DM Nex's Dragon's Demand (Inactive)

Game Master NeoEvaX

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Hello all!

I have been very interested in GMing a PbP game here on the forums. I have been GMing awhile, but always at a table. I decided one of Paizo’s longer modules would be a good starting point. So I decided that The Dragon’s Demand would be a good option. It was my first game I ever GMed (after the beginner box), so I am curious to go back and do it again with what I have learned since then.

So if you are willing to work with me on a fist PbP attempt jump in with your character ideas.

The Specifics:
  • We will be starting at level 1 and I will be letting you know when to level. There are lots of weird "side quests" in this module that I don't want to be a requirement. You will level relatively fast.

  • Races: I am open to all races from Advanced Race Guide. Any race beyond that would be open for discussion.

  • Classes: Al classes created by Paizo with correct errata.

  • Alignment: I would prefer a Good Aligned character, but as long as you are willing to work with the group I don’t mind any alignment.

  • Abilities: High fantasy (20 point buy) (after racials no stat over 18 none under 8. I do this to help balance the flexibility of point buy.)

  • Skills: Standard

  • Traits: I would like to avoid using Traits for this game. I usually save traits for Adventure paths

  • Hit Points: Max at first level, then roll after that (will be done in discussion thread during level)

  • Starting Gold: Average starting gold for classes (Core pg. 140, or APG pg. 26)

  • Banned: Leadership feat, non-unchained summoner, 3rd party and 3.5 material, and Sacred geometry

Things you should know:
  • I going to push for at least a post every day. I am hoping you can follow suit. If you are going to be gone for any length of time please let me know so I can bot you. If anyone (including myself) needs a day, just shoot a quick message and it will understood. We can either bot you, or take a break, if it makes more sense.

  • I will be using roll20 for maps

  • Roleplay is going to be more of a priority than combat, but I want to try to make combat follow the rules as much as possible.

  • My deciding factor on picking characters will be mostly made on characters with personality. I also prefer characters with flaws that are not mix-maxed like crazy. I want everyone to be functional, but also have their own limitations.

  • No need to over build a backstory, just something that gives you a reason to be there, and a bit of personality.

  • I will not be changing drops in the module, so expect a pretty standard item drop types. Take that into account when making a character. If you rely fully on eastern or weird exotic weapons, you might miss out on weapon drops (for example)

Campaign info:

There is no Campaign Guide for this module. It should go from level 1-7. The story takes place in Verduran Forest of north-central Taldor, on a minor trade road between Wispil and Dunholme.

Your Characters should not be natives of the town. The baked in reason in the Module is:

A man named Silas Gribb offers you a job as caravan guards. Upon the caravan’s arrival in Belhaim, Gribb is arrested on a warrant for smuggling, and Belhaim’s sheriff and his most skilled deputies head out within the hour to escort him and his confiscated caravan south to Cassomir. You easily convince the authors of your ignorance about Silas’ criminal actives, but are left stranded in Belhaim, as Silas is obviously unable to pay you for the job.

Talia Orem, the young proprietor of the Wise Piper In, takes pity on the PCs and offers free room and board for a few days.

If you wish to go with something different than that we can work on it.

I am looking for 4 players. I will close recruitment next Sunday (October 22nd), unless I don’t feel we have a good enough group ready to go.

Let me know if you are interested, or have any questions! I am here to answer them to the best of my ability.


I'm interested. I'm newish to PbP, but not Pathfinder. (New to Paizo forums.) Need to get a start somewhere.

Paizo Employee Organized Play Line Developer

Oh, definitely interested! I'm pretty new to pbp too, but am lucky enough to be involved in a few. I've never had a chance to read or play through this module, so I'm super excited to give it a go.

I'll have a character posted within a day or so!


I'm interested too. Sounds fun. :) I'll work on something.


Sounds good everyone. Let me know if you have any questions, regarding character creation.

I am totally up for new PbP players, as I am new too. We can learn together.

I will be recreating the different characters in Hero Lab, to verify everything after I pick the people.

I said I will be looking for 4, but if I get a good response I don't mind increasing that to 5. I don't want to overload myself or other players with too much though.


I'll probably be applying. I think its awesome that you're new to GMing. Id love to hear how it goes at the least. I've been wanting to try my hand but havent found the time to do it. It seems so daunting.


