Shades of Green (Inactive)

Game Master Mowque


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Welcome to Recruitment for Shades of Green, a solo game based in the elusive and forest shrouded land of Kyonin.

The eleven kingdom is in turmoil, from within and without. The toxic and foul Tanglebirar is expanding, as the devious demon lord Treerazor seeks to bring the entire kingdom under his twisted grasp. After centuries of struggle, the elves are faced with the prospect of defeat. Rumors run rampant that the elves are working on a grand weapon to be used against him, but at what cost? Debate on the conduct of the war is tearing the secretive elven land apart as the hour grows late...The shadow and power of the Witchbole grows...

Against this backdrop, a gnome scientist has gone missing amid secrets and shadows. The entire fate of Kyonin (or Avistan itself) may hang in the balance...

Recruitment will be open until November 20th.

See all the stuff below for more details for what I am looking for in applicants.

Game Information:
 

You have been hired by the mechanically inclined gnomes of Omesta. A revered gnome scientist has gone missing on assignment with the elves. Desperate, the elders of the city have hired you to rescue him. Of course, this rescue will only entangle you deeper in the web of the conflicting politics and alliances of Kyonin, not to mention the grasping hand of Treerazor himself...Be prepared to encounter anything in the green land of the elves (and beyond). Your choices will have real consequences and effect the fates of many.

Game Themes:
Themes explored will be factions, exploration, rescue, planar travel, combat (how much will depend on the character!) and investigation.

Character Creation:
 

Levels: Starting level is 5, and you will level fairly regularly 
Stats: 20 point buy, no stat can be lower than 8 before racial modifications. 
Classes: Core, Base and Hybrid classes are all allowed. No Occult. Sorry folks.
Races: All Core races are allowed without restriction, along with tiefling and asaimars. If you try and do another race, you better have a  good concept.
Alignment: No evil.
Traits: Two traits of your choice, which must come from sources other than Adventure Paths.
Hit Points: Hit points will be gained at each level equal to ½ class HD +1. You will receive maximum HP for first level.
Starting Gold:  We will be using Automatic Bonus Progression, so half of standard WBL.
Skills: We will be using the Background skills system. Much of this game will take in wild and forgotten lands, but being able to discuss politics is never a bad thing!

Character Background (Sidekick!):
  Besides the usual, I have a slightly unusual request. I'd like you to create your own NPC sidekick. I will play them, but you get to create them, their history and their back story. My only request is to give them a bit of life and agenda of their own. You can use this sidekick for story purposes, to even out your build or to provide good RP. The best submissions will do all three!

The sidekick creation rules are the same as your main PC but they will be one level less then the player. Using a pre-made NPC template is perfectly fine, just give them some flavor!

What I expect in each Submission:

-A fully finished statblock (you can hold off on minor gear if you wish). An alias is not required but if you want to make one, it won't hurt your chances.
-A fleshed out sidekick.
-Some backstory, with the caveats mentioned above. I look forward to hearing about some diverse duos!
-A sentence on your views (hopes, wishes, doubts) of a solo game would be very interesting.

Optional Rules:
 
These are some optional rules this campaign will be using!
Background Skills
Automatic Bonus Progression

Posting and Player Expectations:
 
This is a solo game, so just you and me. That means the pace should be easy to maintain, and avoid the major pitfall of PBPs. I plan on posting at least once a day, probably more, so I hope you are too!

About Me:
 
I am a librarian from PA (which is EST timezone). I have GM'd a few PBP games and a few live games. I’ve had a great experience with Solo games on this site, so I hope to add another to the pile!
I am big on communication both IC and OOC so expect lots of posts in both Discussion and Gameplay!

Ok, that is everything! A lot of information, I know, but it should help you apply with the best character possible and eliminate surprises. If you have any questions, comments and such, please ask below. I will be following this thread closely, and feedback should be swift.


---Will insert text with appropriate formatting shortly in this post's place.---


Apologies for the double-post. Laundry took longer than expected, so the edit window closed!

GM, I appreciate your detailed description of this new campaign. The clarity enables readers to easily see what they like about it. It my case, I like the contrast of nature with artifice (as initially seen with the gnomes in Kyonin) as well as the idea of exploring what true Elven heritage entails.

