DuneRunner

Game Master SalaciousCrumb

Cavern Map

Initiative:

Jorrick [dice=Initiative]1d20+3[/dice]
Hollowe [dice=Initiative]1d20+3[/dice]
Karsha [dice=Initiative]1d20+2[/dice]
Cythraul [dice=Initiative]1d20+3[/dice]
Kentalla [dice=Initiative]1d20+4[/dice]
Tortok[dice=Initiative]1d20+4[dice]


Tracking:

XP 420/1300



It's a tortured landscape, pummeled with unrelenting sand storms and dotted with semiactive volcanic peaks. Red orange rock jut out from the dense and shifting sand and shale. 'Inhospitable' would be an accurate description, yet some are forced to call it home. All your life, you've survived in this dusty alcove.

The 'yard' as it was called by the elders, was a flat and sandy semicircular opening defined on three sides by extremely high red, striated rock dotted with the openings of dens. The rock was smooth and extended up into the sky for almost one thousand feet. The final side opened out into a vast wasteland that you know nothing about.

The cove is approximately 300 meters in diameter exposing those who dare to venture out of their caves to the dangerous creatures desperately seeking something to satiate their own hunger.

A red boulder stood roughly in the center of the 'yard'. Next to it, a thin, hard and woody limb reached up towards the sun. It served the yard's inhabitants as a symbol of hope. The narrow, pointy green leaves grew in defiance of the harsh climate fed by a small pool of water that seemed to be dwindling at an alarming rate.

The wind had carved this hovel out. It was like a cove on a great sea of golden dust.

Surviving in the yard became harder and harder each day. There was little to eat save an occasional lizard or sand rat, and the vanishing water supply grew worse with the setting of each sun. Salvaged bone, rock and wood are the only other resources except for time. There is plenty of time. Time fraught with despair. Time to think. A creative mind can craft all sorts of instruments, some useful. That is most likely what those still alive occupy their time with.

Families used to work together to survive and even engaged in social activities. At one time, the settlement had an old shaman woman named Solana. She used to teach them how to use their environment for healing and sustenance. Solana also told stories, an oral history of the past.

Long ago, something terrible must have happened. They had been told that the families had not always lived in the yard, but no one, not even Solana can remember life before the cliffside caves.

Once, nearly every hole that dotted the cliffs would glow at night indicating that its occupants lived through another day to face the cold sting of the winds at night.

The routine of survival was unseemingly disrupted one day when a terrible cough could be heard echoing throughout the cove. Before long, the 'sand sickness' extinguished about three-fourths of the soft glow from the dens at night. Even buzzards would not feed upon their remains heaved out from the caves.

It was the illness that forced some of the desperate patrons of the yard out into the wasteland to erroneously seek a safer haven. Terrible screams could sometimes be heard coming from the dark beyond, other times, nothing. No one who left had ever returned.

At night you manage to get water. Avoiding the beasts by racing all at once to the waterhole. You have only three days of water and even less food. Time to decide. Accept the encroaching death in your den, or perhaps die trying to escape it.


Interest check!

A homebrew sandbox adventure using the Pathfinder system. No 3rd party material allowed. Recruiting for the next 10 days or until I have 5 very interesting survivors.

Starting level 1

20 point buy

One craft skill, plus one trait

Races:Any Core, Any Standard, and Drow, Kasatha, Lashunta, Tengu,
Tiefling

Classes: any core, hybrid, occult, any unchained except summoner, any base except summoner, vampire hunter, swashbuckler, cavalier*, and gunslinger*

*future multiclass option

No starting gold, in fact, currency is obsidian chips. Each chip is small with a hole bored into the center to be placed upon a leather cord. Each chip is worth 1 gp.

All PCs start with the following only:

Bone dagger, waterskin, flint and steel, sinew and needle, one torch,
a makeshift bag or pack, and hide bedroll

Armor
No armor or hide shirt armor( considered light armor)

Starting Weapons:
( choose only two)

bone spear 1d8 reach
club 1d6
spiked club 1d8
short bow w/ 10 arrows 1d6
Bone Dagger 1d6
Sling with 10 stones 1d4


Pitch me a concept

Write up some Crunch

Fluff= Engaging backstory (does not need to be a book.)


