Age of Worms

Game Master Lazyclownfish

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PaleDim wrote:
GM Lazyclownfish wrote:
PaleDim wrote:
Stuff...

I'll give you some more detailed feedback later if you want. But I wanted to mention really quick, Allustan would treat a sorcerer and an arcanist the same here. The arcanist just gets more value out of it. You could take a knowledge or lore skill to reflect the study if you want.

And the planetouched trait could definitely be a way in as his student. Your personal bloodline could be a very interesting topic of study indeed.

Sounds good. The specific feedback that would be helpful from you as GM is simply whether any of the options I'm considering work better or worse for the story. Otherwise, for you or any of the other applicants, feedback is simply whether or not this character is interesting to have in your game, roleplay alongside, etc.

For the character's arcane training and Allustan's interest in it, I've narrowed it down to the following options:

* Sorcerer with planetouched trait and the Celestial bloodline
* Sorcerer with the protean bloodline.
* Arcanist with a rudimentary trace of either of the above bloodlines (no actual mechanics other than preferential spell selection). This option retains the roleplaying for the above but also has the "study" tie-in for being Allustan's student more-so than the sorcerer talent options above.

The protean bloodline is chaos-based which runs counter to the lawful planetouched trait, but that would work if you did some kind of internal conflict with it.

I guess I could also mention that you would not regret having a spellbook in this game.

Dark Archive

There it is. Arcanist it is :)

Also, to be clear the protean bloodline was going to be without the planetouched trait, but that’s moot now. I’ll likely still RP a faint trace of a bloodline.


GM Lazyclownfish wrote:
Feats Though I've never used them before, let's use the feat tax rules.

How does this affect the Unchained Rogue?


eakratz wrote:
GM Lazyclownfish wrote:
Feats Though I've never used them before, let's use the feat tax rules.
How does this affect the Unchained Rogue?

Well, it means that the class feature free feat at 1st level is meaningless.

The class can survive with no adaptation for that. Seriously. It still gets more than a standard Rogue, though just not out of the gate.

I have seen other GMs provide an alternate feat (most often Weapon Focus, from my limited exposure).

That is, of course, up to the GM. I can just note what I have seen.


eakratz posting as Shayla, an Unchained Rogue street urchin. Still need to buy equipment and add to her backstory, but the gist is there.

Paizo Employee Organized Play Line Developer

Alright! I am very excited to submit Pythia Sterang, better known to locals as Pythia Strange, an eccentric prostitute working out of the Midnight Salute who has prophetic dreams. When a strange map surfaces with marks not found on modern maps--but which are found on the strange scribbled scars upon Pythia's flesh--she jumps at the chance to discover their meaning and find her destiny!

Statistics:

Pythia ‘Strange’ Sterang
Female Human Oracle 1
CG Medium Humanoid (human)
Init +2; Senses Perception +4

------------------------------
DEFENSE
------------------------------
AC 16, touch 12, flat-footed 14 (+3 armour, +2 Dex, +1 shield)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
…+2 vs. Mind-affecting effects (excluding confusion or insanity)
Defensive Abilities uncanny dodge

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee cestus +2 (1d4+1/19-20)
…dagger +2 (1d4+1/19-20)
…morningstar +1 (1d8+1)
Ranged dagger +2 (1d4+1/19-20)
Spells Known (CL 1st, Concentration +5)
1st—comprehend languages, cure light wounds, divine favour
0—detect magic, guidance, light, read magic, stabilize

------------------------------
STATISTICS
------------------------------
Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 13
Traits Fate’s Favoured, Touched by Zagyg
Feats Magical Aptitude, Scribe Scroll
Skills Knowledge (arcana) +5, knowledge (history) +5, knowledge (planes) +5, perception +4, perform (dance) +5, profession (prostitute) +4, spellcraft +7, use magic device +10
(6 points; 4 class, 1 INT, 1 race, 0 favoured class)
Abilities Mystery (time), Oracle’s Curse (powerless prophecy), Orisons, Revelation (knowledge of the ages)
Languages Common, Draconic

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Fate’s Favoured (trait): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Favoured Class Ability Human: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Knowledge of the Ages(Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier (4/day)