For the submission I intend to make, the duo in mind would highlight those themes from opposite sides. Right now, I'm thinking of a clever, idealistic, but somewhat naive collegiate initiate to be paired with a rustic, intuitive, and easily-antagonized ranger. The freshly-graduated arcanist would provide a vista of hope to contrast with the (at least initially) pessimistic woodsman. Given you are the one behind the screen, I think the ranger would be the "sidekick", letting you share some setting information through the guise of his background knowledge. As the player, my inquiries about Kyonin's developments in your setting would be quite genuine coming from the mage as he is just now returning home.

The couple games I'm in have declined in pace since the summer. Given your posting pedigree, it seems there will be no problem there! I'm a teacher, so I will mostly post outside of the school-day on Eastern time.

Let me know if the ideas mentioned sound workable. I can create the crunchier forms if that's the case.


@Harakhty Suntooth

Sounds like a very cool idea! I'd be very happy to consider your bookish arcanist caster and the rough and tumble ranger.


Just took a peek at your other Solo games and it looks like fun. I can post at least twice a day and I am on Eastern Standard Time.

Now this sounds like a job for Gnomish Special forces. G.R.A.S.P. (Gnomish Reconnaissance Aeronautical Scouting Posse) or G.R.I.P. (Gnomish Reconnaissance and Investigation Posse). Thinking something like Sherlock Homes meets Don Quixote thrown in a blender with the A-Team in move by Quinten Tarantino.

I’ll have a more fleshed out idea in a few but looking for classes with synergy for the PC and Sidekick, like Bloodrager and Skald. Maybe bat riders, flying around telling everyone, ”I’m bat man”. Let me do some research and see what I come up with.

Ideas or suggestions appreciated (or if it is to crazy let me know).


Hey GM,

I think I'll finally give this type of game a try.

I like Kyonin and the themes you have proposed for the game.

My main PC would be a 'nature-themed' unchained monk who lives in the forest close to the gnome village. He trades with them and is more or less known to them but prefers to live on his own. As such, he's a survivalist and trusts in nature to provide. He's somewhat naive to politics and factions, which should provide plenty of RP opportunities. He would compare all new knowledge to his current state of reference, that of nature, which could be as gentle as a summer breeze or as deadly as a tornado. I'm still working on reasons of why he originally settled in this area of Golarion.

I have also considered (still considering) a feral hunter.

His sidekick would be a young gnome, relative to the gnome who was kidnapped. I imagine this gnome to be some sort of artificer (like the old Eberron class) but would have to find a way to make this work in PF terms. Perhaps as a cleric with the artifice domain. He would be very mechanically inclined and refer to technical specifications and operating procedures, which would be a good contrast with the 'nature-themed' monk.

Any red flags in the above?

Is this initial proposal worth developing?

Thanks for hosting.


First of all, let me say that I *absolutely* loves elves, and Kyonin. They are definitely my favorite core race.

Secondly, this is a character that's been in a few different games here on the boards, all of which have either died, or he wasn't accepted for. His current incarnation was for a game(which I believe is still active) that was going to take the fight to Treerazer.

I can alter those specific parts of his background, unless you don't mind them!

Ten Minute Background:

Five points

1) Ariael's bow is his most prized possession as it dates back generations. While it is non magical, it is exquisitely crafted, of higher quality than many lesser weapons.

2) The Lafali family were one of the ones who stayed behind when the vast majority of elves left for Sovyrian. Ari's ancestor was the Ranger-General, and she opted to stay behind and coordinate the defenses of Iadara.

3) Ariael bears severe burn scars over his chest and back due to his imprisonment. While a cleric was able to heal the worst of the wounds, he refused to be fully healed, as the scars are constant reminder of his hatred for the cultists and demons who follow Treerazer.

4) Ari's mother, Versylaria, is the current Ranger-General of Iadara, and first cousin to Queen Edasseril. While the position passes from mother to daughter, Verylaria taught Ariael many of the secrets of the rangers, and he has honed them into demon slaying techniques.

