A Noble Deed


Recruitment

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I would like to run a game that I have been thinking about. I have the hook all set up and will be using published material, but I am not going to tell anyone what it is. I love random. Tell people what the adventure is and they gear up to beat it. Let’s see some characters get thrown into an adventure that they have to complete or die.
So here is what I need from you:

1. This adventure is for humans only.

2. You are the son/grandson or daughter/granddaughter to a king, emperor, duke. You are in line for the throne, but not near the top. Let’s say 3rd or 4th in line. Are you just happy to be where you are in the line? Are you trying move up the line? Are there others further down the line trying to climb over you to get to the top.

3. Character build is 25 point buy system.

4. Average starting gold x5

5. Material to draw from it as follows:

-Core Rule Book
-Advanced Players Guild (no Summoner or Witch)
-Pathfinder Unchained for classes. I will also be using Background Skills. It gives me something to work with when hooking your character into the adventure or give you bonuses down the road.
-Ultimate Combat but no gunslingers, ninjas, or samurai. Archetypes give your character a little more depth and give me some more to work with.
-Ultimate Magic
-Ultimate Equipment

I am not sure when I am going to start but it should be by the end December. I have never recruited before so I am not sure how it is going to go. Let me know if I missed anything.


Sounds Interesting. What level will we starting at?


How many are you recruiting or is this a solo adventure?


I'm interested for sure. What kind of timing are you thinking? I could post at least once every day but would need to take most Sundays off.


I'm definitely down if my availability will work for you.


1st level
4 to 5 players
Once a day would be ideal but my work schedule is chaotic. As long as we keep the game moving we should be fine.


Ok. I'd love to play. I will have to miss Dec 29-Jan 13 for my honeymoon. If that can be ok, I'm 100% committed and in. If not, I understand.


I can make a character right now if you're up for having me.


Not going to select anyone until later this month or until submission stop rolling in.


when you say Unchained for classes, do you include the Variant Multiclassing?


Sounds good.


Interesting, are we all related or potential heirs of different kingdoms?

A little bit more information about the setting please. Are we on Golarion, or some place else? Are these large empires that take months to cross or medium countries like Europe, or small kingdoms like Scotlands or 'Game of Thrones' houses.


I'm dotting!


Will we be using Feat Taxes?


Interested


What sort of tone are you going for?

Liberty's Edge

Dot!
Does the "no gunslingers" rule include Bolt Aces?
I'll think of something once we know a bit more about the kingdoms.


Consider me interested.


Adjusted and ready to go.
The background was created for a Kingmaker Campaign and can adjust it if need be.


May be redundant, but is the Advance Race Guide allowed? There's just a bloodline I'd like to use from it that I think really goes well with the campaign idea.

Dark Archive

for clarity, is this set in Golarion or a homebrew setting? or can i invent the royal/noble house my character belongs to?


Are you allowing traits?


Dotting, would like to see some answers to the questions already asked about setting and character creation.


when you say Unchained for classes, do you include the Variant Multiclassing? No. Just the unchained versions of the Barbarian, Monk, or Rogue

Are we on Golarion, or some place else? Several version this question have come up. Let's call this a home brewed world. Since you will only be traveling to a few location I am not planning on making a world map. Make up a kingdom you are from. It does not have to be elaberate but you can add some notes on the culture and climate if it helps your character background.

Will we be using Feat Taxes? I have not heard of Feat Taxes and can't find anything about them so I guess the answer is no.

What sort of tone are you going for? As far as character? That is up to you. I have nothing definate in mind.

Does the "no gunslingers" rule include Bolt Aces? YES!

May be redundant, but is the Advance Race Guide allowed? Nope.

Are you allowing traits? Two traits and no drawbacks


I linked the feat taxes. But fair enough.

Also bummer, my sorcerer be dead.

Back to the drawing board.

Still keen though.


That feat taxes homebrew rule-set you linked would be a huge boost to martial classes. Not necessarily a problem. But would change the balance of the game a ton.

I've got an alchemist mostly ready to go. Ranged dps, Macgyver of alchemical items, and all around skill monkey.

Grand Lodge

I would love to try my hand at this. Any room for the Advanced Class Guide Stuff?


As a follow up to the other questions, is this a Single Player game or a Party? If Party, are we all from the same kingdom and in line for the throne or from different kingdoms?

