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Eris Triguna wrote:

Thanks Sa'Kage =]

I like that she can (eventually) pick up any arcane spell we need in a pinch in case we are missing something that has utility in a given situation. Also crafting!

Talivar is really really excellent though, you always manage to get the best flavor out of your characters!

Anyway, I'm still writing up my backstory, but for now decided to write up a mini story featuring Talia. Took a little bit of time so I might not finish my backstory today so its a WIP for now =]

** spoiler omitted **...

I really liked your mini story. I wanted to know how it was going to end and had to remind myself that Talia had to survive to tell the tale. My only question was how exactly she escaped at the end since it doesn't appear you selected the Heaven's Leap hex according to your crunch.

I look forward to seeing your backstory. Also, is it tAL-ee-uh or Tuh-lee-uh?

Vitaliano da Riva wrote:

I'm reflavoring a Leopard. It's in the same family line as Jaguars (Which is what a Black Panther actually is) and it's roughly the same size (Jaguars are typically a bit beefier and taller but not so much so that they'd be in the weight class as a Lion or Tiger.)

Sadly that means I will be losing out on all the boons of the Large cat (Damage output wise, pounce and rake capabilities and such), but Rangers can't take them as animal companions anyways. (never fully understood that?)

I plan on possibly 5th level...maybe 7th to take boon companion to make him just as good as a Druid companion but I felt to be a tried and true powerhouse as a Bowman, I needed to get in place Precise Shot and Deadly Aim.

If given the choice I would've done Large Cat though instead of small cat.

That works. I thought it was something like that. Boon companion would definitely be good if you're going for a strong animal companion. As for why they aren't always allowed for rangers, I'm guessing it's a balance thing since rangers are a martial class, get 4th level spells, and all their favored bonuses. Before the hunter class came out, they probably also wanted the druid class to feel like 'the' animal companion class.


Heaven's Leap is a good guess. I'll spoiler the answer just in case.

(Also, its tAL-ee-uh on the pronunciation)

Answer:

She used the spirit ability of the Slum spirit (as her Wandering Spirit), to trigger "Doors to Everywhere". The actual ability is weirdly written, so I took a bit of creative liberty with how she used it, just for this. That was the real 'goal' of the plan. She relied on Midnight to lead her out of the garden's and then into a building that has vision of a doorway across the street. The Mantis funnel in, and she teleports out, then she uses the ability twice more putting her a safe distance away. Because its a wandering spirit ability, the Mantis had no knowledge of the ability, and therefore didn't predict she had an escape opportunity.

As she can change her wandering spirit each day and knew she would be entering a city she selected Slums that morning. In the statblock she has Lore selected (as its her usual wandering spirit of choice). She currently rotates through Lore/Slums/Life as required. I'll get Heaven's Leap eventually!


Eris Triguna wrote:

Heaven's Leap is a good guess. I'll spoiler the answer just in case.

(Also, its tAL-ee-uh on the pronunciation)

** spoiler omitted **

Ah, okay. That makes sense given your description in the story. And thank you for letting me know how to pronounce your character's name.


Aziz Al'Sarab, an Osirian Illusionist who lives to serve the Ruby Prince. To give some explanation right away, he's a 'mamluq' or mamluk, a highly valued slave in service of the crown.

Yet to do: spellbook and gear, but at lvl4 I doubt there will be anything too surprising or exciting happening in that regard.

Crunch:
Human (Osirion) Wizard (Illusionist) Aziz Al’Sarab
Alignment NG
BAB +2 F2 R3 W5
AC 10 Initiative +4

STR 12
DEX 14
CON 12
INT 18
WIS 12
CHA 12

Feats
H Spell Focus Illusion
1 Great Spell Focus Illusion
3 Extra Traits
W1 Scribe Scroll

Skills (36)
Spellcraft 4
Knowledge Arcana 4
Diplomacy 2
Linguistics 2
Bluff 4
Stealth 4
Perception 4
Knowledge Planes 1
Knowledge Nature 1
Knowledge Religion 1
Knowledge Local 1
Knowledge Geography 2
Knowledge History 2
Knowledge Nobility 2
Knowledge Engineering 2

Talents
1 Duty-bound (You receive a +1 trait bonus on Diplomacy and Intimidate checks and one of them is a class skill for you. This bonus increases to +3 when interacting with members of races represented by the Mantisbane Pact’s monarchs (humans, elves, and dwarves)(Campaign)
2 Reactionary (+2 initiative)(combat)
3 Fast Talker (+1 bluff, bluff becomes class skill)(social)
4 Shrouded Casting (Cast Illusion spells as if Eschew Materials)(magic)

Special
Opposed schools: Enchantment & Necromancy
Familiar: Thrush (+3 diplomacy)
Cantrips
Illusion School:
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Gear (6000)
workinprogress

Background:
Background:
Born the seventh son of a seventh son, Aziz hails from a Sothis household with strong Osirian roots, but noticeable foreign influences. A hotchpotch of other cultures come from his Absalomi grandmother and this shows in subtle ways in his looks. Young Aziz was a gifted student and after being adopted into the Prince’s household, tutored by talented and experienced wizards. It was his vivid imagination and curiosity that led him to his chosen school, even if most of his mentors tried steering him to a path of conjuring forth more ‘real’ things into this world, but a man walks the path that lies ahead of him. As the old Orisian saying goes, a man does not dwell from the path to the well that sustains him. He lives a life of dedication and purpose, aiding the Eyes of Sothis with taking on crime and corruption through subterfuge and practical applied magic.

This wasn’t always the case, as Aziz was ‘given’ to the Prince by his father at a young age. It was during his teenage years that he rebelled against his Mamluk station: he was factually a slave, a possession, of the Prince. A child cannot both pose a question and answer it, whereas a teenager can through experience and the growing ability of critical thinking, and Aziz repeatedly found himself running into a wall of negativity when pondering the question as to why a father would give away a son.

All the obvious answers led to a dark path, but it was this inner conflict that made his teacher sent him away to an unremarkable hovel, Karakhi, in the desert as an arcane attache to an armed detachment of the Prince’s retinue. There, it was their task to uncover rumors of corruption, and it was then that Aziz was confronted with the horrors that filled the world. A cult of Lamashtu was discovered and fierce skirmishes ensued, ending in a fierce battle a week later after a game of hide-and-seek, with ambushes and counter-ambushes from both sides, in the middle of the unforgiving Osirian desert near a crumbling statue of a Pharaoh of old. Seeing men on one side sacrificing their lives for Osirion, for their prince and his people, and a band of mercilessly heresy-driven cannibals and monsters on the other, made Aziz return home to Sothis with a firmness in his step and stride that indicated the boy had become a man.

Now, years after the Karakhi Incident, his Prince calls upon him again.

Appearance:
Appearance:
Unassuming green eyes lurk underneath thin eyebrows, observing the world around him with sparkling curiosity. A clean shaven pate and face tend to bring an onlooker’s attention to Aziz’s eyes, with his soft cheeks and a lack of a strong jawline and prominent cheekbones. Thin lips, standing in stark contrast to his lively eyes, tend to rest in a neutral position, neither smiling nor scowling even when the conversation gets heated or laughs are had. A finely sculpted, neither hooky nor button’ish, completes the pictures: a hint of his non-Osirian ethnic heritage.

Aziz’s physique is straight-forward: thin, with little to no fat on his bones, with long lean muscles being the result of a life dedicated to duty and service, he stands just under six feet tall. The two things that betray his social standing are his neatly trimmed fingernails and lack of callus, and the fact his face hasn’t been punished by the harsh Osirian sun.

He is olive-skinned, would have dark brown hair and is a mix of Osirian on one side and a hotchpotch from Absalom on the other.

Personality:
Personality:
Driven by dedication to his Prince and the people, Aziz wakes up and goes to bed with the assurance of a life of purpose. Knowing that leisure is the product of both hard work and success, Aziz approaches his free time activities with the same drive as he does with his ‘work’ (read: life). There tends to be a clear goal to whatever he’s doing and whenever he sits down to enjoy Osirian culture such as dancing, the shisha or food, it is quality he seeks with the hope that when the moment has passed, the memory lingers on to sustain him with joy.

