DM Brainiac's Ruins of Azlant: Gills and Grit!

Game Master Brainiac

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I am currently running three tables of Ruins of Azlant, but unfortunately, one of our players has been MIA for almost a month. I have sent several messages to him, but received no response, so with heavy heart, I feel I must open up recruitment to replace his character in the game.

You can check out the gameplay thread here. The characters are currently level 4 and are just wrapping up the first book of the adventure path. We're looking for a 4th-level front-line character to replace the gillman fighter Calvin Shoals. The current active players are:

Gideon Ross, male human bard (archaeologist)
Tobar Iverovv, male human gunslinger (bolt ace)
Weyve Murkwater, male gillman oracle (Pei Zin practicioner)

Potential players should be able to post at least once a weekday (weekends optional).

Character should be built with the 20-point buy method.
All Paizo sources are welcome. No third-party books, please.
No evil characters, please.
Your character should have two total traits, or three with a drawback. One trait should be a campaign trait from the Player's Guide.
We are using background skills.

Even though you are coming in at level 4, you'll only have your starting gold with which to buy gear. You can either take average starting gold or roll for it. However, you will receive a share of the loot acquired so far, including a +1 longsword and a +1 seaborne glaive. Neat!

I'll keep recruitment open for a week or so. Hoping to select a new player soon and integrate them into the ongoing campaign.

Interested and will adjust

Ooooooo, Ruins of Azlant? Haven't played it much, but it sounds cool!

Gimme a bit and I'll conjure up something. Perhaps a Child of Acavna and Amaznen Fighter to play up the "enemies of humanity" element...!

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Dotting for interest.

What specifics should be in a PC's background?
I own the AP, but haven't even begun to skim it, so only know what's in the blogs.
I'm assuming they need a reason to be out in the middle of the ocean?
Was there a recruitment drive by a business consortium, a la the East India Company?
If so, are the PCs the only ones sent there, or are they one of several exploratory missions?

I'm thinking of a survivor from a previous failed mission, to explain their relative poverty and lost gear.

Ohhh. I will work something out today!

What is the method for HP after 1st?

The Ruins of Azlant Player's Guide can offer answers to several of your questions, but I will summarize here.

The colony of Talmandor's Bounty was established on an island in the Arcadian Ocean as a joint venture between the government of Andoran and a new business consortium called the Bountiful Venture Company. A hundred colonists arrived in the first wave, and the original PCs were part of the second wave of fifty colonists that arrived six months later. Unfortunately, upon arrival, they discovered the colony abandoned and the original colonists missing.

They have settled into the colony and begun to explore the region around it. The first supply ship is about to arrive, six weeks after their initial arrival. Your PC will be aboard that ship, a new colonist who literally missed the boat the last time around. :)

I've got an UnBarb in mind, either a Mooncursed or using a few different rage powers to emulate a sea drake. Is there any chance you'd be amenable to houseruling some Blood Rage Powers for the Aquatic Bloodline? It doesn't seem hard to do, but they keep introducing new bloodrager bloodlines and not making corresponding Blood Rage powers. :-\

I could come up with some blood rage powers if your character is chosen.

Grand Lodge

Is there any Race Restrictions?

also background skills?

OK! FWIW, the Lesser/Standard/Greater of all the Blood Rage Powers seem to follow a pattern of being the level 1/4/8 powers of a given bloodrager bloodline (but not scaling with level; note for instance, that Draconic Blood doesn't up the NA bonus or energy resistance it gives). So I'd figure Rage Powers for Aquatic Blood to be a fairly easy extrapolation.

Thanks for your consideration! Build forthcoming.

Standard races are fine, along with gillman. Other races will be considered on a case by case basis.

Yes to background skills. That's in the first post.

Grand Lodge

How about the Undine ?? and I guess I should read a whole post haha

Undine would be okay, provided you have a good backstory. :)

Just dropping in the say hi to all the potential applicants! The AP has been a lot of fun so far, if by "fun" you mean barely avoiding a TPK no less than twice in book one.

