DM Ragnarok's Rise of the Runelords Table 1

Game Master DM Ragnarok

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PC Perception Roll Shortcuts:
[dice=Jian Perception]1d20+14[/dice][dice=Johannes Perception]1d20+12[/dice][dice=Ilysaria Perception]1d20+10[/dice]

PC Initiative Roll Shortcuts:
[dice=Jian Initiative]1d20+5[/dice][dice=Johannes Initiative]1d20+4[/dice][dice=Ilysaria Initiative]1d20+4[/dice]

  1. Jian <----You are up!
  2. Ilysaria
  3. Enemies
  4. Johannes


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Not a problem, I understand. My backup will be to just turn him into a staff magus,but I don't think he will be too much trouble.


@DM Ragnarok: Apologies for what may be a silly question, I'm new to the concept of playing on the Paizo board (have done PBP previously but never here) so I'm not sure of the commonly accepted best practice; how would you like our characters submitted?

I've swapped mechanically, going Fighter (Titan Fighter)//Kineticist (Aerokineticist) with the Giantslayer Campaign Trait, inspired by a picture of Thor Odinson from the Marvel Comic/Cinematic universes, he's got a Large Earth Breaker and can zap people with electricity with the intention of being a front line fighter who can take a hit and keep swinging/zapping.


Dotting for interest.


ok here is what I got:

stats:

Noro Kasuri
Female human unchained barbarian 3/brawler 3/gestalt 3
CG Medium humanoid (human)
Init +2; Senses Perception +7

--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield (snapping turtle style)
{rage: AC 15, touch 10, flat-footed 13}
hp 45 (3d12+9) (HD d12 +2 con, +1 FCB)
hp 45 +6 Temporary
Fort +5 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +2
{rage: Fort +5 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +4}

Defensive Abilities savage grapple

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . dagger +6 (1d4+3/19-20)
. . unarmed strike +7 (1d6+4)
. . unarmed strike flurry of blows +5/+5 (1d6+4)

rage: Melee
. . dagger +8 (1d4+5/19-20)
. . unarmed strike +9 (1d6+6)
. . unarmed strike flurry of blows +7/+7 (1d6+6)

{unarmed damage increases to 1d8 while grappling}

Special Attacks rage (10 rounds/day), brawler's flurry, maneuver training (grapple +1), martial flexibility 4/day, rage power (strength stance +1)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 14, Wis 13, Cha 11
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (21 vs. grapple)
{rage: CMB +9 (+13 grapple); CMD 17 (20 vs. grapple)

Feats
Deadly Grappler (Human bonus)
Improved Grapple (Level 1)
Improved Unarmed Strike (brawler bonus)
Snapping Turtle Style[UC] (Level 3)
Weapon Focus (unarmed strike) (brawler bonus)

Traits family ties (campaign trait), iron liver, quain martial artist

Skills (7/level +2 background per level)
Acrobatics +8 (+3 ranks, +3 class, +2 dex)
Bluff +0
Climb +7 (+1 ranks, +3 class, +3 str)
*Craft (tattoo) +6 (+1 ranks, +3 class, +2 int)
Diplomacy +0
Escape Artist +2
*Handle Animal +4 (+1 ranks, +3 class, +0 cha)
Heal +3 (+2 ranks, +1 wis)
Intimidate +6 (+3 ranks, +3 class, +0 cha)
Knowledge (local) +9 (+3 ranks, +3 class, +2 int, +1 trait)
Knowledge (nature) +6 (+1 ranks, +3 class, +2 int)
Perception +7 (+3 ranks, +3 class, +1 wis)
*Profession (pit fighter) +5 (+1 ranks, +3 class, +1 wis)
*Profession (sailor) +7 (+3 ranks, +3 class, +1 wis)
Ride +2
Sense Motive +1
Stealth +3 (+1 ranks, +2 dex)
Survival +7 (+3 ranks, +3 class, +1 wis)
Swim +7 (+1 ranks, +3 class, +3 str)

* = Background skill

Languages Common, Goblin, Tien, Varisian

SQ brawler’s cunning, martial training, pit fighter, raging drunk

Gear
mithral chain shirt
dagger
tourmaline sphere ioun stone
Potion cure Light Wounds (x2)
Potion Cure Moderate Wounds
Potion Bull’s strength
backpack
belt pouch
blue book (Sandpoint)[UE]
blue book (Magnimar)[UE]
everburning torch
pulque (per wineskin) [UE]
sealord wine (per bottle) [UE]
tattooing tools
tindertwig (5)
waterskin
wrist sheath, spring loaded
43 gp, 6 sp

