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I've been thinking about this a bit, maybe a bard would be useful to this group. The Archaeologist archetype is from Ultimate Combat, but can fill in as a rogue in a pinch and also help out as a party face. Based on your guidelines, it's probably not allowed, in which case I would probably go vanilla bard or arcane duelist archetype, but I guess it doesn't hurt to ask.
1. I would like to play Bec. I can definitely post once a day Monday through Friday.
2. A CG fellow who likes taking orders is an interesting character concept, and one that I'm going to have to do a bit of thinking on. I usually play arcane casters and this seems like a great chance to play a burly melee character.
3. I am in CST.
Half-elf guide ranger who grew up near Jol, west of the Shudderwood. Father was a wandering elf minstrel who took off. Mother turned to less than savory activities to put food on the table and died a pauper. Young Karl managed to survive in the wild, hunting and trapping. Probably take the chance savior trait for connection to Prof Lorrimor. Standard switch-hitter build.
Gregory Connolly wrote:
I play a wizard that could be considered a "God Wizard" and I only have ever made one weapon. I have a backup weapon made by my partner the witch, a Wand of Magic Missile CL 9th (she is Samsaran.) The one I made was a Ghost Touch Net +1. That sucker is how we finally defeated the Ghost Druid who kept running away. Best 4,000 gold I ever spent.
Nets are ranged weapons. Ghost Touch is a melee only enchant. That may not work the way you want it to.
npc's who could then turn on us for their own gain? ;)
Also, remove disease is a 3rd level spell, which is the highest level spell available in E6 as GMpastrana pointed out, so it's not like we would have a ton of access to it starting out.
Delay disease might be another issue, although, now I have a thought about an alchemist, which is another class I've been meaning to give a go... Any limits on race?
Yeah, I definitely think an Inquisitor, as it's a class I haven't played yet. While Sarenrae and Erastil seem like possibilities, an Empyreal lord wouldn't be out of the question either.
Will it just be the party amid hordes of undead, or are there NPC's who we are trying to provide for as well?
I'm guessing that a community would be something that we would have to build, but it could be done. That would probably be a motivation for my character, i.e. seeking out and bringing together other survivors.
Another vote of fantasy quasi-medieval zombie apocalypse. Sandbox can be tough on pbp, but a survival game might be interesting. Sure, the PC's need to avoid becoming food for the unquiet dead, but they also have to find food and shelter for themselves. Craft and profession skills become much more important, that sort of thing. I would also be cool to see lots of variant zombies and higher level undead as the party progresses.
Here is Merten Falstaff, half-elf foresight diviner:
Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +10; Senses low-light vision, Perception +18(+22)
AC 13 (17), touch 13, flat-footed 10 (14) (+3 dex) (+4 mage armor)
hp 72 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +5, Ref +5, Will +7
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Arcane School Spell-Like Abilities (CL 10th; concentration +19)
3 + Int Mod / day - Prescience (Su)
Wizard Spells Prepared (CL 10th; concentration +19)
5th 4/day -
Opposition Schools enchantment, necromancy
A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder telepathically asking overly personal questions to passerby.
Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian gentleman or that Taldan lord, always committing his contracts to writing and leaving satisfied customers until he chanced to spy the beautiful consort of a Qadiran merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had minimal interactions with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.
With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a mage-for-hire with all manner of unsavory sorts in the River Kingdoms He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any group that sought to carve out a space for itself among the warring lands.
However, all that came to an end recently. Merten’s most recent employer hid his foul deeds behind fair words, and it was only through the use of his divination magics that Merten was able to discover the atrocities that the self-styled bandit-king had committed in his quest for power. Merten separated his employer from his band and left him in the tender care of a band of particularly nasty Quicklings before striking out on his own, seeking for a group where he could be an equal partner and build something lasting instead of a hired mage who only left destruction in his wake.
Merten’s goal is to found a settlement that can withstand the chaos of the riverlands and thrive on its own. A place where others can freely trade and learn and live in these fertile lands. He would like to found a wizard's college of his own, and pass on what he has learned about life and arcana to some promising young minds. He still thinks of Griselle from time to time, wondering where she has gone, and if there was ever anything more to their dalliance than relieving him of his goods and good name.
Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. However, he has a soft spot for those who have suffered through no fault of their own, and will often go out of his way to aid widows, orphans, and those who have come to harm through no fault of their own.
Is the leadership feat in play? If so, Merten will probably have a young mage cohort who stays back in town and crafts magic items for the group. This isn't a requirement by any means, just a way to help out the party without taking out time for down time. If that's ok, Merten will forego the item creation feats for some metamagic. I'd also like for this character to be able to establish a tower or something. I'm not sure how much kingdom building you guys have done, but if it fits in, I'd like it a lot.
Eschetel Welleson is a wandering minstrel, gambler and rogue. A male human bard, always on the lookout for the next adventure, he is equally at home in a robbers den, a high court, and a dank dungeon. I'd like to play him in a story that's equal parts exploration, intrigue and dungeon delving with some combat as well. A classic pulp type game would be great.
Just to clarify, I'm all for Sacred Summons despite its limitations, especially in the case of a LG cleric with a LG deity like Mercurial's talking about. The expanded list for SGM is nice, but doesn't really come into its own until later levels, and the diehard feat for a summoned monster is kind of pointless. So, for me yes on Sacred Summons, but wait on Summon Good Monster.
Looks good to me, just wanted to make sure you knew what you were getting into. I agree though, with a LG cleric and deity, it's still worth it, although maybe not necessary quite so early in your feat progression.
Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.
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