We've got a good mix with the other three people in the party right now, with Gideon acting as the knowledge/skill monkey, trapfinder, and arcane caster, Tobar our ranged combatant, and Weyve our healer and divine caster. A good melee character would round us out very nicely. I might also suggest picking up at least one Craft or Profession skill; there's been downtime enough during the AP that we've been able to put those skills to use a couple of times right now.

Good luck to you all!

Would a Stonelord dwarf be too silly for an underwater campaign?

A stonelord dwarf would likely be out of his element in this campaign, pun intended.

GM Mowque wrote:
Would a Stonelord dwarf be too silly for an underwater campaign?

It might be. I would think he'd sink like a rock.

..sorry, I'll go sit in timeout now.

GM Red Box wrote:
What is the method for HP after 1st?

HP generation is 1/2 HD + 1.

Hope you don't mind me answering for you, Brainiac!

Interested. I currently play in Weyve's B/X campaign.

Thinking of a front-liner that can do decent damage but also helps defend the other PCs - like a Sacred Shield paladin, Yojimbo samurai, or High Guardian fighter. Probably human, but maybe with the Aquatic Ancestry option.

I had been working on a melee slayer for an IRL Ruins of Azlant but the GM backed out. If you would like more or less detail let me know, I simply upgraded the level. She is light on gear as we did not get that far.

"My step dad was a sailor and craftsmen and he put the love of the sea into me. I was swabbing decks as soon as I could walk, like it so much I would just hand around the dock and watch the men work. I guess it made sense that I worked in the shipyard."

Cuth was luck for a half-orc. While her biological father was clearly not around Calvin looked past his mother’s... situation and did not break off the engagement.

At an early age her 'father' taught her the ways of sailing and spoke of not only the great adventures but the wonders of the wide world of Golarian.

A big for a girl and about has hearty as they come Cuth was no dummy and she picked up the trade well but the stories of adventure and exploration stuck in his head.

She got a taste of the sailing life when Captain Dunning hired her and a couple of her friends to crew a boat that was being delivered to a client. Climbing the rigging , tying knots and making minor repairs seemed a great way to spend her days in the salty air and the scheduled two week trip seemed to be progressing well.

As with all feel good stories in Golarian it could not last. On day 9 they crew saw sails off the port side and despite Captain Dunnings efforts the grew closer and closer. It was day 11 when they caught up and attempted to board the lightly staffed ship.

Cuth grabbed a trident and fought well but they were outnumbered and when she saw her friends fall she surrendered. The pirates did not kill her outright but instead made her work and released her with orders to spread the word of the pirate crew.

"I don't expect things to be easy but with a smile, a beer and a weapon I should find a path."


Cuthra "Cuth" Carver
Female half-orc slayer (spire diver) 4 (Pathfinder Adventure Path #124: City in the Deep 80, Pathfinder RPG Advanced Class Guide 53)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +8
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 40 (4d10+12)
Fort +7, Ref +7, Will +2
Defensive Abilities orc ferocity
Speed 30 ft.
Melee trident +7 (1d8+3)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Athletic, Power Attack, Shield Focus
Traits ease of faith, healthy
Skills Appraise +2, Bluff +5, Climb +2, Craft (ships) +5, Diplomacy +8, Intimidate +2, Knowledge (local) +7, Perception +8, Profession (sailor) +8, Sense Motive +6, Survival +8, Swim +9 (+10 vs. nonlethal damage after swimming for more than an hour); Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ combat style (weapon and shield[APG]), favored terrain (water +2), hold breath, orc blood, slayer talents (ranger combat style[ACG], terrain mastery)
Other Gear chain shirt, buckler, trident, 30 gp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Terrain (Water +2) (Ex) +2 to rolls when in water terrain.
Hold Breath (+8 rounds) (Ex) Hold breath for an additional 8 rounds.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target (10 ft range, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Hero Lab Character Sheet:

I'm guessing Background skills aren't available? Couldn't tell from other characters and the post makes no mention of them, but I do enjoy the flavor they add, so I like to ask.