--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +1/+1 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapons.
Deadly Grappler Armor spikes, light, one-handed, natural weapons, or unarmed strikes count as one size larger when grappling.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe. +2 CMB and CMD on grapple maneuvers.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Pit Fighter +1 (Grapple, CMB) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Drunk (Ex) Move action: consume alcohol (or potion) - this round does not count against rounds of rage/day. This action does not provoke an AoO.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Strength Stance +1 (Ex) Gain a +1 bonus to CMB/CMD and +8 to some Str checks.
Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2-circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM’s discretion, you can use it in settlements near that city for a +1 bonus.
tourmaline sphere ioun stone This stone grants you a benefit only when you’re dying. When determining the number of negative hit points, you must accrue to die, treat your Constitution score as if it were 2 higher. This doesn’t provide a bonus to Constitution, so it doesn’t grant a bonus on checks made to stabilize but does provide you 2 additional rounds during which to attempt such checks. You can only benefit from one tourmaline sphere ioun stone at a time.

backstory:

Noro Kasuri was born of mixed blood her father was Tien and her mother was Varisian. She is the younger of their two children. Noro grew up on the Kasuri family farm, just outside of Sandpoint. Her father was an honorable man of Tien tradition, and her mother was a Varisian Gypsy.

Noro was your average girl save only one small flaw; she could not correctly say the “s” sound often sounding rather comical. This really would show when she was nervous or anxious. Lou, her brother, would tease her about it and Noro would respond with a punch to the arm, or gut, or face if she got particularly angry.

Noro and her brother, Lou, were complete opposites. Lou was always reserved and followed their father’s strict regime of exercise and training; while Noro was more like her mother, wild and impulsive. Her father, Yuto, was constantly scolding her in an attempt to make her more disciplined, but this only drove her emotionally further from her father. She will always love her father and will never willing do anything to bring dishonor to his name; unfortunately, she could never really understand how.

Noro and Lou studied martial combat with their father ever since they were old enough to walk. He was adamant in teaching the children the old ways and to fight with honor. Lou managed to grasp much of these concepts, but Noro was another story. She didn’t mind learning to fight and stand up for herself she just didn’t have the discipline to know when to avoid a fight and not to attack out of emotion and anger.

Growing up, Noro would often accompany her mother into town especially to the market. She always enjoyed this time; it was time away from father’s lecturing and his pointless proverbs. Of course, they seldom bought much being a family of limited income but the time together is what she really cared about. She enjoyed hearing the stories of her mother’s childhood on the open road with her sister, never knowing where the next adventure would be. It was on one of these outings that things changed; some of the other children in Sandpoint began to tease her about her speech, she tried to ignore them but they would not stop. Noro became infuriated and leapt at one of the boys teasing her. With a swift right hook, she broke his nose. This did not go over well with her parents. She could only imagine what her father would say.

Noro’s Father was infuriated over the incident and was forced to pay restitution to the family to restore the family honor. Noro was emotionally crushed at the lecture she received from her father. She vowed that she would one day make her father proud and restore her honor in the family.

Noro would work hard at her studies attempting to be calm and reserved like her brother. But at every turn there were the other kids tormenting her again, attempting to urge her on in the hope to see her get angry again. Luckily Lou would intervene on many occasions before it would get to far.

Lou was always there for her until he found someone new. There was a new girl in his life, Amieko from the Rusty Dragon. Noro has no idea how or where they met but Lou always had that lovesick puppy dog look whenever she was around. Of course, Amieko never seemed to even notice Lou, a fact that Noro would frequently point out. Perhaps, she was just a bit too old for him?

Noro would follow her brother to the Rusty Dragon and spy on him as he would do anything he could to get her attention and fail every time. However once word got around that Lou was pre-occupied, Noro was soon again the target of the hazing and bullying.

Finally, things got to the point where she decided to hell with the training and the “turn the other cheek” attitude. She tracked down her tormentors to the Sandpoint docks and there outside the Feedbag she challenged them.

Of course, the challenge sounded more like a cartoon that a real threat and it was answered with laughter. The boys decided it was time to teach this “not-so-tough” tomboy a lesson. After the first punch Noro flew into a rage finding inner strength she never knew she had. She managed to pummel two of the three boys nearly to unconsciousness the third ran off.