Powerless Prophecy You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight. In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
- Uncanny Dodge (Ex): She can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. She can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Touched by Zagyg Some people think you’re eccentric. Others think you’re a little crazy. Benefit: Your mind is disorganized and chaotic. You gain a +2 bonus on all saving throws against mind-affecting effects, save for those effects that cause confusion or insanity. Secret: You've been having strange dreams that make little sense, but you feel like they're important.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear cestus, dagger (4), morningstar, scroll of cure light wounds
Possessions studded leather, light wooden shield, backpack, bedroll, chalk (4), ink, inkpen, journal, paper (10), scroll case (2), trail rations, waterskin
Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 50 lbs.
Money 0 GP 0 SP 0 CP

Background:

Pythia Sterang was always odd. She had strange interests and strange dreams. Her parents thought it would pass—imaginative youth—but it didn’t. It got worse. Dreams spawned waking dreams which spawned obsessions. Some of her dreams came true—so she said—which only made things worse. She became erratic. Wild. An embarrassment to her well-to-do family who were hoping to climb the social ladder in Greyhawk. To get her out of sight (and hopefully out of mind) she was shipped off to Diamond Lake.

She didn’t mind much, at first. Wrapped up as she was in her obsessive documentation and analysis of her dreams and visions, Pythia barely even noticed. The funds from her family bought her a home north of the Vein, and she stayed there in seclusion, scribbling mad notes and theories on paper and—when she ran out of that—the walls and even her own flesh. In time, Pythia really did find herself out of mind—for even her own family forgot about her. They stopped sending money, and Pythia was forced to get what work she could, dancing when she was lucky, and working beds at the seedy brothels of the Vein when she was not. She wasn’t allowed to write on herself anymore—the ink splotches scared off the customers, but the constant scratching with inkpens had left scars in places—her flesh marked permanently by strange symbols and images from her dreams. Though pretty, her eccentric manners and the scars kept her from ever truly being popular. Most people call her Pythia Strange, a play on her family name. She currently works for coppers at the Midnight Salute.

But when a few locals discover an outdated map with some markings on it that aren’t on modern maps—but are found in the scars upon Pythia’s skin—she knows, finally, that she’s found her destiny. Finally, she’ll learn the truth of her visions.

Appearance and Personality:

Pythia is an eccentric, frazzled, woman who was quite pretty once, but her time in Diamond Lake has given her a washed-up air. She’s got ugly, irregular scars on her body in strange symbols and patterns, and if not for her workplace’s stringent health requirements she would forget to bathe and eat.

She is utterly and completely obsessed with her dreams and visions. She’s convinced they have meaning—that she has meaning— and she constantly records, researches and assesses them, picking them apart and putting them together in strange ways. Her home and every available surface in it is covered with her mad scribblings, including the armour and shield she wears out to the Whispering Cairn.

Thank you for your consideration.


Ok, I think I may be happy with this one.

May I introduce Chaetris Admeroi

Crunch:

Female elf investigator (scavenger) 1
CG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d8-1)
Fort +0, Ref +5, Will +4; +2 vs. enchantments
Immune sleep

Offense
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
   rapier +3 (1d6+2/18-20)
Ranged shortbow +3 (1d6/×3)
Investigator (Scavenger) Gadgets Prepared (CL 1st; concentration +5)
   1st—crafter's fortune (DC 15), reduce person (DC 15)

Statistics
Str 14, Dex 16, Con 8, Int 18, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Agile Maneuvers, Tool Optimizer
Traits  creature of darkness, life of toil
Skills Acrobatics +7, Craft (clockwork)^ +9, Disable Device +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering)^ +8, Knowledge (history)^ +8, Knowledge (local) +8, Perception +8, Profession (engineer)^ +6, Profession (miner)^ +6, Sleight of Hand^ +7, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
^ Background Skills
Languages Celestial, Common, Draconic, Elven, Gnome, Orc
SQ +1 skill point, elven magic, gadgetry (clockwork crafting +1), inspiration (4/day), keen senses, mechanical inspiration, trapfinding +1, weapon familiarity
Other Gear leather armor, dagger, rapier, shortbow with 20 arrows, backpack (bedroll, clockworking tools, mess kit, silk rope (50 ft.), soap, trail rations (5), waterproof bag (ink, inkpen, investigator starting formula book, journal, ), waterskin), belt pouch (flint and steel, ), 2 gp, 4 sp

Tracked Resources
Arrows - 0/20
Dagger - 0/1
Inspiration (+1d6, 4/day) (Ex) - 0/4
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB +1 Skill Point
Agile Maneuvers Use DEX instead of STR for CMB
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Gadgetry +1 (Su) +1 to Craft (Alchemy). Can use Knowledge (engineering) to ID items. Prepares small gadgets rather than extracts.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mechanical Inspiration (Ex) Free inspiration on Appraise/Disable Dev./Know (Eng), not Knowledge/Linguistics/Spellcraft.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Tool Optimizer Improvised tools give no penalty.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:

Chaetris has spent most of her life down in the mines. Her mother was a thief sentenced to time in the mine. As another mouth to feed, Chaetris was sold to the mine for time off her mother's sentence. She has since been bought and sold repeatedly between mines.

