M Mostly Human
After a moment's thought, Zokar shakes his head. "Not in all my years. Born four years after the prison burned down, and we've been quiet for the most part. We've had some problems, true, but nothing like restless dead or the like." he claps Peredur on the back and laughs. "This is no reason for us to act as if we already are in the ground and having dirt tossed on us! If Pharasma comes for us, let her find us living life and smiling! More beer, Alya, for all our guests!" The beers arrive, and Zokar returns to his mugs, singing in his bold, deep voice, and not unpleasantly at that. An old drinking song about what drinking songs are usually about; memories of better times, beautiful women, plentiful wine.
Submission: Cale Stoneweaver, Dwarf Barbarian - savage archetype I have not completed gear (limited use and misc gear missing) I just wanted to get this posted before decisions were made. crunch:
Male Exiled Dwarf Barbarian (Savage Barbarian) 15
Combat Gear +2 Returning Axe, Throwing, +4 Furious Adamantine Greataxe; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +4, Boots of Striding and Springing, Bracers of Armor, +4, Cloak of Resistance, +4, Handy Haversack (empty), Ioun Stone, Deep Red Sphere, Ring of Protection, +4, Ring of Sustenance
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
gear:
+2 Returning Axe, Throwing,
Background: "I want to die." His gaze doesn't waver, his stare is cold, hard and made from tempered steel. There is no lie in the four simple words. "Strong shoulders are all well and good, but no strength can handle a burden of deep shame. I was... careless. Death. Dishonor. Details? Har. Not likely. Suicide?" Cale spits. "For cowards. I was taught to fight, and fight I will. I'll fight anything and everything until one of those things kills me. And when one of them does finally kill me, it'll be legendary. I'll keep the bards in coin for years to come, spoony bastards. So Gorum bring me another fight, a better fight, a stronger foe. More monsters to taste my axe. Death is my release, but Gorum's sake, I won't go quietly to it. I'll keep Pharasma busy enough 'fore I finally meet her."
One more submission: Ajerviskanis::
Vudrani Monk (sensei archetype). He is 47 and i have applied the rules for middle age to his stats. trait: teacher's pet knowledge history Ajerviskanis is an aging, bald man with a wispy of a beard. He wears simple robes and carries little. Born in the Impossible Kingdoms to a poor farmer father and an ailing mother, Ajerviskanis lived an unremarkable existence until he matured. He received schooling from an elder in his village, a follower of Irori, a man who purported that the only escape from suffering was self-perfection. An idea that festered in Ajerviskanis as he grew up. Upon reaching the age to marry, he found little interest in the idea. He instead traveled to a monastery, seeking... something. he asked the master there: "I seek not the happiness of matrimony, not the prospect of children. The suffering that is life is not something I wish to share, or spread, but overcome. How do I escape the bonds of dukkha?" spake the master: "The bonds of dukkha cannot be shed, but by the one who understands the origins of dukkha. When you understand the origins of suffering, follow the Vigrahin Patitraka, and open your mind to the moment and walk the Path, you will be free." So Ajerviskanis studied the Vigrahin Patitraka, meditated, practiced physical perfection. Years passed, but still he felt unease. The Path, he realized, need not be mental or spiritual, but physical. And so he walked, and learned, and saw the world as it was. Unease faded behind the wonderment of the wide world and its many peoples. Ajerviskanis traveled far, to Osiriani, Qadira, Katapesh and finally Absalom, where he met Professor Lorrimor, deep in a library in the church of Irori. They spoke for hours of their different worlds, and learned much from each other. A friendship formed, born from mutual respect and an exchange of knowledge. Ajerviskanis traveled with Lorrimor for a time, until their path's diverged; not through tragedy or difference of opinion, violence or strife, but they merely diverged as paths do, and they went their separate ways, each better for having known the other. The march of time, unyielding as it is, continued, and when word reached Ajerviskanis of the death of his old friend, his path turned toward Ustalav and Ravengro, to bid a final farewell to Petros Lorrimor. crunch: AJERVISKANIS CR 1/2 Male Human (Vudrani) Monk (Sensei) 1 LN Medium Humanoid (Human) Init +1; Senses Perception +7 -------------------- DEFENSE -------------------- AC 15, touch 15, flat-footed 