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Game Master King without Land


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Looks good.

Says psychic in one area sorcerer in another.

Also for Archlich I think that 14 is a 12 6+3+3=12


King without Land wrote:

Looks good.

Says psychic in one area sorcerer in another.

Also for Archlich I think that 14 is a 12 6+3+3=12

It is! I added the 2 too as a mistake. But I probably won't create anything... I will control my impulse. A lot in my plate already :)


Fixed.
So, how long is this recruitment thread going on? Not to rush anything, just wondering.


Not sure. We almost have a full party if i accept all current applicants. Which seeing as how I have seen them all I could do. Maybe friday?


Here's a summary list, to help keep straight who is interested and which classes are already volunteered.

Characters Submitted
Rungok: Gatekeeper Io – Astomoi Psychic / Serpent-Fire Adept Unchained Monk
Kawa Nami: Kawa Nami – Tiefling (Hungerspawn) Hydrokineticist Overwhelming Soul / Sorceress

Characters Pending
King without Land: -No Name- - Samsaran Unchained Monk / Druid (Reincarnated)
Wildstag: -No Name- - Oread Fighter / Magus or Skinwalker
Legoguy4492: -No Name- - Goblin Alchemist (Winged Marauder, Grenadier) / Monk (Zen Archer)
Lost 33: -No Name- - Ganzi Bard / Mesmerist

Archlick: Withdrawn


Thank you Lost 33,

I am humbled by the interest people have shown already.


It was a great idea. Naturally, there would be interest.


Would you entertain a lumbering Half-Ogre Brawler?

stat 1: 4d6 ⇒ (3, 5, 6, 2) = 16
stat 1: 4d6 ⇒ (1, 3, 6, 6) = 16
stat 1: 4d6 ⇒ (4, 6, 5, 6) = 21
stat 1: 4d6 ⇒ (6, 5, 3, 2) = 16
stat 1: 4d6 ⇒ (6, 1, 6, 4) = 17
stat 1: 4d6 ⇒ (4, 5, 6, 4) = 19

14, 15, 17, 14, 16, 15

Wow! the dice god smiled upon me.

I suppose the gestalt would be the ol standby sorcerer


Not sure, that +4 is scary, whats the other side of the gestalt?
I might be ok with it, but realize.. you are gonna stick out and might not fit into every location easily. Being as a male starts at 7'6" and can grow upto another foot.. I think they lean more toward large.


The +4 fits with the physical description, but if you think it would be OP, you could always have me drop it to +2 (perhaps with some sort of +2 to another stat, or +2 equivelant racial trait.)

As the race equates to a 8 RP build, it shouldn't be a problem. They don't get much in the way of extra racial goodies, just 60' darkvision really.

King without Land wrote:
whats the other side of the gestalt?

Vanilla sorcerer or Esoteric Magus

Would really only be using it to augment his brawling-ness, so the magus might fit better.

King without Land wrote:
you are gonna stick out and might not fit into every location easily. Being as a male starts at 7'6" and can grow upto another foot.

Stick out more than a the other races? The way I read the recruitment, that was kinda the point.

Yes he would be tall, but still categorized as medium. Not fitting (physically) in: ducking through doorways, squeezing in caves, sounds like an opportunity for some good ol RP.

I'm flexible, with whatever "tweeks" need to be done.


I missed Brawler in your post lol.

honestly I am fine with the build using Half-Orge I prefer the Half-Giant of Dreamscarred but it works.


Here's a summary list, to help keep straight who is interested and which classes are already volunteered.

Characters Submitted
Rungok: Gatekeeper Io – Astomoi Psychic / Serpent-Fire Adept Unchained Monk
Kawa Nami: Kawa Nami – Tiefling (Hungerspawn) Hydrokineticist Overwhelming Soul / Sorceress

Characters Pending
King without Land: -No Name- - Samsaran Unchained Monk / Druid (Reincarnated)
Wildstag: -No Name- - Oread Fighter / Magus or Skinwalker
Legoguy4492: -No Name- - Goblin Alchemist (Winged Marauder, Grenadier) / Monk (Zen Archer)
Lost 33: -No Name- - Ganzi Bard / Mesmerist
Gossamar4: –No Name- Half-Ogre Brawler / Sorcerer or Brawler / Esoteric Magus

Archlick: Withdrawn


Rolls:

1 4d6 ⇒ (4, 3, 2, 1) = 10
2 4d6 ⇒ (1, 6, 2, 6) = 15
3 4d6 ⇒ (4, 2, 1, 4) = 11
4 4d6 ⇒ (1, 1, 6, 2) = 10
5 4d6 ⇒ (4, 2, 1, 2) = 9
6 4d6 ⇒ (3, 1, 2, 6) = 12

Reroll 1s in sequence

1 1d6 ⇒ 4
2 1d6 ⇒ 1
3 1d6 ⇒ 6
4 1d6 ⇒ 1
4 1d6 ⇒ 6
5 1d6 ⇒ 5
6 1d6 ⇒ 4

11, 14, 14, 14, 11, 13

14/14/14/11/11/13

Bleh, this should be interesting.


Curious how would you all feel with This tagging along with you?

I will say that using a Hybrid into a deep one would make the stats a little wonky.


There's deep ones and halfbreeds of them in bestiary 5. Halfbreeds are actual player races that can evolve into full deep ones.


I know, Venerable Age and all.


stat block for brawler:
half ogre brawler
Half ogre brawler 5 (Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 59 (5d10+25)
Fort +8, Ref +7, Will +2 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +10 (1d4+5/19-20) or
. . unarmed strike +13 (1d8+7) or
. . unarmed strike flurry of blows +11/+11 (1d8+7)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 17), maneuver training (reposition +1), martial flexibility 5/day
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 18, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +10 (+12 grapple, +11 reposition); CMD 24 (25 vs. reposition)
Feats Combat Expertise, Combat Reflexes, Enforcer[APG], Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Traits dangerously curious, issian
Skills Acrobatics +6, Climb +8, Craft (weapons) +3, Escape Artist +6, Handle Animal +6, Intimidate +17, Knowledge (local) +7, Perception +9, Spellcraft +6, Swim +8, Use Magic Device +7
Languages Common, Draconic, Giant
SQ brawler's cunning, martial training
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of endure elements (2), potion of enlarge person (2), potion of fly, potion of gaseous form, potion of invisibility, wand of cure light wounds, wand of enlarge person, wand of ki arrow (50 charges), wand of shocking grasp; Other Gear +1 brawling lamellar (leather) armor[UC], dagger, bandolier[UE], 887 gp, 5 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

stat block for esoteric magus:
half ogre brawler
Half ogre magus (esoteric) 5 (Pathfinder RPG Occult Adventures 120, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 53 (5d8+25)
Fort +8, Ref +4, Will +5 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+5/19-20) or
. . unarmed strike +10 (1d8+7)
Special Attacks arcane pool (+2, 3 points), magus arcana (wand wielder[UM]), spell combat, unarmed spellstrike
Magus Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—tattooed spell
Magus (Esoteric) Spells Prepared (CL 5th; concentration +6)
. . 2nd—invisibility
. . 1st—enlarge person (DC 12), long arm[ACG] (3)
. . 0 (at will)—arcane mark, detect magic, read magic
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 18, Int 12, Wis 12, Cha 15
Base Atk +3; CMB +8 (+10 grapple); CMD 21
Feats Deflect Arrows, Enforcer[APG], Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Traits dangerously curious, issian
Skills Acrobatics +3, Climb +8, Craft (weapons) +3, Escape Artist +3, Handle Animal +3, Intimidate +17, Knowledge (local) +4, Perception +6, Spellcraft +9, Swim +8, Use Magic Device +7
Languages Common, Draconic, Giant
SQ ki arcana
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of endure elements (2), potion of enlarge person (2), potion of fly, potion of gaseous form, potion of invisibility, wand of cure light wounds, wand of enlarge person, wand of ki arrow (50 charges), wand of shocking grasp; Other Gear +1 brawling lamellar (leather) armor[UC], dagger, bandolier[UE], 887 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Arcana (Su) You can use your arcane pool points as ki points.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Tattooed Spell (Enlarge Person, 1/day) (Sp) Prepare selected spell without needing spellbook, cast once per day.
Unarmed Spellstrike (Su) Deliver touch spells as part of an unarmed attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

here are the builds for both sides: brawler/magus (estoric)


Very nice.
Its looking more like I will be GMing, pity would love to play.

So it will be Gestalt.


I am prepared


It will be soon.