As a young girl, nearly a hundred years ago,she was put to work crawling into the machinery of the mine to fix things that had broken. As she grew up, she learned more and more about how things worked. She would spend every penny that didn't go towards her room and board at the general store buying books.

She grew older and could no longer fit inside the machines. So she built simple constructs to do it for her. Her constructs grew in complexity and made things happen to her. She could stitch up her own wounds, or make herself shrink. And she continued to learn and tinker.

She would read anything that could teach her about the world. Dreaming of escaping to far off adventures, but never saving enough to buy her contract. As Chaetris aged, the became more aware of this and slowed her reading habits to save up to buy her freedom.

Now her contract is finally here own, but she can't afford to actually go anywhere. So she continues to work in the mines and buy her books (or borrow them from Allustan now that he's back), longing for the time when she'll be able to afford to explore on her own.

Appearance and Personality:

Chaetris is small for an elf, at a mere 5'6" her scrawny frame weighs in at under 100 pounds. The irises of her large inquisitive eyes are a bright violet that blends into the deep black of her massive pupils. Her sapphire hair is kept in a messy braid. Her long delicate fingers are always twitching or playing with a small wrench or screwdriver. Her face and clothes are smudged with dirt and grease that never seems to wash off.

Chaetris is a somewhat bookish, submissive woman. Quiet and awkward, she doesn't feel like she belongs. She is more comfortable with her constructs than she is with living people.

Thank you for your consideration.


Thank you for your submissions! I appreciate your time and effort.

As a reminder, I'll be keeping recruitment open for 2 weeks, so I'll make my final decisions on Saturday, November 19th.

Also, I added some nearby areas to the Campaign Page that might be of interest. For characters worshiping deities, it's worth noting that the only legitimate temples that are used for worship in the area are the two listed in town and the three I added in this section outside of town. So if your character is devoted to a different deity, you're probably the only person around with those beliefs.

Greyhawk City has a lot more to offer in this regard but it's a couple days away.

I also found a map of Diamond Lake that someone pieced together from 4 page map in Dungeon Magazine. Might be useful for getting your bearings. It's on the campaign page as well.


Here's my submission for Age of Worms, Tamrel "Tam" Sardin, apprentice to the wizard Allustan.


After reading all the campaign tab stuff, I am thinking Slayer...are you allowing that class?


Dorian 'Grey' wrote:
After reading all the campaign tab stuff, I am thinking Slayer...are you allowing that class?

Slayer sounds great. Approved.

Edit: I realized my response might be misleading to some. Technically all the hybrid classes are approved by virtue of being in one of the 'Advanced' books. Just so there's no confusion.


Thank you. I shall begin researching and building...


I've been puzzling together a Suloise fighter with the refugee background. I'm not entirely sure what's going on north, but I assume war and famine have driven people down south?

For his background, I want to incorporate a now disbanded mercenary band that got the snot kicked out of it. He's now down on his luck in the lovely Diamond Lake district and desperately looking for either a way out of there or a job opportunity that doesn't involve crime or otherwise dishonorable stuff.


Solicitor wrote:

I've been puzzling together a Suloise fighter with the refugee background. I'm not entirely sure what's going on north, but I assume war and famine have driven people down south?

For his background, I want to incorporate a now disbanded mercenary band that got the snot kicked out of it. He's now down on his luck in the lovely Diamond Lake district and desperately looking for either a way out of there or a job opportunity that doesn't involve crime or otherwise dishonorable stuff.

Well, the wars are over and Iuz is sort of licking his wounds. The majority of his demonic forces are banished for a good while yet so it's actually rather quiet these days. Perfect timing for something subtle and ominous to occur...

As for mercenaries, there have been issues with the lizardfolk to the south. Might find work that way.


Thank you for the feedback!


GM Lazyclownfish wrote:
hustonj wrote:

Well, in different rule sets, she also had prophecy, but that's not a Paizo option. The PFSRD20 tells me it is a 3rd party option, but I have no idea what that version of it looks like, and am not requesting it.

