DM Jesse's Jade Regent (Inactive)

Game Master Jesse Heinig

Current map: Snorri Stone-Eye's funeral ship

Our caravan

Our caravan travel log

Swag Bag

Current Party XP Total: 13,084


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All right, here it is, the for-real recruitment thread for Jade Regent.

Here's what you need to know!

(It's kind of a lot, so I will have a pair of summary posts after this.)

5 PLAYER PARTY
Think of this as an audition. I'm interested in your character, your availability, and how you'll fit in with the rest of the cast (the party).
Normally adventure paths are for 4 players but I feel like having 5 players allows a little more leeway in people being able to flex their character designs instead of having to really specialize tightly in one of the "four food groups."

GONNA HAVE TO DEAL WITH PEOPLE
In general, I will accept one party member who's a weirdo -- a character species that isn't in the core book, like a samsaran or android or whatnot. You still have to do the legwork to figure out how you fit into the story. You need to have a reason that people are willing to talk to you!
Jade Regent has, at certain points, a strong emphasis on character interaction and on traveling to different places and making allies from strangers. If the party doesn't have anyone who can convincingly do so, it could stall out the adventure, and that's no fun.
At least one character should be relatively easy to get along with (decent Charisma, maybe some social skills).
If you decide that you absolutely have to submit a strange character, remember that you are competing against everyone else who does so. So while I won't say a hard "no" to a lizardfolk or a wayang, you will wind up being compared to all the other non-core-book-species characters that are submitted.
Your character class generally doesn't matter. You wanna play a black blade magus? Picaroon swashbuckler? Holy gun paladin? Sure, whatever, your job is not likely to affect initial impressions as much as your outward appearance and your Charisma. (I do reserve the right to kibosh third-party stuff that I feel is badly built.)

JUST YOUR STANDARD HEROES
Make your character with the 15-point buy, using the average starting gold for your class. This means you'll be making some tough choices early on.
If you really prefer playing more powerful characters, this may just not be the game you're looking for.
(If recruitment suddenly dries up because of this, I reserve the right to change my mind, but I really would rather not go to war over point-buy totals.)
On the up side, Jade Regent has several places where the GM is encouraged to flesh out the adventure with more personalized encounters, and in such cases I often like to drop in material that is based on making tough choices, not necessarily on fighting. Playing a character who isn't "combat optimized" won't be a barrier to dealing with those kinds of scenes.
Which leads to . . .

HYPER-OPTIMIZATION WILL NOT SAVE YOU
It's great that a tight synthesist summoner or strength-based slayer build can totally mash monsters. I have no problem with this, but as I mentioned previously, you will also face other challenges that are not based on your ability to get +16 to a die roll.
With this in mind, having a character who can contribute to the group is great, but I would encourage you to make a character who has some quirks or characteristics that are there just because you think they are thematically neat. Your character's story should matter.

KEEP YOUR BACKGROUND TIGHT
I just don't have time to read a 14-page backstory for everyone who wants to play. Keep your background to a couple paragraphs highlighting where your character's from, why you're an adventurer, and any pertinent high or low points of personality and history that I can exploit to make interesting twists in your personal part of the story.

IT'S A PARTY!
If you can't get along with the group, you do sketchy stuff like enslaving enemies that you defeat and then claiming "I'm Chaotic Neutral, I can do whatever I feel like!" or you try to kill other party members, I'm gonna boot ya. So just save everyone the trouble! :D

TRAITS? SURE!
You must choose one Campaign trait from the Jade Regent player's guide. If you are picked to play, then in this thread you should talk with the other players if you have something like an overlapping "childhood crush" trait. Maybe you want a dramatic love triangle, or for one PC to feel horribly crushed by rejection, or maybe you prefer to just pick something else. That's all good.
Your other trait can be anything that isn't a campaign trait from some other campaign, as long as you use the most recent version. (Yeah, Heirloom Weapon is no longer the be-all end-all.)
You can take Rich Parents, but this means you are either really well established in Sandpoint as part of the aristocracy, or you came from somewhere else where you were really rich, and either way your character will be noticed.
You can take a drawback if you want in order to get one extra trait.

ROMANCE, NOT PORN
So, Jade Regent is kinda famous because it is an adventure that has built-in romance hooks. This will probably mean lots of face time with NPCs. It may mean the occasional tasteful fade to black. It is not gonna be the forum for late-night lasciviousness. I don't know you, you don't know me, this is a public forum, let's keep it PG.

WEST TO EAST
The storyline of Jade Regent takes you from the Lost Coast of the Inner Sea, in the little town of Sandpoint, on a lengthy journey to the far east. This means your character is almost certainly a "westerner."
If you absolutely have to play a ninja or something, you probably are a descendant of a retainer or friend of the Kaijitsu family, who moved to Sandpoint long ago. Maybe you came all the way to the west from Minkai or Tian Xia or something, or you were teleported or found a gate or whatnot, but I wouldn't count on it.
Though having as your motivation "I got stuck in the West by an evil wizard and I wanna go home and kick his magical behind" is pretty sweet.

AND A LITTLE BACK TO OUR ROOTS
The third-point-fifth edition of the World's Most Famous Roleplaying Game That Shall Not Be Named introduced some class options that Pathfinder didn't emulate or follow up on, such as warlocks, duskblades, and spellthieves. (Yeah okay the magus is an emulation of the duskblade, but in many ways it's just not as hoss, right?) If you really want to play one of those, well, ok, go for it. If there is already a Pathfinder version, you need to use that instead. So, if you play a samurai (for instance), use the Pathfinder version.
No, you don't get "extra stuff" to make up for the fact that Pathfinder classes are festooned with more goodies than other Predecessor Game classes. Playing something that isn't really part of the Pathfinder stable should be more than enough.
Still, warlocks are pretty rad, right?
Oh, uh, I have no inherent problem with psionics, though people in the world may think that you are an extreme weirdo. Also you probably won't find much in the way of useful psionic treasure. Use the Ultimate Psionics Pathfinder material if you decide to go that route.