I've always wanted to play or run this module myself, so very interested. Planning to sit down with HeroLab this evening, so I'll see what inspires me.


So, the concept I have right now is a Kitsune Ranger (trapper). I'll post more when I've put it together some. Please let me know if you have any comments or concerns about the concept.
Thanks

Paizo Employee Organized Play Line Developer

I'm looking to make a half-elf magus (eldritch archer). She's a performer at heart, firing trick shots and performing feats of acrobatics during festivals and carnivals for coin and fame. She'll be charismatic, and friendly, but harbours a less-kind heart than she lets on. It's power and riches that really matter to her, and she uses her skills with magic and a bow to get what she wants.

She would have accepted the work with Silas Gribb for both the money, and as a free ride to Belhaim (and any stops in between). Shows like hers need new audiences to keep interest. She would be disappointed at missing out on her pay check, but would have used the time (and Talia's pity) to make new friends, foster new connections, and perform for a crowd or two.

Her biggest flaws are that she's a bit greedy (she wants the finer things in life) and that she relies on people liking her. Being ignored, disliked or jilted rub her the wrong way.

Because of her skill with the bow (and boastful showmanship) she's considered by many to be more battle-hardened than she is--a reputation which helped her get work with Silas Gribb, and will likely be the cause of her getting entangled in whatever heroics are soon to come...

I'm thinking her alignment will be neutral, but she acts as if she's neutral good. Her stage persona, so to speak.

Stats and more to come soon!


@Kayri_Khaos A Kitsune Ranger (trapper) sounds good! I don't think PC run traps would be any issue. And having disable device can't hurt.

@meloriel - The Eldritch archer sounds pretty good. And I think the character/personality would fit well. Am I reading it right that it would take a week to replace your bow? You get to start out with a masterwork one, which is nice.


Dotting in.

I have something in mind but will work it out tomorrow and post.

The fact that you emphasis roll-play is of great interest as well as a smaller group. I am not interested in more gang of murder-hobo stuff.


GM Red Box wrote:
I am not interested in more gang of murder-hobo stuff.

I am hoping to avoid that. I am never really a fan of these types of games. I think PbP really allows for delving into the Roll-play better.

Sometimes roll-play heavy can slow things down, hopefully I will be able to keep the flow going. The town is built up pretty well in the module, so there will be plenty of opportunities for good role play, as well as a good combo of combat types.


Submission
Bethany has grown to hate the family name 'Carpenter' has been her load-stone for life. As far as she knows five generation before her worked building thing from wood.

She tried. Oh how she tried but the patientes it takes was always just beyond her ability. She would start and be good for a while but then the stray knot in the wood or a splinter in her hand and the project was done.

Her father was nice about it. Humored it, tried to calme but eventually grew tired of the dram.

Knowing she was a failure she manged to keep her head up. The familes clients would smile at her but she knew they would talk behind her back.

As she grew she began to understand that this could not be her place but what to do? Go to bars and spend her time, sure there was always a loud mouth that would comment or worse grap. Them... them she could deal wiht.

After breaking a few fingers and noses she decided for a change. A strager had a job, a guard. Could be a worse life.

Crunch:

Beathany Carpenter
Female human unchained barbarian 1 (Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee earth breaker +3 (2d6+3/×3)
Special Attacks rage (13 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Extra Rage, Persuasive
Skills Acrobatics +5 (+9 to jump), Craft (carpentry) +2, Diplomacy +4, Intimidate +7, Survival +4
Languages Common
SQ fast movement
Other Gear studded leather, earth breaker[UE], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), trail rations (5), waterskin, 31 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (Unchained, 13 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
--------------------

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I'm thinking of a Peri-blooded Aasimar who feels torn between wanting to do good and do bad things. She normally does good things, but she ran away to take this job because everyone expects her to be perfect, and she can't be perfect, and she just wants to be a normal person without all the pressure anymore. I'm thinking that she's probably from some noble family, but hiding that, and out on her own for the first time, not used to being poor, and stunned by some of the realities of life. ... Including that the bad things that she sometimes feels drawn to are *way* better than the real evil that she is going to face.

