Broken Nation: Dragonflyer1243's Galt-Based Homebrew(Council)


Recruitment

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Hi everyone, I've got a homebrew idea for you guys that I'm hoping you'll be interested in, revolving around the country of Galt, which is a place that I feel has been under-explored so far in the adventure paths.

So here's the situation: The current Revolutionary Council is trying to rein in the instability of Galt, which but they've only been in power for a few years, and do not have the general respect of the populace. The Gray Gardeners have been more and more brutal in attempting to reduce any unrest, often acting without the direct authorization of the Council, and although public protests are becoming less common, murmurs of the violence that seems to follow the Gardeners are beginning to spread.

You will be new members of the Council's staff, just brought in to help them in their "administrative duties", which means that you can be unofficially used in any capacity. Your goal is to help the Council remain in place and to stabilize the country, by any means necessary, but there's a twist.
If this sounds uninteresting to you, or you think that the Gardeners are too authoritarian in their actions and you would like to oppose them, rather than working for reform within the Council, you may join the dissents. I will be opening another campaign, at this link, where players will be members of a small rebel group in a village outside of the capitol of Isarn. This means that the actions of one group will directly impact the other.

I hope that you're all interested in this campaign, so let's get down to business, I'll be selecting 4-5 characters for each group.

Application:

I'd like you to create as complete of a stat block as you can, although I'll totally understand if you need to change things or make purchases before the game starts.
Characters will be made with a 25 point buy, max HP at 1st level and then half+1 after that, all characters will begin at level 2, 2 traits, one of which is a campaign trait as written below, 1,000 starting gold.
I'd also like to see a backstory, and if you'd like, I'd appreciate a sample of conversation or roleplay from the character. I'll allow you to apply with any race you wish, but keep in mind that they must have achieved a relatively prestigious position in the Council's staff, and it's unlikely that say, a monkey goblin, could have done so. Same goes for alignments, I'm fine with any alignment so long as it doesn't ruin the fun of the game for everyone else.

Campaign Traits:

Cowed: You often move to the other side of the street, or purposely avoid certain areas, to avoid the Gray Gardeners. Despite the fact that they are also under the Council's authority, you just don't feel that something's quite right about these masked executioners, and you do your best to escape their notice whenever possible. You gain a +2 bonus to stealth and it is always a class skill.
Bureaucratic Mind: You've a head for organization and planning, making you an excellent person to help keep this government on track. It's this skill that has helped you rise so far, to become an aide to the Council. You gain a +2 on Knowledge checks that involve the Galtan government.
Ex-Military: You joined the government after serving in the militia for some years, and bring a different perspective to the table than many of the career politicians who surround you.You gain a +2 bonus to one of the following, climb, swim, acrobatics, survival, handle animal and profession(soldier), and that skill is always a class skill for you.
Son of Cheliax: You are from a family that remembers when Galt was a part of Cheliax, and you were raised to believe that even if Cheliax wasn't kind to its territories, at least it provided stability, and you believe that stability is far more important than providing a popular government. Choose two of the following: diplomacy, bluff or intimidate. You gain a +2 on both selected skills when working to crete a more stable Galt.
Public Servant: You genuinely believe that the Council is doing its best to make Galt prosperous, and you think that overthrowing them will only lead to further unrest. You gain a +1 trait bonus on attack rolls for one round against any enemy who has expressed a desire to overthrow the Council.
Bodyguard: You are used to looking out for threats to the Council, and are experienced in handling them. Choose one of the following: intimidate, disable device, spellcraft or sense motive. You gain a +2 bonus to that skill and it is always a class skill for you.

With regards to the players, I'd like players who can not only commit to a long game, but who can also post regularly. Because of the nature of this game, one player can hold up both campaigns, and so I'd like you to be able to check the boards multiple times per day.
I'll leave the recruitment open for a while, and give you plenty of notice before I close it. I look forward to seeing what you guys come up with!


dot


How combat focused will this one be?


It'll be less combat focused than your average AP, but your character should definitely still be useful in combat. It'll depend on what's going on, but I'd expect there to be at least a decent amount of fighting.


Thinking a Norgorber worshipper, as originally stated.
Probably a Stygian Slayer.

