GM Bird's Depths of War

Game Master Radidast


101 to 140 of 140 << first < prev | 1 | 2 | 3 | next > last >>

Question, regarding Scent, how would the ability work underwater?

Scarab Sages

@gm bird: do you mind if i post an alternative character? I'd like to try out some concepts I've come up with.

such as a shark-riding cavalier...

also i have this custom aquatic race i want to try out... i can give you their information. i usually keep RP below 20. I aim for about 13

the Quillik:
Quillick
This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills.
Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children.
They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick.
Quillick live underwater, particularly large lakes where they can build their cities.

Type:Aberration(aquatic)(3RP)
Size: Medium
Speed: 30ft land, swim 30ft (2RP)
Abilities: +2Int, +2Dex, -2Cha
Language: Aquan, Common/ Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf
Traits
Lesser spell resistance(2Rp):6+hitdie
Aquatic Camouflage:(1RP) +4 to stealth in/under water.
+4 to swim checks(from the swim speed)
Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water.

RP total:12

imagine a nice illithid without the eat brains or telepathic powers

i can edit it a little if you would like me to...


@Tuvarkz: Scent works about the same as it does on land, mechanically. It's assumed you have a scent adapted for water.

@Fliarah: I'm only going to consider one application and I'm not accepting custom races. If you want too submit a cavalier character you can but then I won't be considering your current submission.


@TFK: Missed your post with the stat block there. I see only one thing over all that needs to be corrected. You won't get the elemental wall ability until 8th lvl. For now, it looks good. I'd suggest focusing on the backstory since that will be what I'm most interested in.


List of Submissions

Fliarah Whitetip (Alchemist)- Mechanics Submitted, Background Submitted
Azten- (Aquatic Pseudodragon) Background Submitted, Requested Background additions
Azeban and Liegia (Kua Toa Harbiner/Inquisitor)- Mechanics Submitted, Background Submitted, Requires Minor Mechanic revisions
Valauthiel Brightsong (Sea Elf Magus)- Mechanics Submitted, Background incoming
Rokea Razortooth (Lizardfolk/Wereshark Ranger)- Mechanics Submitted, Summary Submitted, Requries Background
Nasir Oriroris (Sea Elf Wizard)- Mechanics submitted, Requires Background, Requires Minor Mechanic revisions
Suny- Requires heavy revisions for background and mechanics
Emissary of the North- Proposed Lizardfolk character

We've had a wealth of applicants, surprisingly, but several people have made mention of interest but not gone further. I plan on giving them and others who want to submit time. I will remind everyone again that Backgrounds are what I am mostly judging. Your character, who they are and how they fit into the world is important. Grammar is important to. This will be an RP heavy game. I want to enjoy reading what you write. If you have any story based questions I am open to answering. If you have any mechanic questions that would decide what you end up playing, I am open to answering.

We are still taking new applicants as well. We have a few amazing submissions but no one has been guaranteed or promised an in yet. If you are interested in a story heavy game in an alien (relative to your perception at least) landscape, feel free to show your interest and bandy about ideas.


Character sheet is here:
http://www.myth-weavers.com/sheet.html#id=854610
Still need to work on the background. Also, question-Does Aquan replace Common or is Common still a language?
EDIT: Additional question- a few maneuvers allow for a jump as a swift action or as part of initiating a maneuver-how do those end up working?


@Tuvarkz: Hrrrm... The world is not quite the same as flying... I'd say if it allows a jump of a certain exact distance, you can move that much. However if it allows a jump based on a roll then you roll (swim probably), and you can move as normal in that regard. Don't quote me, since I have to look at the exact numbers, but it seems reasonable that a martially trained warrior from a society under the water would have developed martial maneuvers using their environment.

As for language there is actually no common and that is purposeful. These are two entirely separate nations. They have a lot of trade between them but you'll have to spend one of the background skill points on a linguistics rank to know what they're saying if you don't have the intelligence modifier for it.


GM Bird wrote:
We've had a wealth of applicants, surprisingly, but several people have made mention of interest but not gone further. I plan on giving them and others who want to submit time. I will remind everyone again that Backgrounds are what I am mostly judging. Your character, who they are and how they fit into the world is important. Grammar is important to. This will be an RP heavy game. I want to enjoy reading what you write. If you have any story based questions I am open to answering. If you have any mechanic questions that would decide what you end up playing, I am open to answering.

Do you know when you'll be closing recruitment for final decision-making? I still have some more tweaks that I want to make.


Hrrrm... I'd say...

This thread will be closing for applications on the 3rd. I will make my decision over the two days following.

Sovereign Court

GM Bird wrote:
@TFK: Missed your post with the stat block there. I see only one thing over all that needs to be corrected. You won't get the elemental wall ability until 8th lvl. For now, it looks good. I'd suggest focusing on the backstory since that will be what I'm most interested in.

I tried to note that elemental wall wasn't available till 8th level, I just wanted it on the sheet so I wouldn't forget about it by the time we finally got there.

I've had an insane weekend, but I've been trying to figure out how to put all of the pieces of my backstory into a coherent tale. Would it be out of the question to do the backstory with Nasir as the narrator doing almost a inner monologue?


@Sylvanus: The last background I wrote was the character writing his life in a journal. The one before that, telling his tail at a bar for free beer. Whatever floats your boat and makes a good story I'd say!


Fluff has been added to my character's sheet. If anything needs expanding upon, I'll do so.

