GM Captain Trips - Dying Light Homebrew (Inactive)

Game Master Chad Newman

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Grand Absalom, city of the Starstone, and the hub of the Inner Sea.

Beneath the daily hustle and bustle of everyday life lives a web of intrigue and power that touches nearly every citizen of this great city in some way or another. Guilds war with each other in the shadows, each one fighting for the right to control the lucrative coastal smuggling and trade opportunities that the city’s great port represents. Factions plot against one another to control the many aspects of life in Avistan, and send agents forth to carry out their private agendas. Mighty forces buried beneath layers of lies and illusion secretly control positions of power to further their own needs, acting as puppet masters in some grand game. And on the surface, a dizzying array of commoners, merchants, tradesmen, and adventurers, all looking to somehow make a living for themselves and rise to greater things.

Buried deep beneath these many layers of power lies an even greater force, a threat that could shake the very foundation of Golarion itself. A great hunger stirs somewhere in the darkness, and agents come forth to serve the call of the Master that Sleeps. Around every corner lies a potential enemy, and behind every handshake lurks the possibility of betrayal.

In this dark time, a group of heroes emerge from obscurity. From all aspects of life and every corner of Golarion they come. Honed by a trial by fire and forced to act against an ancient enemy, it is they who are the true hope for civilization. But will they be able to stop the ticking clock of fate?

Campaign Information:

This is a homebrew campaign set in the Pathfinder world of Golarion. It will be loosely based on some material in print but will be a custom campaign for the most part. The goal is to have a good combination of all of the aspects of RPGs that make them great. There will be a good mix of roleplaying and combat opportunities, with plenty of side plots, quests, and sandbox elements to keep things interesting. In the end, the outcome of where the game goes will rest strongly on the decisions and actions of the party, and while there is an underlying story involved, they are free to act however they see fit in respect to that story.

I will strive to give the game a true feeling of an old school tabletop game. If you were a fan of Greyhawk and the works of Gary Gygax, David Sutherland, Tom Moldvay, and David Cook then you should find this campaign a welcome and familiar setting. While Golarion is not Greyhawk, my goal is to incorporate the feel of the old settings into the game as much as possible.

You will encounter situations that require difficult choices, and those choices will impact the game. You will encounter items or creatures that will test you, make you question yourselves, and put you in situations where there may be no wholly good outcome. You will gain access to incredible power, but with it will come incredible consequences.

Character Creation:

Attributes: 20 point buy, no stat can be lower than 10 before racial modifications.

Classes: Anything Paizo will be allowed, this includes Advanced Class Guide classes and those from Pathfinder Unchained. See my notes in the House Rules section for additional information related to specific classes. Gunslingers are permitted but the setting is Emerging Guns only. Only “Early” firearms will be available, and never as loot. Psionic classes from Ultimate Psionics will be allowed. Path of War will not be allowed. 3rd Party Prestige classes may be allowed but will need to be approved on a case by case basis. If you have a character idea that depends on 3rd party material make sure you run it by me prior to being accepted, making 7th level, and realizing I’m not going to allow it.

Archtypes: Most archtypes will be permitted. Master Summoner and Synthesist Summoner are not permitted. Archtypes that grant animal companions are not permitted. Archtypes that grant access to firearms are not permitted.

Races: All Core races are allowed without restriction. All other Paizo races may be considered acceptable on a case by case basis. I will not tell you prior to me selecting characters if your race is ok. If you have a doubt, it’s probably not ok. Any non-Core race with an RP cost of 11 or more will be a +1 level adjustment race, meaning while the party is level 2, you will get to spend an additional level at 1, always remaining 1 level behind the group. Psionic races will not be allowed.

Alignment: All good, and all neutral alignments allowed, with the exception of Chaotic Neutral. Due to the elements of the storyline this alignment comes into conflict with some of the ideals and goals of key NPCs and elements of the game. This is meant to be a heroic adventure and should be composed of characters who adhere to such. True Neutral characters will be considered on a case by case basis, mainly based on background.

Traits: Two traits of your choice, which must come from sources other than Adventure Paths. One trait must be racial or society based. No drawbacks allowed for additional traits.

Faction: Characters will be allowed, and encouraged, to choose a faction to work for. Factions bring with them specific benefits as well as requirements. You will be asked, or even required, to complete tasks for your faction during the course of your career. Some of these will be simple, others might place you in difficult situations. Working for a faction has several benefits, including the ability to earn Fame and Prestige that can be used to purchase goods and services from your faction.

The available factions for this game include; Arcanamirium, Bellflower Network, Bloodstone Swords, Eagle Knights, Green Faith, Kitharodian Academy, Lantern Bearers, Lion Blades, Mendev Crusaders, Ninth Battalion, and Pathfinder Society.

