Allence's Last Hope

Game Master sarpadian

Can the heroes retrieve the magic artifact that will break the half-century stalemate between the Kingdom of Kassht and the Taloth orcs?

Intiative:

Rhona
Chantif
Umash
Det
Enemy
Drexel


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-Doronius Urusti (NG human summoner [broodmaster] 1): I think you only spent 22 pts. You should have another skill rank (2+1[Int]+1[human]). I'm OK with you planning ahead (in fact, I encourage it), but please use strikethough font for the features you don't have yet to remind me that's what you're doing. With regard to your spells, Acid Splash doesn't allow a save, but Daze does. As for gear, you can have a composite longbow with a +0 Strength bonus if you want, but I want to make sure you understand that you're spending an extra 25 gp for nothing. Where is your cold resistance coming from? Also, you need to pick a favored class bonus.
-Umash the Unwanted (CG/N half-orc alchemist 1): What was your final choice of alignment? The sidebar of your profile says Neutral, but the statblock itself seems CG. How are you getting Diplomacy as a class skill? Don't forget the intimidating racial trait, which gives you +2 on Intimidate checks. You also get Throw Anything as a bonus feat. On your special attacks line, add the following: "bomb 5/day (1d6+4, DC 14 for 1/2), mutagen (+2 natural AC, 10 min.)". If you're always going to make the same kind of mutagen, that would be useful information to know, but you're not required to do that. Also, please choose the extracts that are in your formula book and your bonus checks. Since you took the ranks in Craft skills, you get alchemical items, armor, and weapons at 1/2 price. Also, no traits.
-Chantif (NG human ranger [witchguard] 1): Your wild empathy should be +0 (+1 [ranger level]-1 [Charisma mod]). I think you're missing a favored class benefit as well.


sarpadian wrote:
-Chantif (NG human ranger [witchguard] 1): Your wild empathy should be +0 (+1 [ranger level]-1 [Charisma mod]). I think you're missing a favored class benefit as well.

I don't think so. But I can change it for this submission if you want to rule it that way.

I'm not seeing any of the benefits missing. Which one did you notice I didn't list?


Chantif wrote:
I don't think so. But I can change it for this submission if you want to rule it that way.

That makes sense. I stand corrected. Leave it the way it is.

Chantif wrote:
I'm not seeing any of the benefits missing. Which one did you notice I didn't list?

You have 13 HP listed and a +3 Con bonus, so you didn't take an HP for your favored class bonus. If I counted your skill ranks correctly, you have 8. As a human with 13 Intelligence, you should have 8 skill ranks without using your favored class bonus.


Ah, I thought you were referring to my Favored Enemy feature. Haha. Fixed.


Here is a breakdown of where each application stands:

Accepted:Budd the C.H.U.D./Rhona (NG human fighter 1)
Completed Submissions:L33Fish/Beringer the Blind (LG human oracle of battle 1), caps/Chantif (NG human ranger [witchguard] 1)
Incomplete Submissions: Wivvy/Detskiye Kotenok (N half-orc ranger 1), DFang/Oshasha (N human wildblooded sorcerer [wordcaster] 1), Dementia Walker/Drexel Morrow (human transmuter 1), Doronius Urusti (NG human summoner [broodmaster] 1), Umash the Unwanted (half-orc alchemist 1)
Expressed Interest, but No Submission: Donald Robinson, Tourach, JonGarrett

Unless I've missed someone's post (in which case, feel free to bring it to my attention), recruitment is now closed for those who are not on the above list. Submissions need to be completed by 9:00 PM EDT on Sunday. I will make my decisions on Sunday night, and I hope to begin play on Tuesday of next week. Thank you all for your interest!


sarpadian wrote:


-Umash the Unwanted (CG/N half-orc alchemist 1): What was your final choice of alignment? The sidebar of your profile says Neutral, but the statblock itself seems CG. How are you getting Diplomacy as a class skill? Don't forget the intimidating racial trait, which gives you +2 on Intimidate checks. You also get Throw Anything as a bonus feat. On your special attacks line, add the following: "bomb 5/day (1d6+4, DC 14 for 1/2), mutagen (+2 natural AC, 10 min.)". If you're always going to make the same kind of mutagen, that would be useful information to know, but you're not required to do that. Also, please choose the extracts that are in your formula book and your bonus checks. Since you took the ranks in Craft skills, you get alchemical items, armor, and weapons at 1/2 price. Also, no traits.

Im undecided on a lot of things yet, Imight completely redo the character if time allows. I'm not a hundred percent sure on my original concept anymore.

alignment would be CG,
As for diplomacy, there was a trait that i wanted to take, but i've had a hard time finding it. But if there are no trais that doesn't matter anyway.


Ah, no wait, it was actually neutral. CG was another character i was making elswhere. Also I will stick with my concept after all. Did the necessary updates, I only need the fluff part and some gear.


Umash, the Unwanted wrote:
Ah, no wait, it was actually neutral. CG was another character i was making elswhere. Also I will stick with my concept after all. Did the necessary updates, I only need the fluff part and some gear.

Is that your final answer ;)? Seriously, though, I have enough at this point to consider your character submission complete, but I did notice a couple of small changes you should make.