Also, since we are building Nobles in line for the throne, will Leadership be allowed as a feat? And in conjunction with that, how about the Noble Scion feat/prestige class from Paizo's Paths of Prestige?


HeftyUpTop wrote:

As a follow up to the other questions, is this a Single Player game or a Party? If Party, are we all from the same kingdom and in line for the throne or from different kingdoms?

Also, since we are building Nobles in line for the throne, will Leadership be allowed as a feat? And in conjunction with that, how about the Noble Scion feat/prestige class from Paizo's Paths of Prestige?

He said it's 4-5 players.


Ah, thanks. I must have missed that response.


No problem.


Am I required to go UMonk or can I go regular monk with archetypes. UMonk doesn’t allow archetypes unless something got errata’d

Liberty's Edge

There are several archetypes that go with Unchained Monk.


Crunch:
NameGodric Alden

Str (18) Dex (14) Con (14) Int (10) Wis (12) Cha (13) HP (11) Saves (+3/+4/+5) AC (18/12/16) Initiative (+2) CMB (+5) CMD (16)

Combat
* To Hit: +4
* Damage: 2d4+9

Race Human
* Dimdweller (Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.)
* Shadowhunter (Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.)

Traits
* Lesser 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.)
* Resilient (+1 fort)

Class Nobleman (ie: Avenger Vigilante!)

Dual Identity
* Social: Godric Alden, nobleman
* Vigilante: Sir Alden, Knight of the Crimson Rose

Social Talents
* Social Grace: +4 Diplomacy

Feats
Lvl 1: Power Attack

Skills
* Diplomacy: 1 skill point (+10)
* Bluff: 1 skill point (+5)
* Intimidate: 1 skill point (+5)
* Sense Motive: 1 skill point (+5)
* Perception: 1 skill point (+5)
* Knowledge Nobility: 1 skill point (+5)

Equipment 975 starting
* Masterwork Falchion: 375
* Masterwork Breastplate: 350
* Courier’s Outfit with signet ring: 80
* 170 gold

My crunch submission. Mind telling us more about the game world and the party role before I write the background?

Character Idea:

* From a noble family with more lineage than money
* Has to ‘work’ as a knight to pay for his court expenses
* Is a member of the Order of the Crimson Rose. This knightly order specializes in hunting the undead. This order does not specialize in fighting on horseback, or even on the battlefield. Rather, they are trained for close quarter fighting, especially in crypts and tombs. His family has always had at least one of its number as a knight of the order. They say that it runs in the blood.

Also picked vigilante because it feels like the perfect “nobleman” Class.

Class: Noble (Avenger Vigilante)
Full BaB
1d8 HP, but 6 skill points (a fair trade from what a fighter would have)

Social Talents
Lvl 1: Social Grace (+4 intelligence, charisma, or wisdom based skill except for perception or use magic device. Get another +4 at lvl 5, 9, 13, and 17. So can end up with +4 Diplomacy, +4 Intimidate, +4 Bluff, +4 Sense Motive, +4 knowledge nobility).
Lvl 3: Safe House (You own a house! What nobleman doesn’t have an estate?)
Lvl 5: Loyal Aid (You have people who guard/work in your house)
Lvl 7: Renown (You are a noble. Everyone knows you in your lands)
Lvl 9: Entrepreneur (Use one of your skills to make money. This is tax money from your lands)
Lvl 11: Celebrity Perks (These are your lands, and your subjects fall over themselves to take care of you)
Lvl 13: Great Renown (You are a noble lord, of course everyone knows you)
Lvl 15: Gossip Collector (You know how to work the intrigue at court)
Lvl 17: Incredible Renown (Everyone has heard of your illustrious family)
Lvl 19: Celebrity Discount (When you buy anything, craftsmen, jewelers and merchants alike fall over themselves to earn your patronage. They know how good for business it would be to have their items be seen in your possession)

