CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Monday, September 28, 2015

Character Seventeen: The Randomness

This week’s was picked on facebook and it’s another one that I’ve never tried before, a changeling. We did a write up on Alazhra (link to article) the goddess of the night hags and changelings are descendants of hags so maybe the person who chose the race is a mind reader.

Age: 25
Height: 5'4"
Weight: 95 lbs.
Str 11
Dex 14
Con 10
Int 14
Wis 16
Cha 10
Homeland: Town or Village
Parents: Both of your parents are alive.
Siblings: You have 2 biological siblings.
- biological older brother
- biological younger sister
Circumstance of Birth: [Noble Birth] You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn.
Parent's Profession: [Duke] You are the child of a duke or duchess, the most powerful noble in the realm apart from the royal family. Your parents attend directly to the monarch and have the highest place at court. Your lands, titles, and estates are significant, and many lords and knights serve under your parents' command.
Major Childhood Event: [Fall of a Major Power] In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent king or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill.
Influential Associate: [The Seer] You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it.
Conflict: [Corrupted an Innocent] You counseled an otherwise innocent person who trusted you, toward adverse choices. CP: 6
Conflict Subject: Spellcaster.
Romantic Relationship(s): [One Significant Relationship] You had a true love once, but that time has passed.
Drawback: [Worldview] In your eyes, your moral philosophy—your alignment—is the only correct and true way of the world. Perhaps you gently pity, argue with, or brawl with those misguided souls who don’t see the world your way or by your light of reason.
Conflict Motivation: Religion.

And here are your rolls ladies and gentlemen. Who is your changeling?


  1. Jini -Level 1 Inquisitor (Bastet) LN Medium humanoid (changeling) Age:25
    Height:5'4" Weight: 95 lbs Race: Changeling (Garundi)
    Init:+2 Senses: Darkvision 60'Perception: +6
    Defenses: AC 15, Touch 12, Flat-footed 13 (Natural Armor+1)
    HP 9
    Fort:2 Ref:2 Will:5
    Offense: Speed:30'
    Melee: Tekko-kagi +2(1d3/x2)
    Kunai +2(1d4/x2)
    Claws(x2) +2(1d4)/+2(1d4)
    Ranged: Crossbow, Light +2(1d8/19-20/x2)

    Inquisitor Spells Prepared (CL:1 concentration+4)
    1st - Cure Light Wounds (1d8+1), Shield of Faith
    0 (at will)-Acid Splash +2(1d3)[touch],Create Water,Disrupt Undead +2(1d6),Stabilize

    Str 11 Dex 14 Con 10 Int 14 Wis 16 Cha 10
    Base Attack: 0 CMB: 0 CMD: 12
    Feats: Weapon Finesse
    Skills: Bluff+6/+8*, Heal+6, Intimidate+8, Knowledge:Religion+5/+8, Perception+6,
    Sense Motive+7, Stealth+5, Survival+6

    Inquisition: Conversion - Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

    Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

    Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

    Judgement (Su) see descriptions.

    *Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

    Omen: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
    Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on her Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

    Languages: Commom, Osirion, Aklo, Draconic

    Gear:Leather Armor,Tekko-kagi,Kunai,Light Crossbow(20),Scroll(x2)-Cure Light Wounds,
    Hot Weather Outfit, 2x Waterskins, spell component pouch, backpack, silk rope, 3gp

  2. Jini always knew there was something different about her compared to the other children who grew up near the Temple. She was always pale complected compared to the others. It came as no surprise for her to find out that she had been left at the temple as an orphan at birth. Taken in by the Priestess and raised with the other children, Jini had always had an older brother and younger sister.The older brother, Rafiki entered the priesthood to train to become the local cleric and carry on the family tradition.

    As Jini aged toward puberty, she was in no way surprised to find she was developing claws and a thicker hide. This surely was a sign from Bastet that she was meant for great things.As her gifts developed Jini merged them with her training to become an Inquisitor for Bastet, with ability and training merging like water. Two years ago, it all came crashing down.

    A summer visit by an Oracle of Bastet was meant to give further direction to Jini's future. Instead they gave a glimpse into her past. The nearest that could be deciphered from the oracle was that Jini's mother was not Osirion. She was travelling through the country, pregnant, fleeing from someone. Further checks revealed she originally fled from the River Kingdoms but unclear if it was from Daggermark or Artume. And she was not human.....

    At the same time, her younger sister Amara was trying to decide what profession she should enter. She looked up to her sister Jini and valued her wisdom on the matter. Unfortunately, Jini's world was crashing around her and she could not focus on anything. When Amara came to Jini for advice, she was so confused that to this day, Jini cannot remember what she said in a rage before storming off. All that she knows is that now Amara has been disowned and is wanted by the law.

    Finally having come to grips with her childhood, if not her nature (she still is unaware that her mother was a Green Hag). She hears a voice that she believes to be Bastet calling her to return to the River Kingdoms. Jini believes it is time for her to go north in the name of Bastet and set right whatever damage her mother might have done. There is now way for her to know she is being summoned by her mother for the transformation.........

  3. I like full build plus a background is always good. As much as this blog is mainly about the creative aspects of the game, you cannot and should not divorce that from the mechanical side. Don't forget to pick the race I do next week.