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Recruiting for Dragon's Demand (Maybe Others After Completion)


Recruitment

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So I was going to run Dragon's Demand for a random group on Roll20, but real life decided to mess with me and many of the group I had assembled. Their loss is a PbP group's gain! The module is already fully prepped on Roll20 and I'm totally familiar with it. If we finish the module and folks want to keep the group going, then I would be totally up for it, but I want to focus on completing DD!

So what should you submit to this recruitment thread if you want to try and get it?

  • A brief (no more than two or three sentences) concept of the character.
  • 25 pt stat buy.
  • Any alignment is open (but see Things You Should Know).
  • No 3PP. This is a Paizo module, so Paizo only.
  • Anything Paizo is fair game.
  • Maximum starting hit points as normal, when leveling hps will be as PFS standard (retraining is allowed, but time may be a factor late in the module).
  • Use the average starting gold listed for your class to purchase gear.
  • Two traits and a drawback is allowed.
  • Note: Each trait must come from a separate category of trait, including any selected along with a drawback.

I know there are things I am forgetting, there always is something, so feel free to ask questions as needed.

Things You Should Know
This is a very classic sort of high fantasy module. As a result, it assumes that the characters will take an interest in the town the module takes place within. The town itself is a major factor, and talking to resident's can bring in useful information, extra exp and gold, and even make the finale a little easier. Good alignments are more likely to fit in (but it is not a requirement).

I'm going to leave this recruitment thread up for one week (submissions accepted until March 21, 11:59 PM Eastern). You will need to have, or be willing to create, a Roll20 account to access maps and things of that nature.


Ah, a few of the details I forgot...

The module starts at first level, and characters will be somewhere around 7th level (give or take a level) at the end.

I'm looking for five players total.

The characters should not be natives to the town of Belhaim. There is a default assumption that the characters are passing through the town, and probably arrived as caravan hands.


I was in a group that folded early on with this guy! Would love to try again!

Do you use background skills?

Grand Lodge

Dotting for interest, I am thinking a rogue,


Interested. I'll mull some concepts.


Where is Belhaim in golarion? Normally I'd google but I'd rather not get ten thousand spoilers about the module.

Thinking some kind of divine character, maybe travelling with the caravan as a seer, driver, or veternarian depending on which class. Hrm.


Ash.. wrote:

Where is Belhaim in golarion? Normally I'd google but I'd rather not get ten thousand spoilers about the module.

Thinking some kind of divine character, maybe travelling with the caravan as a seer, driver, or veternarian depending on which class. Hrm.

Taldor somewhere, I think.

GM, I should mention, I have been involved in a DD game once previously, but it didn't even reach L2, due to RL commitments. Will that be an issue?


"A brief (no more than two or three sentences) concept of the character."

Sir Godric is a traveling caravan guard. Tall, handsome, and well spoken, he is obviously of noble birth. One might be excused for wondering why a man such as he is in such a 'lowly' job as guarding caravans. The answer lies in his steed. It is a ghostly apparition that he calls at will. He has never answered the question as to how he became saddled with his curse, nor what he is looking for. But for now, he seems content to ride from land to land with whatever caravan will take him, always looking for a way to settle his personal quest.

Party Role

Cavalier. He charges. Things explode. He'll likely be able to talk pretty well, and as a ghost rider can bring his mount into areas where other cavaliers wouldn't be able to.

Crunch:

Name Sir Godric
Race Human
Traits
* Lessor Noble (You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.)
* Seeker (+1 perception and class skill)
Class Ghost Rider Cavalier
Order Knight Errant
* Edicts (Knights Errant follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each Knight Errant should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.)
* Challenge (Whenever a Knight Errant is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the Knight Errant receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the cavalier possesses (to a maximum of +6 at 20th level).)
* Skills (A Knight Errant adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.)

