GM Leinathan: Open Recruitment for Jade Regent AP


Recruitment

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In far Minkai, decades ago, a traitor clad in jade stole the throne from its rightful owner. The family of the emperor, in the wake of many noble murders by unknown demons, fled the country for distant lands. Pursued by murderers intent on ensuring no noble scion survived the deadly coup, the Amatatsu family had to move quickly and far, and chose to cross over the Crown of the World. They had to sell family heirlooms in the Land of the Linnorm Kings to continue to fund their flight, and ended up settling near the small Varisian town of Sandpoint. They spread out, choosing to live in the small town of Brinewall and the new towns of Magnimar and Sandpoint.

Over the decades, and due to misfortune or subterfuge, the Amatatsu family has shrunk to just a single member: the ex-adventuring tavern owner Ameiko. The family name, to help disguise them, was changed to Kaijitsu. When Ameiko's grandfather Rokuro died, the last family member who knew of their noble heritage for sure was gone, and so Ameiko was raised in Sandpoint, with no knowledge of her family line.

When a group of adventurers pursuing some mischievous goblins uncovers a hidden cave and a letter claiming Ameiko's noble heritage, an investigation of nearby abandoned Brinewall commences. In the dungeons of Brinewall, a powerful artifact is found: The Amatatsu Seal. Within the Seal is contained the completely certain knowledge of Ameiko's nobility, as well as the nature of their flight: evil creatures known as oni usurped the previous Amatatsu emperor. If the far land of Minkai is to be saved from an infernal dictator, Ameiko must travel across some of the most dangerous portions of the world in order to return to her homeland, and reclaim her crown.

The Game

Hi! GM here. I really like APs, but I hate starting at level 1. Especially on Play-by-Post. I'm looking to try out something that is conceptually one of my favorites, and I want to start by all-out skipping Book 1. The goal of the PCs at the beginning of the adventure will be twofold: To escort Ameiko to the Land of the Linnorm Kings to procure a guide with whom to cross the Crown of the World, and to find the sword Suishen that an Ulfen raider bought from the Amatatsus 60 years ago. It is not only a family relic, but it is an intelligent item and is sure to have some counsel to give the last Amatatsu scion.

What am I looking for?

Well, I'm looking for four dedicated, story-oriented players. Recruitment will be open until July 6th, though I may close early if there is a lack of new interest or I may extend if I haven't met my player needs by then. There are four important NPCs that will be accompanying the players on their long journey, and ideally I'd like one PC connected to each of those NPCs. You can find descriptions of these NPCs, as well as instructions on how to choose the campaign trait associated with them, in the Jade Regent Players' Guide. Please download this and read it.

I'm looking for players who make characters that would make sense for this AP. Don't make a character who's terribly invested in Sandpoint, or any one locale. Please make a character that's interested in traveling. If you want to talk about being part of any faction (most notably the Pathfinders), just mention it and we can talk about it.

It'll be best if you make a character native to the Lost Coast - so Sandpoint, Magnimar, etc. If you want to make a character from elsewhere, just explain how you got to Sandpoint and why you care about going on a caravan journey with somebody from there.

Character Creation Guidelines

House Rules: I have a small list of these, but they're important. They could affect character-creation.

1. Rolling a natural 1 or a natural 20 on a skill check, attack roll or saving throw provides a -10 (on a natural 1) or a +10 (on a natural 20) bonus or penalty to the check. Rolling a natural 1 or a natural 20 on any other roll has no effect.
2. With the exception of classes whose abilities explicitly mention it, taking 10 or taking 20 is not allowed. If there is no penalty for failure, I simply won't ask you to roll certain checks.
3. When crafting magic items, one cannot ignore a prerequisite. All prerequisites must be met. Multiple creatures can contribute to a single item's creation, though.
4. When you make a combat maneuver and you don't have the relevant Improved feat, you only provoke an attack of opportunity if you fail the combat maneuver.
5. Crossbows deal bonus damage, as if they had inherent strength bonuses. Hand crossbows deal 1 bonus damage, light crossbows deal 2 bonus damage, and heavy crossbows deal 4 bonus damage.

Optional Rules:

1. The unchained variants for each class with one are mandatory. (That is, you cannot play a chained monk, summoner, barbarian or rogue)
2. I plan on using the Wound Threshold system from unchained. For those unfamiliar, it imposes debuffs for every 1/4th of your health you're missing. It will apply to both NPCs and PCs, and the threshold of a creature is visible to all.
3. Fractional advancement is used for multi-classing.
4. I plan to track encumberance, food, and water. If this becomes too cumbersome or if nobody likes it though, we can skip it and be Big Damn Heroes without worrying about little stuff.

Actual Character-Creation Rules

- To reflect the fact that we're skipping the first chapter and because I hate 1st-level play, we'll be starting at level 4.
- Any Paizo source (barring bans or playtest material) is available, as is all of Dreamscarred Press' psionics material. Flavor-wise, psionics and psychic casting work the same way and psionic powers will have emotion and thought components.
- For ability scores, please use 17 point buy. Yes, I know it's unusual. Do it anyway.
- Starting wealth will be 3,500gp.
- for classes, please no Gunslinger, or any other gun-related archetype or class. No ninja and no samurai, at least to start. No master summoner. No vigilante.
- The races allowed will be all Core races plus the goblin, the tengu, the hobgoblin and the kitsune. To be a kitsune or a tengu, it's likely that you're a descendant of a Tian immigant.
- I don't have an alignment restriction, but don't be a dick. Make a team player. I don't have time for the cliche loner ranger whose family died who has a dark secret and a revenge quest to go on.
- 2 traits, one of which must be one of the campaign traits found in the players' guide. So, read that.
- HP is generated with the PFS rule: 1/2 HD + 1. Everybody will get Background skills. Find the rules for that here, but it's simple enough. You get 2 bonus skill ranks per level but can only spend them on specific skills.

Fluff Stuff: I have a few expectations regarding your fluff stuff. To discourage a 2-sentence backstory, I'm coming here and giving you guys this.

Answer these questions!

1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry?
2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world?
3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated.
4. How did they become whatever class they are? Were they trained? Did it come to them magically one day?
5. What is your character like? How do they treat people?
6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.
7. If you have a character with a Code, like a paladin, be explicit about what that Code means.

Okay, well, I think that's about all. Hopefully the word-vomit wasn't too much. I basically mimicked the recruitment style of my favorite GM, and that recruitment turned out some pretty cool players.

If you have any questions about anything, feel free to post it here or PM me, whichever you prefer.


Dot, I'm thinking unchained monk, or occultist possibly.


