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I also have fond memories of 2nd edition ravenloft... I played 2nd edition from the time it came out until a little after 3.0 came out (we finished our 2e campaign while starting our first 3ed game) and ravenloft was always my favorite 2e setting (I wish i still had all those old ravenloft books to look through right now in preparation, lol).
avast! i be wantin' in!
I don't have time for a full work up right now (and you didn't specify what you were looking for in a pitch), but I have an idea I really want to try...
Culder 'the Captain' Hargraves
let me know what else you'd like to see and I'll post it soon. Also, please feel free to check out the posting history on my aliases to see my posting style and frequency.
This should be everything you asked for. Please let me know if there's anything else you'd like to see or have clarified... I'm on the fence about creating an alias during recruitment (just because I can't delete it if there happen to be 5 entries better than mine), but if I do I'll point it out.
Morgrim is fairly large for a dwarf, standing a full four and a half feet tall and weighing as much as some human men. His chest is thick and his shoulders are broad with the coppery, strawberry-blonde hair of his head and beard draping over them. His face is weathered and often appears harsh even when he doesn’t mean it to.
Morgrim is fairly stoic, not given to frequent or extreme highs or lows. He finds joy in the simple pleasures of life: meats, ales, bawdy humor, and buxom women. This joy is tempered, however, with a somewhat fatalistic worldview rooted in the knowledge (and experience) that all things end- mountains erode, statues crumble, and life always ends in death.
Despite this fatalism, he is a good natured dwarf and does what he can to help others. He was chosen by Torag and embraces the Father of Creation’s example, seeking to protect others and, through his good deeds, to repeatedly recreate the world as a slightly better place even as it continues to deteriorate.
Morgrim grew up in a small trading village in the foothills of the Mindspin Mountains. Most of the predominantly dwarven townsfolk were merchants and artisans who bought ore from the mountains to sell metalgoods to visitors, and bought surface materials like leather, wood, and fabrics to sell in the mountains. His father, Tolgrin, was the village priest, a faithful worshiper of Torag who had even been granted a small amount of magic by the Dwarfather. His mother, Bodna, helped run her sister’s inn when she wasn’t tending to young Morgrim or his older brother, Kruddig.
Kruddig was rebellious and their mother was often apologizing for his behavior. As the eldest son he was the apple of his father’s eye… until Morgrim was born bearing the mark of Torag. The hammer-shaped birthmark on his sternum was a sign that he had been chosen from birth to serve the Creator, and it was a source of great pride for his father . Kruddig never blamed Morgrim for his loss of status but resented his parents for the perceived slight. He looked after his younger brother and played with him often, but also dragged him along for some of his mischief. Ironically, it was this mischief that saved their lives.
One day the two of them snuck out of the village without telling anyone to explore and play. When they returned they saw, from a distance, a hill giant raiding party laying waste to the village. They hid until the attack was over and then rushed to survey the damage. It was total devastation; everyone there was dead and the town was a ruin. The two young dwarves, perhaps rather foolishly, set out across Belkzen for Trunau where their uncle lived. By Torag’s blessing they arrived in one piece. Kruddig took a job with a local smithy and joined every fight he could (whether defending the city or setting out on raids) to vent his anger. He was reckless and after a few years was killed by a band of orcs. Morgrim was more patient, and underage. He lived with his uncle, Gundar, and learned all he could about fighting and killing giants, hopeful that he will one day find opportunities to put that knowledge to use. He has not yet developed any magical ability, but he assists in the prayers and rituals he knows for worshipers of Torag in town. He has not sworn the oath, and has no hopeknife, but he has aided in the defense of Trunau on more than one occasion.
When asked why he hasn’t taken the oath he replies, ”because I am not a man of Trunau, I am a dwarf of the Mindspin Mountains.” (an identity he clings to all the more tightly because of all that he has lost)
NG Dwarf [with giant hunter and lore keeper racial alternatives]
Ranger [Divine Tracker of Torag] 1
Str 16; Dex 14; Con 16 (14+2); Int 10; Wis 16 (14+2); Cha 8 (10-2)
traits: birthmark (faith), blooded (regional: mindspin mountains) , orphaned by giants (campaign)
after 1-2 levels of ranger he'll start leveling as an inquisitor. he'll probably take at least 4 levels of inquisitor and then from there maybe go back and forth some between the two classes.
