DM Brainiac's Ruins of Azlant: Ladies of Adventure! (Inactive)

Game Master Brainiac

Battle Maps on Google Slides
Loot Spreadsheet
Map of Talmandor's Bounty
Map of Ancorato


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Well, with the PDF of the first book in my (virtual) hands, I am ready to open recruitment for my version of the "Ruins of Azlant" adventure path! I am looking for 4-5 1st-level characters to make a complete party. 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, which you can wait to select until the Player's Guide comes out.
  • We will be using background skills.
  • You can either take average starting gold or roll for it.

Recruitment will be open through Friday, August 11th at midnight. Let me know if you have any questions. Good luck! :)


Doooooooooooooooot.


Dot


How is recruiting decided?


I'll pick the submissions based on writing style, interesting builds and backstories, and classes that combine together to form an effective, mostly balanced party.


Dotting. Making a swashbuckler Fighter.

Gold roll!: 5d6 ⇒ (4, 1, 6, 5, 4) = 20x10=200 gp!


Dot.


So I'm thinking an undine Unchained monk, how do you feel about alternate race traits?

GOOOOOOOLD!!!: 1d6 ⇒ 3 x 10 = 30


Alternate race traits are fine.


dotting, excited about the idea of maybe an Ascetic Oracle (eventually) going into Storm Kindler


I feel I play a few elven characters, so maybe an Aasimar rogue, or even an Aasimar sorceress, with a focus on weather calling.
Even a dwarven cleric, to help look for dwarven history, or Aquatic Elf rogue helping guide the ruins for glory and gold. I'll narrow down once I know what the party needs, but msot likely will not play a wizard or any psionic

*edit* Itll be an Aquatic elf Rogue or Hunter, or a Undine Hunter or Rogue. I am imaging for an Aquatic Elf the appeal comes from a ship finally crossing the sea, going over dangerous parts of the water to see if she can help find a new place for her people to have to settle, most likely off the coast to help the new colony, given that Aquatic elves tend to peacefully work with coastal communities. I could also do a Mordant Spire Elf, sent to watch and spy over the colony, since it is a strange thing trying to settle this area, and maybe even try to perused them from staying there. (last one will be N or CN, maybe even LN)


Okay, so here's my character.

Calvin is a fighter and an aspiring bartender. He desires to help colonize this new place and make a name for himself as the first Tavern owner in the new land. There's other reasons for him to go, however, but that's something I'd have to share with DM Braniac via pm since it's kinda spoileriffic to the campaign.

Calvin Shoals:

Calvin Shoals
Male gillman fighter (steelbound fighter) 1 (Pathfinder Campaign Setting: Inner Sea World Guide 310, Pathfinder Player Companion: Haunted Heroes Handbook 22)
NG Medium humanoid (aquatic)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0; +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments
Defensive Abilities enchantment resistance
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee longsword +5 (1d8+3/19-20)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 11, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Weapon Focus (longsword)
Traits armor expert, - custom trait -, the flexing arm
Skills Escape Artist -1 (+0 to free yourself from bondage), Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Profession (barkeep) +4, Swim +12
Languages Aboleth, Common
SQ amphibious, doubt, steelbound weapon
Other Gear chain shirt, heavy wooden shield, longsword, applejack (per gallon)[UE] (4), backpack, bedroll, belt pouch, flint and steel, grog (per gallon) (3), hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, weapon cord[APG], whetstone, 67 gp, 8 cp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Enchantment Resistance (Ex) +2 bonus vs. all enchantment not from aboleth, -2 vs. aboleth enchantment effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Steelbound Weapon (Longsword) (Ex) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Swim (30 feet) You have a Swim speed.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
--------------------
Calvin Shoals actually learned about the colonization attempt from working in Andoran. Learning that they would be colonizing an island, he knew he would be helpful in such a situation. As a gillman, he felt compelled to go to that area and aid the colonists.
Calvin also had a dream; he desired to start up a business of his own; a tavern where he could tend the bar and make his money tending to the other colonists and the occasional trade vessel as well. He got accepted to join the colonization attempt upon the Peregrine, and brought his initial stock aboard.

Silver Crusade RPG Superstar 2014 Top 16

Definitely interested in submitting a character. I have so many concepts floating around that it'll be hard to choose.

EDIT: I'm thinking perhaps a Deepwater Rager (from Legacy of the First World). :)


I'm thinking Naga aspirant (druid)


Dotted.

May I ask as to how much you're using rules from Unchained, in particular as they relate to the Rogue, Barbarian and Summoner?

Also, from the first book, do you have a sense as to how useful animal companions or mounts might be and how do you feel about them as a GM?