I interested, Ulfen fighter.


Ok, here's my application.

One question, why the 3500gp limit? I missed that and made him with the standard 4th level gp. I can go back and rearrange his equipment if you're set on the gold amount.

Crunch:

CALDER BRANDSON

Male Human (Ulfen) fighter 4, NG medium humanoid (human)

Init +6; Senses Perception +6,

Languages Common, Skald, Tien

AC 17, touch 12, flat-footed 15, hp 45 (4HD)

Fort +6, Ref +3, Will +1, +1 Will vs. fear

Speed 30 ft. (6 squares)

Melee greataxe +1 (two handed) +9 ((two handed) 1d12+7/x3)
Melee handaxe +7 (1d6+3/x3)
Melee dagger (cold iron) +7 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +6 (1d4+3/19-20)
Melee dagger (alchemical silver) +7 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +6 (1d4+2/19-20)
Ranged composite longbow str +0 +6 (1d8/x3)
Ranged throwing axe (thrown) +6 (1d6+3)

Base Atk +4; CMB +7; CMD 19 (20 vs disarm) (22 vs grapple) (21 vs trip)
Atk Options Blind-Fight, Power Attack,

Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 12

Special Qualities Armor Training, Bonus CMD (3x), Bonus Feat, Bonus Feats, Bravery, Skilled, , ,

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Power Attack, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)

Skills Acrobatics +2, Appraise +1, Artistry +1, Bluff +1, Climb +8, Craft (Untrained) +1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Handle Animal +5, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +5, Perception +6, Perform (Untrained) +1, Profession (Sailor) +4, Profession (Soldier) +4, Ride +7, Stealth +2, Survival +6, Swim +8,

Possessions hat (common/leather); greataxe +1; armored coat +1; outfit (explorer's); smoked goggles; Belt Pouch [ Sewing Needle (x2); Whetstone; Fishhook (x2); Mirror (Small/Steel); ]; Waterproof Bag ; Handy Haversack [ Blanket (Winter); Bedroll; Coffee (Cup) (x22); Coffee Pot; Grappling Hook, Common; Hammer; Honey (Jar); Iron Spike (x6); Lantern (Bullseye/Waterproof); Oldlaw Whiskey (Bottle); Rations (Trail/Per Day) (x10); Oil (1 Pint Flask) (x2); Shaving Kit; Shovel; Soap (per lb.) (x2); String (50 feet) (x2); Survival Kit (Masterwork); Rope (Silk/50 ft.); Cold-Weather Outfit; Powdered Milk; Handaxe; ]; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); Dagger (Alchemical Silver); ];

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Disarm, Bonus CMD Grapple (3x), Bonus CMD Trip (2x)

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

fluff:

1. Calder is a tall, powerfully built man. His thick black hair is braided and tied back, his beard and mustache are kept neatly trimmed.

He has calm, watchful blue eyes and a pragmatic disposition. Taking things as they come but always ready for them to go wrong. “Hope for the best. Prepare for the worst.” Is Calder’s creed.

2. Calder is barely acquainted with Ameiko, and then only through being part of Sandru’s caravan Guard as it came to Sandpoint.

3. Calder’s reasons for being happy to join to caravan to the other side of the world go back to his childhood in Kalsgard.

He grew up in a typical Ulfen house, filled with towering men and woman, with the exception of his maternal Grandmother. A tiny, elegant woman who ruled the household of giants with a subtle, but firm hand.

Yuriko Tokiwa’s family had left Tian xia when she was barely sixteen, she never did know why as her parents didn’t survive crossing the deadly ice. The young girl arrived in Kalsgard, looking for relatives to live with in the Jade quarter. There she caught the eye of a young Ulfen warrior named Erik Torsson.

Despite the great divide in culture and stature the pair fell deeply in love and were soon married. Yuriko gave Erik two sons and a daughter. When Erik passed away and Yuriko was too old to live alone she came to live with her daughter Kasumi, who had married Brand Auranson.

Calder grew up seated at his Grandmother’s knee absorbing her stories of faraway exotic Tian Xia and it’s many strange customs with wide eyes. Learning the language properly to her great delight.

It is from Yuriko that his extremely rare among the Ulfen, ink black hair comes from. Aside from that there is very little sign in Calder of the touch of foreign blood he carries.

4. Like his Father and Grandfather before him Calder is a fighter. Like so many Ulfen boys he started young and trained hard.

Calder likes being a fighter, he enjoys a good fight and accepts the hardships that come with it with his usual phlegmatic calm.

5. Calder is almost a professional Ulfen, he’s served time in a Karls guard, spent time working on a dragonship, and most recently has been working for Sandru as a caravan guard.

Calder loves to travel, he takes the jobs that let him do this.

Behind the beard and the height Calder is smarter than he lets on, only his closest friends and family know the dry sense of humor that lurks behind the hulking fighter that most of the world sees.

He is a gentle man with children, he loves hearing their stories and sharing his own with them, spending time happily with children, who seem drawn to the gentle giant. With adults Calder treats people as they treat him, he’s calm and quiet, yet happy to break skulls anyone who challenges him ,or flirt with a pretty girl if the chance comes up.

6. His alignment shows that Calder prefers to help people and isn’t worried too much about the legalities when he does so.

He has the Ulfen respect for strength, but learned young that strength can take more forms than just muscle.

He admires Clerics and Bards, watches arcane casters with delight, just so long as the magic isn’t aimed at him. And has learned that a good Rogue is a lifesaver if you want to survive as an adventurer.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Dot


Thanks for your early application! I'll give it a look over.

The 3500gp limit was for two reasons: One, it gives me fewer things to keep track of at character-creation. It's just enough to buy pretty much all the mundane gear you want, and maybe one magic item, and that's pretty fine with me. Secondly, the group finds quite a lot of +1 weapons and armor in the coming chapter, and I didn't want everybody to be starting with +1 weapons and armor. It'd make a lot of the loot pretty invalid.

My one concern, right off the bat, is that I'm not really sure where your skill ranks went. You get 6 per level and not only am I just not seeing it, the fact that you've interspersed trained and untrained skills into the skills section makes it hard to check how many ranks you have in each skill.

Oh, another thing, his hit point total. You have 45, and I can't tell where 5 of that is coming from. I have 10 from the 1st level, 18 from the other three, eight from his Con mod and four from favored class. That's 40hp.

Other than that, Calder seems a very appropriate character for the AP.


Hey Leinathan, great to see you again! I have missed playing with you. Which means I'll likely have to submit someone for this.

I am wondering what your feelings are (because it's a fairly optional rule) about player character / npc romances.


Ah, I missed the HP rules as well.