Would that fit the storyline, or is that too far out?


It could work, depending on the backstory. If he kept his religion private, I see no reason it couldn't work and he could be thought of as nothing more than a soldier willing to use the necessary methods to get the job done.

Grand Lodge

I posted details on the other thread (rebels) before realizing there were two different recruitments.

My 2nd-level Ranger might do as a rebel while my 2nd-level Rogue might work for the Cowed. It could be interesting to pit them against one another.


I think he'll fit better in the rebels side of things.

Gonna head over there and dot that one.

Grand Lodge

This is a duplication of my post from the rebels thread.

I would like to submit my 2nd-level Ranger, Bane of Giants, for consideration. He would work as either a council advisor or as a rebel. I could see him in either role.

In a nutshell, he's been out killing hill giants in the Fog Peaks, and now he's back in Isarn and doesn't recognize his own country. Oh, and his family has gone missing.

Here are his stats and backstory --> Bane of Giants or if you prefer:

Bane's Story:
Originally a special forces ranger who grew up in the Woodsedge region of Galt, Bane of Giants hired onto the First Revolutionary Council per their request to kill the marauding hill giants in the Fog Peaks. Bane's efforts were successful, but when he returned to Isarn to seek his reward after a year in the mountains, he was incensed and frightened by what his country had become.

Complicating matters was the fact that his family was missing. Rumors hinted that they'd been kidnapped, taken hostage by Hill Giants in the west of the Fog Peaks as retribution for Bane's raids. Other rumors stated that the giants had an even more nefarious purpose that only their small minds could understand.

His life in shambles, Bane fled west, first seeking refuge among the Dwarfs in the Five Kings Mountains (the Beer-Basher clan had raised a human Ranger-Investigator; they knew humans well). Bane now commutes from the foothills of the Five Kings Mountains, sneaking across the border into Woodsedge under cover of night. Not knowing who he can trust, he gathers intel about his missing family. His Dwarf cousins have been helping (they're no friends of giant-kind) but Bane of Giants is too restless to stay in one place for long.

Here is a sample of my role-playing. My character was Trapper, a 2nd-level Dwarf Rogue who is investigating his family genealogy in the now-defunct "Sinister Secret of Sandpoint" campaign:

Sinister Secrets of Sandpoint

I would prefer to run the ranger, but would gladly run the rogue if that's preferably.

I will be able to post 2-3 times per day; I am looking for a long-term campaign.

Thanks for your consideration.


Keith, just a heads up, Bane looks like he has 2 feats at 2nd level, and he only gets a bonus feat for first level because he's a human, so he should have 3 feats instead of 4. I also just added up your point buy, and if everything in your profile is accurate then you have a 45 point buy, which needs to be adjusted for this game. Other than that, you're good to go!

Silver Crusade

I'm not quite sure if I'll be submitting Variel as a council or rebel.

Silver Crusade

I think Variel will be with the council, if only slightly


Let me think something up.

Silver Crusade

Variel Elric- Still deciding on some aspects

Elf alchemist (internal alchemist/mind chemist), alt. Racial triats- dark vision, lightbringer

Traits- accelerated drinker, burecreatic mind.

Stats-
14
16
12
19
12
07

Feats-
1- Iron will (may change)

Discoveries-
2- undecided

Vitals-
HP:18 AC:17(19) (T:13 FF:14(16))
Saves:
Will +3
Fort +3
Ref +5

Offense:

Bomb: +5
Damage: 1d6+4

Longspear: +4 (+6)
Damage: 1d8+5 (+8)

Longbow: +4
Damage: 1d8

Gear:
Longspear
Mwk chain shirt (250)
Longbow
Potion of cure light wounds (6) (300)
To be decided.