13 (+1 Dex, +1 dodge) hp 9 (1d8+1) Fort +3, Ref +3, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Unarmed Strike -1 (1d6-1/20/x2) Special Attacks Advice: Inspire Courage +1 -------------------- STATISTICS -------------------- Str 9, Dex 13, Con 12, Int 16, Wis 17, Cha 11 Base Atk +0; CMB +1; CMD 14 Feats Agile Maneuvers, Crane Style, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13) Traits Teacher's Pet: Knowledge (History) Skills Acrobatics +5, Diplomacy +4, Knowledge (Arcana) +7, Knowledge (Geography) +7, Knowledge (History) +9, Knowledge (Religion) +7, Linguistics +7, Perception +7, Sense Motive +7 Languages Common, Kelish, Osiriani, Tien, Varisian, Vudrani SQ AC Bonus +3, Advice (4 rounds/day) (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6) --------------------
I'm currently running this campaign myself, but would love a go at playing it. And yes, this is based around the main character from Gaiman's The Graveyard Book. He will be iether human or Dhamphyr if thats ok'd by the DM. Nob:
Human Male Witch (gravewalker archetype) (considering making him a Dhampyr, if thats ok)
Nob was an orphan; one of hundreds--maybe thousands--on the streets of Caliphas. Seeking shelther from the mayhem and chaos of the orphan life, and fleeing the wrath of the children who found him to be too different and the people running the orphanages who found him to be just too strange and unsettling, Nob took shelther in the great graveyard in Caliphas adjacent to Maiden's Choir Cathedral. He learned to hear the whispers of the dead, and to stay out of sight. He grew up there, sneaking out to steal when he had to, and using the fear that surrounded the place as a buffer against the outside world. He was at piece among the stones and mausoleums, and grew older. His power began manifesting itself, centered around a packet of interesting bits he assembled during his travels. The dead whispered to him, he could see and commune with spirits and even control the undead if he truly wanted to. Repulsed but fascinated, Nob avoided exploring these abilities. One day, a young girl was among the graves with her parents, searching for the resting place of a relative... Intrigued, Nob found her playing among the stones and they became friends of a sort. She was the only person Nob ever revealed himself to, and the only person he had spoken to in many many years. Her parents thought of him as her imaginary friend, thinking little of her stories. When the girl turned up dead at the cemetary gates one day, Nob's world was turned upside down. The priests of Pharasma and the local guards searched the area thoroughly, looking for the murderer and justice for the slain innocent. Nob knew the truth; that she was the victim of a particularly sadistic vampire, but he told no one. And when he was found skulking in the graveyard by the guards, he was labelled a murderer and thrown in chains. Only Professor Lorrimor, aiding in the investigations, was willing to see that the strange boy was not a monster. He helped Nob escape, fearing he would never be declared innocent, making the boy promise to one day return the favor. So Nob left Caliphas, and spent his adolescence wandering the roads of Ustalav, trying to ignore his growing power and connection with the undead, always mindful of the debt owed to the kindly and wise old man who was willing to see past Nob's unsettling exterior. when he heard of the professor's death, he found it only fitting to repay that favor by visiting his this background will include more on Nob's parentage, depending if the ARG race is approved. Also, not sold on the name just yet.
consider me interested as well. I've never played COC but have wanted to for a long time. rolls:
these are all fantastic ideas. Makes me want to run Harrowstone again. I ran a similar 'haunt' for the splatter man. Any night where a desecration of the monument occured, the PCS suffered from very vivid dreams, character specific dreams. One awoke from a nightmare of imprisonment to see his name written in blood on the wall of his bedroom. When the party came to investigate, they found the image gone. this seriously unnerved them.
So the ghost of Vesorianna visually identified Vrood, he shows up in the business ledger by name in Vorkstag and Grines, and will be identified by name in Ascanor's Caretaker's Journal... Would Caromarc know Vrood by name? Obvioulsy he was the one who took Carmoarc captive and used the Bondslave Thrall... I just cant find a direct reference to him knowing Vrood specfically, he just mentions the Way in general. I suppose he would be able to describe VRood's unusual raiments. Where did you guys go with this?