1) Your Perception should be +6, and your Intimidate should be +3. Half-Orcs get a +2 racial modifier to both skills.

2) You didn't lower your Will save when you lowered your Wisdom.

3) The way you have your bomb attack bonus listed is OK, if you remember to include the bonus from Throw Anything separately, but I would suggest including it in the ranged attack line so that you don't accidentally short yourself.

4) You're entitled to 3 more languages.

5) The way I read the rules on mutagen is that an alchemist can only have 1 mutagen prepared at a time but can make more than 1 in a day, if he/she spends an hour brewing a replacement. Obviously, it's strictly an out of combat ability, but feel free to ask the party to stop and let you prepare another mutagen.


Alright I have completed my character to the best of my knowledge, I would like to use the Arcane Tower as my school I chose orc and goblin as two of my languages thinking that as I was training there they were possibly grooming me to do missions against the orc and needed people to be able to question them. If that would be abnormal let me know and I will change them to something else.


Drexel Morrow wrote:
Alright I have completed my character to the best of my knowledge, I would like to use the Arcane Tower as my school I chose orc and goblin as two of my languages thinking that as I was training there they were possibly grooming me to do missions against the orc and needed people to be able to question them. If that would be abnormal let me know and I will change them to something else.

Yep, everything seems correct, except you don't have to pay for your first spellbook. If you were wanting the spellbook you have listed with a cost to be a duplicate spellbook, there is a separate cost for scribing your spells into it. Which reminds me: feel free to spend some of your extra gold on scrolls of other 1st level spells and then scribe them in your spellbook. I'll let you take 10 on the Spellcraft check, which means you should auto-succeed for a level 1 spell. You can find scrolls of any non-necromancy 1st level spell in the library at the Arcane Tower. Since you are an alumnus, you may copy these scrolls as if they were already in your spellbook, i.e. you get the 50% crafting discount.


sarpadian wrote:
Yep, everything seems correct, except you don't have to pay for your first spellbook. If you were wanting the spellbook you have listed with a cost to be a duplicate spellbook, there is a separate cost for scribing your spells into it. Which reminds me: feel free to spend some of your extra gold on scrolls of other 1st level spells and then scribe them in your spellbook. I'll let you take 10 on the Spellcraft check, which means you should auto-succeed for a level 1 spell. You can find scrolls of any non-necromancy 1st level spell in the library at the Arcane Tower. Since you are an alumnus, you may copy these scrolls as if they were already in your spellbook, i.e. you get the 50% crafting discount.

I didn't intend for it to be a duplicate spell book, I have fixed the cost and added the gold back to my total

Which of the pathfinder books can be used for spells? Right now I have just used the Core Rulebook. I am thinking of purchasing most of my cross class 0 level spells and a few more 1st level spells to add to my spell book. If I could I would like to add some like spark from the APG as well.


sarpadian wrote:

Current Applications w/Action Items:

-Wivvy/Detskiye Kotenok (N half-orc ranger 1): You appear to be missing a favored class bonus. Also, I think the damage on your attacks should be 2d6+6 for your longhammer and d6+4 for your javelin. I haven't double-checked your equipment, but it seems like you should have some gold left. Also, you still might want to change your favored enemy selection.

Sorry I forgot to change a few things things the first time around, but everything is fixed now.


sarpadian wrote:
Umash, the Unwanted wrote:
Ah, no wait, it was actually neutral. CG was another character i was making elswhere. Also I will stick with my concept after all. Did the necessary updates, I only need the fluff part and some gear.

Is that your final answer ;)? Seriously, though, I have enough at this point to consider your character submission complete, but I did notice a couple of small changes you should make.

1) Your Perception should be +6, and your Intimidate should be +3. Half-Orcs get a +2 racial modifier to both skills.

2) You didn't lower your Will save when you lowered your Wisdom.

3) The way you have your bomb attack bonus listed is OK, if you remember to include the bonus from Throw Anything separately, but I would suggest including it in the ranged attack line so that you don't accidentally short yourself.

4) You're entitled to 3 more languages.

5) The way I read the rules on mutagen is that an alchemist can only have 1 mutagen prepared at a time but can make more than 1 in a day, if he/she spends an hour brewing a replacement. Obviously, it's strictly an out of combat ability, but feel free to ask the party to stop and let you prepare another mutagen.

1) ah yes for some reason i missed the perception bonus. Also i could have sworn i entered the intimidate bonus earlier. It probably got lost when i waited too long with saving my changes and was kicked out (i don't know why this happens)

2) whoops, thanks for pointing that out. Fixed it.

3) Ah yes, i forgot it Throw Anything actually grants a bonus to splash weapons.

4) On it.

5) I will read through that part once more. But thanks for pointing it out.

Also i added some fluff.


Drexel Morrow wrote:

I didn't intend for it to be a duplicate spell book, I have fixed the cost and added the gold back to my total

Which of the pathfinder books can be used for spells? Right now I have just used the Core Rulebook. I am thinking of purchasing most of my cross class 0 level spells and a few more 1st level spells to add to my spell book. If I could I would like to add some like spark from the APG as well.