I'm just spit-balling here. At the moment I haven't a clue what I'm going to submit except it won't be divine (already playing two divine characters).

Thanks!

Dark Archive

Dotting in as I consider what to submit.

Hmmmmm, it seems the Players guide may not be out until the 17th at the latest, I usually like to at least read through those to get an idea, so I'll hold off a submission until the Players guide is out. Hopefully that'll be before this recruitment closes.


Aaaand done, for now at least. ^^

Aenon! Sailor, unarmed warrior, lover of the seas and adventure upon it.

Silver Crusade RPG Superstar 2014 Top 16

@GM Brainiac: Would you be willing to let me choose the Cecaelia race from Blood of the Seas for my character? They're a high-race-point race, but I would be willing to make concessions on dropping some of their racial abilities or something.

CECAELIA RACIAL TRAITS (23 RP):

As cecaelias are unusual and powerful monstrous creatures,
you should play one only with your GM’s permission.
Cecaelias normally have racial Hit Dice, skills, and other
abilities. PC cecaelias, however, calculate these benefits based
solely on their class. Note that these abilities are only an
approximation of the cecaelia monster from Pathfinder RPG
Bestiary 3 and may not match exactly. PC cecaelias have the
following racial traits.

+2 Dexterity, +2 Wisdom, –2 Intelligence: Cecaelias are nimble and have a canny insight, but they tend to be flighty.

Monstrous Humanoid: Cecaelias are monstrous humanoids with the aquatic subtype.

Medium: Cecaelias are Medium creatures, and they have no bonuses or penalties due to their size.

Darkvision: Cecaelias have darkvision with a range of 60 feet.

Tentacle Sense (1 RP): While swimming and not grappled or grappling, a cecaelia can spread her tentacles wide to form a sensory net around herself as a swift action. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates or until the cecaelia attacks with a tentacle or moves.

Natural Armor: Cecaelias have a +2 natural armor bonus.

Normal Speed: Cecaelias have no trouble moving about on land using their tentacles and have a base speed of 30 feet.

Swim Speed: Cecaelias have a swim speed of 40 feet.

Jet (1 RP): Cecaelias can swim 200 feet backward as a full-round action. A cecaelia must move in a straight line when jetting and does not provoke attacks of opportunity when she uses jet.

Tentacle Attacks (3 RP): Cecaelias have two tentacle attacks that deal 1d4 points of damage. These attacks are primary natural attacks and have a reach of 10 feet. This extended reach only applies to the cecaelia’s tentacle attacks and not to any other attacks she makes.

Amphibious: Cecaelias are amphibious and can breathe both air and water.

Ink Cloud (3 RP): Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.

Stable Tentacles (4 RP): Cecaelias cannot be tripped.

Languages: Cecaelias begin play speaking Aquan and Common. Cecaelias with a high Intelligence score can choose from the following: Aklo, Celestial, Draconic, Elven, Giant, Gnome, and Halfling.


@Seth86, nagas won't feature prominently in this AP so a different archetype might be more appropriate.

@SnowHeart, you can either choose to be a regular or unchained barbarian or rogue. Only unchained summoners, though, please.

Based on the first book, mounts will have difficulty in several sections of the campaign. Smaller animal companions will fare better, especially if they are amphibious. I don't mind having them in the adventuring party.

@Xynen, I may extend the submission deadline depending on when the Player's Guide is released.

@cartmanbeck, I'd rather you chose a different race. Cecaelia are a bit too out there for my tastes in PCs.

Silver Crusade

DM Brainiac wrote:
@cartmanbeck, I'd rather you chose a different race. Cecaelia are a bit too out there for my tastes in PCs.

Sooooo . . . how do you feel about Merfolk?


I'd be okay with merfolk, though I would strongly suggest they take the strong tail alternate racial trait so they can move around on land more efficiently.

Silver Crusade RPG Superstar 2014 Top 16

Fair enough. I love the idea of an octopus-person, but I'll probably end up going human instead. Perhaps I could do human with Racial Heritage (cecaelia) for flavor. LOL


This is definitely worth a dot.

Can you tell us any more about the theme?

* Is this likely to be a waterborne AP like Skull & Shackles?
* I know the AP starts at a colony. Whose colony is it? Cheliax? Do other countries have colonies around there?
* Where did the expedition set sail from?
* Lots of dungeons? Lots of wilderness?
* Heavy combat? Heavy investigating? Heavy RP with NPCs?

Also: How open are you to "weird" races? Like a nagaji or a wayang?
I have a wayang shadow witch and a nagaji wood oracle that are mostly ready. The wood oracle was written up as a pirate for Skull & Shackles.


