For Queen And Country! (System & Character Creation)

Also, another point of note: There are a few Feats that relate to the new skills:
Name: Easy To Please:
Description: You have either trained yourself, or are naturally inclined, to be more easily satisfied by unskilled lovers.
Mechanics: The DC to satisfy you with Sexual Technique only increases by one for every four full ranks you have in the skill.
Normal: The DC to satisfy you with Sexual Technique increases by one for every two full ranks you have.

Name: Chastity
Description: You're hard to seduce.
Mechanics: You gain a +3 on will saves against spells and effects that could result in your being seduced. The DC to seduce you with Diplomacy or Sex Appeal increases by one for every level you possess.
Special: to retain the benefits of this feat, you must abstain from sex. If you willingly have sex (of any kind) you lose this feat's benefits for one month.

Name: Gay/Straight/Lesbian
Description: You are one of the rare individuals who cannot get aroused by members of a specific gender.
Mechanics: Pick one gender; Male Or Female: You CANNOT be seduced by members of that gender. Conversely you cannot use Sex Appeal in place of Diplomacy with that gender...
Normal: 90% of the population is actually some degree of Bi, and can seduce/be seduced by members of both genders under the right conditions...
Special: This feat is only available at character creation.

Name: Master of Sex/Mistress Of Sex
Description: You are talented at seduction and sexual contact.
Mechanics: You gain a +2 feat bonus to Sex Appeal and Sexual Technique.
Special: You must have willingly had sex at least once to take this feat.

Name: Sexual Lore
Description: You know a lot about the intellectual side of sex.
Mechanics: You gain a +2 feat bonus to Knowledge: Sexual and Performance: Erotica.

Name: Whore
Description: You've been around the block and 'done' a lot of Johns.
Mechanics: You gain a +2 feat bonus to Profession: Prostitute, and a +3 feat bonus to saves VS STDs.
 
I think I'll drop 'intimidating prowess' for 'lesbian' and pick it back up next level then. Fits in better with my characters background.

(When/if I get the special monk feats that make me immune to disease does that include STDs?)
 
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A couple of questions:
1) Do we get any new sex-related spells?
2) Wizards have all Knowledge skills as class skills. Does Knowledge: Sexual also count as a class skill for Wizards?

Also, anything wrong with my character so far:

Name: Syleen
Female Elf Wizard

Stats:
STR -1
DEX +1 +1 (race) = +2
CON -1 -1 (race) = -2
INT +2 +1 (race) = +3
WIS +2
CHA +1
APP +3

Equipment and Inventory:
Explorer's Outfit - free starting outfit
Spellbook - free due to class
Wizard's Kit - 21 gp, includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Paper (10 Sheets) - 40 sp total
2 Parchements - 4 sp total
Sealing Wax - 1 gp
Scroll Case - 1 gp
Book Lariat - 3 sp
Adventurer's Sash - 20 gp
Bandolier - 5 sp
Rope - 1 gp
Dagger - 2 gp

Total cost: 51 gp, 2 sp
Remaining money: 18 g, 8 sp

Feats:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Scribe Scroll (class feat)
Lesbian: Cannot be seduced by or use sex appeal in place of diplomacy against males.

Skills:
Sex Appeal
Knowledge: Sexual (class skill)
Sexual Technique
Perception
Spellcraft (class skill)

Spells known:
All level 0 spells (due to class)
Magic Missile
Mage Armor
Comprehend Languages
Identify
Charm Person
Obscuring Mist

Spells prepared:
Acid Splash (cantrip)
Ray of Frost (cantrip)
Spark (cantrip)
Magic Missile (level 1)

Bonded Object:
Plain Steel Ring – worn on finger, can be used to cast Magic Missile
 
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Half-elf female
Name: Nalana Yinrie
Age: 34

Witch
STR -2
DEX +0
CON -2
INT +5 (+2 racial)
WIS +0
CHA +4
APP +4

Initiative: 0
Attack melee: -2
Attack ranged: 0
AC: 10
Fortitude: -2(ability mod)
Reflex: 0(ability mod)
Will: 4 = 0(ability mod) +2 (Elven Immunities) +2(class)
Hit Die: 4