I only have 2 full profiles sent in. Three if you count Gossamar.


althought you might end up running into a reoccurring NPC because I like playing goofy characters and you all need a mascot.

Or maybe I will give you something else to play with on the ride there... especially Kawa


I didn't even think about it this morning. For the rerolls, do we reroll the 1s again, or are they locked in on the second roll?

Otherwise I'll have mine up before I go to bed tonight.


Reroll all 1s


Sweet!

2 1d6 ⇒ 3
4 1d6 ⇒ 4

2=15
4=16

16/15/14/13/11/11

Nice, 3 stats the same was annoying me to no end.


reroll stat 2: 1d6 ⇒ 1
reroll of reroll: 1d6 ⇒ 5

stat 2 could have been 17 vs 15

reroll stat 5: 1d6 ⇒ 3

stat 5 stay with 16 vs 15

just to make it official. I'm not really asking to change anything. I rolled crazy good as it was. (I was just curious what might have happened.) lol


I know, this thread has allowed for some really good rolls. I mean I rolled 18, 16, 15, 14, 14, 10

Gossamar and Lost 33 if you could get your builds up by tomorrow night I would be grateful. Not sure if Goss needs to alter much going with Sorcerer as his secondary?


I changed to a Wayang Magus (Kensai/Bladebound) / Swashbuckler (Rondelero).

HP Rolls:

4d10 ⇒ (10, 10, 7, 10) = 37

3 10s? [Cheshire grin]


My wife would like to do a Gathlain Sorcerer/Oracle. Would this be ok?


I have no problem with the Gathlain race or the Sorcerer/Oracle mix, but recall she would have a poor fort.


Hi, I'm lost33's wife. Thank you for letting me join.

Stat Rolls
Roll 1: 4d6 ⇒ (3, 6, 6, 1) = 16
Roll 2: 4d6 ⇒ (6, 6, 1, 2) = 15
Roll 3: 4d6 ⇒ (4, 3, 5, 1) = 13
Roll 4: 4d6 ⇒ (3, 1, 2, 1) = 7
Roll 5: 4d6 ⇒ (6, 6, 1, 2) = 15
Roll 6: 4d6 ⇒ (4, 3, 2, 2) = 11

reroll stat 1: 1d6 ⇒ 6
reroll stat 2: 1d6 ⇒ 3
reroll stat 3: 1d6 ⇒ 2
reroll stat 4: 2d6 ⇒ (3, 5) = 8
reroll stat 5: 1d6 ⇒ 1

reroll of reroll stat 5: 1d6 ⇒ 6

Stat Numbers
18/15/12/11/18/9

18/18/15/12/11/9


Really nice numbers. Recruitment closed tonight so people can get profiles done we should start Sunday or monday.


Cool, looking forward it it. Been thinking about this campaign for a long time.


HP Rolls: 4d8 ⇒ (6, 8, 8, 2) = 24


I'd... be very careful around Kasathas. Those guys are BRUTAL.

I'm also currently running a monstrous kingdom-building game; those things get wacky! (and probably wouldn't have time to run another).

Does this game have a GM yet, though?

I'm always up for playing a Ghoran, Wayang, Vanara, Grippli, or Strix (and gestalt means racial archetypes), but I'd need time to think of a story for why they made it to the Stolen Lands.


I am running it because no-one stepped in to take over.

Those races are acceptable. And kasatha can be. But Saturday will be for finalization.


Okay. Thinking Wayang Bard (shadow puppeteer)/Fighter (Aldori Swordlord or Weapon Master). Got a story that's starting to make sense in Brevoy. Should be fun.

Although, hmm. Anybody thinking of dropping is some more divine spellcasting? There's some majorly good stuff out there for Oracls/Inquisitors in gestalt (*cough* warsighted *cough* solo tactics) and the spell lists are nice.


Swashbuckler inquisitor is a nice convo to.


looks like you got plenty of applicants. I'm going to withdraw. While it sounds fun and unique, I decided adding this to my other games would require more time from me than I would be able to give. So, in order to prevent holding the rest of the players back, I will step aside. Although I will probably be stopping by occasionally to see how it's all playing out. Happy gaming.

Grand Lodge

This is Cupidhottie. This will be my character for this campaign. I have finished the technical aspect, but will do the backstory tomorrow.