Is this an open recruitment for skulls and shackles? If so, I'd like to apply with Culder 'the Captain' Hargraves, an eldritch guardian fighter who typically fights with an anchor (not a reskinned regular weapon, an actual anchor). He wouldn't be overly clever but his familiar would be a parrot with the sage archetype that he asks question (and who answers in squawking common).
now i'm wrestling with whether to submit my pitch from the other thread... as i said, i don't like doing that but he just seems like such a good fit for the campaign... i'll keep thinking about it...
on an unrelated note- if I were to (instead) make a character whose class (alchemist) doesn't have an archetype for using guns (despite the fact that it's the class that most should), and took gunsmith as a feat and the heirloom weapon trait, could i start with a battered gun (for my heirloom weapon) like all the gunslingers and related archetypes do?
I know this isn't the ideal way to submit a pitch, but it's what I have time for (sorry)...
LN, dwarf [giant hunter, lore keeper], ranger [divine tracker]
Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Traits: Orphaned by Giants, Glory of Old
Feat: Steel Soul
Skills: climb +6, know[dungeoneering] +4, know[nature] +4, perception +7, stealth +6, survival +6
Favored enemy: humanoid[giant]
Gear: studded leather, dorn dergar (called dwarven chain-flail on d20pfsrd), javelin (w/ammentum) x6, silver holy symbol, waraxe, backpack, 50' silk rope, grappling hook, flask of acid x2, 3g
Doran was raised in a small settlement in the foothills of the mindspin mountains where his father served as priest (primarily of Kols, but overseeing rituals for most of the dwarven pantheon). As a youth, his parents (and most of the settlement) were killed by a giant raid, after which he was sent to Tranau to be raised by the priest there. Surrounded by non-dwarves, and reeling from his loss, he clung desperately to traditional dwarf culture as a means to retain some connection to his parents. Years have passed and he is now an adult but despite his time in Tranau he still clings to his dwarven identity and the anger and hatred towards Giants still feels fresh.
After a level or two of ranger he'd take probably 4 levels of inquisitor and then maybe keep going or maybe go back to ranger...
I just stumbled on this recruitment... And it looks like I have about 18 hours... I'm on my way to a meeting now and have another that starts about 4 hours before recruitment closes... Challenge Accepted!
I'm going to make the dwarfiest dwarf that ever dwarfed! A multiclass ranger/inquisitor who uses a dorn dergar. More to come later... (Primarily melee/skills, with secondary support/heals, or at least wand use).
It looks like the eldritch guardian fighter archetype might actually be able use a mounted build with flight at 3rd level... If you make a small character and take a hawk with the mauler archetype, at 3rd level it can use battle form to become medium (with around 16 Str) indefinitely, which is big enough and strong enough to bear you as a rider...
So, 2 question...
I like that they added some more options for familiars, and for getting familiars. I've played a couple of fighters with a familiar before and had a lot of fun with it. After looking through this stuff I really want to make a pirate... make a fighter with the eldritch guardian archetype with a parrot sage familiar! It's not the most optimized way to use that archetype but I just love the idea of a tough but dim witted pirate who ask his parrot when he needs to know something and the parrot squacks out actual answers (in common).
edit: that was super off-topic, sorry
you could always use Boon Companion too... if you're planning to make it to fighter 2/something else 5+ the feat will only do so much, but if you're considering a more even multiclassing, or don't expect the campaign to last past 6th or 7th level, it would pretty much solve all you're problems.
anyways, i vote for pure fighter. poor fighters don't get enough love.
yeah... most familiars don't threaten adjacent squares, so even if they are valid participants in the pack fighting feat you would only gain the benefit when they're in the enemy's square and you're adjacent to it (which could result in them not living long).
an animal companion would work better for this and you can get one by taking the feats Nature Soul, and Animal Ally (you'll probably want Boon Companion too...)
nohwear- any chance you could link that feat?
as mentioned, Eldritch Heritage will get you one for 2 feats (as early as 3rd level). depending on what you're planning to do with it, you can also get an animal companion for 2 feats (nature soul and animal ally), but you have to pick from a restricted list... in either case you can take the boon companion feat to get your pet up to your full level (though if you're just trying to snag +4 initiative or some other static familiar bonus that's obviously not worthwhile).