Skills-
Perception-2 +8
Slieght of hand-1 +7
Know. Arcana-1 +12
Spellcraft-1 +12
Know. History-1 +9
Know. Engineering -1 +9
Know. Religion-1 +9
Know. Nobility-1 +9
Know. Local-1 +9
Climb-1 +4
Swim-1 +4
Sense motive-1 +5
Craft alchemy-1 +10
Linguistics-2
Survival-1 +5
Diplomacy-1 -1

Extracts- 4/day
1st level-
Hieghtend awareness
Long arm
Cure light wounds
Enlarge person
Targeted bomb admixture
Invisibility alarm
Disguise self

Variel Elric has spent most of his life studying science, perfecting his art. Determined to protect people after losing both of his parents and most of his clan to evil magic users. He is relentless in his pursuit of knowledge and power. His time spent studying ancient tomes and experimenting has left him socially awkward, either getting frustrated when people don't understand his view or the words he uses, or people take offense to his bluntness or his aloofness. So he often remains quiet in social situationsblow when he cannot avoidn them , only sharing his thoughts to his few friends, or when he feels he absolutely needs to. He will often blow off things he considers of no use or point, even if he finds them fun. He is kind hearted in the end, and has risked his life for others on several occasions, always using the excuse of testing a new mixture, or experimenting with a new tactic. His time in Galt has lead him to become embroiled in the countires "politics" and he has resolved to help the folk finally bring stability and peace to the land and cease the endless bloodshed.

In the end, Variel will look for a peaceful solution if possible. But will solemnly carry out the vow he made to his parents at their funeral and stop anyone that attempts to bring about endless bloodshed. Variel has decided, if in the end he must become a monster to protect others from monsters he will. Doesn't mean he wants to though.

Back story- in progress.


Color me interested; how possible would it be for me to play a character who is/becomes a Gray Gardener? And if it's possible, does every member of the class actually have to take the provided prestige class? It's really built for inquisitors to go into, and while they're fun, this character would likely work better as a Slayer.

I'm thinking he'd be an initiate to the organization, working as a liaison with the Revolutionary Council. He might at some point multi-class into Swashbuckler for a few levels, depending on how long the campaign runs. He'd be a duelist-type fighter, one-handed weapon with a hand free for combat maneuvers like Dirty Trick or the Off-Hand Maneuvers feat.

PS- What's your opinion on firearms? Having him use a flintlock pistol as a ranged weapon seems too fun to pass up.


I'm totally fine with firearms, so by all means, use them if you'd like. Being a Gardener is definitely possible depending on the context, and your character's motives, so it's worth submitting, although I can't make any promises.
I'm afraid that I don't understand your first question, are you asking whether or not I could change the Gray Gardener class to not require divine casting? If that's the question, then I'll probably allow you to enter it without casting abilities, but to be honest that could change. I'm not 100% sure yet.


Let me rephrase my first question: Would it be possible to play a member of the Gray Gardeners (the in-game organization) without ever intending to take the "Grey Gardener" prestige class? I'd likely multiclass Slayer/Swashbuckler, and simply role-play being a member of the organization. I know some GMs are fine with this, while other stick to the idea of "If there's a class for Hellknights, how can you be one without being that class?" with is valid as well. If I have to take the class, I'll likely think up another concept.

As for firearms, excellent! Are they still rare, or would you be going with rules that make them more prevalent, making them martial weapons instead of exotic? Regardless he'll pick that up as his ranged option, but knowing that makes it easier to plan a build.


Ah, my bad, I'm totally cool with you roleplaying being a part of the Gardeners without ever taking the class. As for firearms, I'll keep them as rare, sorry.


Thanks on not needing the class, and having them rare is fine. Just means I'll be a level or two before I've got proficiency. I suppose I could take Picaroon, but swapping out Parry and Riposte seems like a poor plan. Ah well, I'll just wait and take it as a Slayer talent.

Earliest I'll probably have a character up is tomorrow, but Thursday's a more likely bet unless I find the free time before work.

Grand Lodge

Dragonflyer1243 wrote:
Keith, just a heads up, Bane looks like he has 2 feats at 2nd level, and he only gets a bonus feat for first level because he's a human, so he should have 3 feats instead of 4. I also just added up your point buy, and if everything in your profile is accurate then you have a 45 point buy, which needs to be adjusted for this game. Other than that, you're good to go!

Sorry about the extra feat: you're right. I'll make that correction.

And I'll redo Bane's stats to conform to the 25 point rule. Thanks much!

Grand Lodge

Bane's stats have been updated:


I am thinking of a paladin (Oath against Chaos, Warrior of the Holy Light) planing on taking the Hell Knight Commander prestige class.