When the fight was over she realized she had a crowd. She was approached by a man asking her if she wanted a job working for him. Noro, not really sure what to do, looked around and there among the crowd was her father. Once she saw him he looked to her and there in front on everyone disowned her then he turned and walked away. Noro turned to the man, Jubrayl, and agreed to work for him.

Soon she was fighting for money. Without realizing it she was working for the Sczarni. Noro found herself, on more than one occasion, in the local garrison jail. She turned to drink and drugs looking for meaning to her life. She finally hit rock bottom when she actually killed a thug on the docks when he commented on her lisp.

Noro escaped jail with the help of the Sczarni but she wanted out, she wanted to turn her life around. Noro needed a way out; A Chance to reclaim her life and restore her family name. Until that day she will never call herself a Kasuri.

Noro likes to drink, though I would not consider her an alcoholic (no more than a drunken master would be) and she also makes good use of the drug Barbarian Chew; the drug that she was fed when she was forced to fight for the Sczarni. Her only connection to her family is her brother Lou whom she can only see when she visits the Rusty Dragon. Lou has started working there as a cook in the hopes of gaining Amieko’s attention. Noro knows Amieko but it’s not a close friendship. Noro has even commented to her about her brother’s affection for her. The Rusty Dragon is just about the only place in town she feels welcome anymore.
The upcoming festival seems like a chance to begin anew if she can only avoid fighting. Perhaps she can offer her talents as a tattoo artist (a skill she picked up trying to fit in with the other dock fighters).

The festival proved to be a little more than what she bargained for, a goblin attack changed everything. One event led to another, and soon she found herself dealing with an old nemesis, Tsuto.

Tsuto was not much older than Noro, they sort of grew up together, but to consider them friends would be a big mistake. In their younger days, Tsuto would torment Noro relentlessly. On evening Him, along with some friends, cornered Noro in a small alley. Before she knew what to do, the boys had Noro pinned down on the ground. By the time Lou arrived, Noro was half naked and bleeding from a cut on her forehead. Tsuto was caught in the act.

He was run out of town because of that incident and Yuto, Noro’s father, admonished Noro for letting that happen. *

Noro is a tomboy and seldom dresses up, if she even knew how to wear a dress, she wears boy’s clothes and carries many of the mannerisms of a boy. She is frequently barefoot but has been known to wear a soft shoe once in a while. Noro is “Short Fused” and frequently flies into a rage at the slightest insult; she struggles to try and control this rage. Noro hates killing but at times she loses control and it has happened in the past. She still is training in the martial arts but is not as reserved as a monk would be, she fights with raw emotion. She knows the use of many weapons but has always preferred her fists.

* There is an ancestral history between the Kasuri family and the Kaijutsu family that goes way back to when they left the Dragon Empire lands
This is explained in Lou’s backstory located here


LinkDead wrote:

@DM Ragnarok: Apologies for what may be a silly question, I'm new to the concept of playing on the Paizo board (have done PBP previously but never here) so I'm not sure of the commonly accepted best practice; how would you like our characters submitted?

I've swapped mechanically, going Fighter (Titan Fighter)//Kineticist (Aerokineticist) with the Giantslayer Campaign Trait, inspired by a picture of Thor Odinson from the Marvel Comic/Cinematic universes, he's got a Large Earth Breaker and can zap people with electricity with the intention of being a front line fighter who can take a hit and keep swinging/zapping.

I would like everyone to create an alias, but not post under it; instead link our profile using the (url=)"Character Name"(/url) tags, substituting brackets for the parentheses and minus the quotation marks.

That way I can easily compile a list of applicants and have them together for reference.


DM Ragnarok wrote:
LinkDead wrote:

@DM Ragnarok: Apologies for what may be a silly question, I'm new to the concept of playing on the Paizo board (have done PBP previously but never here) so I'm not sure of the commonly accepted best practice; how would you like our characters submitted?

I've swapped mechanically, going Fighter (Titan Fighter)//Kineticist (Aerokineticist) with the Giantslayer Campaign Trait, inspired by a picture of Thor Odinson from the Marvel Comic/Cinematic universes, he's got a Large Earth Breaker and can zap people with electricity with the intention of being a front line fighter who can take a hit and keep swinging/zapping.

