The original plan was to have Rauno teleport or Dim Door back to the Coenoby and Rowena sneak back. Probably next to impossible to get the zombies back without being noticed on foot and they don't seem hostile but also don't follow your commands either.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
"And we'll be back soon..." offers Trevor with a weak voice.
Is there some healing left to share before we head back? Trevor has some left, but they're convenient for battle, Also, do we know about frogemoth's tentacles?
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Great. Nothing to do for now about the Con.
"My thanks Quintus. I feel much better and ready for a fight!"
Ten minutes later Auric's Warband comes down after another successful victory. Soon after they come to escort you to the arena's floor.
You are waiting for the monster to be brought out. After 15 minutes of ceremony, talk about past battles, and other delays, it is announced that this fight will start with no beneficial spells on your team. In fact some caster come and dispel off anything you may have on.
Then you are lined up, and the froghemoth is brought out.
They quickly let the beast go and scramble out of the arena.
Rauno takes his familiar arcane rod and uses it to cast a spell that he and his allies know so well. With his arcane reserves desperately low, he draws deep into the core of his being to be able to accomplish the spell.
Prescience 1d20 ⇒ 1, 5 of 10 used.
Step back to G3, use a hero point (1 of 3 used) and extend rod to cast extended haste on the group. If he thinks the froghemoth will be able to reach him with those freaky tentacles back in G3, he'll cast defensively.
AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1
CMW from wand on Rauno:2d8 + 3 ⇒ (3, 3) + 3 = 9 CMW from wand on Rauno:2d8 + 3 ⇒ (3, 5) + 3 = 11
Actually, hold the wand charges, here and above. I just noticed that I'm at half, too.
Channel to heal:5d6 ⇒ (3, 2, 4, 2, 6) = 17
That leaves Kelkzar down 7, Rauno down 8, and Quintus down 17. First CLW from wand cures 9 HP; brings Kelkzar to full. Second CLW from wand cures 8 HP; brings Rauno to full. Third CLW from wand cures 3 HP; leaves Quintus down 14. First CMW from wand cures 9 HP; leaves Quintus down 5. He'll stop there.
AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
Rowena activates her boots and moves to F11, tumbling to try to avoid AoOs. Korada's grace shines through, and her empyreal focus allows her to just miss the monster's jaws.Gotta love that 80 foot movement rate.
Then she readies for Kelkzar and Trevor to move into striking distance and attempts a trip, using meditative maneuver to make sure the froggy goes down.
Trip:1d20 + 22 + 1 + 4 ⇒ (10) + 22 + 1 + 4 = 37
Somehow, she plants her foot in just the right spot and the froghemoth's weight comes down awkwardly, and the creature crashes to the ground.
AoO; vicious stomp; stunning fist:1d20 + 16 + 1 + 1 ⇒ (9) + 16 + 1 + 1 = 27 Damage:1d8 + 5 ⇒ (3) + 5 = 8 and Fort save DC 19 or be stunned for 1 round.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Trevor takes a step forward once the creature is on the ground, keenly aware of the creature's might, if for the air displacement from the previous snap... He lets his fauchard trails behind him, but quickly brings it in an upward arc as the creature's tentacles get closer to him.
AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
Anybody can trip any size, it's just harder. If she wanted to throw the froggy, she'd have to burn a pair of ki points. I edited the post above to remove the flanking bonuses. Her AoO when it stands won't hit, unless somebody buffs somehow between now and then (hint, hint, if only I knew where it was going to be before I punched it, hint, hint...)
AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
Okay, you can only trip one size larger than yourself, but Rowena can spend Ki to throw any size, so she'll burn two Ki to toss the frog one square south!!
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22
"Going to be joining you at a safe distance this time Trevor." Kelkzar goes in armed with his old longspear instead of his preferred falchion to face the froghemoth. As the creature advances on Trevor, he steps forward to plunge the spear into its tough hide. His first stab barely misses piercing a vital organ in the creature's strange anatomy, but still deals a grievous blow. His second blow glances off its hide, but by the time he attacks twice more, once thanks to Rowena dropping it onto the ground and stomping it, he has found the rhythm and two more attacks find their way through the creature's defenses.
5-foot step, rage, activate bane versus aberrations Longspear (regular):1d20 + 16 ⇒ (20) + 16 = 36Hits Confirm:1d20 + 16 ⇒ (5) + 16 = 21Not this time Damage:1d8 + 20 + 2d6 ⇒ (8) + 20 + (6, 3) = 37 Longspear (hasted):1d20 + 16 ⇒ (3) + 16 = 19Miss Damage:1d8 + 20 + 2d6 ⇒ (7) + 20 + (5, 1) = 33 Longspear (iterative):1d20 + 11 ⇒ (13) + 11 = 24Hit due to prone Damage:1d8 + 20 + 2d6 ⇒ (5) + 20 + (1, 5) = 31 AoO from Rowena's AoO:1d20 + 23 ⇒ (8) + 23 = 31Hit Damage:1d8 + 20 + 2d6 ⇒ (1) + 20 + (2, 4) = 27
With his spell successfully executed, Rauno steps forward again and makes a pronouncement. "The beast shall fall to us imminently!"