In a way, the same principle applies to his work where he can make a positive impact on the lives of the ordinary citizen, taking great joy and pride in being an agent of change in a world riddled with self-obsessed vain men and unbridled greed and corruption.
Aziz can sometimes come across as a concerning father, unwittingly mimicking his tutors and Prince, dedicated to the duty of taking care of his people.


DM Stalwart wrote:

Here's my submission: An elven bloodrager, but he didn't start off that way. He had been an orcish warchief in Belkzen that had a Red Mantis contract placed on him, and they succeeded in killing him. However, his mother was in fact a powerful druid. Infuriated that her son was killed by a knife in the dark rather than on the glorious battlefield, she recovers his corpse and brings him back in a new body. This time with the strong body of a gnoll, he was again able to rise to power. Unaware at the time that a contract with the Mantis was forever, he was again slain by the crimson assassins. Again, his mother calls her son back to life. However, the Mantis assassins were watching.

** spoiler omitted **...

I like the backstory! Wow I don't envy the GM in having to make a selection later, lots of strong concepts.

Sovereign Court

Pretty sure at this point i'm just buying equipment and picking character traits, maybe search the web for a nice picture that works, find song for giggles. I have time and everything is pretty much done.

Gm if you have any questions, concerns or anything really lemme know. i'm flexible with my ideas.


Solicitor wrote:

Aziz Al'Sarab, an Osirian Illusionist who lives to serve the Ruby Prince. To give some explanation right away, he's a 'mamluq' or mamluk, a highly valued slave in service of the crown.

Yet to do: spellbook and gear, but at lvl4 I doubt there will be anything too surprising or exciting happening in that regard.

** spoiler omitted **...

Thank you submitting! I like the theme. How old is Aziz? Are his father and/or mother still around and/or alive? I'm not familiar with the idea of a mamluq or mamluk. Is that something Aziz could eventually be freed of or is it a lifetime thing?

As for your build, do you plan to focus on battlefield control with your spells? And are you planning to focus on any skill(s) in particular as you level?

Sa'Kage wrote:
Wow I don't envy the GM in having to make a selection later, lots of strong concepts.

Yeah, tell me about it. lol. Oh well. I very much prefer having too many applicants than too few. It tends to make everyone up their game.

Illia Nym wrote:

Pretty sure at this point i'm just buying equipment and picking character traits, maybe search the web for a nice picture that works, find song for giggles. I have time and everything is pretty much done.

Gm if you have any questions, concerns or anything really lemme know. i'm flexible with my ideas.

Definitely will let you know, if so. I'm going to go through everyone's applications closer to when recruitment closes and see if I have anymore questions about everyone's characters.


@GM_Zek: I was thinking somewhere mid twenties, so 25, since that seems reasonable for a learned arcanist who has a few levels and some life experience.

Skills will be a mix of perception, stealth, bluff and the arcane necessities. That still leaves me with a few free points so I'll simply pick up what's both needed and what seems adventure/experience appropriate.

Spells will be mostly illusion, abjuration and transmutation for buffs and divination for general scouting and support. No evocation. I got a pretty firm grasp on the mechanics of the illusion school (what is a figment, what is a glamer and what are the differences between what the two can do?!) and absolutely love the school.


Solicitor wrote:

@GM_Zek: I was thinking somewhere mid twenties, so 25, since that seems reasonable for a learned arcanist who has a few levels and some life experience.

Skills will be a mix of perception, stealth, bluff and the arcane necessities. That still leaves me with a few free points so I'll simply pick up what's both needed and what seems adventure/experience appropriate.

Spells will be mostly illusion, abjuration and transmutation for buffs and divination for general scouting and support. No evocation. I got a pretty firm grasp on the mechanics of the illusion school (what is a figment, what is a glamer and what are the differences between what the two can do?!) and absolutely love the school.

That works. And the skills make sense. Always good to be flexible on that front based on what comes up.

Good to know about the spells. And having a good grasp on what does what is always helpful.


I took a few minor leaps as far as possible thoughts the Queen might've had and how things might've played out...but all in all I feel it wasn't a terrible idea or that I stepped out of line I think.

Jynn T'Soryn's training:

Queen Telandia Edasseril saw the threat that the Red Mantis and the Mantis God as the threat they truly were and initiated the Mantisbane Pact. It was on the Eve before the big gathering that the Queen had decided that she must prepare fully for the inevitable attack that must be made upon the organization. She drew up plans to give the group the best advantages she could offer and forsee. She sent out a decree to her garrisons asking for the most promising of recruits for she did not wish for the people she chose to have any accidental bad habits or extra training that may get in the way of their purpose.
Jynn T'Soryen was one of the select few that was chosen to be presented before the Queen and her Advisors. One of over a dozen recruits, he stood there wondering what it was that he was sent for exactly. Upon hearing about the Pact that the Rulers of various countries had inacted, he had begin to understand. As the Advisor began to list out the recruits assignments and their stationing, the plan's reasoning began to unfold. Each recruit was being sent into the depths of the various Biomes that lay scattered across the world. It was there that they would train to survive and flourish in the their respective terrain, in order to prepare for guiding a team to hunt down the illusive assassin organization.
Jynn spent the past few years in the depths of the Jungle. From time to time, he would find a lost stranger and guide them back to civilization but he kept mostly to himself. He continued the ways of the old, honing his senses and reflexes as best he could. He had brought with him a collection of books, mostly on the studies of man from their civilizations to their anatomy. He learned to hunt, fish, and forage taking only what he needed from the Jungle and leaving barely a trace of himself. It was during his time, that eventually he found himself a companion in the form of a young black panther.
He learned to further adjust his training and his skills to include his newfound companion, learning the magics of the druids to speak with her even if it was only for a few minutes a day. The two became almost inseperatable (metaphorically of course, the two did have to leave one another to help with hunting and stalking prey). But eventually the fun would have to end. After the many months he had spent with his friend, finally a Sending had arrived from the Queen herself recalling her Survivalists back home. It seemed that there had finally been a break in the silence of misinformation surrounding the Red Mantises. He took the time to pray to Ketephys to give him strength before he summoned his magic for him to try and explain what he must do to Genevieve. He assumed that she would understand but if there was one quirk that this animal had that bothered him was just how stubburn she was when she had decided something.
So it was that Jynn made his travels back to him homeland to stand before the Queen, this time with a friend in tow. He stood before the Queen and her Council as they began to disseminate the information they gleaned from the defector they had caught. Jynn couldn't help but smirk as it seemed that the Gods had chosen to bless him with the appropriate assignment. When they finished speaking, they eventually dismissed the others informing them of their new positions as experts to train the Elven forces in the terrains in which they had mastered. Jynn however stayed behind, for his assignment was different. First, was the presentation of gifts for a job well done. He was bequeathed a Magical Longbow made of the finest materials, and Magical Armor designed to not only protect but also to be light and non restricting. He took these with great pride before the assignment he knew was coming was issued....

Jynn T'Soryn's Crunch:

Jynn T'soryn
Male elf ranger (Jungle Skirmisher) 4 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 32 (4d10+4)
Fort +4, Ref +8, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk elven curve blade +7 (1d10+3/18-20)
Ranged +1 darkwood composite longbow +9 (1d8+3/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
Spell-Like Abilities (CL 4th; concentration +5)
1/day—comprehend languages, detect magic, detect poison, read magic
Ranger (Jungle Skirmisher) Spells Prepared (CL 1st; concentration +2)
1st—aspect of the falcon[APG], Speak with Animals[CRB]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +6; CMD 20
Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot
Traits naturalist, warrior of old
Skills Acrobatics +6, Climb +6, Escape Artist +8, Handle Animal +9, Heal +8, Intimidate +8, Knowledge (nature) +10, Perception +10, Profession (trapper) +8, Stealth +11, Survival +9 (+11 to avoid becoming lost), Swim +6; Racial Modifiers +2 Perception, Jungle Ghost
Languages Common, Draconic, Elven, Sylvan
SQ favored terrain (jungle +2), hunter's bond (leopard named Animal Companion), track +2
Other Gear +1 mithral chain shirt, +1 darkwood composite longbow (+2 Str), arrows (60), mwk elven curve blade, compass[APG], fishhook, fishing net, flint and steel, masterwork backpack[APG], signal whistle, silver holy symbol of Ketephys, snuffbox, ivory[ACG], twine (50')[APG], waterskin (2), winter blanket, 133 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in jungle terrain.
Jungle Ghost +2 (Ex) Gain +2 bonus on all Perception and Survival skill checks made while in Jungle terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
--------------------
Genevieve
Black Panter
CG Small animal
Init +5; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
hp 15 (2d8+2)
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+1), 2 claws +3 (1d2+1)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Burglar, Come, Fetch, Maneuver (Steal), Seek, Sneak
Skills Acrobatics +4 (+12 to jump), Perception +5, Stealth +12 (+16 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
SQ attack, attack any target, burglar, sneak
Other Gear mwk chain shirt, bedroll, small tent
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Trip (Ex) You can make a trip attempt on a successful attack.