Traits/feats:
Elven Immunities: +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: +3 skill (sex appeal)
Keen Senses: +2 racial bonus on Perception
Low-Light Vision (racial)
Elf Blood(racial)
Multitalented (racial) – witch & wizard (+1 skill point with each level)
Simple weapons
Persuasive +2 to diplomacy and intimidate

Skills (8 ranks = 2 class+5 intelligence +1 Multitalented)
Acrobatics 0 = 0 (ability mod)
Appraise 5 = +5 (ability mod)
Bluff 4 = +4 (ability mod)
Climb -2 = -2 (ability mod)
Diplomacy 10 = +4 (ability mod) +1 skill point +3 familiar +2 Persuasive
Disguise 4 = +4 (ability mod)
Escape artist 0= 0 (ability mod)
Fly 0 = 0 (ability mod)
Heal 4 = 0 (ability mod) +1 skill point +3 class skill
Intimidate 10 = +4 (ability mod) +1 skill point +3 class skill +2 Persuasive
Knowledge (arcana) 9 = +5 (ability mod) +1 skill point +3 class skill
Knowledge (history) 9 = +5 (ability mod) +1 skill point +3 class skill
Perception 2 = 0 (ability mod) +2 Keen Senses
Perform 4 = +4 (ability mod)
Sense motive 0 = 0 (ability mod)
Spellcraft 9 = +5 (ability mod) +1 skill point +3 class skill
Survival 0 = 0 (ability mod)
Swim -2 = -2 (ability mod)
Sex Appeal 8= +4 (ability mod) +1 skill point +3 Adaptability
Sexual Technique 5 = +4 (ability mod) +1 skill point

Class Features
Familiar: Trush + 3 to diplomacy
Patron: Decadence

Spellwork
Hexes:

Misfortune

Spells:
0 level (cantrips)

Detect Magic
Guidance
Mending

1st level
Charm Person

To do:

Equipment
Outfit, Noble's - 75gp (without jewellery)
Outfit, Traveler's – free
Backpack, common – 2gp
Brass knife - 2gp
Bedroll – 1sp
Blanket - 5sp
Tent, small – 10gp
soap - 1cp
Net, fishing – 4gp
Rations, trail 5 – 25sp
Flint and Steel – 1gp
Kit, Mess – 2sp
Flask-3cp
Pot, iron – 8sp
Pouch, belt - 1gp
4gp 59sp 96cp

Description
A beautiful diamond shaped face, high cheekbones, and pointy ears clearly show Nalana's elven ancestry. Her narrow violet narrow eyes have an inner glint, yet look coldly at all around her.
But what brings attention are her white hair and her flawless, mocha coloured skin – to light for her to be a child of Drow, yet to dark to be a child of any other Elf. She usually wears her long white hair in a loose bun, pinned up with a decorative ornament.
Nalana is a tall (1.8 m) woman, with an hourglass figure. She usually wears a revealing, double-slit noble's dress with large cleavage, showing off her bountiful breasts (D-cup). To further enhance her height, she wears a high-heels. When traveling she wears a traveler's outfit - leather pants, knee-high boots a shirt, a vest and a coat with a hood.
Nalana rather than fighting prefers to use words and sex appeal on others, for them to do her bidding. While she is physically weak, there are very few who could resist her charm and words.


History
As a baby left in the forest, because of her half-blood status. She was found and adopted by a witch, living in the forest. Nalana spent years, learning of magics and the ways of the world. Eventually, she finished her lessons and left her teacher. She traveled for a while before finding a place to settle of her own. She lived in the forest, serving as a healer and an advisor for the local village for years.
One night, by accident she found out that one of the villagers called an inquisitor to 'cleans' the evil witch. Nalana killed the man and made it look like an accident. Then she tricked the villagers into telling the inquisitor that the local buxom widow was a witch. After two days of 'hearings', the widow admitted to every single absurd thing she was charged with. She was then put in stocks to be 'punished' by the local populace, before being burned at a stake.
Nalana left the village soon after, set on acquiring the power to defend herself, minions to serve her and a place of her own to live in.
 
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A couple of questions:
1) Do we get any new sex-related spells?

I am willing to discuss the possibility, but not at the present time.


2) Wizards have all Knowledge skills as class skills. Does Knowledge: Sexual also count as a class skill for Wizards?