Stats
Str (18) Dex (12) Con (14) Int (10) Wis (14) Cha (14) Fort (+4) Ref (+1) Will (+1)

Skills
* Ride: 1 skill point (+5)
* Handle Animal: 1 skill point (+6)
* Diplomacy: 1 skill point (+7)
* Perception: 1 skill point (+6)
* Sense Motive: 1 skill point (+5)

Feats
* Mounted Combat (human bonus feat)
* Ride-by-Attack (lvl 1 feat)

Equipment 275 starting gold
* Lance (10gc)
* Longsword (15gc)
* Wooden Heavy Shield (7gc)
* Breastplate (200gc)
* Fighter's Kit (9gc)
* 34 gold

Ghost Mount
* At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist's phantom companion, using the ghost rider's cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier's normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider. A ghost rider must choose a mount that is capable of bearing her weight, that has four or more legs, and that lacks a fly speed (although the GM may allow mounts with a swim speed in certain environments). The GM might approve other animals as suitable mounts.
* The ghost rider can manifest his ghost mount only in ectoplasmic form, and he gains the spiritualist's etheric tether class feature, applied to hhis ghost mount.
* The mount shares the cavalier's alignment. Though the mount cannot speak, it understands its master's verbal commands and gains the phantom's link ability. The ghost mount has good Fortitude and Reflex saves, and can have ranks in any of the following skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). The ghost rider's ghost mount does not gain the share spells, deliver touch spells, or incorporeal flight abilities. Ghost mounts do not gain emotional focus abilities.
* The ghost rider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.

Ghost Mount Starting Statistics: Type animal (phantom); Size one size category larger than the ghost rider; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6; this is a secondary natural attack); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.

Frightful Gaze
* At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until the ghost rider's next turn. Creatures within range that meet the ghost rider's gaze must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider's class level + the ghost rider's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider's frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. The ghost rider can use this ability a number of times each day equal to her Charisma modifier.


I would really like to try this module but I was hoping to play it for PFS. Would you be opposed to giving PFS credit via campaign mode? I.e., we can still use your same character creation rules and we get chronicle sheets for PFS at the end. I can help with the paperwork if that helps. :D

Grand Lodge

I second background skills.


Dotting for interest, with a Nagaji Paladin or Monk. :) Would it be acceptable?


Ouachitonian wrote:
Ash.. wrote:

Where is Belhaim in golarion? Normally I'd google but I'd rather not get ten thousand spoilers about the module.

Thinking some kind of divine character, maybe travelling with the caravan as a seer, driver, or veternarian depending on which class. Hrm.

Taldor somewhere, I think.

GM, I should mention, I have been involved in a DD game once previously, but it didn't even reach L2, due to RL commitments. Will that be an issue?

If you didn't even get to second level, you would not have been exposed to any real spoilers. Even so, I tend to be willing to trust someone not to abuse meta knowledge.

And correct, the town is located on the Taldor border, near the Verduran Forest and the Dragonfen.

Leng the Wanderer wrote:

I was in a group that folded early on with this guy! Would love to try again!

Do you use background skills?

I am not opposed to them, and I kind of like them, but I don't want to commit to using them right at the moment. It is something the selected group can discuss during the tweaking phase just before official game start.

Tundran wrote:
I would really like to try this module but I was hoping to play it for PFS. Would you be opposed to giving PFS credit via campaign mode? I.e., we can still use your same character creation rules and we get chronicle sheets for PFS at the end. I can help with the paperwork if that helps. :D

Like the background skills, I am not opposed, and do like to a certain extent. That said, I don't really have a lot of PFS experience so I do not know what would be required on my part and if it means all characters in the group have to adhere to PFS rules or no...

The Chess wrote:
Dotting for interest, with a Nagaji Paladin or Monk. :) Would it be acceptable?

Feel free to give it a go, just know that the town is mostly human, so you might have some difficulty interacting until you earn their trust.

Lantern Lodge

I'm going to go for charm. Shameless charm.