I went ahead and included the crunch once again just to make things easier to reference.


Gonna throw my hat in the ring with Garroth here. He is a half orc, but doesnt place much focus on it, especially since he was raised in a way that never really made it an issue. If people take issue with it though hes not about to back down from a potential fight.

Still need to work out a few things, but thought id get him into the running now since he is mostly ready to go. Gotta rewrite the ending to his backstory a bit, but the connection there would make a good hook as to why he is part of the group. Basically Garroth isnt the type to partake of a quest like this for moral reasons, its more about the opportunity for adventure and eventual recognition.

An important aspect of Garroth is the Flurry of Maneuvers ability of the Maneuver Master archetype. A big thing is, it doesnt say it functions like Flurry of Blows in every other way, which means it doesnt struggle with the usual restrictions of that ability, like armor. Given your Raw vs Rai comment, I thought it best to mention this up front, though it seems to be generally accepted to work in armor.

As a half orc, I wouldnt mind suggestions as to which nation he should hail from, since my knowledge of the different kingdoms is pretty superficial (I usually DM my own world, so never had much reason to memorize this stuff)


I've come up with a different custom drawback for Arryn that fits his backstory very well and should be much easier to adjudicate than the previous idea. It's a bit harsher than most drawbacks, but still quite playable.

Recovering Alcoholic (Drawback):
Though not currently on the sauce, the sights, sounds, and smells of others' imbibing reminds you of those times when you were, and how that falling off the wagon is just one slip away.

While you are sober, you suffer a -2 penalty to Perception and Sense Motive checks when people around you are drinking.

If you ever take even one drink of alcohol (knowingly or not), you must make a Fortitude saving throw DC 15 or immediately gain a moderate addiction to alcohol. While addicted, the penalties from this drawback are suppressed. This addiction can be cured in the standard way, though getting cured does not remove the drawback, and the penalties resume once you are sober again.

In times of unusual stress or grief, you may need to make a Will save to resist the compulsion to drink (GM's discretion).


Hmmm, so I decided to actually go look up the Maneuver Master just in case, and seems they have since added some more text to clarify and armor now interferes with the flurry. Gonna have to give this some thought. Still, I dont expect Garroth to change a whole lot. Class selection is almost certainly going to be the same by the end.


Okay, so I've at last gotten a start on my Kitsune Kensai. She's not anywhere near done, but I've at least gotten her background down, which was the big chunk of writing for her. Please have a look and let me know if it looks okay.

I'll hopefully be able to finish with her stats by the end of today.


Vitaliano da Riva wrote:

I took a few minor leaps as far as possible thoughts the Queen might've had and how things might've played out...but all in all I feel it wasn't a terrible idea or that I stepped out of line I think.

** spoiler omitted **...

Thank you for the backstory! Does Jynn have any living family? And how did he wind up at the garrison where he was selected to take part in the Queen's mission? Did you have a jungle in mind where he trained?

Garroth Seren wrote:


Gonna throw my hat in the ring with Garroth here. He is a half orc, but doesnt place much focus on it, especially since he was raised in a way that never really made it an issue. If people take issue with it though hes not about to back down from a potential fight.

Still need to work out a few things, but thought id get him into the running now since he is mostly ready to go. Gotta rewrite the ending to his backstory a bit, but the connection there would make a good hook as to why he is part of the group. Basically Garroth isnt the type to partake of a quest like this for moral reasons, its more about the opportunity for adventure and eventual recognition.

An important aspect of Garroth is the Flurry of Maneuvers ability of the Maneuver Master archetype. A big thing is, it doesnt say it functions like Flurry of Blows in every other way, which means it doesnt struggle with the usual restrictions of that ability, like armor. Given your Raw vs Rai comment, I thought it best to mention this up front, though it seems to be generally accepted to work in armor.

As a half orc, I wouldnt mind suggestions as to which nation he should hail from, since my knowledge of the different kingdoms is pretty superficial (I usually DM my own world, so never had much reason to memorize this stuff)

Were there any monks in particular that Garroth though of as fathers? Is Flynn still around and how old is he, if so? Look forward to seeing your campaign trait and tie in with the story.

And thank you for looking into the classes and archetypes. You can change things if you want. Just be sure to do so before the recruitment window closes.

Arryn Dawood wrote:

I've come up with a different custom drawback for Arryn that fits his backstory very well and should be much easier to adjudicate than the previous idea. It's a bit harsher than most drawbacks, but still quite playable.

** spoiler omitted **

Yes, that drawback does look better and easier to adjudicate. You can go with that drawback, if you'd like.

Aki Mori wrote:

Okay, so I've at last gotten a start on my Kitsune Kensai. She's not anywhere near done, but I've at least gotten her background down, which was the big chunk of writing for her. Please have a look and let me know if it looks okay.

I'll hopefully be able to finish with her stats by the end of today.

I like the backstory. Are Aki's parents still alive? Do you think the Oni are still hunting her? Did you have a name in mind for the Chelaxian lord? Looking forward to the crunch.


A little less than a week to go for recruitment. While that may seem like a long time, I would recommend those of you still considering submitting a character do so sooner rather than later. I'll certainly consider a character submitted at the last minute, but doing so likely won't give me time to review your submission and offer feedback before recruitment closes. Recruitment officially closes on October 9th at 1 pm eastern.

Similarly, those of you who have submitted only crunch or only a backstory, I will need the other to consider your application after recruitment closes. In my next list of current applicants, I'm only going to include those who have everything needed for me to consider their application after recruitment closes.


Hmmm... good questions.

*I hadn't thought much about whether or not Aki's parents are still alive. She did her best to totally disassociate herself from them when she took the dangerous step of joining the active resistance to the Jade Regent, for the sake of not making them targets. Whether or not she succeeded... well, that's the kind of possible plot hook I like leaving open for a GM.

*This I'd deliberately left open. She *thinks* she gave them the slip, but Oni can certainly nurse long grudges, so the possibility that they're still hunting for her is open.

*How does Lord Neria sound for the fellow who put a contract out for her blood?

I've got the basic crunch down now, I just need to pick spells and equipment. I have decided that the one thing she kept from home is a mythril wakazashi that she calls Yang (and pairs with a cold iron wakazashi she picked up later while on the run from the Oni that she calls Yin). It's a gift from her mother with a symbol on it Aki has never found the meaning for, which makes her suspect it's some kind of ninja symbol.


Hmm, I suppose I didn't add in physical deets.

He is only 110 so I'd say that his parents were still alive, his father is retired from serving in the army while his mother is still a devotee at the church. He has two younger sisters (About 76 and 98) but that is all the family he has.

His father retired shortly before he joined the garrison in the city that his family lived, given his family line's prestige in the city (both from his mother's service to the church and his father's military life) he was quickly accepted. His natural aptitude while not overwhelmingly leaning in any one direction but instead showing great promise in finesse but otherwise still showing no glaring weaknesses caused him to be quickly singled out for Ranger school.

Personally I lean towards the Mwangi Expanse. There is a few tribes there, a few settlements and even an Elven community in case he got into trouble (also for easier travel, assuming there is an Elf Gate near there). It is dangerous enough to hone his skills, and it is populous enough to give him ways to interact, stalk, and watch various races to better learn how to assassinate/counter tactics to the same. (I say this mostly as a setup for the higher stealth, survival, and perception abilities in the Jungle. Not that he actually trained to be an assassin. It's more to know your foe you must become your foe kind of mentality)


Later this evening I'll be adding a paragraph or two to the end of Mite's backstory. Just a bit to wrap up loose ends with family and get him to Iadara.


