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Hrrm. I think that I'll go with a Dwarf. Either a Stonelord or an Inquisitor, probably a veteran from fighting orcs near Belkzen. Is a Dwarven Dorn Dergar from Dwarves of Golarion (at least, according to the SRD) acceptable? If not, I'll just build around another weapon.
The Obsidian Portal has tools for wikibuilding, I believe, and might be best for tracking things for a game run here. In general, I'm a fan of Myth-Weavers for PbP, and it looks like they're alright with people using the Wiki to store info for any game (per the global rules), as long as you don't advertise for any games not run on the site.
Name: Jargrimr Fordaemdur (Jargrimr the Damned)
Brief Background: Jargrimr is a massive man, whose long blond hair and facial hair clearly mark him as an Ulfen. He was born to a minor chief in the Land of the Linnorm Kings. When his sorcerous abilities first manifested, there was rejoicing—until the source was made clear, shortly after Jargrimr’s fifteenth birthday. Fleeing for his life, Jargrimr made his way south, seeking a place in the world. As Jargrimr has aged, his abilities have grown—as has the devilish taint in his blood. Now in his early twenties, Jargrimr’s thinking is now being affected by his bloodline, despite his efforts to prevent this. Left to his own devices, Jargrimr would be happy to work as a minor mercenary, as many Ulfen who travel south do. His blood cries for him to do more, however. Kaer Maga is a city that could clearly use strong rule… and who better to bring it than Jargrimr? Notes: I can go several ways with Jargrimr, depending on party composition (among other things). Buildwise, I think that Enchangment or Evocation could be fun, while also fitting his backstory. As far as the struggle with infernal influences, that could work out one of several ways, and I'd be happy to keep him Paladin-compatible, if a is in the group.
Guess I should note what I'm working on. Building a Lore Warden siege engineer (EWP: Ballista, points in Know(Engineering), Craft(Siege Weapon), some other relevant skill that I can't remember right now), with an eye towards being a gunner on the ship. Outside of that, he's focused on 2-handed weapons, and will pick up some maneuver feats down the road. Since I should probably check this before building the full concept, is it alright if I use the Lore Warden archetype without playing a member of the PFS? If not, I'll redesign him as a Tactician or something. Edit: I'll have a draft up sometime tonight, with answers to the questions and so forth.
Dotting for interest. How do you feel about the Tactician archetype? Debating if I want to go with a middle-aged chief who's been successful due to his wits, or a young up-and-comer with a mind for... well, tactics. Edit: Actually, thinking about it, a Lore Warden could fit my potential concept as well. Whatever you're happy with.
Hrrm. All of them sound fun (although it's hard to go wrong in Pathfinder, imo), but it's really up to you. Two notes, though; First, whatever you pick, it would be good if you train Survival (as I think that we lack it, I'm not sure if I can squeeze it in on my cleric, and it has been highly recommended by the DM). Second, unless you go small-sized, this is one of the few campaigns where a cavalier is actually a viable option, at least from what I've seen. If you wanted to be a tracking cavalier (possibly from boar hunting in your youth or somesuch), then the Caravan Guard trait from Jade Regent makes it a class skill. Again though, play what you think would be fun. A druid could provide some fun RP (since I'm going Cleric of Abadar), but they all sound good to me. Methinks that someone wants an animal companion, though. :P Edit: GM ninja'd.
Sounds good to me. I was actually thinking that the Cohort would do well in filling in for one or another of the roles in running the kingdom, with the others making good support staff (either in running a temple or as part of a bureaucracy, perhaps). I'm more than happy leaving the cohort at home, as it were. Like I said, the main reason I'm considering that feat is that it comes as part of the Nobility domain, which could be thematically fun and has a good first level ability, methinks.
Well smite me silly, I'm actually intrigued by the idea of a Cleric of Abadar. Quick mechanically-themed question; how do you feel about the Leadership feat? Normally, I loathe it, but it seems appropriate for Kingmaker (or maybe redundant, I'm not sure on that part though), especially as the Nobility Domain (which gives Leadership at 8th, and is why I'm considering the feat at all) could be highly entertaining in conjunction with the Bastard trait.
And hello to you, sir. I am __________ the Oracle of ________, helpful healer of holiness, master medic from maybe Magnimar, and kindly captor of alliterative aphorisms. And stuff. Marvelous greeting that, by the way. GM Aria wrote:
Ah, gotcha. Maybe I'll look over the cleric again, actually, since I haven't played one in a game yet. Oracles always seemed more intriguing to me but then, I'm a fan of Sorcerers too. We shall see... *stealthily rolls a Druid up*
Markellus nods after Zelaria tells him about her mother's booth, making a mental note to head there if he can't find the others. Hrrm. Hadn't thought about a place to sleep. Was hopin' for a local priest or maybe a friendly family or two... ah well, guess I know where I'll be now. As he comes upon the Devil Hunt, Mark approaches the Varisian curiously. "Fought the Devil, did you? And how was that?" he asks curiously as he watches the competing archers. And more to the point, what is the purpose of this game... What are those statues for? Go ahead and call him Mark. Is always nice to use shorthand, no?