5) In the hundred years since his rescue, Ariael has been razor focused on destroying the cult of Treerazer, pouring over all the books and tomes within the libraries of Iadara, training with the best demon hunters and learning everything he could about the minor demon lord entrenched in the southern reaches of Kyonin.

Goals: 1) Destroy Treerazer and his cult. 2) Discover the location of his twin sister, who has been missing for fifty years. 3)[bonus goal] Figure out what happened to his father who disappeared shortly after Ariael and Mierin were born.

Secrets: Ariael is in love with a fae(type undetermined) but they keep their relationship secret from all. She visits from time to time, but always the three nights during the full moon. 2) Ariael's sister has secretly gone to train with the grand druid of Kyonin. The reason its being kept a secret to all but a tiny few is that Queen Edasseril ordered her training personally. Should Edasseril never have an heir of her own, Mierin would take up the crown.

NPC ties: Mother: Versylaria. Taught Ariael all the basics of being a ranger, as well as being his role model and confidant. Sister: Mierin. Before she went missing, the twins were incredibly close, spending a lot of their free time together. Lover: Triaethsyl. Fae of a type undetermined(possibly for the GM to decide). Every month for the three days during the full moon, Ari and Triae spend the nights together, often out among the forests of Kyonin proper, away from the prying eyes of the residents of Iadara. They occasionally are able to see each other at other times, sometimes during the day, other times at night. While Ariael is unsure how his mother would react to him being in love with a fae, the couple have opted to keep their relationship secret. Triae is a lesser noble among the Fae Courts, and while falling in love with a mortal is not bad, its also not always good.

Foe: Valkenroth, a fiendish sorcerer in the service of Treerazer who Ariael has skirmished with on a couple of occasions. While most of the scars Ari bears are from his time imprisoned, some of are newer and thanks to his arcane foe.

Memories: 1) The day Ariael received his bow, which was ten years after being rescued. It was the spring equinox and during the celebration, his mother, along with his aunt the Queen, presented the young man with the bow that had once defended Iadara's borders when most of the elves had departed.

2) A night long ago, when he and Mierin were playing in a pond near their home, their mother singing softly nearby while she tended to a trio of deer who she was fostering at the time. Its one of Ariael's happiest, fondest memories.

3) His first encounter with Valkenroth, twenty five years ago. Ariael and a cadre of warriors were patrolling north of Tanglebriar when they encountered the mage and his cabal of cultists. A fierce battle ensued, which saw many of Ari's soldiers fall. A well placed arrow caught Valk in the hand as he was about to cast some spell, which saved his life. On that day, he renewed his sworn vengeance on all of Treerazer's minions, as well as the nascent demon lord himself.


I see that you went a different direction than doing a solo AP! I think I like this more. I absolutely love Kyonin. I already have thoughts for a pair of characters, but have yet to decide which is the PC and which is the sidekick.

Character 1: The child of a noble family of Kyonin (Undecided as to whether they would be a full blooded Elf or a Half-Elf). Left the web of politics and deceit and tradition behind to live a simpler, but more adventurous life. Is relectant to be dragged back in, but their ties to Character 2 force their hand. They also worry that Character 2 will find out more about their past than either of them bargained for.

Character 2: A personal friend or family member of the Gnome scientist. Normally they would never think of dragging Character 1 back to Kyonin, but this is personal and they need someone they can trust wholeheartedly. They are ignorant to the ways of the Kyonin elves so they need a guide.

I picture two incredibly close characters with a relationship fraught with the little lies people tell to protect each other.

Class combinations under consideration:
Character 1:
Witchguard Ranger
Dandy Ranger
Grenadier Alchemist

Character 2:
Hedge Witch
Daring Champion Cavalier
Eldritch Scoundrel Unchained Rogue


Very neat! I'll think up a character that might be interesting


G-unit wrote:
Ideas or suggestions appreciated (or if it is to crazy let me know).

Not too crazy! Gnomes are fun. Mounts are good but there will be a few moments (probably) in the game where having a giant bat may be a hindrance (but that tends to be true of most things).

I look forward to seeing your pair of Batmen!

Fabian Benavente wrote:

Hey GM,

I think I'll finally give this type of game a try.