DM Jesse Heinig wrote:

All right, here it is, the for-real recruitment thread for Jade Regent.

Here's what you need to know!

(It's kind of a lot, so I will have a pair of summary posts after this.)

5 PLAYER PARTY
Think of this as an audition. I'm interested in your character, your availability, and how you'll fit in with the rest of the cast (the party).
Normally adventure paths are for 4 players but I feel like having 5 players allows a little more leeway in people being able to flex their character designs instead of having to really specialize tightly in one of the "four food groups."

GONNA HAVE TO DEAL WITH PEOPLE
In general, I will accept one party member who's a weirdo -- a character species that isn't in the core book, like a samsaran or android or whatnot. You still have to do the legwork to figure out how you fit into the story. You need to have a reason that people are willing to talk to you!
Jade Regent has, at certain points, a strong emphasis on character interaction and on traveling to different places and making allies from strangers. If the party doesn't have anyone who can convincingly do so, it could stall out the adventure, and that's no fun.
At least one character should be relatively easy to get along with (decent Charisma, maybe some social skills).
If you decide that you absolutely have to submit a strange character, remember that you are competing against everyone else who does so. So while I won't say a hard "no" to a lizardfolk or a wayang, you will wind up being compared to all the other non-core-book-species characters that are submitted.
Your character class generally doesn't matter. You wanna play a black blade magus? Picaroon swashbuckler? Holy gun paladin? Sure, whatever, your job is not likely to affect initial impressions as much as your outward appearance and your Charisma. (I do reserve the right to kibosh third-party stuff that I feel is badly built.)

JUST YOUR STANDARD HEROES
Make your character with the 15-point buy, using the average starting gold...

15 points seems awfully weak..


SHORT VERSION: STATS

Ability scores: 15 point buy.
Races: Any from the Pathfinder core. Will allow one non-core in the group. You need to be able to deal with humans & their close allies.
Classes: Not super picky, though I recommend that you focus more on something conceptually cool than on hyper-optimizing.
Gear: Start with average gold for your class and buy your stuff.
Traits: One must be a Jade Regent campaign trait. The other can't be a trait from a different campaign. You can take one drawback to get an additional trait.


DM Jesse Heinig wrote:

SHORT VERSION: STATS

Ability scores: 15 point buy.
Races: Any from the Pathfinder core. Will allow one non-core in the group. You need to be able to deal with humans & their close allies.
Classes: Not super picky, though I recommend that you focus more on something conceptually cool than on hyper-optimizing.
Gear: Start with average gold for your class and buy your stuff.
Traits: One must be a Jade Regent campaign trait. The other can't be a trait from a different campaign. You can take one drawback to get an additional trait.

15 points is the "standard adventurer" build! :D


Dotting for interest...

Human Ninja or Samurai, Campaign Trait: Younger Sibling (Ameiko), the other might be Rich Parents (might make sense in context).

Grand Lodge

Dotting


Interested.. will have to make a character that fits your parameters.


Presenting myself!

Spent all afternoon getting ready.

Background:

A bit of an outcast, his magic doesn't conform to the normal methods of arcane power, he must study but is able to cast spontaneously as a sorcerer. He has been thrown out of every magical acadamae he's been in. Usually after only several weeks. His spell book and its unparalleled accuracy and orderliness impresses the headmasters. He is able to pass the interview with careful wizard like spell casting. After a few weeks however, he forgets to hide the fact that he can cast spells like a sorcerer, he also has no real aptitude for arcane knowledge or spellcraft. Jinda is however a fabulous calligrapher, the most renowned in Varisia. (Sadly Varisians for the most part are too busy with the frontier aspects of the area to really know or care about well done calligraphy.)
Most dwarfs confronted with so many failures, would turn to ale and bitterness, instead Jinda opted for a life of wandering and adventure, since he couldn't find any formal school that would accept him. Through his travels he's met many folks who helped him shed his natural dour state, leaving Jinda a jovial and good spirited person. Of particular note, one evening in Sandpoint's Rusty Dragon Jinda was feeling particularly low and was about to hurl his spellbook in the fireplace, when Ameiko stopped him and with her encouraging words has redoubled his efforts to become a wizard of great renown.

As a younger dwarf and a regular traveler to many of the wizard schools on Avistan, Jinda is well experienced with the caravan life. Lately he has been feeling the desire to wander again.


Gonna be out for a few hours, will check back tonight!

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

Dotted and working on a Kitsune Oracle or Sorcerer or Ninja or Bard...haven't made my mind up yet.


DM Jesse Heinig wrote:

SHORT VERSION: STATS

Classes: Not super picky, though I recommend that you focus more on something conceptually cool than on hyper-optimizing.

Conceptually, I really like the Occult Adventures materials, are those allowed?

(I was thinking a Fire Kineticist- a fire-bender style of character. Easily explained as a latent sorcerer who channels their abilities through rigorous training and self-control)

If that's acceptable, here's his background:

Kenji Kaijitsu:

Kenji's family immigrated to Varisia many generations before when the head of the household had traveled to Magnimar to trade goods. While there, the house head had lost the family fortune, goods, and even their ship in a game of Towers gone bad. With nothing left to them save the clothes on their backs and a few silvers, the members of the family begrudgingly struggled to make enough to return home to Dtang'ma.

Years past, money was made but never quite enough to return the family home. When one of the household head's daughters fell in love and married one of the noble houses in Magnimar. The Kaijitsu family was acceptable, considering that they at least came from their neighboring country of Minkai. It seemed ever less likely that they were going to see their homeland again.