Silver-tongued and easy on the eyes, Wynne serves as a traveling negotiator and mediator. Now, the deals that he's helped negotiate have all been valuable to those he was negotiating for, but that does not mean that it is always business when he sits a table. His wit and charm have opened many doors, and he intends to see the biggest door of them all opened to him— divinity.

Jairdan Wynne:

N Male Kitsune Rogue(Kitsune Trickster) 1
STR: 10 DEX: 16 CON: 13 INT: 14 WIS: 13 CHA: 17

HP: 9
AC: 16
Saves: +1/+5/+1
CMD:

BAB: +0
CMB: 13

Favored Class: Rogue (1/6, Magical Tail Feat)
Racial Traits: Low-Light Vision, Change Shape, (A)Gregarious, Kitsune Magic (dancing lights 3/day), Natural Weapons(bite)
Traits: Fate's Favored, Ambitious
Feats: Magical Tail (disguise self 2/day)
SQ: Sneak Attack +1d6, Kitsune's Guile
Languages: Common, Sylvan, Varisian, Celestial

[b](A + R + M)
Bluff +9=(3 + 1 + 5)
Diplomacy +9=(3 + 1 + 5)
Disable Device +7=(3 + 1 + 3)
Disguise +9=(3 + 1 + 5)
Intimidate +7=(3 + 1 + 3)
K.(local) +6=(2 + 1 + 3)
Perception +5=(1 + 1 + 3)
Profession(Mediator) +5=(1 + 1 + 3)
Sense Motive +7=(1 + 1 + 5)
Stealth +7=(3 + 1 + 3)

Appraise, Climb, Craft, Escape Artist, Intimidate, K.(dungeoneering), Linguistics, Perform, Sleight of Hand, Swim, and Use Magic Device

Dagger
Rapier
Studded Leather Armor

Standard Equipment Pack, Light
Thieves' Tools
Disguise Kit
Scrivener's Kit


Cool! I will work on a character idea.

Contributor

Dotting. Got a two-handed fighter for a PBP that didn't get off the ground.


Ok, all updated to the campaign standards! Character alias includes some personality and background notes as well as complete stats.


I am working on backstory for young Ulrich, the slayer.

Hero Lab PDF can be found in the profile.


I'm interested. I'll work on a concept, probably related to divine magic. A grifter and drifter of sorts...


@Dickie: I will use a Suli instead and add the "Mostly Human" trait :) I think it'll fit better the city and the character will look human. How about it?

Lantern Lodge

*chuckle* Team "We Only Look Human"


Chess here with my character! The information is on the profile. Shayn is a Suli Paladin :)


Dreaming Warforged here.

Still not sure about domains and main fighting style, but otherwise ready.

Drifter, grifter, and caregiver, Gauthier follows the roads of Taldor, moving from one community to the next, serving Erastil’s will by helping the community with their problems, whatever shape they may take. Born with his nose in books, Gauthier was given to the church at a young age when his family fell from grace. He found solace in the faith and in the community of men, happy to share his time between faith, literature, and people.

Let me know if you have questions or comments.


Doting for interest. I am thinking a witch.

Grand Lodge

So what do we have so far?

I always wanted to try a shaman


For those keeping score, here are the quick and simple list of submitted characters and their classes:

Leng - Monk
Godric - Cavalier
Jairdan - Rogue
Ulrich - Slayer
Shayn - Paladin
Gauthier - Cleric


Side note for those peeking at the characters: While Leng has the Perfect Strike feat due to being a Weapon Adept, he can't actually use it with his kusarigama, because the feat lists specific weapons with which it can be used. So that's a bit of a hindrance to the character. In the long term this will be overcome by taking Ascetic Style at level 3, which allows him to use any feat that has a prerequisite of Improved Unarmed Combat (which Perfect Strike does) with any monk weapon. Since the kusarigama is a monk weapon, it then becomes valid for Perfect Strike.

Before that, Leng has to rely on just having Combat Reflexes and a reach weapon to make himself annoying to enemies. :D


Soooo...would you allow a renegade Kobold Druid?