Thanks for hosting.

Glad to have you Fabian.

I think it is an interesting idea. The contrast between nature and artifice is a key feature of the game. A monk is a bold choice in class for a solo game but perfectly fine. A hunter would thematically fit as well, since you will spend time looking for things....in many different places.

Yes, very much worth proposing.

Ariael Lafali wrote:


Secondly, this is a character that's been in a few different games here on the boards, all of which have either died, or he wasn't accepted for. His current incarnation was for a game(which I believe is still active) that was going to take the fight to Treerazer.

Using a character you already have sitting around is fine, of course. A PC with a grudge against Treerazor, a different angle then some of the others!

Who do you have in mind for a sidekick and why would they accept a job from gnomes?

The Pale King wrote:

I see that you went a different direction than doing a solo AP! I think I like this more. I absolutely love Kyonin. I already have thoughts for a pair of characters, but have yet to decide which is the PC and which is the sidekick.

Character 1: The child of a noble family of Kyonin (Undecided as to whether they would be a full blooded Elf or a Half-Elf). Left the web of politics and deceit and tradition behind to live a simpler, but more adventurous life. Is relectant to be dragged back in, but their ties to Character 2 force their hand. They also worry that Character 2 will find out more about their past than either of them bargained for.

Character 2: A personal friend or family member of the Gnome scientist. Normally they would never think of dragging Character 1 back to Kyonin, but this is personal and they need someone they can trust wholeheartedly. They are ignorant to the ways of the Kyonin elves so they need a guide.

I picture two incredibly close characters with a relationship fraught with the little lies people tell to protect each other.

Class combinations under consideration:
Character 1:
Witchguard Ranger
Dandy Ranger
Grenadier Alchemist

Character 2:
Hedge Witch
Daring Champion Cavalier
Eldritch Scoundrel Unchained Rogue

That AP may still be coming!

I don't mind the premise but don't h ave the two characters be TWO close, I'd like the NPC to have a bit of wiggle room and agenda of their own. But I am sure you realize that! Close friends, lovers and even siblings are fine relationships to explore.

As for the combinations...interesting is all I can say. Curious to see them!

Battlespy wrote:
Very neat! I'll think up a character that might be interesting

Look forward to seeing your submission! Any questions, just ask.


GM Mowque wrote:
Fabian Benavente wrote:

Hey GM,

I think I'll finally give this type of game a try.

Thanks for hosting.

Glad to have you Fabian.

I think it is an interesting idea. The contrast between nature and artifice is a key feature of the game. A monk is a bold choice in class for a solo game but perfectly fine. A hunter would thematically fit as well, since you will spend time looking for things....in many different places.

Yes, very much worth proposing.

As much as I want to play an unchained monk, I think a feral hunter is more appropriate for this game.

An older elf who's set in his ways being asked to run around with a hyperactive young gnome would be a nice contrast and complement their abilities.

I'm leaning towards a feral hunter. I'm assuming that the animal focus ability will not carry to a wild shape form but let me know otherwise.

I'll provide more info as I start getting into character.


My go-to idea is that I really want to play my tiefling character - I made her for a Wrath of the Righteous campaign that died very quickly, but I loved her personality.

Was very bookish, a bit awkward, but tries real hard and is very genuine. I feel like she'd work really well as a classic "brains + brawn" style duo.

She was an alchemist, but it might better in this campaign as an investigator - can handle more skills. She was chaotic-ish, so pairing with a paladin might be fun.

I'll put some stuff together!

Could you tell us a bit more about the organization that hired us though?


GM Mowque wrote:


Not too crazy! Gnomes are fun. Mounts are good but there will be a few moments (probably) in the game where having a giant bat may be a hindrance (but that tends to be true of most things).

I look forward to seeing your pair of Batmen!

Sounds good, I agree with your assessment about mounts and if I go that direction the mounts won't be central to the team and its dynamics.


I'm going to toss a dot on this. I'm thinking arcanist, but we'll see what happens. Sounds like a cool game, though.


Battlespy wrote:


Could you tell us a bit more about the organization that hired us though?