They never did. Generations passed, and the living descendants of the house slowly blended into the houses and families living in Magnimar. Family traditions were kept when able, including the sorcerous style of martial arts that was brought with them into Varisia. The Kaijitsus moved to sandpoint though they kept a villa in Magnimar for reasons kept from their youngest children. Kenji Kaijitsu couldn't help but hope that now he was grown he could have an adventure of his own. After all, his big sister was one of the people he looked up to the most, and though she had tried to talk him out of it, he could see the energy in her words when she spoke of her adventures.

And the crunch, cause why not.

Kenji's Stats:

Kenji Kaijitsu
Male human (Tian-Min) kineticist 1
NG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +2 (1d3)
Ranged fire blast +2 touch (1d6+1)
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 16, Int 12, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Improved Unarmed Strike, Weapon Finesse
Traits ease of faith, helpful, younger sibling
Skills Acrobatics -1 (-5 to jump), Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (nature) +5, Perception +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +3
Languages Common, Minkaian, Tien, Varisian
SQ burn, elemental focus (fire), kinetic blast, pride, wild talent (kinetic fist)
Other Gear leather armor, backpack, belt pouch, blanket, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 102 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Fire Pyrokineticists.
Fire Blast (Sp) You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist Your natural and unarmed attacks do extra damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Younger Sibling (Ameiko) (Ex) +1 vs foes threatening sibling.
--------------------


Pathfinder Rulebook Subscriber

I'm totally down for 15 point buy. Let's do this!


Hi here is Ielah Yelah, Young human ranger. Switch Hitter, Tracker and Survivalist.

Orphaned at a young age Ielah grew up in a Sandpoint orphanage. Unhappy she took to wandering away from the not very vigilant orphanage keepers into the wilderness around the city whenever she could. It is during these jaunts that she caught the eye of Shaelu. Impressed by the young girl's natural talents in the outdoors Shaelu became Ielah's unofficial mentor.

Under her tutelage Ielah has grown up to be an accomplished ranger. She doesn't feel very connected to Sandpoint as she grew up an orphan. Her love of the outdoors and wanderlust has led her to worship Desna though. She is a natural scout and a good fighter and would jump at a chance to join a caravan heading to mysterious far away lands. Especially if her adopted big sister is going as well.

Statblock:

Ielah Yelah
Female Human Ranger 1
NG medium humanoid
Init +2 Senses Normal Vision Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14
hp 12
Fort 3 Reflex 4 Will 1
OFFENSE
Speed 30 ft
Melee Falchion +4 (2d4+4/18-20/x2)
Range Longbow +3 (1d8/x3)
Space 5 Reach 5
STATISTICS
STR 16 DEX 14 CON 13 INT 10 WIS 12 CHA 10
BAB 1 CMB 4 CMD 16
Feats Quick Draw, Power Attack
Traits Stargazer, Student Survivalist
Skills Acrobatics -1, Appraise 0, Bluff 0, Climb 0, Diplomacy 0, Disguise 0, Escape Artist -1, Fly -1, Handle Animal 4, Heal 1, Intimidate 0, Knowledge (nature) 4, Perception 5, Ride -1, Sense Motive 1, Stealth 3, Survival 7, Swim 4
Languages Common
Gear Falchion, Longbow, Arrows (20), Kit - Ranger's


dotting for interest, want to see how a warpriest fares in this path. :)

Will have something done in the next couple of days.


dotting for interest. Thinking of going ranger rogue. Will get something more concrete later.


Here is my submission for this game... would love to play.


I would like to apply with Hiro Takemashi: sword saint samurai, tavern bouncer at the Rusty Dragon, and Best Friend of Ameiko.

Full Disclosure: I played Hiro (as a Ninja) back in 2013 in a previous Jade Regent PbP that fizzled out shortly after the PCs reached Level 2. However, I have no problem separating player knowledge from character knowledge.

Thanks for your consideration, and best of luck to everyone!


Hey there, this is my submission, the half-orc brawler Kogan.

Backstory:
Kogan doesn't talk much of his childhood, other than to say that it was 'out east', likely meaning the Cinderlands, and that's as much as anyone ever gets out of him on the topic. He got work as a caravan guard, and that took him west; eventually one of his jobs took him to Sandpoint. He didn't care much for his colleagues, who gave him all the usual grief over his mixed heritage, but rapidly learned not to anger him when within arm's reach.

The night after the caravan arrived in town, Kogan was taking a drink at one of the local taverns, as were a pair of drovers from his caravan. For once, they didn't seem to be singling out Kogan; this night they were too busy being obnoxious drunken louts to the entire establishment. When Kogan saw one of them trip a halfling woman just for laughs, he decided he'd had enough, and tossed the two of them out the door.

The next morning, Kogan found his employment had been cancelled. As his former caravan left town, and he pondered his future, a human woman approached, and introduced herself as the owner of the Rusty Dragon, the tavern he'd been in the night before.

With a smile and a lok in her eyes that was clearly laughing with instead of at him, she asked, "If you think you can keep from killing anyone doing what you did last night, care to get paid for doing it?"

And that was how Kogan found became the bouncer/odd-job man at the Dragon. It's going on a year now, and if you were to ask him if he's happy, he'd say, "Yeah, but..." But what? He's happy to have steady honest work, so why does he sometimes find himself staring wistfully at wagons leaving for far-off places?

Personality:
Kogan thinks of himself as the "gentle giant" type, but it's clear that's kind of viewed on a sliding scale in his mind, as his first impulse is to think with his fists (as near as anyone's been able to discern, it basically comes down to Kogan won't start a fight, but gods help you if you start it). He's taught himself to rein in those impulses, but when he uses his words, he usually says the wrong thing about five seconds before thinking of the right thing.
Most of that effort at self-restraint can probably be traced to his fierce devotion to "Miss K".