I'm giving serious thought to scrapping the weaver worm for something more flavorful, still establishing the invitation and the rest of the tie-ins with the lodge-- Either the party finds a cabin with a few mauled corpses inside, more hints at the presence of werewolves. (I feel like I want to compress the theme here from the getgo and focus in on the werewolves. this encounter feels too much like the Feaster in Watery Shadows from book 2, just kind of random and in there for the heck of it. ) ...or possible switching the weaver worm for a young Green dragon, keeping Echtmoor alive and serenading him constantly. (this is similar to the proposed idea of finding a bard using his performance to fight off the weaver worms spell.) The group is pretty new to RPGs so I feel like a fight with a dragon would be really cool and fun for them, also a first. I think a green dragon would be revered by ettercaps, so that aspect would still fit as well. The other option was a Deathweb, but I'm worried about this being too similar to the giant spider later in the adventure. Has anyone else swapped out the Weaver Worm? What were the results?
I've been running a little loose with the XP so far in my campaign. We are currently about to start Broken Moon at lvl 7. I know they should be level 9 by the end, plan on hitting level 8 right before the Stairs of the Moon. As I don't like breaking action to tally XP, I was wondering at what future points I should be thinking of leveling up the party? Or at least anecdotes as to when your party leveled up throughout the entire Adventure Path.
In a recent adventure path, our cleric commanded a flying devil to 'fall' The devil failed it's will save, and fell to the ground as the spell commands. The ground being 200 feet below, the devil did not survive. Now I'm not a rules lawyer, I just don't have the chops. But this kind of irked me. am I missing something in the rules here? I enjoyed the clever usage but I feel like something is not lining up here.
Merciful Arnaud - (I'm not sold on the name yet) Stat Block:
MERCIFUL ARNAUD CR 1/2 Male Human Gunslinger (Pistolero) 1 Warrior 1 LE Medium Humanoid (Human) Init +2; Senses Perception +7 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 20 (2d10) Fort +4, Ref +4, Will +2 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Dagger +3 (1d4+1/19-20/x2) and Dagger +3 (1d4+1/19-20/x2) and Scimitar +3 (1d6+1/18-20/x2) and Unarmed Strike +3 (1d3+1/20/x2) Ranged Pistol +4 (1d8/20/x4) -------------------- STATISTICS -------------------- Str 12, Dex 15, Con 10, Int 10, Wis 15, Cha 13 Base Atk +2; CMB +3; CMD 15 Feats Gunsmithing, Point Blank Shot, Two-weapon Fighting Traits Suspicious Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Intimidate +6, Perception +7, Profession (Sailor) +6, Ride +0, Sense Motive +7, Sleight of Hand +4, Stealth +0, Swim +3 Languages Common SQ Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex), Up Close and Deadly +1d6 Combat Gear Armored Coat, Dagger, Dagger, Firearm Bullet (25), Pistol, Scimitar; Other Gear Gunsmith's Kit -------------------- SPECIAL ABILITIES -------------------- Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a Gunsmithing You know the secrets of repairing and restoring firearms. Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Background:
Arnaud grew up in Dementlieu, son of an inveterate gambler and drunk, failed dock-worker and all around lout. He begged off of the DeSuis family for years, accruing a serious debt. When he finally succumbed to his poisons (owing money can be hazardous to your health), the debts of the father were foisted upon the son. Unable to pay, he was press-ganged into service in the DeSuis trading fleets. This came to suit him just fine. The open seas were welcoming, the crew left him alone, and when the captains needed something... unpalatable taken care of, Arnaud would willingly, sometimes happily oblige. Hence the nickname 'Merciful'. Eventually, the debts were forgotten about (by Arnaud at least) and his service to the family came from loyalty over obligation. When the Night of the Long Knives came, and the DeSuis family crumbled around him, Arnaud stuck to the people he knew (maybe he is on good terms with Yvon, having shared a similar profession). As of late, he has been floating around the docks of the Sea of Sorrow doing odd jobs. With word of Helene DeSuis' appointment, Arnaud has returned, looking to see if fortune has come back to the family he has served for so long. Personality: Arnaud is calculating and detached. Obedient to DeSuis interests simply because it has worked out very well for him so far. He is not prone to anger or indulgences, He does not often raise his voice. He is not without joys or humor, and enjoys a bawdy drinking or sailing song as much as anyone. Contact: Jacques, Arnaud's uncle, works a warehouse in the docks, used for many years the DeSuis and a few other companies since their fall. He knows of most everything going on in town(knowledge: local). He looked after Arnaud for years after his father's death, and helped steer him clear of trouble more than once.