Scarab Sages

Here is a revised background. i flushed it out a bit more and went into greater detail about the book and Fliarah's family,

background:

Fliarah was born into a family of great merfolk warriors. Unlike the rest of the family, he never felt the same thrill in the swing of a sword. To her, it was exhausting and useless. Filarah just never thought it would do any good against some real threat. Sure, any koa-toa or shark would get hurt, but what about the huge crabs that roamed the sea? And that was just the beginning. There where the Zartan(giant island-sized turtles) and kraken. Fliarah just didn't feel like she would make a difference as a warrior. So when her family sent her to an academy to learn how to fight, she dropped out after only a few months. Her family didn't take this lightly. They tried to push her into going back, but Fliarah wouldn't stand for it. Feeling hurt by her family, who insisted she return to the warrior's school, Fliarah ran away. She joined the Atlantians, who seemed to accept bright minds more than her family.
Fliarah joined the Atlantian Mages to learn magic. Unfortunately, she just couldn't get any of the somatic components correct, even with her natural dexterity. She still managed to retain what little she did learn, but she didn't know how to apply that information without magic. But she never gave up, and one day she was sent with an excavation group to survey some ruins of a lost city. She had begged the lead archaeologist to let her come, until the Sea elf finally let her go.
It was thought that the city had sunk from the surface. There were many signs of civilization that was definitely not merfolk or Atlantian. The ruins where quite old, but full of strange artifacts. Fliarah found the remains of a mage's library, and she was so elated with her find that she forgot that she was with an archaeological survey group. Most of the books where long gone, destroyed by the salty waters and bottom feeders.
But hidden in a metal box, in almost perfect condition, was a book made from shark-skin and bound with metal cords. It was the most out-of-place thing in the entire room. Fliarah examined the contents, and realized it was a catalog of rare deep-sea plants. The diagrams and drawings where very detailed, but almost incomprehensible. The mage's superiors thought the book was useless, so they let Fliarah keep it. She took it to her study, and spent days trying to decipher the pages. She managed to translate one page and found that it described a very common weed. Fliarah collected some of this weed, a form of kelp atlantians used to make dies for their houses.
Fliarah experimented with the Kelp, using the diagrams in the book for reference. Soon she created an elixir that changed the color of whatever it touched to a sea green. This wasn't a major accomplishment, perhaps a better way to die buildings, for the elixir seems to gather in spheres under water. This amazed Fliarah more than the die effect. A liquid that didn't integrate into the water was a great discovery! This rendered potion pouches obsolete, if she could get other effects out of this elixir. After deciphering several pages, Fliarah created a liquid that had a strange effect. It seemed to work a lot like a cantrip. It had a varying effect. Sometimes it made Fliarah fall asleep, at other times it made her jittery and jumpy so that she couldn't sleep. She soon found that it was a pleasant and fun elixir, although she was more excited with the fact that she had produced an effect that was moderately useful. But when she took the elixir to her superiors, it dissolved into the water and was unable to be consumed. Fliarah was perplexed by this, and her superiors where not pleased. They ordered that she go back to her normal studies as a mage. Fliarah, though, didn't want to go back to learning about something she couldn't do. She disobeyed them and continued to work on the book, trying to find out why the elixir dissolved into the water.
After long hours testing her limits with the elixirs, she found some rules imposed by the strange liquids. First: elixirs dissolved into water shortly after they left Fliarah's possession. Second, no elixir lasted more than 24 hours. Third: Each elixir was charged with a little of Fliarah's energy, and she never seemed to be able to make many elixirs in one day.
Once Fliarah discovered these rules, she began to work diligently around them. She soon discovered how to break one of the rules, she could make an elixir last even though it wasn't in Fliarah's possession. But when she tried to take the elixir to her superiors they wouldn't listen to her. They expelled her from their order and took all of her resources and tools.
Fliarah was devastated by this. Without access to the proper tools, she could no longer make her elixirs. Ever defiant, she never gave up. Fliarah used what little was at her disposal and began to establish a name for herself. First, she became well known for being able to cure even the worst of hangovers. With the gold she collected from the drunkards who paid for her services, she saved up enough to buy an underwater alchemy set. Second, she opened a store where she created alchemical remedies to everyday problems.
Her research was slowed, but progressed greatly due to Fliarah's dedication. She even began to work on projects for herself. One such project was a Mutagen capable of making a person stronger, faster, or tougher. Although the cost was noticeable. The one who consumed this mutagen grew dumb, wild, or ugly. Fliarah accepted the downside, for she believed this was the future of magic. Nothing came without a price. Even conventional magic followed this dogma.

Sovereign Court

Here's the backstory it's told by Nasir to a recruitment person, but he may have said a little to much.

