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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Robert Henry wrote:

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?

I will most likely be checking and updating every day.

Kitsune or tengu are no or more less fitting than any other nonhuman. Remember, it's not until halfway through the adventure that you even get to Minkai. The ability to get along with humans, or pretend to be one, is the important part.

To illustrate what I'm thinking, consider what happens as you're traveling and you arrive in the land of the Linnorm Kings. You've got this caravan full of adventurers and they are all a bunch of bizarre, heavily armed people. Let's say it's an all nonhuman party consisting of an android, an oread, a tiefling, a centaur and a dhampir. The locals are going to be skittish and suspicious at best. The party needs to get supplies, make friends, help solve local problems, and convince the locals to share useful information. If the first thing the locals think is "what the hell is that monster that's coming toward my house?", this is going to be a heck of a hurdle!

Now, I don't mind running challenging social scenes in which an unusual character faces social problems because of their outsider role, but if the entire party is built that way it really makes the entire adventure much harder to play out.


Well, here is my submission
Morgrym Stonestepper

basics:

Morgrym Stonestepper
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

stats:

STR14, DEX10, CON14, INT14, WIS14, CHA9

Offence and Defence:

OFFENSE
BAB 0 CMB 2 CMD 13
Space 5 Reach 5
Speed 20 ft

Melee
Warhammer +3 (1d8+2/x3)
Battleaxe +2 (1d8+2/x3) or
Dagger +2 (1d4+2/19-20/x2)

Ranged

DEFENSE
AC 17, touch 11, flat-footed 16
hp 10
Fort 4, Reflex 1, Will 4

Feats:

Additional Traits,
Weapon Focus (Warhammer) (Class Feature)

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Jump Modifier (Core 88): You gain a -4 to jump checks.


Campaign Traits:

Caravan Guard (Sandru) (APJR 12): You gain a +1 trait bonus on Survival and it is a class skill for you.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

class features:

Class Features

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level
The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

blessings:

Blessings
Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Skills:

Acrobatics -5, Appraise 2, Bluff 0, Climb -4, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 6, Intimidate 0, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 7, Swim -4, Use Magic Device 1

Languages:

Dwarven, Common, Undercommon, Terran

Gear:

Armour
Scale Mail, Buckler

Weapons
Warhammer, Battleaxe, Dagger,
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Kit - Grooming , Kit - Gear Maintenance, Fishing Kit, Grappling Hook, Cold Weather Clothing, Explorers Outfit, Blankets (2), Winter Blanket,


Money:

PP
GP 9
SP 4
CP
Gems / Jewels

Spells Prepared:

0 Level
Detect Magic, Read Magic, Guidance

1 Level
Divine Favour, Divine Favour

background:

Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again.

At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torag’s church was expected to undertake at any time.
It was during this aptitude testing that they found out he had an affinity for the martial side of the church, and less so for the preaching side.

To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard.

From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards.

At the age of 41, he asked, and received permission to proceed to leave the caravan at Sandpoint and start looking around for himself with the promise to eventually return back to Kalsgard.

Will make an alias if selected.


This is the idea for my Tengu ranger Wūyā Aikio Kaijitsu, if it is too far outside the scope of possibility please let me know, If so I will develop a human, probably fighter.

backstory:

When Ameiko’s natural history tutor instructed her to find something for her final paper she was terrified, she didn’t know what she would do. Then she found it, in the least likely place. She had searched high and low, in the woods and in the town, pestered her brothers and sisters to no avail, then down in the cellar getting an apple she saw it, wrapped in straw in a crate back in the corner.

Excitedly she took the large blue egg to Mr. Sympter, her tutor. “Is it a fossil?” she asked first,” is it a Vrock egg?” she asked second. He waved his hand at her and told her to shush, after looking at it for a moment he told her “I’m not sure what it is, but it’s in suspended state, you may use an incubator and hatch if for your final paper, it will be much more interesting than the chicken eggs your older brother did”.

As she hooked up the old gas incubator and set the egg inside she could not wait to show her father when he returned from his trip. Six days later bursting with pride she dragged daddy into the study and showed him the giant egg in the incubator. All he could say was “ Oh my dear, what have you done?” realizing what he had said he told her the story.