I love the background and I love Ravenloft. Super interested. I read through the two completed characters in the discussion thread, and I'd like to submit a character similar to Yvon, in that he served on the family's fleet for a few years. Not a DeSuis directly, but someone with deep loyalty and friends among the family. Class choice:
He owes a serious debt (details forthcoming), passed down to him from a deadbeat, gambler of a father. In the course of paying off the family debt, he has found himself enjoying the work and has managed to leverage his work into a solid relationship with the DeSuis, prior to their downfall. His contact would be a low-level fence/warehouse manager who operated out of the docks in Port-A-Lucine, a second-cousin.
Ajerviskanis:
Background:
Ajerviskanis found excitement and intrigue in books of all places, for many years. He read voraciously, and became deeply interested and involved in chemistry and the arcane, and the natural combination of alchemy. This interest lead to his study of the nature of life and living things and they way the arcane can interact within a living creature, giving unnatural and magical abilities. When he found the walls of he Arcinarium in Absalom to be confining, and the books to be insufficient, he chartered a ship to Sargava and the Mwangi Expanse, to seek out the unknown things that dwell deep in the jungles. Personality:
Inquisitive, curious, and not prone to obeying most conversational conventions, Ajerviskanis pokes and prods people he interacts with, almost instinctually, to learn what he can. He talks almost constantly when nervous, when busy, or when bored. Reading shuts him up, strangely enough. He tends to ramble, finding his point after a few wrong turns, asking for directions, and getting lost completely once or twice. In all, he is bright, friendly and affable, with a typical gnomish sense of humor.[/spoil] [spoiler=Background] Diminutive, as is the lot of gnomes, Ajerviskanis has fire red hair, bright green eyes and pale skin. He wears spectacles, mostly as an affectation/ block: AJERVISKANIS CR 1/2 Male Gnome Alchemist (Preservationist) 1 NG Small Humanoid (Gnome) Init +2; Senses Low-Light Vision; Perception +6 -------------------- DEFENSE -------------------- AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 8 (1d8) Fort +2, Ref +4, Will +0 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Unarmed Strike +0 (1d2-1/20/x2) Ranged Bomb +4 (1d6+4 Fire) and Crossbow, Light +1 (1d6/19-20/x2) Special Attacks Bomb 1d6+4 (7/day) (DC 14) Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day) Alchemist (Preservationist) Spells Known (CL 1, 0 melee touch, 3 ranged touch): 1 (2/day) Touch of the Sea (DC 15), Keen Senses (DC 15) -------------------- STATISTICS -------------------- Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12 Base Atk +0; CMB -2; CMD 10 Feats Brew Potion, Extra Bombs, Throw Anything Traits Dangerously Curious Skills Craft (Alchemy) +8, Fly +4, Heal +4, Knowledge (Arcana) +10, Knowledge (Nature) +8, Perception +6, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +4, Use Magic Device +6 Modifiers Alchemy +1 Languages Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan SQ Gnome Magic, Hatred, Illusion Resistance, Mutagen (DC 14) (Su) Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather; Other Gear Alchemist's Kit, Backpack (17 @ 6.5 lbs), Candle (5), Chalk, 1 piece (5), Flint and steel, Ink (1 oz. vial, black), Inkpen, Journal, Powder -------------------- SPECIAL ABILITIES -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage. Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Lucendar wrote:
Aww, crudbunnies. I counter with two character ideas: neither is contingent on the archetype, but i think they add some flavor. Ajerviskanis:
Vast Ostog
I'll make up some character sheets this evening and post them.