Backstory:
Growing up in Aquatica was never really ideal. It's small, it's rural, and it's boring. Whenever I was asked where I came from I'd get the sideways glance of confusion and I'd have to explain that it's a little town just outside Atlantis. After having to explain this about twenty times in a row I gave up on Aquatica and just started saying I was from Atlantis and that worked just fine for me.
But as I was saying growing up in Aquatica was never ideal. We were poor and kids are mean. As you can see from looking at me, I've never been a brawny meat head and that really didn't help me growing up. When every house around you is a sea-weed farm you get some abnormally muscular sea-elves, but my family was different. We were not farmers we were just cheap and being outside the city meant the tax collectors didn't come around as often and we could afford our house and to live a decently modest lifestyle. On the downside going to school with sea-elves whose arms were as thick as my head made me a good target for attack. Knowing I'd never be able to fight them off I learned to anticipate their attacks and avoid them before they started. Then one day everything changed, I could tell one of those burly sea-weed harvesting meat-heads was going to take a crack at me and I through up a hand in a meager defense and the boy flew back like he'd been hit with wild current. I was shocked, the boy and his friends were shocked. I looked from my hands to the fallen kid and then back again. I then looked at his friends and the look of terror on their faces as they grabbed their friend and ran away. I walked home in shock that day. When I got home I told my parents what had happened and they got so excited, I couldn't believe it, I was mortified at me very existence and they were excited about have a freak for a son. Next thing I knew they were scraping together every cent they could find and shipping me away to the nearest wizards academy, you may have heard of it, Gluggsburg Academy of Wizardry located in the center on Atlantis. Up until this day I have yet to go back. Maybe it's a little resentment towards my parents for sending me away when I was at my most vulnerable time or maybe it's from shame for never making a name for myself, but I've never gone back to that little house in the little rural town where my parents still live today.
But where was I? Oh yeah, I'm now a student at the Gluggsburg Academy of Wizardry. Being a school populated mainly be sea-elves the curriculum has a lengthy time table. For the first couple decades you are hardly even allowed to leave the grounds. You days consist of study, study, and more study with a meal thrown in here and there. This was hell. I have never cracked so many books in all my life. For a little recreation we were sent to the training grounds to practice what we had be studying. I learned the spell I had accidentally used on the young boy was a force missile and was proof I should be studying in the evocation school, not to mention the fact that I failed to pass a single class from the other schools but we don't need to go into that. Even among the evocation kids I was a bit of a failure. I just couldn't seem to focus my attacks so they would fire wildly off in different directions, I even gave my instructor, Mr Mispop, a new hairdo once. The Ray of Frost spell would have taken his head off if he didn't duck, instead he was left with a reverse mohawk through his neatly trimmed buzz cut. They would tell me I had to focus and I tried, I really did, but I just couldn't seem to get it. So I'd sneak out at night and walk, trying to let the day's torment's flow out of me. It was on one of these walks that I stumbled upon, and when I say stumbled upon I mean I literally stumbled over it and nearly fell face first into the ground, my "wand", well it's not actually a wand it's a bunch of metal and wood that have been crafted together into what I found out is called a "gun". This "gun" must have fallen off of a ship manned by those stupid land dwellers who keep dumping crap our way, but this just seemed right so I took it back to my room. I wanted to ask my studies instructor about this strange object I had found but what do you know he was sick that day so we were given an extra practice day. As usual I'm firing all over and Mr. Mispop is yelling at me to focus, because you know yelling at someone really helps them relax and focus, and I started to think about my new object and the two humps that were in a perfect line across the top. So I pulled it out of my inner pocket of my coat and took aim and my Magic Missile hit the target, but not just hit lit the edge or even the outer ring, it was a bulls-eye. A gasp shot through the class. Maybe it was the gun in my hand or maybe it was the fact I actually got my spell to go where I wanted it to, but everyone's jaw dropped at the same time. So before anyone could say anything I tried again, I didn't even make a second hole, that was two missiles through the same bulls-eye. Mr. Mispop looked from me to the gun to the target and back to me again, he did this about ten to fifteen times before speaking. When he finally found his words he said "I don't know what that is or how you did it, but keep doing it." so I did.
Now even in wizardry school there are bullies, and at first it was the cool thing to tease me about my wild shooting but now that I'm firing straight the new thing was my technique. "Wizards use wands, not scraps of metal" they'd taunt. After hearing that for a week I got an idea, with a little screw driver and a hammer I carefully carved the word "WAND" decoratively across both sides of the barrel, you know the firing tube. The next time they said their little tease I brought it out saying "Oh, but this is my 'wand'", shut them up real quick. Now something unexpected happened when I carved that word into that gun. I when to the practice field for my normal target practice and fired a Magic Missile and the carving glowed white, confused I tried a Scorching Sphere and it glowed red, then a Ray of Frost and it glowed blue. it seems when I carved that metal it went deep enough to show the elemental magic I was using but not deep enough to make it disperse was weaken my attack, and man did it look cool.
Now the decades of study was only the first half of the training, if you could pass in your school you would be allowed to take the upper level classes which involved going on low level quests, you know things to test your skills but not kill you. So I was finally allowed off that campus without the possibility of getting in trouble for sneaking out. For these quests they would pair you up with two other wizards from two other schools and send you off to do these little quest that were to small to post for mercenaries, you know stuff like finding lost cat-fish and cleaning out abandoned homes so they could be sold, the school would get the reward and we would "have the pleasure" of receiving the "real world" experience. Now with the fact that we weren't getting any physical reward for our work there was an understanding among the students that "finders keepers" was always in play. It's amazing what you can find in a house that has been forcibly evicted for lack of paying your taxes. We found fancy clothes and shoes and weapons galore, that where I came across this little baby on my hip. It's a scorching burst rapier. Like all sea-elves my father taught me how to use a rapier when I was little, but he never had anything like this around. I try to keep my foes at a distance and this for an impressive show on my hip, but lord knows if you get to close your going to get burned.
Eventually I graduated for Glubbsburg, not the head of my class but I got out without them having to kick me out so that's always a plus. So do you have work for fresh out of school wizard like me?