Tentatively interested, possibly a Tengu Monk, though aindo tend to flit around with concepts.

Question: if clerics and druids and othe spellcasters are allowed, is there some curtailment of the spells avaialble to prevent starvation, thirst etc?

Question: can you give us a little detail about the nature of the settlement in the cove/yard - how did a group of such disparate races come to live together cohesively? I get that "tribal lore" may be a bit lost to us since the sand sickness wiped out 75% of the inhabitants, but where did we come from/how did we end up here...


In character, you don’t know. Out of character, ten generations prior saw an apocalyptic asteroid crash that ravaged the planet. This group descended from survivors that found their way to a once fertile oasis.


1 person marked this as a favorite.

Divine casters will call upon domains. Water and food spells will only be negated. I'd like to forego deities in favor of domains. I cannot allow water to be easily attainable too early. Going for a Dark Suns feel, without the restrictions on magic.


Dotting for interest....


I am extreamly interested. I am writing up a character now and will post when finished.

Thinking about going Desert Domain Druid for the flavor of it. Would this wasteland be considered a desert? If not, I might go with a different domain.


RelicBlackOUT wrote:

I am extreamly interested. I am writing up a character now and will post when finished.

Thinking about going Desert Domain Druid for the flavor of it. Would this wasteland be considered a desert? If not, I might go with a different domain.

The wasteland is indeed considered a desert.


The sun is beating down on her. Her sweat is causing her close to cling to her body. She would wear less, but the sun can be worse than the extra head from her clothing. Head to toe she is covered. Tall boots, pants, a long sleeved shirt over her tank, and a head wrapping.

Looking back towards “The Yard,” she judges how far she has gone, and how far she can continue to go before it is to late to reach home before nightfall. She lowers her face covering and pulls out her waterskin. She takes small short sips and savors every drop of the water. She closes her eyes and thinks of the place in her dreams.

Coming back to the dry dead reality of this land, she puts away her waterskin and covers her face back up to press on. She knows she can travel a few more hours before needing to turn back.

Here is my submission. Kentalla, Human Ranger. I decided to go with this over the Desert Druid because I wanted her to be more skilled base and didn’t exactly need the spells for the concept. I have all the math done on her link, and within is a short background and description.

I am a GM on a PBP game on here, so I am active daily. You can follow her link to my alias and find GM RelicBlackOUT.

I have two questions:
1) The craft skill. Is this a free rank kind of thing or do we need to have at least one of our skills used towards it? I am fine either way. Also, I went with craft-Fletching/arrows. Would it be possible for me to do a craft check to start with more than 10?

2) How do you do initiative when it comes to combat? Do you do Initiative?

I am still deciding on my trait, unsure on where I want to go with that.
If you want me to change anything please let me know!
Thank you for the consideration.


Posting interest. I’m thinking of going Shaman.


I just realized that arrows fall under the Craft-Bow department, so I am switching it to that. Just an update.

Do you allow the Haleen Trait?

Finding Haleen:

Benefit: This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.


Jorrick could tell that they were dying, the lot of them. But really, that didn't take a genius, considering that three in four of them were dead already. The thirst would worsen, and once that had weakened them enough, the monsters would follow. And in their wake would come the vultures. Were they circling already? He dared not look up to see. Once upon a time, he had gazed at the heavens in wonder, now, though, he knew that the only god left in heaven, was Death.

He could feel the echoes of lost spirits and forgotten ancestors at the back of his head. It was odd, that such faded creatures could still give him hope. He wasn’t really sure he even wanted hope at this point, for it would surely only set him up for later disappointment. But, if hope for a better future would let him take another step, then he’d take it. For every step was another insult to that cold god of death who had taken so many, and even should he fall, he would at least be able to give some choice words to that stony bastard. Straightening his back, Jorrick continued forward with renewed vigor.

Usmo here again, this is my Heavens Shaman(with Speaker for the Past archetype). It's pretty much done, though I'm still fiddling around a little. Meant to be good for debuffing, and some healing too, though, being a prepared caster, I can always prepare more heal spells if that seems to be necessary.

In regards to water and food spells, are things like purify food and water, resist starvation, and other spells which don't actually create new food still available, or nah? Also, can you clarify what "one craft skill" means? You mean we get one craft skill as a class skill, or we get some sort of bonus to it?