Stat block:
Kogan
Male half-orc brawler 1 (Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee punching dagger +4 (1d4+3/×3) or
. . unarmed strike +4 (1d6+3)
Ranged dart +3 (1d4+3)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Enforcer[APG], Improved Unarmed Strike
Traits armor expert
Skills Acrobatics +5, Intimidate +5, Perception +5, Sense Motive +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ brawler's cunning, martial training, orc blood
Other Gear lamellar (leather) armor, dart (6), punching dagger, backpack, bedroll, belt pouch, crowbar, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 29 gp

That's the basics. I'd try to polish it more but it's crazy late and I'm exhausted. If you need something clarified, feel free to give a holler.

Ghorrin Redblade


Dotting. Also, I have a question: is the okayed 3.5 stuff limited to just starting classes or is it possible to look into prestige classes and spells and stuff too? This is mostly a down-the line kind of question for me, but I'd still like to know now.

RPG Superstar 2009 Top 16

So looks like I've been posting in the wrong place. Will get started.


I think I'll submit a Possessed Shaman. I'm thinking he/she could act as a pretty decent face due to being able to scale Diplo/Bluff etc off Wisdom which is pretty neat!


Derz wrote:
Dotting. Also, I have a question: is the okayed 3.5 stuff limited to just starting classes or is it possible to look into prestige classes and spells and stuff too? This is mostly a down-the line kind of question for me, but I'd still like to know now.

Possibly. There are some crrrrazy prestige classes and some of them are highly setting-dependent. But maybe! I would need to know more.


Mark Thomas 66 wrote:
So looks like I've been posting in the wrong place. Will get started.

Sorry! Been a busy day. I'm going to link this thread on the old one.


Dotting. Will work on something wacky on Monday when i'm back at work. Is there a set deadline?


Kennesty wrote:
Dotting. Will work on something wacky on Monday when i'm back at work. Is there a set deadline?

I'm going to close Monday afternoon/evening and hopefully get the ball rolling.

RPG Superstar 2009 Top 16

Ok settled on Half-Elf Druidess (Probably Mountain or World walker) Build underway


Definitely interested in this...have a character concept I'm curious to see how viable people think it is. Going to solicit feedback from the Advice forum and return. :)


Meet Kharia, dwarven barbarian. This is her background, crunch to follow soon. :)

Random Character Background Generator:

Step 1—Homeland, Family, and Childhood
Core Race: 1d6 ⇒ 1
Homeland: 1d100 ⇒ 94
Parents: 1d100 ⇒ 68
Siblings: 1d100 ⇒ 34
Childhood: 1d100 ⇒ 84
Sibling Relative Age (If Necessary): 1d100 ⇒ 88
Sibling Race (If Adopted): 1d100 ⇒ 19
Unusual Homeland (If Necessary): 1d100 ⇒ 16
Circumstance of Birth: 1d100 ⇒ 58
Parents’ Profession: 1d100 ⇒ 29
Adopted Outside Your Race (If Necessary): 1d100 ⇒ 25
Nobility (If Necessary): 1d100 ⇒ 50
Major Childhood Event: 1d100 ⇒ 10

Step 2—Adolescence And Training
Class: 1d31 ⇒ 3
Best Ability Score: 1d6 ⇒ 4
Worst Ability Score: 1d6 ⇒ 2
Class Background: 1d100 ⇒ 78
Class Background (If Hybrid Class): 1d2 ⇒ 2
Influential Associates: 1d100 ⇒ 77

Step 3—Moral Conflicts, Relationships, and Drawbacks
Conflicts: 1d20 ⇒ 13
Conflicts (Nonevil Only): 1d12 ⇒ 9
Conflicts (Good Only): 1d6 ⇒ 5
Conflict Subject: 1d20 ⇒ 5
Conflict Motivation: 1d10 ⇒ 10
Conflict Motivation (Nonevil Only): 1d8 ⇒ 6
Conflict Motivation (Good Only): 1d4 ⇒ 3
Resolution Chosen: Sincere Regret
Optional: Crime: 1d100 ⇒ 26
Optional: Punishment: 1d100 ⇒ 22
Alignment Chosen: Chaotic Good
Deity Chosen: Desna
Romantic Relationships: 1d20 ⇒ 14
Romantic Relationships (Relationship Required by earlier rolls): 1d12 ⇒ 9
Relationship with Fellow Adventurers: 1d100 ⇒ 66
Optional: Drawback: 1d100 ⇒ 93

Step 4-Follow Up Rolls
Siblings: 1d4 ⇒ 4
Sibling Relative Age (If Necessary): 1d100 ⇒ 90
Sibling Relative Age (If Necessary): 1d100 ⇒ 3
Sibling Relative Age (If Necessary): 1d100 ⇒ 9
Relationship with Fellow Adventurers (First one didn't make sense): 1d100 ⇒ 13
Sibling Biological Sex (1=Female, 2=Male): 1d2 ⇒ 1
Sibling Biological Sex (1=Female, 2=Male): 1d2 ⇒ 1
Sibling Biological Sex (1=Female, 2=Male): 1d2 ⇒ 1
Sibling Biological Sex (1=Female, 2=Male): 1d2 ⇒ 2

Background (With apologies for the length: the generator just provides too much fun stuff to work with):

Kharia didn't know a dwarven homeland - just the streets of Magnimar. Her family was well enough off, thanks to her mother, Rusilka, who was a talented actress. Who knew that there was so much call for dwarven theater? Her family was large and seemed to be loving, but it all crumbled when her father, Morgrym, discovered Rusilka in an adulterous relationship and slew her in a fit of rage. This disintegrated the family, and when her father went to prison, Kharia and her siblings were forced to the streets to find their own way.