Edit: And Knowledge makes sense, too, I just don't find it as appealing. <grin> I've seen her get the Law/Chaos combination before, which always strikes me as "Well, we're not sure what else to offer, but these will increase the player options, so . . .."

Yeah, I'll spend a little time on it tonight after work and decide on a set group of domains for her.

So I didn't get to this like I thought I would before so here are my thoughts:

Let's definitely give her the Luck(Fate) Domain and Knowledge(standard or Memory). Let's also give her the Madness(Truth) domain. I also don't mind giving her the Void(Isolation) domain but let's reflavor it a little so that it's not about 'feelings of isolation and loss' so much as 'realization of the futility of life'. And the subdomains(with the exception of Knowledge) are mandatory. But there should be enough there to build a pretty good cleric, I think.


That does provide some very striking options.

That take actually makes the Isolation power make sense to me, honestly. But I recognize reluctance in "don't mind giving her". That reluctance will help guide my choice.


hustonj wrote:

That does provide some very striking options.

That take actually makes the Isolation power make sense to me, honestly. But I recognize reluctance in "don't mind giving her". That reluctance will help guide my choice.

I honestly don't mind if you take that. I more meant it as a concession to your idea before. If I didn't want you to take it, I wouldn't allow it. I actually think it makes a lot of sense after reflavoring it. :D


Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?


LanguageJunkie wrote:
Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?

Some are secrets you know and can share. Others are secrets you are unaware of. So it depends on which one.


I have to spend his money in order to finish out his statistics. Here are the draft story bits to tide you over.

Bedtime and then worktime, and Boy Scouts tomorrow night, so I probably won't get the money spent before Wednesday.

Background:

Paiman was the first born son to Kacper, a young merchant prince, and Olamide, an acolyte of Istus. The family business was centered out of Thornward, in Ket. While he was still an infant, his grandfather sent the family to establish a trade office in Dyvers. The family chose Dyvers over Greyhawk because of the large temple of Istus within the Free City of Dyvers, which is not duplicated within the free city of Greyhawk.

The family did well in Dyvers for many years, with Paiman spending most of his time with his mother, in the temple. He thrived in that environment, playing with the tools of divination when others were playing with toy soldiers and dreaming of learning to fight.

A rival family whose business also traded between Thornward and the Nyr Dyv had set themselves up with partners in Greyhawk. Those partners decided to simplify their business by eliminating the competition. They didn't kill anyone, they stole and destroyed enough trade goods that Kacper became desperate to support his family.

He eventually worked his way down to having all of the family's money invested in Luzane Parrin's mining interests in Diamond Lake. At that point, he was forced to move the family to Diamond Lake in order to try to protect their remaining investment. Olamide died shortly after their arrival, the day after Kacper convinced several of the other owners to stand against Balabar Smenk. The next time he did that, Kacper himself died suddenly.

Paiman, a late pre-teen whose primary knowledge was of the Church of Istus, found himself an orphan in a town where simply his age meant others claimed his inheritance. He did what he could to survive until he started to fill out. Then he found himself pushed into the mines to dig. At this point, he's spent years underground, being beaten down as he pulled ore out of the ground to make others wealthy.

He started telling fortunes for the other miners as a way of trying to relive happier times. As he practiced the art, and considered what he had learned in his first decade, Paiman realized that the Colorless and All-Colored was gifting him with the ability to aid those around him. Doing what he could where it seemed it would matter, Paiman came to realize he could do more and more. He hid his activities from the Heironeons and Cuthbertites in Diamond Lake, because they would not respond well to his unexpected challenge for their followers. He has been providing the other miners around him with what benefits he can, but their exuberance about his help has revealed him to the community as a whole despite his best efforts.

Paiman finds himself beset by those who consider him a heretic to their religious views, those who want to keep taking advantage of his minor abilities, and those who want him to simply die in the mines like a good little peasant. He's looking for another path, for a different way to live which will help him escape from the prison within which he has been forced to finish growing up.

Description:

On the rare occaision that he is clean, Paiman's skin is a pale yellow tone, approaching that of a thin, pale gold. His hair is pitch black, a black so deep that the highlights are blue, but it is cut close in order to help him stay ore comfortable in the mines. The gray of his eyes is a rare feature among Bakluni, but there are no enugh Bakluni in the area for him, let alone most others, to realize how special that eye color is.