Combat Feats
Lvl 2: Shield of Blades (It's power attack, only it gives an AC bonus too!)
Lvl 4: Signature Weapon (Weapon Focus and weapon specialization in one feat? Yes please.)
Lvl 6: Shadow's Speed (40ft movement, increases to 50ft movement at lvl10. Because you are a noble, and you fight with grace and style)
Lvl 8: Armor Skin (0 ACP and move without penalty in medium armor. Not only do you look good in your gilded armor, but you make it look easy)
Lvl 10: Fist of the Avenger (fisticuffs!)
Lvl 12: Unexpected Strike (Quick draw and can draw hidden weapons)
Lvl 14: Expose Weakness (As a man of culture, you know how to defeat any foe with panache. You make this look easy)
Lvl 16: Heavy Training (Heavy armor has 0ACP and doesn't slow you down)
Lvl 18: Vital Punishment (only one attack with an attack of opportunity? Might as well vital strike it)
Lvl 20: Instant Plan (You are a noble lord of unparalleled stature. When you speak, everyone can't help but listen. Give all allies bonuses by ordering them around)


Here's my character if you're interested to know. I'll also write out background more when I have a better idea how to mesh with the world you're setting up.

My submission:
Lysander Higgins
Str (8) Dex (16) Con (12) Int (20) Wis (12) Cha (7)
HP (10)
Saves (+3/+5/+1)
AC (15/13/12)
Initiative (+7)
CMB (-1) CMD (12)

Combat
* To Hit: +5 against touch AC
* Damage: 1d6+6 or 7 splash (DC 15 reflex for half splash)

Race Human

Traits
* Slippery: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
* Second chance: One failed saving throw re-roll per day.

Class: Mindchemist Alchemist

Feats
Alchemist bonus feats: brew potion, throw anything
Human bonus feat: Point-blank shot
Lvl 1: Improved initiative

Skills
* Acrobatics: 1 skill point (+4)
* Craft (Alchemy): 1 skill point (+10, +2 from alchemy lab)
* Disable device: 1 skill point (+9, +2 from mwk thieve's tools)
* K (Arcana): 1 skill point (+9)
* K (Dungeoneering): 1 skill point (+6)
* K (Engineering): 1 skill point (+6)
* K (Nature): 1 skill point (+9)
* K (Nobility): 1 skill point (+6)
* Perception: 1 skill point (+3)
* Spellcraft: 1 skill point (+9)
* Stealth: 1 skill point (+8)

Equipment 525 starting
* Combat-trained pony 45 gp
* Saddlebags 4 gp
* Alchemist's lab 200 gp
* Masterwork thieve's tools 100 gp
* Waterskin 1 gp
* Trail rations x 4 2 gp
* Hooded lantern 7 gp
* Lamp oil x 10 1 gp
* Bandolier x 2 1 gp
[Some alchemical items crafted at 1/3 cost by taking 10 on craft(alchemy) check]
*Unstable accelerant x 3 50 gp
*Acid flask x 12 40 gp
*Shard gel x 6 50 gp
*Leftover gold 24 gp

Formulae known: Monkey fish, reduce person, comprehend languages, crafter's fortune, detect secret doors, shield, targeted bomb admixture.


Any room for the Advanced Class Guide Stuff No. I am trying to keep it simple.

will Leadership be allowed as a feat? Let's see if we can make it to level 7 first

how about the Noble Scion feat/prestige class No. It sounds cool but I don't have the source material in my Hero Lab

Am I required to go UMonk or can I go regular monk with archetypes.You can use the monk from the CRB is you want to. Archtypes for Unchained Monk are out there but once again I don't own the source material in my Hero Lab which I will be using to track characters.


Basic idea I have is a noble seen as a black sheep for his homosexuality as much as his dabblings in apocalypse cultishness. Crunch when we're more definite.


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My vision of the world would be like Europe, Asia, Africa about 1400 AD.
I am giving you creative license to make up your kingdom. Give it a name, a climate, and a general political type. It will not really be important to the overall game but it will make interaction with each other fun and give me something to work with. None of you should know each other but you will have all heard of where you come from. The world economy is good with all kingdoms having well established trade routes with each other and there has not been any major wars in several hundred years. All the races in the CRB are represented in the world and have kingdoms of their own mixed in with the human kingdoms.

Does this help?


So we are all from different kingdoms? And what brings these noblemen together in a way where they would be adventuring?

Grand Lodge

Thinking of making a Bard


The Kingdom of Varis

https://i2.wp.com/www.fantasticmaps.com/wp-content/uploads/2013/03/Ghiscari Strait.jpg

The maritime nation of Varis exists because of the Varisar Straits. With very little in the way of arable land, and hemmed in by inhospitable mountains, the people of Varis survive by trade. Their specialty is the buying of Dwarven trade goods, which they then export to nations abroad. They in turn bring exotic goods back to the Dwarven lands, especially food and materials needed for the brewing of alcohol. A pivotal moment in the nation’s history occurred two centuries ago. The nation suffered from an invasion by a Liche and it’s undead fleet. The capital of Ghis was sacked, and the island it was on completely overrun. It was only with the assistance of their Dwarven trade partners that the subsequent invasion of the mainland was beaten back and the island capital retaken.