Aki Mori wrote:

Hmmm... good questions.

*I hadn't thought much about whether or not Aki's parents are still alive. She did her best to totally disassociate herself from them when she took the dangerous step of joining the active resistance to the Jade Regent, for the sake of not making them targets. Whether or not she succeeded... well, that's the kind of possible plot hook I like leaving open for a GM.

*This I'd deliberately left open. She *thinks* she gave them the slip, but Oni can certainly nurse long grudges, so the possibility that they're still hunting for her is open.

*How does Lord Neria sound for the fellow who put a contract out for her blood?

I've got the basic crunch down now, I just need to pick spells and equipment. I have decided that the one thing she kept from home is a mythril wakazashi that she calls Yang (and pairs with a cold iron wakazashi she picked up later while on the run from the Oni that she calls Yin). It's a gift from her mother with a symbol on it Aki has never found the meaning for, which makes her suspect it's some kind of ninja symbol.

*That works. If selected, that's definitely something I could use.

*The Oni would make for an interesting secondary enemy.

*Lord Neria works for me.

Your crunch looks good. And I like the names of your weapons. : )

Vitaliano da Riva wrote:

Hmm, I suppose I didn't add in physical deets.

He is only 110 so I'd say that his parents were still alive, his father is retired from serving in the army while his mother is still a devotee at the church. He has two younger sisters (About 76 and 98) but that is all the family he has.

His father retired shortly before he joined the garrison in the city that his family lived, given his family line's prestige in the city (both from his mother's service to the church and his father's military life) he was quickly accepted. His natural aptitude while not overwhelmingly leaning in any one direction but instead showing great promise in finesse but otherwise still showing no glaring weaknesses caused him to be quickly singled out for Ranger school.

Personally I lean towards the Mwangi Expanse. There is a few tribes there, a few settlements and even an Elven community in case he got into trouble (also for easier travel, assuming there is an Elf Gate near there). It is dangerous enough to hone his skills, and it is populous enough to give him ways to interact, stalk, and watch various races to better learn how to assassinate/counter tactics to the same. (I say this mostly as a setup for the higher stealth, survival, and perception abilities in the Jungle. Not that he actually trained to be an assassin. It's more to know your foe you must become your foe kind of mentality)

Thank you for the details about his family. Those are always helpful. His family seems like a nice one to be born into.

The Mwangi Expanse sounds good. The only other major jungle I know of is on Mediogalti Island and that's not an option in this case.

Mite Aldleas wrote:
Later this evening I'll be adding a paragraph or two to the end of Mite's backstory. Just a bit to wrap up loose ends with family and get him to Iadara.

Look forward to seeing the update.


Character description:

There are some dwarves that live out their lives mining an endless vein of precious metals. There are other dwarves that spend a lifetime perfecting the craft that calls to them. Others crave the glory of battle and talk little else than of goblins, orcs, and giants. Like most, Brock is obsessed. Unlike most, brock is not contents to dwell in some dank dark cave while he pursues his dreams, for in his veins runs the blood of angels. He NEEDS the open skys and light calls to him as the caverns of the Five Kingdoms never could. His obsession? History! But not just any history, the history of angels, and deities, and demons, and ... assassinations. How is it that a god or angel is put to death? How is it even possible and has it ever been done, or, even more intriguing, will it ever happen during his own life. He travels endlessly from source to source, compiling, with the obsession only a dwarf can muster, the records of such assassinations or their attempts. The news that the Queen of Elves was planning an assassination of the god of assassins... shivers ran up and down his spine when he considered it. It may be too much to hope to be there, but Brock fully intends to record as much of the attempt as possible.
Crunch:

Brock Holystone
L/G Male Dwarven Sorcerer (Empyreal)/4

Str 11, +0 (10[race] +1[1 points spent])
Dex 12, +1 (10[race] +2[2 points spent])
Con 16, +3 (12[race] +4[5 points spent])
Int 12, +1 (10[race] +2[2 points spent])
Wis 19, +4 (12[race] +6[10 points spent] +1[level 4])
Cha 8, -1 (8[race] +0[0 points spent])

HP 34 (+18[4d6] +12[con] +4[favored class])
Init +1 (+1[dex])
Senses Normal
Perception darkvision, +4
Speed 20 ft.
Base Attack +2
Languages Common, Dwarven, Celestial

****Defense****
CMD 13 (10 +2[BAB] +0[str] +1[dex] (+4)[stability])
AC normal xx, touch xx, flat-footed xx (10 +1[dex] +xx[+ecch armor] (+4)[defensive training])
Fort +xx (+3[con] +xx[class])
Ref +xx (+1[dex] +xx[class])
Will +xx (+4[wis] +xx[class])
Resistances: Acid 5, Cold 5
Special Saving Throw Bonuses:

  • Hardy" +2 vs poisons, apells, and spell-like

    ****Offense****
    CMB +xx (+2[BAB] +0[str] (+1)[hatred])
    - Current CMB +xx (+2[BAB] +0[str])

    Normal Attacks

  • +2/1d8 Battle Axe [crit 20/x3; S) (+2[BAB] +0[str]/1d8 +0[str] (+1)[hatred])

    Specials

  • +3/1d4+2 Heavenly Fire [rng: 30 ft;crit 20/x2; P] (+2[BAB] +1[dex]/1d4 +2[1/2 lvl] (+1)[hatred])

    ****Spells****
    Specials

  • Concentration ++8 (+4[class] +4[stat])

    Spells Available per day:

  • Level 0: Infinite
  • Level 1: 7 (6 +1[stat])
  • Level 2: 4 (3 +1[stat]])

    Cantrips DC xx
    Orisons DC xx

  • Detect
    Magic
    : Detects all spells and magic items within 60 ft. 1 min/lvl
  • Daze
  • Detect Poison
  • Mending
  • Open/Close
  • Read Magic

  • Disrupt Undead: 1d6 vs undead ray, 25 ft + 5ft / lvl
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Light
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl
  • Resistance: +1 ST. 1 min
  • Sift: Check area at range and make perception roll at -5. 30 ft range, 10 ft cube.

    Level 1 DC xx

  • B-Bless:
  • Crafter's Fortune:
  • Protection From Evil:
  • Shield:

    Level 2 DC xx

  • Burst of Radiance:

    ****Skills****
    Skill Ranks 20 = [2+1[int]+2[background]] * 4[class level]

    Acrobatics +1 (+0[ranks] +1[dex] -0[ACP])
    Appraise +5 (+1[ranks] +1[int] +3[class] (+2)[greed])
    Bluff -1 (+0[ranks] -1[cha] +3[class])
    Climb +0 (+0[ranks] +0[str] -0[ACP])
    Craft +1 (+0[ranks] +1[int] +3[class])
    Diplomacy -1 (+0[ranks] -1[cha])
    Disable Device N/A (+0[ranks] +1[dex] -0[ACP])
    Disguise -1 (+0[ranks] -1[cha])
    Escape Artist +1 (+0[ranks] +1[dex] -0[ACP])
    Fly +1 (+0[ranks] +1[dex] +3[class] -0[ACP])
    Handle Animal N/A (+0[ranks] -1[cha])
    Heal +11 (+2[ranks] +4[wis] +3[class] +2[Empyreal])
    Intimidate +3 (+1[ranks] -1[cha] +3[class])
    Knowledge
    - arcana +5 (+1[ranks] +1[int] +3[class])
    - dungeoneering N/A (+0[ranks] +1[int])
    - engineering N/A (+0[ranks] +1[int])
    - geography N/A (+0[ranks] +1[int])
    - history N/A (+0[ranks] +1[int])
    - local N/A (+0[ranks] +1[int])
    - nature N/A (+0[ranks] +1[int])
    - nobility N/A (+0[ranks] +1[int])
    - planes +2 (+1[ranks] +1[int])
    - religion +5 (+2[ranks] +1[int] +2[Empyreal])
    Linguistics +3 (+2[ranks] +1[int] - Celestial, Elven)
    Lore - Divine/Angelic Assassinations
    +8 (+4[ranks] +1[int] +3[class])
    Perception +4 (+0[ranks] +4[wis] (+2)[stonecunning])
    Profession
    - Sage +8 (+1[ranks] +4[wis] +3[class])
    Ride +1 (+0[ranks] +1[dex] -0[ACP])
    Sense Motive +4 (+0[ranks] +4[wis])
    Sleight of Hand N/A (+0[ranks] +1[dex] -0[ACP])
    Spellcraft +5 (+1[ranks] +1[int] +3[class])
    Stealth +1 (+0[ranks] +1[dex] -0[ACP])
    Survival +7 (+3[ranks] +4[wis])
    Swim +0 (+0[ranks] +0[str] -0[ACP])
    Use Magic Device +3 (+1[ranks] -1[cha] +3[class])

    Notes:

  • ****Gear****
    Battle Axe
    6000 gp (<=3000@)
    TBD

    ****Racial Traits, Traits, Class Abilities, and Feats****
    Race Specials
    Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Darkvision: Dwarves can see in the dark up to 60 feet.
    Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
    Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
    Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
    Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Starting Traits

    Sorcerer Abilities
    Bloodline Arcana Use wisdom instead of cha, +2 to heal/Kn Religion
    Heavenly Fire Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your wisdom modifier.
    Celestial Resistances At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

    Feats
    TBD

  • Grand Lodge

    Interested in playing a gnoll. Just a dot for now. Will add the requested non-human fluff tomorrow.

