The Slumbering Tsar (Inactive)

Game Master DEWN MOU'TAIN


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The man standing before you screams loudly into your face as you stare at the sign post in front of you. A piece of yellow parchment with faded black ink is barely legible, but the words Land, Title of Duke and keep what you find stand out to you.
Looking closer at the parchment, you can barely make out who to contact.
Lord Vizeli, agent to the Grand Price Stavian II in the city of Bard
The man screams again all those that go to that cursed realm die! Do not- the man gasps, clutching his chest with his right hand and his head left. Do not-
He falls to the ground, dead.

Have I captured your attention? Yes, great. I am looking to start an adventure for 4-6 players starting at 7th level. It will take place within the realm of Taldor, but the adventure is 3rd party material.

If interested please use the below guidelines to make your character:

Level: 7
HPs: Max allowed for the HD of character classes chosen (i.e. 7th level fighter gets 7d10, so would start with 70hps before CON modifier)
Attributes: Stat buy, 25 points
Starting gold: 24000 GPS
Alignments allowed: Any (yes, evil is allowed. If you would like to play an evil PC, send me a private message to let me know why your PC is evil and how you plan to be the wolf in sheeps skin)

I am sure I have forgotten something, so feel free to ask.

Also, I close up recruitment on Tuesday Dec 6th. Thanks


Color me interested. Dot. Thinking a martially type. Maybe bloodrager... a king by his own hand.... hmmm. Yes. I have some thinking to do.

Two traits? Any restricted classes?


Oh yeah! Traits. Yes, two traits allowed.

As for restricted classes, lets keep it to only paizo pathfinder classes. No 3rd party classes


Also, readers beware, you're in for a scare!


dot

any race restrictions?


OK, so I have an idea for a master blacksmith type character, partially because I'm just downright sick of wizards monopolizing every form of craft even though fighters really should be able to make their own gear. So, in light of that, I've got a couple questions.

Are we using Background Skills?

Do you mind a player using crafting? Specifically, the feats Master Craftsman for either Weaponsmithing or Armorsmithing, picking up the other half of the set at lv9, and Craft Magic Arms and Armor?

Will there be opportunities to craft, or will the adventure be nonstop?

Are we allowed to use Craft feats before the game begins?

Do you have any craft houserules you favor? Because as much as I'd love to be a blacksmith making anything mundane takes way longer than crafting magical gear and it doesn't make much sense why you can hammer out a magical set of full plate in a day but a perfectly normal set of full plate actually takes months.

Grand Lodge

Dot...

Fluff such as backstory required or not? Words of power? Master performer & Grand master performer feat available?


I'm interested.

@Josh, the time to build the masterwork plate is separate from the time to enchant it. You can't start the magic until the mundane part is done.


If you want really silly creation times, try adamantine or mithril full plate.

Though the armor creation times are reasonably 'realistic' given the technology available for mundane fabrication. I suppose one could use major creation to whip up some armor in a hurry maybe.

I'll think about offering something, though having evil characters present always makes me leery.


I am unsure of which class I wll be submitting, but,

would you allow the sky stalker archetype for rangers to get access to a flying mount? Would you allow something other than a hippogrif? perhaps a pure griffon? I'm not seeing much power disparity at first glance,


For Race: keep it to the core races.

For crafting, I don't have any home brew rules, but I see that there is a variant on the pathfinder srd that applies a set complexity rating with that rating having a set time variable. Being an amateur Blacksmith, I think this method is a bit more realistic than what is the "official" description.

Backstory is not required. But, I will ask for a single instance during your characters adventuring career. It could be what caused your character to take up adventuring, or your last dungeon delve, Or how your PC contemplated the philosophical implications about whether knowledge is learned by experience or the knowledge is already in the head but it needs an external stimuli to cause it to be brought forth.
The backstory doesn't need to be long, a paragraph at least. But I will attempt to bring forth some elements from the story into this campaign to make it more personal for the participants.

Words of power: no. Not now. I need to review this.

Master and grand master feats: Sure.