I would over my duty with this fighter. Will adjust for level 4

@CaptainFord, yes to background skills. It's in the first post and in a previous one as well.

Silver Crusade


Silver Crusade

Will you allow Bladed Brush? And, if so, how do you interpret it (its quite unclear what one can do with it :-()

Specifically, can one still use it two handed with weapon finesse?

Definitely thinking of some worshipper of Shelyn heavily focussed around the glaive. Quite likely (not completely sure yet) a Virtuoso Bravo paladin of Shelyn.

Who, of course, sings and dances :-). How can one resist a singing, dancing paladin? :-)

Bladed Brush is fine. You can still use it two-handed and gain the benefits of Weapon Finesse.

Submitting Fordorian Benettari, Taldan noble, devotee of Aroden, and expert on Azlant, magical and martial pursuits, and sword fanboy. Figured a Child of Acavna and Amaznen would be a fitting archetype for this campaign!

"Your mind is as much a weapon as any blade. That's why they tell you to keep it sharp."

Male Human Fighter 4 (Child of Acavna and Amaznen)
NG Medium Humanoid (Human)
Deity: Aroden Homeland: Cassomir, Taldor

Init +2; Senses Perception +1
AC 17 Touch 12 Flat-footed 15
HP 31/31
Fort +5 Ref +3 Will +2
Speed 30 ft.
Melee Longsword +7 (1d8+3/19-20)
or Light Shield Bash +7 (1d4+1/2x)
or Longsword +5 (1d8+3/19-20) and Light Shield Bash +5 (1d4+1/2x)
Ranged Shortbow +6 (1d6/x3) 60'

Spells Prepared
0th - Light
Str 16, Dex 15, Con 13, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Two Weapon Fighting, Improved Shield Bash, Arcane Strike, Arcane Armor Training
Traits Devotee of a Dead God, Azlanti Scholar
Skills 7/level, 28 total
(1) Climb +7
(3) Diplomacy +7
(4) Kn. Arcana +9
(4) Kn. Dungeoneering +9
(4) Kn. Religion +10
(4) Spellcraft +9
(3) Survival +7
(1) Swim +7
(4) Use Magic Device +8
Background Skills
(3) Appraise +8
(3) Craft (Weapons) +8
(2) Craft (Armor) +7
(3) Kn. History +9
(1) Linguistics +6
Languages Common, Abyssal, Aquan, Azlanti
SQ Eldritch Lore, Lore of Acavna and Amaznen, Eldritch Armor Training, Armor Training 1, Bravery +1
Combat Gear Longsword, Shortbow w/ 20 arrows, Chain Shirt, Light Wooden Shield
0th - Detect Magic, Light, Resistance, Spark

Arguably the youngest member of the Church of Aroden, Fordorian Benettari of Cassomir, First Son of House Benettari (or just "Ford" for simplicity's sake) was born into a family that has long been strongly tied to the church. Since the god's disappearance, his family has gone into decline with the church and despite being of noble birth and rightfully so by the measure of the Royal Archives, Ford has had to endure many of the duties that come with being a noble without many of the perks. Yet despite his family's decline, Ford remains resolute in the face of his god not answering his church's prayers. Instead, he has sought to follow in the footsteps of the Last Azlanti himself and push himself in nearly every subject he has tackled. At the age of 18, he was formally inducted into the aging "clergy" and serves proudly as a devotee of Aroden.