Personality:

Paiman has been beaten down for the last seven years. He knows that he will survive whatever is thrown at him, because if he doesn't then he can't suffer through it, and the point of his existence is to suffer. Istus has a truly sick sense of humor. She has provided him the ability to help others trapped with him under Diamond Lake because without an occasional glimpse of hope, they can not properly despair their fate.

Grand Lodge

Here's my idea for an elf ranger going for arcane archer.

Queslin is a young elf ranger in the service of the Bronzewood Lodge, with dreams of high adventure. He runs errands and assists the lodge members in whatever fashion they tell him. He'll sometimes be sent into town to purchase supplies or to deliver messages. When in town he spends time with the small elven population that runs the Moonmeadow Mine. Through Merris Sandovar, he is on good terms with the garrison as well. He enjoys the entertainments that Diamond Lake offers and always returns to the lodge penniless. He has, thus far, managed to keep from becoming entangled with any of the towns 'bad' elements.

The idea is for him to start off naive and enamored of the fast Diamond Lake lifestyle. Where he ends up will depend on the game play.


GM Lazyclownfish wrote:
LanguageJunkie wrote:
Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?
Some are secrets you know and can share. Others are secrets you are unaware of. So it depends on which one.

To more thoroughly answer this question, the secret is really more for me to tie in later. So I wouldn't worry about it too much.


GM Lazyclownfish wrote:
GM Lazyclownfish wrote:
LanguageJunkie wrote:
Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?
Some are secrets you know and can share. Others are secrets you are unaware of. So it depends on which one.
To more thoroughly answer this question, the secret is really more for me to tie in later. So I wouldn't worry about it too much.

Awesome, then I will ignore that part while I begin solidifying my background. I'll be looking through the campaign info tab now to figure out a couple things, one of the first being a nearby city that Khoury might have come from as a refugee. If you have any input on that, I'd love to hear it, otherwise is there enough going on outside of Diamond Lake that I could just choose one and make it work?


LanguageJunkie wrote:
GM Lazyclownfish wrote:
GM Lazyclownfish wrote:
LanguageJunkie wrote:
Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?
Some are secrets you know and can share. Others are secrets you are unaware of. So it depends on which one.
To more thoroughly answer this question, the secret is really more for me to tie in later. So I wouldn't worry about it too much.
Awesome, then I will ignore that part while I begin solidifying my background. I'll be looking through the campaign info tab now to figure out a couple things, one of the first being a nearby city that Khoury might have come from as a refugee. If you have any input on that, I'd love to hear it, otherwise is there enough going on outside of Diamond Lake that I could just choose one and make it work?

Actually, that trait is meant to have your character from the city of Alhaster, capital of the Bandit Kingdoms which is way in the north, right in the thick of the wars. It's a city populated by both humans and hobgoblins (and more).

Though it's entirely possible that your family fled Alhaster when you were a child and your character doesn't even know. In which case, any other northern town could work.


Got it. Alhaster works great, and I'll start getting this all down and finished up.


LanguageJunkie wrote:
Got it. Alhaster works great, and I'll start getting this all down and finished up.

Ok cool. I can post a more thorough run-down of Alhaster after work. Keep in mind that you're broke in Diamond Lake. Wizards can usually earn a reasonable income so it could be good to explain the situation there. Maybe you have a debt you're paying off? Or some vice that your money gets wasted on? Apprenticeship to Allustan works too.


I'm definitely interested. This was a character I made for another game that wasn't selected that I think I can rework to meet your requirements.

Would you allow the Eldritch Archer Magus Archetype? If so, how does the Ranged Weapon Bond interact with the rule about starting items being low quality?


I think I've worked out the crunch for Queslin. I changed him to start as a slayer, but his backstory still works. He's still destined to be an arcane archer.

Queslin is a young elf in the service of the Bronzewood Lodge, with dreams of high adventure. He runs errands and assists the lodge members in whatever fashion they tell him. He'll sometimes be sent into town to purchase supplies or to deliver messages. When in town he spends time with the small elven population that runs the Moonmeadow Mine. Through Merris Sandovar, he is on good terms with the garrison as well. He enjoys the entertainments that Diamond Lake offers and always returns to the lodge penniless. He has, thus far, managed to keep from becoming entangled with any of the towns 'bad' elements.


Aria Dros wrote:

I'm definitely interested. This was a character I made for another game that wasn't selected that I think I can rework to meet your requirements.

Would you allow the Eldritch Archer Magus Archetype? If so, how does the Ranged Weapon Bond interact with the rule about starting items being low quality?

As long as your character would rather go hungry than sell your bonded item, it shouldn't interfere with the story. The archetype is also fine with me.