I'll adjust his HP to be correct, and redo the skills to make it clearer where the points went. Using PCGen can have some pesky bits.

He gets perception from the Seeker trait, all the others were the standard Fighter skills.

Except for the one rank I put in the profession Sailor & Soldier skills to give him some background flavor.

Have to do it tomorrow, I'm off the bed like a good Ulfen should.


Hi, Yoricks! I have absolutely no problem with PC / NPC romances. I am highly unlikely to use the stupid point system for determining how they feel about you, but the themes don't make me uncomfortable, if that's what you're asking.

I MIGHT use the caravan rules. Depending on whether anybody cares.

Silver Crusade RPG Superstar 2013 Top 8

I've already made a Jade Regent character that I used to apply for another AP, however he is a samsaran (not one of your allowed races). I don't generally like to ask for special dispensation, but would you mind if I applied with that character?

Also, are you planning to issue PFS chronicle sheets?


Interested as I had very good experiences with your GMing in a previous Legacy of Fire game.

A question on the natural 20 rule. Does this mean that there are no critical hits in combat?


interested

still have the actual mechanics to write up but i have the fluff for a kitsune character all set. She is from the Varisian region, so it'd be easy to say she is familiar with towns like Sandpoint

Background:

Appearance

Concept

1) Essentially she is an Anti-Nihilist, this means that she believes the world sucks, and that won't change unless someone goes to change it.

2)She spent much time outside in nature, specifically she enjoy's being around water, she grew up in a misty forest/swamp type area.

3)Her families death and her being driven out of her homeland has lead her to try and find a new place to call home.

4)Many consider her beautiful even by kitsune standards, although she has few if any people she call's true friends and tends to dismiss most people.

5) She want's to be seen as a hero, as such she helps people without generally expecting reward.

Goals

1)To be viewed by some as a hero, or be admired

2) To find a place to call home

Secrets

1) Kara knows she is being hunted by The man who killed her family, she does not know why. Her family as was renown as Hunter's.

2) What she does not know is her family hunted people remorselessly, hence why they were killed.

Relations

1)Ro'kurk Blood-Axe A half orc who lead the mob that killed her family. Kara's father killed Rokurk's Wife and son. He is hunting Kara, knowing her still alive.

2)Narine, a traveling nixie that Kara would play with when she was young. She often acts as a mentor, teaching Kara bit of magic or giving her information.

3)Kara's younger adopted brother Balthazar, the two were separated when her family was attacked. She believes him to be dead.

Memories

1) I remember my training, it was hard. I was taught to be swift. Faster than the wind, more graceful than the waters. My fire needed to be better. Father wanted me to carry on the family legacy...

2) The water was cool, morning, mist covered the lake. I could see things below the surface, i dived in after to see what it was...

3) the fire and flames heated the air, shouts and noises. An angry orc cutting my family down. Men with pitchforks and torches chased me as i ran into the fog, A Tail Blade given to me by my father strapped on, my only protection ...

Background Story

I grew up in a misty forest, by a lake near a small town. I always wanted to visit the town but father always told me no, saying the forest was our home were we belonged. Father, Mother, everyone they would all leave on hunts, sometimes gone for days leaving me alone. I was to young to go with them.

It was during this time i met Narine, i was bored, sitting by the lake. I saw something underneath the surface swimming, So i dived in out of boredom. We swam back and forth, almost dancing. it became almost a routine thing, the two of us hanging out by the lake, Sometimes we would sing, other times play fight. A hobby i grew to enjoy.

I grew old enough for father to begin teaching me what he called the Art of the hunt, taught me about our peoples art of deception, why i was special. My fur always had been white, father said i had been blessed. He gave me a Tail blade, a series of metal plates and blades connected to my tail one of the few features Kitsune always possess even when in humanoid form. An odd weapon, but nonetheless the weapon of my family.

Gm questions:

1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry?

She carries a Tail blade, i figure it's a weird weapon different from just a sword or knife. as for armor she wears light armor, specifically a chain shirt.

2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world?

She is from the Varisian region, her family is known as assassins and trained warriors. They would probably know of each other through name at least. Kara lacking any home at the moment planned to travel to travel anyway and her skills as a warrior would be handy

3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated.

4. How did they become whatever class they are? Were they trained? Did it come to them magically one day?

Her class is Oracle

Kara was trained in fighting by her father, and in magic by a fey nixie she met. She was born with innate magic.

5. What is your character like? How do they treat people?

Putting aside her beliefs for a moment, Kara is kind and generally helpful.often helping others with little to no expectation for reward. she new very little about what her family did.

She is very confident and very good at getting what she wants when she wants something. Her adventurous nature leads her to try and lead people on adventures.

6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.

She is Neutral good

she believes the world is crap right now, but that's no reason to give on the future and that things can change if people try.

she is the alignment she is due to her desire to help others

Dark Archive

Gm Questions:
Hi GM! Just by your first post it gives me confidence that you might be a great GM! And looking at your rules, as soon as I saw about the crossbows I decided to try something... it always bugged me the discrepancy in utility/power of a bow vs a crossbow and even if I normally build a PC thinking more about the fluff, it is really hard to make a decent crossbow focused PC since they normally suck.

That being said, I'm thinking about a slayer with the sniper archetype... I have no knowledge about the AP so I'd like to ask if you see opportunities to use this 'sniper side'. Obviously it is not my intention to stay hidden killing all the enemies while the other PCs stay behind doing nothing, but if she is never able to snipe anything, it is kind of a let down... what are your thoughts?


1 person marked this as a favorite.

I'm running this AP face-to-face right now, so I probably won't submit a character for it... but I'll probably be watching. This is, in my opinion, one of the AP's that most needs some good GMing to really pull off well, so I'll be interested to see how you run it.


I would like to apply with a kitsune sorceress.
Have to work on a few things till she is ready.


leinathan wrote:

Hi, Yoricks! I have absolutely no problem with PC / NPC romances. I am highly unlikely to use the stupid point system for determining how they feel about you, but the themes don't make me uncomfortable, if that's what you're asking.

I MIGHT use the caravan rules. Depending on whether anybody cares.

I've always wanted to play out one of these romances... Ameiko is probably the one who appeals to me the most, even though I realize there will probably be contention for that slot. I'm considering a flying blade as I feel that kind of character would work well for such roleplay.

I feel like that archtype has been overlooked with the feats paizo have given out. As such I think it would be a lot more fun to play if a couple of changes were made to a few feats. Would you consider the following:
1) Make a version of slashing grace that works with daggers and starknives, sorta like they made fencing grace. Would be even nicer if it did work with thrown weapons as well...
2) Richochet Toss seems made for this, until you realize Swashbuckler Weapon Training does not in fact count as a prerequisite to the feat. Would you allow it to count?
If you don't want to make such changes I understand. I'll either work with it or come up with something else.