    Good night!


    miteke wrote:
    ** spoiler omitted **** spoiler omitted **...

    Thank you for the submission. Does Brock have any living family? And where is he from? I don't see where you listed your traits. And have you decided on feats yet?

    Mirk Bloodclaw wrote:

    Interested in playing a gnoll. Just a dot for now. Will add the requested non-human fluff tomorrow.

    Good night!

    While a gnoll could certainly be interested, you might want to take a look at the core, featured, and uncommon races.


    Dotting for a paladin of Iomedae. Basics are when tragedy struck their family she turned to faith while her younger brother turned to gathering power.

    She failed to see him being drawn into the darkness, and the last time she saw him was when he was leaving to join the Red Mantis. She confronted him and they fought, where she was accidentally knocked out.

    When she awoke, he was gone. Every moment since then has been spent with the goal of bringing him home, and out of the darkness.


    Damn, I would love to play in this game, but just the feedback thus far is overwhelming.

    I'll try to wrap my head around it until the end of recruitment, simply think what concept I would like to bring to the game, and see if I can produce something going from there :D


    Just the backstory so far. Done in flashbacks kind of. The bold is the first affirmation of Iomedae, and represents Madelyn's dedication to getting stronger in body and faith in order to save her brother. It also reflects her belief that love and the strength of the heart can overcome any obstacle and is her strongest weapon.

    Childhood and Crossroads:

    “Xander! What can you see up there? Don’t climb too high!” a young girl around the age of 9 calls out to her younger brother, who is half-way up a lychee tree.

    “If you want to know just climb up here!” he calls back from somewhere in the leaves, seeming to take her request of not climbing higher as a challenge.

    The older sibling approaches the base of the tree, awkwardly attempting to get her foot into the lowest fork of the tree.

    “No way! I can’t do it! I’ll get stuck!”

    “Well sucks to be you then!” Xander called out smugly from far up the tree, taking a bite out of lychee, before making a face and then throwing it at his sister.

    “Hey! Don’t! You’ll get in trouble!”

    ---

    I will learn the weight of my sword...

    ---

    “Madelyn! Just jump! It isn’t that high! You’re making it more difficult than it needs to be!”

    “No way! This is super high! I don’t want to jump. You can’t make me!” 11-year-old Madelyn was not jumping off this rock. There was no reason to, it wasn’t fun, it was scary.

    “Mum says we aren’t leaving until you jump, so stop thinking about it and just do it!”

    She huffed. He was younger, but a typical boy. Climbing, jumping, running. Why wasn’t she allowed to not do those things?

    “Fine. Here I go. I’m gonna do it.” Changing her mind at the last minute, her run up stopped abruptly, but not soon enough to stop her from falling into the water, scrapping her foot on the rocks on the way down.

    Clambering out of the water, she was not happy.

    “There! I did it and it hurt and was awful! Can we go home now!?”

    Her mother sighed.

    “I guess if you don’t want to, then we will.”

    As they walked back up the path towards town, Madelyn was wishing they had just left before she failed so extremely.

    “I can’t believe you suck at jumping of a rock. I’ve never seen something so bad.”

    “Shut up Xander! I didn’t want to!”

    ---

    Without my heart to guide it, it is worthless...

    ---

    In a large crowd, a group of teenagers push their way through the throng.

    “Where’s your brother?” Their mother looks around, with a face all too familiar. Madelyn hopes her brother doesn’t cause any trouble.

    “I don’t know. I saw him with his friends a little while ago. I thought they were following us.”

    Why she always thought this, upon reflection, she had no idea. Ever since she was young, Madelyn just thought that the rules and being good were something that was intuitive in everyone, no matter how many times her younger brother did the opposite of that.

    “Stay with your Father, I’ll go find him.”

    She watched her mother go into the crowd.

    She stood with her dad, standing on her toes and trying to see over the mass of people. A parade didn’t happen very often, so was a big deal.

    “Hey Madelyn!” she instinctively looked up above ground level to try and find where her brother’s voice was coming from.

    Naturally, he and his friends had managed to climb onto the roof of a nearby building. He waved at her, all the boys looking very excited at their achievement, and the reward of a clear and wide view of the celebration.

    “Be careful up there! Don’t you dare fall!” She could hear her mother cry out over the din.

    She sighed. He never really got in trouble for anything. As long as he didn’t break anything or break the law, Xander could do as he liked. She resented him for that. Almost as much as she resented that he got praised for doing things she did all the time. Like following the rules! Or sharing her things! It was so rare for him that it was a big deal.

    But there was admiration as well. She knew he was braver, that he didn’t care about getting into trouble about breaking rules he didn’t see a purpose for. Whereas it was her biggest fear. He only followed rules he understood were necessary, she followed them without really questioning it.

    She, her friends, and parents eventually made their way to the front, and she didn’t dwell on the negative. It just wasn’t in her nature.

    xXx

    “Where did you get those?” she asked her younger brother after they had gotten home.

    He was taking apart various toys and doo-dads and trying to make something out of them.

    “Games at festivals are easy when you know how they work. But the prizes are boring.”

    “Can I watch?” she asked, though she already knew the answer.

    “No.” there was no use in fighting, so she just left him to his tinkering.

    ---

    My strength is not in my sword, but in my heart…

    ---

    “What are we going to do?” Madelyn asked her mother, watching her breakdown on the dining room table.

    “We have to move again, your father left us with nothing. My parents said they can help us find somewhere near them, but we might have to share with another family for a while. I am so sorry kids. I didn’t think it would come to this.”

    Madelyn sat there, feeling not much of anything. She had known her father had been having an affair for a while, running to this woman’s aid, the wife of an ailing friend. It had been obvious to her, and it angered her that it hadn’t been to her mother.

    She looked over at her brother, and for a small moment was afraid. The intensity she saw was like nothing she had even experienced. Was that what hatred looked like?

    “I’ll take care of us. Forget about him. We never needed him to begin with. He made his choice.”

    Her mother began sobbing harder, and Madelyn pulled her into a hug.

    Xander had never really understood the idea of love and emotions in general really. His own were powerful and seemingly unpredictable, he didn’t lack empathy, he just chose to ignore it. Reason and rationale were easier to understand.

    Dad had gone, he would step up. But Madelyn knew than he would never forgive the man that had hurt their mother so deeply.

    ---

    If I lose my sword, I have lost a tool.

    ---

    They watched it burn down as the cart traveled further away. Their mother’s childhood home collapsed and splintered into the flames. The home that they had built from the ground up after their family had broken apart still stood, but it wouldn’t be for long.

    People were screaming as the raiders pillaged and destroyed everything, going from building to building, until nothing was left untouched.

    They had been lucky, if lucky is what you could call it.

    “Is everyone alright?” her Mother’s voice drew her out of her reverie. She looked over at her solemnly, nodding slowly.

    “We should have stayed and fought!” her brother cried out, shaking with anger.

    “Don’t be rash. None of us can fight, and even if you could you aren’t strong enough to take on that many alone. I know you’re angry but I’m glad that we are all safe.”

    Their mother tried to soothe him, Xander shook her off.