I would like everyone to create an alias, but not post under it; instead link our profile using the (url=)"Character Name"(/url) tags, substituting brackets for the parentheses and minus the quotation marks.

That way I can easily compile a list of applicants and have them together for reference.

no problem there


Rolls:

3d6 + 6 - 4 ⇒ (4, 5, 5) + 6 - 4 = 16
3d6 + 6 - 1 ⇒ (1, 2, 5) + 6 - 1 = 13
3d6 + 6 - 1 ⇒ (1, 1, 1) + 6 - 1 = 8
3d6 + 6 - 1 ⇒ (2, 4, 1) + 6 - 1 = 12
3d6 + 6 - 1 ⇒ (1, 2, 4) + 6 - 1 = 12
3d6 + 6 - 2 ⇒ (3, 6, 2) + 6 - 2 = 15

Huh. I think that's the worst results I've ever seen with this method of stat generation. No matter! I will create someone awesome regardless.


Rolls:
Stat #1: 3d6 - 1 + 6 ⇒ (4, 1, 5) - 1 + 6 = 15
Stat #2: 3d6 - 1 + 6 ⇒ (1, 1, 5) - 1 + 6 = 12
Stat #3: 3d6 - 2 + 6 ⇒ (3, 2, 6) - 2 + 6 = 15
Stat #4: 3d6 - 1 + 6 ⇒ (1, 2, 3) - 1 + 6 = 11
Stat #5: 3d6 - 1 + 6 ⇒ (4, 1, 2) - 1 + 6 = 12
Stat #6: 3d6 - 3 + 6 ⇒ (5, 3, 5) - 3 + 6 = 16

I would like to put forward Ilysaria Zenderholm for your consideration. She is a half-elf Swashbuckler/Warpriest of Calistria. What with the feat tax house rule, the extra feats from Swashbuckler, and the extra feats from Warpriest, I'm hoping to build a fairly competent whip tripper/striker. Lys should also be able to fill the roles of buffer, secondary healer, and face.

Everything should be accounted for in the alias, but please let me know if I've overlooked anything. Thanks!


ok added the info to an alias

and here it is


Everything looks in order, KatGrey and Edward. Thanks for submitting!


Well...there is an EPIC amount of excellent community-created material for this game...soo yeah, gonna use r20 for battlemaps.


All right! Sagacious Jian is ready to go. Let me know if you have any questions DM!


Looks good, Dodekatheon; only one question. Looks like you only took HP as FCB but you took Multitalented; are you doing the Human FCB for 1/4 per level extra ki points?


3d6 - 2 + 6 ⇒ (2, 5, 4) - 2 + 6 = 15
3d6 - 1 + 6 ⇒ (1, 2, 2) - 1 + 6 = 10
3d6 - 2 + 6 ⇒ (4, 2, 2) - 2 + 6 = 12
3d6 - 1 + 6 ⇒ (6, 1, 5) - 1 + 6 = 17
3d6 - 5 + 6 ⇒ (5, 5, 6) - 5 + 6 = 17
3d6 - 1 + 6 ⇒ (6, 1, 1) - 1 + 6 = 13

Not bad!


Dot on this, maybe finally I'll be able to play this AP to the end!

Reading what you said about SoP and SoM, I'll work on two builds: one with them and another full Paizo. Is that fine for you?

I'll be building some tanky thing, like warpriest+something or paladin+whatever, still not sure. And picking the 25 point buy, dice aren't usually friendly to me.


That's correct, DM.


Jereru; as long as it's for the same character that's okay.


3d6 + 6 ⇒ (4, 6, 5) + 6 = 21=17
3d6 + 6 ⇒ (2, 5, 4) + 6 = 17=15
3d6 + 6 ⇒ (6, 3, 4) + 6 = 19=16
3d6 + 6 ⇒ (4, 3, 6) + 6 = 19=16
3d6 + 6 ⇒ (5, 3, 1) + 6 = 15=14
3d6 + 6 ⇒ (4, 4, 1) + 6 = 15=14

Lovely stats, will see what I get inspired to play.


Can't be mad at those!

I'll note that it looks like we have a fairly heavy martial theme so far; I *do* take party balance into the equation, so some rogue-ish builds would probably go over well.


