GM Fuzzfoot's Castaways (Inactive)

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@GM Fuzzfoot: Got a bunch of questions as I narrow in on a concept.

Are you okay with the feats: Grisly Ornament, Harvest Parts and Inscribe Tattoo? Obviously they wouldn't all be taken at the start!

Been thinking about what you said about Wizards, and vaguely thinking about it as a challenge for some reason (as in "how would a wizard get around that?"). Would you allow the spell:Secluded Grimoire. Still gives the component problem, but makes the concept at least mostly feasible because the Spellbook would be safely stored elsewhere. I should point out I'm not wedded to the idea of a Wizard (it's such a terrible idea compared to druid or shaman) but I am curious and I like a challenge. Of course, if you love it, tell me!

I really like the challenge of working through a Swiss Family Robinson "start from literally nothing and work up from there", but I can see a bunch of ways that campaign could run. You mentioned it'd be dramatic with comedic undertones, but I'm wondering if you are looking more for "modern(ish) castaway desperate to survive", "modern(ish) castaway conquers nature", "castaway sets up base and explores new world?" or a "Discworldesque Swiss Family Robinson".


This sounds really fun. I'll see what I can put together. I've been looking through a lot of campaigns and this is the first new and interesting one I've seen in a really long time.

Any thoughts on Summoner? Not Sythesist obviously, but some DMs aren't a fan.

I like the idea of a Half Elf Wild Caller Summoner, which means I don't have to rely on equipment and skills too much, but if you're not a fan of Summoner, I have other ideas I'm looking at.


Harakani wrote:

@GM Fuzzfoot: Got a bunch of questions as I narrow in on a concept.

Are you okay with the feats: Grisly Ornament, Harvest Parts and Inscribe Tattoo? Obviously they wouldn't all be taken at the start!

Well, they're kind of creepy as I read them, but I see no reason to exclude them. But I think there is a big difference between using a dragon's talon or rabbit's foot vs starting to take ears from pirates. I think harvesting parts from a sentient, PC available race would be an evil act.

Harakani wrote:


Would you allow the spell:Secluded Grimoire.

Yes, this is perfectly fine. I am not really trying to dissuade wizards, just pointed out some challenges.

Harakani wrote:


You mentioned it'd be dramatic with comedic undertones, but I'm wondering if you are looking more for "modern(ish) castaway desperate to survive", "modern(ish) castaway conquers nature", "castaway sets up base and explores new world?" or a "Discworldesque Swiss Family Robinson".

A little of each, actually. How you handle it is largely up to the party, but there will definitely be some some surviving nature, plenty of exploring the new "world", and it wouldn't surprise me if you all decide to build a treehouse base. :)


♣♠Magic♦♥ wrote:


Any thoughts on Summoner? Not Sythesist obviously, but some DMs aren't a fan. I like the idea of a Half Elf Wild Caller Summoner, which means I don't have to rely on equipment and skills too much, but if you're not a fan of Summoner, I have other ideas I'm looking at.

I honestly don't have any strong opinions here. My first summoner wasn't past level 1 before I had to re-tool for unchained, and so I never really saw the abuses that I have heard about. But I have also heard the same of druids, and seen some pretty crazy specialized characters in a variety of classes. But just because something can be abused doesn't mean it's going to be. So feel free.

I think it is most fun when a group's members all get equal chances to step forward and shine, and so I am not a big fan of over-powered builds. With this in mind, though, I suggest you create something that you will have fun playing, and believe others will enjoy playing next to them.


That's always me. I've played almost every game I've had with real power players and expert builders and most of the time I'm just like "I'm gonna take this feat cause it sounds fun."

I solemnly promise that if my build is remotely optimized, it is by accident. :P


GM Fuzzfoot wrote:
♣♠Magic♦♥ wrote:


Any thoughts on Summoner? Not Sythesist obviously, but some DMs aren't a fan. I like the idea of a Half Elf Wild Caller Summoner, which means I don't have to rely on equipment and skills too much, but if you're not a fan of Summoner, I have other ideas I'm looking at.

I honestly don't have any strong opinions here. My first summoner wasn't past level 1 before I had to re-tool for unchained, and so I never really saw the abuses that I have heard about. But I have also heard the same of druids, and seen some pretty crazy specialized characters in a variety of classes. But just because something can be abused doesn't mean it's going to be. So feel free.