During the invasion the capital was moved to New Varis. While the capital was eventually moved back, Old Varis and the island it rests upon holds a reputation for being a haunted land. Unquiet spirits are known to haunt the night, and the dead do not always rest easy.

The people of the kingdom are a stubborn lot, and the Nobility is no different. The Order is the Crimson Rose was founded to battle the walking dead, and it is considered a great honor to be a member of it. In fact, since the invasion every ruler spent time in his youth as a member of the Order, a fact which the people take great pride in. It is said that the knights of the Order will do anything for Glory, for that is the capital in which they can advance their political ambitions.

Characteristics
* Dimdweller: Natives of Old Varis are known for their darkvision. Said to have eyes as sharp as a dwarf at night, this is a sign of the corruption that enfused the land. Old Varis does seem to be eternally void of bright light, a fact which never seems to bother natives.
* Shadowhunter: The Order of the Crimson Rose was founded to combat restless spirits. These knights have received training specific to this task.

Godric Alden
Godric has a lineage that has ties to the royal bloodline of Varis. However, that is all he has going for him. For generations his family fortunes have waned. He is a member of the Order of the Crimson Rose, and has indeed trained hard to live up to the mission of the Order. For only be earning Glory in the Order can he change his family’s fate.


Any rules on Alignment? aka. while we shouldn't play chaotic stupid, are Evil alignments OK as long as we play well with others?


Thinking about backstory, kingdom I'm from, etc, given what you fleshed out. Will post tomorrow.

Liberty's Edge

I've got an idea, I don't know when I'll be able to flesh it out but I hope soon.
The gist of it: Viking-like cold kingdom, with a feudal elective rule counting age as well as prestige (like the Skellige in The Witcher 3) so that some of the candidates choose to roam the world and bring back news of their deeds.


Dotting. Here is the kingdom my character (who will be a wizard) comes from:

The Magocracy of Lothinhal:

History: The Magocracy was created when seven powerful wizards came together after a devastating war between magic users that devastated the landscape. Near the top of the tallest mountain that existed in the eastern end of the continent, these six archmages pooled their powers to create a floating city by shearing off the top of the mountain, inverting it, and then building upon it.

Many of the neighboring tribes feared what these wizards might do as a united force (such was their power and notoriety), but they assured their neighbor states that this city was incapable of movement, and that they were indeed tired of war.

Putting out a call to all wizards of all stripes (except for necromancers and conjurers, who were the two sides that were wiped out utterly during the war), many wizards came to study at the feet of such learned mages, and so Lothinhal (named after the mountain that it was made from) grew.

Government: each of the six archmages founded a great house, each of which elects a representative to serve on the council of the wise. Your position in society is directly proportionate to your magical ability. Children are tested at a young age to see if they have the proper mental facilities to wield arcane power. If they do, their parents allow the council to adopt the child in exchange for a generous sum of money. Those children are then schooled in the basics of magic and offered a choice of houses to join. Should they not choose, House Arvane (the universalist house) adopts them by default.

Commerce: Lothinhal imports food and manufactured goods, and it's main export is magical items of all varieties.

Religion: While all religions are respected (even the traditionally evil ones), the state religion is the church of the god of magic, which has a massive cathedral near the council's spire (typically just referred to as the spire).

Population: Most of the population are Humans, although a strong population of Elves and even a few Dragons exist in the city, although the later understand that to cross the council is to sport death, and so they tread carefully. Each of the seven great houses numbers approximately two hundred, but the majority of the population are not much better than slaves, handling all of the tasks that are deemed beneath wizards, like mining, smithing, trading, and service in the military (although all of the officers in the military are house wizards).

Laws: While most things that would not be allowed in other cities are allowed (or even sometimes encouraged) in Lothinhal, there are a few laws that will land you either a death sentence or extended jailtime (if you're lucky or really rich).