Working up a Paladin of Erastil. Two questions for the most glorious and merciful DM Ryuko (flattery never hurts, eh?);
Second, would it be alright if I applied with two potential builds in mind? While my preference would be for the Divine Hunter (as it both fits Erastil better and, admittedly, is a bit more optimized apparently), I'd also be happy going with a more traditional greatsword wielding pally in order to fill the meat shield role if need be. Either way, his backstory and so forth will be pretty much the same, with some minor adjustments.
Bryce Rosewood wrote:
Good point about Floating Disc, I had that prepped when I thought that we'd be protecting a person, and that it might be useful for that (moving said person around a bit more, mainly). As for burning disarm, I have a wand for that ;). However, given our better understanding of things now, I think that I will swap Burning Hands and Floating Disc for 2 Burning Disarms and an Ear Piercing Scream (since they get a nice damage boost from not being the Wand versions). Question for the DM: How long does the Daze from Ear Piercing Scream (http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream) last? The text contradicts itself. I'm assuming that it only lasts for 1 round (as it would seem just a bit powerful if it lasted for 1 round/level), but I'd be happy to take advantage of it if you rule that it lasts for longer ;)
Bryce Rosewood wrote: Good good. I at least would like to have another round of tweaks in the OOC thread to make sure we're a coherent and effective team. Agreed on this. Also, I'd like to hold of on finalizing items until after the final team is accepted, if that's alright. That'll let me tailor the wands I get toward the group, rather than casting as broad a net as possible (which is what buying scrolls for spells is for, ja?)
Since that Carrion Crown game seems to be stillborn, I'll throw my hat in too. Currently thinking of a Ranger with the Skirmisher variant (since non-casty Ranger sounds more interesting to me), potentially an Ulfen mercenary-type with the "Caravan Guard" background. I'll flesh it out a bit more in the next few days. Could be a scout type, and potentially go either ranged or melee as need be. I'll post again once I have a more solid concept down.
Is it weird that it just occurred to me that a fantastic answer would be "To crush my enemies, see them driven before me, and hear the lamentations of the women?" In any case, mechanics and background for Maedoc are pretty much set, with the exception of personality, appearance (which should be finished later tonight), and the ever-so-entertaining purchasing of items.
GM DSP wrote:
Will do. Also, how do you feel about special materials like mithral and alchemical silver? Thinking of having a mithral breastplate and alch. silver weapon (the acquiring of each should provide nice hooks for the requested narratives above).
Hmm. This looks quite interesting. I have a few questions, though (even though some of these won't be issues until later). First, what do you mean by "Applicant will create 5th level characters with 1.5 wealth per level?" It may just be my unfamiliarity with higher level Pathfinder games, but I don't understand the terminology. Second (taking a loose interpretation of "all published pathfinder content), is the content from Psionics Unleashed (which is also available on D20PFSRD) acceptable, or would you prefer not to deal with psionics? I looked over the redone Wilder the other day and was intrigued, but I'm sure that I can come up with some other intriguing concept later. Third, what do you mean by generic place-names? While it's simple enough to change them after the fact, would it be possible to see some examples, perhaps? Thanks much,
Set 1:
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14 2d6 + 6 ⇒ (3, 1) + 6 = 10 2d6 + 6 ⇒ (1, 6) + 6 = 13 2d6 + 6 ⇒ (5, 1) + 6 = 12 2d6 + 6 ⇒ (1, 3) + 6 = 10 Set 2:
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 3) + 6 = 10 2d6 + 6 ⇒ (1, 3) + 6 = 10 2d6 + 6 ⇒ (4, 3) + 6 = 13 2d6 + 6 ⇒ (4, 1) + 6 = 11 2d6 + 6 ⇒ (6, 1) + 6 = 13
DM Patcher, I am interested in applying (obviously--otherwise I wouldn't be posting here), and was wondering how you feel about the Magus Class, the Hexcrafter archetype and the Staff Magus archetype. I'm kicking around ideas for a wandering Varisian or somesuch who came to Korvosa and lost his child to Lamm a few months before the start of the adventure. Potentially, a Hexcrafting Staff Magus could be interesting (and, unless I'm reading the class feature replacements wrong, should be viable), but I might go with something else at this point--certainly so if you don't like stacking archetypes or anything like that.