I will allow any piazo class archetypes. No 3rd party. As for a pure griffon, I will say that you can get one at level 8, if you survive. (There are some slight power variations, so I feel that having a griffon at level 8 would be in line with character/power assessment)


Interested. Would you allow the campaign trait Trap Finder from Mummy's Mask?


Also, what about background skills and variant multiclassing?


Dotting as well!

Sovereign Court

Very interested. I have a Gnome Summoner (Synthesist) I built for another campaign that died before it had a chance to begin that I can adapt to fit this one.


I will allow traits from other campaigns.
As for background skills, i will have to research more about this.


Sylvanus, TFK wrote:
Very interested. I have a Gnome Summoner (Synthesist) I built for another campaign that died before it had a chance to begin that I can adapt to fit this one.

For this campaign, this gnome looks pretty cool. Level him up to 7 and let me know.


Plague? Check. Death? Check. Spooky theme? Checkity check.

Okey Rizzenmagnus, I won't lie to ye, this game calls for a hunter. A hunter of the supernatural, more exactly. Indeed sir, ye heard that right: a legit hunter of the supernatural, my good sir.

And that's why I need t'ask ye a couple questions.

What's your stance on firearms? If I were, lessay, to carry a firearm in one hand and a sword cane or another fancy hunter weapon in the other would you allow quick draw to quick sheath so I could reload?

Failing that, would you allow a tailed tiefling to reload it?

Concept -barebones at least- would be an alchemist apprentice that got forcefully recruited in the army for a couple years. Afterwards he put two and two and with his abilities called himself a Hunter and started killing things for money. Things most people are afraid of.

For that I would multiclass investigator, of the steel hound variety most probably, with either trench fighter or gunslinger. Trench fighter would free two levels and be the most fluff related, but for this concept I am okey with biting the bullet (hehe) and taking gunslinger if trench fighter isn't allowed.

And yes indeed, I outright stole this from Bloodborne. And I regret nothing, not in the slightest.

EDIT:On the other hand I may not go dual wielding gun and sword, just one or the other, but it's still good to know.


Firearms are fine. They make it easier for the monsters to find crunchy PCs.

Ill allow the quick draw action you spoke of.

No tiefling


Think I might just make a straight up fighter archer. Maybe lore warden, so he's got a bit more skill. I'll get to work on it.


Dotting


Interested.


Core races only, but are the additional options for the core races from the advanced race guide in play? ie, feats and alternate favored class bonuses?


dizzitydot


angryscrub wrote:
Core races only, but are the additional options for the core races from the advanced race guide in play? ie, feats and alternate favored class bonuses?

yes.


Have 8 people interested and dotted. Very cool.


My submission, I will readjust him a bit to be more of what I am wanting for your campaign.


Here is what I have so far, still polishing, but wanted to put him out there to make sure everything looks ok.

Character Sheet:

Tobar Costinescu
Human (Varisian) telekineticist 7 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
ARTs: Dual Talent
Init +7; Senses Perception +11
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, +2 shield)
hp 91 (7d8+35)
Fort +12, Ref +13, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Spell-Like Abilities (CL 7th; concentration +7)
. . Constant—feather fall
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, kinetic blade, pushing infusion
. . Blasts—aetheric boost (), electric blast (4d6+2 electricity), telekinetic blast (4d6+9)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, self telekinesis, telekinetic finesse, telekinetic haul
--------------------
Statistics
--------------------
Str 7, Dex 22, Con 20, Int 13, Wis 12, Cha 10
Base Atk +5; CMB +3; CMD 20
Feats Extra Wild Talent[OA], Point-Blank Shot, Precise Shot, Weapon Finesse
Traits Carefully Hidden (Human), Trap Finder
Skills Acrobatics +13 (+17 to jump), Disable Device +15, Fly +9, Perception +11, Sleight of Hand +16, Stealth +16, Use Magic Device +10
Languages Common, Draconic, Varisian
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (air), gather power, infusion specialization 1, internal buffer 1
Combat Gear wand of cure light wounds; Other Gear +2 silken ceremonial armor[UC], +1 mithral buckler, cracked dusty rose prism ioun stone, belt of physical might +2 (Dex, Con), cloak of resistance +2, ioun torch ioun stone[APG], ring of protection +1, backpack, silk rope (50 ft.), 478 gp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 3; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Electric Blast (Sp) Level 3; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
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.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.