An informal collection of prominent gnomes in Omesta. They don't know what happened to their esteemed engineer, but they want him back. Long on funds, short of information and getting tired of Elvish stonewalling.


GM Mowque wrote:

Using a character you already have sitting around is fine, of course. A PC with a grudge against Treerazor, a different angle then some of the others!

Who do you have in mind for a sidekick and why would they accept a job from gnomes?

Thinking the 'sidekick' would be his fae lover. As they only see each other occasionally(as per the TMB above), plus being fae, she's a pretty 'free spirit', fulfilling your desire to have a sidekick with wiggle room and an agenda.

As for why they would help the gnomes? I'm thinking Triaethsyl(fae lover) is a patron of Omesta. Thus, its at her urging that Ariael takes up the cause to locate the missing engineer.


Dotting to see what happens. I've already got one solo game with you, which I think is all I can manage with my current PbP load, but I'd be interested to read this one. :D

The Exchange

Usually I'd like to play but yeah, I have too many things on my plate atm :( Must not drive myself crazy, even if I already am.


Ariael Lafali wrote:

Thinking the 'sidekick' would be his fae lover. As they only see each other occasionally(as per the TMB above), plus being fae, she's a pretty 'free spirit', fulfilling your desire to have a sidekick with wiggle room and an agenda.

As for why they would help the gnomes? I'm thinking Triaethsyl(fae lover) is a patron of Omesta. Thus, its at her urging that Ariael takes up the cause to locate the missing engineer.

This all works for me, please feel free to apply with this character!

Almonihah wrote:
Dotting to see what happens. I've already got one solo game with you, which I think is all I can manage with my current PbP load, but I'd be interested to read this one. :D

Now, now. One game per person! That way I can re-use my ideas....what do you think about floodslain orcs?

Just a Mort wrote:
Usually I'd like to play but yeah, I have too many things on my plate atm :( Must not drive myself crazy, even if I already am.

I am an enabler.


GM,

Per my background, Ariael's bow is an ancient weapon handed down to him from the Queen of Kyonin herself.

As such, I originally took the Heirloom Weapon trait, but the GM for that game 'houseruled' it that I could use the old version, which granted you a masterwork weapon, and a +1 trait bonus to attack with that specific weapon only.

Would you mind if I still used this version? The updated one is alright, I guess, but it's not that great, especially considering I'm using a longbow, which greatly limits my options.

Errata version here


Lily The Quick is an Elf Wizard (Spellslinger) who was cast out of Kyonin when she decided that Sorcery and the Old Ways were probably not enough to defeat the grasp of Treerazor. But her determination was iron-forged and she decided to learn from the Gnome of Odessa the secret of Black Powder, a substance that the Queen might be able to replicate in mass if she was willing to see its power. The Gnome Scientist was one of her friend and teacher. (PC Elf Wizard Spellsinger 5 LG)

Nathaniel Fremont is the third son of the great Crusader Jeraxis, war hero of The Mendevian Crusade. Jeraxis was a proud fighter, infused with the holy light of The Inheritor, armed with the sacred sword Lightseeker, and well-known from Mendev to Brevoy.
Nathaniel is not his father, he is a coward who ran away at his first skimirsh against the demons. He decided to live as a drunk sell sword until he encountered Lily in a tavern on the road and fall in love with her (she does not know that yet). Her purity of hearth and her quest convinced the fallen warrior that there was maybe for his legacy an hope of Redemption. ( NPC Human Cavalier 4 CG planning to go Low Templar)

Rules coming later


Step 1. Name heroes Complete

Kipperdink Dreaddingle
Nibbles Bignoodle

Not sure which is which yet.


Ariael Lafali wrote:
GM, Would you mind if I still used this version?

You are a solo Pc, you'll never be OP. In fact, one of of my biggest challenges will be keeping you alive. Yeah, I'm ok with that version. Besides, now if I threaten it you'll have to protect it!

Lornis wrote:
Lily The Quick is an Elf Wizard (Spellslinger) who was cast out of Kyonin when she decided that Sorcery and the Old Ways were probably not enough to defeat the grasp of Treerazor.

Very, very nice! Spellslingers are one of those archetypes that I always look at but have never played (or GMed). Looking forward to the rest of your application!