Yes. Any class which gets all Knowledge skills as class gets Knowledge: Sexual. other classes which get it include, but are not limited to, Clerics, Druids, Oracles, Inquisitors, and Alchemists.
 
Alright, compiled character sheet.
(All bonuses added.)
Name: Damar
Race: Skinwalker
Sex: Male
Age: 30
Class: Barbarian.
HP: 12
AC: 8
STR: +4 (+6 in bestial form) (+10 while raged in beast form)
DEX:+1
CON:+3 (+ 9 while raged.)
INT:-3
WIS:+0
CHA:-1
APP:+3

Height: 5ft 6in
Weight:200 lbs
Transformed Height:6ft 5in
Transformed Weight: 260 lbs.
Description: Long, messy black hair, black eyes, Has the tanned skin of one who spends a great deal of time working in the sun. He sports a long, wild-looking beard. Quite short and very stocky, but somehow still very physically appealing. His bestial form resembles a large, heavyset, bipedal wolf, with thick, black matted fur, and yellow orange eyes. When not wearing armor, he wears only an extremely revealing loincloth. When asked why, he will explain that he is too poor to buy clothes. He is absolutely covered in scar tissue. Some scars left by blades, others teeth. If asked about them, he will cheerfully explain that he does not know how he got them.
He is relentlessly, unwaveringly cheerful while in his human form, but due to his idiotic demeanor, his cheer is often quite off-putting for those around him.
When in his bestial form, all his cheer dissipates, and he is like a wild animal, cold and vicious. Though still capable of speech, his personality is radically changed, as he becomes a spiteful, hate-filled creature.
Human form looks like this without the tattoos: https://s-media-cache-ak0.pinimg.com/originals/75/b1/6c/75b16c439f21eda5d68516505e056c96.jpg

Beast form looks like this: https://artfiles.alphacoders.com/381/381.png


Carries a Schnauzer named Magnus with him wherever he goes.

Class Skills:
  • Acrobatics +4 (1 skill rank.)
  • Climb +4 (+6 in bestial form)
  • Craft -3
  • Handle animal -1
  • Intimidate -1
  • Knowlege (nature) -3
  • Perception +0
  • Ride +1
  • Survival +0
  • Swim +4 (+6 in bestial form)
  • Sex Appeal +3
Equipment:

scale mail: +5 ac
longsword: 1d8 dmg
shield, heavy steel: +2 ac
10 wandermeal rations
1 lap dog
4gp.

Class traits:
Fast movement: total movement range = 40ft
Rage: up to 7 rounds per day. While raged, gains +4 (+6 when feats are added.) con +4 str and +2 hp per hit dice, but suffers -2 ac While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Cannot rage again for two rounds after leaving rage.

Feats: Raging vitality: gain an additional +2 bonus to con while raging.

Background: Damar cannot clearly remember his childhood. He assumes that nothing important happened during his childhood, and as a result his brain simply discarded the memories of it. However, sometimes, when he is in the midst of battle, he can still hear the screams. The dark memories of his past that rise during a fight drive him into an uncontrollable, ferocious rage. But soon, when the fighting ends, the memories fade, and he is once more the jovial, idiotic man that he was prior to all the violence. For as long as he can remember, it has just been him and Magnus, wandering the world, seeking adventure. Or perhaps, seeking vengeance.

That should do it.
Edit: Added some more substance to his backstory and description.
Edit 2: Added some reference images.
 
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Character

Name: Sslvark

Age: 29

Weight: 6’ 7”

Height: 235 lb.

Appearance: A greeny-grey scaled Lizardfolk male, with dull spikes running down his back and along his tail (they stop at about his neck). He also has a scar running across his chest, from his left shoulder to his right hit, a reminder that some people are just not going to accept that Lizardfolk aren’t savage cannibals.

History: Left the swamps because he was exiled over a dispute with the tribal elder (he felt that it was inevitable that the warmbloods would take the swamps, and that the Lizardfolk needed to be liked to some degree, the elder wanted to keep with tradtion).

Wandered the Queesnland of Lore, attacked by a random group of peasants who wanted to be monster hunters. Saved by a passing Cavalier, who told the peasants about the rights of all men (lizard or not) and, when that failed, hit them with a sword until they either died or agreed with him and ran away. He joined up as soon as he could.