When news of a colony being founded in the ruins of Azlant was announced, Ford knew he had to be a part of this expedition, as did his church leaders. Relics the colony found rightfully belonged to the Church of Aroden, and should be preserved as such! Despite their age, the Church still held influence in high places, and a number of the leaders managed to pull some strings and arrange for Ford to be part of the next expedition as an "Azlant Specialist". Which, to be fair, he certainly was! The church maintained archives that gave him extensive insight into the glory that once was Azlant. Of course, his leaders have other ideas: Ford is to infiltrate the colony, assess the state of the ruins and, when the moment is right, seize control of New Talamandor on behalf of the church.

Yet Ford is attending the colony for a much more personal reason: his heritage. His recent dives into the archives have turned up something that has fascinated him since discovering it. If his information is accurate, and his historical backtracking was done right, Ford has learned that he might be directly descended from one of Aroden's most promising smithing students: an Azlanti by the name of Okojerun. It is this possibility, even more than restoring his church to its rightful place in the world, that has pushed Ford to join this expedition.

Ford's religion is a big part of who is, and his faith is what sees him through much of the trial and tribulation in his life, as well as what motivates him to push himself higher. Ford patently refuses to accept the notion that Aroden is dead; he simply isn't answering their prayers, or, as he would put it, holding humanity's hand anymore. Aroden had to make due without the aid of his gods during his time after Earthfall, and if he could do it, so can the rest of mankind. However, he knows most uneducated people scoff at the idea, so he refrains from mentioning his faith too often, if at all. He is content to strive toward his divine goals without needing to drag others kicking and screaming into his faith. In the case of his mission, this is just as well; the colony need not know his affiliation with the Church of Aroden until such time as he is ready to take control of things.

Ford is attending the expediton on behalf of the Church of Aroden, but he certainly has a few personal stakes in this mission as well. The most personal is confirming whether or not he truly does carry the blood of Okojuren, a brilliant Azlanti weaponsmith and favored student of Aroden himself, in him. Confirming this would be a huge personal morale boost, not to mention give him considerable sway among the church! The prospect of squirreling a few relics or treasures for his family to help restore them to the prestige they so rightly deserve. Of course, he is supposed to deliver any significant relics to the church, so he prays that there will be plentiful amounts of them that he can accomplish both goals. Otherwise, he might have to choose between his family or his church, and in that case, he has absolutely no clue what he will ultimately decide on.

Ford is something of a connoisseur when it comes to blacksmithing and weapons, particularly swords. For him, a sword isn't just a sword: it is a hand-and-half longsword with a cocked hat pommel, alternating wire-wrap handle, and cross-guard with 4 & 1/2 inch quillons, or something similar. Arguably his favorite subject by far, Ford has an absolute love of weapons, and will regularly collect pieces that catch his interest, even if they don't have much monetary value. His love of weapons extends into his similar love and talent with blacksmithing, and while he restrains his enthusiasm under normal circumstances, be prepared for a lengthy discussion about either subject if brought up.

Lantern Lodge

Would you allow a Locathah? I've been eager to give a Locathah Cavalier of the Order of the Eel a whirl.

I would consider a locathah. If selected, you would have to wait a little bit longer for your character to be introduced, though. You wouldn't be a normal colonist.

Silver Crusade

would you consider a hunter a viable frontliner? Or a melee oriented druid?

the hunter would work in tandem with his pet as a frontliner.

if not, I am thinking about a barbarian possibly.

Hunter or druid are both fine choices.

Scarab Sages

I'm reading through the gameplay thread (there's a lot! I probably won't be able to finish) and this group seems like a lot of of fun.

I was thinking I'd make a fighter, but even with background skills they just have so few skill points...slayer is a lot better off with that so maybe that's what I'll do. As far as the craft/profession there a gap you've noticed in the settlement? I think I remember seeing somewhere that there's already an alchemist. Actually my very first idea was a front-liner kind of alchemist, but since there's already a colonist who can cover the mundane/daily life side of those capabilities I thought maybe not. I also thought of a cavalier who could be a horse breeder and leather worker (saddles, etc. maybe leather armor, too), but I saw one of the colonists you calmed down near the beginning is already wanting to be a horse breeder. I just don't know!