It is suggested that if you wish to play as a member of a faction that you have access to the Pathfinder Faction Guide. There are specific details and services of each faction in this guide and it would be considered an important resource to be able to turn to.

Those characters who do not wish to belong to a faction will not be required to do so, but you can potentially miss out on favors, loot, and services that others will be able to make use of.

Background Skills: In addition to a character’s usual compliment of skills, each character will get 2 skill points per level to spend on background skills. These skills must somehow be explained in the character background and represent life before adventuring.

Skills qualifying for Background Skills include; Any Craft, Any Profession, Any Performance, Appraise, Handle Animal, Sleight of Hand.

Hit Points: Hit points will be gained at each level equal to ½ class HD +1. You will receive maximum HP for first level.

Starting Gold: 150gp plus your choice of a masterwork weapon (with a price limit of 375gp), 1st level wand with 25 charges, or a combination of 350gp worth of 1st level potions and scrolls. If you select scrolls, they must be from spells you have access to, meaning no wizards getting a bunch of free spells not in their spellbooks. How you acquired these additional items should be explained in your background.

Character Background: This is a critical piece of the selection process. I am looking for players who are both creative and articulate. Your background should include what led you to Absalom to seek out the life of an adventurer, some information about your upbringing, and details explaining how you came to have the characteristics you have today (traits, feats, etc.).

Each background also should include the following; one close friend, one unknown friend, one known enemy, one unknown enemy, and one contact within your faction should you choose one. Please include an appropriate amount of detail for each. If you are not selecting a faction, also include one contact in Absalom for your character if you do not originate from there. Some of these NPCs will make an impact during the game, so consider this part carefully.

House Rules:

I will be borrowing from a wide selection of source material for the campaign, but for the most part all mechanics decisions will be based on RAW (Rules as Written) within the Pathfinder system. Exceptions or additional information include:

Pathfinder Unchained Classes: Rogues, Monks, and Barbarians can be Core or Pathfinder Unchained versions. For Rogues, I strongly suggest Pathfinder Unchained, as it removes a lot of feat tax and gives the class several new and very useful abilities.

Barbarians: Rage cycling is not permitted. No feats or items that make a character immune to fatigue will be permitted. All once per rage abilities should be read as “once per combat, while under the effects of rage”.

Fighters: All fighters get 2 additional skill points per level which must be spent in either Climb, Swim, Survival, or Perception. All fighters gain the Combat Stamina feat for free at first level. See below for details on Stamina.

Oracle: No Legalistic curse allowed. Your curse must truly be prohibitive to your character.

Paladins: Paladins are allowed to worship any good deity, not just those who are one step within their alignment.

Monks: No vows are allowed.

Summoners: Summoners must utilize the Pathfinder Unchained rules for the class.

Multiclassing and Variant Multiclassing: Multiclassing is allowed, however dipping in several classes is discouraged. The Variant Multiclassing rules from Pathfinder Unchained are available for use. You are expected to have a copy of this material if you wish to use this feature.

Stamina, Stamina Pool, and Combat Tricks: These features and feats from Pathfinder Unchained are allowed for this campaign.

Signature Skill Feat: This feat and the associated bonuses detailed in Pathfinder Unchained are allowed and used in this campaign.

Critical Hits and Misses: A natural 1 represents a critical miss. These rolls are then confirmed by a second attack roll. If the second roll is also a miss the character fumbles the attack, which can mean any number of things based on the situation. Critical hits that confirm with a second natural 20 are considered massive critical hits and will be resolved using my own system, and usually result in very bad things for the creature hit.

Evil Spellcasting: Casting any spell with the evil descriptor is considered an evil act. Repeated evil acts will cause alignment shifts. If your alignment is ever evil, the character will be removed from the game. Clerics worshipping a good-aligned deity may not cast any spell with the evil descriptor.

Downtime: During specific periods of the game there will be downtime. During these periods the downtime rules from Ultimate Campaign will be used as needed to represent character activity. Personal holdings are also permitted and can be developed during this downtime.

Crafting and Magic Item Creation: These functions are allowed within the campaign, used as downtime activities. All created items must first meet GM approval. If I feel something might imbalance the game I will not permit its creation.

Player and Posting Requirements:

- You must be a daily poster. Preference will be made for those who show higher activity on the boards and a history of PbP activity. I will strive to always keep the game moving and expect players who will do the same. I am usually online during the day and post mostly in that window of time between 6am and 6pm EST, so that is when my most active hours will be. Obviously things happen, so I do understand that at times you might be unable to post, or I also might be otherwise detained. If that happens in the case of a player, I will allow a reasonable amount of time before GMPC'ing you along. I’d like to shoot for at least 2-3 posts per day from my players, depending on the situation. If the group manages to keep up with me and posts more than that, I will be extremely happy.