Sam Light

aasimar (Angel-Blooded) paladin (Oath against Chaos, Warrior of the Holy Light)

Traits- Public Servant, The City Protects(Galt).

Str 16
Dex 12
Con 15
Int 10
Wis 7
Cha 16

Feats-
1- Power Attack

Vitals-
HP:20 AC:17(19) (T:13 FF:14(16))
Saves:
Will +3 (+5 vs fear in Galt)
Fort +8
Ref +4

Offense:

Falchion: +4 (18-20 x2)
Damage: 1d6+4

Falchion (Power Attack): +3 (18-20 x2)
Damage: 1d6+7

Falchion (Power Attack,Smite Chaos(mortal)): +6 (18-20 x2)
Damage:1d6+9

Gear:
Mwk Falchion (375)
Banded mail (250)
Composite Longbow,Str 14 (300) could not afford Str 16 just 25 gp short
75 gp

Skills-
Perception-2 +3
Diplomacy-2 +6

Michel Light heard about the troubles in Galt and decided to offer his services in order to try and uphold the public good.


Trying to decide whether to be a shady G-Man or an idealistic G-Man.


I made a miss tack with the AC and skills. Also need to add my racial bonus to stats.
Str 18
Dex 12
Con 15
Int 10
Wis 7
Cha 18

AC 18 (T:11 FF:17)

Skills-
Perception-2 +3
Diplomacy-2 +6
Sense Motive-2 +3

My character has no interest in joining the G-men. He finds the idea of a organization of enforcement without accountability disgusting. He plans on starting an order of Hell Knights and steadily taking the G-Men place while cutting their funding. Just have to do a more effective job of stopping chaos. Well he might join the G-Men but with his face uncovered.


Question: Would drawbacks be allowed for an additional trait?


Yeah, as long as the drawbacks are being picked for flavor, and not just something that won't impact your play so you get another trait.


Dot for human sorcerer (imperious). Well have rest of character up in the afternoon.


Settled on a middle aged half elf as a veteran from the first revolution of Galt turned bitter and hard by decades of constant and disgusting bloodshed.

Grand Lodge

Dragonflyer1243 wrote:
Yeah, as long as the drawbacks are being picked for flavor, and not just something that won't impact your play so you get another trait.

Do you want all characters to have drawbacks?


Keith the Thief wrote:
Dragonflyer1243 wrote:
Yeah, as long as the drawbacks are being picked for flavor, and not just something that won't impact your play so you get another trait.
Do you want all characters to have drawbacks?

Nope, it's purely optional.


Here's the crunch for my Gray Gardener, Jonathan Haykes. I'll have his background, appearance, etc. up later tonight, after I get off of work. I'll just post into the thread when he's finished.

There is one thing on the sheet that's a little unusual; Jonathan has lip-reading as a language. While not an official language, it was mentioned in an FAQ that those without hearing could simply take Lip-Reading as a language, as could any who simply wanted the skill. I figured as a Gray Gardener, such an ability could be quite useful, but if you'd rather I didn't take it that's fine with me.


Lip-reading is totally fine, and definitely an interesting idea. Thanks for the submission!

Silver Crusade

Anything else Variel needs to be finished and any thoughts on him?


Two questions: One, are these campaign traits intended to be more powerful than most traits? Almost all of these give +2 bonuses to their chosen skills, but most only give a +1. If you did that's fine, I just wanted to check.

Two, are you allowing anything from Pathfinder Unchained, such as background skills?

Silver Crusade

Variel Elric- mostly final draft
Elf alchemist (beastmorph/mind chemist), alt. Racial triats- dark vision, lightbringer
Traits- Student of philosophy, burecreatic mind, reactionary