Also, another question: Do spellcasters receive anything in regards to material/focus/divine focus components in addition to the listed starting equipment? For the time being, I've taken the Eschew Materials feat and Birthmark trait to ensure that I can actually use most of my spell list. Obviously, though, I'd rather spend my one feat and trait on other things if possible, and afaik there's pretty much no way for anyone to access read magic without an actual focus, which may or may not matter depending on whether anyone rolls a spellbook user.


Admittedly, I rolled out recruitment before polishing it and fully round it out. I got excited when the name was available and went for it.

I've been working on the game itself since January. To that affect, let me answer your questions.

The craft skill is a free rank skill because the pc will need to make a lot of their own gear.

Eschew Materials is a free feet for spellcasters.

I roll initiative for players. Food and water spells that don't create actual food and water are allowed.

I am OK with the Haleen trait, but it doesn't seem to be useful to the story unless most of the pcs take it.

The concept is that the pcs kind of build their own makeshift weapons and piece meal armor.

Campaign will run RAW as much as possible. My laissez-faire nature is curious to see how a sandbox adventure will go. I will use no maps for combat, description only. Your experience will depend on which direction you choose coupled with dice rolls determing random encounters between destinations.

Most of my experience is tabletop and AD&D. I'm excited about this world.

I am also offering a +1 dex bonus to characters wearing no armor.


Sounds good. Just to clarify, will Eschew Materials be covering inexpensive focus/divine focus components as well, or will crafting/finding those be a part of the whole thing?(As written, the feat only covers material components, though I've seen it ruled both ways).


DM Nation wrote:
I am also offering a +1 dex bonus to characters wearing no armor.

Just to clarify, is this a +1 dex bonus to the total score (taking a 15 to a 16) or to the modifier (taking a 15 to a 17)?


Jorrick wrote:
Sounds good. Just to clarify, will Eschew Materials be covering inexpensive focus/divine focus components as well, or will crafting/finding those be a part of the whole thing?(As written, the feat only covers material components, though I've seen it ruled both ways).

Eschew materials is a free feat for spellcasters. Spellbook users will still need to study their books/journals everyday, but yes, inexpensive components are not needed.


Kentalla wrote:
DM Nation wrote:
I am also offering a +1 dex bonus to characters wearing no armor.
Just to clarify, is this a +1 dex bonus to the total score (taking a 15 to a 16) or to the modifier (taking a 15 to a 17)?

+1 to ability score, not modifier.

I will need at least four players to run this. I don’t like running NPCs or dm PCs. I’m guessing that people are not interested in the concept. You two being the exception.


Sounds good, sheet updated. And, well, regarding people, the recruitment's only been up a couple days, may as well let it run its course and see what's what then?


Thanks for the clarification.

As far as peoples interest. I have seen a large swing of people starting and doing AP/Modules on here. I think that people don’t want to “run the risk” of a homebrew because of the unknown. People know that Runelords or Kingmaker are great fun...

I love homebrew games over APs because DMs are more likely to build our concepts into the game.


I'm still interested, and Hymenopterix dotted in upthread. I'm quite a fan of Dark Sun, so you have me there. I'll get a character up in the next 24 hrs...


Still interested - will just take a little while to create a character...not sure of class yet.


I'd be interested DM, but I just started on the boards and I want to focus on that game.


Jorrick wrote:
Sounds good, sheet updated. And, well, regarding people, the recruitment's only been up a couple days, may as well let it run its course and see what's what then?

You’re right. Good call!


DBH here.

Build:

KARSHA

Male Human Sorcerer 1. NG (Human). Init +2; Senses Perception +5,

DEFENSE: AC 12, touch 12, flat-footed 10 (+2 Dex, ), Temporary Bonuses Applied Mage Armor,

hp 8 (1d6)+2. Fort +1, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)
Melee claw +1/+1 (1d4+1)
Melee dagger (bone) +1 (1d4+1/19-20)
Ranged dagger (bone/thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Melee spear (bone) (two handed) +1 ((two handed) 1d8+1/x3)
Ranged spear (bone/thrown) +2 (1d8+2/x3), within 30 ft. +3 (1d8+2)