I think it is most fun when a group's members all get equal chances to step forward and shine, and so I am not a big fan of over-powered builds. With this in mind, though, I suggest you create something that you will have fun playing, and believe others will enjoy playing next to them.

Do you consider this Str26 to be overly optimized? If so, I could scale it back by going straight Brawler...


Hey there. This is Magic again, offering up my character for consideration. Don't think I've ever made a character this fast before, but I just got the idea and ran with it.

This is Zveris, my summoner and his companion Aster.

Please let me know what you think, not just to the GM, but everybody else too. I love feedback.

Being a slave, I figured he wouldn't really have any gear, but if you want, I can come up with 3000 gp worth of stuff other people may have had to wash up on shore.

As far as stuff about me personally goes, I've been on the boards for about 4 years now, all of those spent in one game and a few others here and there. I've been playing Pathfinder for about 5 years now, but I'm pretty much only on the boards now.
I love storytelling and developing character concepts, which is really why I jumped so fast to this game. It's not often you see a focus on story over all else. I'm not great at optimization, but there are a few concepts I've been taught while I was here to make my characters not totally useless.

Anyways, I hope you enjoy, and let me know if there's anything I should look at or fix. :)


GM Fuzzfoot wrote:
My first summoner wasn't past level 1 before I had to re-tool for unchained, and so I never really saw the abuses that I have heard about.

Some of it had to do with item crafting. A summoner could make a potion of dimension door or stoneskin, or a wand of teleport, summon monster V, insect plague, or wall of stone. These spells were originally placed at a level that prevented such magic items being made.

This is because many of these spells appear on the summoner list a level early. This also means that commonly used spells are often available to a summoner before other arcane classes even though the summoner has only 6 spell levels instead of 9.

I do like the Unchained summoner which has a built-in theme to it (i.e. the planar origin of the eidolon).


GM Fuzzfoot wrote:

Campaign trait is fine since you have some history to go with it.

I don't have a level cap in mind. If we can make it up to 20, I'm game! But that seems pretty far into the future right now.

That's good! I prefer to take the long view with characters and how they might develop.

I also typically use traits as a guide towards the character's background. Even if I end up changing the traits I usually leave those details in.

Worth noting though that the trait gives me Disrepute and Infamy points, which I don't think will have any value in your game.


I finally got a concept together; I plan on submitting an empiricist investigator. I envision him being a large [overweight], ugly [low cha], man [human] undercover on the ship as the carpenter/ saw bones. I plan on building a strength build, no one expects big people to be smart and cunning. I came across this campaign trait and wondered if you would allow it. Ship's Surgeon (link). If not no worries.


Dot


Chobo wrote:
I came across this campaign trait and wondered if you would allow it. Ship's Surgeon (link). If not no worries.

Yes, this is ok.


Hey this Taylor here, submitting Ignis.


GM,

Finishing up my character, and I was wondering, would you allow me to take this trait:

Bred for War Trait wrote:


You tower above most other humans and possess a physique of hard, corded muscle.

Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

if my character is just shy of 6 feet? I could make her taller, but for a girl, I was thinking 5'10" might already be tall enough to be super intimidating?

This is her alias (Team Submission with Nathaniel Whitecloak), but still finishing up skills and traits.

Grand Lodge

1 person marked this as a favorite.

GM Fuzzfoot,

I submit Sabrianne Cloud here.

To the best of my knowledge, she is complete and playable.

To see examples of my roleplaying,
please check out Mort Aber. Granted it was 3.5 years ago, my social playing has greatly improved. In fact, I prefer it over murder-hobo.

Thanks,

Chizzad40


Zokama is now complete I think (except for that last question, which would just change her height).

Let me know if I missed anything or you have any feedback. Happy to tweak to fit the game. :)


I found an item that fits really well with my concept and is something that makes sense for Zveris to have been able to keep as a slave.

These Tattoos Seem really cool to me. I'm thinking of using one for Enchantment and one Illusion to add some utility to my character.

Are these a usable item?


Zveris Pilvo wrote:

I found an item that fits really well with my concept and is something that makes sense for Zveris to have been able to keep as a slave.

These Tattoos Seem really cool to me. I'm thinking of using one for Enchantment and one Illusion to add some utility to my character.

Are these a usable item?

Great find! Never knew about that....