Active foretell, round 7 of 10. Prescience 1d20 ⇒ 5, 6 of 10. Move to F5 behind Kelkzar.
All within 30' of Rauno: +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws and skill checks. All PCs: +1 to attack rolls, AC (dodge), Reflex saves. Extra attack with full attack. Up to +30’ to move.
As Rauno moves the Froghemoth lashes out with its tongue, but being prone messes up its aim. Tongue has a longer reach than the rest of its attacks!
AoO Rauno Tongue Lashing:1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12 *Miss, with Haste and no mage armor you should be at AC 13 at least*
Damage:1d4 + 10 ⇒ (2) + 10 = 12
AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1
Anticipating that Kelkzar is going to take the brunt of the creature's attack after the amount of damage he inflicted on it, Quintus steps up to G-05 and casts bear's endurance on the inquisitor.
Quintus guesses correctly and the froghemoth lashes out while laying on the ground. You should be AC 20 with haste and lastwall phalanx wouldn't count since this isn't evil, damage should be 69
Finally the creature lashes its tongue out at Rauno once more. This time it finds its mark and wraps around him, trying to pull him into its mouth. 24 Damage and grappled
Even though he was ready for the eventuality, Rauno's heart still pounds when the tongue wraps around him, much faster and stronger than he'd expected! He utters a syllable to help free himself, and then follows up with spell to further confuse the aberration.
All within 30' of Rauno: +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws and skill checks. All PCs: +1 to attack rolls, AC (dodge), Reflex saves. Extra attack with full attack. Up to +30’ to move.
Active effects on Rauno: Mage Armor, Haste, Foretell, Mirror Image (6 images)
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22
Kelkzar shrugs off the froghemoth's attacks. He drops the old longspear takes a short step closer to the horror, drawing his falchion as he closes. Working once more with is familiar falchion, the half-orc deals two more grievous blows at close quarters with the aberration.
You are correct about AC 20. So 69 damage minus 19 from the channel leaves Kelkzar at hp 80/140 Continue Bane Falchion (regular):1d20 + 20 ⇒ (7) + 20 = 27Hit due to prone Damage:2d4 + 20 + 2d6 ⇒ (4, 2) + 20 + (1, 1) = 28 Falchion (hasted):1d20 + 20 ⇒ (2) + 20 = 22Miss Damage:2d4 + 20 + 2d6 ⇒ (1, 2) + 20 + (3, 2) = 28 Falchion (iterative):1d20 + 15 ⇒ (15) + 15 = 30Hit Confirm:1d20 + 15 ⇒ (2) + 15 = 17Not confirmed Damage:2d4 + 20 + 2d6 ⇒ (4, 2) + 20 + (2, 2) = 30
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
In the heart of Westcrown, it is rumoured, the most inquisitive inquisitors among the Hell Knights are said to have the power to read even the fastest flashes of emotions on any man's face, and thus read his mind.
Now if such an inquisitive inquisitor had been in the arena with them, and if said inquisitive inquisitor had nothing better, like for example dodging tentacles or slimier flying body parts, than to stare intently at Trevor's face, he would have witnessed such an intense barrage of conflicting emotions, ranging from fear, fright, reassurance, resolve, disgust, pain, laughter, sadness, and resolve again, that he would either a) become catatonic and collapse in the gory sand, or b) rush home with enough material to write a seven tome essay on human nature, and finally lay the subject to rest.
But everybody was too busy with the flying show of limbs and tangled-then-untangled not-so-squishy-wizards, even Trevor, to notice all that. All they really saw was the fauchard, whirling and rotating, then thrusting, then receding at great speed, carrying gobs of blood and gore with it.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
"ENOUGH FROGGING AROUND!!!" shouts Trevor as he brings his fauchard in vicious arcs, slashing and stabbing at the creature.
Trevor's first hit is solid enough to kill the strange creature. A roar erupts and chants of "EMPYREALS!" reverberate throughout the arena. Raknian's shock and discomfort is plainly visible for several seconds before he regains his composure.
After a couple minutes they finally settle down the crowd. Raknian, with his composure regained, give Ekyam the trophy and prize money.
You win a gold trophy depicting a human gladiator (worth 1,000 gp) and cash payout of 10,000 gp. Not to mention if you bet on your team another 250gp
After your win you spend some time on the arena floor before being escorted back down into the Coenoby. You last round of battle to take place Noon tomorrow.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Trevor raises his fauchard above his head. Covered in blood, gore and a sizeable amount of slime, he basks in the crowds' roars, losing track of why he's here. He grabs his battered mentor by the hand and raises it in unison with the roars of the crowd, smiling and laughing.
After, as they receive the prize, he sobers quite a lot, and simply smiles at Quintus: "You always save my skin. Only fair..."
AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1
Once the party is out of the crowd, Quintus waves Ekyam over. "I'm sorry to spoil the celebration, but we have some bad news for you. Your sister...she's worse than dead. She's been killed and turned undead, and I don't have the grace to bring her back from that."
After getting back to the Coenoby, Ekaym soon comes to deliver your reward for winning. Quintus breaks the news to him about his sister and he is clearly devastated. After a moment of grief he collects himself and says, "That was not what I hope for but is what I feared. I know you did all you could. Now I guess the best to hope for is for you to win and shove it in his face. I will take her body back with me after this is all done and give her a proper burial. I thank you again and of course you get to keep all the award winnings for all you did for me."
Though elated after the victory, Rauno is quite sober as they meet afterwards.
"Be on your guard. With the slaying of his Apostle, Raknian may be dangerously maddened. He may lash out at anyone he perceives as responsible, and I fear, Ekaym, that may include you."
In the back of his mind, he mulls over the comment Quintus made. I don't have the grace to bring her back... What, he wonders, would it take to bring her back using arcane might? His mind reels at the possibilities of warping reality to that extent. And a small part of his mind starts working out the challenge.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Trevor wipes his eyes as he witnesses the pain in Ekaym. "Shove it in his face... This is but a piece of what this man deserves. We need to bring Justice to his door. I wonder if it is wise to wait until tomorrow. What's preventing us from arresting him today? He might "clean the place" and we'd have no proof."
AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
Thrown by the man's so casual acceptance and talk of burials, it's all Rowena can do not to slap the man or throw him into (or through) a wall. "Do not give up so easily!" Rowena barks angrily at Ekaym. "Just because Quintus doesn't have the grace to restore her doesn't mean there aren't priests out there who do, it just takes money. Your sister is not the only person down there who...who has been violated like that!"
She clamps down hard on the end of her tongue, willing the moisture in her eyes to dry up quickly.
First Level
25 Point Buy - 20 Max and 8 Minimum after racial adjustments
2 Traits
Max Gold to Start
Maximum HPs first level, Half Dice+1 for other levels
No Summoners, Gunslingers, Ninjas or Samurais
Anything Paizo has published otherwise is fair game though I reserve the right to veto something (Unlikely though)
Campaign: I will be converting Age of Worms from Greyhawk to Golarion. I will also be modifying some things from the original as well.
Location:
The campaign will start in Varisia near Magnimar.
Posting:
I like to keep a good pace at this so would expect that you can post daily with a heads up if you'll be gone for a stretch. This is a 20 level campaign so make sure you are in it for the long term.
Recruitment
Recruitment will last until the end of January. It is not on a first come basis.
If there are any questions feel free to ask, I will try to answer them in a timely manner.
I would love to give this character another run. She's a monk, but flavored as a unique combat style gained through devotion to one of the Empyreal Lords, rather than a far east monastic tradition.
Obviously, she'll need some retooling for this game (bump Wis to 16), and a change of the last paragraph in her backstory.
I may be interested since I've started getting back into Pathfinder after a mental breakdown (Sincere apologies to the players I did not run for/play with by the way, I have been trying to think of ways to make up for that somehow) .
I usually like playing Clerics or Wizards but this time I would probably play a Cavalier (Order of the Shield or Star) for a change . Certainly a Good character in any case. More information about the set up along the lines of what Dreaming Warforged's asked for would be welcome !
(Please count this as an "Interested" post as I'm not yet sure of what my character might be , and because of the difficulties I've had if more seasoned PbP players would like my spot I'd be happy to oblge :)
Monkeygod Yes first level and was able to update my original post under the wire
Dreaming Warforged Backgrounds that involve growing up in the area or eventually arriving in the area would work best. You will start out as a hired group. I will probably give each of you an additional tidbit to add or adjust for a hook or two.
flykiller Changeling is no problem
Rowena Lordail Should be fine. If picked I may have you change your background slightly (a couple names to tie you in)
Would you allow one of these from the ARG playtest?
Succubus-touched Half-Succubus
*Note the Half-Succubus would be a cleric, So I would not using the races stats optimally.
Would you allow Rite Publishing's In the Company of Giants?
I have a few other ideas, but I'll post them later.
Of course. As I recall, the starting impetus of the AP is for the characters to get out of Dodge ASaP (I briefly started the AP on these boards before the game went the way of the dodo shortly after the first dungeon). I could readily reconfigure the backstory to contain a local criminal, meaning she'd REALY need to get away!
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
I have Quintus, a Taldan human priest of Sarenrae that I'd put together for an AoW campaign that went nowhere. It was going to start in Falcon's Hollow; I figure the closest local equivalent in or near Magnimar is Underbridge. Feel free to ask for changes in the fluff to make him fit better.