Special Attacks Claws (2, 1d4+1, 6 rounds/day), Elemental Spit 6/day (1d6 electricity),

Known Sorcerer Spells (CL 1st, concentration +4):
1st (4/day) - mage armor (DC 14) , sleep (DC 14)
0th (at will) - dancing lights , detect magic , detect poison , ray of frost

Str 13, Dex 14, Con 12, Int 13, Wis 12, Cha 16

Base Atk +0; CMB +1; CMD 13

Feats Eschew Materials, Fast Learner, Point-Blank Shot

Skills
Craft (Alchemy) +5,
Craft (Rope) +5,
Knowledge (Arcana) +5,
Perception +5,
Spellcraft +5,
Survival +7,

Languages Common, Read Lips

SQ Bloodline Arcana (electricity spells deal +1 damage per die), Bonus Feat, Cantrips, Draconic Bloodline, Skilled, Spells, Weapon and Armor Proficiency,

Possessions outfit (hot weather); sling bullets (10); dagger (bone); spear (bone); Sling ; Backpack, Common [ Bedroll; Waterskin (Filled); Sewing Needle; Flint and Steel; Torch; Twine (50 ft.); ];

SPECIAL ABILITIES

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.

Bronze The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Bronze dragons are associated with the electricity energy type and have a 60-foot line breath shape.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Child of Nature (Gozreh) The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for 6 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Draconic Bloodline ~ Bonus Spells

Elemental Spit (Su) You can fire an elemental ray of electricity energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage. You can use this ability 6 times per day. This bloodline power replaces claws.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Fluff:

Karsha shaded his eyes, struggling to see through the shimmering heat that covered the barren lands. One hand resting on the waterskin as always, an unconscious reminder that time was limited to how much water was left.

The magic within in him could do many things, it couldn’t stop the ever present thirst slowly weakening him. His eyes studied the others again, together they were stronger together than apart. Strength and skills that he didn’t have came with being in the group. Even at the cost of the need for more water, more food, and being more noticable.

Again he scanned the area, looking for threats and opportunities. Maybe they would be lucky and predators would think them vulnerable?

Karsha is built to be a little less glass cannon than most Sorcerers, his spells are chosen for survival more than offense.

Any problems or questions let me know?


This is Oceanshieldwolf's Tengu Monk, Hollowe.

Hollowe's Tale:

Grandmother Leit grasped Hollowe's talons in her own gnarled claw, bent even further than was usual for the tengu. Her milky eyes searched, focusing on his own tear-stricken eyes.

"You may not be the strongest, nor the quickest, Hollowe, but you will always...be...you. You are a character, no doubt about it - even without your fine plumage you would be noticed in a crowd. Never standing still. Always with a quip. No great hunter, but you can catch a smile almost without trying. And in these hard times, we need to laugh. Without joy, happiness, love - what are we? We are nothing."

The old crone coughed, blood spurting from her beak. The sand sickness was claiming her, as it had so many of the folk. She smiled, a wan, thin smile that rested mostly in er clouded gaze, but also in a slight sharpening of her beak at the edges.

"We tried, Hollowe, gods know we tried in vain to survive here, but I fear it is no longer enough to eke out a passing of the time. Perhaps it is.... time... to leave..."

With that, she breathed her last. Hollowe did not know afterwards whether she meant herself, to pass on, or he and his generation - but one thing was clear, they could not last much longer here.


Excellent! I really like these characters. I'm going to leave recruitment up until May 21st as I will be out of WiFi range that weekend. I will open discussion and game play Monday night.


Dot.


Here's my submission: Tortok, a hobgoblin geokineticist.

Build:

Tortok
Hobgoblin Kineticist
True Neutral

Str 10
Dex 18
Con 18
Int 10
Wis 10
Cha 10

Trait: Orphaned

Elemental Focus: Earth
Infusion: Extended Range

Darkvision

Feats:
Point Blank Shot

Skills:
Craft: Stonemasonry +4
Perception +4
Stealth +12
Climb +4
Survival +5

Equipment: Hide shirt armor, club, bone spear

HP: 13/13
AC: 17
Fort: +6
Ref: +6
Will: +0

BAB: +0
CMB: 0
CMD: 14

Fluff:

Tortok lay on his back, gazing up into the inky black sky. He could sense the earth beneath him—it spoke to him, the sand and the stone.