=)


He'sDeadJim wrote:

Soooo...would you allow a renegade Kobold Druid?

=)

You would for sure have issues earning the trust of the town, but I would still consider the character the same as any other.


[u]Selene Nighttaken[/u]
This went long, so I've spoilered it. I definitely like Selene.

Who is Selene? A Fluff Summary:
We've been adrift on the wind of fate our entire lives and while in a story this is just grand for Selene it's pretty much sucked. First our parents fled tian and were run to ground in varisia and we have no idea why. Then we ended up adopted by a varisian caravan that of course had pissed off the inquisition somehow. So just when we thought we'd settled in with our new life as a wanderer we ended up a slave of the inquisition. They killed our foster parents, but they let us live as long as we were useful. When we found a chance, we fled and we've traveled east to hopefully never see an inquisitor or a lying varisian again. We've worn many hats in our run from our past, but we still have in our possession our mother's spellbook, the varisian harrow deck of our foster mother, and our Inquisitor's mask, so there's probably some explaining that should be done in the future should we happen to meet them. For now, we're back to what we know best - hired on as a soothsayer and guard for a caravan into Taldor. You'd think we'd have learned to avoid wagons by now. You'd be wrong.

What does Selene do in combat? A Crunch Summary:
We're an archery gish. We can shoot someone for 1d6+2 damage, and cast a spell for 1d3 acid or frost. We have a moderate chance to hit on both attacks (+4/+4) and point blank shot if we're close enough for it. This isn't very good as archers go, and that's the story throughout leveling - we just don't have the feats or static damage that other classes get to really make archery shine, but we get enough to keep it solidly relevant.

As for spells that aren't attack rolls, we can do that but we're not as good as a real caster. For example, right now we have a fall back plan of color spray, but we only have two level 1 slots. Our save DC for that trick is 14, distinctly average. A focused oracle/sorcerer/wizard is casting more, and with better DCs. Luckily we can fire our bow for 1d6+2 extra damage on the same round we cast color spray, so whichever enemy saved gets shot.


The last gust of wind (A Slice of Fluff):

The wagon was hot and she was sweltering, but she kept talking intently to the man. It was hard not to cry, but she put that into her voice and the dead man misunderstood. "It's a hard kind of day Tom, you'd best be on your guard. The wind is looking for you something fierce." she pushed her foot down on the rope, rattling the windows of the small wagon. "Best be careful out there, and wear that scarf I gave you. Wouldn't want the wind to catch your breath. You'd go like old Adri did. Just gone in the morning. You wouldn't like that, no you wouldn't." She peered at the man, his features distinctly pale, and grimaced sharply behind her scarf. One more push, let's hope he understands, can't risk more. "You need to cleanse yourself. Hide from the wind, and then clean the taint away. You'll need to find a clear stream and bathe, wash your scent away. But that's not enough. A scentless man's a curiosity. Being curious will get you killed in varisia as much as cheliax, the wind hunts here. You'll need to replace your smell. Find something strong Tom." she paused and when he suggested the foul smelling briar smiled. "I know it'll smell Tom but that's the point. You want the wind to stop looking you need to speak in a way it understands. What floats on the wind Tom?" she waited. "Yes, smell. Very good. Now hold still, let me settle you." she wafted the incense at him, hoping he smelled the perfume. "That and the scarf should hide you long enough to make it to the river, if you don't take long. Straight into the briar after that, and be sure to get it everywhere. Anything you care about better smell fierce if you don't want the wind to find it." She took her foot off the rope, the windows stopped shaking. "There's your chance Tom. Best get moving." The man left. She put her head on the table, and spoke quietly. "It's done. He'll be at the stream, naked. Now am I free to go?"