Crunch:
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats
TBD
Skills
Knowledge (Religion) +4 (+1 rank, +0 INT, +3 class skill)
Spellcraft +4 (+1 rank, +0 INT, +3 class skill)
Heal +6/+8 w/kit (+1 rank, +2 WIS, +3 class skill, +2 healer's kit)
Traits
Flame of the Dawnflower +2 points fire damage on critical hits with scimitar
Birthmark Has a birthmark in the shape of Sarenrae's symbol on the back of his right hand; +2 saves vs. compulsions and charms
Racial Modifiers none
DOMAINS
Healing, Sun
Fluff:
Quintus doesn't talk much about where he's from, but his accent, name, and face show pretty clearly that he's pure Taldan. A big, burly man, he walked into town three or four years ago and now ekes out a precarious living as a healer (and occasional preacher of the word of the Dawnflower), and all his spare coin goes to pay for opium. From the things he sometimes talks about after a pipe, it sounds like his addiction wasn't what got him here...it's how he fights the memory of why he's here. But Sarenrae still hasn't turned away from him, and every now and then he'll clean himself up, quit the drugs cold turkey, and stay away from the dens for a while. (His current record is fifteen days, eight hours.) Then something will happen--something that reminds him of days better left forgotten, and he'll crawl back into the pipe to hide. And so he stays in the pit, a broken man ministering as best he can to the broken. Deep inside him, though, is a spark of what he used to be, and a faint hope for a miracle--something to focus on, a noble purpose that'll rouse that spark back into a flame. Over the years, that hope has grown faint indeed, and it's not looking like he'll find that purpose before his life in Underbridge kills him.
He alternates between being an embarrassment to any organized church of Sarenrae in the area ('cause hey, junkie priest), being an excuse for them not to have to come into the worst parts of the Shadow district ('cause hey, we already have a priest there!), and being of actual value to them ('cause hey, for some reason people down there don't tend to respond well to do-gooders from outside, but they still need help). Of course, he doesn't respond well to do-gooders from outside, either...they remind him of the way he used to be, and after the first few times the outside priests figured this out and left him alone*. The formal congregation tries to support him as much as they can without him noticing, and on the rare occasion that his preaching manages to get someone to pull their lives together and get out they're there to pull them the rest of the way.
Despite his strength and physical prowess, he is by nature a gentle man; he is quite capable with the scimitar, but before his fall from grace he preferred the aspects of the goddess dealing with healing and sunlight. He was marked early on in his apprenticeship as one who would go far in the clergy (25 point character in a non-elite world :-P), and this gnaws at him as well. His time in the worst part of Magnimar has made him a harder and coarser man, and he knows it and resents it...one more thing that drives him to the pipe. He'll use fists or a club in a fight (and heal the same people he knocked down), but he's still a priest at heart, and won't ever draw his scimitar unless it's against the truly unrepentant.
*The first time he managed to clean himself up, and the local clergy put on a big formal show for him...seeing all those people in their finest clerical robes gave him a massive flashback** so he drank way too much at the reception, threw up on the high priest, and stumbled back into Underbridge.
**I'm still not sure what he's trying to forget. Right now I'm leaning towards something like Jhod Kavken in Kingmaker, only more so--he raised a mob against someone who turned out to be innocent, and the mob not only tore apart the innocent target but raped and killed several other bystanders and burned down a couple of buildings. The ecclesiastical court found that Quintus shouldn't be held responsible for the mob's actions (once they got rolling he tried to stop them, in fact), but he saw what they did and he can't forgive himself for it (especially after finding out that the original target really was innocent). These days it takes something chemical to blunt the guilt and the memories, and it happens that opium works best for him.
ETA: I can do daily (or more) posts most or all weekdays, unless work gets frantic. (If it does, I can let you know.)
I'm interested and can probably do daily posts most days. But two things could limit my suitability:
1) I've never done a PBP here before. I did play in a very character-driven superhero game years ago on ENWorld, but my experience as a PBP player is very limited. (I've done lots of PBEMing, though.)
2) I'm currently running an Age of Worms PBEM. (My guys are just starting Hall of Harsh Reflections.) Not sure if that's an issue or not with things being changed, but I wouldn't want to go forward without disclosing. I can "play dumb" if necessary.
If those aren't issues, I was thinking possibly a rogue of the cheerfully larcenous school and materialistic school ("I don't care if we kill them, but they have stuff we can take!") or a paladin for undead-smashing fun.
I'm very into pathfinder as a d20 RP system but I've never actually used any of their world content as my homebrew groups usually just run games on the fly and make stuff up as we go, would this cause an issue?(basically should I just sit down and read through the Inner Sea World Guild before I try to play some of these online games?). I've also never done pbp but would like to as I have enough time every day to make at least one post. Also what does it mean to change the game from Greyhawk to Galorian?
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Nôxx the halfling wrote:
I'm interested but i have a question.
I'm very into pathfinder as a d20 RP system but I've never actually used any of their world content as my homebrew groups usually just run games on the fly and make stuff up as we go, would this cause an issue?(basically should I just sit down and read through the Inner Sea World Guild before I try to play some of these online games?). I've also never done pbp but would like to as I have enough time every day to make at least one post. Also what does it mean to change the game from Greyhawk to Galorian?