OK. As for spell sources, if I can find it on the PFSRD, I'll probably allow it. By "cross class" spells, I take it you mean your opposed schools. I'll allow you to auto-succeed on rolls to add cantrips from your opposed schools before play starts, but (in case this comes up later), you won't be able to auto-succeed on those checks once play starts because you take a -5 penalty on checks related to your opposed schools, making your bonus +3 for a DC 15 check. Also, disregard what I said about the crafting discount for adding spells to your spellbook. I was assuming you would have to craft a scroll and then learn from the scroll, but it makes more sense for the library to just have spellbooks you can copy from directly. So the cost to add a cantrip to your spellbook is 5 gp, and level 1 spells cost 10 gp. The exception is necromancy spells, because you can't get those at the Arcane Tower. If you want any of those, I'll try to figure out an appropriate price.


sarpadian wrote:
OK. As for spell sources, if I can find it on the PFSRD, I'll probably allow it. By "cross class" spells, I take it you mean your opposed schools. I'll allow you to auto-succeed on rolls to add cantrips from your opposed schools before play starts, but (in case this comes up later), you won't be able to auto-succeed on those checks once play starts because you take a -5 penalty on checks related to your opposed schools, making your bonus +3 for a DC 15 check. Also, disregard what I said about the crafting discount for adding spells to your spellbook. I was assuming you would have to craft a scroll and then learn from the scroll, but it makes more sense for the library to just have spellbooks you can copy from directly. So the cost to add a cantrip to your spellbook is 5 gp, and level 1 spells cost 10 gp. The exception is necromancy spells, because you can't get those at the Arcane Tower. If you want any of those, I'll try to figure out an appropriate price.

Evocation cantrips was all I wanted and yes I did mean opposed schools. If I want any evocation first level spells I will bring it up if I am accepted into the game. While there are Necromancy spells I will eventually want that can be discussed when they come up. -25gp for the evocation cantrips -60gp for the first level spells.


sarpadian wrote:
With regard to your spells, Acid Splash doesn't allow a save, but Daze does.

I think I fixed the rest, but what was the problem with this one?

No wait, I got it. It was a reminder about the Spell Focus. Daze would be at standard, mentioned at the beginning of each level listing.


With approximately 22 hours left, every submission's crunch is in order except for DFang's. If we don't hear from him or the three who expressed an interest but have not submitted, there are seven submissions. There will be five people in the final party; taking more than that for my first PbP GM experience seems like a recipe for disaster. The way to separate yourself from the pack is to take a look at the setting information in the Campaign Info tab and weave it into your backstory. Characters who provide me with hooks are more likely to be chosen. Feel free to make up small towns/villages, but the cities on the map are the only large cities.


Osasha:
- only the blowgun is made of bone. the darts are standard.
- yes, HP favored class bonus.
- yea, you're right about the double weapon part. I'll adjust accordingly when redone in alias.
- level 1 Effect Word choices are focused on lightning and mist. I'll list it up when I get access to my laptop.


Edited my fluff so that it ties in more with the current setting. Still trying to find a way to get Longbow proficiency since the errata on Heirloom weapon took that effect away.


I edited my backstory a bit and put it directly on my alias page.


Drexel Morrow wrote:
Still trying to find a way to get Longbow proficiency since the errata on Heirloom weapon took that effect away.

My only suggestion in that regard is redoing your character as a half-elf with the ancestral arms alternate racial trait (and probably arcane training too, if you weren't planning on multiclassing). Given your connection to the Arcane Tower, being a half-elf isn't quite as hard to explain as it would be otherwise.

EDIT: If you want to make this change, feel free to do so. If you can't get every i dotted and t crossed by 9:00, it won't be the end of the world. I just need an idea of what the character is going to be like, so I can choose, but the details can be worked out later.


Thanks to everybody again for their interest and also for the attitude with which they have handled my auditing the submissions. I don't feel bad at all admitting that my line-by-line critique of the character sheets was at least partially a test to let me see how people respond to disagreements. Disagreements (about the rules and other things) are an inevitable part of human interaction, which means that the attitude with which people respond to it is an important interpersonal factor to consider in selecting a party. Feel free to be as argumentative in character as you think your character would be, but out of character interaction is a different beast. Feel free to make your case for how I should handle something, but once I make a ruling it's final. With that said, there are about eleven hours left in recruitment, and this is probably the last time I'll check in, since I'm away from my computer most of the day on Sunday.


sarpadian wrote:

My only suggestion in that regard is redoing your character as a half-elf with the ancestral arms alternate racial trait (and probably arcane training too, if you weren't planning on multiclassing). Given your connection to the Arcane Tower, being a half-elf isn't quite as hard to explain as it would be otherwise.

EDIT: If you want to make this change, feel free to do so. If you can't get every i dotted and t crossed by 9:00, it won't be the end of the world. I just need an idea of what the character is going to be like, so I can choose, but the details can be worked out later.

I though about that but I actually dislike playing non-human characters, the few rare times that I have done it it has been due to an entire party of another race (Goblins or the like) or because it is something I wish I had the ability to do irl (Changeling from Eberron setting) So I usually try and get all the abilities I want shoved into a human frame. I don't know why I have that roleplaying mental block, I have no problem playing females or Evil humans. But when I am playing a nonhuman, humanoid race I feel awkward.