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Crunch:

Male, half-elf, Ranger 7
CG, Medium
Alternate Racial Traits: Dual minded
Init +3; Senses: Lowlight vision, Perception +14
---------------------------------
Defense
---------------------------------
AC: 22, touch 14, flat-footed 18
HP: 85 (7d10+2)
Fort: +10,
Ref: +10,
Will: +8(+2 vs enchantments)
---------------------------------
Offense
---------------------------------
Speed:30 ft.
Melee: Falchion: +14/+9
Damage: 2d4+9/14

Ranged:
Longbow: +12/+5 (+10/+10/+5)
Damage: 1d8+6
----------------------------------
Statistics
----------------------------------
Str: 20, Dex: 16, Con: 14, Int: 10, Wis: 14, Cha:08
Base Atk +X; CMB +X; CMD X
Feats:
1- Mounted Combat
2- rapid shot
3- Power attack
5- Boon Companion
6- Improved Precise Shot
7- Monstrous mount
Traits: Hunter's Eye, Suspicious
Languages
-----------------------------------
Spells:

1st level: 2/day
Magic Fang-1
Gravity Bow-1

2nd Level: 1/day

-----------------------------------
Skills: 48
-----------------------------------
Perception: 7
Ride: 7
Stealth: 7
Acrobatics: 5
Survival: 5
Sense Motive: 5
Handle Animal: 5
Know. Nature: 2
Know. Geography: 1
Climb: 3
Swim: 3
heal: 2

-----------------------------------
Equipment:
-----------------------------------
Arms and Armor: +1 Falchion, +1 adaptive Longbow, +1 Mithril breatplate, 20 adamantine arrows, 20 cold Iron arrows, 40 arrows, 20 blunt arrows,

Magic Items: belt of Giants Strength(+2), ring of sustenance, Efficient Quiver, cloak of resistance +2, ring of protection +1,

Wands: Wand of CLW, Wand of Alarm

Scrolls:Scroll of Speak with animalsx10, Scroll of Endure Elementsx5, Scroll of Acid Mawx5, scroll of read weatherx5

-----------------------------------
Special Abilities/Class features:

Favored Enemy:

Favored Terrain:

Talon
Male, Griffin (Valiant Steed)
CG, Large
Init+3; Senses: lowlight vision, scent, Perception +X
--------------------
Defense
--------------------
AC: 26, touch 13, flat-footed 23(3armor+3dex+10NA)
HP: (6d8+)
Fort: +8, (5+3)
Ref: +8, (5+3)
Will: +6 (2+2+2)+4 vs fear effects
--------------------
Offense
--------------------
Speed 40ft.80ft fly
Melee
Bite: +10
Damage: 1d6+8

Claws: +10
Damage: 1d6+5

Special Attacks Pounce, Rake
--------------------
Statistics
--------------------
Str: 20, Dex: 17, Con: 16, Int: 5, Wis: 14, Cha: 08
Base Atk +4; CMB +9; CMD 22
Feats: Light Armor proficiency, Iron will,
Languages: common (cannot speak)
-------------------
Skills:
Fly: 3
perception: 3
Stealth:1
Swim: 1

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

Gear: Studded leather armor

Valiant steed:

Benefit: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.

Here is a rough draft of my dynamic Duo, couple of things to finalize, but its mostly done.

Background is that the ranger saved the griffin when it was young, and tended to it until it was healed. Intrigued the griffin began to follow the ranger, sort of like a wary dog would follow someone that fed it. eventually it got friendlier and they became fast friends.

(note, I decided to not use the archetype, this way I can get the griffin)


GM, is the plague of the land in question a natural hazard for it or some calamity man has wrought? I'm considering creating a druid that wants to put those in their place who blighted the area if that's the case.


Dot.
looks fun.