Woo! Goblins!

I was thinking of how to tie a goblin into the campaign. Would it seem rational to you that Shalelu might take a mentor role (expressed in the "Student Survivalist" trait) to a goblin?


1 person marked this as a favorite.

Yarr.

So I had some interest in this but had a few questions/concerns.

What sort of posting speed are you looking for? I don't see any notes about this in the initial post.

leinathan wrote:
taking 10 or taking 20 is not allowed. If there is no penalty for failure, I simply won't ask you to roll certain checks.

This concerns me a bit. Taking 10 is specifically for when you are afraid of failure from a low roll (and aren't threatened or distracted). Maybe I'm misunderstanding your point but its not currently making sense to me.

Finally, I see you've delved into GMing AP via pbp before. Several of them seem to have sputtered out mid encounter.

Before I commit, I want to know what's your plan/vision for not just starting this AP, but actually finishing it?

I know I've got complicated (read: demanding) questions, but before I commit to an AP, I want to be sure it's the right fit for me, and that it will be awesome.


Gotta agree about taking 10. It's a single check with potential negative consequences, so if you remove it, how are you going to handle 'work slowly and carefully, taking minimal risks' approach, given that it's notably different from a normal roll, yet still requires to account for a chance of meaningful failure?


Another JR game! Woo! Gotta say, I'm super-excited to see another one popping up. I know there's another human fighter in the mix already, but I've been chomping at the bit to get my Ulfen Two-Handed Fighter back into a game; he's been in two other JR games that both died at the end of book one and I'd love to have him go the distance, as he's the first PbP character I ever created.

I haven't modified him to your campaign specifications yet; mainly getting my dot on the thread right now. However, I was also hoping you might look at the character description and fluff and see if the information that I've provided there suits your fancy. I'll make any modifications necessary to keep it in line with your requirements, of course, but I would love to know if the fluff more-or-less aligns with what you're looking for.

Thank you for reading!


I got another idea for a character, one that'll work much better with Shaelu. An elf going into arcane trickster. I'm finding it kinda hard to decide between vivisectionist and rogue to start. Do you have any feelings on that matter? Do you think a vivisectionist could work in your game and more importantly, could it work with Shaelu? Another thing speaking in favor of rogue is the ability to deal with traps. I'm not sure how important that'll be...

1) Since you allow some Dreamscarred press stuff, would you allow me to pick the Hidden Blade archtype from Path of War expanded? Mind you I'll only ever pick a single level in the class, due to accomplished sneak attacker I'll be able to take arcane trickster after only a single level of rogue.
2) In PFS wizards exchange scribe scroll for spell focus, would you allow the same?
3) Prestige classes are already punished by the favored class system, I don't suppose you'll allow gaining spells from leveling even in arcane trickster?
4) Can we take a drawback in order to get a 3rd trait?

Incidentally I just realized Deadly Agility from path of war would be the perfect solution to my question 1) from my previous post...


GreySector wrote:

I've already made a Jade Regent character that I used to apply for another AP, however he is a samsaran (not one of your allowed races). I don't generally like to ask for special dispensation, but would you mind if I applied with that character?

Also, are you planning to issue PFS chronicle sheets?

Would it be possible for the character to remain the same character and not be a samsaran? There's a lot of races (the samsaran included) that I don't like to deal with because I feel people play them for shenanigans.

No, I don't plan to make my game PFS-legal or issue chronicles.

Alex Mack wrote:

Interested as I had very good experiences with your GMing in a previous Legacy of Fire game.

A question on the natural 20 rule. Does this mean that there are no critical hits in combat?

No, critical hits are still in full effect. I just am not using any sort of critical success or fumble rules. Rolling a natural 20 doesn't mean an automatic success, and rolling a natural 1 doesn't mean you hit yourself. That's mostly what I mean.

Sir Longears wrote:

Hi GM! Just by your first post it gives me confidence that you might be a great GM! And looking at your rules, as soon as I saw about the crossbows I decided to try something... it always bugged me the discrepancy in utility/power of a bow vs a crossbow and even if I normally build a PC thinking more about the fluff, it is really hard to make a decent crossbow focused PC since they normally suck.

That being said, I'm thinking about a slayer with the sniper archetype... I have no knowledge about the AP so I'd like to ask if you see opportunities to use this 'sniper side'. Obviously it is not my intention to stay hidden killing all the enemies while the other PCs stay behind doing nothing, but if she is never able to snipe anything, it is kind of a let down... what are your thoughts?

I expect that sniping will come into effect sometimes. There's a lot of circumstances where you get to prepare for attacking particular locales and be the one who decides when engagement happens. There's not a TON of cramped indoor combat, so it's easy enough to remain at range.

oyzar wrote:

I feel like that archtype has been overlooked with the feats paizo have given out. As such I think it would be a lot more fun to play if a couple of changes were made to a few feats. Would you consider the following:

1) Make a version of slashing grace that works with daggers and starknives, sorta like they made fencing grace. Would be even nicer if it did work with thrown weapons as well...
2) Richochet Toss seems made for this, until you realize Swashbuckler Weapon Training does not in fact count as a prerequisite to the feat. Would you allow it to count?
If you don't want to make such changes I understand. I'll either work with it or come up with something else.

1. There is a feat that does that. It's called "Starry Grace". It doesn't work with TWF but it does work with thrown weapons.

2. Yes, I will allow swashbucklers to qualify for Ricochet Toss through their swashbuckler weapon training.

Pirate Rob wrote:

Yarr.

So I had some interest in this but had a few questions/concerns.

What sort of posting speed are you looking for? I don't see any notes about this in the initial post.

Taking 10 is specifically for when you are afraid of failure from a low roll (and aren't threatened or distracted). Maybe I'm misunderstanding your point but its not currently making sense to me.

Finally, I see you've delved into GMing AP via pbp before. Several of them seem to have sputtered out mid encounter.

Before I commit, I want to know what's your plan/vision for not just starting this AP, but actually finishing it?

Posting speed? Well, I don't want to force everyone to post faster than they're comfortable with, but my most successful PbP gets probably 40 posts/day. I think the attention everyone gives it is a key to its success.

I want to finish one chapter every few months. Is that helpful?