Tchoyoitu and Kankai Aikio were loyal retainers of the Kaijitsu aristocracy and had traveled with them from the Minkai Empire. Tchoyoitu died defending the family from vandals just days before they reached Sandoint. Shortly thereafter Kankai, who had a weak constitution already, homesick and heartbroken, on her deathbed laid a beautiful sky-blue egg, and asked the Kaijitsu patriarch to keep the egg until the family returned to Minkai and return the egg to her people, The Jīn zuǐ clan. She had written out instructions for him already and a letter of introduction and explanation for the egg.

“Now that the incubation process has started we cannot stop it or the Tengu child will die, we shall raise it as our own. Your Ameiko will no longer be the youngest.”

build:

Wūyā Aikio Kaijitsu of the the Jīn zuǐ clan will be hatched to his Kaijitsu parents late in life. He grew up a little wild and slightly delinquent. He resisted the call of the streets and turned to the wilds. With the help of his sisters friend Shalelu, he learned the ways of the forest and became a ranger. Not having enough savy for magic, Shalelu trained him to focus on traps instead of spells. Soon after becoming familiar with the wilds he found the large black rook he has trained and named "bird".

Wuya will be a ranger with two archetypes, trapper and falconer, he will specialize on disable device and have a pet rook. As a racial trait he will take claw attack instead of sword trained and his ranger combat style will be natural weapon. AP trait will be “Younger Sibling: Ameiko." His role in the party will be lock/trap expert and a switch hitting fighter. His hook, along with the overall plot, will be finding his families clan the Jīn zuǐ and the contents of the letter his mother wrote to them.


I'm hoping this concept isn't too dark for your tastes. Bernard is an Acrobat Rogue.

Background:
The Mirga Sczarni clan has always been one with strange traditions. They take a relatively innocuous-sounding name that few will recognize, and they build a network of unconnected nuclear families who only recognize each other in passing by a series of complex hand signals and whistles, and they train their children to be prepared for anything.

Bernard (Kalo to his family) is a tall man with black hair and dark eyes. He has been trained in self-sufficiency by his father, a "tradesman" named Olenko who raised his two children on his own, while teaching them in the Mirga ways of espionage and violence. Bernard utilizes his smaller frame by acrobatics and mobility. His sister, Kostana, inherited their mother's sorcerous abilities.

Kostana and Olenko live with Olenko's distant cousin Slavko in a small "tavern" that Slavko owns in Riddleport's Free-Coin district. Olenko, like many with waterfront property in that city, smuggles goods through his dock. After a "misunderstanding" that ended with a building in the Leeward district being burned to the ground and several thousand platinum piece's worth of goods destroyed, Bernard found himself on the run with a local gang of robbers and thugs on his tail. Bernard ran south to be with his mother's aunt-by-marriage, one Koya Mvashti. After deciding that his pursuers have not found him in Sandpoint, he elected to stay and help his new friends with maintenance and upkeep of their large homes. He's kept quiet about exactly how deep into the family business he was, or even that the Masons are a Mirga family, but the Mvashtis know that the Masons are frequently in trouble when they travel from one place to another.

Stat Block:

Name

Bernard Mason (Kalo Mirga)
XP 0
Gender Race Class Level
Male, Human (Varisian), Rogue (Acrobat), 1

Alignment
Neutral, Medium, Humanoid (Human)
Init +7; Senses ; Perception +5

Defense

AC ; Touch ; Flat-Footed ; (armor specfics)
HP (HD)
Fort +; Ref +; Will +
Defensive Abilities ; DR ; Immune ; Resist ; SR

Offense

Speed 30
Melee
Ranged
Special Abilities:
Sneak Attack +1d6, Expert Acrobat (At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.), Dual Mastery.

Statistics

Str 14, Dex 16, Con 11, Int 14, Wis 10, Cha 12
Base Atk 0; CMB ; CMD ( vs. trip)

Traits
Friend of the Family: Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected— she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.

Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on her Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Soaring Sprinter:You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

Burned: You take a –1 penalty on saving throws against fire effects.