Silver Crusade

can one take two traits from the players guide? I'm working on the hunter and the seasoned hunter and pathfinder society traits both fit well with my idea.

also, would you allow drake companions? as per the ranger archetype drake warden?

Keante wrote:

I'm reading through the gameplay thread (there's a lot! I probably won't be able to finish) and this group seems like a lot of of fun.

I was thinking I'd make a fighter, but even with background skills they just have so few skill points...slayer is a lot better off with that so maybe that's what I'll do. As far as the craft/profession there a gap you've noticed in the settlement? I think I remember seeing somewhere that there's already an alchemist. Actually my very first idea was a front-liner kind of alchemist, but since there's already a colonist who can cover the mundane/daily life side of those capabilities I thought maybe not. I also thought of a cavalier who could be a horse breeder and leather worker (saddles, etc. maybe leather armor, too), but I saw one of the colonists you calmed down near the beginning is already wanting to be a horse breeder. I just don't know!

Same here. I'm skimming through as much as possible, but there's quite a bit of story!

If you're looking for suggestions on a role to fill, I have a couple if you'd like a springboard!
-A chirurgeon/vivisectionist alchemist as a doctor. I made one once who graduated from Lepidstadt University and was a member of the Malkenclaw dueling fraternity.
-A devotee (perhaps Inquisitor?) of Cayden Cailean. A settlement ain't really a settlement unless it has a well stocked tavern... and they need someone to brew the ale!
-A grave digger. Yeah, it's depressing, but colonies will need someone to respectfully bury and tend to the dead. Not pretty, but someone has to do it. Bonus points if you take the Rough and Ready trait and use your shovel to beat the living hell out of enemies! "I will put you in the ground with this shovel! Figuratively AND literally!"

Oh this is hard.... I have a gillman tatooed sorceror I really want to use in Ruins, aiming to go into Ioun Angel, but you guys don't want a full caster... although I note you don't have a full 9 arcane either (and I imagine as an archaeologist that he's more of a rogue anyway...) so a sorceror could still be valuable?

So I'll probably submit him - question though, would the party like him more if I brought him in as a Paladin 2/Sorceror 2? Its a mix I've considered and would make him a much more viable close combatant. Some feedback on this idea would be lovely!

I'm far too excited about this... :D :D :D

P.S. I should probably say up front that Ioun Angel is a third party prestige class, but its incredibly fluffy for this campaign given that Azlant is the source of all Ioun Stone knowledge! I also own the PDF and would be willing to share if that helped at all.

Just one campaign trait from the Player's Guide, rorek55.

I will leave it to the players to chime in if they want a sorcerer or not.

If you guys want me then I can promise you all the Ioun Stones your hearts/heads desire! ;)

Thanks for clarifying the traits Brainiac.

Pathfinder Campaign Setting, Starfinder Roleplaying Game Subscriber

I'm thinking of building a hydrokinetic knight. Quick question, is the starting gold the gold for the class, or for 4th level?

Just the starting gold for the class. You'll get a loot share later to put you on par with the other PCs in terms of wealth.

Since a stonelord was misplaced, here is Sentir Damautu, a brawler from Rahadoum with a taste for alchemy and atheism.

Sentir Damutu
Male human brawler 4
LG Medium humanoid (human)
Init +3; Senses Perception +7

AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 36 (4d10+8)
Fort +6, Ref +6, Will +1;

Speed 30 ft.
Melee brawlers flurry +7/+7 (1d8+4) unarmed strike +9 (1d8+4)
Special Attacks brawler’s flurry, knockout (1/day, DC 16), martial flexibility (5/day), maneuver training (grapple +1)