- If a player fails to post within a reasonable amount of time without notifying the group that they will be unavailable (generally this time is 3 days, not including weekend days) they will be moved to inactive status, removed from the active game, and replaced with another applicant. I am taking this one seriously folks and I won't let an inactive player ruin it for everyone else. So understand what you are committing to before you apply. If you will be away a few days, let the group know and give us some standard marching orders for while you are away. The game will go on, but at least others won't be waiting for you. I will look through your past aliases. If I find that you make a habit of vanishing without a trace from games you will not be considered for this campaign.

- You must be willing to ROLE play, not just ROLL play. The GM feeds off of the players, so a good group of role-players helps the game take on a life of its own. You don't have to fill every post with three paragraphs describing how you took your morning coffee, but you should be able to write well and play your character well. If I find all you do is post "I follow Bob, my sword ready" and post a lot of "Gug gug, I'm a barbarian" (unless you are Gug the Barbarian) type stuff, you will be summarily removed from the campaign, tied to a hippogriff, and flown over a field of elven archers for target practice. Sometimes one line responses are all that are required for a situation, but if that becomes your only method of posting I will be unhappy. I will be looking over the past posting habits of any candidate for the game before making my selections, so if you are regularly guilty of this you might as well save yourself some time.

Application Guidelines - Read Carefully:

- A complete character stat block, hidden in your post in this thread using the spoiler tag. If you want to create an alias for the character prior to selection that is fine as well, but you must also post the character submission in this thread as well. If you do not know how to use this tag click on the button below "Submit Post" of your reply that says How to format your text. For a PbP game you should be familiar with all of these tags anyway.

- A character background, hidden in your post in this thread using the spoiler tag. This is going to help show me who can really play up a goblin for what they really are. Be creative! I can tell you right now that this piece is what will get you picked over someone else. The more effort you put into this, the more I will want you at the virtual table.

- A brief note of your posting habits or schedule, hidden in your post in this thread using the spoiler tag. If you are more available or likely to post on specific days or at specific times, let me know. Your posting habits here on the forums will be checked. Your post quality will be examined. And I will probably even look at some of your other characters to get an idea for how you interact with other players and carry yourself in a group. Hopefully this will allow me to provide the best players with the best companions. A win/win for everyone.

- A note as to what role you see as your character's main focus. Roles include: melee, ranged, skills, divine, and arcane. Obviously some characters fit several roles, so I am only asking for your focus.

I’m putting this out about 30 days before I am going to be ready to kick this one off, so recruitment will last for a good deal of time. Right now my target date to end recruitment is May 16th, but this could be shortened or lengthened based on applications. I will choose characters one at a time, and will be making selections based on a reasonable party makeup if at all possible. This means that ideally from the list of candidates there will be two melee focused characters, one ranged focused character, one skill focused character, one divine focused character, and one arcane focused character. Once characters have been chosen I will gather the party and spend a few days ironing out background details with them before we start.

If you have any questions not covered in the information above please feel free to let me know. If you ask me a question that has already been answered in the details above I’m going to assume you can’t read, which will be bad for your chances of making the game. :)

About Me:

I've been gaming for over 30 years, having started as a much younger man with the original D&D Basic set. Yes, back when Elf was a class. Crazy isn't it? Since those times I've played and GM'ed in more games and campaigns than I could ever count. I've ran AD&D, 2nd Ed AD&D, 3.5 and 4e, Pathfinder, Gurps, Palladium, Mutants and Masterminds, Star Wars, etc. and so on. I am the Venture Captain of Kentucky for the Pathfinder Society Organized Play campaign. Because of this my weekends are usually full and you won't catch me online much. If you go to GenCon, let me know. I love getting together and playing with folks from online games. If you play Pathfinder Society it would be my pleasure to run you through a hard mode of the Waking Rune and splat your character to death! :)

Grand Lodge

Doting my interest :)


Dotting as well, would you allow brawlers?


Would consider a swashbuckler? I know they are a bit weak, but I think it could be fun to play! Don't want to submit one though if you don't like them.


Any of the ACG classes are fine, which would include both brawlers and swashbucklers.


Dotting with shock and awe at the detail of the post. xP

Little question, what if we do not have pathfinder unchained or some other resource referenced? Will that hurt our chances and such?


Wow, this looks extremely interesting. Dotting for now.

Edit: I'm not quite sure you said it specifically in your detailed post, but I'm assuming starting level 1?


OmniChaos wrote:

Dotting with shock and awe at the detail of the post. xP

Little question, what if we do not have pathfinder unchained or some other resource referenced? Will that hurt our chances and such?

Nope, it just means you won't be able to use those resources. It won't hurt your chances since they are all class features or options. Use them or not, that's up to the player.