Anapa:

Anapa
Human (Tian-Min) inquisitor (sanctified slayer) of Ragathiel 3/paladin (oath of vengeance, tempered champion) 3/gesta (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 60, Weapon Master's Handbook 7)
LG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +15
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 22 (+8 armor, +2 Dex, +2 natural, +2 shield)
hp 33 (3d10+3)
Fort +6, Ref +7, Will +11
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee silversheen bastard sword +7 (1d10+6/19-20)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage), studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Paladin Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—detect evil
Inquisitor (Sanctified Slayer) Spells Known (CL 3rd; concentration +6)
. . Domain Spellkiller inquisition[UC]
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 9, Int 16, Wis 17, Cha 19
Base Atk +3; CMB +6; CMD 19
Feats Alertness, Disruptive, Fast Learner[ARG], Power Attack, Precise Strike[APG], The Bitten, The Dying, Toughness
Traits civilized, honest, totem spirit - lyrune-quah (moon clan)
Skills Acrobatics -4 (-8 to jump), Bluff +10, Diplomacy +11 (+12 to influence friendly or helpful creatures), Handle Animal +10, Intimidate +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +9, Perception +15, Sense Motive +12; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Minkaian, Tien
SQ lay on hands 5/day (1d6), mercy (fatigued), monster lore +3, solo tactics, spellkiller, stern gaze +1, track +1
Other Gear mwk o-yoroi[UC], mwk heavy steel shield, silversheen bastard sword, 195 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Disruptive +4 DC to cast defensively for those you threaten.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Inquisitor (Sanctified Slayer) Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred, DC 14) After defeating enemy, gain +2 sacred bonus to AC for 3 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
The Bitten You have been bitten by a vampire and infected with the curse of undeath.
The Dying You are dying. You can feel it in very core of your being.
Track +1 Add the listed bonus to survival checks made to track.


What kind of backstory do you look for. I generally write pretty extensive stories for my charachters but I am having some trouble with my rogue knifemaster/sorcerer and will probably go woth something shorter this time. That being said I should have him submitted soon.


I do plan on taking care of trapping, and I'll have a decent number of skills. Nothing overtly roguish, though ;the more I think about this character, the more he turns into a plant-oriented druid.

I'll be shying away from heavy damage spellstrikes, opting to instead focus most of my magic talents on the Nature Sphere, for now. I'll hopefully have some time to put something together here relatively soon, but thematically I'm really enjoying where this is taking me, even without any actual druid levels.

This is one of the things I love about Spheres of Power, to be fair.


My character would be the party wizard essentially.


@Uthraed- I look for a character with motivations. I want to know what makes them tick. It could be as simple as having wanderlust, but where is that wanderlust from? What's the reason for it? It doesn't have to be a novel, but I'd like some character history and their motivations for adventuring and having come to Sandpoint. As always, quality over quantity.

Seth:
I'm out right now so I don't have my material in front of me but a couple of things stand out;
It doesn't seem as though you've selected a Campaign Trait for one of your traits. They are listed in the Rise of the Runelords Anniversary Edition Player's Guide, which you can find for free download with a Google search.
Also, a silversheen bastard sword is, unless I'm quite incorrect (which is possible) a thing; silversheen is an alchemical concoction that gives your weapon the benefits of being silver for one hour. You can totally have some silversheen, but it's not a permanent fixture of your weapon (unless you have a thing that I'm not seeing).
Finally, it looks like you have too many feats;
You should have one for human, one for level one, one for level 3, plus disruptive and a teamwork feat (which is precise strike). By my count you have 2 extra feats.


I will work on that tonight and tomorrow, but I finished up the crunch, or rather almost finished it. And wanted to link the alias here so that you can at least get an idea of where he is at mechanically.

Coppers


Looks good, Uthraed


Awesome, I already have some semblance of a backstory forming. I may go CN if that's acceptable. He won't be against the party so much as he is mainly concerned with doing anything and everything to advance himself. Which may include theft and murder, but he is also not beyond giving the front line fighter his last potion of CLW if that means getting out of a sticky situation alive.


CN characters, played well, are usually great. My problem comes when a CN character does something simply to do it despite it being completely against character and detrimental to the game. I do have a pretty strict PvP policy, but if your actions are not against the party, are in keeping with your character, and don't negatively impact the game for others, CN characters can be great.