Statblock:

Mihail
Male Half-Elf Bard (Thudercaller) 7
CG Medium humanoid (Elf)
Init +2; Senses Perception +12, Low-Light Vision, Darkvision 60 ft
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 Armor +2 Shield +2 Dex)
hp 77 (7d8+21)
Fort +6, Ref +9, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Ghost Touch Starknife +11 (1d4+7, x3)
Ranged +1 Ghost Touch Starknife +11 (1d4+7, x3)
Special Attacks Bardic Performance 35/day
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 10, Wis 20, Cha 23
Base Atk +5; CMB +10; CMD 17
Feats Exotic Weapon Proficiency (Starknife - Bonus Feat), Lingering Performance, Extra Performance, Master Performer, Grand Master Performer, Divine Fighting Technique - Way of Shooting Star (Bonus Feat; Replaces Versatile Performance gained at level 2)
Traits Finding his Father, Maestro of Society
Adventure Skills Perception +12, Perform (Oratory) +15, Stealth +12, Acrobatics +8, Use Magic Device +15, Knowledge (Arcana) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Bluff +10, Disguise +10
Languages Common, Elven
Combat Gear +1 Ghost Touch Starknife, +1 Mithral Chain Shirt, +1 Buckler
Other Gear Cloak of Resistance +2, Ring of Sustenance, Handy Haversack, Headband of Alluring Charisma +2,

Leaving a rough copy of my character sheet here. I am still finalizing the contents. Basic lay is that he was born into a privileged family in Kyonin without knowing the reason for his father's absence in the family. When he is grown up enough, he left his homeland to search for him. Sidetracked in Taldor, he got into Kithadorian Academy and barely passed its tough criteria to qualify for a bard. Then, he found out/figured out a piece of information for his quest there and resumed his search.


OK, got my archer submission ready here.


Harakhty Suntooth wrote:
GM, is the plague of the land in question a natural hazard for it or some calamity man has wrought? I'm considering creating a druid that wants to put those in their place who blighted the area if that's the case.

It is man and outsider created.


Henrick the collector wrote:
OK, got my archer submission ready here.

Well...i have to admit I am impressed with this build.


thelizardwizard wrote:
** spoiler omitted **...

Help me out here. Having a brain fart in regards to animal companion. Howd you get the griffon?


It gets appreciably better with more levels. Right now a lot is invested in being able to trip at range, though with greater trip all the melee people engaged with the target get a free AOO if the target goes down.


Shameless bump :)


Dot

Sovereign Court

I just finished leveling up Halungalom Shortstack and he is ready for review.


hmm. Lack of divine, I may cobble together a divine caster of types, either a cleric or inquisitor. I think possibly an inquisitor could work here. Would they know about the plague and undead in other areas?

... then again, I do like my dynamic duo. But a firearm wielding inquisitor has tons of flavor just as a concept...

would you allow the feat crossbow mastery to work with firearms?


know what, scratch that, we have lots of ranged submissions, I think I'll make a paladin. Its been far to long since I played one of my favorite classes.

Grand Lodge

Might do something less casty, and more frontline.....


Here you go, for your consideration, A paladin, among paladins :P

Silver Crusade

I just finished my character.

Working on a backstory currently and will have it up later today.


The list of PC submissions so far...

Rorek Espair: elf? (Character sheet shows human, but everything else shows elven heritage) Paladin
Idril silverleaf: half elf Rogue/Slayer
Halungalom Shortstack: Gnome Summoner
Hedrick the collector: Human monk/fighter
Mahal: half elf Bard
Tobar: Human telekineticitis

Still plenty of time for more submissions!


Actually Henrick is a straight up fighter. I guess I didn't edit out all the traces of a former build from the alias .


I will be submitting an elven unchained rogue, should have it done tonight


I have something in the works right now that I'm about half way done with. Its an Elven Enchanter Wizard. I will make sure its done before the due date.


An unusual mission into unknown horrors?
Sounds like a great time. I'll have to see if I can come up with a solid submission in the next few days. I have a couple ideas already!

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