Sixteenbiticon wrote:

Wow, this looks extremely interesting. Dotting for now.

Edit: I'm not quite sure you said it specifically in your detailed post, but I'm assuming starting level 1?

Yep, I should have been specific about that. I generally assume any new campaign is starting at level 1. I'm not a fan of character creation where you are higher level right off the bat. It lacks, feeling.

So yes, starting level is 1. :)


Thanks to someone for pointing out that one part of my recruitment post contained a copy/paste from one of the other games I am running.

Please ignore "This is going to help show me who can really play up a goblin for what they really are. " Unless of course you are submitting a goblin, which would just be silly. :)


would you allow Slashing grace to be used on unarmed with tiger style even though unarmed aren't considered one handed?


Nope, Slashing Grace specifically references a one-handed weapon. It is for this reason that the feat doesn't work with light weapons either. It is very specific to what it applies to.

It's an awesome feat, but if you are looking for something for unarmed you are pretty much going to be stuck with an agile amulet of mighty fists.

Liberty's Edge

Dotting for interest. Really want to dig into the PF Unchained stuff, so right now I'm thinking either an Arcane Duelist Bard with the Variant Multiclassing to sublcass Magus, or an Unchained Rogue. Hmmmm... So many new options!


A very interested dot for this recruitment.


Dotting for now, I will have some downtime over the next few days but will technically be out of town, so I may not be able to post up a character as quickly as I would normally. This is a very interesting and detailed form of a request so I look forward to attempting to meet the challenge of being selected.


Maybe, it largely depends on what other games I wind up in.

Liberty's Edge

I see you're using the Background Skills option, but you didn't include the "less mechanically critical" Knowledge skills (engineering, nobility, history) in the list. Is it possible you would reconsider this, or add Lore as an option? Having non-critical but flavorful Knowledges easier to access helps, in my opinion, to inject more flavor into a character.


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Nohwear wrote:
Maybe, it largely depends on what other games I wind up in.

I'll be completely honest and tell you to save yourself the time.

#1 - I want players that want to be in the game, not use it as an "option".
#2 - You've got way too many pans in the fire right now as is with other applications.
#3 - Your vanishing act from the boards in almost a dozen games is not unnoticed. You honestly wouldn't be considered anyway.


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Orannis wrote:
I see you're using the Background Skills option, but you didn't include the "less mechanically critical" Knowledge skills (engineering, nobility, history) in the list. Is it possible you would reconsider this, or add Lore as an option? Having non-critical but flavorful Knowledges easier to access helps, in my opinion, to inject more flavor into a character.

I considered adding Lore, but it is so specific. I'd be open to the idea of the less mechanically sound Knowledge skills as background skills if you can work it into your background to where it makes sense. I would not include Knowledge - Engineering into this for very specific reasons of my own. History and Nobility however, are feasible.

Liberty's Edge

Cool! The character that's taking shape in my head right now is an illegitimate offspring from a noble of some sort. Received a lot of perks as a result (training, education, etc.) but isn't officially acknowledge, is discouraged from involving herself in any of the family's dealings, and is largely left to her own devices. Knowlege(Nobility) is an obvious skill choice, but I am experiencing trouble cramming it in with everything else and still having the character work the way I want her to. :-/


Question: you ruled out archetypes that grant animal companions. What about base classes that grant them (e.g. hunter)?

Not germane to the idea kicking around my head (a vishkanya unchained rogue), but just curious.

Ghorrin Redblade

Silver Crusade RPG Superstar 2014 Top 16

Trips! I'm totally going to make a Ghoran that uses the new Wild Caller summoner archetype that I wrote! Posted tonight!


Enter Quarick Frezhal, gnome swashbuckler, entertainer and all around fun guy. Alias will be made if selected.

Quarick Frezhal

Stat Block:

Quarick Frezhal
Male gnome swashbuckler (mouser) 1
CG Medium humanoid (gnome)
Init +5; Senses Low-Light Vision 60 ft.; Perception +2
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Defense
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AC 17, touch 15, flat-footed 14 (+2 armor, +3 Dex, +1 Size, +1 Dodge)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0; +2 racial saving throw bonus against illusion spells and effects.

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Offense
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Speed 20 ft.
Melee mwk rapier +3 (1d4+3/18-20 x2)
Spell-Like Abilities-Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier
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Statistics
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Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse, Dodge
Traits Excitable, Convincing Liar
Skills Acrobatics -+7,Bluff +8, Climb -1, Diplomacy +8, Knowledge (local) +5, Perception +2, Sleight of Hand +9, Stealth +11
Languages Common, Gnomish, Sylvan
Combat Gear mwk rapier, leather armor
Other Gear Entertainer’s outfit, other mundane gear to be filled in, 140 gold left
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Special Abilities
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Racial traits (already worked into Skills and stats above!)
Racial traits:
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. (Stealth!)