G-unit wrote:

Step 1. Name heroes Complete

Kipperdink Dreaddingle
Nibbles Bignoodle
Not sure which is which yet.

Nibbles Bignoodle versus the world.


Going to get up mechanics on this character and the sidekick in the next few days! Was my birthday, so I was busy most of today, but got the background up.


Super interested.
Thinking Unchained Rogue/Fighter with a Cleric or Oracle sidekick. The general hook is that the Divine sidekicked has received portents involving the main character and the important role they have to play in upcoming events, so the Divine character has to be around to help...though they may not always enjoy it. I'm picturing a less slut-shaming version (or dependent on being a space geisha at all) of the relationship between Mal and Inarra.


Naali wrote:
Going to get up mechanics on this character and the sidekick in the next few days! Was my birthday, so I was busy most of today, but got the background up.

Happy b-day hope you enjoyed it!

Also, the Gnomes are coming along.


Okay. Got some stuff together. Put the character and the sidekick on the same alias. Everything is under it's own spoiler. I included (I hope) plenty of hooks to each other and to the situation in Kyonin. Here's Kieran Halcyon. Let me know if you have any questions or want anything fleshed out more!


Naali wrote:
Going to get up mechanics on this character and the sidekick in the next few days! Was my birthday, so I was busy most of today, but got the background up.

Alchemists are a cool class. A teifling is a interesting one to team up with a paladin! Very cool.

G-unit wrote:
Naali wrote:


Also, the Gnomes are coming along.

Neat.

CircadianRythms wrote:
Okay. Got some stuff together. Put the character and the sidekick on the same alias. Everything is under it's own spoiler. I included (I hope) plenty of hooks to each other and to the situation in Kyonin. Here's Kieran Halcyon. Let me know if you have any questions or want anything fleshed out more!

Fighters. So, so overlooked (although more rouge then fighter). Lots of cool hooks here. And Calistria is fun.

Very strong entries, keep them coming!


One of my favorite things for PF was how they shored up martials in relation to the "big 5".


Hey Mowque I sent you a MP I'm waiting for your answer before continuing my application :)


Still over a week to submit. Plenty of time!


Coming along slowly.


Hey Mowque, you have a PM from me.


This sounds like a lot of fun! I will work something up.

RPG Superstar 2012 Top 32

I'm in one solo campaign right now and I love it. I don't want to overcommit myself, so I'm just dotting for now but I like your concept a lot...


How does Automatic Bonus Progression work with animal companions? Do they get the bonuses too?


nate lange wrote:
I'm in one solo campaign right now and I love it. I don't want to overcommit myself, so I'm just dotting for now but I like your concept a lot...

Ok, well, if you change your mind, look forward to see it! If not, next time?

dwilhelmi wrote:
How does Automatic Bonus Progression work with animal companions? Do they get the bonuses too?

I have not seen a good ruling on this (have you sen one?) so I am going to go with the rules and say the animal companions don't change.


GM Mowque wrote:
I have not seen a good ruling on this (have you sen one?) so I am going to go with the rules and say the animal companions don't change.

I have not. In my brief research into it, most seemed to object to it on the grounds that it is unfair to the other players, since you are essentially giving anyone with an animal companion extra "wealth", so I was hoping that since this game was solo it wouldn't be a big deal. I do know that officially, if using ABP, the regular items technically don't exist at all:

ABP Rules:

Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses

Would you be willing to allow those items to still exist for purchase for an animal companion? I would worry that without any magic items to boost them and without ABP on them, they would fall behind in power level even worse than animal companions usually do.


OOH, this is a really good question/conundrum as I too am playing a companion granting class!


dwilhelmi wrote:


Would you be willing to allow those items to still exist for purchase for an animal companion? I would worry that without any magic items to boost them and without ABP on them, they would fall behind in power level even worse than animal companions usually do.

I am fine with this and thought I said so above. So yeah, that makes the most sense for me.


Will we maintain control of mechanical development of the sidekick going forward, in terms of feat selection and things like that, or are we just building the baseline and you take over control after that?