The inquisitor unfolded from behind her, the dagger still sharp at her back. "For now" she said. Her tone sultry, decadent, a perfect lie. "We'll be in touch if we need you, Shadow. Remember, you may leave Varisia, you may think you're out of Cheliax, but you cannot escape us. Be a good pet and life will stay easy." She paused, then trailed her finger across the feathers of the dark mask then down Selene's neck possessively. Selene struggled not to scream, then leaned her head into the hand. "Good girl." The woman's quiet laughter echoed brightly as she walked into the darkness at the back of the wagon, and Selene shuddered as the dark consumed her. The scream that came after was nearly silent. That was the day she knew she'd have to run, before she couldn't scream anymore at all. Before she became Shadow in truth.

Crunch:

Selene
Female wayang magus (eldritch archer, hexcrafter, staff magus, magic warrior) 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 42, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Bestiary 4 274, Pathfinder RPG Ultimate Magic 9, 48, 49)
NG Small humanoid (native, wayang)
Init +4; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +4, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron kunai +3 (1d3+2) or
quarterstaff +3 (1d4+3) or
silver cestus +3 (1d3+2/19-20) or
wooden stake +3 (1d3+2) or
wooden stake +3 (1d3+2)
Ranged paueliel composite longbow +6 (1d6+2/×3)
Special Attacks arcane pool (+1, 4 points), spell combat
Spell-Like Abilities (CL 1st; concentration +2)
1/day—ghost sound (DC 11), pass without trace, ventriloquism (DC 12)
Magus (Eldritch Archer, Hexcrafter, Staff Magus, Magic Warrior) Spells Prepared (CL 1st; concentration +4)
1st—color spray (2, DC 14)
0 (at will)—acid splash, daze (DC 13), detect magic
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 16, Wis 5, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Point-Blank Shot, Quarterstaff Master[UM]
Traits harrow chosen, magical lineage, wayang spell hunter
Skills Acrobatics +3 (-1 to jump), Diplomacy +1 (+3 vs. people from chosen country), Disable Device +2, Intimidate +1 (+3 vs. people from chosen country), Knowledge (arcana) +7, Linguistics +4, Perception +3, Profession (soothsayer) +1, Spellcraft +7, Stealth +9, Use Magic Device +2; Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Draconic, Kelish, Varisian, Wayang
SQ betrayed, hex arcana, nameless mask, ranged spell combat, ranged weapon bond, scion of shadows, shadow inheritor
Combat Gear cold iron durable arrow (20); Other Gear parade armor[UE], arrows (20), blunt arrows[APG] (20), cold iron kunai (2), paueliel composite longbow (+2 Str), quarterstaff, silver cestus[APG], wooden stake[APG] (2), wooden stake[APG], bedroll, belt pouch, flint and steel, grappling hook, harrow carrying case, harrow deck[UE], ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, shadow's mask, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 5 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Darkvision (60 feet) You can see in the dark (black and white only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Nameless Mask (Ex) +2 to saves vs. divinations in the scrying subschool when worn.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quarterstaff Master Use a quarterstaff one-handed
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Weapon Bond (- Custom / magic weapon - [Str +2]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Scion of Shadows Increase miss chance from dim light to 50%. Treated as an outsider (native) for pre-reqs.
Shadow Inheritor (Su) +1 to CL for illusion [darkness] or [shadow] spells, and certain class abilities.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Archetype Discussion:
I took four archetypes although only two are super relevant, the others were just "because I can", so let's talk about them. Placed in order of most relevant to least.

Eldritch Archer trades magus melee for magus ranged attack styles in pretty intuitive ways. We don't get to do the shocking grasp thing, but we do get to use snowball. It's a nerf to overall damage per round, but it's a gain in terms of control. We can also make some use of concentration spells because we're not expecting to be standing next to someone - so silent image is a thing. This is the core of the character - we aren't trying to be a swordmage, we're trying to be a archermage.