Drawback- Pride

Stats-
16
16
12
18
12
07
Feats-
1- Iron will (may change)
Discoveries-
2- mutagen
Vitals-
HP:18 AC:17(19) (T:13 FF:14(16))
Saves:
Will +3
Fort +3
Ref +5
Offense:
Bomb: +5
Damage: 1d6+4
Longspear: +4 (+6)
Damage: 1d8+5 (+8)
Longbow: +4
Damage: 1d8
Gear:
Longspear
Mwk chain shirt (250)
Longbow
Potion of cure light wounds (6) (300)
To be decided.
Skills-
Perception-2 +8
Slieght of hand-1 +7
Know. Arcana-1 +12
Spellcraft-1 +12
Know. History-1 +9
Know. Engineering -1 +9
Know. Religion-1 +9
Know. Nobility-1 +9
Know. Local-1 +9
Climb-1 +4
Swim-1 +4
Sense motive-1 +5
Craft alchemy-1 +10
Linguistics-2
Survival-1 +5
Diplomacy-1 -1
Extracts- 4/day
1st level-
Hieghtend awareness
Long arm
Cure light wounds
Enlarge person
Targeted bomb admixture
Invisibility alarm
Disguise self
Variel Elric has spent most of his life studying science, perfecting his art. Determined to protect people after losing both of his parents and most of his clan to evil magic users. He is relentless in his pursuit of knowledge and power. His time spent studying ancient tomes and experimenting has left him socially awkward, either getting frustrated when people don't understand his view or the words he uses, or people take offense to his bluntness or his aloofness. So he often remains quiet in social situationsblow when he cannot avoidn them , only sharing his thoughts to his few friends, or when he feels he absolutely needs to. He will often blow off things he considers of no use or point, even if he finds them fun. He is kind hearted in the end, and has risked his life for others on several occasions, always using the excuse of testing a new mixture, or experimenting with a new tactic. His time in Galt has lead him to become embroiled in the countires "politics" and he has resolved to help the folk finally bring stability and peace to the land and cease the endless bloodshed.
In the end, Variel will look for a peaceful solution if possible. But will solemnly carry out the vow he made to his parents at their funeral and stop anyone that attempts to bring about endless bloodshed. Variel has decided, if in the end he must become a monster to protect others from monsters he will. Doesn't mean he wants to though.

Pride- variel never was gifted with magical ability. He could never get spells to work,so he eventually turned to alchemy, and has sense then been looked down on, even if he can now do amazing things. He takes personal offense to anyone that dares to laugh, mock or pity him especially due to his alchemy.

Depending on party make up, (and on if he is selected or not ) Variel can branch into a more melee oriented character(Mr. Hyde) or a ranged bomber.

Grand Lodge

JDPhipps wrote:

Two questions: One, are these campaign traits intended to be more powerful than most traits? Almost all of these give +2 bonuses to their chosen skills, but most only give a +1. If you did that's fine, I just wanted to check.

Two, are you allowing anything from Pathfinder Unchained, such as background skills?

On a related note,which sourcebooks do we need to have? The only ones I own are the CRB and Ultimate Campaign, plus the bestiaries. I do have a lot of Golarian campaign guides and AP books, but little else. There is the SRD, of course...


Submitting my Rogue / Wizard that intends to go into Arcane Trickster sometimes in the future, assuming of course, that she can survive that long...

Backstory:

Caprice Surana had lived in Galt for all her life, and had relied almost exclusively on herself for almost all of that time. Her parents had died when she was very young, executed by whatever faction controlling Galt was in power at that time, but Caprice never really knew precisely how she didn't end up like her parents, her age, she guessed. Forced to live on the streets, Caprice stole everything she could get her hands on, she even stole herself a new name, effectively severing all ties to the small group of people who knew her. Living with this name for so long, Caprice almost doesn't remember her actual birth name, and isn't particularly concerned about it, believing that it has no practical use for her.

As an accomplished thief, Caprice stole enough to survive, always choosing her targets carefully. Anyone seen to favour one side over the other would be quickly turned on, so Caprice stole from all the factions equally. As long as she didn’t play favourites, she would survive, and that’s exactly what Caprice did for ten long years. The task was stressful, since she had to be careful exactly who she inconvenienced and to what degree, but Caprice did enjoy the game, the thrill of living life on the edge, always being a step ahead…until one day something happened that Caprice didn’t predict.

It began as just a simple smash and flee job that Caprice was an old hand with, but instead of the cash she was after, she discovered a magical spellbook. Successfully “liberating” the book, Caprice debated selling it, before she made a snap decision. All her life, she believed that those with magic contained one advantage over those that did not. It was an extra resource, an edge, and Caprice decided that if she could master even the most basic spells, then she might gain that advantage for herself. The process took many months of study, but Caprice was finally successful enough to cast a few basic spells, something she was immensely proud of.

