We lost a couple of players, so we need players to fill two (MAYBE three) slots.
The party currently consists of:
*Bryson Deepwinter, Half-Elf Druid 6
*Ghirrak Ironfist, Half-Orc Monk (Sacred Mountain) 6
*Phillip Pharlan, Half-Elf Sorcerer 3/Rogue 3
So they could probably use some healing power at least.
The situation is currently thus;
Having acquired a former pirate vessel, our heroes have undertaken a commission from Lady Vanderboren to voyage from Port Sasserine to the colony of Farshore in the far southern ocean. Visiting briefly the ruins of Tamoachan, the ship ran through a gauntlet of Scarlet Brotherhood ships to enter the tropics. Having stopped at a watering hole, they survive a Hydra attack and now rest before setting forth to the next stop; the native olman village of Renkrue.
I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards
-All characters will be created with the “epic fantasy” (25 point) purchase method (page 16 of the Core Rulebook).
-All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.
-There can be no more than two characters of the same class in the party.
-We will start at sixth level.
-Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.
-Characters will start with the average wealth for sixth level; 16,000gp.
-Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).
-No characters can start the campaign with an evil alignment.
-Characters start at the maximum starting age for the class and race.
-Characters can have up to 2 Traits.
-Characters are encouraged to take a campaign trait; but since those were geared towards the very first level, it's not a requirement.
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
|Cardboard Tube Knight|
There are a number of "District Feats" (now classed as Campaign Traits) in the Savage Tide Player's Guide (available free download).
The guide mainly concentrates on the starting city, Port Sasserine; but there are a number of interesting features as well. Since Port Sasserine is behind you now, and you are unlikely to return (you're doomed...), I didn't make it a requirement.
Briefly, the Campaign Traits for Savage Tide are:
Water Rat-- Gain +2 trait bonus on Swim Checks; unencumbered and in light or less armor, you can swim half speed as move action or full speed as full-round action. Gain +2 initiative while swimming.
Arena Blood-- Gain +2 trait bonus to Intimidate Checks. When you succeed in demorlizing an opponent in combat, immediately heal 1d4 points of nonlethal damage. Also gain +2 morale bonus to CMB when making Grapple, Sunder, Trip, Bull Rush and Disarm attempts as long as you are aware of any noncombatants observing the fight.
Steadfast Loyalty-- Gain +2 trait bonus on Will saves vs. Charm, Compulsion and Fear effects. Also gain +1 to any Leadership score you may have.
Suspicious Eye-- Gain +2 trait bonus to Sense Motive checks. Also, the DC to take an object from you via Sleight of Hand is increased to 25. If you make the Perception check to spot the attempt, you may make an immediate AoO on the one who tried. Also, if someone tries to Feint you, gain a +4 trait bonus to your Sense Motive to avoid the Feint.
Merchant's Tongue-- At first level, gain a one time bonus of 300 crowns to starting cash. Also, when you sell objects, you can make an opposed Diplomacy check to automatically sell an object for 5% over it's asking price.
Academy Graduate-- Pick any three Charisma or Intelligence based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge:History and Knowledge:Nobility checks, and may use these skills untrained.
Knack for Magic-- You gain a +2 trait bonus on Spellcraft skill checks. In addition you have an innate talent for magic, granting you the following abilities as a 1st level caster: 1/day--Detect Magic, Light and Prestidigitation.
Child of the Shadow-- Gain a +2 trait bonus to Diplomacy to gather information about a localities black markets. You also gain a +2 trait bonus to Initiative checks in urban environments. Also, enemies cannot gain cover from you if they're in your reach. (You can attack around a corner).
Student of Nature-- Gain a +1 trait bonus on Handle Animal, Knowledge:Nature and Survival skill checks. Also gain a +2 trait bonus to Fort saves vs. special attacks of plant creatures.
|Darien Cedric Espoir|
|Ford Benett of Alkenstar|
Eltacolibre; yes the new official paizo materials are acceptable.
Though not forbidden, I would caution people against getting too exotic with the races, and definitely DO NOT make your own race. (Too many headaches)
Only half of the adventure path is on the water, and there are long stretches where there is no water (or deadly if immersed) at all.
Ford the Bard; The party is not filled yet. Most likely 3-4 days at the least.
HP- 5d10 ⇒ (9, 6, 8, 10, 10) = 43
Male human fighter (weapon master) 5/aldori swordlord 1 (Pathfinder RPG Advanced Player's Guide 109)
CG Medium humanoid (human)
Init +7; Senses Perception +1
AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +5 dexterity, +2 shield)
hp 59 (6d10+6)
Fort +6, Ref +8, Will +4; +1 bonus vs. effects targetting a Sword, Aldori dueling held by you
Speed 30 ft.