Also, what about crafting? Can we pre-craft, and will there be downtime available for crafting in game?


dwilhelmi wrote:
Will we maintain control of mechanical development of the sidekick going forward, in terms of feat selection and things like that, or are we just building the baseline and you take over control after that?

You will maintain crunch control.

dwilhelmi wrote:
Also, what about crafting? Can we pre-craft, and will there be downtime available for crafting in game?

Not a big fan of it myself, but feel free to use it. I will make time available if the PC wants it.


Just need backstory for my sidekick and I'll be all done.


Can you recommend any languages that might be particularly helpful beyond elven and gnome?


dwilhelmi wrote:
Can you recommend any languages that might be particularly helpful beyond elven and gnome?

One of the Planar ones or Abyssal would be good choices.


Should be all done.


Naali wrote:
Should be all done.

Very nice.

Still time for others if you want!


I have the crunch done on mine, just working on the fluff, hope to have that done tonight.


Alright, here he is, my submission for Kyras, half-elf Zen Archer / Inquisitor of Nethys. Let me know if you have any questions.

Background:

Kyras and Kosnan first met on the road. Kosnan was traveling in a caravan that Kyras had been hired to guard. As they traveled, they discovered a shared passion for language; both of them had spent hours and hours learning new languages, everything they could get their hands on, and it was a joy to meet another person with the same passion. Kyras taught Kosnan how to speak Elven, and Kosnan returned the favor by teaching Kyras to speak Gnome. The two eventually became fast friends, and began to work jobs together. Then Kosnan came to him with the news.

"Kyras, he's gone missing! We can't just let this pass, he is too great a gnome to let this pass! Besides, this is your people's homeland, right?"

Kyras frowned at that. Of course I'd love to see Kyonin again, but I'm not exactly an elf. Half-elves didn't thrive so well there. "I understand the urgency, Kos, but I'm just not sure. I like to keep my distance from my elven side, you know that. Did you know this scientist well?"

A slight frown crosses Kosnan's face. Why does he insist on calling me Kos? It's not like Kosnan is a long name! He lets out a sigh of exasperation and says "No, I didn't know him, that's not the point! He's learned more about the Bleaching than any other gnome in history, and we really thought he might be the one to finally cure it! And now he's gone. It can't stand! Besides, they reached out to me. The leadership in Omesta has heard of our exploits" Well, my exploits, anyway... "and are sure we can help. Plus, they are offering good money!"

Kyras looks over at Brent, standing guard as always. Wasn't so long ago I was afraid to even get into my first fight. Brent guarded me then, I'm sure he'll guard me through this too... The half-elf lets out a long sigh before looking at his friend. "Fine, I'll take the job. We'll leave at first light."

Kosnan makes an excited little hop, and claps his hands together. "I knew you would come around. Nix didn't think so, shows that bird-brained lug a thing or two!" At this, the little bird on his shoulder pecks him in the neck, and hard too, causing the gnome to flinch back. "Gah! Stupid bird, I was only playing. Let's go get ready!"

The gnome hurredly leaves, talking to his bird the entire way out. Kyras shakes his head a little at his friend's excited reaction. This won't be fun, the two of us going right into the heart of the elven homeland. Still, though, a chance to see Kyonin, never thought I'd get to go back, not after last time. Better get ready.

Solo Game Views:

I'm really excited at the chance to play a solo game, particularly with a GM who is up for a slightly faster paced game. I usually post more than once a day, since I work from home at a computer, so I spend down time playing. I also like that I can optimize without worrying about outpacing others. I really like this little squad I've put together, and managed to cover most roles except rogue, but hopefully that won't be a huge issue. Good luck in making a decision, can't be easy selecting just one person.