    “We deserve to lose a home we wouldn’t even fight for. How can we ever be safe if we can’t even save our homes? I hate being weak. I HATE IT!”

    Madelyn watched her brother stare out with the same hate that she had seen 3 years ago, on the night their father left. The burning night shadowing his face and as she would soon find out, his heart.

    She leant up against her mother, both silently comforting and holding the other as they left their lives behind in the flames.

    ---

    If I betray my heart…

    ---

    “Please don’t do this! You don’t know anything about them! They are killers! How could you want to be like them!”

    “The Red Mantis chooses who lives and dies. They have a code, and honor, and rules that I can understand. I know you don’t get it. You’re happy to accept what has happened but I won’t stay the same, I’ll get stronger, and make changes in the world that everyone is too weak to make!”

    “You have to kill whoever they tell you! What if it’s mum? What if it’s me? Are you going to kill us because it’s the rules!? Please, I know I haven’t been around much, but we’re friends, and you’re my little brother, I can’t just stand by and watch you through your life away!”

    “It’s my choice. They recognise what I’m good at where everyone else just saw it as trouble. They’ll teach me how to keep what I earn, and how to eliminate the weak. They make sense to me, you worship Iomedae, so of course you object. We have very different views of justice and honor, Madelyn. So get out of my way!”

    “I won’t. I won’t let you go.”

    What happened after happened quickly. He was stronger and bigger, but neither of them wanted to hurt the other. So they struggled, until he pushed her and she fell hard enough that the room spun. Everything blurred and faded.

    “Please… Xander… You can’t… Don’t… Leave”

    She watched he turn and leave the room before blacking out.

    ---

    I have died.

    Grand Lodge

    GM_Zek wrote:
    While a gnoll could certainly be interested, you might want to take a look at the core, featured, and uncommon races.

    Understood, thank you.


    Okay, I think Aki is finally 100% ready. I may make some small tweaks, but I shouldn't be changing anything major at this point (in spite of how tempting swapping for one level of Ninja or Rogue is given her infiltration specialty).

    I'm a bit nervous that she's turned out too fragile and low-damage, but... oh, well.


    This is one of the best Recruitment posts I have ever seen.


    It's certainly prompted some good submissions. :D


    Albion, The Eye wrote:

    Damn, I would love to play in this game, but just the feedback thus far is overwhelming.

    I'll try to wrap my head around it until the end of recruitment, simply think what concept I would like to bring to the game, and see if I can produce something going from there :D

    It looks like a lot, but most of my comments were meant as feedback for individual submissions, so if you just skim through it, you should be fine. There are a few tidbits here and there that could help with character creation, but the main thing is your own backstory and build. Hope you decide to submit!

    TheoreticallyYours wrote:

    Just the backstory so far. Done in flashbacks kind of. The bold is the first affirmation of Iomedae, and represents Madelyn's dedication to getting stronger in body and faith in order to save her brother. It also reflects her belief that love and the strength of the heart can overcome any obstacle and is her strongest weapon.

    ** spoiler omitted **...

    I really like your backstory and the unique way you told it. Is Madelyn's mother and/or father still alive? Does she have a last name? How old is she now? Did you have a place in mind where she and her family are from?

    Aki Mori wrote:

    Okay, I think Aki is finally 100% ready. I may make some small tweaks, but I shouldn't be changing anything major at this point (in spite of how tempting swapping for one level of Ninja or Rogue is given her infiltration specialty).

    I'm a bit nervous that she's turned out too fragile and low-damage, but... oh, well.

    Your profile looks good. Thank you for the updates. I'll be reviewing everyone's submissions closer to when recruitment closes to see if I have any last questions for everyone.

    GM Mowque wrote:
    This is one of the best Recruitment posts I have ever seen.

    Thank you for the kind words.


    Albion, The Eye wrote:

    Damn, I would love to play in this game, but just the feedback thus far is overwhelming.

    I'll try to wrap my head around it until the end of recruitment, simply think what concept I would like to bring to the game, and see if I can produce something going from there :D

    I know what you mean, with at least twenty submissions so far (some of which are very good) the odds are rather long on getting selected. Still looking at the GM's handy breakdown it's apparent that if you decide to play a 6th level divine caster you probably stand a better chance of being selected than if you went for yet another full bab class :) Lets have a shout out for Inquisitors!


    Agreed on the quality of the submissions. There are several great parties that could be formed.

    That said, you never know what the GM is looking for in party composition. I've been in several parties in the past that didn't have a full caster, and it still worked out quite well.


    Should we write our character as someone who is already picked by the monarchs in Iadara or not? I thought of having my backstory told through his 'interviews' with some lowly monarch lackey?


    Eluvias the Grim wrote:

    Agreed on the quality of the submissions. There are several great parties that could be formed.

    That said, you never know what the GM is looking for in party composition. I've been in several parties in the past that didn't have a full caster, and it still worked out quite well.

    I think it would be unfair for me to add additional details on what I'm looking for this late in recruitment. If people are interested in knowing what I'm looking for, I would just point them to the 'backstory' section of my original post. Like Talivar indicated, and as mentioned in my original post, a unique role is certainly a factor and overall party composition is also something I'll be taking into account with my selections.

    GM Mowque wrote:
    Should we write our character as someone who is already picked by the monarchs in Iadara or not? I thought of having my backstory told through his 'interviews' with some lowly monarch lackey?

    By the time the campaign starts, characters will have already been selected by the monarchs, but they won't have formally met with them yet. The monarchs employed a variety of methods in selecting their candidates, so a formal interview could certainly be one such method.


    GM_Zek wrote:


    The monarchs employed a variety of methods in selecting their candidates, so a formal interview could certainly be one such method.

    Or you can just crash the party and find your estranged father as one of the lackeys assigned to choose the team.

    Grand Lodge

    Sabrianne wrote:
    GM_Zek wrote:
    While a gnoll could certainly be interested, you might want to take a look at the core, featured, and uncommon races.
    Understood, thank you.

    Zek,

    Changed Mirk to Sabrianne. Do you want me to post her here? Or will you just go to her page?

    I'll admit, her backstory is vague. But after this campaign, I'd like to be able to use her in other adventures.

    All she knows is that her father was murdered and her mother is missing. After hearing the call to eliminate assasins, of course she's going to perk her ears at that. After all, her pops was murdered.

    Thank you,
    Chad


    Arryn Dawood wrote:
    Or you can just crash the party and find your estranged father as one of the lackeys assigned to choose the team.

    That is also a possibility.

    Sabrianne wrote:

    Zek,

    Changed Mirk to Sabrianne. Do you want me to post her here? Or will you just go to her page?

    I'll admit, her backstory is vague. But after this campaign, I'd like to be able to use her in other adventures.

    All she knows is that her father was murdered and her mother is missing. After hearing the call to eliminate assasins, of course she's going to perk her ears at that. After all, her pops was murdered.

    Thank you,
    Chad

    No need, I just went to her page. Did you pick out a campaign trait for her yet? What nation is she from? Does she know how her pops was murdered? What's her brother's name and what is he up to currently? You mentioned she tracks people. Is she a bounty hunter?


    Current Applicants (v. 3.0):

    Full BAB
    Akkuya Steelhammer - Human Slayer
    Mite Aldleas - Half-elf Slayer
    Kilarra Calvennis - Human Slayer
    Teniel - Half-elf Fighter/Paladin
    Uruelleth - Elf Bloodrager
    Jynn T’Soryn - Elf Ranger
    Sabrianne - Human Fighter

    ¾ BAB
    Arryn Dawood - Human Kineticist
    Eluvias the Grim - Elf Rogue (Unchained)
    Aki Mori - Kitsune Magus

    6th Level Divine Casters

    9th Level Divine Casters
    Quovex - Half-elf Druid
    Marko Zuul - Human Cleric
    Zeldana Arcovici - Kitsune Oracle

    6th Level Arcane Casters
    Ziera - Aasimar Bard

    9th Level Arcane Casters
    Talivar Tamexo - Human Sorcerer
    Aziz Al’Sarab - Human Wizard
    Brock Holystone - Dwarf Sorcerer

    Hybrid
    Illia Nym - Bloodrager/Sorcerer
    Garroth Seren - Half-orc Monk/Fighter

    -----

    For this list, I only included those submissions which I consider to be complete (i.e. those that have both a backstory and a build). There’s still time for those who’ve submitted only one of those things (or neither), but if you’re not currently on the above list, I’m not currently going to be able to consider your character once recruitment closes.