I've got a general idea of the build, but i have no idea of the items just yet. Ajerviskanis aman Farriq:
AJERVISKANIS AMAN FARRIQ CR 14 Male Human (Keleshite) Cloistered Cleric 7, Monk Monk of the Lotus 8 LN Medium Humanoid (Human) Init +3; Senses Perception +26 -------------------- DEFENSE -------------------- AC 19, touch 19, flat-footed 16 (+2 Dex, +1 dodge) hp 64 (15d8) Fort +11, Ref +10, Will +15 Defensive Abilities Evasion, Remote Viewing (7 rounds/day); Immune disease -------------------- OFFENSE -------------------- Spd 50 ft. Melee Unarmed Strike +13/+8/+3 (1d10+2/20/x2) Special Attacks Flurry of Blows +6/+6/+1/+1, Ki Strike, Magic Spell-Like Abilities Lore Keeper (At will), Remote Viewing (7 rounds/day) Cloistered Cleric Spells Known (CL 7, 13 melee touch, 13 ranged touch): 4 (1/day) Order's Wrath (DC 18), Divination (DC 18) 3 (2/day) Speak with Dead (DC 17), Dispel Magic, Daylight 2 (3/day) Detect Thoughts (DC 16), Hold Person (DC 16), Arrow of Law (DC 16), Protection from Evil, Communal (DC 16) 1 (4/day) Divine Favor (DC 15), Detect Chaos, Comprehend Languages (DC 15), Bless, Know the Enemy 0 (at will) Mending, Read Magic (DC 14), Detect Magic -------------------- STATISTICS -------------------- Str 15, Dex 14, Con 10, Int 14, Wis 18, Cha 10 Base Atk +11; CMB +15 (+17 Disarming+17 Tripping); CMD 32 (34 vs. Disarm34 vs. Trip) Feats Alertness, Channel Smite, Cosmopolitan: Perception, Use Magic Device, Craft Wondrous Item, Dodge, Empower Spell, Extra Channel, Improved Disarm, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Quicken Spell, Scholar: Knowledge (Religion), Knowledge (History), Scribe Scroll, Touch of Serenity (2r) (9/day) (DC 21), Warrior Priest Traits Scholar of Ruins: Knowledge (Geography), Scholar of the Great Beyond: Knowledge (History) Skills Appraise +10, Heal +17, Knowledge (Arcana) +20, Knowledge (Engineering) +5, Knowledge (Geography) +14, Knowledge (History) +23, Knowledge (Local) +14, Knowledge (Planes) +13, Knowledge (Religion) +27, Linguistics +15, Perception +26, Sense Motive +21, Spellcraft +15 Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Minakian, Osiriani, Osiriani, Ancient, Shoanti, Thassilonian, Tien, Varisian SQ AC Bonus +6, Aura (Ex), Breadth of Knowledge +3, Channel Positive Energy 4d6 (5/day) (DC 13) (Su), Cleric (Cloistered Cleric) Domain: Knowledge, Fast Movement (+20'), High Jump (+8) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 40' (Ex), Spontaneous Casting, Still Mind (Ex), Unarmed Strike (1d10), Verbal Instruction (2 allies) (Ex), Well-Read (Ex), Wholeness of Body (8 HP/use) (Su)
at this point, when i complete the build I'll make an alias.
I second what Thogg says above. You must choose him! I have never laughed as hard at a character description. I am submitting an application for Ajerviskanis aman Farriq, who will be, in every sense, the opposite of Thogg. Overly educated, orderly to the point of obsession, quiet, reserved and endlessly patient. Background:
Ajerviskanis is a cleric/monk of Irori, spent too many years among the libraries of Katheer as a child of a professor of ancient histories. He joined the church of Irori to plunder their knowledge, but found the serenity of the Temple-Monastery to be comforting and conducive to research, meditation and self-enrichment. He grew protective of the books and distant from others. He spent many years under a self-imposed vow of silence after he was proven wrong during a prolonged debate on the intricacies of Azlanti culture , vowing not to speak unless he attained true certainty on all topics. When an acolyte accidentally spilled candle-wax in the pages of an ancient book, Ajerviskanis lost his cool, broke his vow, and decided he should temper knowledge with experience... Which is to say he was thrown out of the Temple-Monastery for shouting so loudly at the acolyte that the blood vessels in his eyes burst and then beating him in to unconsciousness with a book. Crunch forthcoming!