She's going to be a spellcaster, but haven't decided exactly which flavor yet... something with lots of fire though, since that is what peri-blooded aasimars are drawn to, so likely sorcerer, but not sure what bloodline.

Paizo Employee Organized Play Line Developer

@DM New - Yes, that's right. If her bow breaks, is lost, or she wants to replace it with an already magical one, she has to wait a week and spend 200 gp per magus level plus the cost of the masterwork item.

Paizo Employee Organized Play Line Developer

As promised, here's my submission, Bullseye Brynn. I ended up making her a human instead of a half-elf, but otherwise she's unchanged from my initial concept. As she levels up she'll also take ranks in craft (bow making) in order to keep her bow in good repair, and possibly perform (oratory).

Statistics:

’Bullseye’ Brynn
Female Human Magus (eldritch archer) 1
N Medium Humanoid (human)
Init +3; Senses Perception +0

------------------------------
DEFENSE
------------------------------

AC 16, touch 13, flat-footed 13 (+1 armour, +3 Dex, +0 shield)
hp 8 (1d8)
Fort +2, Ref +3, Will +2

------------------------------
OFFENSE
------------------------------

Speed 30 ft.
Melee rapier +0 (1d6/18-20)
…dagger +0 (1d4/19-20)
Ranged masterwork longbow +4 (1d8/x3)
Spells Prepared (CL 1st, Concentration +3)
1stshield, true strike
0detect magic, light, prestidigitation

------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Point-blank Shot, Precise Shot
Skills Acrobatics +1, Bluff +1, Climb +1, Diplomacy +1, Knowledge (arcana) +1, Perception +0, Spellcraft +1
(6 points; 2 class, 2 INT, 1 race, 1 favoured class)
Abilities Arcane pool (3 points), cantrips, ranged spell combat, ranged weapon bond (longbow)
Languages Common, Elven, Halfling

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Arcane Pool (Su): A magus gains a reservoir of mystical arcane energy that he can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier (3 points). The pool refreshes once per day when she prepares her spells.

She can expend 1 point from her arcane pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties, distance, flaming, flaming burst, frost, icy burst, nimble shot, returning, shock, shocking burst or speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Ranged Weapon Bond (Ex): An eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

She begins play with a bonded object at no cost. It must be a ranged weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a weapon it must be held in one hand. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. If she attempts to cast a spell without her bonded object in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

She can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. The magic properties of a bonded object, including any magic abilities added to the object, only function for the magus who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time she prepares her spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per magus level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. She can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Ranged Spell Combat (Ex): A magus learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, she must be wielding a ranged weapon. She doesn’t need a free hand for spell combat. As a full-round action, she can make all of her attacks with ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

Spells Known:

------------------------------
Spells Known
------------------------------
1stmonkey fish, mudball, ray of enfeeblement, shield, true strike
0thacid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear masterwork longbow, arrows (40), whistling arrows (20), dagger, rapier, potion of cure light wounds
Possessions Reinforced tunic, backpack, banner, entertainer’s outfit, grooming kit, ink, inkpen, signal whistle, travelling spellbook, waterskin
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 30 lbs.
Money 28 GP 10 SP 10 CP

Background:

Brynn was born to a low-class family who worked as labourers in Oparra. She grew up watching the nobility sweep through the city with an envious eye. She knew early on that her family’s life would never satisfy her, so she set out to be something else. Something better. She took what opportunities she could, learning feats of acrobatics, her way with a bow and even magic. Using her skills she’s slowly climbed the social ladder, and made a name for herself as an expert marksman and showman. She put together a show, which earned her mild fame, and travels Taldor performing wherever there’s opportunity and the promise of crowds and coin.

Bullseye Brynn is a performer at heart, firing trick shots and performing feats of acrobatics during festivals and carnivals for coin and fame. She’s charismatic, friendly, but harbours a less-kind heart than she lets on. It's power and riches that really matter to her, and she uses her skills with magic and a bow to get what she wants.

Because of her skill with the bow (and boastful showmanship) she's considered by many to be more battle-hardened than she is--a reputation which helped her get work with Silas Gribb as a caravan guard, and will likely be the cause of her getting entangled in whatever heroics are soon to come... She accepted the work with Silas Gribb for both the money, and as a free ride to Belhaim (and any stops in between). Shows like hers need new audiences to keep interest, and work as a guard could only add legitimacy to her (mostly undeserved) reputation.