Sovereign Court

I've set up a 30-point, 3rd-level version of Niobe Aptos:

Niobe Aptos:

Female merfolk druid (skinshaper) 3
NG medium humanoid (aquatic)
Init +2; Senses Perception +10, low-light vision

--------------------
Defense
--------------------

AC 17, touch 12, flat-footed 15 (+2 Dex, +2 natural armor, +3 armor)
HP 33 (3d8, +3 Con, +3 favored class, +3 Toughness feat)
Fort +4 (+3 base, +1 Con), Ref +3 (+1 base, +2 Dex), Will +7 (+3 base, +4 Wis)

--------------------
Offense
--------------------

Speed 5 ft. (swim 50 ft.)
Melee Harpoon +3 (1d8+1/x3)

--------------------
Statistics
--------------------

Str 12, Dex 14, Con 13, Int 13, Wis 18, Cha 16
Base Atk +2; CMB +3; CMD 15
Languages: Mercare, Aquan, Atlantean, Druidic

--------------------
Feats
--------------------

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 2
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Harpoon

Level 3
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

--------------------
Traits
--------------------

Magical Talent (Magic): Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip.
Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Chosen cantrip: prestidigitation

Talented (Social): You are a virtuoso musician, actor, or storyteller.
Benefits: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Chosen skill: Perform (sing)

--------------------
Adventuring Skills
--------------------

Diplomacy +6 (3 ranks, +3 class skill)
Disguise +9 (3 ranks, +3 Cha, +3 class skill)
Heal +10 (3 ranks, +4 Wis, +3 class skill)
Knowledge (nature) +9 (3 ranks, +1 Int, +3 class skill, +2 class bonus)
Perception +10 (3 ranks, +4 Wis, +3 class skill)
Spellcraft +7 (3 ranks, +1 Int, +3 class skill)
Swim +7 (3 ranks, +1 Str, +3 class skill)

--------------------
Background Skills
--------------------

Knowledge (geography) +7 (3 ranks, +1 Int, +3 class skill)
Perform (sing) +8 (3 ranks, +3 Cha, +3 class skill, +1 trait)

--------------------
Gear
--------------------

Starting wealth total: 3,000 gp

Diving suit (free outfit)
Jewelry (150 gp)
Harpoon (15 gp, 16 lbs.)
+1 eel hide leather armor (2,210 gp, 15 lbs.)
Waterproof bag (5 sp, 1/2 lb.)
[
* Grooming kit (1 gp, 2 lbs.)
* 62 platinum, 3 gold, 5 silver
]

--------------------
Special Abilities
--------------------

Merfolk

Ability Score Racial Traits: Merfolk are graceful, hale, and beautiful. They gain +2 Dexterity, +2 Constitution, and +2 Charisma.
Size: Merfolk are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed (Slow Speed): Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
Type: Merfolk are humanoids with the aquatic subtype.
Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.
Armor: Merfolk have a +2 natural armor bonus.
Legless: Merfolk have no legs, and therefore cannot be tripped.
Low-Light Vision: Merfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water.

Druid (Skinshaper)

Aquatic Domain: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.
Granted Powers:
Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.
Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.
Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

Class Skills: A skinshaper adds Disguise to her list of class skills, instead of Ride.
This alters the druid's class skills.

Druid 2
Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Druid 3
Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

--------------------
Backstory
--------------------

Description: Perhaps her most striking feature is Niobe's long, luxurious black hair. It glistens in sun and never seems to lose its luster or to become tangled or tousled.
She has blue-gray eyes reminiscent of a stormy day over the ocean.
Niobe is usually smiling, typically with wonder at the world at large or simply because she is a generally happy woman.
She has fair-to-olive skin that quickly picks up a bronze tan when exposed to sun for extended periods. In her natural form she has a long, powerful fishlike tail that has a pair of dark blue dorsal and ventral fins and a deep sea-blue color to her scales. (Note that, like all merfolk, she is a water-breathing semi-mammal - her fishlike tail being akin to how a dolphin or whale is a seagoing, swimming mammal.)
On land, she wears a simple long white cotton gown loosely cinched with a seashell belt with a gold buckle, and a shawl about her shoulders.
In water, she wears only jewelry.

Hair: Black, long
Eyes: Blue-gray
Height: 6' 3" (including tail)
Weight: 160 lbs. (including tail)

Background: Niobe comes from a small, bucolic community of merfolk - essentially, the "country folk" of her people. Her community was small and close-knit, with few secrets and a pleasant (but sometimes suspicious) provincial character.
Niobe's family was well-to-do by the standards of merfolk, with plentiful fishing grounds and many treasures from pearls to chests of gold from sunken ships above. She never suffered from want or deprivation and her parents and her older brother were caring and supportive of her in her childhood.
The call of the ocean always ran strong in Niobe, giving her a connection to plants and animals of the waves, but like certain other merfolk of legend she also had a boundless wanderlust and insatiable curiosity. This took her to visit distant shores, islands, and places far below the sea... and also to yearn for the chance to see the strange ways of the land-dwelling world.
As she blossomed from youth to adulthood, Niobe applied herself to the study of the magic arts of the sea, including the ways of shapeshifting. Some part of her always seemed to yearn for the unconventional. With her best friend Callidora, a sorceress, she sought out ways to expand her reach, to deepen her connection to the natural world, and to internalize the magic of wind and wave and to return that bountiful life to the ocean that had always sustained her.
Niobe's hobbies concerned her family, because adventuring merfolk are not unknown but are always at great risk. The warm waters off Andoran were peaceful and plentiful -- why risk one's life swimming to dangerous uncharted seas or, worse still, trying to flop along the land to no good end? Niobe's yearnings distanced her from her family and made relations difficult; though she still cared for her family, she felt that she could not relate to them. Along with her other unconventional feelings, Niobe found that Callidora seemed to be the only one who understood her desire for a more complicated life, one that fulfilled her need for novelty and for answers to questions that were outside the scope of a society that survived on fish and ocean currents. Their friendship eventually turned into something more intimate -- which discomfited some of their clan and pushed them even further into being outsiders. Pushed apart by the combination of social disapproval and their differing social roles because of their divergent talents, the pair still remained as close as possible. This experience made Niobe sympathetic to the minor cult of Naderi, the goddess of tragic lovers, though she never took on the suicidal aspect of that goddess.
Restless and unhappy with the mercurial but simplistic life in the sea, Niobe determined to find a way to see more of the world, and perhaps one day to take her companion Callidora with her.