You may already know some of this, but just in case here's some background to your last question. Age of Worms predates Pathfinder, and in fact dates back to when Paizo was licensed to publish Dragon magazine by Wizards of the Coast. As a licensed 3.5 product, it was set in the World of Greyhawk--Greyhawk deities and locations, etc. GM Blood is converting it to run under Pathfinder, and is changing the setting to Golarion as well.
RHESUS GHAWN CR 1/2
Male Human (Shoanti) Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 16 (1d12+3)
Fort +5, Ref +2, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Greataxe +5 (1d12+6/20/x3) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +6; CMD 17
Feats Extra Rage, Power Attack -1/+2
Traits Bred for War (Shoanti), Courageous
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +0, Intimidate +4, Knowledge (Nature) +5, Perception +4, Ride +0, Stealth +0, Survival +4, Swim +6
Languages Common, Shoanti, Varisian
SQ Fast Movement +10 (Ex), Rage (13 rounds/day) (Ex)
Combat Gear Arrows (40), Chain Shirt, Greataxe, Shortbow; Other Gear Backpack (20 @ 22 lbs), Bag, Waterproof (empty), Bedroll, Blanket, Flint and steel, Rations, trail (per day) (10), Rope, silk (50 ft.), Shaving Kit, Signal Horn, Torch (5), Waterskin (2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Courageous +2 save vs. fear.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Born of the Moon Clan of Shoanti, Rhesus Ghawn uses his birth name among the people of Magnimar. After one too many Varisian's ended up broken for laughing at Hooting Owl he finds it easier. Towering over the frail people of that city at 6'8", Rhesus is an imposing figure.
Named Hooting Owl by his father on the day of his manhood, Rhesus has always hated the name. Full of pride and vanity, he petitioned for a more noble name, fitting what he felt was his great destiny. His father told him a name like Raging Talon would cause men to fear, but a name like Hooting Owl would teach him to fight. He is yet too young to understand his father's laughter at this.
Although his braided hair and tattoos lead many to expect a dumb brute, Rhesus disguises a cunning that has served him well so far. A barbarian by nature with wanderlust in his soul, Rhesus doesn't know how much longer he will stay in Magnimar. The city walls grow too close to him, as do the local guard.
Not given to lengthy speech, Rhesus tries to follow by example. Bred for war and longing for the feel of blood flowing, his own or his enemies, he seeks a war leader or chieftan to lead him to glory.
My current thoughts are for a Cleric with the Varisian Pilgrim archetype (from Inner Sea Magic) who worships Sinashakti the Walker of Worlds (one of the Empyreal Lords).
You can fill out your background and I may make some tweaks here and there to fit everyone into some of the things I will be doing. Basically it is an undead heavy (but not exclusive) campaign which will require doing some heroic things. You'll have tie ins to some of the good and bad guys.
Samnell go ahead and make up a concept.
Noxx Check out that webpage. This will for the beginning, at least, be set in Varisia near Magnimar. I don't think intimate knowledge of Golarion will matter as I may take some liberties with some things anyways. A general familiarity of the area and the gods will help though.
Azure Tieflings are fine to me as a race, though they may stick out in this area (which isn't always a bad thing for an aspiring hero). I'm not sure about what you mean by the curse thing so let me know.
Mark Looks like an OK concept to me and could be a second follower of an Empyreal Lord.
Moneygod The Pure-blooded is pretty powerful compared to a normal human. I think it would be too much.
flykiller Changeling Witch
Rowena Lordail Human Qinggong Monk (Maneuver Master)
Adrien Wasila Cavalier (Order of the Shield or Star)
Lessien Nenmacil Elf Vivisectionist Chirurgeon
Quintus (John Woodford) Taldan human priest of Sarenrae
donato Cleric of Groetus
Samnell Rogue or Paladin (Undead Scourge?)
Azure_Zero Tiefling something?
RHESUS GHAWN (Balodek) Human (Shoanti) Barbarian (Invulnerable Rager)
Mark Sweetman Cleric (Varisian Pilgrim) of Sinashakti
Monkeygod Human (Varisian or Keleshite) Inquisitor or Ranger of Sarenrae
I've never tried it before but I'm starting to see this character as an Order of the Shield Cavalier , probably a worshipper of Erastil (which I've not had a character worship before) . There's something interesting about him being the (conservative) god of the family and community and also one of the older gods of nature, still associated with hunting and beasts.