edit: thanks Bret
re-edit: Eldritch Heritage [Arcane] seems superior to Familiar Bond in every way, except that Iron Will is a better feat than Skill Focus in a knowledge... if you're planning to spend a second feat, i guess you're slightly better off with the familiar bond chain than EH and boon companion, though you'll have to wait til the 3rd feat to get any bonuses (as opposed to 2nd with EH)... I guess if you don't have 13 Cha that limits your options (but you're a rogue, you really need to not dump Cha and be decent at Use Magic Device)
technically its copywritten material not covered by the open gaming license (because things like people, locations, and specific gods are not OGL content)...
d20pfsrd is a business (they have ad revenue and what they make through their store), so they can't post that stuff or they could get sued; archives of nethys is just a dude with a bunch of time on his hands- he's not making anything off his site and probably doesn't get anywhere near the traffic of the pfsrd so he gets away with it.
the prestige classes are on pfsrd... at least one of them you may have to use the search function to find though. they're called 'Evangelist', 'Exalted', and 'Sentinel'. the feat is too (and i linked it above). the individual requirements and boons associated with each god's obedience are not of pfsrd but can be found at the archive of nethys link i posted above. hope that's helpful for everyone :)
this is not a pitch for allowing those PrCs, but if you're curious Archives of Nethys has each god's obedience listed in their entry... (i think that's the only requirement you'd need to look at, except maybe the deific obedience feat which is on d20pfsrd but for some reason doesn't show up on the list).
i mentioned this already in the (new) recruitment thread, but my wife and both my children have the flu so everything is getting done slowly right now... i created an alias for Ulfgar and will set it up as quickly as i can, but it might (will) take a little longer than i'd like. I'm sorry for any inconvenience it causes.
sorry this is so late, and not so well presented as I would like... if i somehow get selected i'll clean it up, create a profile, and flesh out the background some within a few days.
The Helmhammer clan have been respected members of the Iron Mountain community for generations. They have a reputation as bold defenders of the kingdom and pious servants of Kols. Ulfgar's father Baergar is a fairly high ranking priest in Kols' church and was grooming his son to follow in his footsteps until he was chosen to be among the Nalbrin. Even in that rigorous training he carried the foundations of his instruction in the faith and has become a most unusual Nalbrin, combining martial skill with divine might.
As a young child he learned the importance of keeping oaths when he broke one and was sentenced by his father to a month with no meat or ale. He has carried that lesson with him his whole life and today he carefully considers all promises before making them, holds completely to them once made, and requires of others that they do the same.
LN Dwarf, Warpriest [sacred fist] 2
Str 14 (5)
Dex 14 (5)
Con 16 (5) [14+2 race]
Int 10 (0)
Wis 18 (10) [16+2 race]
Cha 8 (0) [10-2 race]
Feats: light armor proficiency, nalbrin armor adept
Skills: acrobatics +7 (2 ranks +3 class +2 dex), sense motive +9 (2 ranks +3 class +4 Wis)
blessings: glory, strength
traits: armor expert, birthmark
gear: masterwork chainshirt (350), masterwork backpack (50), mundane adventuring gear [ropes/graple/etc] (50), alchemical items (50), 500g of potions and scrolls
HP: 24; AC 20 (+4 armor +2 dex +4 Wis); Fort +5, Ref +2, Will +7 (plus racial and trait bonuses)
Thanks for choosing me! I'm looking for to this :)
Sadly, my kids have the flu today so i probably won't be able to do anything substantial (or, at least, not until they're in bed), but if you can post the tweaks you'd like to see, and any advice or further info for character creation I'll get rolling on that ASAP!
Thanks for the review Feros!
Steven Helt, if you get to it I'd love a review of Spelldrinker (the potential abuse by masochistic munchkin magi has already been pointed out, but any other feedback would be great). Thanks!
I could be mistaken but I believe that the GM already said no to brawler; and, typically, if you posess a feat which you don't qualify for you don't lose it but can't use it until you do qualify... (That doesn't come up often because you can't normally choose a feat you don't qualify for, but occasionally comes up with bonus feats, or when you lose a prerequisite- like power attack if your Str drops below 13). In this case that means you get the feat at first but can't actually use it until you do me the requirements.
I'm feeling better but my kids are sick now... I'll try to sneak something in before the deadline tomorrow but I can't make any promises... either way, good luck to all!
