DougFungus |
My Crypt of the Everflame game is quickly coming to a close and I am looking for a replacement player for the second module in the adventure. The party's Rogue disappeared over the summer and though it pains me, the time has come to replace him.
Masks of the Living God is the second instalment in the "Price of Immortality Trilogy". Following this adventure we will be continuing on to "The City of Golden Death".
I will be letting the party have final say in who is selected, therefore it is not necessary to submit a Rogue as a replacement. They have only asked for a replacement Skill Monkey so feel free to get creative.
Starting Level: 4
Sources: Any hardcover material that can be sourced on the PRD. Pathfinder content only.
Point Buy: 20 pts
Traits: 2
Starting Gold: TBD! If you'd like you may use 1000 GP for character creation.
Races: Core or any Human looking race.
Alignments: Any, but you need to commit to working with the party and toward the adventure goal.
Background Story: Not a requirement but if you opt to make one your character must be from Kassen. Please keep it short.
Personality Description: For each character I'd like a brief description for their personality. I want to know how they will act throughout the adventure. Morals, Beliefs, Attitude etc…
Other Things:
- Creating an Alias for character submission is not necessary, though you can if you want to. I’d hate for you to go through the trouble of making one if your character is not selected. Also, feel free to re-use past Aliases for submissions. Your odds will not be affected by recycling Aliases.
- Charactes must use the standard statblock for their character sheets to keep everything uniform.
- Must be able to post a minimum of 1 or more times per day including most weekends. I try to do one large update per evening and many smaller ones from my phone throughout the day.
Recruitment will close once the party have decided on a suitable replacement.
Walter Lindie |
So like this stat block here
Male Halfling Rogue 3
CG Small Humanoid (halfling)
Init +5; Senses Perception +9
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 26 (3d8)
Fort +2, Ref +9 (+1 bonus vs. traps.), Will +3; +2 vs. fear
Defensive Abilities evasion, trap sense
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Offense
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Speed 15 ft.
Melee +1 Dagger +4 (1d3+1/19-20/x2) and
. . Dagger +3 (1d3/19-20/x2) and
. . Masterwork Shortsword +5 (1d4/19-20/x2) and
. . Unarmed strike +3 (1d2/x2)
Ranged Light crossbow +8 (1d6/19-20/x2)
Special Attacks sneak attack +2d6
Spell-Like Abilities Minor MagicDaze (3/day)
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Statistics
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Str 10, Dex 20, Con 10, Int 14, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Deft Hands, Extra Rogue Talent (Rogue), Weapon Focus (Shortsword)
Traits Anatomist, Iron Liver
Skills Acrobatics +9 (+1 jump), Bluff +6, Climb +4, Diplomacy +7, Disable Device +11, Disguise +6, Escape Artist +6, Fly +4, Knowledge (local) +8, Perception +9 (+10 to locate traps.), Ride +2, Sense Motive +6, Sleight of Hand +10, Stealth +12, Swim +2
Languages Common, Dwarven, Elven, Halfling
SQ fearless, trapfinding +1
Combat Gear Acid (2), Sunrod (2); Other Gear Leather armor, +1 Dagger, Crossbow bolts (10), Dagger (4), Light crossbow, Masterwork Shortsword, Backpack, masterwork (11 @ 15 lbs), Bedroll, Belt pouch (4 @ 3 lbs), Blanket, winter, Flint and steel, Grappling hook, Silk rope, Thieves' tools, Trail rations (4), Waterskin, 150 GP
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TRACKED RESOURCES
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+1 Dagger - 1/1
Acid - 2/2
Crossbow bolts - 9/10
Dagger - 4/4
Minor Magic (Daze) (3/day) (Sp) - 0/3
Sunrod - 2/2
Trail rations - 4/4
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Special Abilities
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Anatomist +1 to confirm critical hits.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Minor Magic (Daze) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Nimblefinger has no clue who his parents were, nor does he care. He has no time for love, or family. He grew up on the streets of Absalom, learning at a young age that taking risks and having nimble fingers can bring great rewards. His work is his mistress. His ability to keep his mouth shut is a strength. His client list is extensive...however, Nimblefinger would have to kill you if he told you who they were. Always on the look out for his next job, Nimblefinger can be called upon to tackle anything......for a price.
I lifted it from your rouge just making sure.
DougFungus |
Thanks for the submission Havelock
You say any "human" looking race right? Does that include a tiefling? If so would you allow the variant tiefling abilities?
I don't have a problem with Tiefling characters so long as you can find a good reason to explain why one might be living in Kassen.
KASSEN
Hamlet conventional (mayor); AL CG
Base Value 500 gp
DEMOGRAPHICS
Population 750
Type isolated (human 93%, halfling 2%, half-orc 2%, elf 1%, half-elf 1%, Other 1%)
AUTHORITY FIGURES
Jonark Uptal, elected mayor of Kassen
Colbin Vetnar, woodcutter guildmaster
Gregor Wisslo, fighter mentor and captain of the guard
Holgast, town sage
Rantal Prasst, priest
The Variant Tiefling Heritages I'm afraid I will not allow though since it was not published in any hardcover material that I know of.