One last question and I'll work on reworking this character. Would you allow a tiefling with the Pass for Human trait?


Aria Dros wrote:
One last question and I'll work on reworking this character. Would you allow a tiefling with the Pass for Human trait?

Tieflings are a lot less common in Greyhawk than in Golarion. Also, I've had more than a few parties that were more than half variant Tieflings and Aasimar and it's just not interesting anymore.

So let's skip that idea.

If you come across Tieflings in this game, it should be significant and unusual. They don't really mingle with normal society.

It doesn't help that many Tieflings were on the opposing side of the Greyhawk wars. With how recent that conflict was, Tieflings would not be well received this far south.


This sounds like fun! Looking at the information provided I am thinking of submitting one of these two concepts. A dwarf monk that came to the area to train with the The Twilight Monastery but got rejected and ended up working in a mine just to survive. The other is a human fighter that is a part of the "police" but isn't corrupt like most of the rest of the force so he doesn't take bribes (poorer than he should be). Because of that he is ostracized from his co-workers and assigned to the worst positions. This leads to him wanting to quit but he doesn't want to have to find another job.

I'll let the ideas rattle around in my head for a bit before I commit to one. That and I would like to know which one sounds better to you.


natloz wrote:

This sounds like fun! Looking at the information provided I am thinking of submitting one of these two concepts. A dwarf monk that came to the area to train with the The Twilight Monastery but got rejected and ended up working in a mine just to survive. The other is a human fighter that is a part of the "police" but isn't corrupt like most of the rest of the force so he doesn't take bribes (poorer than he should be). Because of that he is ostracized from his co-workers and assigned to the worst positions. This leads to him wanting to quit but he doesn't want to have to find another job.

I'll let the ideas rattle around in my head for a bit before I commit to one. That and I would like to know which one sounds better to you.

There are a couple of angles you could play with the Twilight Monastery. You could get rejected outright because the enigmatic leader decided it wasn't meant to be(You know, fate and all). Or you could be allowed in and train for a bit, but then get kicked out or leave because you were unwilling to adhere to their fairly evil practices.

A good angle for the fighter concept could be to join the Greyhawk Militia instead, who are more responsible for keeping the roads and the countryside safe than the town itself. Captain Tolliver Trask is well-respected but if you were working under Trovost Skunt, he could make your life quite difficult. Your idea of working for Sheriff Cubbin could be pretty short-lived if you balked at any of his less-than-moral orders. He employs no better than thugs to police the town.

As to which I prefer, go for whichever concept you think will be more interesting and engaging. We're telling a big epic story here, but it's also a story of the characters and how they deal with the challenges and difficult situations that come up. So play a character that will have an opinion and one that will react(either physically or emotionally) to the inevitable atrocities and horrors that will present themselves.


Hello! I would like to submit Zomeraand for consideration. He is designed to be Allustan's a apprentice, and a known figure around Diamond Lake.

As for myself, I've been a regular poster on the Paizo boards for what seems like forever. I've participated in several PbPs and I am currently participating in a few. Please feel free to look at the characters listed in my profile for a feel for my role-playing style, and see if it fits your campaign concept.

Thanks!


I'm new to PBP, however I've recently been accepted into my first game. It's currently running at a pretty steady pace and I feel like I can take on a second character. If you'd consider an application from someone new to the boards I'd love to throw a character idea into the mix. I started my DND career 14 years ago in the world of greyhawk, and it's always held a dear place in my heart.


Harm's Way wrote:
I'm new to PBP, however I've recently been accepted into my first game. It's currently running at a pretty steady pace and I feel like I can take on a second character. If you'd consider an application from someone new to the boards I'd love to throw a character idea into the mix. I started my DND career 14 years ago in the world of greyhawk, and it's always held a dear place in my heart.

I'm all for it! What did you have in mind?


@ Aria: I had never considered the Eldritch Archer Magus until now. I think I'd like it. I'd get to play the character I want to play from the start rather than waiting 7 levels. Stupid archetypes doing it better than prestige classes.


I like the idea of a self-taught fighter who is working in the mines to make ends meet. I was also toying with the concept of him as a bladebound magus. His tale would go something along the lines of the discovery of an old, worn out blade on a foray into one of the cairns as a bored youth. I had some cool ideas about the blade being a curse, perhaps it marked his hand when he first touched it at the same time it began to awaken his latent magical ability. I was kinda thinking this mark would begin to spread as he gained more powers, and that his primary motivation to get out of diamond lake would be to try and understand what's happening and potentially cure himself.