I know that Taking 10 is specifically when you're afraid of failure from a low roll. If there truly are no consequences for failure, or if it's a really inconsequential roll (for example, using Perception to find something when you're in absolutely no danger at all, have no time constraints, etc) then I simply won't ask you to roll. However, there are some things that are just gonna be failures when somebody rolls a 5. I suppose what I'm specifically thinking are Knowledge skills, Disable Device rolls and Perception checks.

Yeah, I've done some PbP GMing before. It's been actual years, though. I can't say that I have a specific vision for being able to finish, but I can say that I'm relatively committed if my players are. I'll be using more props (You know, like maps. I figured it out!) and that somehow helps. And I'm older, and have a better work ethic!

Úlfheðinn Sigmundarson wrote:
I was also hoping you might look at the character description and fluff and see if the information that I've provided there suits your fancy. I'll make any modifications necessary to keep it in line with your requirements, of course, but I would love to know if the fluff more-or-less aligns with what you're looking for.

I took a look! While it might be in your favor to change up his crunch from a fighter so you're not competing directly with another player for a mechanical role, I like the fluff! I like that he has strong motivation to stay with the caravan.

I do have a question, though, since I tend to have NPCs tag along and, well, crits happen: What would happen if Shalelu were to die?

oyzar wrote:

I got another idea for a character, one that'll work much better with Shaelu. An elf going into arcane trickster. I'm finding it kinda hard to decide between vivisectionist and rogue to start. Do you have any feelings on that matter? Do you think a vivisectionist could work in your game and more importantly, could it work with Shaelu? Another thing speaking in favor of rogue is the ability to deal with traps. I'm not sure how important that'll be...

1) Since you allow some Dreamscarred press stuff, would you allow me to pick the Hidden Blade archtype from Path of War expanded? Mind you I'll only ever pick a single level in the class, due to accomplished sneak attacker I'll be able to take arcane trickster after only a single level of rogue.
2) In PFS wizards exchange scribe scroll for spell focus, would you allow the same?
3) Prestige classes are already punished by the favored class system, I don't suppose you'll allow gaining spells from leveling even in arcane trickster?
4) Can we take a drawback in order to get a 3rd trait?

Incidentally I just realized Deadly Agility from path of war would be the perfect solution to my question 1) from my previous post...

I have absolutely no feelings at all regarding the difference between vivisectionist and rogue. Whether your character fits into the game is entirely an individual thing.

1. I want to stay away from Path of War, actually. Including it in a game requires a level of houseruling that I would only want to do in a home game. At least, as far as I'm concerned.

2. Hmm. Sure! But only the school that you're specialized in, and only if you're a specialist wizard.

3. I'm gonna say sure - you can gain spells (for a spellbook) from the CL increase of prestiges. But only one, as opposed to two.

4. Yeah, go for it.

- - - - -

Oh my, phew.


Ok, here is the revised Calder Brandson.

Crunch:

CALDER BRANDSON

Male Human (Ulfen) fighter 4, NG medium humanoid (human), Init +6; Senses Perception +6,

Languages Common, Skald, Tien

AC 18, touch 12, flat-footed 16, hp 40 (4HD)

Fort +6, Ref +3, Will +1, +1 Will vs. fear. Speed 30 ft. (6 squares)

Melee masterwork greataxe (two handed) +9 ((two handed) 1d12+6/x3)
Melee handaxe +7 (1d6+3/x3)
Melee dagger (cold iron) +7 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +6 (1d4+3/19-20)
Melee dagger (alchemical silver) +7 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +6 (1d4+2/19-20)
Ranged composite longbow str +6 (1d8/x3)

Base Atk +4; CMB +7; CMD 19. Atk Options Blind-Fight, Power Attack.

Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 12

Special Qualities Armor Training, Bonus CMD (3x), Bonus Feat, Bonus Feats, Bravery, Skilled, , ,

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Power Attack, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)

Skills (Those marked with an * are background skills)
Climb +5 (3)
*Craft: Armor +5 (1), Clothing +5 (1)
*Handle Animal +5 (1)
Intimidate +5 (1)
Knowledge (Dungeoneering) +6 (2)
*Knowledge (Engineering) +5 (1)
*Lore (Taverns in a region) +2 (1)
Perception +6 (2)
*Profession (Cook) +4 (1)
*Profession (Sailor) +4 (1)
*Profession (Soldier) +4 (1)
Ride +3 (2)
Survival +7 (3)
Swim +5 (3)

Possessions Possessions hat (common/leather); masterwork greataxe; outfit (explorer's); lamellar (steel); smoked goggles; axe, throwing (x2); Belt Pouch [ Sewing Needle (x2); Whetstone; Fishhook (x2); Mirror (Small/Steel); ]; Waterproof Bag ; Handy Haversack [ Blanket (Winter); Bedroll; Coffee (Cup) (x22); Coffee Pot; Grappling Hook, Common; Hammer; Honey (Jar); Iron Spike (x6); Lantern (Bullseye/Waterproof); Oldlaw Whiskey (Bottle); Rations (Trail/Per Day) (x10); Oil (1 Pint Flask) (x2); Shaving Kit; Shovel; Soap (per lb.) (x2); String (50 feet) (x2); Survival Kit (Masterwork); Rope (Silk/50 ft.); Cold-Weather Outfit; Powdered Milk; Handaxe; Composite Longbow STR +0; Arrows (20) (x2); Arrows (20/Cold Iron); ]; Composite Longbow STR +0 ; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); Dagger (Alchemical Silver); ];

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Changes:

Fixed HP's.
Made it clear where skill points where spent.
Greataxe + 1 changed to MW Greataxe.
Armored coat + 1 changed to Lamellar (Steel).
Craft (Armor) & (Clothing) added to reflect his maintaining and repairing his gear while travelling.
Profession (Cook) added to show he can make something edible over a campfire.
Profession (Sailor) & (Soldier) to show his past work.

Fluff:

1. Calder is a tall, powerfully built man. His thick black hair is braided and tied back, his beard and mustache are kept neatly trimmed. He has calm, watchful blue eyes and a pragmatic disposition. Taking things as they come but always ready for them to go wrong. “Hope for the best. Prepare for the worst.” Is Calder’s creed.

2. Calder is barely acquainted with Ameiko, and then only through being part of Sandru’s caravan Guard as it came to Sandpoint.

3. Calder’s reasons for being happy to join to caravan to the other side of the world go back to his childhood in Kalsgard. Growing up in a typical Ulfen house, filled with towering men and woman, with the exception of his maternal Grandmother.
A tiny, elegant woman who ruled the household of giants with a subtle, but firm hand. Yuriko Tokiwa’s family had left Tian xia when she was barely sixteen, she never did know why as her parents didn’t survive crossing the deadly ice.