Statblock for Renjiro Ito. Renjiro Ito:
RENJIRO ITO CR 1/2
Nari - mount:
NARI CR 2
Background: Renjiro was raised in Sandpoint, in a family moved here generations past from the Dragon Empires. His mother died when he was young, and his father raised him in the tradition of the samurai, as it had been passed down to him--which is to say, incomplete but earnest. Renjiro is friendly, kind, and generally a little bit dense. He carries himself in what he imagines a honorable and fitting manner is, but he is mostly making it up as he goes. He found his horse, Nari, wandering wounded near Sandpoint one day, and put much care and effort into her recovery. He prizes his horse highly, and is even more protective of her than he is of Ameiko, whom he has been carrying an obvious and awkward torch for for many years. As a kid, he followed her around relentlessly. When she was off trying her hand at adventuring, he was sulky and irritable, and mostly wished he was with her to protect her. Usually a fairly confident man, Ameiko makes him stammer and second-guess himself with just a smile.
I have an idea for a Ronin Samurai for this adventure path I'd love to use. He is essentially, a descendent of refugees from Tien. They never really say how Ameiko's family came to Sandpoint, but I figure it'd be a similar thing. However, after his mother's death, this (still unnamed) character's father brought him up teaching him the somewhat incomplete traditions of the samurai as they had been passed down to him. Campaign trait would be childhood crush on Ameiko, or alternatively, he could be rewritten to be her younger brother if you like. Either way, he is headstrong, daring, protective, rather dense, and lives a patchwork code of honor he is pretty much making up as he goes along.
Three ideas: Rage Prophet:
I'm not sure of the specifics, but i like the idea of this prestige class alot. so obviously an Oracle/Barbarian mix. Probably a dwarf, because half-orc barbarians don't interest me. Not a dumb character, just someone with the worst temper you can imagine and a direct wire to the god of battle
Illusionist:
the classic DND archetype that i've always wanted to play but never have. Gnome Illusionist wizard. Happy go lucky, loves using his magic for a laugh. Druid: probably an Elf, Old, and an eternal wanderer, not terribly good with people. Probably using the Storm Lord Archetype just for something different. Though I may eschew archetypes alltogether and go with a nature bond: animal companion druid.
gfvelastegui wrote:
That's fine.
Please post your highlights from combat encounters within Carrion Crown. I'm hoping to share fun and interesting turns used to make some of the fights really unique, challening and different. I'll start with our last session in Trial of the Beast: My group of four PCs made their way into V&G's chymic works after a few days trying to track them down. What followed was one of those spectacular sessions of gaming that I'm still giddy over. Hence the post, I guess. I think this was the most interesting, challenging and well-layed out fights so far in the adventure path. -The Barbarian and Ranger in the group were happy to have a serious brawl on their hands for the first time. -The cleric, drained of all spells, with a few channels left still had an incredible time with the fight. -the alchemist had a great bomb-slinging duel with Vorkstag. To mazimize the fun here I tried to use the different levels in the main room to maximum frustration for the PCS. One of the mongrelmen yanked the barbarian off the entranceway platform, then the remaining started wailing on him when he was down. Vorkstag, with his Jump extract, was leaping along the platforms between the vats, hurling bombs. (sadly not to great effect, but it was frightening to the PCs). When he hit low HP, he went invisibile and hid deep in the factory. Grine hurled axes for a while, but in his best moment, he spider-climbed onto the ceiling, out of reach of the barbarian and cleric who were closing in on him, then used Command to make the barbarian take a walk over the railing. He made good his escape, only to be cornered in the tower trying to pry the window open to get out. He was brained by the barbarian who sprinted after him, slaughtering the frankly kind of pathetic homonculi in the way. I was going to have Vorkstag escape to further antagonize the PCs, but when one of the players started rooting around in his room immediately following the combat, he came roaring back into the fight, hoping to defend his cabinet of skins, only to be brought low by the PCs. The players were ultimately thrilled with the fight, which was great, considering it took almost two hours to complete. I hope to continue this with Caromarc's castle next week.