The others did not understand. They feared his mysterious ability to command the rocks, to shape them into dangerous weapons. Tonight, Tortok would dream of towers and fortresses, of walls of thick red stone, of safety.

His home was no longer safe. But soon, he would find a new one.

And if he could not find one, he would build one.


Welcome Tortok.

Just for clarification, everyone gets one bone dagger 1d6, as part of your equipment package. If you choose bone dagger as a weapon, then you possess two, otherwise, you are free to select a different weapon. I am liking what I see thus far. These submissions have a feel for the world.


Hmm, I might be interested. I'll have to think on it for a bit and see if I have any good character ideas appropriate to the setting.

Well, aside from the really weird ones I've had lying around for a while that would require starting at higher levels or significant GM chattage. I always have a few of those.


Checking the craft skills for diversity.


Characters thus far:

Jorrick, Shaman (Speaker of the Past)

Kentalla, Guide Ranger

Hollowe, Tengu Monk

Karsha, human sorcer

Tortok, Hobgoblin Kineticist


Awesome! Looking forward to seeing where this journey goes.


I would like to apply, will have a backstory written later today.

Cythraul Dig:
Cythraul Dig
Tiefling magus (bladebound, kensai) 1
Neutral Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 Dodge)
hp 11 (1d8)
Fort +4, Ref +4, Will +3
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bone Dagger +4 (1d4-1/19-20/x2) or
. . Claw(x2) +4 (1d4+1/20/x2)
Special Attacks
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +5):
. . 1st—shield (1)
. . 0 (at will)—arcane mark, detect magic, prestidigitation

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 16, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 16
Feats Weapon Finesse, martial weapon proficiency: scimitar
Traits seeker
Skills acrobatics 1(+8), knowledge: geography 1(+7), perception 1(+6), profession: trapper 1(+5), spellcraft 1(+7), survival 1(+5)
Languages Abyssal, Common, Dwarven, Elven, Orc
SQ arcane pool, chosen weapon: scimitar, spell combat
Combat Gear [i]bone dagger Non-combat Gearwaterskin, flint and steel, sinew and needle, one torch, makeshift pack, and hide bedroll

Special Abilities:

Claws 1d4 damage primary attack
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Spellbook:

all magus
1st:Frostbite, infernal healing, keep watch, obscuring mist, shield, vanish


Backstory:
Always an outcast, even amongst those in her own cave, Cythril had long pondered the outside. Pondered but failed to act, always unwilling to risk the life she had for the life she might have.

Being born cursed, there was little choice in the matter. But, it time, the true nature of her curse became apparent. She was cursed to live, even as her parents and siblings aged and died around her while only she lived. The same with her nieces and nephews, living their lives withing the cave they all called home as time passed slowly for her.

Then came the time of dying, the time of the sand-sickness, and all save a handful of her family died a horrid death, coughing blood and clawing at the weeping pustules that covers their bodies. And she watched as they died, throwing their bodies in the yard far below, the others too afraid to touch their bodies or performs the proper rituals.

In the end, the few survivors took the dying time as a sign from the gods. Gathering all that remained of the clan, they ventured forth, joined by the others. Those that lived in the other caves, spoken too only in passing by those how gathered food and water.

Time now passes even more slowly, as Cythraul sits alone, the last of her clan listening to the lonely wind tell its tail of far away places.

The traps provide less food with each passing moon now, and the oasis, the source of life slowly dies. The time for waiting and listening to the wind has passed and there is no more clan. Today the curse ends, and death is welcome. Or perhaps the wind is wrong and something else awaits beyond the yard...