Personality Traits: Niobe is best described as "sunny" and "bubbly." By human standards she is naïve, since she comes from a very simple society and has little experience with confining rules, complex politics, and especially with metalworking technology. She sometimes has a wistful mein, longing for things that she doesn't understand or wishing that her past had turned out differently, but never lets these moments lapse into depression or anger.
She can sometimes become frustrated with complicated tools or rules that she perceives as arbitrary. She tends to break social convention, but not maliciously; rather, she wishes to pursue her own personal experiences in the world without harming others -- so she is not a criminal or lawbreaker by predilection, she simply does not value conformity for its own sake.
Niobe is used to eating raw fish, mussels, clams, and other seafood, as well as seaweed. "Cooking" is something of a novelty to her, and she is frightened of but fascinated by fire.
She is a generally good-hearted woman, in spite of being fishy.

Some notes:
* I know the harpoon is a suboptimal weapon choice (estoc would've been much better for this character), but it is too thematically strong for me not to try it.
* Eventual build will likely include getting Unburdening Shield, so she'll be able to use a shield with the harpoon, and Improved Grapple (since everyone gets Improved Unarmed Strike at BAB 3), so she'll be able to grapple with the harpoon.
* I have a bunch of unspent cash because 600 gold pieces is not really enough to get much worthwhile. I could probably turn that into potions or something. Nothing struck me as really desirable in that cash range off the top of my head.


@Tuvarkz: I like the idea of the Cagebreakers. If they do anything like their namesake suggest, they'd have their hands full dealing with nobles in Mercare and Atlantis using their position to hide their 'slaves', on top of just taking out slavers from the Kua Toa empire. If you would like to write more about them and their origin that would be great! If not I can weave it into the world if you get chosen.

@Fliarah and Sylvanus: Please put some space between paragraphs. It'll make it easier to reread come the 3rd. Otherwise individual notes to follow.

@Fliarah: A good backstory! I would suggest that not everyone in the scholarly world would be unkind to her knew developments. Some, particularly those in charge, might prefer the traditional methods of learning and study but Atlantis worships a god of knowledge. So perhaps a few contacts within various fields have taken an interest in her work? Just a suggestion!

@Sylvanus: As far as the world is concerned 'guns' aren't a thing and their mechanics are about as mysterious as a radio or something similar, so actually learning it's called a gun wouldn't work. Atop that, the school of arcane magic your character went to is fine, but it isn't the only school in even the capital. There's probably have a dozen. As for a wizard finding a job after completing their studies and achieving the first level of spellcasting there is always those searching for apprentices. So does your character have a particular reason for wanting to go into the army instead?

@Jessie: Aside from mentions of Land the story is fine. In the Era that we'll be playing in, in this setting, the only land based creatures with any real power are the dragons and their slaves or wild tribes of barbarian humans. The former has ports but they are definitely the kind to capture and either kill or enslave sentient life of any kind.

Sovereign Court

GM Bird wrote:
@Sylvanus: As far as the world is concerned 'guns' aren't a thing and their mechanics are about as mysterious as a radio or something similar, so actually learning it's called a gun wouldn't work.

I didn't mean for guns to be common place at all, I was assuming since you had mentioned once early on that if one of us wanted to play a gunslinger we could assume they had come up with a black powder that didn't need to be lit to "explode" so I figured that somewhere in the many books at his school one may have mentioned a contraption similar to what he had, but the wording can easily be omitted.

GM Bird wrote:
Atop that, the school of arcane magic your character went to is fine, but it isn't the only school in even the capital. There's probably have a dozen.

I didn't not mention that his was the only wizardry school around just that it was the nearest and insinuated that it was well known, but definitely not that it was the only one.

GM Bird wrote:
As for a wizard finding a job after completing their studies and achieving the first level of spellcasting there is always those searching for apprentices. So does your character have a particular reason for wanting to go into the army instead?

He actually no interest in joining the army I mainly needed a way to wrap up the story that didn't just leave it as a loose end and I was envisioning a questing recruitment center instead of military.

Finally, as for the paragraphs that's an easy fix which I can correct on his profile and post here as well if you'don't like.


@Sylvanus: The assumption was in case a player wanted to invent the thing. Since no players have, there's no such thing as a 'gun' in this setting. And there's no questing. Adventuring isn't a profession in actual empires and kingdoms. They have their highly trained military for most of their needs. It's usually mercenary work that brings out those with a wanderlust but even their jobs can be as mundane as guarding traders from one city to the next. And yeah, the school might be well known, but if they're admitting so many it not be because their prestigious. XD

Sovereign Court

GM Bird wrote:
@Jessie: Aside from mentions of Land the story is fine. In the Era that we'll be playing in, in this setting, the only land based creatures with any real power are the dragons and their slaves or wild tribes of barbarian humans. The former has ports but they are definitely the kind to capture and either kill or enslave sentient life of any kind.

Since there's no "land" and there's no adventurers, I'm not sure what would be the pull to draw a character out into the world. :/


@Jesse: Not really sure I understand you. The entire premise is an Underwater campaign so, from the start, the lack of land was apparent. More over others have asked and gotten that answer. Secondly, there is no organized adventuring, no Adventurers guild, no questing. This is a more realistic setting in which the military commonly handles a lot of the problems an adventurer might do in a more fantastical world, because they're cheaper and more efficient. It doesn't stop the rare person that wants to become an adventurer but there's certainly no area you can go for a quest board. Heck, most of the pathfinder modules don't even have something that silly.