Kharia, quick of mind but slow of fingers, couldn't quite stay out of trouble, and quickly fell in with the wrong lot, a band of criminals with a viscious leader - Khessed of the Grey Cowl gang. Khessed found a way to trick Kharia into participating in a ceremony that infused her with fiendish power. He sent Kharia off into the night to capitalize on her raging prowess (followed by several other thieves), whereupon she smashed her way into a government office located near the temple of Desna (and storing criminal records), causing a chaotic brawl that resulted in the theft of Khessed's past crime reports. She was subdued by the official in charge of the office and his guardsmen, and her companions fled, leaving her to the judgment of the city.

When she came to, she found herself in the back of a Varisian travel wagon, bound to a chair, and facing down old Koya Mvashti, who was watching her with a critical eye, but offering an opportunity for the young dwarf who obviously had no control over herself. Koya explained that she was passing by while the guards were wondering what to do with Kharia, and convinced them to relinquish the young dwarf to her care, on the authority of the temple of Desna. After a futile struggle against her bonds, Kharia listened to Koya's offer for a new life: to help Kharia leave Magnimar forever, repent of the destruction she caused, and learn to control the fiend inside her. In return, Kharia would help Koya in her daily tasks, support the family with her skills, and - most importantly - help Koya in the future on a final grand adventure.

After years with her new ‘family’, Kharia still misses her three sisters and her brother, wondering what has become of them, but is mostly content to hone her combat prowess with her fellow adoptive ‘brother’, Sandru, and to offer assistance on the family caravan. There are still moments when her rage gets the better of her, but these are becoming fewer, further between, and much better controlled.

Kharia now feels ready to see more of the world than the family’s wagons, and ready to help her hometown, Sandpoint, with its troubles. When she meets the other adventurers at the Rusty Dragon, she’s quick to see an opportunity for adventure!

Grand Lodge

ok, i'm thinking Aasimar(musetouched) 3.5 warlock or a warmage. I know it sounds odd, but I think i can make it work and sound reasonably workable.

Oh, and for skill points, it says 2+int x4....what should I use instead? maybe 4+int? And what should I use for starting gold for those two classes?


Was my submission okay?


Work in progress


Starting Gear: 3d6 ⇒ (1, 6, 5) = 12 x 10 = 120 GP (just above average)


grimdog73 wrote:

ok, i'm thinking Aasimar(musetouched) 3.5 warlock or a warmage. I know it sounds odd, but I think i can make it work and sound reasonably workable.

Oh, and for skill points, it says 2+int x4....what should I use instead? maybe 4+int? And what should I use for starting gold for those two classes?

Just strip off the multiplier. So, a warmage or warlock gets 2 skill points per level (plus any bonuses for Intelligence, human, or favored class).


Kharia wrote:
[dice=Starting Gear]3d6 x 10 = 120 GP (just above average)

Please just use the average for your class, as shown on the table:

Starting Wealth and Money


DM Jesse Heinig wrote:
Kharia wrote:
[dice=Starting Gear]3d6 x 10 = 120 GP (just above average)

Please just use the average for your class, as shown on the table:

Starting Wealth and Money

Whoops - looking at two different recruitments. Sorry about that.


rungok wrote:
DM Jesse Heinig wrote:

SHORT VERSION: STATS

Classes: Not super picky, though I recommend that you focus more on something conceptually cool than on hyper-optimizing.

Conceptually, I really like the Occult Adventures materials, are those allowed?

(I was thinking a Fire Kineticist- a fire-bender style of character. Easily explained as a latent sorcerer who channels their abilities through rigorous training and self-control)

If that's acceptable, here's his background: ** spoiler omitted **

And the crunch, cause...

Well, the kineticist is basically a psychic reflavor of the old warlock, just like the medium is a psychic reflavor of the old binder. No problems there, though of course there will be a rebuild after the playtest is over.


DM Jesse Heinig wrote:
rungok wrote:
DM Jesse Heinig wrote:

SHORT VERSION: STATS

Classes: Not super picky, though I recommend that you focus more on something conceptually cool than on hyper-optimizing.

Conceptually, I really like the Occult Adventures materials, are those allowed?

(I was thinking a Fire Kineticist- a fire-bender style of character. Easily explained as a latent sorcerer who channels their abilities through rigorous training and self-control)

If that's acceptable, here's his background: ** spoiler omitted **

And the crunch, cause...

Well, the kineticist is basically a psychic reflavor of the old warlock, just like the medium is a psychic reflavor of the old binder. No problems there, though of course there will be a rebuild after the playtest is over.

If that works for you, then I will gladly rebuild when the playtest ends and go over any potential changes that occur. :D


rungok wrote:
DM Jesse Heinig wrote:

Well, the kineticist is basically a psychic reflavor of the old warlock, just like the medium is a psychic reflavor of the old binder. No problems there, though of course there will be a rebuild after the playtest is over.

If that works for you, then I will gladly rebuild when the playtest ends and go over any potential changes that occur. :D

Give it a shot. No promises, but I'm willing to look at it with an open mind. Heh.


DM Jesse Heinig wrote:
rungok wrote:
DM Jesse Heinig wrote:

Well, the kineticist is basically a psychic reflavor of the old warlock, just like the medium is a psychic reflavor of the old binder. No problems there, though of course there will be a rebuild after the playtest is over.

If that works for you, then I will gladly rebuild when the playtest ends and go over any potential changes that occur. :D
Give it a shot. No promises, but I'm willing to look at it with an open mind. Heh.

All right, fair enough!