It is not integral to the character, if I really wanted it I would just drop my traits feat and take martial weapon proficiency. But I feel the flavor of my character is more fun with the traits then it is with the Longbow however useful it would be.

Out of curiosity why do you limit traits?


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Reposting Osasha's updated character info.
I switched up one of her feats for Meta Word Mastery. I found her spell's non-meta reach lacking...
EDIT: Fixed quarterstaff offense stats

BACKGROUND:

Osasha is a woman that has a primal aura about her. Dressed in furs and wielding a quarter staff, obsidian spear, and a blowgun made from bone, she looks like she would fit in a community from centuries ago. Her history remains shrouded in mystery as she has no close friends to share such secrets, but you can feel power emanating from her being. She's been well known in New Allence as a hunter and can be found frequently in the town's library.

When Shem's recruitment request was first posted in New Allence, everyone was surprised to see the local hunter as the first to arrive at the garrison steps. Her reason to volunteer was recorded as, "New Allence has been good to me and it's thanks to Overlord Sham's generosity. I would like to help ensures his legacy is not lost."

However, unknown to all others is this: in a solitary book with crisp yellow pages kept in New Allence's library, there is a footnote mentioning a tome containing ancient text about words of power. Practically useless to modern spellcasters, it holds significant value for Osasha for it is a possible link to her past. A past that no one else would believe is possible, not in this timeline...

STATS:

Female Human Sorcerer (Primal Air Wordcaster) 1
N Medium Humanoid (human)

Init +2; Senses Perception +1

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort -1, Ref +2, Will +3

OFFENSE
Speed 30 ft.

-Melee-
quarterstaff (two handed) +2 (1d6+3)
quarterstaff (double weapon) -2/-2 (1d6+2/1d6+1)
longspear (obsidian) (two handed) +2 ((two handed) 1d8+3/x3)

-Ranged-
blowgun (bone) +2 (1d2)

Special Attacks Elemental Ray (1d6+1, 7/day)
Known Sorcerer Spells (CL 1st, concentration +5):

STATISTICS
Str 14, Dex 14, Con 8, Int 14, Wis 12, Cha 18
Base Atk +0; CMB +2; CMD 14

Feats Eschew Materials, Meta Word Mastery, Spell Focus (Evocation)

Skills Acrobatics +2, Appraise +6, Bluff +8, Climb +2, Craft (Untrained) +2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Heal +1, Intimidate +4, Knowledge (Arcana) +6, Knowledge (Planes) +6, Perception +1, Perform (Untrained) +4, Ride +2, Sense Motive +1, Spellcraft +6, Stealth +2, Survival +1, Swim +2

Languages Auran, Common, Sylvan
SQ bloodline arcana, bonus feat, cantrips, primal (wildblooded elemental) bloodline (air), skilled, weapon and armor proficiency

Gear quarterstaff; furs; blowgun darts (10) (x3); longspear (obsidian); Wrist Sheath [Blowgun (Bone)]; Pouch (Belt) [Drow Poison]; Backpack [Blanket (Winter); Waterskin (Filled); Bedroll; Flint and Steel; Mess Kit; Torch (x3); Rations (Trail/Per Day) (x5); Outfit (Traveler's)];

Gold: 50.37

SPECIAL ABILITIES

Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage. You can use this ability 7 times per day.

Eschew Materials

Primal (Wildblooded Elemental) Bloodline (Air) Your powers are attuned to the concentrated core of the elemental plane.

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

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

WORDS OF POWER:

Words of Power
Format: Name (level)

Effect Words
Decipher (0)
Flame Jet (0)
Sense Magic (0)
Spark (0)
Shock Arc (1)
Fog Bank (1)

Target Words
Personal (0)
Selected (0)
Cone (0)
Burst (1)
Line (1)
Barrier (3)

Meta Words (4/day)
Boost (0)
Distant (0)


It was tough, but I have settled on the following as the party:
Budd the C.H.U.D/Rhona
Dementia Walker/Drexel
Threeshades/Umash
Wivvy/Detskiye
caps/Chantif

I'll keep the rest of you in mind of spaces open up.

The Exchange

Okay, just tweaked the fluff a little bit so that there is a bit more geography to give you more of an idea where he's from.


Sweet, can't wait to get started. I'll make my final tweaks to my character's background in the morning.

GM:
I'm thinking Rhona's family is settled in Barkel's Rest, and that's where her story would have begun. Anything else you think I should squeeze in there?


Congratulations to those who made it!


Looking forward to it!

The Exchange

Awesome! Can't wait to start.


Great! Looking forward!


Awesome, look forward to gaming with you all.

RPG Superstar Season 9 Top 32

Hope you guy shave a great game! Sorry that I got caught up with work stuff and couldn't come back to post a character. Luckily, there were lots of great submissions so I'm sure you guys will have fun.