The young girl arrived in Kalsgard, looking for relatives to live with in the Jade quarter. There she caught the eye of a young Ulfen warrior named Erik Torsson. Despite the great divide in culture and stature the pair fell deeply in love and were soon married.

Yuriko gave Erik two sons and a daughter. When Erik passed away and Yuriko was too old to live alone she came to live with her daughter Kasumi, who had married Brand Auranson.
Calder grew up seated at his Grandmother’s knee absorbing her stories of faraway exotic Tian Xia and it’s many strange customs with wide eyes. Learning the language properly to her great delight.

It is from Yuriko that his extremely rare among the Ulfen ink black hair comes from. Aside from that there is very little sign in Calder of the touch of foreign blood he carries.

4. Like his Father and Grandfather before him Calder is a fighter. Like so many Ulfen boys he started young and trained hard. Calder likes being a fighter, he enjoys a good fight and accepts the hardships that come with it with his usual phlegmatic calm.

5. Calder is almost a professional Ulfen, he’s served time in a Karls guard, spent time working on a dragonship, and most recently has been working for Sandru as a caravan guard. Calder loves to travel, he takes the jobs that let him do this.

Behind the beard and the height Calder is smarter than he lets on, only his closest friends and family know the dry sense of humor that lurks behind the hulking fighter that most of the world sees.

He is a gentle man with children, he loves hearing their stories and sharing his own with them, spending time happily with children, who seem drawn to the gentle giant. With adults calder treats people as they treat him, he’s calm and quiet, yet happy to break skulls anyone who challenges him ,or flirt with a pretty girl if the chance comes up.

6. His alignment shows that Calder prefers to help people and isn’t worried too much about the legalities when he does so. He has the Ulfen respect for strength, but learned young that strength can take more forms than just muscle.

He admires Clerics and Bards, watches arcane casters with delight, just so long as the magic isn’t aimed at him. And has learned that a good Rogue is a lifesaver if you want to survive as an adventurer.

Please let me know if I need to fix anything else thanks.


Kroob wrote:

Woo! Goblins!

I was thinking of how to tie a goblin into the campaign. Would it seem rational to you that Shalelu might take a mentor role (expressed in the "Student Survivalist" trait) to a goblin?

Oh, I missed you! Yes, that would make sense I think. She spends a lot of time out in the wilderness, fighting goblins though, so you'd have to come up with some sort of initial reason why she didnt kill you.


leinathan, thank you very much for taking the time to answer my questions, I really appreciate it.

I think I will not be applying, but wish you the best of luck and nothing but success.


leinathan wrote:
I took a look! While it might be in your favor to change up his crunch from a fighter so you're not competing directly with another player for a mechanical role, I like the fluff! I like that he has strong motivation to stay with the caravan.

Thank you! I'm glad the fluff meets your liking. There are several different options for tweaking Ulf so that he'll be more distinct from the other fighter submission; I'll look into each of them and see which I think fits most with the spirit of the character. I don't think I saw any specific mention of them, so I assume they're alright, but for the sake of being perfectly clear: are the hybrid classes fair game?

leinathan wrote:
I do have a question, though, since I tend to have NPCs tag along and, well, crits happen: What would happen if Shalelu were to die?

Y'know, I've never actually had that question asked. I suppose my initial thoughts about Úlf himself are that he would do everything in his power to keep Shalelu from dying. The profile describes him as a "gentle giant", but I also seem him as fiercely protective of allies and friends, never afraid to be the aggressor in a fight or to put himself in the line of fire if it means protecting someone he cares for.

That being said, should Shalelu actually fall in the course of the campaign, it would grieve Úlf a great deal; how much would by necessity depend on how strong their relationship was, but he would likely take it as a personal failing. Even so, I don't think he's the kind of person to retreat into some kind of shell, but use it as fuel for his fire and become an even more fierce protector, determined to not let it happen again.

I hope that's a sufficient answer to your question!


I was going to make a character who is a coward, but is madly in love with Ameiko so ends up tagging along with her despite being terrified. But this game might not need two love stories.

Silver Crusade

This sound interesting.


Hybrid classes are fair game, to be sure.

As for love stories - why not? Everyone deserves a chance at love ;)


Well, I can't decide if I'm going to apply with a character in love with Shelu or Ameiko, there seems to be contention for both slots (or if I'll find time to apply at all).


yeah, I'm gonna make a kineticist for this.


Question, would you allow the Aether blast to function without requiring an "item" had have it work like a psychic/telekinetic blast working as bludgeoning type? I still plan to use playing cards as deadly slashing implements with it and toothpicks for piercing because coolness.

Statistics for Alex Zaven:
Male human kineticist 4
LN Medium Humanoid (Human)
FCB: +1 hp, 3/6 extra wild talent
Init +3; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC: 16, touch 13, flat-footed 13 (+3 armor, +3 dex, +0 shield,+0 NA,+0 Magic)
hp: 40 {+1d8,+4Con} , Temp HP: 8, Nonlethal Damage: 8
Burn: 2
Fort: +9, {+4Base,+4Con+1}
Ref: +8, {+4Base,+3Dex+1}
Will: +5,{+1Base,+1Wis +2feat+1}
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 40 ft.
CMB +3
Base Atk: +3
Melee:+3{+3Base,+0Str}
Ranged:+6{+3Base,+3Dex}

--Ranged:
Kinetic Blast: +8
Damage: 2d6+8

------------------------------
STATISTICS
------------------------------
Str: 08, Dex: 16 , Con: 19, Int: 10, Wis: 12, Cha: 12

------------------------
Traits: Childhood Crush (Ameiko), Trustworthy
---------------
Drawbacks:
----------------
Alternate Race Traits: dual talented
------------------

-------------

Feats:
1- Iron Will
3- point blank shot
----------------

--------------
Skills (4 points; 4 class, 0 INT)
-----------
Acrobatics: 2
Perception: 2
Stealth: 3
Sleight of Hand: 3
Disable Device: 3
Sense Motive: 2
Diplomacy: 2
Climb: 1

Background Skills 2/level (8)
Know. History: 2
Craft (alchemy): 3

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Extended Range:

Basic Telekinesis:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Telekinetic Haul:

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MwK chainshirt,

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Items: Cloak of resistance +1,

Magic consumables: Potion of CLW (5), Potion of Endure Elements (3),

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

I haven't finished his purchases yet.

background GM questions:

1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry?
Appearance, with green eyes.

He carries no weapons, but does where a chain shirt of quality make passed down from his father's father. Its the only thing he has to remember his late parents.

2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world?