At this time, the political situation had stabilised in Galt (or what passed for stability in Galt at any rate), and Caprice had a choice to make. She realised that change was coming, the Grey Gardeners needed to be brought back into check, while the rebels themselves were pushing for a fairer system. Caprice didn’t particularly care which party ended up on top, but she wanted to safeguard her own personal interests. Deciding to throw in her lot with the council, Caprice applied for a low level position linked to its ruling body, deciding that if things were going to change, then it would be better for her to have some influence in the process, over having none at all and being caught off guard when something rebounded in a drastic manner. For the first time in her life, Caprice had picked a side, and she intended to do everything within her power to ensure that her position remained stable, least she end up like her parents.

Crunch:

Caprice Surana
Elf rogue (unchained) 1/wizard 1
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 19 (2 HD; 1d6+1d8+7)
Fort +2, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6/18-20)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Wizard Spells Prepared (CL 2nd; concentration +6)
1st—ear-piercing scream[UM] (DC 15), snowball (DC 15), vanish[APG] (DC 15)
0 (at will)—acid splash, detect magic, prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 7, Cha 9
Base Atk +0; CMB +0; CMD 14
Feats Scribe Scroll, Toughness, Weapon Finesse
Traits magical knack, - custom trait -
Skills Disable Device +12, Escape Artist +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +5, Sleight of Hand +9, Spellcraft +9 (+11 to identify magic item properties), Stealth +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane bond (ring), elven magic, trapfinding +1, versatile evocation
Combat Gear wand of true strike (50 charges); Other Gear leather armor, rapier, - arcane bond ring -, masterwork thieves' tools, 110 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Sorry for the delay, let me answer your questions real quick!
@Keith the Thief: You don't need any sourcebooks, I actually don't own any and just use the SRD for everything, so whatever you have is fine.
@Rorek55: You look good to go!
@JDPhipps: I did intend for them to be slightly more powerful, since this campaign will use skills more than a normal AP, so I figured that I should accommodate that with slightly more skill-focused traits. I'll allow unchained classes, but that's probably about it, to be honest. I'll say no to background skills, and if there's anything else specific, feel free to run it by me.


Also, just as a heads up, I'll be unable to respond to this thread for a little bit starting tomorrow morning(I need surgery on my knee), so I apologize for the delay in answering questions, but as soon as I'm able to, I'll be back to the thread.


Hmm... would it be possible to alter the flavor of one of the traits? I'd want the skill bonus from Cowed the most, but it doesn't make any sense for me to be afraid of the Gray Gardeners, seeing as I am one. Would it be possible to take a trait with an equivalent effect for BEING a Gray Gardener?

After all, they are supposed to be everywhere and nowhere. And most people who "get got" by them are hauled away in the night, never to be seen again until the day of their execution. Having them be very stealthy makes sense, but it doesn't work well with the trait as written.


Sure, I'm fine with you altering the traits for story purposes, and you certainly have a good reason to do so, so that sounds good to me.


Jonathan is all set, with a background and description in his alias, along with all of his gear. Let me know if you'd like me to do anything else, or if I should be set to go. I'll post a role-playing snippet shortly, but feel free to look at my other aliases to get a taste of how I play.

Also, I renamed Cowed as Gray Gardener Initiate.

Silver Crusade

After looking through the other applicates, I think I will focus this alchemist more on ranged combat (bombs/bow) than melee and mutagens, as every other submission has been a melee type ;) lol.

Silver Crusade

Variel Elric- mostly final draft
Elf alchemist (grenadier), alt. Racial triats- dark vision, lightbringer
Traits- Student of philosophy, burecreatic mind, indomitable faith
Drawback- Pride
Stats-
Str 10
dex 18
con 12
Int 20
wis 12
cha 07
Feats-
1- throw anything, point blank shot,
Discoveries-
2- precise bomb(free), frost bombs
Vitals-
HP:18 AC:18(20) (T:14 FF:14(16))
Saves:
Will +3
Fort +3
Ref +5