How prevalent are traps? Thinking about skill focus but if there only here and there ill prob wont..
Traps show up here and there throughout the adventure in its entirety but are few in Masks of the Living God. This module has a heavy focus on RP elements and not so much on traps or combat. Future modules can be very much the opposite though. Regardless, I would consider Trapfinding an asset since nobody else in the party will have it.
WerePox47 |
The alternate heritages were printed in the Pathfinder Player Companion "Blood of Fiends".. They also printer a book called "Blood of Angels", that listed a bunch of alternate Aasimar heritages..
AS far as why she's in a small town, im sure i can come up with something..
If you wanted to have look at the heritages go Here!
Alex Mack |
Here's my submission Mortimer Meadows. He's a Ranger using the Urban Ranger and Wild Stalker Archetypes and will probably take the Smirmisher Archetype come level 5. He fights with a Bardiche and has Combat Reflexes and in combat will usually stand back to shield the casters with Reach and Pushing assault. While sporting good damage output his defenses are a bit lacking so he'll leave confronting the bad guys head on to the Sword and Board fighter.
In the skills department he has all the regular Rogue skills including trap finding covered and also brings outdoor skills to the table. He should make for a very good scout but what he lacks are face skills.
Equipment currently is incomplete as with 1000 GP I can only afford MW tools.
Mortimer Meddows
Male Human Ranger 4 (Urban Ranger/Wild Stalker/Skirmisher Archetypes)
CG Medium Humanoid (Human)
Init +2; Low Light Vision; Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+x armor, +2 Dex)
hp 38
Fort +6, Ref +6 , Will +3 (Birthmark)
Defensive Abilities: Uncanny Dodge
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Offense
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Speed 30 ft.
Melee MW Bardice +9 (1d8+6/19-20/x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats: Combat Reflexes, Power Attack, Pushing Assault
Traits: Birthmark; Child of Nature
Skills: Acrobatics +9(4), Climb +8(1), Disable Device +11(4), Knowledge (local) +6 (3), Knowledge (Nature) +7 (3), Perception +11 (4), Survival +9 (4) , Stealth +9 (4), Swim +8 (1)
Languages: Common
Combat Gear: Bardiche; Warhammer; Dagger; Longbow; Arrows; Chainshirt
Other Gear Backpack, Bedroll, Flint and steel, Grappling hook, Rope, Masterwork Thieves' tools, Trail rations (5), Waterskin
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TRACKED RESOURCES
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Rage 8/8
Arrows 20/20
Trail rations 5/5
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Special Abilities
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Strong Senses: Gain low light vision and +1 to perception (bonus increases by +1 for every 4 levels)
Track: Add half level to survival checks to follow tracks
Uncanny Dodge: Retain Dex to armor Class in surprise round. Cannot be flanked except by Rogues of higher level.
Rage: 8 Rounds per day. +4 Str/+4 Con +2 Wil saves -2 AC afterwards exhausted
Trapfinding (+2): Gain a bonus to find or disable traps equal to half level, including magical ones.
Favored Community: Skelt. Gain +2 bonus to initiative and knowledge local checks in favored community.
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Mortimer was born in Kassen. His father was the head of the local watch, but died in an orc raid when Mortimer was only 10 years old. Growing up with only his mother was not easy for the headstrong lad and he ran away from home when he was only 15 when he lived oin the woods and joined a bandit gang. Noticing that their criminal ways were not to their liking he decided to become a caravan guard. Usually protecting caravans, which travelled south from Skelt through Kassen. At his last visit he found his mother dead and has now returned to the town he was born to settle affairs.
Mortimer is a headstrong young man with a good heart. He is loyal and a bit naive but knows how to handle himself in both urban and rural settings. Perhaps due to living too long on his own in the wild he prefers to follow strong personalities, but is capable and resourceful in carrying out missions.
Lessah |
I would also like to submit a concept!
The concept is Anna the changeling. She is a synthesist with a level of oracle thrown in for good measure. The mix of the two classes allow her to provide low level magical support aswell as taking care of traps, scouting and some face duties. She can also stand her ground in close combat, assuming she has her eidolon fused with her. If she don't have it summoned and don't have time to summon it she can instead summon a few minions to fight for her.
I know some people feel that the synthesist class (and eidolons) is very high powered. I can agree with some of their arguments - namely that pounce and ridiculous number of natural attacks get out of hand quickly. Therefore I'll assure you that I have no intention on going that route - I prefer to see Annas fuse as more of a magical empowerment of herself rather then summoning a new 'shell' around her. That means I have no plans on picking up more attacks or pounce or anything in that way (however, I might actually go for the Rend evolution later for a total of two claws and Rend - but that is after level 7) or using the option to turn the eidolon large or huge. What I will pick up is the utility evolutions such as skilled, flight ect.
Annastasia Weltstrasse
Female Changeling
1st level Oracle (Seeker), 3ed level Summoner (Synthesist)
LG Medium humanoid (changeling) [Outsider]
Init +4 [+5]; Senses: Perception +9 [+17]; Darkvision 60 ft.