I should have the first gameplay post up by tomorrow morning. I just realized I hadn't said anything about how we're going to handle combat. I'll roll initiative for everyone. I'll try to group the enemies at one (or at most two) places in the initiative, so a round will generally consist of three blocks: PCs who act before the enemies, the enemies, and PCs who act after the enemies. When your block is up, please post your action for the round, regardless of whether or not any PCs who might be higher than than you in the initiative order have posted. I'm in a game where we follow strict initiative order, and combat takes forever. I want to move this along. On a related note, I'll usually let you roll your own saves, checks, and the like, unless it seems to be slowing the game down. At my discretion, I reserve the right to roll something for a player who's holding up the game. I like the backstory tweaks; keep them coming! The more I have to work with, the more interesting I can make the game. I'm sure I'm forgetting something important; please feel free to ask questions.

Det:
One additional thing you could add, if you want: Duller could have been the advanced guard for one of the cave exits the dwarves use for trade.

Rhona:
Sounds good. Your training would have been in Kassht City (off the map to the south). I'd suggest that your paladin trainee group was sent up to the Nunshal Line as part of the Barkel's Rest contingent of the Army of the North. Your...antics...drew the attention of Jaffa d'Allence, Shem's brother, who commands the Line.

Donald Robinson wrote:
Hope you guy shave a great game! Sorry that I got caught up with work stuff and couldn't come back to post a character. Luckily, there were lots of great submissions so I'm sure you guys will have fun.

Totally understandable, no need to apologize. If I have to reopen recruitment and you're still interested, remind me that you responded to the original recruitment.

The Exchange

I actually like that idea a lot better, I'll get it changed.


The gameplay thread is connected now, and the first post is up. May the games begin!


One of our players seems to have disappeared from the boards. After GMPC-ing him for quite some time to give him a chance to come back, I have decided to replace him. Below is the information from the original recruitment, with some updates.

Adventure Premise:
The predominately human Kingdom of Kassht once controlled the majority of the continent for which it was named. Approximately forty years ago, however, the Taloth orcs poured down out of the Frozen Wastes in the far north and pushed the Kingdom's forces inexorably south until the Kasshites managed to plug the sole pass through the Arkhym's Teeth mountain range with a complex of fortifications they called the Nunshal Line, centered on Ft. Nunshal. The orcs reciprocated with their own fortifications, centered on a fortress called Shar Taloth. The battle lines have remained more or less immobile since, with neither side able to dislodge the other. However, Overlord Shem d'Allence, who rules the town of New Allence and serves as the Kingdom's Marshal of the Northern March, has received word that the orcish garrison that has been stationed in his ancestral keep north of the Teeth has been reassigned. This is the opportunity he has been waiting for. When Shem's father was forced to abandon the keep, he had to leave behind a magical artifact. Now that there isn't an army of orcs sitting on it, Shem wants to send a group of locals to reclaim the artifact.

Character Generation:

Level: 2
Alignments: Any non-evil. .
Stats: 25 pt. buy
Sources: Any Paizo (but no firearms)
Races: You must have the human sub-type. Elves are rare in New Allence, so half-elves will need to explain their origins more thoroughly.
Traits: None by default. If you want traits, you may take the Additional Traits feat.
Gold: 150 gp.
HP: Max for your first level, .5*HD+1 for the second level

Feel free to ask questions or for further details.


Please do step up to the plate, folks. We've got Orcs to kill and ancestral lands to reclaim!

I'll also pitch in that the player we lost was a Ranger, but we actually have another Ranger in the party already. We've got a Fighter (myself), an Alchemist, a Wizard, and the aforementioned Ranger currently, just so you fine folks know what we're working with.


I'm noticing your a little light on the divine side. Also, is trapfinding needed at all? I'm considering a human cleric 1/unchained rogue 1...


So far we haven't been dungeoneering, so trapfinding wasn't an issue. But healing is something we are seriously short on.


Arasmis, cleric of Sarenrae and bard extraordinaire looking to aid the mission in any manner you see fit. I can offer lots of healing, some assistance in melee, and I can alleviate numerous conditions that you may find yourselves in.

Crunch:

Arasmis
Male half-orc bard 1, cleric or Sarenrae 1
NG Medium humanoid (human, orc)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 13
(+1 Dex, +3 Armor, +2 Shield)
Hp 15 (2d8+2)
Fort +4, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+3/19+) or
Melee whip +3 (1d3+3/x2) [reach 15] or
Ranged sling +1 (1d4+3/x2) [50 ft.]
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 11, Wis 14 Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Simple Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Endurance, Selective Channeling
Skills Acrobatics 1 [+2*], Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist 1 [+2*], Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local) 1 [+4], Knowledge (nobility), Knowledge (planes), Knowledge (religion) 1 [+4], Linguistics, Perception 1 [+6], Perform (oratory)1 [+7], Perform (sing) 1 [+7], Profession, Sense Motive, Sleight of Hand, Spellcraft 1 [+4], Stealth 1 [+2*], Use Magic Device 1 [+7] {Armor Check Penalty (-3) *}
Languages Common, Orc
Domains Glory (heroism), Healing (restoration)
Combat Gear sling bullets x10, holy water x1
Other Gear studded leather armor, heavy wooden shield, sling, whip, cold iron longsword, short sword, explorer’s outfit, bard’s kit, cheap holy text, wooden holy symbol; 8 gp, 9 sp
Encumbrance 0 – 76 lbs; 77 – 153; 154 – 300; [Current Weight: 95.5/Medium Load]
--------------------
Magic
--------------------
Bard Spells Known (CL: 1st; concentration +4
1st 2/day grease, saving finale
Cantrips detect magic, mage hand, read magic, spark
--------------------
Cleric Spells Prepared (CL: 1st; concentration +3)
1st bless, remove fear + shield of faith*
Orisons create water, guidance, stabilize
--------------------
Special Abilities
--------------------
Bardic Knowledge add half bard level to all Knowledge checks, can make Knowledge checks untrained.
Bardic Performance 7 rounds/day; standard action to start, free action to maintain,
****Countersong (Su) – creatures within 30 feet can use the bard’s performance check in place of their saving throw against non-instantaneous sonic or language-dependent magical attacks every round they can hear the bard.
****Distraction (Su) – any creature within 30 ft. affected by an illusion (figment) or illusion (pattern) may use the bard’s Perform check in place of its saving throw each round that it can see the bard.
****Fascinate (Su) – cause one creature within 90 ft. to become fascinated with the bard
****Inspire Courage +1 (Su) – grants +1 morale bonus to saves vs. charm and fear effects; +1 competence bonus on attack and damage rolls.
Chain Fighter proficient with flails and heavy flails and treat dire flails and spiked chains as martial weapons.
Channel Positive Energy standard action; 30-foot radius burst centered on cleric; 1d6 points of damage per two cleric levels; 6/day; DC 14 Will save
Restorative Touch (Su) touch creature to remove the dazed, fatigued, shaken, sickened, or staggered condition as a standard action, 5/day.
Sacred Tattoo gain a +1 luck bonus on all saving throws.
Shaman’s Apprentice gain Endurance as a bonus fear.
Skilled gain 1 additional skill rank per level.
Spontaneous Casting lose any prepared, non-domain spell to cast an equivalent level cure spell.
Touch of Glory (Sp) touch creature as a standard action to grant bonus equal to cleric level on Charisma-based skill checks or a Charisma ability check, lasts for 1 hour or until used, 5/day.
Weapon Proficiencies Longswords, rapiers, saps, short swords, shortbows, and whips. Clerics are proficient with their deity’s favored weapon (scimitar).


Figure I'll toss my hat in as well
Nathan Ladamire, Local Librarian and practiced Shaman and his pet Mongoose Sniffers.

crunch:

Nathan Ladamire
Male human Shaman (Witch Doctor)
NG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 Armor,)
Hp 15 (2d8+2)
Fort +0, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +4 (1d8+3/x3)
Ranged Javelin +3 (1d6+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 18 Cha 14
Base Atk +1; CMB +3; CMD 15/13
Feats Extra Hex, Weapon Focus Longspear
Skills Diplomacy 7 (rank 2), Handle Animal 6 (rank 1), Know (Nature) +5 (rank 2), Know (Religion) +5 (rank 2), Profession (Librarian) +8 (rank 1), Survival +9 (rank 2)
Languages Common
Spirits: Life
Hexes: Evil eye -2 (7 rounds DC 15), Healing 1d8+2
Spells: Entangle, Thorn Javelin x2
Combat Gear Longspear, Chain Shirt
Other Gear explorer’s outfit, Backpack, Bedroll, Blanket, fishing net, flint and steel, snuff box (Wood), pipe, vanilla tobacco (weeks worth)
Encumbrance 0 – 58 lbs; 59 – 116; 117 – 175; [Current Weight: 58/Light Load]
Special Abilities
--------------------
Empathic Link with Familiar (Mongoose named Sniffers)
Evil Eye -2 (Foe in 30ft takes penalty of choice to AC, attack, saves, ability or skill checks DC 15 Will save)
Familiar Bonus +2 to Reflex saves, Alertness Feat if in Arm's reach.
Healing 1d8+2 (heal touched creature, but each target can only benefit once per 24hours)
Shaman Channel Positive Energy 1d6 (8/day DC 13)
Share Spells with Familiar.

Familiar
---------------------
Acrobatics 10, Stealth 14
Hp 7
Ac 16/14/14
Taught to hunt
Hides in backpack during combat, otherwise walks around his feet unless tired then sleeps on shoulders. Loves to chew on books.


Apologies for going silent. I've been waiting for the current players to offer some feedback. They would like to see some backstory from both of you. Also, Arasmis, one of the players has expressed concern with how your healing will scale with level. How are you planning on advancing from here on out: as a bard, as a cleric, or mixing the two? I'll try to finish my own review of the character sheets later today.


As requested:

Physical Description:

Arasmis stands 6 ft. even and weighs about 200 lbs. With thick arms and legs and a bit of a belly, his skin is a light grey color, similar to ash. His dark hair is closer to soot and he has a large tattoo on his back of a flame. The tattoo, originally of a great axe surrounded by a flame has been modified to cover up the weapon with more flame and a scimitar. He is clean shaven, wears his hair short, and dresses in tan leathers. His armor has seen a few battles in his short time, mostly from training.