I'm very curious abut the design and production process Paizo goes through with regards to maps. Could you maybe describe the steps? Specfically, I'm wondering how intensely you follow such things as natural geology when shaping Golarion, and on the other end, the actual artistic end of producing the map. Thanks very much--the level of care is very evident in the product line here.
Tavern/Bar/Inn names in fantasy and fantasy games traditionally are kind of supposed to be clever, pun-tacular, gross, suggestive, stupid and/or hilarious. They're intended to give you the quick reaction they're going for, maybe an idea of who you'll be finding inside, and then that's about it. Don't give it too much thought. Use them as you see fit. I'm playing the Carrion Crown AP and the first Inn my PC's came across in Lepistadt was named "The Winding Way" solely because I knew it would ellicit a laugh and the standard "Oh $%^& you" look.
As promised, here is the oracle of Flame Berl has been burned many times by the fire that fascinates him. The scars are all over his body. His hair is sparse and his body is failing him. The flame took most of his vision, but he can occasionally glimpse portents of the future in a raging fire. Oracle: BERL THE FLAME-TOUCHED CR 1/2 Male Human Oracle 1 NN Medium Humanoid (Human) Init +0; Senses Clouded Vision, Darkvision (30 feet); Perception +3 -------------------- DEFENSE -------------------- AC 10, touch 10, flat-footed 10 hp 7 (1d8-1) Fort -1, Ref +0, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Club +0 (1d6/20/x2) and Dagger +0 (1d4/19-20/x2) and Unarmed Strike +0 (1d3/20/x2) Special Attacks Touch of Flame (1d6+1) (6/day) Oracle Spells Known (CL 1, +0 melee touch, +0 ranged touch): 1 (4/day) Inflict Light Wounds (DC 14), Doom (DC 14), Sun Metal (DC 14) 0 (at will) Purify Food and Drink (DC 13), Light, Guidance (DC 13), Spark (DC 13) -------------------- STATISTICS -------------------- Str 10, Dex 10, Con 8, Int 12, Wis 15, Cha 16 Base Atk +0; CMB +0; CMD 10 Feats Elemental Spell: Fire, Prophetic Visionary (1/day) Traits Bullied, Indomitable Faith Skills Diplomacy +7, Heal +6, Intimidate +7, Knowledge (History) +5, Perception +3, Perform (Oratory) +7, Survival +3 Languages Celestial, Common Combat Gear Club, Dagger; Other Gear Powder, Sack (7 @ 6.5 lbs), Spell component pouch, Torch (5) -------------------- SPECIAL ABILITIES -------------------- Bullied +1 to hit with unarmed AoEs. Clouded Vision You cannot see beyond 30' Darkvision (30 feet) You can see in the dark (black and white vision only). Elemental Spell: Fire You can cast a spell with half or all its damage type replaced with this feat's damage type. Prophetic Visionary (1/day) Once per day, enter a deep trance and gain a prophetic vision Touch of Flame (1d6+1) (6/day) (Su) Melee touch attack deals 1d6+1 Fire damage.
Thanks! I'll post on the alias tonight after I punch everything into a character generator. Just double-checking - 15750 gold starting? (I found this number deep in the thread) edit: HP Roll: 1d8 + 1 ⇒ (7) + 1 = 8 1d8 + 1 ⇒ (6) + 1 = 7 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (2) + 1 = 3 1d8 + 1 ⇒ (4) + 1 = 5 1d8 + 1 ⇒ (1) + 1 = 2
BPorter wrote:
Pretty much this. The game easily has one of the best intro scenes in recent memory--and considering how good the opening to Arkham Asylum was, that's definitely saying something.
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