Replacement Character for Emerald Spire - Level 3


Recruitment


Seeking replacement player for an established Emerald Spire campaign

My group of intrepid adventurers have just lost their Shaman companion and, before heading into the third level of the Spire dungeon, will be heading back to civilisation to recruit another party member. The team is currently made up of a Tiefling Rogue, a Human Fighter, a Human Cleric and a Human Sorcerer.

This is a link to the Campaign so you can check play style, etc.

  • Characters to be Level 3
  • All classes are acceptable (other than Gunslinger, Samurai and Ninja). I will NOT, at this stage, consider Occult Adventures Playtest classes.
  • 15-point ability buy.
  • Maximum HP for your class at Level 1 with two further level increases (to Level 3) at average for class rounded up
  • Core races AND Featured races from the Advanced Race Guide are acceptable (Uncommon races and Custom races will not be considered).
  • Two traits maybe selected
  • Average gold for your class at Level 1 with further funds to come from the Party
  • Non-evil alignments only.
  • All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.
  • Selected player must be able to commit to a good posting rate (the group has generally posted at least daily)

Hoping to get some interesting characters proposed and to have made the selection by Midnight (GMT) on 14th December. Selection of the replacement character will be by myself but I will canvas my players for their opinions.


I am just making sure, but it looks like you have the basic roles filled. By which i mean that there is not something the new person has to be.


Correct...there has been some discussion around healing / combat (Paladin, Warpriest or similar) or someone with Ranged combat ability...

...but don't feel constrained by that...suggest something that YOU would like to play...


This is an excellent campaign, I must say. Great GM and players. And me.^^

When we started, one trait had to be selected from the Emerald Spire book, not sure if it's still true.


Will there be time to craft? If not, what is a good selection for favored enemy? My current thoughts are Underground Chemist Rouge as my first choice, then some sort of ranger with the thrown weapon combat style. Both of those options are from ACG.


There could certainly be time for some level of crafting...the party has / will return to civilisation twice and has rested up with the Emerald Spire

Why my players decided to camp for a day or two:
(Spider Poison is a terrible thing!!!)

As identified by Ea, one of your traits should be from the Emerald Spire Player's Guide

Favoured Enemies?:
Well, in the first instance the party have travelled to the Spire to collect the bounty on a human bandit... But they have already encountered Goblins and Undead


I'd like to reconfigure this Tengu Rogue I had lying around into a Tengu Druid instead, a Menhir Savant of the Air. (Menhir Savant druid archetype)

The Savants of Menhir are a druidic organization dedicated to the study and understanding of the magical ley lines that crisscross our planet. The Emerald Spire (most likely by design) sits at the crossroads of a grand junction of magical ley lines, and its recent exposure to civilization has moved up our Order's timetable. I have been dispatched as an emissary of Menhir to provide assistance to any adventuring party I can find, in the hopes of preserving the integrity of the magical forces in confluence there. The power inherent in the Emerald Spire is still a mystery to those of my Order, which means that investigating its secrets is part of my mission.

I think the trait that makes the most sense for my character is Echo Wood Native

Spoiler:
Echo Wood Native: You were raised in one of the many small villages or points of interest throughout the Echo Wood. You were raised on a farm or ranch, or perhaps a small hamlet nestled deep in the forest. To you, both Thornkeep and Fort Inevitable are "the big city," crowded places with too many people for comfort. You’ve been raised to be equally wary of bandits, monsters, and Hellknights: any who deny folks the Six River Freedoms.
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the Echo Wood allows you to make untrained Knowledge (local) checks regarding the region.

Since I used to hail from this region, I was the Menhir Savants' natural choice to investigate the recent exposure of the Emerald Spire.

Crunch forthcoming. Gotta restat my character!

Party role-wise, I can buff/debuff and heal, and my archetype allows me to briefly increase my caster level in combat by tapping into local ley lines, if I want to blast a few fools with magic too. As a druid, I'm also excellent for battlefield control, since I can spontaneously cast a Summon Nature's Ally spell whenever I want by sacrificing another prepared spell.

Grand Lodge

This would by my first PbP, but it is something that I have been wanting to get into.

After reading a bit from the current characters it seems like a Life-Link Oracle would not be amiss.

Race: Aasimar
Class: Oracle (Life Mystery)
Focused on more and bigger channels as well as cure and remove spells.
Devout follower of Pharasma so would get along with Ea and give an obvious hook into the story.

if that would step on the toes of Ea too much with taking over some of the healing then:

Race: Human
Class: Evangelist Cleric
Buff Buff and more Buff. This is a cleric only in name, but functions much like a Bard.


Crunch is up! Let me know if you need any more backstory; otherwise I think I'm good to go for my application.

I was considering adding prior association with one of the party members into my backstory. However, I didn't see any obvious inroads for any of you to have come into contact with me prior to the start of the adventure; with one possible exception. In my travels mapping and seeking to understand the ley lines of the planet, my journeys could have very easily taken me across the local Pharasman temples. It's possible that you would've come to know my character, Ea, when you were being raised and trained at the temple. Other than that I am a stranger, just a weird crow-thing, to most of you. :)


Dotting.


I have a gnome Oracle of the Heavens to submit.

Perdition Banderflash:

For those odd few touched by the gods, no mystery seems beyond their touch. Among gnomes those mysteries and access to them is more than answers, but life itself. The Bleaching fails to hang upon those gifted individuals capable of bringing forth ever greater experiences for those among their kind not so blessed. Perdition happens to be just such a gnome.

Born under an auspicious moon, the young gnome soon proved to be wise beyond his years with an even greater knack for magic than most. Bringing forth visions of the great beyond and tales of interstellar inhabitants which wield amazing technologies, Perdition's council soon became sought by many of Golarion's leaders. From the duchy Alkenstar to members of the Technic League, the gnome related his tales before slipping away to another far flung corner of the Inner Sea.

All those who would attempt to hold him under their control soon found doing so was like attempting hold a star itself. Most awakening dazed and confused only remembering a bright flash and nearly indescribable color. But, this power did not come without a price. The gnome's eyes paid the toll resembling the darkness of the void more so than eyes. The obsidian like orbs only having minor sight in this world, but seemingly unhampered by darkness or light in other regards.

Jovial and outgoing, the gnome has once again found himself in the company of like minded adventurers seeking answers to unasked questions. Happy with an opportunity to help expand his tome of tales which he keeps for other gnomes, Perdition has arrived in the town in the vicinity of the Emerald Spire.

Role

Perdition will be a control type character in combat and healing as needed. Typical combat action will be to Color Spray and then fall in as required to restrict enemy movement or heal the injured.

Character sheet to follow.


I have a halfling wizard to submit. I'm reusing an old alias, but the character is completely redone.

Backstory Synopsis:
Hull's paents were slaves in Fort Inevitable. When Hull's aptitude for learning the arcane arts became apparent, his parents turned custody of him over to Abernard Royst so that he could be trained as an apprentice. He has spent several years doing odd jobs for Royst and working his way up to become Royst's most trusted apprentice. Now Royst has decided it's time for him to spread his wings and move on, and Hull is looking for a way to make a name for himself and his little buddy Snaggles.


Thanks to everyone for interest…there were some cool ideas but, sadly, I can only take one character…

…and I would like to invite Pertreeko, Tengu Druid to join our adventure of the Spire.

Pertreeko, the rest of the party have gathered at a Tavern (the Juliver Arms) in Fort Inevitable – you can start posting from there - Gameplay Thread

Everyone else, thanks for your interest and I hope your characters find games to play in soon

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