    Thank you to everyone for your submissions and your interest! While the number of applications can be a bit overwhelming, I much prefer to have too many than too few and I definitely have far too many good applications to pick them all. As a reminder, recruitment is open till October 9th at 1 pm eastern.


    Are we using feat taxes?


    Ok, done a bit of shuffling around on Garroth, nothing too major, though ive shifted away from combat maneuvers in general. Went with Monk of the Iron Mountain instead of the previous archetypes, since it fits the background better I think. Still cant decide on a campaign trait, none of them strike me as particularly fitting.

    As for a "more father" monk, that honor would have to fall on his combat instructor, though the distinction is still fairly minor. They really do share it as a group in Garroths mind.

    Flynn will be in his early fifties.


    TheoreticallyYours wrote:
    Are we using feat taxes?

    Standard Paizo rules for feats, etc. So yes, normal feat requirements apply.

    Garroth Seren wrote:

    Ok, done a bit of shuffling around on Garroth, nothing too major, though ive shifted away from combat maneuvers in general. Went with Monk of the Iron Mountain instead of the previous archetypes, since it fits the background better I think. Still cant decide on a campaign trait, none of them strike me as particularly fitting.

    As for a "more father" monk, that honor would have to fall on his combat instructor, though the distinction is still fairly minor. They really do share it as a group in Garroths mind.

    Flynn will be in his early fifties.

    Updates look good. Thank you for the details. And if you need to reflavor one of the traits a bit, I’m okay with that. The same bonuses would apply, though.


    Sorry it took longer than I expressed. I've been a little under the weather.

    Tacked on ending plus and epilogue:

    ————————————————————————

    By the light of a hooded lantern, Mite set about burying the bodies of the two people he had called his friends. Both slain by He Who Walks in Blood. The heavy rainfall worked against him and continued to wash the mud from the graves back into the holes. When Mite was about halfway through the first grave he considered letting the two share one bed but, was quick to decide against it. Gelvin deserved his own grave and Cierra….well, Cierra did too.

    Thunder clapped in the distance as the storm moved on. Mite laid the last bit of saturated soil upon the graves. It occurred to him that the only funeral services he had ever heard had been by one of Alseta’s priest in Erages. Somehow, talking about ”Transitioning through the doorway of life” just did not seem appropriate. Nor did he wish to leave words left unsaid. Mite let the shovel slip from his fingers and brushed the soaked, blonde hair from his face, leaving streaks of mud along his forehead.

    ”I knew what was coming and I did nothing. I betrayed you, Gelvin,” Mite let the words linger as the last of the oil in the lantern burned out. He turned his gaze to the second grave, ”You may have used me but, you still trusted me. And look where it got you.

    Mite collected the crimson armor and twin swords, along with of Cierra’s canvas pack. She had crammed it full of gear deemed necessary to the journey. Alongside a pouch of gemstones he noted a box of tindertwigs, a dagger in a sheath designed to strap to a forearm and a pair of shimmering feathers. The sabres he dropped down the well behind Gelvin’s house and, with the aid of a flask of lantern oil, he burned the damnable, red costume.

    Mite pressed a hand to the spot where Cierra’s blade should have sliced him, ”So….I guess we need to think of a name for you, huh?”

    It was weeks later, in a rundown tavern, that Mite heard rumors of a Red Mantis that had gone rogue. At first, he thought maybe the drunken man was talking about Mite but, as he listened he came to understand.

    ”Ready to take our second step, Veil?” He downed the last of the overpriced ale and winced at the taste, scrunching his face. Which made him wince from the pain in his eye. ”Maybe next time I don't let you convince me to tattoo my face?” Out of the corner of his eye Mite thought he saw his reflection laughing in the bottles behind the bartender.

    ————————————————————————

    On a normal Starday, the red glow of dawn would creep over the treeline and illuminate the simple, pine door of the Aldeas house. Roughly an hour later, Seranil Aldleas would come outside with his easel and begin his Starday morning prayers to Findeladlara. Afterwards, he would join his loving wife Renetta at the table and break their fast together while their children took turns snatching up a biscuit and heading outside. By lunchtime he would make the same walk he had made for about a year and wind up at the pier. He would ask the fisherman, the merchants, and the travelers if they had any word of a twenty-something half-elf that looked like Seranil but, with lighter-colored hair. Come sundown he would wind up in the middle of town and strike up a conversation with someone he had yet to meet. He would ask them to talk about their happiest memory as well a their saddest while he painted. Seranil would push and prod, asking for the littlest details, ”was it windy?”, ”what did the graveyard smell like?”, ”what color we're the leaves on the trees?” When their story was finished, Seranil would give the former stranger the painting of their two memories blended together. He would then head home for a quiet dinner with his family and dozens off by the fire where he would stay until Renetta or one of the children would wake him to come to bed.

    But, on this day. He simply held his wife and children as they all wept as they took turns reading the note pinned to their door.

    I have taken my first step along the path that I have been searching for. I miss you all very much and think of you often. Love, Mithlumin “Mite”


    Mite Aldleas wrote:

    Sorry it took longer than I expressed. I've been a little under the weather.

    ** spoiler omitted **...

    Thank you for the updates. Hope you feel better soon. Things like that are one of the reasons I'm glad I left recruitment open for 2 weeks.

    It was a sad, but appropriate ending to the story.

    -----

    @TheoreticallyYours, did you get a chance to look at my questions above?

    Grand Lodge

    GM_Zek wrote:
    No need, I just went to her page. Did you pick out a campaign trait for her yet? What nation is she from? Does she know how her pops was murdered? What's her brother's name and what is he up to currently? You mentioned she tracks people. Is she a bounty hunter?

    Yes, I picked out the LOVE LOST (Parent) campaign trait as directed in the game intro.

    Good questions, thank you for the direction. I'm better at playing in character at a table than typing up all kinds of Fluff. I'll set up a separate Spoiler just for you to answer your questions.

    Thank you for the direction,
    Chad


    I was going to address them in the next BG part / crunch but if you would like to know more.

    Both her parents are still alive. Her surname is Darrius. She is 26. I have no idea, I tend to avoid direct place names because I know the world is already really fleshed out so don't want to pick somewhere where it wouldn't fit. Anywhere rural with a majority human population. After looking them up, she'd most likely be serving the Mendev monarch. Iomedae is their only listed religion in the wiki and all the others don't mention her at all or aren't human.

    Actually, that'll be great. She would've gotten to level 4 helping with the crusade.

    Grand Lodge

    ZEK:
    GM_Zek wrote:
    No need, I just went to her page. Did you pick out a campaign trait for her yet? What nation is she from? Does she know how her pops was murdered? What's her brother's name and what is he up to currently? You mentioned she tracks people. Is she a bounty hunter?

    ====================================================================

    What nation is from? No idea. I have played Pathfinder in about 4 years. So I'll do some research to get that location.

    So, for the rest of your questions:

    Sabrianne father was just outright murdered. Blood all over the floor and body. Slash marks all over his body. When she tracks people, she's looking for the whereabouts of her mom and brother. Her mom was kidnapped the same night her father was murdered. But, kidnapped is what Sabrianne thinks happened to her mother. This is where you're welcome to play the DM card. How does Sabrianne not know her mother wasn't the murderer? Is her mom a member of Red Mantis? Your choice to enhance gameplay for your players.

    As far as her brother goes, after reaching maturity, Bruun couldn't handle being in "XYZ" town anymore. Too many memories of his parents. So, Bruun fled one night without any given notice.

    People she's looking for: Mother (Malva) , Brother (Bruun) and Pop's (Reilly) killer.


    Sabrianne wrote:

    Yes, I picked out the LOVE LOST (Parent) campaign trait as directed in the game intro.

    Good questions, thank you for the direction. I'm better at playing in character at a table than typing up all kinds of Fluff. I'll set up a separate Spoiler just for you to answer your questions.

    Thank you for the direction,
    Chad

    I think you may be confusing the campaign traits from another campaign with those in this campaign. Love lost (Parent) isn't a campaign trait for this adventure. You may be referring to lost family/friend or perhaps avenger.