I would like to apply with a Kitsune tattood Fey sorcerer, a member of the Bellflower Network and having been smuggled onboard the ship.


Peet wrote:
Here is Shakaro Jun. He is a primitive Nagaji from the coast of south Garund, who came north in search of the pirates that enslaved his village. He is pretty primitive and plays a lot like a barbarian.

About Background:

Okay, I am thinking that once he got to Port Peril, Shakaro started asking around about the slave ship that kidnapped his people. Not having anything like street smarts he was far too indiscreet and though he didn't gain much information people allied with the slavers learned he was asking questions. They waylaid Shakaro in an alley at night.

Though Shakaro is pretty tough, he probably would have been killed if it were not for the help of an agent of the anti-slaver group sponsoring the mission. This agent came to Shakaro's aid, and realized that Shakaro could be a useful addition to the expedition - all he needed was some direction. So the agent offered Shakaro a chance to chase pirates on this expedition.

Peet wrote:
...For that it would be helpful to know a bit more about who is sponsoring this mission (Bellflower Network? Eagle Knights? Someone else).

GM Questions:

When I created this character for another game the GM agreed to some homebrew changes which I am wondering if you might honor.

1. We changed the wood bond revelation so that it also grants its bonus to skill checks when working with wood (like craft (carpentry) or profession (lumberjack)). As it is the wood revelation gives nothing that enhances the oracle's ability to work with wood.

2. Since Shakaro is from a primitive tribe, we changed the class skill list to grant Intimidate rather than Diplomacy.

How do you feel about those changes?

3. How would you also feel about me getting rid of Knowledge (planes) and Knowledge (religion) as class skills (they seem to represent "booklearning" to me, which Shakaro wouldn't have) and replace them with Knowledge (nature) and Survival?


Zokama wrote:

Finishing up my character, and I was wondering, would you allow me to take this trait:

Bred for War Trait wrote:


You tower above most other humans and possess a physique of hard, corded muscle.

Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

if my character is just shy of 6 feet?

Personally, I don't find 5'10" to be intimidating, but getting over 6', I can see the effect. So I am inclined to require that you meet the height for this one. If you wanted to make it a different "bred for war" factor, such as scars or square jaw, or something like that, I would allow the swap. But is should be something physical that is "intimidating".


Zveris Pilvo wrote:

I found an item that fits really well with my concept and is something that makes sense for Zveris to have been able to keep as a slave.

These Tattoos Seem really cool to me. I'm thinking of using one for Enchantment and one Illusion to add some utility to my character.

Are these a usable item?

Yes, this is legal.


Helikon wrote:

I would like to apply with a Kitsune tattood Fey sorcerer, a member of the Bellflower Network and having been smuggled onboard the ship.

Ok


Cool. Zokama is now officially 6 feet tall.

(I personally find either intimidating, but then... I am likely much shorter than you are.) :)


Dotting for right now - considering being a ranged Warpriest, using a bow and arrow. Likely going to take Craft so I can make arrows and bows myself.


Oh, this sounds interesting! I'm going to give it some thought...

Some really nice submissions here already, guys. Looking good!


@GM Fuzzfoot, I'm a long time lurker on these forums but I've never actually played a pbp game. How do you feel about new player applications?


New players are always welcome in my games! Wasn't that long ago that I was a new player....


I was immediately inspired by the campaign premise, and after a whirlwind of brainstorming I'm thrilled to submit Echo, a young psychic who experiences the memories of her past lives. Haunted by the life of her previous incarnation, Benjamin, she sets out to find his murderer and the girlfriend who was sold into slavery alongside him. Lying her way onto his murderer's slave ship, Echo hunts for clues about Benjamin's beloved, only to be caught in the act by his murderer. Outmatched, and sure to meet the same fate as Benjamin, Echo's life is saved by a storm wave, which knocks both of them out cold as the ship is tossed about. Now washed up on an unknown shore, Echo's got more than her past lives to worry about. She's got to worry about her own...