1) The theft of magic. Intentionally stealing anything magical (including spellbooks) is a capitol offense. Sorcerers are second-class citizens in the city and any that become too powerful are put down immediately. At best, a sorcerer can serve in the standing army, but they may not rise to any position of authority. Sorcerers are mentioned here because in the early days of Lothinhal, they would be charged with theft of magic and executed. The priests of the god of magic eventually intervened, but by then prejudice against sorcerers had already set in amongst the populace.

2) possession of materials or components used in the banned schools of magic. The great war was started by a powerful conjurer and necromancer teaming up and summoning massive armies of undead, demons, and devils to wage war on the competition. It was a long war (as the other archmages were loathe to work with one-another initially) but by the end of the both of their armies had been smashed asunder and both archmages had been killed. During the ratification of the treaty of Lothinhal, The seven archmages decided to ban all practice of summoning and necromancy from their kingdom. intentional possession of such materials is punishable by death, unintentional possession is punishable by a decade of forced labor and your ability to cast spells stripped from you during that time.


Just dotting for my Sorcerer (Rakshasa), Princess Alexandra Volkonskaya.

She's third in line for the throne of the Empire, which is being inspired by Russia. She's very keen to become Empress, and sees her rivals as weak and stupid, lacking the tact and ability to properly rule the Empire.

Her Rakshasa bloodline is the main drive for her seeking power, though she doesn't differentiate. I see her as being lawful evil, but is politically orientated; so long as no one else is after her crown, then she's fine in helping them get theirs if they return the favor.

She sees her snow covered country as the manifestation of purity, and so would probably rule as such. Wouldn't be the first zealot on the throne, but she's more tactful than that, at least at the moment.

Drawing from real life rulers like Catherine the Great, Queen Victoria, and Queen Elizabeth I, along with fictional women like most of the Queens in Game of Thrones, and Balalaika from Black Lagoon.

She aims to represent her country flawlessly; cool, pure, and unforgiving, yet beautiful, and loyal to those that prove their loyalty to her. A strong and masterful Empress whose country adores and obeys her unquestionably.


Godric Alden wrote:
So we are all from different kingdoms? And what brings these noblemen together in a way where they would be adventuring?

Nothing that you know of. Insert Evil Laughter Here

HeftyUpTop wrote:
Any rules on Alignment? aka. while we shouldn't play chaotic stupid, are Evil alignments OK as long as we play well with others?

That should be fine. I think I have ways to keep things under control.


Dotting for interest. I'm thinking of a cleric who wanted to be a soldier. He was shunted into the clergy because his father thought that would make him less of a threat to his older brother for the crown. He's the third son of a duke in an area similar to the medieval Holy Roman Empire, where there are dozens of semi-autonomous dukes and counts vying for the elective crown. Despite being the third son and pushed away from succession by his entrance into the clergy, he is as ambitious and militant as any of the minor princelings scheming for power.

I'll have more tonight, but this is just something to get my creative juices flowing.


Here's my hat to throw in the ring, going for a very traditional fighter. I'm planning to flesh out more of the kingdom tonight.


I'll equip him tomorrow and make an alias if chosen.

My submission's crunch:
Lai Yiu-fai
Male Human Oracle (Dark Tapestry, Haunted Curse) 1
CN Medium Humanoid (human)
Init +2; Senses; Perception +0
--------------------
DEFENSE
--------------------
AC touch flat-footed
HP 10
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft. Armored)
Melee
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats:
Persuasive, Skill Focus (Bluff)
Traits: Unintentional Linguist, Extremely Fashionable
Skills:
Bluff 11/12 (4+1+3+3+1 if in finery)
Diplomacy 10/11 (4+1+3+2+1)
Intimidate 10/11 (4+1+3+2+1)
Knowledge Arcana 6 (2+1+3)
Knowledge Planar 6 (2+1+3)
Knowledge Religion 6 (2+1+3)
Sense Motive 4 (0+1+3)
Stealth 6 (2+1+3)
Background Skills:
Linguistics 7 (2+1+3)+1
Lore (Apocalypse Cults/Conspiracies) 6 (2+1+3)

Languages: Common, Draconic, Elvish, Aklo, Protean
Gear:
--------------------
SPECIAL ABILITIES
--------------------
Oracle Mystery: Dark Tapestry
Revelations:
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Curse:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

SPELLS:
0: Bleed, Detect Magic, Detect Poison, Stabilize
1 (3/day): Protection from Law, Doom

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