In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Feats Improved Initiative

Class Skills

Acrobatics (Dex)(1 rank, 3 cs bonus, (2 trait bonus), 3 Dex) 7(9)
Appraise (Int) (1 rank, 3 CS bonus, 2 intelligence) 6
Bluff (Cha) (1 Rank, 3 cs Bonus, 1 Charisma) 5
Climb (Str) (1 Rank, 3 cs bonus, 2 Strength) 6
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex) (1 rank, 3 CS bonus, 3 Dexterity) 7
Disguise (Cha)
Escape Artist (Dex) (1 rank, 3 CS bonus, 3 Dexterity) 7
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int) (1 rank, 3 CS bonus, 2 Intelligence) 6
Linguistics (Int)
Perception (Wis) (1 Rank, 3 CS bonus, 1 trait bonus) 5
Perform (Cha)
Profession (Wis)
Sense Motive (Wis) (1 rank, 3 cs bonus, (5 trait bonus)) 4(9)
Sleight of Hand (Dex)
Stealth (Dex) (1 rank, 3 CS bonus, 3 Dexterity) 7
Swim (Str)
Use Magic Device (Cha)

Languages Common (Taldane), Varisian, Skald
SQ
Combat Gear

Hide Shirt, 2 Daggers, 10 Durable Arrows, Short Sword

Other Gear 2 Torches, 2 day's trail rations, common backpack, explorer's outfit, waterskin, common thieve's tools.


I will pass, thanks for the consideration anyway.


Alex G St-Amand wrote:
I will pass, thanks for the consideration anyway.

Thanks for stopping by, Alex, and I hope you find a game to your tastes!


Pathfinder Rulebook Subscriber

I've decided to go with a bit of a tie-in to Ameiko's family troubles in Rise of the Runelords; if this won't work for you, I'm happy to change some things around. In short, Asako is from the same monastery that Tsuto was sent to, but arrived in Sandpoint too late to stop him, and has been trying to make it up to Ameiko since then.

Background:
Asako was raised in a monastery not far from Sandpoint. The monks tell her that her mother was the daughter of a traveling merchant from Minkai who became pregnant after a torrid (and disastrous) affair with an Elven vagabond. The monks were kind enough to Asako, but also cold, and it was quite lonely for her to be the only half-elf she knew.

All of this changed the day that a sullen, angry young man named Tsuto Kaijitsu was sent to live at the monastery by his father. Tsuto was about the same age as Asako, and also an half-elf, but the two could not have been more different. Tsuto was bitter towards his father, and he trained with the intensity of a boy preparing for revenge. Asako was more serene, and viewed their martial exercises as a pleasant diversion from the dull routine of monastic life. They became friends for a time, until Tsuto's need for revenge led him to return to Sandpoint; he was hurt when Asako declined to join him, and they left on bad terms. A few days later, she began having disturbing dreams about Tsuto, and set out to find him. Sadly by the time she tracked him to Sandpoint, he had already murdered his father and died in the chaos that followed. Asako found his sister, Ameiko Kaijitsu, and the two women bonded over their shared heartbreak at Tsuto's tragic choices and violent death. Asako found little reason to return to the monks, and Ameiko needed help cleaning up the old Glassworks, so Asako stayed and the two of them have become close friends. In Ameiko, Asako has found the same adventurous spirit that she had loved in Tsuto, but without the bitterness and hatred that soured their relationship. Life outside of the monastery has agreed with Asako, and she is gradually becoming more outgoing and friendly.

stats:

STR 10
DEX 16
CON 12
INT 10
WIS 16
CHA 08

AC 16 Touch 16 Flat 13
HP 09
Fort +3, Ref +3, Will +5 (+2 vs enchantment spells and effects)

ATTACK
Unarmed +3 (1d6)

SKILLS
Diplomacy (Cha) +8, Knowledge (religion) (Int) +4, Perception +5, Sense Motive (Wis) +7

FEATS
Weapon Finesse (unarmed), Skill Focus (Diplomacy)

TRAITS
Best Friend (Ameiko) +2 Diplomacy
Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.

SPELLS
0: Light, Guidance, Resistance
1: Cure Light Wounds, Divine Favor

SPECIAL ABILITIES
Healing Blessing (minor) - Empower any Cure spell (+50%) as a swift action
Aura (Lawful)
Low-Light Vision
Elf Blood

GEAR
Monk's Kit 8gp
Monk's Outfit
Cold-Iron Kama 4gp
Cold-Iron Dagger 4gp
2 Potions of Cure Light Wounds 100gp


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...