Statistics:

‘Echo’ (Lara Belfast)
Female Human Psychic 3
NG Medium Humanoid (human)
Init +1; Senses Perception +5

------------------------------
DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+0 armour, +1 Dex, +0 shield)
hp 13 (3d6)
Fort +1, Ref +2, Will +4

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged telekinetic projectile +2 (1d6 bludgeoning)

Spell-Like Abilities (CL 3rd, Concentration +7)
1/day—Detect thoughts

Spells Known (CL 3rd, Concentration +7)
1st—6/day—burst of insight, mage armor, mind thrust I, true strike
0—At Will—detect magic, light, mage hand, prestidigitation, telekinetic projectile, create water*

------------------------------
STATISTICS
------------------------------
Str 10, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 12
Traits Dangerously Curious, Self-reliant
Alternate Race Traits Focused Study (replaces bonus feat)
Feats Magical Aptitude, Skill Focus (sense motive)
Skills Climb +1, Craft (carpentry) +8, Diplomacy +6, Intimidate +6, Knowledge (arcana) +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +5, Perform (song) +3, Profession (cook) +5, Profession (shipwright) +5, Sense Motive +8, Spellcraft +12, Stealth +2, Survival +4, Swim +1, Use Magic Device +11
(10 points; 2 class, 4 INT, 2 background, 1 race, 1 favoured class)
Abilities Detect thoughts, discipline powers (past-life memories, mnemonic esoterica*), discipline spells, knacks, phrenic amplification (defensive prognostication, intense focus), phrenic pool (4 points), psychic discipline (rebirth)
Languages Common, Dwarven, Elven, Gnome, Halfling

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Detect Thoughts (Sp): A psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC.

Focused Study (trait): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
Current: Cleric, create water

Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
...Defensive Prognostication: When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.
...Intense Focus(Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.

Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Charisma modifier, as determined by her psychic discipline (4 points). The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Self-reliant (trait): You know how to work with your hands and aren’t dependent on complex tools. When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear None
Possessions sailor’s clothes
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 0 lbs.
Money 0 GP 0 SP 0 CP

Background:

Lara Belfast had always had strange dreams. They were vivid, immersive… lasting, and always featured other people. She would wake and for hours after, have the feelings of these others inside her. Their hopes and fears and memories. It was like she had really been there. Lived through it. As other people.

It was normal, her parents told her. Dreams were just dreams, and they would pass. But they didn’t pass. They got worse. When they started to occur during the day, her parents finally began to worry. But when she woke up one day from a dream where she was a shipwright, and set to work building a fully-functioning wooden sailboat, she realized the truth. They weren’t dreams. They were people. Real people. Lara was reliving her past lives. Not only that, she could learn from them. Her family moved after that. Got a fresh start. Her parents didn’t want their neighbours realizing she was odd.

As she grew older, Lara’s connection with her past lives grew. She learned new skills, saw new places, took up new professions, and felt things she had never felt before. She was wise and experienced beyond her years. And when one night she threw a chair across the room with her mind, or answered a question her parents had only thought—not spoken—they weren’t even surprised. Nothing surprised them anymore. Not when it came to Lara.

She always loved her dreamers—as she liked to call her previous incarnations. She was an echo of them—all of them—and that’s what she started to call herself. Sure, they made it hard to have friends, and boyfriends, but her connection with them was so real, so… intimate, that she never regretted her powers. Not once.

Well, maybe once. There were many dreamers, but one of them in particular had always come to her strongest. He was a shipwright, young and strong, and handsome. He had a sister named Gilly, and a girlfriend who he stole kisses from under the dock at night. Sara, was her name. And one night everything went horribly wrong. A few men found them. They were drunk and rough. Her dreamer was punched, right in the face. She could feel the pain, and hear the crack of her nose breaking. She could taste the blood. But that wasn’t the worst part… The worst was the screams of his beloved. That’s what got to her the most. That’s what made her cry. And the way her dreamer had felt… Helpless. Broken. Scared.

When the dreamer awoke, things were worse. Her dreamer and his beloved had been sold to slavers. Life on the ship was hard for her dreamer, but for Sara it was hardest. Her dreamer struggled, and planned, and when he could take no more he fought back. Her dreamer had to save Sara. He loved her, and she was in so much pain. But, then it’s not sorrow her dreamer feels, but agony. Her dreamer’s dying—his arm is broken, and as the first mate of the ship stomps his way across the deck… STOMP, STOMP, STOMP… her dreamer hears another sound. His name: Benjamin. Sara’s here… She can see him. Her dreamer looks up at the first mate—he’s tall, and strong, in nobleman’s clothes, with slicked back hair and a waxed moustache, not much older than her dreamer. The first mate smiles as he brings the blade down across her dreamer’s neck. Then everything spins and for a moment—a crazy, painful, terrifying moment—she can see her dreamer’s body. He would be handsome if he still had his head.