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Profession Acrobat)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Swashbuckler and Mouser (Archetype) stuff-

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Mouser:
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.

While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Back Story:
Quarick was born in Varisia to a family of adventures and ‘heroes’. Family lore held that for countless generations Frezhal’s had ventured out into the world to save maidens, raid treasures and slay monsters. Some of it was even true and the rambling country home that Quarick grew up in was full of strange and exotic mementos of past adventures and journeys from long dead family members. It was assumed that the green haired young gnome would proceed in the family footsteps of adventuring and ‘heroing’ as they called it.

He wasn’t a good student though. While bright and curious enough, he lacked any moral boundaries on his behavior as an adolescent. He stole, lied and cheated with abandon. While usually not with any evil intent, he was disruptive and incoherent, even for his fellow gnomes. The more they tried to discipline him to bring him in line, the more he rebelled. Finally, this planning out of his future as a brave and virtuous adventurer grew stale so he ran away.

He caught a ship and soon washed up in Taldor, eagerly exploring his new freedom. His out-going personality, easy manner, quick eyes and clever hands soon earned him a place as an acrobat in a traveling circus. The show traveled Taldor, Andoran, Absalom, and even into Quadira and Osirion. He learned far more in his circus costume among the performers then he ever did with his family. He trained his body to be supple, flexible and strong to perform the outrageous feats of dexterity for the shows. Quarick crafted his naturally glib tongue into a tool for flattery and patter. He was known to thrill an audience just with repartee and wit even before beginning his act. And under the not-so honest tutelage of the circus hands, he learned the skills and trade of the pit pocket. Wearing drab, mundane clothes, he often slipped into the packed crowds watching the show, and emerging out the other side with pockets full of ill-gotten gains.

It was a grand life and Quarick did well, never missing his family or the calling that he had so narrowly avoided. He grew strong and quick, reveling in the demands of the physical and social aspects of performing. The clever gnome never lost that curious streak however, and he always talked with patrons about their homelands and of cities far away. It was an easy, cosmopolitan life in those years, carousing with many friends and fellow-good timers in docksides and waterfronts all over the Inner Sea region.

It finally came to end however, as all good things do. They were performing in Taldor, in a large city square. It had been a good crowd, loud, appreciative (and most importantly) free with their money. Just as they were winding up for the evening, a large group of the local lords soldiers bust onto the square. Shouting and wheeling horses they announced that the circus was full of criminals and escaped prisoners and all were to be captured and sold into debt slavery. This was blatantly illegal, of course, and Quarick looked to the townspeople for help.

And no one came.

The circus people were quickly rounded up, with brutal force. Only Quarick was too quick, too smart to catch and his small form soon vanished into the twisting streets of the city. The soldiers laughed and let him go, no doubt thinking a gnome would bring a low price at the slavery auction.

Quarick’s life was over. Since no one helped him, since no one raised a hand, many good people had been illegally take and sold into slavery (the darkest fate for a free-spirited gnome to imagine). Suddenly he realized his whole life he had been one of those who turned aside, ran away. Not anymore!

By begging, walking and working, he got back to Varisia and threw himself at the family door. They took him in, heard his story and his intention to become a roving adventurer for glory, justice and excitement (he was a good man, but still not very bound by law or tradition). His family was over-joyed to have one of their own come back and take up the mantle of ‘hero’! His father, long estranged from his runaway son, put aside their differences and presented him with a blade, a fine masterwork rapier which had been in the family for over a century. With this blade and his new drive, Quarick set off into the world to make a difference. He made his way to Absalom, the city he remembered so fondly as vast, rich and full of good deeds needing done.

One close friend:
Quarick made many friends as he passed through Absalom during his circus days. His best was human investigator Brezel Patish and Quarick hopes to find him again. he found the human a fellow outrageous socialite and womanizner. He has heard Brezel has gone straight and owns a delightfully shabby tavern in the Coins.

One unknown friend:
Quarick doesn’t know it, but his family has a small following among the gnomes of Absalom. He missed it since he avoided his last name like the plague during his performing days. One fellow gnome in particular, Abroshtor Bellowswitch, is a likely ally. In the past a distant ancestor of Quarick saved the life of an equally distant ancestor of Abroshtor, and the Absalom gnome has always been entranced by the ancient romantic story of life-death struggle and hopes to repay it someday

One known enemy:
Quarick is keeping an eye out for old Saswill Payne. Once a small time fence in the Coins, the circus group had once ripped him off tremendously, which nearly cost the bitter little man his business. He never forgave them, particularly the laughing, irritating little gnome. Times have been good since though and Saswill is now an information broker of some influence in the city.