Rungok, how do you see your character's abilities having manifested? Did he suddenly have a traumatic experience with fire at some point? Was he always fascinated with fire? Did he think that he was haunted or cursed at first, or did he feel that he had a magical talent and decide to hone and practice it? Was it something that the character and the family shunned or embraced?


spectrevk wrote:

I've decided to go with a bit of a tie-in to Ameiko's family troubles in Rise of the Runelords; if this won't work for you, I'm happy to change some things around. In short, Asako is from the same monastery that Tsuto was sent to, but arrived in Sandpoint too late to stop him, and has been trying to make it up to Ameiko since then.

** spoiler omitted **...

No problem with tying in to RoR. It's assumed to be fairly recent history (a few years back).


Mokshai wrote:

Well, here is my submission

Morgrym Stonestepper

** spoiler omitted **
** spoiler omitted **

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

Mokshai, your character has promised to return home after his adventures in Sandpoint. Since the AP winds up traveling basically across the world, is this something you'd want to explore -- how your character's mentors feel about him essentially leaving his duty behind to go escort a bunch of strangers across the continent?


1 person marked this as a favorite.

Many great character stories here. Don't fret if I didn't ask you a question about your background -- it just means that I read it and didn't have a question about it yet! :D


DM Jesse Heinig wrote:
Many great character stories here. Don't fret if I didn't ask you a question about your background -- it just means that I read it and didn't have a question about it yet! :D

Looks down at his chewed on fingernails Fret? I don't know what you're talking about! :P


Presenting Cameila for you, hope she finds your approval.
Half-Elf Hunter.


Quite a few Half-Elves we've got here, lol.


Would Ameiko's family still speak and write Tian?

Also assuming the Tengu "orphan/adopted sibling" idea is ok; would "tengu" be a natural language? Or will he learn it from others later?

Is it acceptable for some of his gear to have been willed to him by his late parents? Specifically Kikko armor, chakrams and a naginata (or another polearm), the equipment's value would obviously be subtracted from beginning GP.


DM Jesse Heinig wrote:


Mokshai, your character has promised to return home after his adventures in Sandpoint. Since the AP winds up traveling basically across the world, is this something you'd want to explore -- how your character's mentors feel about him essentially leaving his duty behind to go escort a bunch of strangers across the continent?

At this point, his mentors are not in sandpoint, and they have given him leave to explore.

He did promise to return back, but with letters, and the possibility of the caravan actually stopping in Janderhoff on the way over, he should be able to discuss that with his commanders.


Here is the crunch on my character, I will continue developing the backstory. If he is selected I will make an alias for him, thank you for considering him for this game.

Wuya, Tengu Ranger:

Name: Wūyā Kaijitsu Aikio of the Jīn zuǐ clan
Race: Tengu
Classes/Levels: ranger 1, archetype: trapper
Gender: male
Size: med.
Age: 22
Special Abilities: low light vision
Alignment: chaotic good
Languages: common, Tien, Tengu, goblin,
Strength: 16
Dexterity: 16
Constitution: 10
Intelligence: 10
Wisdom: 10
Charisma: 10

Defense
Hit Points: 11
Armor Class 18 (+ 5 armor, + 3 dexterity)
touch armor class 13
Flat-tooted 15
Fort +2, Ref +5, Will +1

Offense
Base Atk +1; CMB +4; CMD 17
Initiative + 3
Speed 20 ft.

Melee:
claws @ 2 + 4 [1d3+ 3, 1d4 bleed, S or B]
beak + 4 [1d3+3, S, P or B]
hooked-lance + 4 [1d8+4, x4, P, reach, trip]

Ranged:
Chakram + 4 [1d8+3, 30 ft. S]

Abilities
traits:
AP: Younger Sibling: Ameiko
Criminal: +1 bonus on disable Device

Feats:
belier's bite

Race Traits:
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Claw Attack: They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This replaces "sword trained"

Class Traits:
1st favored enemy:
Track:
Wild Empathy:
Trapfinding:

Skills
Acrobatics 0 = +3 Dex* - 3 armor
Appraise 0 = +0 Int
Bluff 0 = +0 Cha
Climb 0 = +3 Str* - 3 armor
Diplomacy 0 = +0 Cha
Disable Device 7 = +3 Dex + 1 rank + 3 skill + 1 trait + 2 MW tools - 3 armor
Disguise 0 = +0 Cha
Escape Artist 0 = +3 Dex* - 3 armor
Heal 0 = +0 Wis
Intimidate 0 = +0 Cha
Knowledge (nature) 4 = +0 Int + 1 rank + 3 skill
Linguistics 5 = +0 Int + 1 + 4 tengu
Perception 6 = +0 Wis + 1 rank + 3 skill + 2 tengu
Ride 0 = +3 Dex* - 3 armor
Sense Motive 0 = +0 Wis
Stealth 6 = +3 Dex* + 1 rank + 3 skill + 2 tengu - 3 armor
Survival 4 = +0 Wis + 1 rank + 3 skill
Swim 0 = +3 Str** - 3 armor

Gear:
explorer's outfit
kikko armor 30 gp. 25 lbs.
chakrams @ 5 5 gp. 5 lbs.
coldiron hooked lance 6 gp. 10 lbs.
MW thieve's tools 100 gp. 2 lbs.
ranger kit 9 gp. 28 lbs.
150 gp. 70 lbs.

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.


Here is my Submission Human Inquisitor (Sanctified Slayer) of Iomedae.


Here is Koan Wakahisa, Kitsune Bard(Lotus Geisha)-In-Training, and hopelessly infatuated with Ameiko.

Background:
Koan was born into the Wakahisa clan to Hiei Wakahisa and Mayumi Wakahisa, one of several Kitsune families that served the Kaijitsu line long before it's exile to the other side of the world and followed faithfully to Varisia afterward. Four generations of the Wakahisa have made their home in and around the town of Sandpoint, all upholding the vow of protection their ancestors gave to the late Lord Kaijitsu. For the lord's descendants to be able to live normal lives in exile and to assist in misdirecting their enemies, this protection has been carried out in secret without the last two generations of Kaijitsu even aware of the Wakahisa service.

Normally, once of age, the male members of the Wakahisa clan would be trained in the art of the ninja's silent blade to be the blunt edge of the protection afforded to the Kaijitsu heirs while the female members of the clan were schooled in the geisha ways to be the eyes, ears, and, when needed, the subtle edge to their brothers. It would have been Koan's life to train under his father's tutelage to be a ninja had not fate dictated differently. In 4702 AR, when Koan was still a kit, his father died under mysterious circumstances in the days preceding the accidental death of Atsuii Kaijitsu.

With many of the family secrets lost with his father and as his parents only child, it was decided by his mother that Koan would be taught as if was a daughter since those were the only secret techniques that Mayumi knew well enough to teach. From age ten onward, Koan was drilled on how to entertain by conversation, by song, by dance, and even how to seduce the chastest monk. Of course this was very confusing for Koan as much of what his mother taught him was more geared toward a woman enchanting a man then vise versa though some could be used against women with minor tweaking. However, this lead to Koan's androgynous appearance as he grew up firmly stuck between playing two roles in life.

Over the years as Koan was groomed to be the next in line to secretly serve the Kaijitsu line, something happened that was forbidden by his clan's principles; Koan fell in love with the woman that would be his to watch over during their lifetime, Ameiko Kaijitsu. While he kept his true feelings a secret from all but the innards of his personal diary, Koan admired Ameiko, four years his senior, for her strong convictions and willingness to buck the expectations placed upon her by family name and gender. Admiration grew into a crush that often robs him of his voice when he runs into her on the streets of Sandpoint.

On his eighteenth birthday, Koan's training will be complete, according to his mother. On that day, he will begin his charge of protecting the Kaijitsu. On that day, he is expected to forsake what he feels in his heart and bring honor to his family name...

Description:
Koan remains in his human form nearly constantly, only allowed to revert to his natural kitsune shape if alone with family. His human form has the classic exotic aspects of Tian-min people. His eyes are a brilliant shade of violet opposed by the dark hair upon his head which is mid-back length and varies from being loose to done up into elaborate curls and buns. He is short like most Tian folk, barely a few inches over five feet in height. His willowy body, elegant features, and soft voice make it hard to pin down which gender he exactly is until you spend a great deal of time around him. He rarely corrects anyone who mistakes him for a woman on first introductions.


I have heard some fun things about this AP, and seeing as I'm on a ninja binge at the moment, I think I might make a human ninja.