I thought ranger/warpriest/Druid was the ultimate divine mix ;)
I don't see Grond as adversarial with civilization or bent on undoing progress... He'll be leery of it at first because of its association with the 'new' gods who cast him down but eventually he'll (most likely) grow to desire to show them the value of his animalistic blessings. he's not going to try to unmake civilization, and isn't really a nature god in the sense of trying preserve or protect nature from humanoids (on the contrary, he's a god of humanoids who helped them survive against nature). I do still think there would be plenty of good RP opportunities though (but I doubt there'd be much danger of any PvP).
yeah- the idea of a custom race is motivated more by story/RP than anything else, so if it costs me a cool FCB so be it...
i saw that the other player at the table is an angelkin aasimar, which is a 14 point race (i believe), so i took the liberty of building at the same point level... this is (obviously) a rough draft but if I get selected and you're more or less ok with the race, we can talk about necessary edits then :)
The spawn of Grond looks like a primitive human, with a strong brow and slightly hunched frame. It's skin is thick and heavy like hide and many of it's features are feral in appearance, such as claw-like fingers and an upturned, slightly canine nose. It would not be surprising for some to mistake it for a half-orc.
Standard Racial Traits
Defense Racial Traits
Senses Racial Traits
i don't think there's anything in there that should be too objectionable, and it seems (IMO at least) pretty consistent with who/what Grond was as a god...
(At the risk of seeming presumptuous) I know this is premature, but are you open to considering a custom built race for our mortal form? maybe like a 10 point humanoid customized to our portfolio? I only ask because if I were a god quickly assembling a mortal form for my consciousness, I would probably create something influenced by my portfolio...
so you can take an item from a willing target as a move action?
i was, sadly, unaware of that... i know you're very busy right now but if there's any chance you (or someone in the community) could link the rules on that so i can learn them better i'd be most appreciative!
And, thank you for your response!
Thanks for the feedback, Mark! I am, however, confused... either about your feedback or about action economy in general...
Mark Seifter wrote:
*Among other oddities, this sword is a source of infinite spells for an 11th level magus (You let someone crappy crit you and lose a 4th level spell to the sword and gain 4 arcane pool points, and you can spend 2 arcane pool points to recover a 4th level spell).
Given the restriction that the stored energy must be used by the end of the wielder's next turn... if you let some chump crit you for (presumably) a small amount of damage and voluntarily failed your save to charge the blade, how would you get the sword from said chump and still have a standard action left to absorb the energy on your turn? the chump could drop it as a free action but then it would cost you a standard to pick it up... can you offer someone a weapon as a move action, so they can accept it as a move action? if that's the case then I guess there is an exploit I missed... though, in fairness, you would take 2d8+6 (minus the chump's Str penalty*2) each time you did it...
edit: I hope that doesn't come across as ungrateful or argumentative... i was just legitimately confused because i thought action economy would prevent any of that sort of abuse...
Thomas LeBlanc wrote:
Spelldrinker - This was the only spell stealing item I liked, due to Will save and limited usage. But didn't like the regaining pool and the daylight part made no sense.
Thanks for the feedback Thomas! The concept I was going for was that the magic it absorbed had to go somewhere- either out in an attack, in to a pool, or burned off through the much brighter runes...
I think that aspect of the item might have made more sense with the original name... "Spelldrinker" (in retrospect) sounds like it should consume the magic, "Spellsyphon" sounds like it's drawing magic out to send it somewhere else... Oh well.
Silly question: sensei advice replaces fast movement and flurry .... So if I'm in armor do I lose advice too?
typically, no... but its Sarpadian's world so if he says yes, then yes...
i spent my day off having the flu, and didn't get much gaming stuff done... i did look over some golarion gods and thought that the dwarven god Kols might be a (really) good fit... when my brain stops swimming and starts working again i'll put together a character sheet and some background for a Sacred Fist devoted to him (if that's acceptable), if there's still time. i'm really not feeling well and it might be awhile before i'm up to it, so please don't hold recruitment just for me if you have enough suitable applications.
hey, sorry i'm late for the party... not too late I hope... I failed to reach the top 32 so I instead submit my item for public ridicule (and constructive criticism). it was originally named "Spellsyphon" instead, but i changed it at the last minute because i was afraid some people wouldn't know what a syphon was (especially using the more archaic spelling); i like the original name better but i'm posting with the revised title to make it easier for those cutting and pasting from their notes.
thank you to all who are putting so much time into this thread (there have been past years where I was one of you, but i just don't have the time for it anymore).