Str 18, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Base Atk +4; CMB +8; CMD 21
Feats Dirty Fighting, Improved Unarmed Strike, Power Attack, Underwater Combatant, Weapon Focus (Unarmed Strike)
Traits Athletic, Tactician
Skills Acrobatics +11, Climb +9, Craft (alchemy) +7, Knowledge (local) +5, Lore (Laws of Man) +7, Perception +7, Sense Motive +5
Languages Common,
SQ AC Bonus, Brawlers Cunning, Martial Training

Parade Armour 25gp 25lbs
Dan Bong 1sp
Wushu Darts (10) 2gp
Sawback dagger 5gp 1lb

112gp 9sp/145gp


”The man is dangerous.”
The two cloaked figures stood on the rocky outcrop of stone, clothes whipping in the wind, one dressed in bright white, the other in midnight black. Arms tucked against the wind, they both stare down the slope, toward a man toiling up the steep road. Ignored behind them, the  Rahadoum  capital of Azir stands, a hive of activity.

”He is a formidable warrior.” the white figure says in response, peering at the figure below.

The black-robed figure snorts, ”A warrior I could deal with, direct, control. The man is a fanatic.”

The other man raises an eyebrow and remarks, ”Is it a crime to be committed to the Laws of Man?”

”No, but this Sentir takes it too far.” The reply comes quickly, ”When even the Pure Legion thinks you are too extreme...the man wants to destroy Shepherd's Rock! He is out of control. He'll have us involved in wars with Thuvia, or worse, Cheliax, before long. You heard how he stormed onto that merchant's ship last week, and confiscated all the artifacts.”

”Illegal artifacts,.” The other remarks, gazing down the hill side. Below, the man was making good headway, revealing a muscular build.

'Yes.” the other said with exasperation, ”But you know as well as I do we must make compromises, or we'll have every church in Golarion arriving with complaints, or worse, armies.”

'I suppose.”

”You disagree? Do you honestly think otherwise.”

The other man lets out a heavy sigh before answering, ”No, I suppose not. It just seems a waste.”

”Not a waste.” the first man corrects, black robe flapping in the wind ”This is a real mission for  Rahadoum , even if a...distant one.”

They go silent, as the man clambers up the final rocky stretch, nimbly jumping from rock to rock. Shortly he arrives at the crest, not even winded from his climb.

The man is powerfully built, with long muscular arms and thick legs. His dark skin gleams with sweat, reflecting in the harsh midday sun. His armor is a formalized version of that of the Pure Legion, perfectly kept and shined to gleaming. He wore no sword, but both men knew his hands were the true weapons. They had seen those hands, with a grip like iron, rip limbs like a normal man pulled weeds.

A firm face, with intelligent eyes, shows curiosity and suspicion. ”I hope I did not keep you waiting. My experiments demanded some last minute adjustments.”

”No, your alchemy does you credit, Sentir.” One of the black cloaked figures says.

”The quest to find ways of magic and power outside those of the gods is of paramount importance. Only through our own intelligence and effort will we succeed in life.” He says this with learned rote, a familiar speech. Then Sentir frowns, ”But you did not summon me here to talk of alchemy.”

'No, we did not.” The black-robed figure says, ”We summoned you here...”

”To tell me you agree with my proposals? That searches should be further instituted on foreign merchants?” Sentir breaks in, excitedly.

”No.” the robed figure says, shaking his head, ”Actually..”

”Then we go to war with Thuvia? We rescue those lands from the ignorance of god worship?”

”No!” the figure says again, more forcefully, ”Now listen....”

”Just listen, Sentir.” The white-robed figure interjects, with a warning glance. The soldier takes a formal parade ground stance, hands clasped behind his back, eyes forward. He nods crisply, silent.

The black robed figure rolls his eyes but says, ”No, we have a new task for you. Andoran has a new government project. They are starting a colony in the ruins of Azlant, they call it Talmandor's Bounty. It is supposed to be a thriving port, built on the relics of ancient man. It is fresh ground, newly claimed for civilization. We want you, Sentir, to go and be the representative of our nation and its ways. “

Sentir frowns, ”Truly?”