In this thread alone we have seen ideas for Lizardfolk that wish too elevate their culture, Elves maintaining a dangerous yet noble and even magical legacy to protect their realm, wizards with ambition beyond simple scholarly pursuits and even a creature touched by an evil god seeking a better and less blood stained life. These are what make and drive characters into the world. History, ambition, life, duty, responsibility, hope and even fear. Inspire your character as you would a person.

Sovereign Court

GM Bird wrote:
@Jesse: Not really sure I understand you. The entire premise is an Underwater campaign so, from the start, the lack of land was apparent. More over others have asked and gotten that answer. Secondly, there is no organized adventuring, no Adventurers guild, no questing. This is a more realistic setting in which the military commonly handles a lot of the problems an adventurer might do in a more fantastical world, because they're cheaper and more efficient. It doesn't stop the rare person that wants to become an adventurer but there's certainly no area you can go for a quest board. Heck, most of the pathfinder modules don't even have something that silly.

What I'm saying is:

* Being an aquatic campaign doesn't preclude the existence of land. Just a month and a half ago someone else recruited for a game that takes place in Golarion but happens to have all the action be underwater. So simply saying "this is an aquatic campaign" doesn't tell me if there is land or not - I had to find that out from your feedback.

* The intent I got from you writing "There are no adventurers" was that nobody goes out into the world as an intinerant, looking to do things for the sake of exploration - not the same as "there's no such thing as an Adventurer's Guild." I'm not asking for any sort of organization or guild; I thought you were putting the kibosh on characters who are motivated to see "what's out there."

Silver Crusade

I have added background information for

Valauthiel Brightsong:

During the Atlantis time of settlement, eight prominent families of strong martial and magical lineage gathered and caused eight black blades to be forged to protect and defend the new settlement and its people.

In what is commonly referred as 0 AS (after settlement) eight prominent families of strong martial and magical lineage gathered. Together they forged eight black blades to protect and defend the new settlement of Atlantis and its people.

Each family chose weapons that best matched their fighting styles.

Family. . . . . . . . |Name (pronunciation) meaning - weapon type
Baimell. . . . . . . . |Arandur (Ar-ahn-dur) Care-taker - Estoc
Ýridhren. . . . . . . |Beridhren (Bear-ee-threnn) Wise protection - Falcata
Caraphind . . . . . |Beriothien (Bear-ee-oh-geh-leer) Happy protection - Rapier
Maeth . . . . . . . . |Daugon (Dow-gone) soldier commander - Longsword
Calaerlindeth . . |Laermornenion (Lyre-more-nehn-ee-on) Dark water song - Scimitar
Lagur. . . . . . . . .|Lancaeron (Lahn-kye-ronn) Edge of the sea – Elven Curved Blade
Rivorn. . . . . . . . |Morohtar (More-oh-tahr) Dark Warrior – Greatsword
Gelinnas . . . . . . |Tûrsidhion (Toor-see-thee-on) Victorious peace – Falchion

Of the eight families only two remain; Calaerlindeth (now known as Brightsong) and Rivorn. Of the blades only one remains in service; Laermornenion currently wielded by Valauthiel Brightsong following the death of her father, Eglerion in 2068 AS. He had wielded the blade successfully for 145 years.

* * * * * *

Eglerion lay in his alcove of the family tomb. Laermornenion lay on his chest with Eglerion's hands resting on the hilt that was placed above his heart. The black blade had rested there for ten days as was tradition to give Laermornenion an opportunity to grieve alone.

Valauthiel reached for the blade, her hands trembling. She rested hands on the blade just below the hilt. She began the litany of those who had come before. As she began to speak of Vendethiel, the matriarch and first Laermornenion bladesinger, Laermornenion joined in. They spoke of each of the eighteen bladesingers and listed each with their greatest deeds. Laermornenion added bit of loving accounts of each. When she began speaking of her father, her voice trembled, but she was able to get through his many deeds without losing her composure because Laermornenion was with her, sharing in the grief and the celebration of a life well-lived. When she finished, Laermornenion spoke of her father and of the conversations that they had shared about her. When Laermornenion finished. It became quite.

Valauthiel sat in silence preparing herself for what came next.
Laermornenion began issuing the code of conduct that Valauthiel would now follow until death.

The bond between Bladesinger and Laermornenion is absolute and together we will:

- Protect Atlantis, her citizens, and the Atlantean way of life at all times.

- Lend aid to any Atlantean citizen in danger, even if it means sacrificing the Bladesinger’s own life.

- Respect the authority of the family elders (both living and dead) and obey their mandates as passed to Laermornenion.

With the completion of the Bladesinger’s oath, Laermornenion completed joining with Valauthiel and became quiet, thoughtful, and sad. Echoing Valauthiel's mood.

After a time, Valauthiel rose with Laermornenion, left the tomb, and walked to her new rooms in the family home. The rooms of the 21st Bladsinger.

Laermornenion:

During the Atlantis time of settlement, eight prominent families of strong martial and magical lineage gathered and caused eight black blades to be forged to protect and defend the new settlement and its people.