Brynn was disappointed when Silas Gribb was arrested, but easily talked her way out of going to prison with him. She’s upset at missing her payment, but is using the time (and Talia’s pity) to make new friends, foster new connections and perform for a crowd or two.

Appearance and Personality:

Brynn is slight of frame, and flexible. She is well-groomed, and polished. She wears her long hair pulled back in a braid, simple jewelry, and flambuoyant stage-wear—typically well tailored tops with short skirts and knee-high boots. She’s beautiful, and good with people, but cares less for them than she lets on. Its herself she cares about most, and it always has been. She wants the finer things in life, and she relies on people liking her. Being ignored, disliked or jilted rub her the wrong way. Despite her greed and selfishness, her reputation relies on her being kind and heroic, and she often acts in accordance with these morals.

Grand Lodge

Background Skills - are they allowed?

The Exchange

I am interested in joining this. I will be submitting a Nagaji First Mother's Fang Cavalier. Working on crunch and story now.


Current Finished Submittions
Beathany Carpenter (GM Red Box) - Unchained Barbarian
’Bullseye’ Brynn (Meloriel) - Magus (eldritch archer)

There are a few other great ideas that are not fleshed out. I will not make any decisions till Sunday, so there is plenty of time to get them all in!

@Raltus - I am actually a big fan of Background Skills. They really give people a heads start on Character backstory and role playing. I am defintally ok if you go that route.

Same goes with anyone else, if you wish to use Background Skills you are welcome to.

Excited to see other people's character ideas.

Paizo Employee Organized Play Line Developer

Ohhh! I'm definitely going to add background skills to Brynn. Craft (bow making) and perform (oratory).


meloriel wrote:
Ohhh! I'm definitely going to add background skills to Brynn. Craft (bow making) and perform (oratory).

Go for it! You already said you wanted to, and it works great with Background Skills.

The Exchange

I have a question, for animal companions, how do you do their hp? Standard raw (4.5 hp per hd) or do they roll or max first hd then roll?


Barebates wrote:
I have a question, for animal companions, how do you do their hp? Standard raw (4.5 hp per hd) or do they roll or max first hd then roll?

I will say you can go either way. You just have to pick one from the start.

1. 4.5 * HD + CON Mod * HD
2. Max on first level, roll for each additional (+CON mod)


Current concept: Dr. Jekyl & Mr. Hyde.

Potentially using the Vigilante class in an unconventional way to effectively leverage the change back and forth.

Rather than a caravan guard, my character may be a caravan customer of Gribbs using the caravan to escape his past, maybe an associate of one of Gribbs' suppliers of any alchemical items Gribbs' may have traded in. 'Dr. Jekyl' will have been once an upstanding citizen who is now fleeing after suspicion has fallen on him during a string of bizarre deaths and accidents perpetrated by 'Mr. Hyde.' The caravan was suggested by Gribbs' associate/Jekyl's friend when Jekyl began to panic.

I'm thinking of treating the Hyde as he is in the book as a smaller loathsome creature not as commonly portrayed like a Victorian Hulk. So I'll be aiming more for rogue-like role.

Still working it through.

The Exchange

Pinvendor, have you looked at darklantern archetype? I think that may fit your concept well. You go from elf in your jeckle to drow for your small loathsome Hyde


I was eyeballing the Experimenter archetype actually. I think it may have been created with J/H in mind, but I think it loses some of the Hyde-ness with the weapon proficiency changes and no Vigilante specialization.

I don't think I checked out the Darklantern, I'll look it up.


For a Ranger (trapper) would you still consider Craft (traps) a Background skill, or would that wind up being a class skill?


Checked out the Darklantern. Sure was hard to find, but located its entry on the Archives of Nethys. Not sure if that's the right fit though for my guy though. Feels a bit more specific than I would need.

I also checked out the Serial Killer archetype which could work really well for a Jekyll/Hyde or Jack the Ripper concept but I think that may need the urban setting to really shine. Especially with my plan to play his cooperation with the heroics around him as more an effort to fit in and be incidental to trying to avoid association with the name he's leaving behind. I think the SK would be too conspicuous in a small town setting since the archetype gets penalized for not being evil enough to keep his alignment. Mentally I can't get past that an SK would have to indulge in his need to kill/hurt/terrorize, and in a small town that would be noticed.