Initiative +4

Offense:
Bomb(6/day): +7
Damage: 1d6+6

Longbow: +5/6
Damage: 1d8+2/3
Gear:
Mwk chain shirt (250)
composite Longbow (2)
Potion of cure light wounds (5) (250)

Skills-
Perception-2 +8
Slieght of hand-1 +7
Know. Arcana-1 +12
Spellcraft-1 +12
Know. History-1 +9
Know. Engineering -1 +9
Know. Religion-1 +9
Know. Nobility-1 +9
Know. Local-1 +9
Climb-1 +4
Swim-1 +4
Sense motive-1 +5
Craft alchemy-1 +10
Linguistics-2
Survival-1 +5
Diplomacy-1 -1

Extracts- 4/day
1st level-
Hieghtend awareness
Long arm
Cure light wounds
Enlarge person
Targeted bomb admixture
Invisibility alarm
Disguise self

Variel Elric has spent most of his life studying science, perfecting his art. Determined to protect people after losing both of his parents and most of his clan to evil magic users. He is relentless in his pursuit of knowledge and power. His time spent studying ancient tomes and experimenting has left him socially awkward, either getting frustrated when people don't understand his view or the words he uses, or people take offense to his bluntness or his aloofness. So he often remains quiet in social situationsblow when he cannot avoidn them , only sharing his thoughts to his few friends, or when he feels he absolutely needs to. He will often blow off things he considers of no use or point, even if he finds them fun. He is kind hearted in the end, and has risked his life for others on several occasions, always using the excuse of testing a new mixture, or experimenting with a new tactic. His time in Galt has lead him to become embroiled in the countires "politics" and he has resolved to help the folk finally bring stability and peace to the land and cease the endless bloodshed.
In the end, Variel will look for a peaceful solution if possible. But will solemnly carry out the vow he made to his parents at their funeral and stop anyone that attempts to bring about endless bloodshed. Variel has decided, if in the end he must become a monster to protect others from monsters he will. Doesn't mean he wants to though.
Pride- variel never was gifted with magical ability. He could never get spells to work,so he eventually turned to alchemy, and has sense then been looked down on, even if he can now do amazing things. He takes personal offense to anyone that dares to laugh, mock or pity him especially due to his alchemy.
Depending on party make up, (and on if he is selected or not ) Variel can branch into a more melee oriented character(Mr. Hyde) or a ranged bomber.


While I hate to be the guy who comments on other people's characters in the recruitment thread, Variel's stats are, to put it simply, mad whack. You're clocking in with a 30 point buy, and your HP is far too high, even if both favored class bonuses went to your hit points.

I don't want to harp on it, but this sheet isn't complying with the DM's rules for character generation at all. Half of your stats are wrong because of the inflated ability scores.

Silver Crusade

Thats my bad, I had been going back and forth, the dex should be 16. I worked on the character during down time periods and forgot I had added the elf racials to dex already for some reason. And I keep forgetting to put it in a spoiler sorry about that, I can only post from my phone ATM due to labtop issues and it's hard for me to double check everything. So thanks for the catch on Dex.

At that point it becomes

17 for the 18, 5 for con, 5 for dex, 2 for Wis then +4 for the cha. 25pt.

Hp, 8+1+1 +7 (5+1 con +1 favored class) is 17 so my bad, think that was a typo.

Grand Lodge

I have a question regarding recruitment board etiquette:

Do I need to post a couple of times a day (to keep my candidacy "alive") until the GM makes his decision?
Or, are my posts up-thread sufficient?

The other two PBP games I've been in here on Paizo did not have this recruitment process.

Thanks,
Keith


No problem, I just knew something on there had to be screwed up looking at it. And as for HP, I'm... not sure why I thought it looked wrong. I think it skipped my mind looking at your stat block that we're all second level, since that is so frequently not the case.

Silver Crusade

Normally, submitting a character is enough, maybe drop in a day or two before selections to make sure he knows you're around still. At least that's how I'd do it.


Hey guys, I just woke up so I figured I'd check in before I go back to sleep. Keith, I have a spreadsheet of everyone who has expressed interest or submitted a character, so you don't need to post unless you want to, since I've already marked you down as having submitted a character. That said, it never hurts to check the thread every now and then to see when I make the closing date so you know when to see if you were picked or not.

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