”Yes. We have paid the Bountiful Venture Company a sizable sum to allow this. Apparently they have had problems with settlement, dangers and the like. We even hear rumors of attacks. They have asked for warriors, so we send one of our best. We sent you.”

There is a moment of pride on Serntir face but then it darkens, 'Azlant? It is so far away...among the god worshipers...” He trails off, eyebrows furrowing.

The black-robed figure quickly cuts in, ”Yes, but think of it. A new land, that is untainted by religion. Many of the other colonists will be god fearers, yes, but they are still creating realms of men, worthy ones. Besides, with you among them, leading by example? Perhaps we can create another outpost of rational thought, were the Laws of Man reside in power.”

The heady thoughts seem to overwhelm Sentir for a moment. Then he salutes saying, ”I would be honored. I can be at the docks within the hour. “ he bows then hurries down the hill, nearly running in joy.

The black-robed figure lets out a heavy sigh and says, 'Well, that is one less thing to worry about.”

Sentir Damutu Personality:
Sentir is a generally good man, if firm and generally unbending. While an ardent advocate of the Laws of Man, he does understand not everyone follows them, and they aren't the laws of Azlant so he can work with the 'god-fearers' as he calls them. His lacks much of a sense of humor so he is often the straight-man, even in jokes at his own expense. A warrior of some ability, he also enjoys intellectual pursuits, feeling that discovered information is a route to lessen the divine influence on the world. His personal interest is alchemy but admires talents in others. As you can see above, he can be a bit clueless with subtle politics and can be a bit blinded by his mission.

Sentir Party Role:
As a brawler, he is a front-liner, able to dish out damage and adapt to changing circumstance. He is really good at debuffing, via maneuvers, dirty tricks. Very mobile, he can help defend the more long-range members of the party, controlling the fight. Also his alchemy may add a useful resource not only for the party, but for the colony at large.

RP Goals:
Coming to terms with his own strict beliefs and the shades of gray the world actually has and learning to work well with very religious people. I think the RP between him and non-humans as well as divine casters would be hilarious and enjoyable.

About Me:
1I am GM Mowque and have been playing on this site for a solid 3 years or so. I mostly GM solo games (just me and the player) and a few have hit the 1.5 years mark. I have recently been looking to play more and have been enjoying the one other group game I have been in. I post every day, usually multiple times in games. I know how to push the story forward and play well in a group. I will happily track look or any other 'work' that needs done, having been there as a GM and knowing the load. I am a librarian in EST.

This game and group look really good and it would be a blast to be a part of it. Any questions, please send them my way.

Since my first choice was not going to work well with water...I was going with my second choice and someone has the same idea and since they got on the boards first I will come up with something else. LOL

Ok here we go. Not done but it is started...Need to adjust the character a bit more.

Silver Crusade

before I finish working on my hunter, I would like to ask, how many areas will be underwater, and how often would my animal companion be unable to follow us? I ask because, its its more than 25%, I start to lose a large portion of the class, as most of it its built around fighting with the AC, and I can do something similar with a ranger/slayer without that loss.

Silver Crusade

one more question, I was looking at this feat- Stealth Synergy(teamwork) and I have found it to be very poorly worded. I would like your ruling on it. The feat is as follows.

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

I have highlighted the key issue. The question is, does one add ALL YOUR modifiers to the roll, as in the following-

My PC has +10, my companion has +12, we get +22. Or, do you only add -your- modifiers to the roll. so I would only get +10, and the AC would only get +12, but we get the highest roll? the wording to me seems to imply the former, and while I enjoy the idea of my hunter and his AC aiding each other a lot on their hunts and stalking, I suppose it can get a tad ridiculous if everyone jumps on that band wagon :/

How do you treat combat stamina for fighters.

@rorek55: About 30% of the encounters will be underwater, more so in the latest adventures than the earlier ones. Drake warden archetype is fine, by the way.