I think I have a good angle though, so expect my submission soon.

The Exchange

Background skill don't change based on class. Also trapper ranger will likely never craft a trap, takes too long and is too expensive, and rarely are you defending a location for long enough to matter. their special ability is what is actually useful.


@Kayri_Khaos - Yes Craft would be a Background skill. Though like Barebates said, using them might be a bit tricky while adventuring. Though, from what I am reading, you would not need to worry about expense for these types of traps. And it is only a full-round action to set up. It could be very interesting to see them in use! Craft(Traps) would be mostly flavor for this Archetype's ability. In which case I am totally ok it being used in Background skills.

Though the term 'Class Skill' usually means getting the bonus 3 ranks once applying a rank. If you class, Ranger for example does, has it listed as a class skill you get the +3 while also being a background skill.

I hope this makes sense.

Dark Archive

Hello, I'm interested in making a character, like a Mid aged Ratfolk who feels like he's missing life, and needs to get out and do something.

My character will be a Ratfolk on the verge of becoming middle aged(which is only 20 years so he will likely be 18-19) and a wizard. My plan is to multiclass into cleric and later mystic theurge, as his devotion to Nethys leads him to explore both forms of magic as deeply as he could.

although i may just stick full wizard...

The Exchange

The class traps are mostly free (Some have material components), but yeah, i was referring to craft traps being pricy.

William, Mystic Theurge takes a minimum of 6 base class levels to get into the prestige class, which is workable in a lvl 20 campaign, but you won't really see any value when we only go to level 7, imo.

I think i may switch to a divine caster since a see many full bab classes but no one who can heal.


@William - Yeah, this module only goes to level 7. If everything goes great and we finish. I may move onto a larger AP. I didn't want to star too "big" for my first attempt at DMing a PbP game. If you are ok with those limitations, your character build sounds fun. I can say (without too many spoilers) a wizard would fit pretty well in the story.

@Kayri - Yeah the Craft(traps) would be a really fun flavor to the class/archetype, but is not required to use the traps set up in the archetype itself. It would be a fun way to determine quality of the trap (but not the effectiveness), etc. If you use it as a background skill it would fit the Role Playing aspect of your character. Which the more I think about it, those traps could be really fun!

@Barebates - Yeah no real healing options have been thrown out yet. I will definitely be looking for a good well rounded group that seems to work together. More options are good.


william here, making a full fledged wizard ratfolk, again bordering on the older side. dont know if i should go middle aged or not(for now im not)

right now I'm trying to decide what school to pick.

Edit: alright now that I've had some time, I'm an illusionist. I think I'm gonna go for the older cooky mage kind of character

Paizo Employee Organized Play Line Developer

meloriel wrote:

As promised, here's my submission, Bullseye Brynn.

** spoiler omitted **

Properly updated skill entry for Bullseye Brynn

Skills Acrobatics +4, Bluff +4, Climb +4, Craft (bowmaking) +6, Diplomacy +4, Knowledge (arcana) +6, Perception +0, Perform (oratory) +4, Spellcraft +6
(8 points; 2 class, 2 INT, 2 background, 1 race, 1 favoured class)

Thanks!

Paizo Employee Organized Play Line Developer

@ Verik

I LOVE illusionists. I'm horrible with them, personally, but man, I wish I wasn't. Haha.

The Exchange

I know we don't get traits, but could we take the feat Additional Traits?


Barebates wrote:
I know we don't get traits, but could we take the feat Additional Traits?

Sure. Backdoor to Traits, but using a feat for it is fine with me.


Current submission: Errol Muddleston

Still need to flesh the backstory out a bit, and come up with a name for 'Hyde.'


Honestly being an illusionist is about mixing stealth and Spellcasting, along with trickery. It's a conjunction class. Typically an Illusionist works well with a rouge in the team, he makes the enemies fascinated or distracted and the rogue stabs them in the back.

Also, I'm finished, all my crunch is on this Alias, and a background.


Current Finished Submissions
Beathany Carpenter (GM Red Box) - Unchained Barbarian
’Bullseye’ Brynn (Meloriel) - Magus (eldritch archer)
Errol Muddleston (pinvendor) - Vigilante
Verik Skintail (William Nightmoon) - Wizard

Few other ideas that are not done baking yet. Still got plenty of time.