One unknown enemy:
Unknown to the plucky little gnome, he has been marked by the Absalom city guard as an ex-con. They know of his spotty past, both on the stage and off it, in the crowd emptying pockets. He is being watched closely (covertly) and any hint of backsliding will find him in a small cell, even for a gnome

Posting Habits:
I post a lot. Due to my job and lifestyle I almost always have my ‘Campaigns’ tab open. If you look through my other games (particularly Carrion Crown and Mummy’s Mask) you will see I am a quick, detailed poster who enjoys interacting with other players. I live in EST but active all day (a bit less on most weekends)

Role in Party:
Quarick is a swashbuckler Mouser so he gets in close and mixes it up with the bad guys, giving flanking bonuses and basically lots of moving and attacking. Due to high Charisma and his background I also hope to do a lot of the party face work, at least for less formal occasions.

Any issues, dislike, concerns, mistakes, please point them out. Happy to change anything at this stage.

If my posting history disqualifies me, tell me now so I don't hope to get in this awesome game! If not, I look forward to your selections!


@Redblade8 - No rules against base classes with animal companions, just archtypes that add them to base classes that don't naturally have them.

@TheWaskally - No 3rd party classes. Prestige classes maybe, but not base.

@cartmanbeck - You would :)


Interested in doing a straight barbarian -- possibly from a shoanti tribe.


In the process of creating a human druid (urban druid archetype).

Silver Crusade RPG Superstar 2014 Top 16

@Trips: I would like to use the Unchained Summoner because it's less broked, but technically my Wild Caller archetype doesn't work with it. Can I update the archetype for Unchained and use it for this campaign?


Entirely out of curiosity I'm curious as to why psionics but not path of war?


@cartmanbeck - If you come up with something run it by me. We can discuss.

@TarkXT - Because I personally do not like the majority of what it introduces. I find the martial traditions, maneuvers, and prestige classes broken and overpowered.


Dotting for interest.


Alrighty, I've got my PoW fix anyway and I'm very interested to see what you have in store. Will see what I can come up with. Might actually try a fighter for once.


Would the restriction against archetypes that grant animal companions also apply to the animal domain? I was actually thinking Ranger/Cleric but want to continue progressing my companion, so it would actually be the Ranger granting it and domain progressing it.

Also as I have so far only been accepted into one game (a PFS module) on these boards I lack the robust posting history you require. I offer instead you read the RotRL campaign I DM on another site as evidence of my commitment. If that is not sufficient please let me know and I will save some time and bow out gracefully now.


I'll start statting up my submission: A gnome oracle of lore who worships the "unseen story god."


Im thinking of Making a winter witch; ill post details soon


GM Captain Trips wrote:

Nope, Slashing Grace specifically references a one-handed weapon. It is for this reason that the feat doesn't work with light weapons either. It is very specific to what it applies to.

It's an awesome feat, but if you are looking for something for unarmed you are pretty much going to be stuck with an agile amulet of mighty fists.

On the brightside it looks like the errata to make it work for light slashing weapons is all but inevitable based on the text from Unchained on it.

Liberty's Edge

Let me see what I can come with...


Let me put a dot... riiight... here.


@zaarbuc - Yes, the Animnal domain would apply as well. My hope is to focus more on the heroes and less on a troop of pets. Animal companions tend to sometimes drag away the spotlight from characters. There's always Boon Companion to add some extra HD. As far as being new, thank you for linking your other PbP game. Looks like you have done well there. :)

@TarkXT - I would be happy if they did so, as I think the one-handed weapon thing actually defeats the purpose of Slashing Grace. For it to work with a heavy weapon, but not a light weapon makes little sense.


Dotting for serious interest. Warpriest or Cleric of Iomedae....

/waves to Cartman


Question are we starting the Campain already in the faction or are you doing the " Fresh off the Boat" kind of start?


@Brandon - You will start as a member of the faction, should you choose one. You will be considered to be paid up in any monthly dues your faction might require for your first month. You will have zero prestige or fame (CPA and TPA respectively).


@CaptainTrips Can clerics/warpriests cast a spell with both a weapon and shield equipped? Personally as a GM I allow it, but I've played with guys who do not. I think it is disallowed per RAW but I'm not entirely sure.


@Niles - You need to have a hand free for anything requiring a material component other than your divine focus (holy symbol). A material component would require a little more effort and would require an actual free hand, which would mean slinging the shield as a move action. A symbol can be grasped in a shield hand so this type of spell doesn't require the hand to be completely free. Uses of Fervor, however, would bypass this restriction since it changes how the action of casting works.

Given that there are few divine spells with actual material components, for the most part the answer would be yes, you can.