As far as Stealth Synergy, it works like the latter example you provided. You would get +10 and your AC +12 but you would both you the highest die roll between you.

@Bastien: I've never used the combat stamina rules. If chosen, I'll talk to you about possibly using them.

Hiya chums. I'm the bolt ace gunslinger in the current party.

While I can do backup melee, I'm not very good at it, so that's what we really need - an anchor point to hold our front line. We've nearly died in several encounters already so ya gotta be tough!

Gideon handles most of our skill business. He's been great at it. You probably don't need to prop us up there.

While we don't have a 9-level arcane caster, that's probably just something we're gonna have to live with. I think if we want a full arcane caster it would have to be from someone taking Leadership later. We just can't survive in our melees without a front liner.

So far this adventure has had a heavy water theme. If you pick a class with a companion and it can't go in water, you are gonna have a bad time.

Some notions:
Magus - If you wanna frontline but also contribute to magic, you could do this. The magus is squishier than most fighters so you'd have to work on that. Probably focus on pushing your AC and HP up at the expense of not doing as much burst damage, but that's ok.
Fighter - If you want a fighter with skill points as someone listed above, try the Tactician or Lore Warden. Also consider putting some of your few ranks in Swim.
Hunter - The hunter is an interesting class, and the newer Forester archetype could allow you to play a no-pet-required version that can kinda fight and kinda cast. It will be hard to overcome the armor limitations and 3/4 BAB though.
Slayer - Great all around. Go for it.
Ranger - Lotta ways that a ranger could be a good contributor. Two weapon frontline, or weapon and shield.
Barbarian - Great, no problems. Meatshield it up with your hit points and focus on using a two-handed trident or something that fights well underwater.
Cavalier - There are a couple cavalier archetypes that do underwater mount stuff? But since this AP has so far split between part land and part underwater you would be out of your element half the time either way.
Paladin - Sure, I get along with them. A paladin could be a fine addition, especially since we are pretty sure that the people who wiped the colony are evil.
Inquisitor - Usually not what people think of for a frontline, but could be good if you work on your armor and push for ways to compensate for the 3/4 BAB.
Skald - Since our bard doesn't actually do bardic music, this might be interesting.
Bloodrager - The other way to do a little arcane casting while fighting. Could be really helpful if you have a water-based sorcerer lineage.
Swashbuckler - Sure, go with a pirate theme. Piercing weapons work well underwater, yay!
Samurai - Uh, I guess if you can convince our DM, ok?
Monk - Really more of a skirmish class. If you can figure out a way to get a really good AC and be a decent fighter, cool, but then you could probably do that with any of the other classes here, right?

Wow, a lot of interest here!

I am the oracle in the party, and Weyve is built a lot like a sorcerer. Really low STR and fairly squishy. But his mystery gives him access to a number of sorcerer/wizard spells, particularly shadow spells, such as shadow enchantment, shadow conjuration, and shadow evocation. He summons a lot. He is also a good healer.

Tobar is, as he mentioned above, is a ranged combat specialist. Gideon, our bard, also prefers to use archery.

Which means that mechanically speaking what we can really use is a tanky melee guy who is good at keeping enemies from getting past him.

Your character doesn't need to be aquatic. It will be handy, but I imagine we will start looking at magical means of aquatic ability for our air breathers pretty soon.

Give me a moment or six and I will think of something that can like. Frontline.

And by that I mean 'Probably roll a bloodrager because I've done barbarian to DEATH.'

Mr GM, I have a question.

What is your take on the interaction between Fast Healing (which says 'A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing.'), and Fast Healer (Which says ' When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).')?

Natural healing, from the rules says this: ('Natural Healing: With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night,') so I think that they'd stack, but I want to make sure it'd work before I try going all-in on an idea that wouldn't work.

...wait, the average for a d10 is 5.5, which rounds up to 6, doesn't it?

That would explain why my HP looked so low. Fixing that right now!

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