I have to say, I appreciate the enthusiasm and interest. I am very excited to give this game a go.

Paizo Employee Organized Play Line Developer

Awesome! Me too! *fingers crossed* Haha.


All right, this took longer to get down than I would have liked. I have more background and personality in my head, just haven't been able to get it out yet.

Raikoto Shiori

Statistics:

Female kitsune ranger (trapper) 1
CG Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d10-1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . bite -3 (1d4)
Ranged longbow +3 (1d8/×3) or
. . throwing axe +3 (1d6+1)
Special Attacks favored enemy (animals +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 9, Int 14, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 14
Feats Fox Shape, Tool Optimizer
Skills Acrobatics +3, Craft (bows) +6, Craft (traps) +6, Disable Device +6, Handle Animal +4, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +6, Perception +6, Profession (trapper) +6, Survival +6 (+8 to avoid becoming lost); Racial Modifiers +2 Acrobatics
Languages Common, Elven, Sylvan, Tien
SQ change shape, track +1, trapfinding +1, wild empathy

Special Abilities:

Change Shape (Su) Assume a single human form.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Fox Shape (Fox) You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Gear/Equipment:

Combat Gear studded leather, dagger, longbow with 20 arrows, throwing axe (2)
Other Gear backpack, bandolier[UE], belt pouch, compass[APG], fishhook, flint and steel, mess kit[UE], soap, string or twine[APG], trail rations (5), waterskin
Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 100-150 lb.
Current Load Carried 46.72
Money 35 gp, 26 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dagger - 0/1
Dancing Lights (3/day) - 0/3
Throwing axe - 0/2
Trail rations - 0/5

fox form:

Female kitsune ranger (trapper) 1
CG Tiny humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 9 (1d10-1)
Fort +1, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d3)
Ranged
Space 2½ ft.; Reach 0 ft.
Special Attacks favored enemy (animals +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 11, Dex 19, Con 9, Int 14, Wis 15, Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Fox Shape, Tool Optimizer
Skills Craft (bows) +6, Craft (traps) +6, Disable Device +6, Handle Animal +4, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +6, Perception +6, Profession (trapper) +6, Survival +6 (+8 to avoid becoming lost)
Languages Common, Elven, Sylvan, Tien
SQ change shape, track +1, trapfinding +1, wild empathy
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single humhum you u Y com an form.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Fox Shape (Fox) You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15 feet by sense of smell.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Gear/Equipment
--------------------
Carrying Capacity
Light 0-28.5 lb. Medium 28.6-57 lb. Heavy 58-86.25 lb.

Background:

I never new my homeland, all I've ever called home is the verdant wilds of the Verduran Forest. Mama and papa brought me here when I was very young. Papa specialized in the fey. Mama's silver eyes always seemed to look into your very soul, even though they couldn't see the physical world.

Raikoto came to Avistan as a baby. Her parents were a druid and an oracle. She grew up in the Verduran Forest and learned the art of game trapping. She chafed at the rules and regulations of the druid council in Arenway and left to seek her fortune in the great world.

Appearance and Personality:

Raikoto appears to be a small delicate young woman just over five feet tall. Her fine features and lithe limbs conceal a fierce independence and tenacity. In her natural form she has a deep orange-red coat and golden eyes. Her human form has darker red-brown hair, but retains her startling irises. As a fox, those eyes are the only thing that looks out of place.

A free thinker, Raikoto loves to wander the wilderness. She has a wry sense of humor and is always with a laugh.

The Exchange

Kayri_Khaos, are you aware that there is an Alternate Racial Trait that changes the ability scores to be +2 int instead of cha? Its called Keen Kitsune. If you take that, you will have 1 more point to distribute to ability scores.

http://archivesofnethys.com/RacesDisplay.aspx?ItemName=Kitsune


Barebates wrote:

Kayri_Khaos, are you aware that there is an Alternate Racial Trait that changes the ability scores to be +2 int instead of cha? Its called Keen Kitsune. If you take that, you will have 1 more point to distribute to ability scores.

http://archivesofnethys.com/RacesDisplay.aspx?ItemName=Kitsune

I'd thought about that early on. Then played with the stats and didn't go back. I'll look that math over again.