Hexcrafter trades the first spell recall for limited access to witch hexes with extra access in place of arcanas. It nets out to about 2-4 hexes across 20 levels in most builds, and adds a chunk of utility at the cost of blasting potential. Instead of using arcane pool points to recall previously cast spells and blast again with them, we get a hex that we can use to debuff or buff. Since I'm trying to shy away from being a one trick pony, this seemed a flavorful way to trade out damage for other things. We get less fireballs. Our first hex access comes at level 3, with another at 4 and they could by healing, flight, evil eye or slumber depending on what role selene settles into for the party. It's a powerful thing, but the trade off is real - we could instead have a +5 or more insight bonus to attack usable 5+ times a day at 3 and an extra 5 spell levels worth of spells to cast (5 more snowballs, or 2 more glitterdust + 1 snowball).

Those two are pretty important to being effective at what we do and who we are - they make us a ranged gish combining archer and controller.

Magic Warrior changes knowledge skills (history/nature instead of dungeering/planes) and gives us a masked persona we can build (ala the intrigue rules). The biggest benefit is manifesting one of the features of that persona for minutes/level and some immunity to divination by dint of the persona rules. Honestly I took this last, once I'd written the slice of fluff piece above and realized I wanted to have a clear persona for the Inquisitor's Shadow and a believable reason for her not to have been tracked down by the inquisition yet. I'm not sure if it will come up in play or not, but it was in the intrigue section for magus and carrying around a shadowy raven mask just adds to the reasons we don't want our pack searched by anyone. This could go away if it bugs you.

Staff Magus trades away medium and heavy armor - we're a ranged dex/int character so that's not a huge loss, and in return it gets some quarterstaff benefits. The big one is that it can hold a staff 1 handed. This matters more for traditional magus, but at least means that if a staff of casting of some type shows up Selene isn't left staring at it wondering how she's going to juggle her bow and the staff. Not hugely relevant at the moment, but it's certainly potentially more useful than heavy armor, and at least interesting compared to medium. In magical fairytale land she finds a Staff of the Hierophant and bolts the Greater Transformative power onto it to have a bad bow that happens to also be a useful staff, but I'm pretty sure this module doesn't have that and also I've been informed Taldor isn't magical fairytale land. This could also go away if it bugs you.

What's next (Dragons, obviously):
Without seeing the party it's hard to say, but depending on what we get it's really easy to lean Selene into more of a controller, damage, or even healing role by focusing on debuffs, evocations, or the healing hex. She can't really work as a primary melee since her hp/str/bab just aren't there, but she could be a flanking buddy in a pinch.

Oh and we're an Eldritch Archer Magus for anyone who doesn't want to read the spoilers. We didn't have any arcane types yet.


I don't want to be a downer, but I'm 95% sure you don't have a way to get longbow proficiency back after trading it away via Staff Magus.


Ierox wrote:
I don't want to be a downer, but I'm 95% sure you don't have a way to get longbow proficiency back after trading it away via Staff Magus.

That's...actually true. I wonder why hero lab failed. (I'm not surprised it failed, it does that sometimes, but the why of it is interesting.) Barring some epiphany I'll just drop staff magus. It was more there 'because why not trade all the things.'


The equipment trait Heirloom Weapon gives you weapon proficiency with a simple or martial weapon.


Pavo "Fish" Krupt wrote:
The equipment trait Heirloom Weapon gives you weapon proficiency with a simple or martial weapon.

A specific one though, so you can't switch for a nicer bow later.

That said, Ranged Weapon Bond makes that particular problem not so much of a problem, outside of the bow getting lost or destroyed.

Elves also have racial bow proficiency, if you're not 100% set on your race choice.


Submitting Pavo, a Bountyhunter Slayer for your consideration.


I would love to put forward a character for consideration: Maellyra. She's a Gravewalker (less for the desire to have an army of walking dead, and more because the flavor delivering touch spells through a voodoo doll is too good to pass up) witch who will be focusing on debuffing enemies à la hexes and necromancy spells, followed by some healing and buffing.