Grand Lodge

Here's my character, Vielwar the Magus (Bladebound, Kensai) / Swashbuckler (Whirling Dervish). This gestalt schtick was a bit more taxing on the brain cells than I thought it would be.

I'll do the backstory tomorrow.


Thank you both. Looks like Io, Kawa, Coyote, Veilwar are the party. Did I miss anyone?


Thunderbeard is still in character creation so I didn't add him to the list. But he has shown interest so if he gets it done by tomorrow night he will be in as well.


Sweet. Looking forward to game!


Let's roll this.

4d6 ⇒ (1, 4, 5, 5) = 15 1d6 ⇒ 2 14
4d6 ⇒ (6, 6, 2, 4) = 18 16
4d6 ⇒ (1, 5, 1, 2) = 9 2d6 ⇒ (6, 6) = 12 17
4d6 ⇒ (4, 2, 2, 4) = 12 10
4d6 ⇒ (4, 2, 3, 5) = 14 12
4d6 ⇒ (1, 4, 4, 4) = 13 1d6 ⇒ 1 1d6 ⇒ 5 13

So... 17/16/14/13/10/12. With Wayang racials and L4 bonus, we'll make that Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 18 before items. Dang, yo. Wasn't even sure if I wanted a Dex-focus, so I shifted a bit into Charisma for leadership roles.

But hmm, this guy isn't going to do much damage until level 7. Ah well.

* * *

Veilwar, what's your backstory? Wayang Spellhunter requires you to be raised in Minata, which is all the way on the other side of the world, though the arctic route (a la Jade Regent) isn't too bad if you traveled with a caravan. Two wayangs is... interesting, and they're not exactly from around here. I'm thinking my character was raised as apprentice to an assassin/thief/pirate working for House Surtova (or some other unsavories come to Brevoy) before killing/escaping and striking out on his own.

Two brothers working as traveling thieves or reformed assassins could also be cool, although my character will definitely be focusing exclusively on the use of the Aldori Dueling Sword.


Alright, here's a super rough character build. Still need skills, spells, and backstory (and a name, but I'll see if I'm related to Veilwar first).

(no idea when/if I'll have time to post tomorrow)

Wayang Fighter (Weapon Master) 5/Bard (Shadow Puppeteer, Duettist) 5

Character:

Str 14, Dex 20, Con 13, Int 12, Wis 10, Cha 20 after items

Defenses:
HP 42 (5d10+5+5 favored)
AC 21 (Armor +4, Shield +1, Dex +5, Size +1)
T 16, FF 16
CMD 21 (BAB +5, Dex +5, Str, +2, Size -1), 22 vs sunder/disarm

Fort +5, Ref +9, Will +5/+7 vs Divination

Offenses:
Init +9
Speed 30’ (20’ Base + 10’ Enhancement)

+1 Medium Aldori Dueling Sword, +14 to hit (1d8+5/19-20)
Power attack, +12 to hit (1d8+11/19-20)

Feats:
Weapon Proficiency (Elven Curved Blade [dueling sword?]) (1)
Weapon Finesse (Fighter Bonus 1)
Power Attack (Fighter Bonus 2)
Combat Expertise (3)
Advanced Weapon Training (Fighter Bonus 4)
Lingering Performance (5)
(Wishlist: Advanced Weapon Training, Improved Feint?)

Advanced Weapon Trainings:
Defensive Weapon Training (+1 + Enhance/2 shield bonus to AC)
(Wislist: Trained Grace (double weapon training bonus to damage) at 7)

Weapon Master Abilities:
-Weapon Guard (+1 CMD vs disarm, sunder, scales every 2+4n)
-Weapon Training +1 (scales every 3+4n)
-Reliable Strike, 1/day reroll attack, crit confirm, or damage as immediate (scales every 5+5n)

Bardic Masterpieces:
-Triple Time (Level 1; +10 enhance to land speed for 5 allies, 1 hour)
-Battle Song of the People’s Revolt (Level 2; grants Bonded Mind)
(Wishlist: Share Spells, Feint Partner)

Familiar:
Greensting Scorpion

Equipment:
Effortless Lace (2.5k)
+1 Medium Aldori Dueling Sword (2.3k)
Belt of Dex +2 (2k)
Headband of Cha +2 (2k)
Mithral Chain Shirt (1k)
Shadow Stencils (30)