He has had a crush on her for years. His parents were killed defending the town from goblins when he was still a lad and so he was taken in by Ameiko's neighbors. They did things together fairly often, he has never asked her pointedly about a romantic option, not having the guts to after how so many other people got rejected.

3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated.

He mostly just wants to stay with Ameiko, although, he is curious as to any information he can find on how he got his powers, and he likes to test what he can do with them.

4. How did they become whatever class they are? Were they trained? Did it come to them magically one day?

While he was out walking one day when he was about 15 he was attacked by a small pack of goblins. As one lept towards him he instinctively raised his hand unable to have drawn his dagger and he felt energy course through him. He opened his eyes to see a rock the size of his fist embedded in the goblins head still glowing with a dark purple aura around it. Sense then he has spent many a day practicing with his new power and testing its limits.

5. What is your character like? How do they treat people?

He is nice, a bit shy around people he doesn't know or in situations where he feels he doesn't understand the topic of conversations. He likes to show off using his telekinetic powers and is known for helping people move things or similar for free or small fees. To his dismay he hasn't particularly helped his relationship with Ameiko.

6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.

He is NG because, while he doesn't particularly disobey the laws, he has no real qualms about it as no one really gets hurt. He is good-natured and believes int he kindness of other people and while after he has gotten his new powers he has often wanted to use them on several people that likely deserved it, and has been tempted to use them for... easy money. For the most part he resists these urges. While he doesn't go out of his way for charity or to help others daily, if an emergency happens, such as a fire, or raid, Alex is certainly one of the first to show up and help.

7. If you have a character with a Code, like a paladin, be explicit about what that Code means.

not much of a code though, the Golden Rule is prevalent in his dealing with people though.

more in depth backstory is a work in progress.


So I'd be interested in building a Vigliante for this game. But I doubt the whole dual identity thing would work well RP wise in caravan travel. Also I'm not into superheroes...

Would you be opposed to me building a vigilante who's essentially just one dude and plays like a Rogue?

Mechanically it would mean that I use vigilante powers in social identiy and don't care about being unmasked...


Planning a feyblood sorcerer. Probably someone Shalelu picked up during her wanderings, although whether they were rescued, apprenticed or adopted is for now in the air.

@leinathan, would it be possible for someone with fey bloodline to take Fey Thoughts as one of two character traits (normally, it's a racial trait for elves with fey heritage)?


@ Alex Mack - you may have noticed that the vigilante is presently banned. This is because I don't like the structure of the class, and feel that many of the vigilante talents are terribly overpowered. I suggest the rogue, slayer, or any of paizo's other wonderful martial classes in its place.

@ Tavarokk - I believe that most races have fey thoughts as an alternate racial ability, actually. Is there a specific race you have in mind that doesn't have it?


leinathan wrote:

@ Alex Mack - you may have noticed that the vigilante is presently banned. This is because I don't like the structure of the class, and feel that many of the vigilante talents are terribly overpowered. I suggest the rogue, slayer, or any of paizo's other wonderful martial classes in its place.

Derp...more likely to try my hand at a Cleric or Oracle then.


Humans. Which normally makes sense, given shorter lifespans and all too often thoughtless behaviour, but given that a sorcerer in question explicitly has strong fey heritage, it'd stand to reason for them to have more fey traits on the table.

In all honesty, I'd have taken a half-elf, but their favoured class bonus really doesn't go well with fey bloodline. I'm feeling somewhat torn between RP and efficiency aspects of the race selection, and it's a lot less disruptive to reach middle ground by tweaking a trait rather than a favoured class benefit.


Oh hey, wow. They don't have fey thoughts but do get fey magic. Wow. Well yeah, you can take fey thoughts as a regular trait if you want to, for sure.


Kroob is ready to go! I've got a background and crunch and all that goodness. Let me know if anything needs changing c:

I'll answer your fluff questions here:

1) Kroob wears leather armor and wields a heavy crossbow that makes him look even smaller than he already is. Thanks to his muleback cords, he carries a comical amount of equipment and ammunition with him at all times.
2-3) He doesn't know Ameiko well if at all. His only friend is Shalelu. That being said, Kroob welcomes the opportunity to leave the presence of other goblins and the safety that comes with a caravan.
4) Kroob learned the basics of survival living on his own, but learned to how to fight under Shalelu.
5) For a goblin, Kroob is extremely calm and patient. For a member of an adventuring party, he is silly, awkward, and craves the attention of his peers. He's still a goblin, after all.
6) CG - Free will and fun balanced with compassion and respect for life.
7) Kroob shoots things, humans give food.


I've put a lot of thought and research into other character options for Úlf, but honestly, even after four or five other other considerations, I can't see anything else fitting with him as well as a fighter. I know that it's going to put me in direct competition with another player, but I'd rather stay true to my vision for the character.

I do have one more question, though. Since the game is starting at a later point, are we to assume that the events of Brinewall Legacy have already happened, or never happened at all?

Silver Crusade

The character below is my submission for your campaign.

Inashi Strama
Male human (Varisian) cleric (varisian pilgrim) of Desna 4
CG Medium humanoid (human)
Init +6; Senses Perception +10
--------------------

Defense:

AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 35 (4d8+12)
Fort +6, Ref +3, Will +6

Offense:

Speed 40 ft.
Melee
. . darkwood longspear +6 (1d8+3/×3)
. . starknife +5 (1d4+2/×3)
. . starknife +5 (1d4+2/×3)

Ranged
. . light crossbow +5 (1d8/19-20)

Special Attacks caravan bond, channel positive energy 4/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +6)
. . 5/day—touch of good (+2)

Cleric (Varisian Pilgrim) Spells Prepared (CL 4th; concentration +6)
. . 2nd—aid, align weapon (good only)[D], resist energy, lesser restoration
. . 1st—comprehend languages, divine favor (2), longstrider[D], protection from evil
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domains Good, Travel


Statistics:

Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +5; CMD 17

Feats Combat Reflexes, Improved Initiative, Scribe Scroll
Traits foster child, seeker

Skills Acrobatics +3 (+7 to jump), Appraise +4, Diplomacy +5, Heal +7, Knowledge (history) +4, Knowledge (nobility) +8, Knowledge (religion) +4, Perception +10, Profession (driver) +8, Sense Motive +6, Spellcraft +4, Use Magic Device +2

Languages Common, Varisian

SQ agile feet (5/day)


Gear:

Combat Gear scroll of bull's strength (x2), scroll of comprehend languages (x4), scroll of divine favor (x4), scroll of lesser (x2) restoration, scroll of protection from evil (x4), scroll of shield of faith (x4);

Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], blunted bolts (10), crossbow bolts (20), darkwood longspear, light crossbow, starknife, starknife, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), wagon, covered[jade regent pg 18], waterskin, wooden holy symbol of Desna, 18 gp

Jewelry
. . a pair of gold hoop earrings
. . a necklace with a Snowflake Obsidian amulet with a pear cut and the size of a hazelnut.
. . a gold band with a blue stone in the shape of a butterfly.
. . a gold band with intricate scrollwork.
. . a gold band with a Citrine with a trillion cut and the size of a bean.
. . a gold band with a Seraphinite with a cabochon cut and the size of a bean.