Submission Update - Friday

This is a "daily" update of character submissions for this campaign. I will make every attempt to update the thread daily with any new submissions. At the bottom of the post I will offer any comments or questions for any new additions to this list. If a character has an * next to it that means that I have questions or concerns about the character and the submission should not be considered final yet. If for some reason a character is not being considered for the campaign I will note the reasons at the bottom as well.

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)

-Ranged-

None yet!

-Skill-

None yet!

-Divine-

None yet!

-Arcane-

None yet!

Questions/Comments for Characters Added

- Mowque - Loved the backstory and detail given to Quarick. He seems like he would be a lot of fun to play as well as to run for. Just checking to make sure, but he's starting factionless correct? Other than stealth what other skill are you selecting for Fey Thoughts?

Submissions not being considered for the campaign:

- None


Perfect, thanks. So my Sword and Shield Warrior-Priest of Iomedae idea will work!

Second Question: Will you allow the Disciple of the Sword feat to be taken by Warpriests of Iomedae,the feat is from Inner Sea Gods (my favorite campaign setting book)

Disciple of the Sword:

Your dedication to mastering Iomedae’s favored weapon
puts other to shame.
Prerequisites: Weapon Focus (longsword), cleric or
inquisitor level 4th, worshiper of Iomedae.
Benefit: You gain the benefits of Weapon Specialization
(longsword), and you can use your cleric or inquisitor level
in place of your fighter level for the purpose of qualifying
for Greater Weapon Focus (longsword) and Greater Weapon
Specialization (longsword). You can use this feat instead of
Weapon Specialization (longsword) to qualify for Greater
Weapon Specialization (longsword).


@Niles - Curious, why would you want the feat for a Warpriest? They already use their warpriest level for qualifying for fighter based feats. I don't have a problem with the feat, just wondering why you'd need it.


I actually hadn't thought about that....it was more about the Weapon Specialization...and I like the name of the feat. Disciple of the Sword sounds way better than Weapon Specialization (Longsword)

I think I'll submit a 1/2 Orc Warpriest of Iomedae from Mendev(or Lastwall not sure.) I know nothing about Factions, is that a PFS thing?

I think an appropriate faction would be Mendevian Crusaders, but is there one that would be appropriate for someone from Lastwall? (A Knight of Ozem type)


Factions actually existed before PFS, it just adopted the system for a similar use. Factions in tabletop actually are more useful than in PFS.

For someone from Lastwall you'd likely be shooting for something like a mercenary company, like the Bloodstone Swords. However, if you wanted to be with the Mendevian Crusaders there is nothing saying that you spent time near the Worldwound after your upbringing in Lastwall, participating in the Fourth Crusade.

Silver Crusade RPG Superstar 2014 Top 16

Penka "Prebleached" Bashment

Crunch:

Female gnome Unchained Summoner (Wild Caller) 1
N Small humanoid (gnome)
Init +2; Senses low-light vision, Perception +6 (+8 in natural settings)

DEFENSE
AC 16 Touch 13 FF 14 (+3 armor, +2 Dex, +1 size); +4 Dodge vs. giants
hp 9 (1d8+1)
Fort +1 Ref +2 Will +2; +2 vs. illusions

OFFENSE
Melee
Ranged sling +2 (1d3-1)
Speed 20 ft.

Summoner spells prepared (CL 1st, Concentration +5)
1st enlarge person, mage armor
0 acid splash, detect magic, light, read magic

Summoner spell-like abilities (CL 1st, Concentration +5)
7/day - summon nature's ally I (duration 1 min/level)

Gnome spell-like abilities (CL 1st, Concentration +5)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Feytouched spell-like abilities (CL 1st, Concentration +5)
1/day (when in forest) - flare (DC 14), enhanced diplomacy, virtue, entangle (DC 15)

STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 10
Feats Summon Plant Ally
Skills Bluff +5, Diplomacy +9, Kn (arcana) +6, Kn(nature) +7, Perception +6 (+8 in natural settings), Spellcraft +6, Survival +0 (+1 to get along in the wild)
Background skills Craft (alchemy) +6, Handle Animal +8
Faction Green Faith
Traits Savage (+1 Kn. nature and Survival to get along in the wild), Eyes of the Wild (+2 Perception in natural settings)
Alternate gnome racial traits Fey magic, Fey thoughts (Diplomacy and Perception), Gift of tongues
SQ Illusion resistance, keen senses, cantrips, plant eidolon (tree), life link, summon nature's ally I
Combat gear Sling + 20 bullets,
Other gear 150 gp

Plant eidolon:

Tree
Plant eidolon (tree)
N Medium plant
Init +1; Senses Darkvision 60 ft., Perception +4