DEFENSE
AC 16 [19], touch 13, flat-footed 13 [16] (+3 Dex/Cha, +2 Armour, +1 Natural Armor [+6 Natural Armor])
hp:22 [+20] (4d8+4 [3d10+3])
Fort +2, Ref +4, Will +6
[evasion]
OFFENSE
Speed 30 ft.
Melee +4 [+8] Claw (1d4+3 [+6]) or
... +3 [+7] Shortspear (1d6+2 [+7])
Ranged +2 [+4] Thrown Shortspear (1d6+1 [+4])
Special Attacks
Spells (CL 3ed; concentration +6)
0 (DC 13) - Detect Magic, Light, Mage Hand, Mending, Message, Read Magic
1st (DC 14, 4/day) - Mage Armor, Shield, Rejuvenate Eidolon, Identify
Spells (CL 1st; concentration +4)
0 (DC 13) - Create Water, Detect Poison, Spark, Stabilize
1st (DC 14, 4/day) - Cure Light Wounds, Obscuring Mist, Protection from Evil
Spell-like Abilities (CL 3ed; concentration +6)
6/day - Summon Monster II (3 minutes duration)
STATISTICS
Str 13 [19], Dex 10 [13], Con 13 [13], Int 14, Wis 12, Cha 17
Base Atk +2 [+3]; CMB +3 [+7]; CMD 13 [18]
Feats: 2 Mother's gift (Hag Claws), Improved Initiative
Traits: Eyes and Ears of the City (Village), Slippery
Skills: Climb +1 [+4], Diplomacy* +10 (4), Disable Device* +9 (4), Fly* +0 [+1], Know* +6 (local, 1), Linquistics* +6 (1), Perception* +9 [+17] (4), Ride* +4 (1), Sense Motive* +7 (3), Spellcraft* +6 (1), Stealth* +5 [+14] (1), Swim +1 [+4], Use Magic Device* +7 (1)
Languages Common, Elven, Draconic, Giant
SQ
SPECIAL ABILITIES
Hulking Changeling - The changeling gains a +1 racial bonus on melee damage.
Cursed: Legalistic - Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Tinkering +1 - As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps.
Mystery - Lunar
Revelation - Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.
Eidolon (5 points): Biped (claws, limbs (arms & legs)), Natural Armour [1], Skilled (Stealth, Perception) [2], Ability Increase (Stregnth) [2].
Equipment
Shortspear x3, Dagger, Explorers outfit, Rosewood armour, Instrument (Pan flute), Thieves tools, Trail Rations, ect
As you may have noticed I took the liberty to move the equipment section to the bottom since I know from experience that it might get rather cluttered and bloated (I like to be prepared, so I stock up on mundane stuff). I have also not spent all the gold since that part usually takes the longest time - and if I'm going to plow thru the equipment section of pfsrd20 I would like to know my budget : )
Anna was raised by an druid living in a cottage not far from the village of Kassen. She was not the druids daughter however - a fact that became more and more obvious as the years went by. Her dark hair and mismatched blue and brown eyes were in stark contrast to the woman she called mothers pale blonde hair and icy eyes. The truth is that she was found in a clearing one morning by the lumberjacks working in the forest. They saw the child as a gift from the forest and bought it to the druid, whom agreed with them and raised Anna as her own.
Anna has heard the tale multiple times - both from Heather her 'mother' and Olaf, the now elderly lumberjack whom found her. In truth, she liked the story - for she felt at home in the forest and connected wider world around her. But - like almost all children of unknown heritage - she felt the urge to know whom she was and why. The hope of finding her real mother had long gone, for that fateful day over twenty years ago the less trusting lumberjacks and hunters had searched the forest to try and find the one whom had abandoned her child - but they came up empty handed. Instead she focused her curiosity at the wider world, often sitting by the cottage at night and looking at the stars above - dreaming of places to see and wonders to visit.
Yesterday, exactly twenty two days since that fateful night she heard a rumour from the lumberjacks working in the forest. Adventurers had come to Kassen - and they were looking for someone skilled to accompany them. She didn't really believe in omens - but this was something worth checking out. So - today she is travelling into Kassen proper to see if she can't find the adventure party and hear what they want and need...
The End - or The Beginning?
I usually check the messageboards twice a day atleast (morning and evening), since I play in another pbp. My timezone is GMT +1, which is ~central Europe.
Lastly I just want to ask you if anything is unclear or if you have any opinions on Anna. And wish everyone good luck!
Lector Rhomelus |
For your consideration: Lector Rhomelus, a bard of the detective archetype. He does not specialize in anything in particular, but has an extensive list of abilities that he can use on demand. Shouldn't be too shabby in a melee if it comes to that, and he's loaded with most of the key rogue-ish skills. I can adjust his skill points to make his Knowledges mesh more with the rest of the party's, if necessary.
I purposefully omitted some of the bard performances from my statblock, since I find them nigh useless.