Special Abilities:

Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.

Caravan Bond (6 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 6 travelling companions within 30 feet.

Cleric (Varisian Pilgrim) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.

Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Cleric Channel Positive Energy 2d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Touch of Good +2 (5/day) (Sp) Grant +2 to skill checks, ability checks and saving throws for 1 rd.


Background:

Inashi Strama is a young, striking, and extremely tall Varisian male with a lithe, long-limbed frame. At 18 years old, he stands 6’ 6” tall, and weighs in at 220 lbs. He has deep, olive-colored skin, large, expressive Pale Blue eyes, and long platinum hair that is usually tied back into a ponytail.

He generally wears a white puffy long-sleeved shirt, much like his big brother Sandru’s; custom Darkleaf Cloth lamellar armor with a matching pair of greaves. A pair of wide, bright blue trousers tucked into knee high boots.

He wears the following jewelry:
. . a pair of gold hoop earrings
. . a necklace with a Snowflake Obsidian amulet with a pear cut and the size of a hazelnut.
. . a gold band with a blue stone in the shape of a butterfly on the ring finger of his left hand.
. . a gold band with intricate scrollwork on the index finger of his left hand.
. . a gold band with a Citrine with a trillion cut and the size of a bean on the ring finger of his right hand.
. . a gold band with a Seraphinite with a cabochon cut and the size of a bean on the middle finger of his right hand.

His primary weapon is a darkwood longspear. He also carries a couple of starknives, and a light crossbow.

He is acquainted with Ameiko Kaijitsu because she is a great friend of his brother, Sandru. He cares about travelling with her because he grew up watching her and his brother. The hero worship he has for his brother, also includes her. He also wants travel with the caravan is to be with his mother, Koya and brother, Sandru.

Inashi became a cleric of Desna because his grandmother and mother are clerics. While he was growing up, he would listen to his grandmother’s tales of her adventures. She also made sure he was educated and that included learning of Desna. He never tired of the lessons of Desna. His favorite lessons included knowledge of the nobility.

As he grew, his birth tattoo became more recognizable as a butterfly. One morning he had a sensation of warmth spreading throughout his body, along with a sense of wellbeing. When he discussed this with his grandmother, she looked him over, asked questions, and when she was satisfied, began his training as a cleric of Desna. He also chose the path of a Varisian Pilgrim because he wanted to travel just as she had done.

Inashi is kind and considerate. He wants to think the best of others. Unfortunately, not everyone is deserving. He has seen what his brother has had to endure with the Sczarni. Inari can’t abide bullies and has no patience with those that try to tell people what to do.

He is chaotic good because he was raised with Desna’s teachings. He feels that everyone should do the right thing, because it is the right thing to do. Freedom of choice is paramount to having a good life. He will always try to do the right thing, even if it means he will be put into danger. To Inashi, he is his own moral compass, because his mother and grandmother set his compass.

Inashi is saddened by the loss of his grandmother Madame Niska Mvashti and concerned for his mother, Koya, because of her increasing melancholy. His hero is his brother, Sandru and he is glad that his big brother is going to take a long caravan so their mother can travel.


@lienathan wondering if you may have overlooked the question I posed in my submission?


Oh yes, I did overlook that question. Sorry, orc. I don't think I'll allow you to just shoot force blasts. I mean, little objects will always be available, but something without mass isn't going to be able to deal any damage.

I'll look over the cleric and the goblin later. I must sleep. I just wanted to acknowledge that I came on and saw them.


That's fine, would really only be for thematic reasons. Lucky for me he carries about 3 decks worth of playing cards at all times hue hue.


Alright, so far we've got:

Calder Brandson - male Ulfen human fighter 4 (by DBH)

Kara - female kitsune oracle 4 (by Ammon Knight of Ragathiel)

Úlfheðinn Sigmundarson - male Ulfen human fighter 4 (by Philip0614)

Alex Zaven - male human aetherkineticist 4 (by TheOrcnextdoor)

Kroob - male goblin fighter (crossbowman) 4 (by servant6)

Inashi Strama - male human cleric (Varisian pilgrim) 4 (by Reg Tyrsman)

plus a couple more people interested in applying. Cool. A lot of fighters for only six applications! XD

Alright, so for goblin and for cleric:

@Kroob: How do the people of Sandpoint feel about him? Does he interact with the town a lot? Does he live there, or out in the forest? How long has he known Shalelu?

@Inashi: Koya's quite old to be his mother, considering he's only 18 and she's supposed to be in her mid-60s. Do you think you could make him a bit older?


Almost done in my application, internet was down in yesterday.
Kitsune Sorceress, only thing missing is background


Leinathan, are we progressing on the assumption that Brinewall Legacy has already happened or that it never happened at all?


Úlfheðinn Sigmundarson wrote:
Leinathan, are we progressing on the assumption that Brinewall Legacy has already happened or that it never happened at all?

Oh, I'm sorry. I'm progressing under the assumption that the events of the Brinewall Legacy were completed by Ameiko, Shalelu and Sandru. Sorry for not mentioning it and not answering you before.

I'll have questions for the two kitsune soon.


Matsu Miyuki wrote:

Almost done in my application, internet was down in yesterday.

Kitsune Sorceress, only thing missing is background

I don't know if that's true - using your profile as an example, there are lots of things that are out of date or incorrect. She has one too many feats, her ability scores are purchased using 20-point-buy rather than 17, she has either 1 too many or 3 too few hit points depending on where her favored class goes, she has too many spells (probably because she has the spells of a 5th-level sorcerer), and you don't have enough equipment.


Ammon Knight of Ragathiel wrote:

interested

still have the actual mechanics to write up but i have the fluff for a kitsune character all set. She is from the Varisian region, so it'd be easy to say she is familiar with towns like Sandpoint

** spoiler omitted **...

One of the questions I asked was about the source of your character's power. What you answered was "Kara was born with magical power", but I want a more specific answer than that.

Pathfinder srd wrote:
These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand.

Specifically, oracles are granted power by some entity, group of entities or concept in order to further the goals of whatever it was. They're reverse-clerics. Where did her powers come from?

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