Spelldrinker crackles with blue energy after absorbing a spell and the next attack made with it before the end of the wielder’s next turn gains a bonus to hit equal to the level of the spell absorbed and deals an extra 1d4 damage per spell level. If the wielder has an arcane pool or reservoir she can instead spend a standard action before the end of her next turn to absorb the spell energy, regaining arcane points equal to its spell level (up to her normal maximum). If the wielder does not attack or absorb the spell by the end of her next turn the runes erupt in brilliant light, providing illumination as a daylight spell for 1 round per spell level. No additional spells can be absorbed while this daylight effect is active.
"GM Arkwright wrote:
could I get a list of what classes are already spoken for?
Well... It's complicated...I don't want to step on any toes but (since this is all info you could get by sneaking a peek at the gameplay thread) here's a little more info:
- Katja is a silver dragon (no class levels)
- Areniel is a trumpet archon/cleric
- Tessara is an oracle (wind I think?) with a spy/infiltrator cohort
- Validk is a doppelgänger/wizard (and GMPC)
sorry i'm getting this up a little later than i planned- it turned out to be a busy day. and, i see that since i started someone pitched a guy whose mechanics are somewhat similar... sorry daemonprince (our flavor is quite different though).
so, my core idea was that since he's a forgotten god his portfolio should be something forgotten... so i kind of played with the idea that all the ancient peoples that looked to animals or animal spirits as a source of power were actually worshipers of an animalistic god who would bless his followers with aspects of various animals. since he was forgotten/erased from mortal knowledge, that worship was later interpreted as a primitive superstition. here's what i've come up with so far, please let me know if you have any questions or there's further info you'd like on anything.
Divine Concept/Basic Background:
Modern humanoids believe their primitive ancestors to be superstitious brutes who mimicked animals and attempted crude rites to try to gain their strength. That is only because they have forgotten Grond.
Before the elves learned the spellsong or the dwarves devised means of working iron, Grond was among the first gods. He was called the Beast Lord and the prayers and sacrifices raised by those who wished to manifest some aspect of the mighty animals around them were not mere superstition, but were raised to him. It was Grond who could grant a warrior the strength of a lion. It was Grond who could grant the hunter the sight of an eagle. It was Grond who could grant a wife the fertility of a hare (or a husband the stamina of an ox). And it was Grond who was worshiped far and wide, who was counted among the highest of the gods.
But time changes all things and with the advent of civilization mortals turned their trust to steel and spell and Grond's power began to wane. New gods rose and temples were built within city walls, soon Grond was out of place among the gods. It was whispered among some of the new gods that a wounded animal defending what it thought to be its own territory could be quite dangerous, and they determined to deal with the threat to their new power. Banding together, a force of young godlings marched against him; he showed them the bestial power that had earned him so much worship, but in the end he was overwhelmed and cast down. To ensure that his defeat was complete they did all they could to erase the memory of him, even wiping out the record of his early worship and twisting the remnant of his church. Hints of him remain, however, from the echoes of his worship among the barbarian animist and totemists to the remnant of his church now known as druids, from the agathions he created as a gift to beautiful young Sarenrae to the modern husks of the once majestic lycanthropes he fashioned from his most worthy followers.
What's more, the cornered god was more dangerous than his attackers realized. Sensing his defeat was near he chose to play dead- when the final blow was struck, Grond was not destroyed, as they believed, but rather cast his own essence down into a mortal form where it lay dormant for millenia gathering strength... but now that form stirs, now Grond rises.
The Beast Lord
Worshipers none for thousands of years
basic build concept:
Ranger- divine tracker, shapeshifter, and wild stalker archetypes
Druid- feral shifter archetype
Warpriest- sacred fist archetype
this combination of classes/archetypes gives him a lot of ways to augment himself through animalistic transformations, and that's how he would view every ability- rage is embracing the ferocity of a badger (or other creature that can rage), animal focus is more of a spiritual transformation, shifter's blessing is actually accepting a physical transformation into something more bestial, and wild shape is sort of the ultimate expression of gaining power from animals...altogether i think this should make for a god very consistent with a pre-iron age culture (ie one who doesn't depend on weapons or armor, or books)
I look forward to hearing your decision!
Cool, thanks! I work pretty late tonight but I'll work on a pitch tomorrow morning (or possibly late tonight when I should be sleeping)... So far I have one idea for a god that i really like but can't figure out good mechanics for, and another idea for a fun build that I can't quite nail down the divine concept for... Hopefully the next idea will be a perfect synthesis of concept and build (or even just a good idea for the mechanics for the god-concept I already have).