This looks interesting. I was thinking a dwarf warpriest with ties to either the Greysmere Covenant or Ragnolin Dourstone. I'd have to work on the backstory.

I've been trying to find info on dwarven deities for Greyhawk and what their domains would be. I came across Clanggedin Silverbeard with good and strength or Moradin with good and protection as possibilities. I'd like to have good as one of my blessings. Other options would be fire, healing, destruction, or sun. Let me know if you are fine with the 2 I found or have other ideas.


Harm's Way wrote:
I like the idea of a self-taught fighter who is working in the mines to make ends meet. I was also toying with the concept of him as a bladebound magus. His tale would go something along the lines of the discovery of an old, worn out blade on a foray into one of the cairns as a bored youth. I had some cool ideas about the blade being a curse, perhaps it marked his hand when he first touched it at the same time it began to awaken his latent magical ability. I was kinda thinking this mark would begin to spread as he gained more powers, and that his primary motivation to get out of diamond lake would be to try and understand what's happening and potentially cure himself.

Definitely interesting ideas. I'd be careful with a personal quest like that though, as the plot is likely to deny you the time to pursue it. But if he's willing to live with the 'curse' until the imminent problems are dealt with it could work for sure.


AGamer70 wrote:

This looks interesting. I was thinking a dwarf warpriest with ties to either the Greysmere Covenant or Ragnolin Dourstone. I'd have to work on the backstory.

I've been trying to find info on dwarven deities for Greyhawk and what their domains would be. I came across Clanggedin Silverbeard with good and strength or Moradin with good and protection as possibilities. I'd like to have good as one of my blessings. Other options would be fire, healing, destruction, or sun. Let me know if you are fine with the 2 I found or have other ideas.

Those deities are both definitely fine. Moradin would have Good, Protection, Earth, Law and Artifice. Clanggedin would have Good, Law, Strength and War.

You could use this list as a reference, though it's for 3.5 so the domains might need some conversion.


Below is my submission for Delgar, unchained monk.

Delgar:

Delgar Male Dwarf Unchained Monk 1 (FCB: +1 HP)
Init +3; Senses Perception +7; Darkvision 90ft

==DEFENSE==
AC 17, touch 17, flat-footed 12 (+3 dex, +3 Wis)
hp 12 (1d10+1, +1)
Fort +3, Ref +5, Will +3

Special Defense Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB); Stability: +4 CMD vs Bull Rush, Trip; Defensive Training: +4 Dodge vs Giants; Hardy: +2 on Saving Throws vs disease,

poison, spells & spell-like abilites; Dodge/Mobility: +1 Dodge AC, +4 Dodge AC vs AoO; Deflect Arrows

==OFFENSE==
Spd 20 ft
Melee Unarmed Strike +4 (1d6+3) 20/x2
Flurry +4/+4 (1d6+3) 20/x2
Ranged Sling +4 (1d4+3) 20/x2

Special Attacks Stunning Fist (), Flurry of Blows [extra attack on full attack at highest attack bonus]; Hatred: +1 to hit vs orcs and goblinoids. +2 to Confirm Crits w/Unarmed

==STATISTICS==
Str 16 , Dex 16, Con 12 (10+2), Int 10, Wis 16 (14+2), Cha 8
BAB +1, CMB +4, CMD 21
Feats Stunning Fist, Improved Unarmed Strike, Dodge/Mobility, Deflect Arrows

Skills

Spoiler:
4 points total
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim

Acrobatics +7 (3 dex +1 rank +3 cs)
Climb +7 (3 Str +1 rank +3 cs)
Perception +7 (2 Wis +1 rank +3 cs)
vs unusual stonework: +9
Stealth +3 (3 dex)
Swim +7 (3 str +1 rank +3 cs)

Know(history of dwarves) +2

Traits Creature of Darkness
Your time spent working in the mines of Diamond Lake has accustomed your eyes to the darkness.
Benefit: The range of your darkvision increases by 30 ft.
Secret: You work in Dourstone mine.

Martial Manuscript: You have memorized a sacred text from your school and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm

critical hits when you're using an unarmed strike or monk weapon.