Luanna Snowcaster is an elf monk who has studied the style of the flowing monk. She was born in the far north but lost her parents when she was not yet fully grown. Shalelu saved her and took her to a Varisian monastery where she has spent the remainder of her (elven) childhood years, learning the discipline of the martial arts and recovering from severe trauma of losing her parents, which has caused her to be severely introverted.

She has lately arrived in Sandpoint to spend time with Shalelu and look for a way to earn money in preparation for an eventual trek back north to try to discover the whereabouts of her Elven clan.

She will not serve as the party's needed diplomat, but she will grow into a decent fighter with some other useful skills like survival.

Character sheet is detailed in the profile along with background and appearance material.

Grand Lodge

Applicants so far!

Completed (mostly)
Hiro Takemashi - Human Samurai - Max Hellspont
Ielah Yelah - Human Ranger - Azih
Jinda Copperflask - Dwarven Arcanist - Viskous
Kaijitsu Kenji - Human Fire Kineticist - Rungok
Kharia - Dwarven Barbarian - Jason Lillis
Luanna Snowcaster - Elf Monk - Clebsch73
Lyraesel - Half-Elf Druid - Mark Thomas 66
Rakhel - Half-Elf Lunar Oracle - JAF0

Uncompleted
? - Aasimar 3.5 Warlock? - grimdog73
? - ? - Derz
? - ? Posessed Shaman - gindaninja
? - ? Warpriest - Mokshai
? - ? Rogue or Ranger - DM Variel
? - ? - spectrevk
? - Kitsune ? - Draconas
? - Human Ninja or Samurai - Alex G St-Amand
? - ? - Kennesty
? - ? - The Norv


I might be interested. What is your DM style? I prefer very in-depth games with a focus on roleplaying, as PBP is the format best equipped to really explore a character. I think of my games as a shared novel, and have become quite picky with the games I play. Have you ever DMed PBP before?


Greetings, fellow adventurers! I am known to most as Eryx Sincraun, but alas, I'm afraid the significance of my surname might pass you by. I too wish to be a part of this adventure, and so I submit my meek profile and hopefully completed stats for consideration. Feel free to take a look.

I would consider myself a man of powerful words, and so would like to fill the spokesman--or spokes-elf, as it were--role of the application process. May Torag's hammer and anvil fashion us all into useful tools!

Quite a lot of good submissions up there. Best of luck to all!


Submitting my Shaman.

Backstory:

Sofiel Tupilek and his family arrived in Sandpoint when they were very young, his mother having left Kalsguard for reasons she would not tell her two sons, nor where their father was. At that age, both brothers accepted her wishes, and adjusted to live within Sandpoint relatively well, although a gulf separated the two boys. Where Sofiel was shy, and largely independent, content to sit in the forests and sketch any animals or particularly beautiful scenes, his older brother Iradli was more self-assured, more intelligent, and physically stronger. Iradli was well aware that his brother had a deep crush on a pretty girl by the name of Ameiko, and used to constantly tease his younger sibling that he could get her to pick him over his brother – or worse, that she wasn’t interested in him anyway. Sorfiel was always distressed by this teasing, but never felt confident enough to act on his crush, though he would insist on sketching Ameiko in his spare time, largely without her knowledge.
As life went on, both boys grew up, and began to ask more pointed questions regarding their father. Their mother finally relenting, informing them that there was a legend, that their family were descendants of high ranking members of the Jinin nation in Tian Xia. Across the ages, members of the family had gone looking for evidence of this, the search consuming them, but they were always disappointed. Sofiel accepted his mother’s plea that he would never act upon this “sickness” that drove people into chasing this fictional dream, but Iradli refused, deciding he would become a genealogist, and find out the truth.

True to his word, Iradli left the house, and returned to Kalsguard, writing letters all the while and informing the family of his progress (or lack thereof). Progress was apparently slow, and Iradli told them he was widening his search, wondering if there were any records of the family name passing through other nations of Tien Xia, such as Minkai – a link Iradli was particularly hopeful about, due to the longstanding Samurai links between both nations.

Sofiel devoured the news, but was caught by surprise when they received a latter, blotted with ink stains – it had obviously been written with much haste. Iradli informed them that he had discovered something truly wonderful during his research, and that he would be home soon. Neither Sofiel nor his mother realised at the time that letter would be the last words they would ever receive from him.

When Iradli did not return home, Sofiel made enquires, and discovered that his brother had died soon after, his throat slit in Kalsguard, the law enforcement lacking any solid leads. Distraught, and tormented by what his brother had discovered, Sofiel prepared to leave, ignoring his now especially sick mother’s plea’s for him to stay home and forget about it, informing him that the search would consume him like his brothers search consumed him. Perhaps some part of Sofiel blamed her for what had happened, it was after all, her story that had led to this, but for whatever reason Sofiel left the house anyway, and left for Kalsguard to learn more.

Unfortunately, Sofiel fared no better in discovering who had committed the crime, nor what his brother had wanted to tell him. A contact told him that it had been a very professional job, but with nothing else to go on, it was chalked up to wrong place, wrong time, and Sofiel’s usually peaceful temperament was tested by this. Fighting with his grief and anger, Sofiel lashed out, trying to summon the very spirits to his own will. Sadly, his emotions had clouded his good sense, and he lost control, the spirits latching onto his body, a possession taking effect.