An Estoc was created for Filegethiel Baimell. She named the blade Arandur. This blade was handed down through the Baimell family until 644 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Falcata was created for Valdaglerion Ýridhren. He named his blade Beridhren. This blade was handed down through the Ýridhren family until 479 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Rapier was created for Aeglironion Caraphind. He named his blade Beriothien. This blade was handed down through the Caraphind family until 888 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Longsword was created for Baramaethor Maeth. He named his blade Daugon. This blade was handed down through the Maeth family until 527 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

An Elven Curved Blade was created for Talathion Lagur. He named his blade Lancaeron. This blade was handed down through the Lagur family until 1187 AS, when the blade was lost. It has not been recovered.

A Greatsword was created for Adonnenniel Rivorn. She named her blade Morohtar. This blade was handed down through the Rivorn family until 1655 AS, when the blade was lost and presumed destroyed and its wielder killed. The body and the blade were recovered in 1691 AS. The blade shards are currently displayed in the Rivorn home. The magic to reforge it has been lost.

A Falchion was created for Aranel Gelinnas. She named her blade Tûrsidhion. This blade was handed down through the Gelinnas family until 1153 AS, when the blade was lost. It has not been recovered.

A Scimitar was created for Vendethiel Calaerlindeth**. She named her blade Laermornenion. This blade has been handed down through the Calaerlindeth family and is currently wielded by Valauthiel following the death of her father, Eglerion in 2068 AS. He had wielded the blade successfully for 145 years.

**Brightsong

Scarab Sages

@GM bird: I more thought that her superiors didn't listen due to her many past flunk outs. first: she couldn't use conventional magic, Second: she literally begs to go on excavations, and third: she spent allot of resources on figuring out her first formula that just ended up dissolving into water in front of them... they where more sick of her getting on their nerves than any professional motivation.


@Fliarah: That works too! Reading it again I do get that vibe this time. That just makes it more likely she could make friends outside those she worked with, professionally. XD

@Reg: Powerful stuff! If you want to add more about her training or day to day life up till that point, feel free. The more details like that I have the more I can weave her into the story if you get chosen. The thread will be open till the 3rd for anything, even submission tweaks. Otherwise it looks like you're good to go.


Added a lore blurb about the Cagebreaker Brotherhood in my character sheet, under Other Notes.

Sovereign Court

So... since no response, I don't know if you're trying to say that the idea of a character who loves exploration for the sake of seeing new things is OK, or if you want something more GRIMDARK.

I get that you want to have no prior interaction with the limited land space for starting characters, I can work with that, but I don't know what you are pushing for vis-a-vis my character's motivations.

Silver Crusade

GM Bird wrote:
@Reg: Powerful stuff! If you want to add more about her training or day to day life up till that point, feel free. The more details like that I have the more I can weave her into the story if you get chosen. The thread will be open till the 3rd for anything, even submission tweaks. Otherwise it looks like you're good to go.

Excellent! I have added more information to Valauthiel Brightsong's background.


@Jesse: There was no response because you didn't ask a question.

@Reg: Looks good!

Sovereign Court

Well, I was hoping for you to explain "yes, this is what I mean" or "no, this is what I mean, not that." I thought I made it clear that I'm trying to figure out how to have a character fit what you're looking for, and that what I thought I was submitting doesn't seem to actually fit, and I'm trying to express what I think is going on so that it can be verified. Can you give me a little feedback here? Are you against characters whose motivations are like John Muir, and saying that I should rework the character to have some other motivation? Are you saying that nobody ever goes "adventuring," or simply that there are no organized groups that recruit people to go to new places and explore them?

Scarab Sages

Jesse Heinig wrote:
Well, I was hoping for you to explain "yes, this is what I mean" or "no, this is what I mean, not that." I thought I made it clear that I'm trying to figure out how to have a character fit what you're looking for, and that what I thought I was submitting doesn't seem to actually fit, and I'm trying to express what I think is going on so that it can be verified. Can you give me a little feedback here? Are you against characters whose motivations are like John Muir, and saying that I should rework the character to have some other motivation? Are you saying that nobody ever goes "adventuring," or simply that there are no organized groups that recruit people to go to new places and explore them?

well, part of my background was that i went with an excavation group to find some artifacts(the non-magical kind). I do think groups that organize exploration exist, just not the classic Dungeon-delver organizations. like an adventuring guild that sets out to remove a monster filled castle or such.

it's more of a scientific nature i believe. or a research reason for most people. you can possibly tie in your ideals into that.


@Jesse: Ah! In that case the adventuring spirit is a fine motivation. A character wanting to explore and see the world will work just fine. It's merely that there aren't any organized groups exactly fitting to what people consider 'adventurers' in DnD.

For further info for everyone:

There are mercenaries, bounty hunters, researchers and even explorer groups but a typical adventurer tends to end up being all of these things. Which is also something to consider. You could be any one of these or even all of them, but take into account that each group has their own goals, and each group is also only a part of the many people in that profession.

Sorry for the delay to everyone! PT yesterday was both a big step forward and a very draining experience.


Alright! Recruitment will be closing at the end of Sunday night or more likely whenever I wake up on Monday. For those who expressed interest or who are just finding this that gives you guys the weekend to write up a background. For those uncertain or new I don't need much in the way of mechanics, just a general concept. What I'm looking for is a background. Normally I'd say a full background but if you feel rushed the 10 minute background option is still an option, so long as you're willing to refine it if you get picked.

To those who have already submitted their characters I thank you for your patience! We shall be gaming soon!


This is Sylvanus and I did make a few of the edits you asked for to my backstory. It's all set up in this alias.


If it isn't too late, I would like to try submitting a character.

I'd like to play a Lizardfolk that comes from a tribe somewhat near Mercare. Though not as savage as more rural/reclusive tribes, the large populace of the Calderafist prefer to keep most races at bay. Due to the greed for territory, the Calderafist often colonized areas often established by weaker, "lesser" races.