As an example, I played a game where the Orcs had taken over and the rest of us were slaves. One of our group was a half-Orc, and the rest of us were his friends, but were technically his slaves. One of the characters played a prostitute and continually mouthed off when in presence of other, less permissive orcs, getting us in trouble. She attempted to "break" into an Orc leaders military compound to ply her trade, only stopping when the guards literally stabbed her. After the rest of our party nearly lynched her, she promised to behave, only to immediately try to sneak off again (my character noticed her).

After the game, we all talked about it, with the player insisting that they were just being their character because their character didn't give no f#+$s, and didn't even care about their own safety. They were a wild card! Chaotic Neutral! They could do anything at any time! Because Chaotic Neutral! They don't even care if they die! However, that was DEMONSTRABLY untrue, as they sometimes hid from combat and made sure to save their own skin at the expense of the rest of us.

Chaotic Neutral, to me, means a truly free spirit, but it doesn't mean that you're super random and do whatever at any time. You still need to be a person with clear motivations; your actions still need to make sense within the context of your character.

#endrant :p


That's a really good way of explaining CN, and the way I planned to play it. I feel like too often it gets a bad rap by those who just want to go crazy and not think about others.


Show me that character and you're good to go :)


http://paizo.com/people/Iyon#newPost
I can do up more if you want but towards the end I was getting worried it might be a getting long so I started doing bullet points.

Background:

Iyon grew up in Northern Varisia in the Storval Plateau as a member of the Lyrune-Quah, the Clan of the Moon. In his younger years with his family he traveled the coast of the Storval Deeps and about the Cinderlands, as is the custom of his people mostly at night.

Iyon was a promising student under his uncle who as a powerful Priest of Pharasma in the tribe. When he was sixteen a group of Tsamek adventurers from Korvosa stole an ancient magical heirloom after killing his uncle. Iyon tracked the group down and with the aid of a group of their enemies who were members of the Pathfinder Society. They explained that the Chellish killers of his uncle were members of a group called the Aspis Consortium. Together apprehended this group after tracking it down in Magnimar.

He had grown to respect these outsiders at least and after returning the ancient supposed Azghat (Shoanti term for Runelords) relic to his people he returned to spend some time amongst the lands of these other people. Joining the Pathfinder Society he honed his skills to new levels. The forests of Southern Varisia were very different to the lands further north. He made new friends and allies, vanquished foes and found he enjoyed a life unburdened by the responsibilities he would have back with his tribe.

The priests of Pharasma in Magnimar were very different to those of the Moon Clan including himself but comparing his experiences with them length him greater understanding. He was persuaded to spread the wisdom of Pharasma to some of the towns and villages further north taking time in his journey and not being too hasty.

An old half elven priest of Pharasma of Varisian descent on his human side called Zandu, before Iyon journeyed north to Sandpoint Zandu performed a Harrowing for him. The Bear, the Cyclops and the Forge were most prominent. Zandu advised him that Pharasma had set a challenging past before him but it must be walked.

Iyon's missionary work has gone no further than Sandpoint, the recent goblin attacks and the events that transpired after them occupying his time.

-Iyon is not keen to return to Korvosa, not only is he concerned about fall out over dealing with the Aspis Consortium one of his last acts in the city was headbutting a man for calling him a "Horser". The man shouted after him that he would get Iyon back for this.

-Iyon has an icy relationship with sandpoint's Sheriff, finding the man's disregard of his own culture unsettling and avoiding him where possible, interactions are generally civil but very cool.

-Iyon has a hope to one day build a Temple of Pharasma on a secluded location perhaps overlooking the Storval Deeps that would lie largely vacant most of the year but on certain holy days devout followers of Pharasma from the various Shoanti tribes and importantly amongst the other people's of Varisia could gather share their faith and understanding, bringing new perspectives to each other regarding the Goddess and if needed dealing with threats to the faith. A half formed idea of taking a more militant approach and encouraging those not tied down by duty to strike out and deal with those who gave insult to Pharasma like vile necromancers has been added to his idea as well of late.

-Iyon's animal totem is Field Mouse, his current breastplate is emblazoned with a big symbol of Pharasma upon it. A carving of a little field mouse lies on the left hand side on his shoulder as if to lend advice and whisper into his ear.

-The scariest thing imaginable to him is the long dead Azghat, mortals wielding magic that none living can understand let alone master. They are the unknown horrors of immeasurable power, and if he finds out more about them it is unlikely to settle his nerves.