When Sofiel realised what he had done, he was overcome with shame. Not only had he dragged spirits from the very spirit world to further his own selfish aims, but he had ignored his mother’s advice, and paid the very price she had suggested he would. Embarrassed and unable to return home, for fear of how his…condition would have an effect on her. He spent time on his own, communicating with the spirits within his own body, asking for forgiveness for dragging them from their home. Thankfully, Sofiel’s mind and body was his own, the spirits within him promising they wished him no harm. Despite this, Sofiel did not return home, until he received news that his mother had passed away, and he headed into Sandpoint to pay his respects. Although still anxious as to how his old friends would react upon seeing him again, the spirits within him granted him confidence, and a self-assurance his bother would have been proud of. After paying his respects, Sofiel still found himself at a loose end, the world open to him but lacking a defined purpose. With nothing better to do, he decided to participate in the goblin bounty, deciding to use the time to catch up with old friends, and maybe gain some new purpose in his life.

Crunch:

Sofiel Tupilek
Male human shaman (possessed shaman) 1 (Pathfinder RPG Advanced Class Guide 35, 111)
CG Medium humanoid (human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +1, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Shaman (Possessed Shaman) Spells Prepared (CL 1st; concentration +5)
1st—bless, entangle (DC 15);
0 (at will)—create water, dancing lights, detect magic
S spirit magic spell; Spirit Nature Wandering Spirit
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 10, Wis 19, Cha 12
Base Atk +0; CMB -1; CMD 9
Feats Alertness, Skill Focus (Sense Motive), Spell Focus (conjuration)
Traits childhood crush, suspicious
Skills Bluff +7, Diplomacy +13, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +7, Sense Motive +14
Languages Common
SQ silver tongued, spirit animal (thrush named Arcane Familiar), storm burst
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Childhood Crush (Ameiko, 1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst (4/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.


This is Gerald's halfling evangelist cleric of Saranrae. Fire domain focused. "The Dawnflower's cleansing flame will eliminate this evil!"

Support character with divine casting, at your service. Also, has a good charisma for Diplomacy skill challenges.

Thanks for the consideration.


DM Barcas wrote:
I might be interested. What is your DM style? I prefer very in-depth games with a focus on roleplaying, as PBP is the format best equipped to really explore a character. I think of my games as a shared novel, and have become quite picky with the games I play. Have you ever DMed PBP before?

I tend to be strongly story-development oriented. I like portraying NPCs as interesting characters with their own quirks and motivations, and I like a party of PCs who have personalities that are more than just numbers.

While it's trickier to pull punches when the dice rolls are all up front here, I usually prefer that character sacrifices and deaths feel "meaningful," so they result from a choice that was made or a consequence rather than just getting a 1 when you were trying to disarm some random trap.

I usually start by giving the party a push and a pull in the direction of the adventure, but once the ball is rolling I like to listen and watch to figure out what's important to people. What does your character talk about? What skills did you buy this level? What goals has your character expressed? Do you want to get a masterwork sword? Get married someday? See the great cities of the east? Take vengeance for an ancient wrong against your family? I will tend to try to weave these elements into the game's developing story. The things that players grab onto, I will develop and pursue. The things that players don't respond to or say "That's boring," I drop.

While this is my first foray into the Paizo messageboards, I've previously run online games via forums and chatrooms, as well as via Facebook group (which is a pretty terrible format because Facebook is awful when it comes to digging up archived information). Much of my prior game-running online was in various World of Darkness games. I am quite familiar with Pathfinder, though, as a player and GM for the Pathfinder Society, and I even wrote a teeny tiny bit for the game.


Background

Spoiler:

Born to herbalist Hannah Velerin, a result of a dalliance with a wandering adventurer passing through Sandpoint, Lyraesel grew up seeing both sides of her home town. Stared at and whispered about by the stodgier of the townsfolk, her mother on the receiving end of knowing looks, yet well liked and befriended by other children and younger residents of Sandpoint.

Though life for her was not unpleasant, she nevertheless grew up feeling an outcast, her human side developing quicker than her mother would have expected, her elven side still developing slower than friends her own age. She found solace in collecting herbs for her mother, spending more and more time in the forests as she grew, learning every tree and plant, finding kinship with the animals she encountered that seemed oddly at ease in her presence. On one of her trips she encountered a man who seemed more a part of the forest than anyone she had ever met. Going simply by the name Riverwalker, the druid roamed the many forests of Varisa, wandering at will, going whenever the spirits of nature led. In her he saw a gift, a soul in harmony with the natural world, eager to learn and commune with all around her. Over the next few years, the trips to gather rare herbs and roots from the forest included lessons in natuaralism. He taught her the names of creatures and plants in the ancient tongue of the primeval world, taught her how to speak to the land, asking it’s gifts, weilding the power of nature itself.

Yet she still had frineds in the town, among them Ameko Kaijutsu and Shalelu Andosana.

The mysterious ranger intrigued her, the older girl’s wild and carefree spirit sparking something in her that made her looks forward to the times when she came into town after a long streatch off in the wilderness. More and more she found herself wishing she had the confidence to explore the wilds longterm herself, though her love for her mother kept her anchored to the town.

This would all change 4 years ago when a band of goblins attacked the town while she was on one of her collection runs. Her mother was an unfortunate victim of the savagery of the little monsters, Lyraesel returning a few days later to find that not only had she not been there to help her, but was unable to even witness her burial or say goodbye.

Something inside her broke. Her grief driving her away from her friends, the town and civilization in general. One night she took off into the wilds, leaving everything behind. For two years she ran in the wilds, living almost ferally, in fact associating with a wolf pack that came to see her as one of them. Abandoning herself to the pure experience of the wilderness, her decent into a feral existence may have been irreversible had it not been for another fateful encounter.

In the foothills of the Kodar mountains near Sanvos forest, Lyraesel would once again encounter Shalelu. Barely recognizing her at first, the ranger soon understood the reason for her friend’s state, having been involved in the aftermath of the goblin attacks and hearing the girl’s story from Ameko. Slowly, over the course of multiple visits over months, Shalelu was able to coax her back from the brink of madness, bringing her to a state where she could deal with the pain and loss, and not feel as if she had to hide herself away from civilization. Along with this came a new blossoming of her childhood crush, a mixture of heartfelt gratitude and something far deeper for the ranger that plucked her from the brink of madness, yet afraid of loss, she kept her feelings to herself.