Part of the Order of the Dragon. (The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.)

Stats

STR: +4
DEX: +1
CON: +4
INT: +0
WIS: +2
CHA: +1
APP: -1

Alignment: Lawful Chaotic

Initiative: 1
Attack melee: 4
Attack ranged: 1
AC: 8
Fortitude: 4
Reflex: 1
Will: 2
Hit Die: d10
Hit Points: 14

Traits/Feats

Class

Can use all non-exotic weapons, all armour, and all shields except tower shields.

Challenge (class trait, use a swift action to target one enemy, gaining bonuses against them at the expense of reduced armour against other enemies).

Mount (free, combat-trained, horse. Has Light Armour Proficiency feat).

Order (pledged to the Order of the Dragon, allies get +1 to hit targets I’ve challenged).

Tactician (Receives free teamwork feat, may use a standard action to give that feat temporarily to all allies nearby).

Racial

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.

Natural Attacks:

Bite 1 Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Claws 2 Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Feats

Distracting Charge (When an ally with this feat charges and hits, you get a +2 to hit that enemy until that allies’ next turn)

Power Attack (Can take a -1 to hit in exchange for a +2 bonus to damage, this bonus to damage is increased by half (+50%) if you are making an attack with a two-handed 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. Requires me to have STR 13+ and BAB 1+, so if I don’t qualify, let me know.)

Items

Combat-Trained Large Horse (free, class perk).
Bit and bridle (2 GP)
Riding Saddle (10 GP)
Saddlebags (4 GP)
Lucerne Hammer (15 GP)
Suit of Scale Mail (50 GP)
Locking Gauntlet (8 GP, replaces right hand gauntlet. Normally, gives me a +10 to CMB/CMD to defend against being disarmed. Since we aren’t using those rules, will do something else.)
Bedroll & Blanket (6 SP)
15 Wandermeal rations (15 cp)
2 Waterskins (1 water, 1 Applejack, 2 GP for the waterskins + 5 SP for the booze)
Traveller's Outfit (free)
Scarf (Dark blue, wool, 5 sp)
Backpack (2 GP)
Lamp (1 sp)
3 Hours of Lamp oil (3 sp)
79 GP, 8 SP, and 5 CP left over.


Skills

Acrobatics: 1
Appraise: 0
Bluff: 4
Climb: 4
Craft: 0
Diplomacy: 1
Disguise: 1
Escape Artist: 1
Heal: 2
Intimidate: 5
Linguistics: 1
Perception: 2
Perform: 2
Performance - Erotica: 1 (From CHA)
Ride: 5
Sense Motive: 2
Sex Appeal: -1
Sexual Technique: -1
Stealth: 1
Survival: 2
Swim: 4

Skilled in:

Ride (1 pt, class skill)

Intimidate (1 pt, class skill)

Linguistics (1 pt, learning Common)

Bluff (1 pt, class skill)

And that's my final character. Note that stats have been changed slightly, to better serve my role as a cavalier. And, how are hit dice calculated? That's the last piece of the puzzle for me (and Sslvark).
 
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Hit die are decided when you choose a race and it is the type of dice you roll to decide how much max hp you gain when you level up.
And the number of your hit die is usually just the same as the level of your character unless you're playing as a monster or some special race :p

So for my Lv 1. human monk it'd be:

Hit die: 1d8
# of hit die: 1

I rolled an 8 with my 1d8 so i just add my con modifier to that and it makes up my max hp.

8 + 4 (CON) =

HP: 12
 
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At first level I think you get the max on your die roll.

I'm not certain what happens in any levels after that though if you have a negative con modifier, anyone else know?

Edit: (It looks like you can't go below 1 when adding your con mod to your hit dice roll from what I've read.)

(Again I'm not an expert, just trying to put together what I've read to help. Don't put your faith in my dumb brain. :p )
 
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I don't think that applies, no. Your hit points can never go down, but they can increase by 0, so no actual progression. I think. I also may be wrong.
 
Hi Everyone, I am sorry I have not been here for almost a day during this critical set up phase, but I broke my phone on the tile floor of my local theater: night before I would get internet installed at my apartment again! This involved a lot of shuffling and sudden changes of plan but as evidenced by this message I am back and will read over what I have missed in the next few hours!
 
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