3d6 + 6 - 3 ⇒ (3, 4, 6) + 6 - 3 = 16
3d6 + 6 - 6 ⇒ (6, 6, 6) + 6 - 6 = 18
3d6 + 6 - 1 ⇒ (5, 1, 3) + 6 - 1 = 14
3d6 + 6 - 2 ⇒ (6, 4, 2) + 6 - 2 = 16
3d6 + 6 - 3 ⇒ (4, 3, 6) + 6 - 3 = 16
3d6 + 6 - 5 ⇒ (6, 5, 5) + 6 - 5 = 17

Oh, wow. Nice!

I have a couple of different gestalt ideas that I've played around with. Let me see what I can conjure up for this campaign.


Everything looks in order, Iyon

Liberty's Edge

Dotting and having some rolls to see what I've got.

Rolls:

Stats: 3d6 ⇒ (4, 2, 3) = 9 13
Stats: 3d6 ⇒ (2, 5, 3) = 10 14
Stats: 3d6 ⇒ (4, 5, 6) = 15 17
Stats: 3d6 ⇒ (6, 3, 5) = 14 17
Stats: 3d6 ⇒ (3, 4, 3) = 10 13
Stats: 3d6 ⇒ (2, 2, 6) = 10 14

Not bad. Thinking maybe an Arcanist or Wizard and an Investigator. Hmm... Will hopefully post up tomorrow!


GM:

Trait : moon clan was listed as a campaign trait in herolab. But will change it =^^=

Feat: Power attack may be the "extra" feat. I only added it since we are using the feat tax system. Just so i can get benefit via herolab and I get feats for taking the vampire feats. The Bitten = alertness. The dying = toughness

Silversheen weapon is a masterwork weapon type that makes the weapon silver but not as expensive as mithril. I do realise you get the blanhces too =^^=


Ah, just found the rules for that, thanks for clarifying Seth. Everything looks good then,


Thanks =^^=

Will try to have some fluff that links in with what we discussed soon


List of completed submissions;

Crunch done, needs background;

  • Uthraed- Coppers, Rogue (Knife Master) 3/Sorcerer 3
  • Seth86- Anapa, Inquisitor (Sanctified Slayer) 3/Oathbound Paladin (Tempered Champion) 3

Everyone else has just rolled or expressed interest, I believe. Let me know if I missed you, or if I missed any questions!


So dotting with a question: I have never played a gestalt game before, so my knowledge on it is a bit shaky. What I remember reading about it is that you basically take two separate classes (say, warpriest and brawler as an example) and you jam both together into a superclass. Meaning, if I am understanding it, that at each level I would get whatever abilities, spell access, hp, skill points, etc that either class would normally get. Am I understanding this correctly, or am I off about something? (I would hate to create a submission that was completely wrong by accident.)

As a follow-up, how do archetypes work with gestalt classes... or do they?

A: 3d6 ⇒ (4, 5, 1) = 10 15
L: 3d6 ⇒ (4, 6, 5) = 15 17
W: 3d6 ⇒ (2, 2, 6) = 10 14
A: 3d6 ⇒ (1, 6, 4) = 11 16
Y: 3d6 ⇒ (4, 1, 3) = 8 13
S: 3d6 ⇒ (1, 1, 2) = 4 9

Was going well until that last one... will likely have to throw whatever racial bonus I get into that it to make it work. (Hate working with negatives...)


Here's the crunch for Johannes Appleseed, UnRogue 3/Cleric of Cayden Cailean 3. Everything's done but equipment. Still working on the background submission.


My character is partially finished. I need to go over him some more and do his massive spell list Magnus Harzhor.


A dice roll method I can get behind!

3d6+6: 3d6 + 6 ⇒ (6, 4, 6) + 6 = 22
3d6+6: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20
3d6+6: 3d6 + 6 ⇒ (5, 2, 5) + 6 = 18
3d6+6: 3d6 + 6 ⇒ (1, 6, 4) + 6 = 17
3d6+6: 3d6 + 6 ⇒ (5, 5, 6) + 6 = 22
3d6+6: 3d6 + 6 ⇒ (1, 5, 3) + 6 = 15

So...18, 18, 16, 16, 17, 14

Yeah, I can surely make something cool with this. Stats and such to come.


Do swashbucklers get weapon focus instead of weapon finesse, like rogues? Or is their weapon finesse dissimilar enough from the regular one that they keep it?


@Emerald Duke- you've got the gist of it, but you don't take both, exactly.