Corrected a few issues:

Cythraul Dig:
Cythraul Dig
Female tiefling magus (bladebound, kensai) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
Defensive Abilities canny defense +1; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bone dagger +4 (1d4-1/19-20) or
. . 2 claws +4 (1d4+1)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +4)
. . 1st—shield
. . 0 (at will)—arcane mark, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 16, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits seeker
Skills Acrobatics +5, Bluff +0, Knowledge (geography) +4, Perception +6, Profession (trapper) +5, Spellcraft +7, Stealth +6, Survival +2; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Orc
SQ chosen weapon, prehensile tail[ARG]
Other Gear bone dagger, backpack, bedroll, magus starting spellbook, sewing needle, thread (50 ft.), waterskin
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Always an outcast, even amongst those in her own cave, Cythril had long pondered the outside. Pondered but failed to act, always unwilling to risk the life she had for the life she might have.
Being born cursed, there was little choice in the matter. But, it time, the true nature of her curse became apparent. She was cursed to live, even as her parents and siblings aged and died around her while only she lived. The same with her nieces and nephews, living their lives withing the cave they all called home as time passed slowly for her.

Then came the time of dying, the time of the sand-sickness, and all save a handful of her family died a horrid death, coughing blood and clawing at the weeping pustules that covers their bodies. And she watched as they died, throwing their bodies in the yard far below, the others too afraid to touch their bodies or performs the proper rituals.

In the end, the few survivors took the dying time as a sign from the gods. Gathering all that remained of the clan, they ventured forth, joined by the others. Those that lived in the other caves, spoken too only in passing by those how gathered food and water.

Time now passes even more slowly, as Cythraul sits alone, the last of her clan listening to the lonely wind tell its tail of far away places.

The traps provide less food with each passing moon now, and the oasis, the source of life slowly dies. The time for waiting and listening to the wind has passed and there is no more clan. Today the curse ends, and death is welcome. Or perhaps the wind is wrong and something else awaits beyond the yard...


Cythraul Dig wrote:

Corrected a few issues:

** spoiler omitted **...

Looks good. What are your plans if you don’t find metal right away? I know that you have other means of attack, but I am concerned because you have invested a feat into using a scimitar? Are you ok with a bone equivalent?


DM Nation wrote:
Cythraul Dig wrote:

Corrected a few issues:

** spoiler omitted **...

Looks good. What are your plans if you don’t find metal right away? I know that you have other means of attack, but I am concerned because you have invested a feat into using a scimitar? Are you ok with a bone equivalent?

Bladebound gets their Black Blade as a class feature at 3rd level.

If this would be an issue, I could go Phantom Blade instead of magus. Phantom Blade gets their ectoplasmic weapon at 1st level.

Something like this:

Cythraul Dig:
Cythraul Dig
Female oni-spawn tiefling spiritualist (phantom blade) 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 72)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bone dagger +3 (1d4/19-20) or
. . phantom blade +3 (1d6+2/18-20) or
. . 2 claws +3 (1d4+2)
Special Attacks spell combat
Spiritualist (Phantom Blade) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—chill touch (DC 14), cure light wounds
. . 0 (at will)—detect magic, guidance, stabilize, touch of fatigue (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits two-world magic
Skills Acrobatics +4, Disguise +0, Intimidate +0, Knowledge (geography) +5, Perception +4, Profession (trapper) +7, Spellcraft +5, Survival +4; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Orc
SQ phantom blade: alertness, phantom blade: phantom touch, phantom blade: telepathy, phantom blade: weapon of the mind, prehensile tail[ARG]
Other Gear bone dagger, backpack, bedroll, magus starting spellbook, sewing needle, thread (50 ft.), waterskin
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Always an outcast, even amongst those in her own cave, Cythril had long pondered the outside. Pondered but failed to act, always unwilling to risk the life she had for the life she might have.
Being born cursed, there was little choice in the matter. But, it time, the true nature of her curse became apparent. She was cursed to live, even as her parents and siblings aged and died around her while only she lived. The same with her nieces and nephews, living their lives withing the cave they all called home as time passed slowly for her.

Then came the time of dying, the time of the sand-sickness, and all save a handful of her family died a horrid death, coughing blood and clawing at the weeping pustules that covers their bodies. And she watched as they died, throwing their bodies in the yard far below, the others too afraid to touch their bodies or performs the proper rituals.

In the end, the few survivors took the dying time as a sign from the gods. Gathering all that remained of the clan, they ventured forth, joined by the others. Those that lived in the other caves, spoken too only in passing by those how gathered food and water.

Time now passes even more slowly, as Cythraul sits alone, the last of her clan listening to the lonely wind tell its tail of far away places.