DEFENSE
AC 15 Touch 11 FF 14 (+1 Dex, +4 natural)
hp 6 (1d10+1)
Fort +3 Ref +3 Will +0; -8 Reflex when planted
Immune paralysis, poison, sleep effects, stunning

OFFENSE
Melee 2 slams +3 (1d10+3)

STATISTICS
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
SQ link, share spells, plant (1d8+1 and 1 ability damage per hour)
Evolutions Improved damage (slam)
Skills Climb +4, Perception +4, Stealth +5, Survival +1

Plant Eidolon (from Heroes of the Wild - Wild Caller archetype)
Alignment: Any Neutral
Base Form: by plant type (see archetype)
Base evolutions:
Plant eidolons have the plant type and are immune to paralysis, poison, sleep effects, and stunning. Unlike other plants, they are not immune to mind-affecting or polymorph effects.
At 1st level, plant eidolons gain the ability to plant themselves to rejuvenate. As a full-round action, a plant eidolon can plant itself in appropriate soil and begin sucking nutrients and water. After each hour spent planted, the plant eidolon gains 1d8+1 hit point and heals 1 ability damage. While planted, the eidolon cannot move and takes a -8 penalty to Reflex saves, and extricating itself takes a full-round action. The soil must be appropriate for a plant of its type, at the GM's discretion (a tree eidolon could not plant itself in sand, though a cactus eidolon could. A mushroom eidolon can plant itself on solid rock as easily as soil.)
At 4th level, plant eidolons gain resistance to a type of energy determined by their plant type. Cactus eidolons gain fire resistance 10, conifer eidolons gain cold resistance 10, mushroom eidolons gain acid resistance 10, and tree eidolons gain sonic resistance 10. In addition, they gain a +4 bonus to saves against mind-affecting effects.
At 8th level, plant eidolons can plant and unplant themselves faster, and gain bonuses while planted. A plant eidolon can plant itself in appropriate soil as a Standard action, and while planted gains a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks not involving movement. Its penalty to Reflex saves while planted is reduced to -4. It also regains 2d8+3 hit points and 2 ability damage at the end of each hour spent planted. The plant eidolon can now extricate itself from being planted using a Move action.
At 12th level, plant eidolons gain immunity to the energy type which they gained resistance to at 4th level, as well as DR 5/cold iron. They also gain speak with plants as a spell-like ability usable three times per day.
At 16th level, plant eidolons gain the ability increase evolution, applied to Strength, Dexterity, or Consitution (the summoner's choice). They may also use thir speak with plants spell-like ability at will.
At 20th level, plant eidolons become immune to all mind-affecting effects and polymorph effects not cast by the summoner. In addition, their damage reduction increases to DR 15/cold iron.

Character background:

Penka was born in the slums of Absalom to two poor gnomish parents who were both partially bleached with the stress of their meager lives. The white streak in her hair was evidence of this (Think of X-men's Rogue) and she was made fun of and shunned constantly by the other gnomes in her community for being "pre-bleached". Despite this, Penka was a vibrant and happy child. That is, until her parents were ousted from Absalom in an effort to "clean the streets". Her family was unceremoniously dumped outside the city by a rich man who had bought up the slums they lived in and planned to rip them down and create a new magic academy (a plan which ultimately failed, as his funds ran out due to some unforseen thefts). In any case, unlike her parents, Penka quickly took to living off the land, and helped them forage for food and build shelter. One day while walking through the forest, Penka came upon a strange-looking tree, one which did not seem to belong. As she stared at it in wonder, eyes opened in its bark and it stared at her, then took a step toward her. Though terrified, Penka stood her ground, knowing that creatures of the forest are less likely to attack if you do not run from them. The strage tree scooped her up and held her near its eye, then placed her on one of its branches and began walking. Plenka found that she could sense the tree's feelings, and directed it toward her family's home in the wild. Her parents were absolutely terrified of the tree-creature, but she showed them that she was in control of it, and showly they found that this creature was a strong asset for their life in the wild.
After several years, the bleaching process finally caught up to Plenka's parents, and they both died within a few months. Plenka decided to set out on her own to learn more about her strange, otherworldly tree friend, and to study her own growing arcane powers. She met a man whose magic was similar to her own, though the creature that found him was a strange chicken-snake thing. He taught her how to harness her magic to help her tree friend, to change his form to match different environments, and he gifted her with a wand that would heal him in emergencies.

Posting Habits:

I'm almost always online during work days, and can post at least once, usually twice or three times a day. I try my best to roleplay with my characters (as you know from the goblin game) and enjoy interactions with other players.

Character Role:

I see Penka as a sideline buffer and her plant eidolon (who has no name other than "Tree") as a front-line combatant, though he will likely deal nowhere near as much damage as a true Fighter or Ranger would.

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