Racial Abilities

Spoiler:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to

dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features

whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Languages Common, Dwarven

Carrying capacity: Light Load: 76lbs, Med load: 159, Heavy Load: 230
Lift overhead: 230lbs; Lift Off ground: 460lbs; Push/Drag:1,150lbs

Equipment: Sling & Bullets (20) 2sp 10 lbs
Grappling Hook 1gp 4lbs
Monk's Kit: Backpack, belt pouch, blanket, rope (100 ft), soap, torches (10), trail rations (17 days), Waterskin 22lbs, 8gp
Survival Kit: Flint and Steel, Mess Kit, two waterskins, basic maps, small utility knife 4lbs 5gp
Small Tent 20lbs 10gp

Coins: 0GP

Background

Spoiler:

Hailing from the free city of Greyhawk, Delgar never really had what you would call a family. He was dropped off to a monastery as a bastard. Because he did not choose to be there he was used for manual labor, doing the cleaning and the cooking. He always enjoyed watching the actual students but wasn't given a chance to practice with them. Despite the resistance of the teachers, he did pick up a few tricks and techniques by watching the training sessions. Eventually he got sick of doing all the work so he broke into the library to read from the manuals only the teachers and advanced students get to see. Knowing the caretakers would not forgive him from seeing knowledge he shouldn't, Delgar escaped into the night. Hearing of another monastery near Diamond Lake he heads off in that direction. Finally arriving at the Twilight Monastery he attempts to gain entry only to be rebuffed at the gate. Having no funds to return to Greyhawk he attempts to find a way to make money in Diamond Lake. The only thing available he can do is work in the mines. Due to his multiple rejections he developed a chip on his shoulder. Finally he hears word of a group heading into one of the tomb things around the city and signs on to try to get some gold to get out of town and back to somewhere better.


@GM - thanks for the list, it was helpful. I think I'm going to go with Moradin and the Good and Protection blessings.

In light of the feat tax rules, how do you want to handle the Focus Weapon feature which gives me Weapon Focus as a bonus feet? Should I still pick a single weapon or does it apply to a weapon group? In case you are not familiar with the warpriest, any weapon I have weapon focus for is considered a sacred weapon that I can enhance starting at lvl 4 for 1 rd/lvl/day.

Also, how would you feel about him wielding a large dwarven double waraxe? If I'm reading the rules correctly, as long as I use 2 hands, there isn't a penalty.


AGamer70 wrote:

@GM - thanks for the list, it was helpful. I think I'm going to go with Moradin and the Good and Protection blessings.

In light of the feat tax rules, how do you want to handle the Focus Weapon feature which gives me Weapon Focus as a bonus feet? Should I still pick a single weapon or does it apply to a weapon group? In case you are not familiar with the warpriest, any weapon I have weapon focus for is considered a sacred weapon that I can enhance starting at lvl 4 for 1 rd/lvl/day.

Also, how would you feel about him wielding a large dwarven double waraxe? If I'm reading the rules correctly, as long as I use 2 hands, there isn't a penalty.

The weapon focus would work for the whole weapon group.

As for a large dwarven axe, "Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies."

Large weapons are probably available in the world, though you might have to make an argument for why dwarves would craft one.


Definitely dotting. I remember a little of this campaign from many years ago and I would love to play it again with Pathfinder rules.


Hey, everyone. I made up a list of all the completed submissions here. Please let me know if I missed anyone.

Also, I plan to set up the discussion thread as a place to do some IC RP if you guys want before I make my final selections. I could use a little bit of practice myself before diving into things. We'll probably just be hanging out at the Emporium.

I'm hoping to have that ready by Saturday.

Last thing; if anyone is waiting for a response from me about anything, please let me know. I've been sick the past few days so my reading comprehension/follow through isn't what it usually is. Heh.


Would you allow a Necromancer? I have an idea for a follower of Wee Jas who believes that the undead should only exist as servants to the living, and any that do not accept a role of servitude need to be brought to heel or destroyed.

This character would be in Diamond Lake tracking down leads regarding a heretical necromantic cult.


Doomed Hero wrote:

Would you allow a Necromancer? I have an idea for a follower of Wee Jas who believes that the undead should only exist as servants to the living, and any that do not accept a role of servitude need to be brought to heel or destroyed.

This character would be in Diamond Lake tracking down leads regarding a necromantic cult.

Thematically, it can work in the story, for sure. My main concern with the idea is that I'm a little bit unsure about managing multiple semi-permanent minions as a GM who is new to PbP gaming.

In the context of the story being told, are the undead minions mostly in the background outside of combat? Does managing their(potentially various) locations slow down the game at all? In many places, raising undead is illegal. Is there a way to manage a character getting caught with his undead minions that doesn't take away from the rest of the players' experience?

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