While it's a cliché of fantasy I think the classic story of the local villager who grows into being a heroic character makes for good roleplaying. This'd work well with the order . Strong on Strength and Charisma for a mix of social skills and combat. He'd definitely have grown up in the local area and feel invested in its protection. I'm going to try and have the sheet ready sometime tomorrow
I'm currently waiting to see if I got picked for the all halfling Kingmaker game but if I don't get picked for that today then I'll do up a new character and see if i can get into this one. also thanks for the link I'll read up on that while i wait for the KM picks.
for this game though im thinking of a blackblade magus, maybe tiefling, a few questions though, as the rulebook and hero lab let me choose an unlimited number of spells for my spellbook what would you say is a good stating number of spells known DM Blood? (with a 25 point buy id likely have about 18 int) and could I buy more with starting gold? also how would you want to go about giving the sword its goal in life (as it is an intelligent being and the book says it also has its own personality but it has several options for how to apply this mainly at the dms disposal)
Half-elf Bard(ARCHAEOLOGIST)
*Human Barbarian(Urban+??) / Sorc(dragon(red)) / DD (*Technically I'll be using half-elf race to cover some dragon traits in a human)
Tiefling or Aasimar monk (thinking on archetype)
Human Fighter(Phalanx, Brawler, Polearm, or Two-weapon)
Changeling Barbarian(Urban) / Ranger(Shifter)
I have a few more ideas but they would require Fiendish Codex 1 content(Need some feats), or to enhance some of the above builds
Likely you'll say no, but I'll post the list as a mental note for any future games.
FC:1 feats looking at:
Cloak of the Obyrith
Demonic Skin
Eyes of the Abyss (for human designs)
Otherworldly Countenance (other designs)
Primordial Scion
Ordered Chaos (a general feat)
I'll put up a Concept for a Wizard or Sorcerer in a few.
GM:
Looking to Tie my Character into the Story, I have never read the Adventure, but I have heard a little about it. I'd Like to Put up the concept for a SylphAir Elemental school Wizard or Air Elemental Sorcerer who is in search of his ancestry
My first idea for a Magus that I would like to submit it for this adventure. Polishing and details coming later on.
Rutilus Albus:
Magus (vanilla or hexcrafter)
Race: Human
Alignment: NG
STR 18, DEX 12, CON 14, INT 16, WIS 10,, CHA 8
Feats
Combat Casting
???
Backstory
Rutilos is the 4th son of a rich korvosian merchant family that takes great pride in tracing it's origins back to Cheliax. In spite the fact that he never quite agreed with the practices promoted by modern Cheliax and endorsed by his parents he wanted nothing else then to please his family and prove himself worthy of his name.
The day he got accepted to the Acadamae, the most prestigious arcane school of Korvosa, was one of the happiest of his life. Unfortunately for him that would also mark the beginning of a painful awakening. The school was rash, even ruthless with his students. He thought his family prejudices wore bad but the ones advertised by school made his folks look like saints.
One day, everything fell apart. A summoning school exam went bad and Rutilos ended as the sole survivor of his class. The teachers didn't seem to mind that and quickly reassigned him to a new class. But it mattered to him.
He ran away from school during a holiday recess and signed in with a foreigner merchant caravan, bent on learning enough martial skills to survive and make his own choices in life. He knows there is no coming back, nobody flunk the Acadamae, the school makes sure the bodies are never found.
I can easily twist this concept to fit a full spell progression caster like a wizard or sorcerer if its better for the party but I think magus would be more fun
Noxx I think the Magus starts with 3+Int Bonus so even with an 18 you would start with 7 Known 1st level spells (and all 0 Level).
As for your blade, I have a few ideas on that if you were picked.
Azure Definitely no on the Fiendish Codex like you thought.
Josh That would be a fine idea, and I know what your aiming for, but I am not keeping everything the same so you might not have as much of a tie-in as you think.
Merck Magus or any Arcane caster is fine, haven't seen much in that yet so far.
This is Noxx the halfling, and this is the character I'd like to enter.
It's the first real background I've thought up so if anyone would like to critique I'd be happy to hear opinions.
I'd like to put in Rauno Redpath for consideration. He is a chaotic good human wizard (of the divination foresight school).
Here is his background. I have placed him as a resident of Varisia since you had mentioned that in your original post. I have left the town, the town residents he interacted with and how long he has been there deliberately vague so that, if selected, we could match it up to what works with the main storyline for you.
I'll keep working on the mechanics of the character and post the profile when its ready. Thanks!
Background:
Rauno’s childhood was brutal. He grew up in a Varisian nomadic caravan where he was bullied constantly by the other children in their caravan. While he was never a strong child, he grew to be tough and nimble as he avoided and tolerated the endless bullying.
The source of the torment was his parent’s stance on the Sczarni. His parents, both brilliant wizards of modest power, opposed the influence of the powerful criminal element in their caravan. Eventually, the pressure on the family was so intense that they left the caravan and staked out on their own. But that wasn’t enough for the Sczarni, who couldn’t leave such a slight unanswered.
It was several months later in the middle of the night when the attack came. His mother and father fought back with all of their arcane might, but it was clear they could not succeed. Rauno’s older sister shoved a satchel into Rauno’s hands and thrust him into the darkness. “Run!” she cried “ and don’t look back!” Terrified, the boy ran into the night.
The next thing he remembered, it was morning and he was still wandering. He came across the farms outlying a small town. The satchel that his sister had given him contained his spell book and some modest supplies. It was all he had left of his time with his family.