Fluff:

”I don’t remember my parents. My earliest memory is the Arcane Tower. I could see it from miles away. I knew I had to get there. So I ran. I could hear the orcs pursuing me, cursing me, screaming what they would do if I didn’t stop. So I kept running. I was maybe 7 or 8 years old. Thinking back, that’s probably why the guards didn’t shoot me down. I passed out a few yards from the northern gate. When I woke, I was in a bed in a room somewhere in the city.

I remember a little bit of being inside the Arcane Tower. Learning for a little bit about arcane magic, I think. I wasn’t there long, too many fights. See, I had grown up in the alleys in New Allence. I was a street kid, surviving on whatever I could scrounge. I got lucky though. I could make others laugh, so some of the older kids took care of me a bit, taught me how to survive. My joking was not well received at the Arcane Tower however.

A few years later I found the church, and religion. Or maybe religion found me…who knows. The church tolerated my antics a bit longer than anyone else had. I learned a little bit about the gods, but mostly I learned to pray. To pray for help, for guidance, and for the first time I could remember, someone listened, and responded. I became a conduit, if you will, for the light, for Sarenrae’s fire, for positive energy...

After that I found a teacher outside of the Arcane Tower to help me learn to control my arcane talents. Master Jacob taught me so many things, not just about magic, but about life, about living. He taught me there was more than just survival. And I was pretty appy at this point. Sarenrae’s blessings and the knowledge that I was able to sustain myself, provide for myself, I was a man now.

Jacob said he had to travel north to Fort Nunshal. He didn’t say why or where exactly he was going, but he did leave in a hurry. When he didn’t come back for months, I knew something was wrong. So I went looking for him. All that I could gather was that he went farther north, into orc territory. I have no idea why he would have done that, or what he was seeking. I only know that I will volunteer to be a part of any expedition that heads north of the pass. I will not endanger any one’s mission, and I will not stop trying to look for him. I’m not a fool, I know I won‘t last long on my own without someone to watch my back. ”

Advancement:

To be honest, I hadn't considered where this character would go. After looking through prestige classes, there isn't much that really fits the character. I would continue to focus on cleric levels mostly, and may take a bard level occasionally. Bard gives me skills, some alternative support tools, and a few tricks up my sleeve.

Comments:

I'm current on your story and I have to say well done. It's refreshing to see a basic view of many facets that typically are over-looked in gaming these days. Encumberance, food, overland travel, you all have role played it wonderfully. Selected or not, I will continue to follow your campaign because I have become a fan.


I shall do what I can to get some good fluff and such in soon. Forgive me, I've been indisposed a bit and haven't been able to come up with some proper before now. I shall by then end of the day though, I hope.


Physical Description:
Nathan is a lanky sort of an individual, athletic enough for one who spends most of his time in the library. His hair kept short and the glasses on his face are used mostly for reading. While he isn't overly knowledgeable in any subject, he does continue to try and learn a little about everything he can in his spare time.

Advancement:

Nathan will be going straight up the Shaman tree, taking when he can the wandering spirit of battle. It offers a moral bonus to weapon and damage scaling similar to Inspire Courage. With him being a prepared spellcaster he can easily adjust all his spells to being a little of anything they might need. Can easily be kept for buffing, crowd control, or attacking.
While he won't be a frontline fighter, he can join in in the battle and can always debuff via Evil eye which scales up a bit after while. He will also be taking a rank in a new knowledge each level to give him the breadth of knowledge of a librarian

While I haven't had the time in the last week I would be more then happy to read up the whole gameplay, generally I am not this busy but will always be able to at least post once a day if not more.

Fluff:

Born to a librarian and a priestess, it wasn't surprising that the boy grew up with a fascination with books. His own ability to tap into the divine was a surprise to his mother but the breadth of his ability was beyond that of a simple cleric, perhaps it was his imagination and his interest in knowledge that allowed him such a diverse spell choice. It wasn't till one evening when they noticed their child had been conversing with an unusually white cat that they thought any different. He was gifted that was sure but it seemed that a spirit had found great interest and helped with his ability.
His mother insisted that it be kept quiet, so his spirit companion became known as the library stray they adopted and not as the spirit medium it truly was. The cat seemed only interested in Nathan and so he followed him everywhere he went. He was most interested in the studies of nature and religion, trying to learn everything he could in those areas. He often went out into wilds surrounding the town to study first hand the plants and local wildlife. It was because of these rather frequent forays into the wilds that his mother insisted that he take up learning to defend himself and he found a teacher in one of the local militia.
He was a rather quick study in the art of combat, something that is surprising in one that is often found with his nose in a book. While he seemed capable of wielding a variety of weapons it was spears that he took a real interest in. Keeping his foe back a bit and attacking around and over obstacles was his preferred fighting style, always eager to use the world around him to try and give himself a leg up. But when he wasn't practicing fighting or reading, he was generally found around town helping out those in need with a bit of healing to them or their livestock.

Personality:

He is an eager sort, very energetic as well. He is always willing to help perhaps to a fault, though he does tend to get caught up in a jovial talk that he slowly drags perhaps into oblivion with random and useless facts.

Forgive me if it is a bit lacking, I normally have a bit more time to get my head around things and do a bit more research for the character.


Who is the major deity in the region? Does the artifact have any religious significance?