When you are a gestalt character, and your classes offer you two of the same thing, you don't add them together; you take the better one. For example, if you are a Barbarian and a Wizard (just for sake of argument) and are calculating your hit points, you would not roll a d13 and a d6; you would simply roll a d12. You also don't get both classes saves added together, you just take the best saves offered by both classes. Same with skill points, BAB and other things like that.

Bonus feats from different classes (say Fighter/Monk) do stack.

Abilities from class features and spell progression are different and some cases vary but in general you gain both of those as normal for either class but they won't stack unless specifically stated

I hope that clarifies somewhat!

@Ierox- I'm fine with Weapon Focus for Swashbucklers.


I think I understand better now.

So as long as an archetype didn't forfeit some key portion of the other class you could mix them in, correct? (An example that comes to mind is the way the investigator's sleuth archetype sacrifices its alchemy... would make mixing sleuth and alchemist rather a challenge.)

And when you say that saves don't add together, you just mean if you were to get a +1 from one and +2 from the other for the same save, correct?

I am definitely going to craft a submission, as this concept sounds to intriguing to pass up. I am thinking maybe a black blade magus with some other class... ;)


That's about the shape of it with saves.

With your sleuth/alchemist example, you would still get normal Alchemy progression on the Alchemist side of things.

Black blade magus is great. Can pair nicely with Bard to give you a striker/face/buffer, but there's several other nice combos (Mutation Warrior fighter, Unchained Rogue, many many others)


Johannes Appleseed, CG UnRogue 3/Cleric of Cayden Cailean 3

Johannes is a former slave in Cheliax turned Bellflower Network agent. With a rapier in one hand and a tankard of cider in the other, he uses his legitimate vocation as a wandering priest and cider-maker as cover to help establish a new branch of the Bellflower Network. He heard about the Swallowtail Festival, and like the good Desnan he was raised to be, decided to join in the festivities (and maybe find a spot for a new cider orchard while he was at it). One day, the orchards he's been planting across Varisia will be able to serve as waypoints for the Bellflower Network and maybe even give some newly-freed slaves a home.

Background:
Johannes Appleseed was born a slave, like his father before him, and his father before him. The Appleseed clan was good stock for slips, and they lived and died over generations on a vineyard in Cheliax, tending the grapevines, harvesting, and pressing the wine. It was grueling work, but tending the vines was something that halflings and their short stature were well suited for. Their human masters never appreciated how much effort went in to making quality wines year after year, but Johannes took solace knowing that the stuck-up nobles were drinking just a little bit of his foot-dandruff.

Everything changed for Johannes the night the Appleseed clan escaped. Little had he known that his distant cousin Handel who had turned up mysteriously a few months back, was actually a Bellflower Tiller. The Bellflowers ferried the Appleseed clan into Andoran where they found a natural home in Bellis making Bellis mead. His family had always been devout, if secret, worshipers of Desna, but there's only so much faith a slave can have in a goddess of freedom. It was in Andoran that Johannes discovered his faith in Cayden Cailean. Making wine, as tedious and back-breaking as it was, had always seemed like something of a higher calling to Johannes, and he rankled at how their bottles of nectar were bought and sold like simple commodities. His new faith in the Lucky Drunk gave him the courage he needed to join the Bellflower Network himself and help free other slaves, and his old faith in Desna gave him the yearning for wide open spaces and the freedom of the road.

Under his cover as a wandering cleric of Cayden Cailean, Johannes plants orchards of apple trees for making sanctified cider and investigates new opportunities to expand the long and winding vine of the Bellflower Network. Their routes to Andoran and Rahadoum are well established, but without branching out, the Bellflowers can't hope to make good on their mission of freeing all slaves everywhere. And so it was that Johannes found himself drawn to the wilds of Varisia. Creating homes for escaped slaves in the untamed frontier of Varisia might be a tall order, but Johannes is short enough for the job. After all, there were slaves in Kaer Maga, Riddleport, and maybe even Korvosa the same as in Cheliax, and somebody needed to look out for them the way Cousin Handel had looked out for him. If you're looking for a cup of good cheer with a side of freedom, Johannes is just the halfling you're looking for.


I WANT to be mad at you for making Johnny Appleseed but instead I am tickled


Quick question: how does the half-elf trait Adaptability work with gestalt? Do I get two favored class bonuses every level?


Fantastic character Dread.

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