Hrrm. I'll bite. I have played D&D (mostly 3.5) for a couple of years (off and on depending on group since 2006 or so), and have a fair amount of familiarity with Pathfinder, mainly through PbP on Myth-Weavers. I had to withdraw from my games due a while back due to my schedule, but things have settled a bit and I'm trying to get back into PbP. Also, I have not played Savage Tide. I'm a big fan of arcane-types to boot, and should be able to sketch something out tonight or tomorrow. Right now, I'm headed out for a few hours, but I'll be looking over the Savage Tides PG once I get back, if you're interested in having me. Below is an application that I used for a game on Myth-Weavers a while ago, if you're interested in getting a feel for characters I create. Vexarian Insolitus
Description:
Vexarian stands at 5'10", but is a rather gaunt figure, weighing only 160 pounds. He wears his hair short and uses a small bit of sorcery to keep it perfectly placed. His hair is jet black with some grey streaks running horizontally through it. Vexarian has intense, emerald-colored eyes and a goatee that is as carefully (and magically) groomed as his hair. His skin is pale and he has delicate, long-fingered hands. There is something that seems... off about Vexarian, but most people find it rather difficult to put a finger on. Vexarian wears a well-made, but not overly ostentatious, set of clothes. His shirt and pants are dark grey, and he wears a pair of finely-crafted black leather boots. His pack is of similarly fine make, and emblazoned with the Insolitus family crest (which he has, as of yet, been unable to remove).
Personality:
Vexarian is always brimming with self-confidence, which can easily be interpreted as arrogance by others. He tends to become irritated when others fail to share his confidence, but otherwise does fairly well at maintaining a calm demeanor. Vexarian tends to be courteous to others, and leans towards formality in both his speech and his actions--no doubt the result of a good upbringing and proper education. He is not a violent person, but will respond to threats with the same.
Background:
Vexarian was born to Karenia and Sinceritax Insolitus in the city of Magnimar. House Insolitus is one of the noble families of Magnimar. The family is a distant offshoot of House Thrune, which split off from the main house in 4611 AR. The exact reason for Insolitus’ branching from the main part of House Thrune has been forgotten by most, but what is certain is that the Insolitus Thrune, the founder of the house, took a moderately large fortune with him to the young city of Magnimar and set himself up as a merchant within the new city. Since then, the Insolitus fortune has grown slowly but surely, aided by good luck and substantial use of the family’s…. special powers. Like most members of House Thrune, Insolitus had been gifted sorcerous abilities via a pact with a powerful devil. The Insolitus penchant for enchantment is one of the reasons for the House’s economic successes. For the most part, this gift has bred true within the clan, but, for reasons unknown, there have been occasional family members who manifest power of a different sort. Vexarian was one such person. Bright and driven, he displayed quite a talent for sorcery at a young age. He was trained by the house Master of Sorcery (a rather grandiose title for a somewhat minor position, to be sure), Grathalian Insolitus. Vexarian was an eager student, although he displayed none of the talent for enchantment which most of the family had. While the majority of the family was dedicated to the service of Asmodeus, Vexarian was never particularly religious. His lack of devotion was seen as a problem by his great-uncle (and the current family patriarch), Malpharius. Malpharius started keeping an eye on Vexarian, worried that he might reveal the family’s diabolism to others—an action Malpharius worried would cut into family profits, at the very least. Vexarian paid little attention to Malpharius, enthralled as he was in his studies of sorcery and geology, and his occasional explorations of several cave systems near Magnimar. As time went on, however, Malpharius became increasingly worried about Vexarian’s activities and began limiting where Vexarian could go and which books in the family library Vexarian had access to. Vexarian’s control of sorcery continued to grow, and it slowly became clear that, somehow, his powers came from a non-devilish source. Taking this as an insult to the family’s devilish patron, Malpharius ordered the house guards to seize both of Vexarian’s parents, and sent others after Vexarian, intent on purging the odd “taint” from the family bloodline. Fortunately, Vexarian had been planning to flee to an area outside of the family’s influence anyways, and had stockpiled a few items which he felt would be useful outside of Magnimar. Upon being warned by Grathalian, who was rather fond of him, Vexarian scrambled out the window, taking his pre-packed gear with him and heading out of the city to the nearest sizeable settlement where he might escape his family's influence--Sandpoint.
Edit: Fixed "Bold" coding for Vexarian's name.
Posting interest, tentatively as a Sorcerer or Witch. I have some PbP experience, but am new to the Paizo messageboards, so any general tips that people could give me (such as how to work up a statblock on the site) would be most welcome. Edit: I'll hopefully have an idea worked up by the end of the day tomorrow--most likely a Witch, potentially a Beast-Bonded one. |
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