Sure!

  • While each adventure will feature some manner of aquatic encounters, there is a lot of land-bound encounters as well. I would guess about 30% of the encounters will involve underwater combat.
  • The colony of Talmandor's Bounty belongs to Andoran. Its primary sponsors are the Andoren government and a newly formed finance company named the Bountiful Venture Company. The initial wave of settlers arrived six months ago to set up basic infrastructure, and your PCs are part of the second group of colonists to arrive. It is located on a remote island in the Arcadian Ocean, and there are no other colonies nearby.
  • The expedition set sail from Almas aboard the Peregrine. You have been at sea for six weeks and are just about to arrive at the colony when the adventure begins.
  • It looks like it will be a fair mix of dungeons and wilderness, with perhaps a stronger emphasis on the latter.
  • A good mix of all three. The first adventure focuses more on investigation and RP than combat.

I'm open to "weird" races if you have a good backstory for your character.


Pathfinder Roleplaying Game Superscriber

Super interested. Will submit character


I'm thinking an Alchemist could be really effective with their breadth of skills and formula list. I would like to ask, could I use the Vivisectionist archetype? I would make a NG physician, not a mad scientist, but if it's a no then I can do a vanilla Alchemist.

3d6 ⇒ (2, 3, 5) = 10


dot


@TheSilverDreamer, you can be a vivisectionist.

Scarab Sages

Any issues with a grippli?


I would consider a grippli.

Scarab Sages

Cool, current front runner is a grippli Deep Shaman

RPG Superstar 2008 Top 32

Marking this. Will read the player's guide and make a character this week.


I'm thinking Aquatic Elf Wizard.

Sovereign Court

Very much interested, I've heard good rumors about what this AP is all about.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Dotting, I am interested and will probably be running it myself as well but it would be nice to play too if that wouldn't rule me out. When do the players guides usually come out?


This sounds good

Would you be open to using Locathah? I have kind of fallen in love with the fishy guys after reading through Blood of the Sea. I will at the very least use the Strong Limbs alternate racial trait as mobility on land would be a pretty big issue otherwise.

Locathah (11 rp) racial traits and possibly used alternate racial traits:

+2 Dexterity, +2 Wisdom, –2 Intelligence Locathahs are
agile and intuitive, but they are more interested in travel and
experiences than in academia.
Aquatic Locathahs are humanoids with the aquatic subtype.
Medium Locathahs are Medium creatures and have no
bonuses or penalties due to their size.
Low-Light Vision Locathahs live in areas where sunlight
illuminates the water, and they have low-light vision.
Natural Armor Locathahs have thick scales that provide a
+2 natural armor bonus.
Slow Speed Locathahs have a base speed of 10 feet.
Fast Swimmer (5 RP) Locathahs have a swim speed of
60 feet.
Amphibious Locathahs have the aquatic subtype but can
breathe both water and air.
Languages Locathahs begin play speaking Aquan and
Common. Locathahs with a high Intelligence score can
choose from the following: Aklo, Draconic, Elven, Giant,
Gnome, Goblin, and Halfling.

ALTERNATE RACIAL TRAITS
Coastal Emissary Locathahs who dwell in sunlit coastal
waters develop close ties with surface dwellers and become
skilled negotiators. Once per day when attempting a
Diplomacy or Sense Motive check, a locathah with this racial
trait can roll twice and use the better result. This racial trait
replaces low-light vision.
Powerful Smell Although all locathahs have a distinctly
fishy odor out of the water, some locathahs have slimier skin
that exudes a strong scent both above and below the waves.
Locathahs who have this racial trait emit a terrible scent as a
15-foot aura that nearly every other creature finds offensive.
This is a poison effect. All living creatures (except other
locathahs and creatures with the stench ability) within the
aura must succeed at a Fortitude saving throw (DC 10 + half
the locathah’s character level + the locathah’s Constitution
modifier) or be sickened for 5 rounds. Creatures that succeed
at the saving throw cannot be sickened by the same locathah’s
powerful smell for 24 hours. A delay poison or neutralize poison
spell or similar effect removes the effect from the sickened
creature. Due to their smell, locathahs with this racial trait
have a –4 penalty on Stealth checks. This racial trait replaces
natural armor.
Strong Limbs Some locathahs have powerful legs that
are very useful on land but limit their mobility underwater.
These locathahs have a base land speed of 20 feet and a swim
speed of 40 feet. This racial trait modifies fast swimmer and
slow speed.


Well, I'll give this a shot. If accepted and once the players guide comes out, I'd likely continue to flesh this out. Please feel free to look through my posts in other campaigns to get a sense for me as a player.