    Sabrianne wrote:
    ** spoiler omitted **

    Thank you for the details! If selected, I would certainly expand on what happened to Sabrianne's mother.

    TheoreticallyYours wrote:

    I was going to address them in the next BG part / crunch but if you would like to know more.

    Both her parents are still alive. Her surname is Darrius. She is 26. I have no idea, I tend to avoid direct place names because I know the world is already really fleshed out so don't want to pick somewhere where it wouldn't fit. Anywhere rural with a majority human population. After looking them up, she'd most likely be serving the Mendev monarch. Iomedae is their only listed religion in the wiki and all the others don't mention her at all or aren't human.

    Actually, that'll be great. She would've gotten to level 4 helping with the crusade.

    Thank you for the answers! If you address those in your next BG part / crunch that would be great as well. Didn't want you to miss the questions. Mendev probably would make the most sense given the religion of that nation. Look forward to the rest of your character's details.

    Grand Lodge

    GM_Zek wrote:
    I think you may be confusing the campaign traits from another campaign with those in this campaign. Love lost (Parent) isn't a campaign trait for this adventure. You may be referring to lost family/friend or perhaps avenger.

    Ah, good call out. Avenger it is. I'm officially done. Added a hometown and changed the campaign trait to Avenger. Except, Sabrianne isn't sure Red Mantis was responsible for her pop's murder... Or were they??

    Thank you and goodnight,
    Chad


    Added traits, feats, and gear

    Crunch:

    Brock Holystone
    L/G Male Dwarven Sorcerer (Empyreal)/4

    Str 11, +0 (10[race] +1[1 points spent])
    Dex 12, +1 (10[race] +2[2 points spent])
    Con 16, +3 (12[race] +4[5 points spent])
    Int 12, +1 (10[race] +2[2 points spent])
    Wis 19, +4 (12[race] +6[10 points spent] +1[level 4])
    Cha 8, -1 (8[race] +0[0 points spent])

    HP 34 (+18[4d6] +12[con] +4[favored class])
    Init +5 (+1[dex] +1[imp init])
    Senses Normal
    Perception darkvision, +4
    Speed 20 ft.
    Base Attack +2
    Languages Common, Dwarven, Celestial

    ****Defense****
    CMD 13 (10 +2[BAB] +0[str] +1[dex] (+4)[stability])
    AC normal xx, touch xx, flat-footed xx (10 +1[dex] +xx[+ecch armor] (+4)[defensive training])
    Fort +xx (+3[con] +xx[class])
    Ref +xx (+1[dex] +xx[class])
    Will +xx (+4[wis] +xx[class])
    Resistances: Acid 5, Cold 5
    Special Saving Throw Bonuses:

  • Hardy: +2 vs poisons, apells, and spell-like
  • Red Mantis Historian: +1 trait bonus on all will saves made against attacks, spells, and spell-like abilities used by members of the Red Mantis.

    ****Offense****
    CMB +xx (+2[BAB] +0[str] (+1)[hatred])
    - Current CMB +xx (+2[BAB] +0[str])

    Normal Attacks

  • +2/1d8 Battle Axe [crit 20/x3; S) (+2[BAB] +0[str]/1d8 +0[str] (+1)[hatred])

    Specials

  • +3/1d4+2 Heavenly Fire [rng: 30 ft;crit 20/x2; P] (+2[BAB] +1[dex]/1d4 +2[1/2 lvl] (+1)[hatred])

    ****Spells****
    Specials

  • Concentration ++8 (+4[class] +4[stat])

    Spells Available per day:

  • Level 0: Infinite
  • Level 1: 7 (6 +1[stat])
  • Level 2: 4 (3 +1[stat]])

    Cantrips DC xx
    Orisons DC xx

  • Detect
    Magic
    : Detects all spells and magic items within 60 ft. 1 min/lvl
  • Daze
  • Detect Poison
  • Mending
  • Open/Close
  • Read Magic

  • Disrupt Undead: 1d6 vs undead ray, 25 ft + 5ft / lvl
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Light
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl
  • Resistance: +1 ST. 1 min
  • Sift: Check area at range and make perception roll at -5. 30 ft range, 10 ft cube.

    Level 1 DC xx

  • B-Bless:
  • Crafter's Fortune:
  • Protection From Evil:
  • Shield:

    Level 2 DC xx

  • Burst of Radiance:

    ****Skills****
    Skill Ranks 20 = [2+1[int]+2[background]] * 4[class level]

    Acrobatics +1 (+0[ranks] +1[dex] -0[ACP])
    Appraise +5 (+1[ranks] +1[int] +3[class] (+2)[greed])
    Bluff -1 (+0[ranks] -1[cha] +3[class])
    Climb +0 (+0[ranks] +0[str] -0[ACP])
    Craft +1 (+0[ranks] +1[int] +3[class])
    Diplomacy -1 (+0[ranks] -1[cha])
    Disable Device N/A (+0[ranks] +1[dex] -0[ACP])
    Disguise -1 (+0[ranks] -1[cha])
    Escape Artist +1 (+0[ranks] +1[dex] -0[ACP])
    Fly +1 (+0[ranks] +1[dex] +3[class] -0[ACP])
    Handle Animal N/A (+0[ranks] -1[cha])
    Heal +11 (+2[ranks] +4[wis] +3[class] +2[Empyreal])
    Intimidate +3 (+1[ranks] -1[cha] +3[class])
    Knowledge
    - arcana +5 (+1[ranks] +1[int] +3[class])
    - dungeoneering N/A (+0[ranks] +1[int])
    - engineering N/A (+0[ranks] +1[int])
    - geography N/A (+0[ranks] +1[int])
    - history +7 (+1[ranks] +1[int] +3[class/rm hist] +2[rm hist])
    - local N/A (+0[ranks] +1[int])
    - nature N/A (+0[ranks] +1[int])
    - nobility N/A (+0[ranks] +1[int])
    - planes +2 (+1[ranks] +1[int])
    - religion +5 (+2[ranks] +1[int] +2[Empyreal])
    Linguistics +6 (+2[ranks] +1[int] +3[class/self taught scholar] (+1)[self taught scholar] - Celestial, Elven)
    Lore - Divine/Angelic Assassinations
    +10 (+4[ranks] +1[int] +3[class] +2[rm hist])
    Perception +4 (+0[ranks] +4[wis] (+2)[stonecunning])
    Profession
    - Sage +8 (+1[ranks] +4[wis] +3[class])
    Ride +1 (+0[ranks] +1[dex] -0[ACP])
    Sense Motive +4 (+0[ranks] +4[wis])
    Sleight of Hand N/A (+0[ranks] +1[dex] -0[ACP])
    Spellcraft +5 (+1[ranks] +1[int] +3[class] (+1)[self taught scholar])
    Stealth +1 (+0[ranks] +1[dex] -0[ACP])
    Survival +6 (+2[ranks] +4[wis])
    Swim +0 (+0[ranks] +0[str] -0[ACP])
    Use Magic Device +3 (+1[ranks] -1[cha] +3[class])

    Notes:

  • ****Gear****
    Battle Axe
    1000 Cloak of Resistance, +1
    2000 Cracked Vibrant Purple Ioun Stone – 1 level spell storing (Shield)
    2500 Ring of sustenance
    Various scrolls
    mule/tents/baggage/etc.

    ****Racial Traits, Traits, Class Abilities, and Feats****
    Race Specials
    Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Darkvision: Dwarves can see in the dark up to 60 feet.
    Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
    Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
    Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
    Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Starting Traits

  • Red Mantis Historian: You have done all you can to learn about the history of the Red Mantis. There is frustratingly little to uncover. You feel you’ll need to travel to Mediogalti Island both to unravel the mysteries of the Red Mantis and to see that they, their beliefs, and their god are relegated to history books. You receive a +2 trait bonus on Knowledge (history) checks and it is a class skill for you. Additionally, your specialized knowledge of the Red Mantis gives you a +1 trait bonus on all will saves made against attacks, spells, and spell-like abilities used by members of the Red Mantis.
  • Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

    Sorcerer Abilities
    Bloodline Arcana Use wisdom instead of cha, +2 to heal/Kn Religion
    Heavenly Fire Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your wisdom modifier.
    Celestial Resistances At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

    Feats

  • 1S) Eschew Materials
  • 1) Improved Initiative

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