Thanks.


Ok, here's the edited version including Keen Kitsune.
Thanks, Barebates, for pointing that out.

Raikoto Shiori

Statistics:

Female kitsune ranger (trapper) 1
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d10-1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . throwing axe +2 (1d6+1) or
. . bite -3 (1d4)
Ranged longbow +4 (1d8/×3) or
. . throwing axe +4 (1d6+1)
Special Attacks favored enemy (animals +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 8, Int 14, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Fox Shape, Tool Optimizer
Skills Acrobatics +4, Craft (bows) +6, Craft (traps) +6, Disable Device +7, Handle Animal +4, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +6, Perception +6, Profession (trapper) +6, Survival +6 (+8 to avoid becoming lost)
Racial Modifiers +2 Acrobatics
Languages Common, Elven, Sylvan, Tien
SQ change shape, keen kitsune, track +1, trapfinding +1, wild empathy

Special Abilities:

Change Shape (Su) Assume a single human form.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Fox Shape (Fox) You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Gear/Equipment:

Combat Gear studded leather, dagger, longbow with 20 arrows, throwing axe (2)
Other Gear backpack, bandolier[UE], belt pouch, compass[APG], fishhook, flint and steel, mess kit[UE], soap, string or twine[APG], trail rations (5), waterskin
Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 100-150 lb.
Current Load Carried 46.72
Money 35 gp, 26 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dagger - 0/1
Dancing Lights (3/day) - 0/3
Throwing axe - 0/2
Trail rations - 0/5

fox form:

Female kitsune ranger (trapper) 1
CG Tiny humanoid (kitsune, shapechanger)
Init +5; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 9 (1d10-1)
Fort +1, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d3)
Ranged
Space 2½ ft.; Reach 0 ft.
Special Attacks favored enemy (animals +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 8, Int 14, Wis 15, Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Fox Shape, Tool Optimizer
Skills Acrobatics +5 (+9 to jump),Craft (bows) +6, Craft (traps) +6, Disable Device +10, Handle Animal +4, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +6, Perception +6, Profession (trapper) +6, Survival +6
Languages Common, Elven, Sylvan, Tien
SQ change shape, keen kitsune, track +1, trapfinding +1, wild empathy
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single humhum you u Y com an form.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Fox Shape (Fox) You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15 feet by sense of smell.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Gear/Equipment
--------------------
Carrying Capacity
Light 0-28.5 lb. Medium 28.6-57 lb. Heavy 58-86.25 lb.

Background:

I never new my homeland, all I've ever called home is the verdant wilds of the Verduran Forest. Mama and papa brought me here when I was very young. Papa specialized in the fey. Mama's silver eyes always seemed to look into your very soul, even though they couldn't see the physical world.

Raikoto came to Avistan as a baby. Her parents were a druid and an oracle. She grew up in the Verduran Forest and learned the art of game trapping. She chafed at the rules and regulations of the druid council in Arenway and left to seek her fortune in the great world.

Appearance and Personality:

Raikoto appears to be a small delicate young woman just over five feet tall. Her fine features and lithe limbs conceal a fierce independence and tenacity. In her natural form she has a deep orange-red coat and golden eyes. Her human form has darker red-brown hair, but retains her startling irises. As a fox, those eyes are the only thing that looks out of place.

A free thinker, Raikoto loves to wander the wilderness. She has a wry sense of humor and is always with a laugh.


I would like to apply. I have wanted to finish Dragon's Demand. I started a PbP a few years ago, but the DM had to end it. We were only level 2, so not too far.

I am thinking cleric or oracle....thinking...


Dorian 'Grey' wrote:

I would like to apply. I have wanted to finish Dragon's Demand. I started a PbP a few years ago, but the DM had to end it. We were only level 2, so not too far.

I am thinking cleric or oracle....thinking...

Yeah if you only got to level 2, you did not get very far. Hopefully we can get though more than that.

Divine casters are always welcome! :)


Thank you for running. I have a F2F pfs game tonight, but I will work something up tomorrow.

The Exchange

The crunch is done, going to finish fluff tonight

Dea Sands, Mounted Cleric of Iomedae and his faithful steed, Horse

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