Concept:
A young woman cursed with terrible power must come to the defense of a town that would otherwise shun her. A young Maellyra arrived in Belhaim unannounced some years ago, and the only thing that kept the insular townsfolk from running the unnatural-seeming girl out of town was the word of the kindly apothecary that noticed the bundle of mugwort peeking out from her knapsack. Since then, the strange, quiet young woman has managed to eke out a meagre livelihood by coming into town every few weeks to sell her herbs and remedies before retreating back into the Verduran Forest.


Ok, you asked for it!

Here's Spitter Snagscale, Tempest Druid, and last survivor of his tribe.

Complete background to come soon!


This is Binroi, vanara monk (maneuver master). I have been wanting to try a grapple specialist and this module seems like a good fit since it only goes to level 7.

Binroi:
BINROI
male vanara monk 1 (maneuver master)
chaotic good medium humanoid (vanara)

Init +6; Senses low-light vision; Perception +8

DEFENSE
AC
18, touch 14, flat-footed 18 (+4 dex, +4 wis)
HP 11 (1d8 +2 Con +1 FC)
Fort +4, Ref +6, Will +6
Special Defenses

OFFENSE
Speed
30 feet, climb 20 feet
Melee unarmed strike +1 (1d6+2, B)
Ranged sling +4 (1d4+1, 50’ range, B)
Special Attacks stunning fist 1/day, flurry of maneuvers

STATISTICS
Str
13 (+1), Dex 18 (+4), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 5 (-3)
BAB +0, CMB +4 (+3 during flurry, +6 to grapple), CMD 19 (21 vs. grapple, 23 vs. bull rush or trip)

Feats
Improved Unarmed Strike:
Bonus Feat You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Stunning Fist: Bonus Feat You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Agile Maneuvers: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Traits
Reactionary:
You gain a +2 trait bonus on initiative checks.
Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Skills 4/level + 0/level Int + 2 background = 6
Acrobatics +10, Knowledge (history) +4, Perception +8, Profession (wrestler) +8, Sense Motive +8, Stealth +10
AC Penalty 0

Languages
Common, Vanaran

Racial Abilities
Nimble:
Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Whitecape: The rare whitecape vanara clans have more in common with savanna-dwelling baboons than the jungle-dwelling monkeys that most vanaras resemble. Their stooping build grants them a +4 racial bonus to CMD when resisting a bull rush or trip. These vanaras usually have a thick mane of hair on the head and shoulders (called a “cape”) and shorter tails. This racial trait replaces prehensile tail.

SQ
Weapon and Armor Proficiency:
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

GEAR
Combat Gear

sling, 20 bullets, 2 flasks acid

Other Gear
explorer’s outfit, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 6.8 gp

FLUFF
Description

Binroi has a thick mane of tawny golden hair on his neck and shoulders and very fine hair of the same color on the rest of his body. He has a short, rather useless tail. He dresses simply and speaks plainly.

History
Binroi was born in Tian Xia to a whitecape tribe living on the frontier there. He learned the tribe’s ancient secrets to wrestling enemies. He ended up leaving his tribe when spurned by his beloved and began making his way westward to seek his fortune. Eventually he wound up in Taldor where he travels with a caravan, working as a guard and making money on the side by challenging the strongest locals in every stop to wrestle.

Age 19


This is Ouachitonian, submitting Liam, Vivisectionist Alchemist. He'll mostly be a melee combatant, especially until I take the bomb discovery (which Vivisectionist gives up). Eventually, I'd like to take him into Master Chymist. He also has pretty broad skill coverage, including good bonuses on UMD and Disable Device. As backstory, he's a traveling Alchemist, who moves from town to town selling potions and whatnot (until the locals get weirded out by his experiments, then he moves on).


Two L-wanderers in one game? Confusion reigns!


Updated with background!


Leng the Wanderer wrote:
Two L-wanderers in one game? Confusion reigns!

Yeah. It's really too bad that you can't edit an alias's name after 10 posts.


@Dickie: Regarding the Draconic Heritage ART -

Draconic Heritage ART wrote:

Draconic Heritage (4 RP): At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.