Character Crunch:

Kyras
Male half-elf inquisitor (sacred huntmaster) of Nethys 2/monk (zen archer) 3 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +15
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Defense
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AC 19, touch 19, flat-footed 17 (+1 deflection, +1 Dex, +1 dodge, +1 enhancement, +5 Wis)
hp 33 (5d8+5)
Fort +6, Ref +5, Will +12; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 40 ft.
Melee unarmed strike +5 (1d6+2)
Ranged or
. . +1 darkwood composite longbow flurry of blows +9/+9 (1d8+3/×3) or
. . +1 darkwood composite longbow +10 (1d8+3/×3)
Special Attacks flurry of blows, zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +7)
. . At will—detect alignment
Inquisitor (Sacred Huntmaster) Spells Known (CL 4th; concentration +9)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, guidance, stabilize
. . Domain Conversion inquisition
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Statistics
--------------------
Str 14, Dex 12, Con 8, Int 10, Wis 21, Cha 8
Base Atk +3; CMB +5; CMD 23
Feats Boon Companion, Dodge, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Skill Focus (Handle Animal), Toughness, Weapon Focus (longbow)
Traits magical knack, savannah child
Skills Acrobatics +1 (+5 to jump), Bluff +11, Diplomacy +12, Handle Animal +11, Intimidate +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +5, Perception +15, Sense Motive +12, Survival +10; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Shadowtongue
SQ animal companion (ape (bodyguard) named Brent), elf blood, fast movement, monster lore +5, shared vigilance, stern gaze +1, track +1
Combat Gear extend metamagic rod (lesser), potion of cure light wounds (2), wand of cure light wounds; Other Gear +1 darkwood composite longbow (+2 Str), lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], backpack, 450 gp
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Special Abilities
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Animal Companion (animal companion (ape (bodyguard) named Brent)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sacred Huntmaster) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Perfect Strike (2d20, 3/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
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.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to survival checks made to track.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

--------------------

Brent
Ape (bodyguard)
N Large animal
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
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Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee guisarme +8 (2d6+9/×3) or
. . bite +3 (1d6+3), 2 claws +3 (1d6+3)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 3, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 23
Feats Combat Reflexes, Light Armor Proficiency, Martial Weapon Proficiency (guisarme)
Tricks Attack, Attack, Attack Any Target, Defend, Down, Guard, Heel, Stay, Watch
Skills Climb +12, Linguistics -3, Perception +8
Languages Common
SQ attack, attack any target, defend, down, guard, heel, shared vigilance, stay, tenacious guardian, watch
Other Gear chain shirt, guisarme, lesser talisman of beneficial winds[OA]
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Climb (30 feet) You have a Climb speed.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
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.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Stay [Trick] The animal will stay where it is.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0
Watch [Trick] Stands watch over designated area.

Sidekick Crunch:

Kosnan
Male gnome wizard 4 (Pathfinder Player Companion: Animal Archive, Pathfinder Player Companion: Familiar Folio 11)
CG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +10
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Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 enhancement, +1 size)
hp 22 (4d6+4)
Fort +2, Ref +4, Will +6; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 4th; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Wizard Spells Prepared (CL 4th; concentration +8)
. . 2nd—create pit[APG] (2, DC 17), rope trick, see invisibility
. . 1st—grease, heightened awareness[ACG], mage armor, summon monster I (2)
. . 0 (at will)—dancing lights, detect magic, open/close (DC 14), read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 10, Int 19, Wis 12, Cha 12
Base Atk +2; CMB -1; CMD 11
Feats Craft Wondrous Item, Scribe Scroll, Spell Focus (conjuration)
Traits affable, reactionary
Skills Acrobatics +2 (-2 to jump), Appraise +11, Bluff +2, Diplomacy +12 (+14 to gather information.), Knowledge (arcana) +11, Linguistics +11, Perception +10, Sense Motive +5, Spellcraft +11, Stealth +8, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Shadowtongue, Sylvan, Terran
SQ able assistant, arcane bond (nix, thrush [sage]), forewarned, gnome magic, prescience
Combat Gear pearl of power (1st level) (2), wand of magic missile, wand of silent image (50 charges); Other Gear lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], masterwork backpack[APG], wizard starting spellbook, 400 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

--------------------

Nix
Male thrush (sage, figment) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +20
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Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 5 (1d8-2)
Fort +0, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
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Str 1, Dex 15, Con 6, Int 9, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Fly +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +5, Linguistics +0, Perception +20; Racial Modifiers +8 Perception
Languages Common, Shadowtongue
SQ manifest dreams, recurring dream
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Special Abilities
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Fly (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.

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