I think the loose concept will be that his grandad comes from the Dragon Empires, and although his papa considers his tales of legends in the far east ridiculous, Colt is fascinated by them and wants to become a ninja like his dad. Possibly, his grandad also has some ties to the Kaijitsu family in some way, and when he hears that there is going to be a trip to the east, Colt wants to join in and discover his family history for himself.

Combat and concept wise, I actually think he'll be either a ninja or a kusarigama-using kensai magus (leaning towards the ninja... it sounds more cool), and is a CM master with his chain kama weapon.

Because seriously, those things look kick ass!


Robert Henry wrote:
Would Ameiko's family still speak and write Tian?

Not DM Jesse Heinig, but, as far as I remember, it is in her statblock, so yes.


Alex G St-Amand wrote:
Robert Henry wrote:
Would Ameiko's family still speak and write Tian?
Not DM Jesse Heinig, but, as far as I remember, it is in her statblock, so yes.

Alex is correct -- Ameiko is fluent in Tien, so presumably it's still kept alive in her family (at least for those who have an Intelligence bonus . . . ).


DM Jesse Heinig wrote:
Alex G St-Amand wrote:
Robert Henry wrote:
Would Ameiko's family still speak and write Tian?
Not DM Jesse Heinig, but, as far as I remember, it is in her statblock, so yes.
Alex is correct -- Ameiko is fluent in Tien, so presumably it's still kept alive in her family (at least for those who have an Intelligence bonus . . . ).

or rank in linguistic, or the 'Child of two People' trait.


On my Tengu character, Wūyā Kaijitsu Aikio of the Jīn zuǐ clan, I dropped the falconer archetype, he may have a Rook animal companion later, but I didn't want to give up the combat style feat. Also may change the non-AP trait from criminal to armor expert if selected. It's Monday afternoon, so, good luck everyone!


I am going over my spreadsheet now!


Hey Jesse, I just realized I didn't give Kogan a campaign trait, only because I wasn't sure which one was most applicable. I think it would be something like Hero Worship, slightly tweaked to give a sense of "devoted employee" or some such. If selected I will certainly make sure I've got the relevant trait.

Ghorrin Redblade


Good luck everyone.


"I'm a dwarf! We don't get nervous..." grumbles Jinda, as he unconsciously wrings his hands together under the table. I want to go on a long caravan ride with Ameiko! Maybe then she'll see me for who I could be!

Good Luck to everyone!


I would be interested to play a Human Druid (Serpent Shaman), that uses the Charm Domain (Love Subdomain) focusing on summoned snakes and party buffs.

I was wondering if you would allow some of the alternative summon nature's ally snakes that have been used in paizo adventure paths. Link Here That would allow me (in addition to using the serpent shaman ability to add young or giant templates) to be able to summon some form of snake at every spell level.

RP will take inspiration from Harry Potter Slytherin characters and snake-print pants wearing, womanizing, 80s rock stars. Basically, a charming, albeit a bit strange, chaotic good character.

More to come tomorrow.


jooker wrote:

I would be interested to play a Human Druid (Serpent Shaman), that uses the Charm Domain (Love Subdomain) focusing on summoned snakes and party buffs.

I was wondering if you would allow some of the alternative summon nature's ally snakes that have been used in paizo adventure paths. Link Here That would allow me (in addition to using the serpent shaman ability to add young or giant templates) to be able to summon some form of snake at every spell level.

RP will take inspiration from Harry Potter Slytherin characters and snake-print pants wearing, womanizing, 80s rock stars. Basically, a charming, albeit a bit strange, chaotic good character.

More to come tomorrow.

I think he's making his decision today; you might be too late...


I am in the process of combing through submissions and deciding the final fate of the contestants! (Or whatever.)

Since I'm on Pacific Time, it is still midafternoon for me. I hope to be done in a few hours. :)


Would it help any if I create an alias for my Tengu ranger? Wuya, come on say it like you mean it Wu Ya.... yeah, we could have fun with that...


since you allow us to play things outside of pathfinder, I want to know if I can play warmage? unless Magus is considered the pathfinder version of warmage. warmage


DoubleGold wrote:
since you allow us to play things outside of pathfinder, I want to know if I can play warmage? unless Magus is considered the pathfinder version of warmage. warmage

Warmages are ok. The magus is kind of a weird version of the duskblade? Hexblade? Non-full-BAB-arcane-combatant-oddball?

Anyway, I'm already going through my recruitment spreadsheet and thinking about how the story would unfold with various combinations, so Act Fast!