Salvio Crusca (NG Human Abomination Psychic)

Stat Block:

Salvio Crusca
Male human (Chelaxian) psychic 1 (Pathfinder RPG Occult Adventures 60)
NG Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +1, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks dark half (1 bleed, 5 rounds/day), phrenic amplifications (mindtouch[OA], overpowering mind[OA]), phrenic pool (4 points)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), magic missile, ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, grave words[OA], haunted fey aspect[UC], prestidigitation
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 19, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Expanded Phrenic Pool[OA], Extra Amplification[OA]
Traits sea-souled (coastline or island)
Skills Diplomacy +6, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +8, Perception +4, Spellcraft +8, Swim +1
Languages Aboleth, Aquan, Azlanti, Common, Elven
Other Gear 140 gp
--------------------
Special Abilities
--------------------
Dark Half (1 bleed, 5 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Mindtouch (Su) 1 pool: detect surface thoughts of spell target (as the 3rd-round effect of detect thoughts).
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (4/day) (Su) Pool of points you can use to modify psychic spells as they're cast.

Background (First Draft):

Hailing from the town of Hinji on the Chelish coast, Salvio has long been haunted by thoughts and whispers in his mind. The Empire's diabolists thought perhaps these were the influences of something infernal, but after studying Salvio and his symptoms, they determined something else was at play. He began to study under an Ustalav medium, thinking perhaps it was the result of a haunting, but through the medium they discovered it was instead a latent talent, a portion of Salvio's own personality, trying to break free.

A basically kind and caring man, this part of Salvio's personality did not so much "whisper" within the man's mind but would brush up against his emotions and thoughts, leaving behind cruel impulses. Under the guidance of the medium, Salvio was eventually persuaded to spend time meditating and focusing upon these feelings and, through those efforts, unlocked his abilities as a psychic while also coming to understand this other part of who he is. Or, so he thinks.

While trying to understand these impulses and emotions, Salvio has also been drawn in another direction: the history of the Azlanti empire. He has studied the language and history of humanity's ancestors, always seeking out more information and knowledge. When the expedition/colonization of Talmandor's Bounty was announced, Salvio immediately used his meager savings to book passage to Andoran and applied to be part of the colonization efforts.

Salvio hopes or, more precisely, feels that this journey will help him reach a better understanding of himself and his role in the world and that by doing good things for the colony he may be able to quiet the darker impulses brewing in his mind.

Note to GM: The abomination discipline allows for a lot of flavor and I would be open to having those impulses come from some aboleth influences or anything else that might be fun in the campaign, or merely use them to inform my personal role play of the character.


Do we have any idea when the Player's Guide will be released?
Also, I love GOOOOOOOLD: 2d6 ⇒ (3, 6) = 9

Huh. Well, better than average at least.


@Kevin O'Rourke, the player's guide should be out in the next week or so.

@Cuan, you can be a locathah. I think I'm going to have to get Aquatic Adventures and give it a read. :)


Okay, got Karandir finished. Conjuration Wizard, Aquatic Elf so he'll be good on land or below the waves. He'll be going summoner/battlefield controller.


I will have to submit a Gillman character for this game.

Now I'm just thinking about what class.


@DM Brainiac it's actually Blood of the Sea that has all the races in it, and quite a few of them.

Both have archetypes and feats but Aquatic Adventures has both more setting info and more general aquatic rules.


Ah, I will have to get both of them. :)


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Player's Guide is up!


I'd like in.

About me: I'm a competent but not inspired writer and love to get into character. My best quality is that I am faithful and a steady poster. Real life has never kept me from posting, even vacations.

Still need to write up the Eidolan and fill out gear.

Starting wealth: 2d6 ⇒ (2, 6) = 8 x10 gp


Dotting! This seems like the perfect opportunity to make some sort of Bard (Archaeologist).

Sovereign Court

I've read the Player's Guide. Leaning toward applying with a pearl diver paladin or a serpent-fire adept monk.


Pathfinder Roleplaying Game Superscriber

I'm working on a human aquatic bloodrager!


Pathfinder Adventure Path, Rulebook Subscriber

dotting


The Pathfinder Recruit trait from the player's guide is awesome, and totally in character with my guy. Just gonna roll for starting gold.

Starting Gold: 3d6 ⇒ (5, 2, 6) = 13 x10=130 gold

Should have something up soon, either tonight or tomorrow evening. Going for a halfling Archaeologist, with plans to prestige eventually into Halfling Opportunist. I think it'll be interesting to have a non-aquatic person in this campaign.

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