Name:
Heppith Siltsifter

Family:
Hepama (mother, dec) & Tunjoru (father, dec) Siltsifter

Mekpith (M nestmate), Kirimum & Uraohm (F mates) Siltsifter
Mekjohmi (M young), Yazijohmi (F young), & Urojohmi (M young)

Arokoni (aunt) & Wajo (M mate) Surfshale
Wavoh (new male hatchling)

Jahkoni (Uncle) Surfshale

Kuvakoni (aunt), Wurnheh (m mate, dec) & Seimuh (F mate) Surfshale
Wurnir (m young)

Training:
Foraging. Was ill-suited for military territory expansion campaigns typically required of her age group due to resistance. Foraging is a position normally allotted to young and "post-military age" adult commoners.

Background:
Heppith's parents were slaughtered during two separate campaigns. Normally, an aunt or uncle would rear their sibling's hatchlings if one parent was remaining and was required for duty. Since she and Mekpith were still young, they stayed with Arokoni & Wajo until "military age".

Mekpith fell into cultural norms with ease but Heppith felt an abnormal moral qualm about the territory expansion campaigns. She was pushed out of Arokoni & Wajo's home due to their wish to focus on their new hatchling. It was very preoccupying to try managing this niece with her off-kilter viewpoints.

Heppith has basic military training but is not as advanced as most of her tribemates at her age are. She aspires to develop into a ranger, focusing on the exploration of deep caves and trenches. She is abnormally curious of other races and delights the covetousness that occurs when revealing fascinating items she finds on her journeys, eventually dabbling in bartering to so as to maintain her necessary supplies.

Please let me know if there is something I need to touch on. If this character is sufficient, I'll try to make a character sheet.


@BLC: Interesting. You are not too late, in fact, and have all day tomorrow as well. The character concept is good! I like the culture you hint at and the character herself. If you want to add more too the backstory that will rarely hurt my opinion of it but as is I'd accept that submission for consideration!


I still exist, I'll be finishing up my tweaks today!


As the Mighty Bird knows, I've been real busy this last weeks.

But lo and behold, my try at submission!

Ssekhith the White:

Having born albino is a big deal among the Deepscale tribe. It means you are blessed by the Serpent That Flows Below, that you are destined to lead your tribe to greater peaks of glory. But mostly it means the rest of your kind look up to you.

Ssekhith was indeed born albino, all but his collar scales -which were black- being a pearly white. But he was born big too, a mighty lizardkid among the rest. As the years passed he demonstrated many a time his might and cunning to his peers, enough times to achieve himself the favour of his warrior brothers... and the envy of the shaman.
And he had a way with animals too, having tamed a shark when he was only six years old: Jawshsh.

Their tribe was proud and honorable, but lizardkids were escarce and live wasn't bright. They were on the brink of extinction, but the shaman rejected this truth and treated Ssekith like a fool.

The lizardfolk enjoyed hunting on the deep waters around their home, always an eye open for the biggest trophies: giant calamaries and sharks, vicious enough to tear you apart limb from limb.
But one day their prey was too sneaky, too cunning and the tracks were lost. Instead Ssekhith found a battle scene. A group of sea elves, commanded by a extravagant one, fought a sahuagin hunting party. The Deepscales have always hold a grudge against the beasts, since the times of the War of the Trident, and so Ssekhith chose his side.

Helping the elves fend off the attack managedd a truce between them, and Ssekhith spent a few days around his new thin friends.
Different from his own, the elves had many advantages, both magical and technological, that put their civilization above Ssekhith's.

When the lizardfolk returned to his village, he spoke of these wonders, trying to open their minds to new ways without forgetting the old ones. But his tribe, with poisoned words from the shaman, shunned him.

The yound lizardfolk fled with Jawshsh, decided to learn from the elves and the rest of outlanders so one day he could return and save his tribe, leading them to a new golden era.
"I wasss born a mortal... but I will die a colosssuss."

Build Excerpt, as I'm too tired to fully build Ssekhith now:

Race: Lizardfolk
Classes: Mad Dog Barbarian 3
Stats(No racials): Str 16, Dex 14, Con 15, Int 13, Wis 14, Cha 10
Stats(Racials): Str 18, Dex 14, Con 17, Int 13, Wis 14, Cha 10
Feats: Prodigious Two-Weapon Fighting(1st), Iron Will(2nd), Two-Weapon Fighting(3rd)
Role: Melee frontliner with a lot of Hit Points, good attacks and a freaking shark pet!


@Emissary: Aside from one or two minor spelling errors (and I mean literally one or two) I like it. Short but sweet and still gives me plenty to work with. I also like your use of Albino. Among surface Lizard folks it's a danger because it means you stand out too much but such things are less of an issue under water, particularly the further down you go. You even added a powerful god like being which I love to see to help flesh out the world.

As with everyone else you are free to expand upon the story, as I do love the detail, but consider your submission accepted as is for looking at.


As I often hear and no only truly understand, this decision was harder then I thought it would be. At the end everyone put in fantastic ideas. Unfortunately I do not have the skill or mental stability to run a game for all of you and I'm not crazy enough to try!

The three who I will be accepting are

Yorick's Azeban and Ligeia
Reg Tyrsman's Valauthiel Brightsong
EmissaryoftheNorth's Ssekhith the White

To those chosen come join me in the discussion thread! For the rest thank you for the time and effort you put into this!

1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Bird's Depths of War (Underwater Pathfinder Homebrew Game) All Messageboards

Want to post a reply? Sign in.