Would you allow it to ignore the Charisma prerequisite on the Draconic Heritage feat as well?

Draconic Heritage feat wrote:


Source Legacy of Dragons pg. 16
The power of dragons flows through your veins and you have awakened its potential.

Prerequisites: Cha 13.

Benefit: Choose one type of dragon from the options presented below. You gain the draconic heritage ability from your chosen dragon type. The save DCs of any associated ability are equal to 10 + 1/2 your Hit Dice + your Charisma modifier.

Special: You can take this feat only once. If you ever gain a bloodrager or sorcerer bloodline, you must take draconic as your chosen bloodline (or a bloodline tied to some other creature of the dragon type, as approved by your GM).


Arknight wrote:

@Dickie: Regarding the Draconic Heritage ART -

Draconic Heritage ART wrote:

Draconic Heritage (4 RP): At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.

Would you allow it to ignore the Charisma prerequisite on the Draconic Heritage feat as well?

Draconic Heritage feat wrote:


Source Legacy of Dragons pg. 16
The power of dragons flows through your veins and you have awakened its potential.

Prerequisites: Cha 13.

Benefit: Choose one type of dragon from the options presented below. You gain the draconic heritage ability from your chosen dragon type. The save DCs of any associated ability are equal to 10 + 1/2 your Hit Dice + your Charisma modifier.

Special: You can take this feat only once. If you ever gain a bloodrager or sorcerer bloodline, you must take draconic as your chosen bloodline (or a bloodline tied to some other creature of the dragon type, as approved by your GM).

Yeah, I suppose I can allow that. Mostly because I want to see where you're going with it, since I doubt you're looking at a sorcerer with a sub-13 charisma... :P


Here is the current "no details list". If you don't see your character mentioned, please let me know that I lost them in the shuffle so I can make a note. Just a little over 24 hours left before I call an end to submissions, so if you've been sitting on the fence procrastinating but are interested in jumping in, this is your final call!

Leng - Monk
Godric - Cavalier
Jairdan - Rogue
Ulrich - Slayer
Shayn - Paladin
Gauthier - Cleric
Selene - Magus
Maellyra - Witch
Spitter- Druid
Binroi - Monk
Liam - Alchemist

I will try to make the final decision as quickly as possible (and I'm off work tomorrow so will probably be able to get caught up on the most recent submissions before the deadline hits), but I would expect 24 hours or so after the dealine, no more than 48.

Lantern Lodge

Tundran wrote:
This is Binroi, vanara monk...

*glee!*


Just got accepted for another game. Best I pull out of this one.

Happy gaming!


Gauthier de Nevereth wrote:

Just got accepted for another game. Best I pull out of this one.

Happy gaming!

No worries, thanks for the update!

Leng - Monk
Godric - Cavalier
Jairdan - Rogue
Ulrich - Slayer
Shayn - Paladin
Gauthier - Cleric
Selene - Magus
Maellyra - Witch
Spitter- Druid
Binroi - Monk
Liam - Alchemist


Any GM recommendation for favored enemy (building a ranger)? I'll probably just go undead or magical beast if not, since picking dragon kind of feels cheesy.


ObsessiveWiz wrote:
Any GM recommendation for favored enemy (building a ranger)? I'll probably just go undead or magical beast if not, since picking dragon kind of feels cheesy.

Well, I would NOT recommend giant, fey, or oozes. Undead and monstrous humanoids would be strong choices IMO. I think anyone who has read this thread can tell that some kobold conflict is likely, but I wouldn't recommend them either, really.

In case it ever comes up, I would say underground is the best choice for favored terrain in this module, possibly urban.


All righty then, monstrous humanoid works pretty well for the background IMO so I'll do that. Here's ObsessiveWiz's submission. Human Ranger (Skirmisher).

Role:
Archer, rangery stuff like survival, being prepared with mundane exploring gear, etc...

Wow, compressing a decent background into just a few sentences is hard! Did my best though, that and the crunch are on my profile page.

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