The traps provide less food with each passing moon now, and the oasis, the source of life slowly dies. The time for waiting and listening to the wind has passed and there is no more clan. Today the curse ends, and death is welcome. Or perhaps the wind is wrong and something else awaits beyond the yard...

Either way, a scimitar is not better than claws for my character until 3rd level.


Cythraul Dig wrote:
DM Nation wrote:
Cythraul Dig wrote:

Corrected a few issues:

** spoiler omitted **...

Looks good. What are your plans if you don’t find metal right away? I know that you have other means of attack, but I am concerned because you have invested a feat into using a scimitar? Are you ok with a bone equivalent?

Bladebound gets their Black Blade as a class feature at 3rd level.

If this would be an issue, I could go Phantom Blade instead of magus. Phantom Blade gets their ectoplasmic weapon at 1st level.

Something like this:

** spoiler omitted **...

I’m going to let you decide which character to go with. Being a true sandbox. I will not direct you which area to go to. It is possible that you will find a metal weapon by level three, but unlikely.

Also, you will need to select a craft skill. It is possible for Cythraul to have survived from trapping, but you will also need to be good at making something, especially for the first few levels.


Current applicants are:

Jorrick, Shaman (Speaker of the Past)

Kentalla, Guide Ranger

Hollowe, Tengu Monk

Karsha, human sorcer

Tortok, Hobgoblin Kineticist

Cythraul Dig, Tiefling Magus

Recruitment will close in about 26 hours. Selections will be announced at that time. We will be using the fast XP progression. The campaign will be a true sandbox where I describe where you at and what’s happening then you will choose what to do. You will need to craft much of the gear you use at first.


Switched over to the spiritualist. Less to worry about weapon wise and some additional healing should always be welcome.

Cythraul Dig:
Cythraul Dig
Female asura-spawn tiefling spiritualist (phantom blade) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 72, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 47)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bone dagger +3 (1d4-1/19-20) or
. . phantom blade +3 (1d6+1/18-20) or
. . 2 claws +3 (1d4+1)
Special Attacks spell combat
Spiritualist (Phantom Blade) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—chill touch (DC 14), cure light wounds
. . 0 (at will)—guidance, mending, stabilize, touch of fatigue (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits two-world magic
Skills Acrobatics +3, Appraise +3, Craft (alchemy) +5, Perception +4, Sense Motive +7, Spellcraft +5, Survival +4; Racial Modifiers +2 Appraise
Languages Abyssal, Common, Orc
SQ phantom blade: alertness, phantom blade: phantom touch, phantom blade: telepathy, phantom blade: weapon of the mind, prehensile tail[ARG]
Other Gear hide shirt, bone dagger, backpack, bedroll, magus starting spellbook, sewing needle, thread (50 ft.), waterskin
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Always an outcast, even amongst those in her own cave, Cythril had long pondered the outside. Pondered but failed to act, always unwilling to risk the life she had for the life she might have.
Being born cursed, there was little choice in the matter. But, it time, the true nature of her curse became apparent. She was cursed to live, even as her parents and siblings aged and died around her while only she lived. The same with her nieces and nephews, living their lives withing the cave they all called home as time passed slowly for her.

Then came the time of dying, the time of the sand-sickness, and all save a handful of her family died a horrid death, coughing blood and clawing at the weeping pustules that covers their bodies. And she watched as they died, throwing their bodies in the yard far below, the others too afraid to touch their bodies or performs the proper rituals.

In the end, the few survivors took the dying time as a sign from the gods. Gathering all that remained of the clan, they ventured forth, joined by the others. Those that lived in the other caves, spoken too only in passing by those how gathered food and water.

Time now passes even more slowly, as Cythraul sits alone save for the lingering spirits of the last of her clan, listening to the lonely wind tell its tail of far away places.

The traps provide less food with each passing moon now, and the oasis, the source of life slowly dies. The time for waiting and listening to the wind has passed and there is no more clan. Today the curse ends, and death is welcome. Or perhaps the wind is wrong and something else awaits beyond the yard...


Ok. Well with just six applicants, I’m going to take all six of you on this journey with me if you are all still able and willing. Congratulations everyone! Head on over to the discussion thread and we will prepare.


Took me a while to find the Gameplay thread and accidentally posted there without reading the Discussion thread...

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