Though she has returned to Sandpoint, and assists the herbalist who took over her mother’s store, bringing rare ingredients from deep in the wilderness, she also has a deep enjoyment of time outdoors, away from the cramped business of towns and cities. Often alone, but occasionally traveling with Shalelu or the odd adventurer or woodlans guide for a spell.


I think I'm done.


dotting, posted in your interest thread, I've been reading along. Wanted to make sure I have room for one more game before I dotted. So pretty sure I have time to properly invest. A couple of question:

How often do you plan on posting and how often do you want your players to post?

You said only one "weirdo" race; the only two that seem a good fit to me are Katsune and Tengu, do you have a preference or problem with of either of these?


Here is my submission
Half-Orc
Paladin

Backstory:

When Cheliax was even more powerful than it is today; when it was in the last years of its Imperial glories, Roknaug Hailstraum and several other Half-Orc families moved to just outside of Barrowood. Their dream was to build a separatist community of Half-Orcs where they could feel safe and live a peaceful life tending the land and trading in lumber of barroak wood for ship building and shade maple used for arcane implements. They freely worshiped Erastil the god of family, farming, hunting, and trade and they lived without incident for years. But then the Civil War spun all of Cheliax out of control for thirty years.

Roknaug was able to keep his small community out of the troubles but that may have been only because of the logging his little clan could produce. The clan was not bothered and was left alone but that didn't mean they didn't notice the changes. They were able to see the power shifts and how the new laws and diabolical followings affected the people. Being removed from the cities the clan was not affected directly by the surrendering of morality to the law and order of fiends and House Thrune. They kept their worship of Erastil hidden but it did not wane.
Ragnauk Hailstraum son of Roknaug had a heart of good. He secretly hated what he saw around him. Yes there was Law and Order but at what cost. What evils were being allowed to support the rule? Ragnauk became outraged at what Cheliax had become. Several people of the clan and Ragnauk started to secretly support Revolutionaries that wanted to return Cheliax to its heyday before the rise of the House Thrune. Maybe do what Andoran had done and establish a common rule. Ragnauk had even started to help in the Bellflower Network as a tiller. It took time for him to prove himself to the mostly hafling freedom fighters but after he did he used his cover as a logger to help sneak slaves to their final destination in Andoran.

Magnauk Hailstraum, son of Ragnauk son of Roknaug, grew up learning to help others less fortunate than he was. He loved his father and knew where his family came from and believed that Cheliax could be something more something better. Magnauk knew the risks of helping others and the worship of Erastil, but he never thought of the costs. He learned what the costs were and they were more than steep. He never saw so many Hell knights at once as they descended upon the clan’s meager settlement. They were there to hand out their justice to those that went against the law. And being a secret revolutionary, a Bellflower agent, and a worshiper of Erastil was about as far as you could go against the law.
Magnauk fought with his clan and as he did a rage burst from deep inside of him for the first time ever. He fought as ferocious as a caged animal using a great axe to carve into any Hell knights that stood in his way, but there were too many for the small clan. Magnauk turned after taking down a Hell knight and never saw the metal barbed whip coming towards him. He got hit squarely in the face with the whip ripping a deep gash from the top of his forehead down to and through his upper lip. The wound barely missing his left eye as it cut through his flesh. As he fell he heard one of the Hell knights yell for the Order of the Rack before he passed out.

Magnauk was left for dead as the clan’s houses were burned and the dead left for the vultures to gorge themselves. But Magnauk did not die, because of the kindness of a person just passing through Cheliax. Koya found him barely alive and healed him and took Magnauk out of Cheliax. Koya took him to Sandpoint and he stayed there a short time healing and deciding what he was to do without family or clan. Koya convinced him he should seek out a temple of Erastil and find his purpose.
Magnauk followed her advice and found a temple not far from Sandpoint. He studied and found favor from Erastil in small amounts of divine power but he grew in strength even more. Magnauk has become grim yet determined to gain justice for his lost clan by enacting justice on those that deserve it. But that will have to wait because what he has learned has put a burden on his soul that must be relieved. So he has not returned to Sandpoint simply to thank Koya for saving his life or helping him find purpose, but he has come to repay her for the debt he now owes her. He is honor bound to use his life for hers until he has fully paid her back for what she has done for him. He must find a way to repay Koya for the kindness that was given to him no matter how long it takes. His life is hers and he shall spend his life in Sandpoint until his debt has been paid in full no matter how long it takes.

Physical and Mental description:

Magnauk is full of scars both physical and mental. He is unattractive to the point that Orcs find him ugly. His scars from the Hell knight attack never healed quite right leaving him looked mangled. The largest scar starts at his forehead and travels between his eyes through his nose cutting through his lips. This has left him with a bit of a slurred speech pattern but he is not unintelligible. He is large and very strong for his god has blessed him with power of body more than of magic. His broad shoulders and barrel chest make even large men seem slight. Because of his looks he needed to learn to be very personable. He is able to talk easily to others.

His hatred of evil is only topped by his sense of honor at helping others be free and safe. He has adopted those in need of help as his new clan and would sacrifice himself in order to free others. He is nice to the point of gullibility but even when he finds out he does not react with anger. But if he believes someone has harmed or taken advantage of someone he will apply his judgment without remorse. He also has a blood debt he owes to Koya and plans on repaying it before he dies. He is unsure how this will ever occur but he will make it happen. In the mean time he will stay around town looking to help out where he can and looking for evil to vanquish.

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