As he came into town, he drew the attention of several residents, who took him in, fed him and gave him shelter. From then, he became a resident of the town, growing up into an amazingly brilliant young man. The townsfolk found that he was not only literate, but that he had some modest arcane ability. As he matured, he found ways to be useful in the town. He works as a scribe, a translator, an attorney and a sage.
Rauno feels that he owes his life to the townsfolk, and would do what he could to see to their general welfare and safety.
Rauno believes that the Sczarni may know he got away and have it out for him, so he keeps that same satchel loaded and ready in case he needs to snatch it up and run.
This curse was originally made for 1st/2nd ed DnD and I am converting it to 3.X format.
Posted below is the 1st/2nd ed version
(I'll be converting it tonight)
Chrono Hex
This spell puts the target is a state where their age fluctuates at random from their current age (Age_O) and one that is always half of Age_O is Age_Y. (i.e. Age_O = 16, Age_Y = Age_O /2 = 8).
The target of the spell changes between the two ages at random which will affect their height, weight, and body measurements, (if Age_O’s data not equal to Age_Y’s data) but not any of their passions (including clothes and armour). The curse causes an increase in their metabolism, so they eat more food than normal. Age effects are as normal. (In Age_Y you age at ½ the normal rate (i.e. 2 days in Age_Y = 1day aging normal))
The target of the Hex gets to make a special save when the change occurs by rolling a d100 and must get below a minimum % of target’s System Shock % + ((INT score –10)*5)% + ((WIS score –10)*5)% to not start changing in age. If the % is between min% and min%+10% you have a change rate of (%rolled - min %) to other age over a period of 5 minutes, if it’s greater than min% + 10% than they change age over the next 1-2 minutes and they can tell that they are going to change age whether they make the save or not, after they have experienced the change about 10-16 times (each change before this requires a (INT+WIS)/2 with a roll of a 1d20, equal to or lower on the roll and you then know how to tell if the body is changing age).
5 minutes after the initial save the target makes another minimum% save of target’s System Shock % - 25% + ((INT score –10)*5) % + ((WIS score –10)*5) % to not start or delay in changing age. If the % is between min% and min%+10% you have a change rate of (%rolled - min %) + any previous rate of change to other age over a period of 5 minutes, if it’s greater than min% + 10% than they change age over the next 1-2 minutes.
5 minutes after the second save the target makes another minimum% save of target’s System Shock % - 50% + ((INT score –10)*5) % + ((WIS score –10)*5) % to not start or delay in changing age. . If the % is between min% and min%+10% you have a change rate of (%rolled - min %) + any previous rate of change to other age over a period of 5 minutes, if it’s greater than min% + 10% than they change age over the next 1-2 minutes.
5 minutes after the third successful save the target makes another minimum% save of target’s System Shock % - 75% + ((INT score –10)*5) % + ((WIS score –10)*5) % to not start or delay in changing age. . If the % is between min% and min%+10% you have a change rate of (%rolled - min%) + any previous rate of change to other age over a period of 5 minutes, if it’s greater than min% + 10% than they change age in the next 5 minutes with the previous rate of change if any, there is no 5th save.
If the d100 reads 100 its automatic age change, a 1 on the other hand is reversal of any change and then there is no need for later saves, as the age change will not occur again for at least 4 hours.
After any change the character must make a system shock roll, fail makes the character fatigued, fail by +20% the character is exhausted, get 100% on the roll and you fall asleep for 1d4 hours.
Changes in age do not occur when the target is a sleep (generally (only exception would be a extremely strong nightmare (change to Age_Y) or arousing dream (depends on the two ages))), has alcohol in their system (no change over the next 30 hours), or if female pregnant.
Spells of the transmutation school has a chance to trigger the change and cancel the spell’s effect or a dispel magic like effect can cause the age to flux back and forth.
Changing between ages takes between 1-2 minutes.
I'm thinking of playing the Half-elf bard with this curse.
Though I admit we may need to work out some kinks, and I doubt you'll find a player who'll want to start with a curse.
Putting together a dwarf fighter (two-handed fighter archetype) from the dwarven Sky Citadel of Janderhoff. Not really started on the background yet... should we be putting together a connection with Magnimar specifically?
markofthebane Look forward to seeing the mechanics
Trevor Thanks I'll let you know when I start looking at the applications closer
Adelei Thank you
Azure I really like your ideas and wish you sat at my gaming table, but I want to keep this pretty straight forward for my first pbp that I run. So I guess I don't mind you having the curse as long as it doesn't have any mechanics to it (this game at least)
osuracnaes You can keep him from Janderhoff and if picked I can work on how he ends up near Magnimar. So get the mechanical part done and your background and I can adjust or add the tail end to why he is at the start of the game.
This version has no real game play changing mechanics, as stats remain the same as does size category,
an earlier version did alter stats and size, but that requires a lot of book keeping and don't like doing boat loads of book keeping when I have other things on my plate.