Traits:
-Sword Scion (+1 to attacks/maneuvers with Dueling Sword)
-Adopted: Carefully Hidden (+1 to Will, +2 vs Divination)


Characters Submitted
Rungok: Gatekeeper Io – Astomoi Psychic / Serpent-Fire Adept Unchained Monk
Kawa Nami: Kawa Nami – Tiefling (Hungerspawn) Hydrokineticist (Overwhelming Soul) / Sorceress
Lost 33:Vielwar- - Wayang Magus (Kensai/Bladebound) / Swashbuckler (Whirling Dervish)
Lost 33:Coyote- - Gathlain Oracle / Sorcerer
Thunderbeard –No Name- - Wayang Bard (Shadow Puppeteer, Duettist) / Fighter (Weapon Master)[/b]

Characters Pending
King without Land: -No Name- - Samsaran Unchained Monk / Druid (Reincarnated)
Wildstag: -No Name- - Oread Fighter / Magus or Skinwalker
Legoguy4492: -No Name- - Goblin Alchemist (Winged Marauder, Grenadier) / Monk (Zen Archer)

Withdrawn
The Archlich:
Gossamar4: –No Name- Half-Ogre Brawler / Sorcerer or Brawler / Magus (Esoteric)


Dotting in to say I was sorry to miss this with my kitsune archer, but if you need a replacement let me know. I'll be following the thread with a smile as you misfits set out to found a home.

4d6 ⇒ (2, 6, 3, 5) = 16 14
4d6 ⇒ (4, 4, 5, 2) = 15 13
4d6 ⇒ (5, 1, 6, 2) = 14 1d6 ⇒ 3 14
4d6 ⇒ (4, 5, 2, 1) = 12 1d6 ⇒ 4 13
4d6 ⇒ (6, 4, 5, 4) = 19 15
4d6 ⇒ (2, 5, 5, 6) = 18 16


I think the traveling companions idea is a good cover for how to Wayangs ended up in the same location, as we are a rarity for Brevoy. I do not want to do the brothers thing, but traveling friends should work out. Our characters have an interesting dichotomy between your assassin/thief background and mine converted hunter concept.

--
Veilwar started life on the isle of Minata where he learned to combine the skills of his father (fighter) and his mother (wizard) to surpass his peers as a hunter. When an envoy of Sarenrae missionaries came to the island Veilwar was one of the few to be intrigued by message, and decided to put their philosophy of avoiding undue harm to a test. He challenged the missionaries to prove that a truly challenging foe could be brought down with no bloodshed.

Veilwar explained that there was a group of bandits which had been harassing villagers, but as some were kin he wanted to avoid killing. The missionaries agreed and sent Amesaria, a half-elf, to accompany him and at the end of the day the bandits were brought to the elder in shackles. After this event, he took wholeheartedly to the teachings of Sarenrae.

In time he chose to leave the island, as his new beliefs clashed with his clan’s more primal systems.

(I still need to work him into the Brevoy area from here.)
--

Hopefully that's enough to see if you want to tie them together.


Just so I let you all know, I had gotten the Gestalt pack for HeroLab to work, so I'm inputting everything I did for Gatekeeper Io in there and making corrections for mistakes. My character won't change that much, but there might be some minor differences.

[EDIT] and done! All tuned up and I actually spent my money. Secondary motivation... I'm broke.


Yeah, that'll work. Short backstory, then, for my character, would be:

-"Adopted" as a child by a traveling Kelish assassin
-After causing some chaos in Taldor and Galt, his master fled to Brevoy, where he and the wayang apprentice posed as Aldori Swordlords, secretly handling unsavory business for House Surtova (intimidation, thievery, occasional killing)
-After his master tried to get him to kill a few priests and frame a rival swordlord, he rebelled and ran away
-Veilwar spotted him as a fellow Wayang, drunk in the corner of a bar where he was invisible to everyone else, and convinced him to join some sort of undertaking (this may have been several levels ago; they could've met outside of Brevoy, with Veilwar being the local expert when they returned years later)
-Still sort of a mopey former-assassin, but will have a bit of insight into the local culture (and with disguise spells, could temporarily pass self off as a trained swordlord)

* * *

Also, your wayang sounds a LOT like one that I'm playing in a very different game (bard/bloodrager who only fights nonlethally, and tries to replace combat with storytelling)

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