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.

Edited by: E6 DM on 11/10/15

cook, 11/11/15 07:34
Re: Retired watchman and archaeologist

Ok, here's the investigator version (draft):
I think you said it would be OK to apply his "studied combat" (which he doesn't have yet) to ranged weapons instead of melee, right? Since we spoke I found a feat that makes it apply to both. So I could just take that feat, I guess. Does that change that answer?

I guess this class gets a pretty slow start in terms of combat abilities ... I guess level 1 will involve some alchemist's fire, level 2+ might involve poisons. I plan to pick up more knowledges and stuff as he levels up, and eventually get them all. Just hard to fit that in at 1st level.

I crafted some alchemist's fire at the discount, if that's ok (would have taken a week or something).

Could he have studied in another country / one of the colonies at one point, to learn the poison/alchemy craft? (he has disguise, could have faked the accent or been sorta-working as a spy or something, if that is a good idea) ... I am not opposed to replacing alchemy with invetionist stuff, but it seems like a lot of the class is related to poisons, which fits better with the alchemy.

I figure that he is from a wealthy family (maybe a 5th son or something), educated, worked as a watchman in one of the noble wards for a while but had some personality conflicts (he found it difficult to take orders from soldiers who were generally lower social station and stupider than him), prefers more independent authority / work as a consultant.

I'm interested to see the campaign traits.


Alexander Phadrakos
Human Investigator 1
N

str 12
int 17
wis 12
dex 14
con 12
cha 12

Init: +2
HP: 10 = 8 + 1c + 1fc
AC: 15 = 10 + 3a + 2d

F: 1 = 0+1
R: 4 = 2+2
W: 3 = 2+1

BAB: +0
Sling: +2 1d4+1 20x2 50'
Dagger: +2 1d4+1 19x2 10'

Abilities:
1T Student of Philosophy (social; int instead of cha to bluff lies (but not feints) and diplomacy influence (but not gather info) )
1T Precise Treatment (magic; +1 heal and use int instead of wis)
1 Dillettante (+2 knowledge if 1-5 ranks)
1H Precise Shot
1I Alchemy (+lvl to cr(alchemy); identify potions; extracts/etc)
1I Inspiration (lvl/2+int /day = 4/day) (+1d6 to skill or ability check, 2 uses for combat or saves; doesn't spend a point for kn, linguistics, spellcraft checks if trained)
1I Trapfinding (+lvl/2 disable device and perception vs traps; disable magical traps)

Skills: 12 = 1*(6+3i+1h+2bs)
Bluff 5 = 1 +3 +1
Craft(Alchemy) 8 = 1 +3 +3 +1a [can get +5 from spell]
Diplomacy 5 = 1 +3 +1
Disable Device 7 = 1 +3 +2 +1tf
Disguise 5 = 1 +3 +1 [+10 disguise self]
Perception 5*= 1 +3 +1 [+1 vs traps]
Sense Motive 5 = 1 +3 +1
Stealth 6 = 1 +3 +2
Heal 5 = 1 +3 +1
Kn(Engr) 9+= 1 +3 +3 +2d +d6
Kn(Local) 9+= 1 +3 +3 +2d +d6
Kn(Nobility) 9+= 1 +3 +3 +2d +d6

Extracts(lvl:perday:dc)
1:2:14: Comprehend Languages, Disguise Self, Cure Light Wounds, Shield, Crafter's Fortune

Languages:
Common
+3+1

Std Leather (20lbs) -25gp
Dagger x2 (4lbs) -4gp
Sling
Sling Bullets x10 (5lbs) -0.1gp
Alchemist's Fire x2 (2lbs) (-13gp - crafted)
Caltrops (2lbs) -1gp
Backpack (2lbs) -2gp
Travelers' Clothes (5lbs) -1gp
Thieves' Tools (1lbs) -30gp
[Extract] component pouch (2lbs) -5gp
[Extract]book (3lbs) -15gp
9gp left

20 pt buy:
str 12 2
int 15 7 +2r
wis 12 2
dex 14 5
con 12 2
cha 12 2

Edited by: Alexander on 11/13/15

E6 DM, 11/11/15 12:16
RE investigator/alchemy

Alchemy stuff is fine. How would you feel about taking a rank in Heal? There is an Institute (school) devoted to studying the "biological sciences" which could explain your poison skills as well as your extracts; Heal can be used to identify that someone is under the effects of poison, as well as for general forensic pathology.

I'm debating whether I want alchemical extracts to be magical or extraordinary in nature, but am leaning towards extraordinary; if so, some spell effects would be explained by being "psychic" in nature, ie shield.

Edited by: E6 DM on 11/11/15

E6 DM, 11/11/15 12:24
Campaign traits

The campaign traits are basically going to be explanations as to why you were recruited by the agency you'll be working for, and give campaign-specific bonuses/abilities. Hopefully I'll have some up by end of week.

Character Creation - Intial character stuff - Re: Intial character stuff - Re: Intial character stuff - Retired watchman and archaeologist - Fiendish Heritage - Re: Retired watchman and archaeologist - RE investigator/alchemy - Campaign traits