Melee +1 dueling sword, aldori dueling +14/+9 (1d8+7/19-20) or
. . dagger +11/+6 (1d4+2/19-20) or
. . dagger +11/+6 (1d4+2/19-20)
Special Attacks reliable strike, weapon training
Str 14, Dex 20, Con 12, Int 14, Wis 12, Cha 8
Base Atk +6; CMB +8 (+21 disarm); CMD 24 (28 vs. bull rush, 27 vs. disarm, 29 vs. grapple, 25 vs. sunder, 33 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (sword, aldori dueling), Improved Disarm, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits bruising intellect, fate's favored, arena blood
Skills Acrobatics +14, Climb +6, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +11, Knowledge (nobility) +8, Profession (sailor) +10, Sense Motive +10 (+8 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Swim +7
Languages Common, Polyglot, Sylvan
SQ deft strike, pride, weapon guard
Other Gear +1 mithral chain shirt, +1 dueling sword, aldori dueling, dagger, dagger, cape of free will +1/+2, ring of protection +1, stagger-proof boots, wrist sheath, spring loaded, wrist sheath, spring loaded, 66 gp
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Arena Blood Gain +2 trait bonus to Intimidate Checks. When you succeed in demoralizing an opponent in combat, immediately heal 1d4 points of nonlethal damage. Also gain +2 morale bonus to CMB when making Grapple, Sunder, Trip, Bull Rush and Disarm attempts as long as you are aware of any noncombatants observing the fight.
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Fate's Favored Increase luck bonuses by 1.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Reliable Strike: Sword, Aldori dueling (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Stagger-proof boots (1/day) Stand up from prone w/o AoO. Move up to 30 ft. as immediate action 1/day.
Weapon Guard +1: Sword, Aldori dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori dueling (Ex) +1 to hit and damage with your chosen weapon.
Devon grew up by the sea. He started early as a hand on a fishing boat, but grew bored quickly with the routine. He didn't quite have the lack of morals to go the pirate route, but was always enamored of the lifestyle. Instead he perfected his sword techniques and entered into arena combat. He gathered some small fame there, but the increase in the demand for deadlier games (he loved the sport, but wasn't a killer) eventually forced him away. So, it was back to his first love, the sea that he turned. Perhaps a place fighting pirates would suit him better.
Devon is not the most likable person, he tends to have an acerbic wit. However, he is intensely loyal to those he considers friends and he is honest to a fault. He tends to be optimistic (sometimes to the point of foolhardiness) which helps to make him more bearable socially. He also is somewhat prideful and takes insults poorly. He is basically a good guy, just somewhat prickly :)
I can be adjustin' this character to suit.
Gon'a go me usual Monk/Ninja classes, 'cause they is jus' so much fun! XD
Is 'lamelar' armor from the 'Eastern' setting okeys? Am thinkin' of changin' tha' flavour so is made out'a shells an' stuffs.
Is the DM okeys with Elfs of tha' ocean? (>_>)
Very much cheers ta' all! *Waves*
Hi. Mata played through the first book before the game he was in died. He doesn't have any healling so might only be considered if you thinking of adding two more. Since he isn't ideal I'll leave off leveling him to 6th (1 lv ranger and 2 more wizard) and 25pt (fill in his holes in Wis and Cha a bit).
Let me know if not at all what you want.
*Waves enthusiastically to Galahad0430* (^_^)
Sunny; The Asian classes and equipment are OK, they are uncommon, but you can find them in a city with some effort.
Well.. fer tha' armor I were thinkin'/hopin' of usin' tha' stats of tha' lamelar an' be sayin' it be made of bone an' shell an' stuffs instead of wood an' such. No real mechanical difference, just more a 'fluff' kind'a thing. (^_^)
Uh, did you invent your own race? I can't tell with your build. I only ask 'cause you're not allowed in this campaign. Otherwise looks good.
I din't invent tha' race. I be playin' whut tha' "Inner Sea Guide" (Aquatic Elf as detailed in the 'Inner Sea World Guide' Page; 25 =) says about Elfs livin' in an' near tha' sea, is all.
I swapped out some stuffs fer this avatar makin' it closer ta' whut ye be askin' fer in'a game, like. (^_^)
Hello, Camris. It occurs to me that I actually used this character in a Savage Tide campaign a few years back. Didn't get very far, but it does mean his background would be easily tweaked and perhaps expanded on to fit with this campaign. I will also need to scale him back down to level 6, but that shouldn't be hard.
Essentially, a transmuter wizard, tending towards a combination of offensive and utility spells.
Pirate witch submission here!
(Hex-less witch going toward Eldritch Knight)
Character on profile.
port harlots) preyed on pirates and privateers.
He stole away during his late teens, and became a sailor for a time.
Though the ghosts of his past opened doors to contacts with whom he was
loathe to associate, this led him to a connection with the spirits of
ancestors who now guide him.
First I would like to thank everyone who expressed interest in our game. I am grateful for the effort you all made to join and I hope you'll stick with us in the future!
Savage Tide was the first really long campaign I've ever run and I hope you'll find it as fun as I do. It is a rare game amongst the campaigns and I hope we'll do it justice.
That said, I would like to invite to our game:
"Sunny" Sea Elf Fighter (unarmed) Ninja Monk (Sunset)
“Devon Hernan” Human Fighter (weapon master)/Aldori swordlord (Galahad0430)
“Marius Hawk” Human Wizard (Chris Banks)
“Burian Faldaeral” Human Fighter/Witch (BinkyBo)
Congratulations to all!
Now, everybody complete your builds if you haven't already and report to the Discussion board. We'll see about your game entry there.