I live in Ont, Canada
And I like organically generating my characters (this includes NPCs), randomising the class, archetype, race, gender, height, and a few other aspects.
Ok - here's Ridgar Durgun, dwarf two-handed fighter from Janderhoff.
Background:
Ridgar is from a simple family in Janderhoff, one of the 10 remaining Sky Citadels of the dwarves. With his father a smith and his mother a priestess of Torag, Ridgar's upbringing was heavily steeped in the martial tradition of the dwarves. He trained with the best soldiers at the military academy, learning the ways of a hardened fighter, ready to be called upon to defend the city at any moment. Ridgar preferred larger weapons over the more popular shielded style, believing in a ruthless offense to cut your opponents down before they have a chance to defend themselves.
Ridgar got his chance to defend the city and test his mettle during a duergar invasion from the Darklands. He was given a contingent of men and ordered to guard an underground outpost against duergar incursions from Nar-Voth. Unfortunately, they were given the wrong supplies, and Ridgar was forced to wield a dwarven waraxe and heavy shield when a band of duergar attacked. Ridgar's men were severely outmatched, and the duergar easily cut them down. However, Ridgar barely avoided a killing blow when he was brought down, and eventually gained consciousness amid the bodies of his companions and friends.
He blames himself for what happened, believing (falsely) that if he had had his trusty greataxe he and his men would have survived. Embarrassed and ashamed, he fled Janderhoff hoping to earn redemption among the human cities of Varisia and perhaps someday return to his home at the Sky Citadel to seek forgiveness.
Jacopo Krupt
Male Human (Chelaxian) Paladin of Iomedae (undead scourge) 1
LG Medium humanoid (human)
Init[b] +1; [b]Senses Perception +2
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DEFENSE
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +3
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OFFENSE
--------------------
Speed 20 ft.
Melee longsword +5 (1d8+3) or
. . . longsword with power attack +4 (1d8+5)
. . . warhammer +4 (1d8+3) or
. . . warhammer with power attack +3 (1d8+5)
. . . dagger +4 (1d4+3) or
. . . dagger with power attack +3 (1d4+5)
Ranged longbow +2 (1d8)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1; concentration +3):
. . . At Will-detect evil
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STATISTICS
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Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15 Feats Power Attack, Weapon Focus (longsword)
Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +6
Languages Common, Chelaxian
SQ Aura of Good, Favored class (paladin)
Gear arrows (20), backpack, bedroll, chainmail, dagger, flint & steel, longsword, longbow, heavy wood shield, silk rope (50 ft), silver holy symbol, torch (1), trail rations (10), traveler's outfit, warhammer, waterskin, whetstone; 23gp, 8sp, 7cp
Total weight of all gear: 91 pounds, putting him at medium encumberance, right where his armor got him by itself.
I haven't gone shopping for a PC aiming for any kind of outdoor adventure in a long time, so give a yell if there's any kind of gaping oh-what-an-idiot holes in his pile o' stuff. :) Or mechanical errors, of course.
Backstory:
Jacopo's parents fled Korvosa for Magnimar after the authorities discovered they'd turned a blind eye to a subversive group using their prosperous inn as a meeting place. They escaped only with the names of a few sympathetic people in Magnimar and a small cache of coins. It was far from enough to rebuild their life in a new city, let alone provide for their infant son.
With considerable reluctance, they turned him over to one of their contacts to rear as her own. An Iomedaean priestess of advanced years who long ago lost her own children to the depredations of a vampire cult, Drulia Wintrish was strict and perhaps not as soft as she could have been but she placed a high premium on raising Jacopo to be a fit and righteous warrior for the faith who would stand between innocents and those who cost her her family and his parents their livelihood.
Knowing little else, and rarely seeing his birth parents, Jacopo took devotedly to the life his foster mother offered. He trained and prayed constantly, leaving him little time for friends but earning a few among similarly dutiful sorts. More and more as he grew he looked forward to the day when he was ready to go forth as Drulia said he would and stand against the walking dead and other evils.
Then Drulia's health began to fail and within a year Pharasma claimed her and left Jacopo alone. His foster mother's growing infirmity meant she could no longer train him, though she promised he was very near ready and his faith would see him through. Jacopo is less sure. He knows the goddess has given him her trust, but there still seems so much more to learn to use her gifts wisely and be worthy of them. And he must do it without Drulia's steady hand guiding him.
I don't know much about Magnimar or environs, so I kept things a bit vague and left him at convenient loose ends. :)
Coming in to show interest, as I absolutely love this adventure path, though haven't been able to play/run it yet...and throw in a good wood for John Woodford. I was the GM for the Age of Worms game he was going to play in, and was very impressed with his application.
As for my own application, I'm thinking a catfolk (bestiary 3) shadow sorcerer, who's a performer at the Emporium. I'll try and get something a little more detailed up tomorrow. If the catfolk isn't cool, then I'll try and come up with something in the arcane fullcaster area.