Watch this space for Master Mason Jones.

He's heard of quarries in the north. Not just any quarries. Quarries where the living rock speaks, and the red glow of the fires below shines off uncut walls of gems. Quarries where the will and the wear of a Mason are tested, where their blood spills and their hearts swell. Quarries such as this, where the water in a man's blood lets him hew the rock.

All true masons long to bring the cleansing wave to the sulfurous and cloying scent of dust. To bear the quenching trough to the warm quick breeze of the magmatic fires. Jones can hear the hissing of the great waterfalls of the depths calling to him. Oh, he's built his share of fortifications in his time, and it pays the bills, but it's the call of the water for stone that drives him. Such stone is not meant to lie at rest, but to be hewn and shaped, so that all might see it's glory, in the name of his god.

Skeleton:
Paladin/Oracle of Life. I will have max ranks in profession(mason) or craft(stonework) whichever the dm decides applies to building fortifications, and kn(Architecture) or kn(geography) if I have the skill points for them. That's what I know so far.


Thinking Human Cleric of Desna. Liberation and Travel. Starknife for flavor.

Range Build. Deadly Aim.

Seems to fit reclamation (liberating the land).

If more combat/skill capability is needed, maybe dip into ranger or rogue.

13, 14, 12, 10, 18, 14

I know... Booooring.


Crunch:
Master Mason Jones "River" Hammerson
Human oracle (seeker, spirit guide) 1/paladin (hospitaler, sacred servant) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 116, 117)
LG Medium humanoid (human)
Init +1; Senses Perception -2
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 20 (2 HD; 1d8+1d10+5)
Fort +4, Ref +1, Will +1; +2 vs. death
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee cold iron kunai +4 (1d4+3) or
. . sawtooth sabre +4 (1d8+3/19-20)
Special Attacks channel positive energy 6/day (DC 14, 1d6), smite evil 1/day (+4 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect evil
Oracle (Seeker, Spirit Guide) Spells Known (CL 2nd; concentration +6)
. . 1st (4/day)—cure light wounds, obscuring mist, stone shield[ARG]
. . 0 (at will)—create water, mending, read magic, spark[APG] (DC 14)
. . Mystery Life
. . S spirit magic spell; Spirit Waves Wandering Spirit
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 7, Cha 18
Base Atk +1.75; CMB +4; CMD 15
Feats Additional Traits, Fey Foundling[ISWG]
Traits exalted of the society, magical knack
Skills Acrobatics -6 (-14 to jump), Craft (stonemasonry) +6, Diplomacy +8, Heal +2, Knowledge (dungeoneering) +5, Knowledge (planes) +5, Knowledge (religion) +5, Ride -2, Sense Motive +2, Spellcraft +5
Languages Aquan, Common
SQ oracle's curse (lame), revelation (channel), spirit (), trapfinding +1
Combat Gear cold iron barbed arrow (50); Other Gear armored kilt four-mirror, heavy steel shield, cold iron kunai, sawtooth sabre, artisan's tools, backpack, bedroll, belt pouch, hemp rope (50 ft.), holy text, mess kit, pot, sledge, soap, torch (10), trail rations (5), waterskin, wooden holy symbol
--------------------
Tracked Resources
--------------------
cold iron barbed arrow - 0/50
cold iron kunai - 0/1
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (6/day, DC 14) (Su) - 0/6
Smite Evil (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Exalted of the Society You may channel energy 1 additional time per day.
Fey Foundling Magical healing works better on you
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Magical Knack (Oracle [Seeker, Spirit Guide]) +2 CL for a specific class, to a max of your HD.
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Setting Questions/Additions:

I took Exalted of the Society (By using my human bonus feat on additional traits) because it's mechanically the only way to improve channel energy before the phylactery of channeling shows up. I'd like to refluff it as master mason for the Order of Cutting Water, which is an entirely made up name for the particular branch of the faith Jones follows. Is this trait ok, and does that name and flavor fit the world?

My other trait is the +2 caster level trait that anyone multiclassing a caster (in my case oracle) takes. I could write a book on it, but it's there so that CLW heals for the right amount and caster level checks aren't hopeless.

Speaking of gods and church hierarchies, I'd like Jones to worship a deity of builders, carpenters/masons/shipwrights. For simplicity the clerics are more inclined towards overseeing grand projects, while the paladins go out to secure resources and locations. The faith is made up of orders, Architects, Masons, etc that all worship the same god. The hierarchy in the church therefor builds up naturally with clerics centralized in towns and other places where monuments are erected and paladins exploring or captaining ships. Which deity would this be? Is this a reasonable design for 'A Church'?

I grabbed a set of generic tools and a sledge and took craft(stonemason), on the assumption that's the right "Stonemasonry" kit, but I'm perfectly willing to carry different equipment if you have a particular feel for how quarrying works in your world. I can just as easily have ranks in Alchemy if all quarrying is done by blast, or in weaving if quarries work by pulling the threads of ore from the wall with the stone loom.

I don't know how you intend to introduce us, so I didn't buy a horse or anything similar. I'm still catching up on the gameplay thread, but I did check the last page and notice the party is mid journey, so some things must have gone right.

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