Magus is both technically depending on what archetype you choose,but baseline is pretty much a better duskblade.


It is 6:30 PM PST, so I'm going to post my decisions.

Thank you everyone for coming out and bringing your best. You have some magnificent characters and I really hope you all get the time to bring them to life!

For this particular adventure I wanted to pick a group that had a good spread of relationships with the various signature NPCs, a variety of abilities, and a collection of personalities that will help to drive interesting intra-party interactions.

I also note that very few people like to put ranks into Disable Device . . . ;)

To that end I have selected:
Character -- Type -- Player
Magnauk Halistrom -- Half-Orc Paladin -- Hales8808
Hiro Takemashi -- Human Samurai -- Max Hellspont
Jinda Copperflask -- Dwarf Arcanist -- Viskous
Kaijitsu Kenji -- Human Fire Kineticist -- Rungok
Lyraesel -- Half-Elf Druid -- Mark Thomas 66

A few notes:
* You guys are probably going to hate traps.

* Healing duties will likely wind up split between Magnauk and Lyraesel. I see many healing potions and wands in the party's future.

* On the discussion thread, Jinda, Hiro, and Kenji should talk about their past interactions, because you all have had Ameiko as a shared point of contact in your lives. Thus, you all know each other (or, at the very least, have heard of each other through her).

* At the start, ranged encounters are probably going to suuuuck for you guys.

* Some folks get very nervous about playing in groups with paladins. I will try to moderate this if anything goes awry. We're all here to have a good time so let's do it together.

Once again, thank you everyone for your submissions. It was actually really hard to choose!


Congrats to all who made the cut. I am bummed but will try again in the future. Good gaming, all!


Congrats folks, GL & HF!


Remember! Sometimes players drop out due to other commitments or conflicts. Keep an eye out for new posts to this group. If we need a replacement I will give the prior submissions first choice!


Have fun guys.


Grats to those that got in.


Pathfinder Rulebook Subscriber

Ah well, struck out twice today. Have fun, everyone.


DM Jesse Heinig wrote:

It is 6:30 PM PST, so I'm going to post my decisions.

Thank you everyone for coming out and bringing your best. You have some magnificent characters and I really hope you all get the time to bring them to life!

For this particular adventure I wanted to pick a group that had a good spread of relationships with the various signature NPCs, a variety of abilities, and a collection of personalities that will help to drive interesting intra-party interactions.

I also note that very few people like to put ranks into Disable Device . . . ;)

To that end I have selected:
Character -- Type -- Player
Magnauk Halistrom -- Half-Orc Paladin -- Hales8808
Hiro Takemashi -- Human Samurai -- Max Hellspont
Jinda Copperflask -- Dwarf Arcanist -- Viskous
Kaijitsu Kenji -- Human Fire Kineticist -- Rungok
Lyraesel -- Half-Elf Druid -- Mark Thomas 66

A few notes:
* You guys are probably going to hate traps.

* Healing duties will likely wind up split between Magnauk and Lyraesel. I see many healing potions and wands in the party's future.

* On the discussion thread, Jinda, Hiro, and Kenji should talk about their past interactions, because you all have had Ameiko as a shared point of contact in your lives. Thus, you all know each other (or, at the very least, have heard of each other through her).

* At the start, ranged encounters are probably going to suuuuck for you guys.

* Some folks get very nervous about playing in groups with paladins. I will try to moderate this if anything goes awry. We're all here to have a good time so let's do it together.

Once again, thank you everyone for your submissions. It was actually really hard to choose!

Wooo! Yes!

I should be able to provide short ranged combat, if by short ranged combat you mean shooting fire out of my fist. :)


Congratulations, have a good game.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

*waves*

Um, hello! Jesse told me to come over here, so here I is :3

Im still trying to nail everything down but I'm thinking on playing a human Vindictive Bastard* who used to adventure with Ameiko in her adventuring days.

*its a new archetype for ex-Paladins from Antiheroes Handbook. They're Paladin that we're too ruthless or the like and fell but instead of redeeming themselves or falling all the way into Antipaladin their ruthlessness and desire to protect their allies allows them to maintain their powers, of a sort.


Sorry for taking so long, Rysky here.

Getting everything finished up right now, should have it done in an hour or 2, provided things don't get busy.

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