There were plenty of other dreamers—the lumberjack, the warchief, the chef, the sickly child, even an old dame—but it was Benjamin who stuck with her most. Benjamin whose memories haunted her. He was the last, she knew. The person she had been before she was herself. Gilly, Sara, his killer… They might all still be alive. She had to find out. She had to know.

So she left home—barely a grown woman—to do research, and to find them—Sara especially. But it was the first mate she found first. Still alive, aged 46, and still working on slave ships. And Lara (Echo, she went by now) did the craziest thing she had ever done (which was saying a lot). She used her psychic powers to get hired as a sailor on his ship. She used them again to get close to him, and to make others ignore her when she snuck into his quarters. She had finally found the bastards old ledgers when he caught her in his quarters. She tried to talk her way out of it, but it was useless. She would soon be joining Benjamin…

He drew his blade, stalked towards her… And then the storm struck. It tossed the ship so hard the both of them went flying. She struck her head against something hard—the bunk maybe, perhaps the floor—and when she awoke she was alone, shivering with cold, dripping wet, on a strange beach. The ledger was gone. She would never know what happened to Sara. Never get revenge against her beloved dreamer’s murderer.

But then another dreamer reared her head: the lumberjack. Echo was shipwrecked on an unknown island. She would need food, and shelter, and warmth. It would be a struggle just to survive. The lumberjack always was the practical one. But she was right. So Echo let go of her disappointment, and shame, and let the lumberjacks skills come to the forefront. There was work to do, and she didn’t plan on dying yet.

She wasn’t ready to be the next dreamer.

Appearance and Personality:

Echo is a human woman in her early twenties with a lean body, pale skin, and blond hair. She’s attractive, intelligent and wise beyond her years. Her eyes are gray, and fathomless, the only feature she bears which belies her soul’s unknowable age. Her effect on people is varied, sometimes hypnotic and sometimes disconcerting.

Echo herself is kind and self-sacrificing. She’s obsessed with her past lives—most especially that of Benjamin—and not only learns from them, but lives for them. Her dreamers still visit her every night, but she is in control of her mind, and no longer loses herself to their memories.

Notes:
I did use background skills, as mentioned in the recruitment thread, and I used two traits. If either is not allowed I will remove them. Obviously, the identity of the first mate that Echo is after, and his appearance is up to you, and can be fit in however you want. I have not yet spent her 3,000 gp, but will do so soon.

Thank you for your time!


It says in the Build Rules that we are only allowed to use classes from certain books, but what about feats? Thinking about using Erastil's Blessing, which is from the Paths of the Righteous Player Companion.

If I can't, I'll just have to swap my dexterity and Wisdom, so no biggie.


Peet wrote:


GM Questions
When I created this character for another game the GM agreed to some homebrew changes which I am wondering if you might honor.
1. We changed the wood bond revelation so that it also grants its bonus to skill checks when working with wood (like craft (carpentry) or profession (lumberjack)). As it is the wood revelation gives nothing that enhances the oracle's ability to work with wood.

I can see that, but rather than making it a blanket change, I would say we take it on a case by case basis. For instance, if you are in a situation where you think a bonus based on this is appropriate for a given roll, you can ask and if it sounds good, I will often accept it.

Peet wrote:


2. Since Shakaro is from a primitive tribe, we changed the class skill list to grant Intimidate rather than Diplomacy.

How do you feel about those changes?

There are other ways (traits) to get intimidate as a class skill, so I suggest trying to find something there that works.

Peet wrote:


3. How would you also feel about me getting rid of Knowledge (planes) and Knowledge (religion) as class skills (they seem to represent "booklearning" to me, which Shakaro wouldn't have) and replace them with Knowledge (nature) and...

I get where you are coming from, but I am not a big fan of changing rules to fit flavor. I will occasionally allow it, but really prefer not to. If you can find a trait or an archetype to get closer to your goal, I think you should use those approaches.


PixelsAreGod wrote:

It says in the Build Rules that we are only allowed to use classes from certain books, but what about feats? Thinking about using Erastil's Blessing, which is from the Paths of the Righteous Player Companion.

If I can't, I'll just have to swap my dexterity and Wisdom, so no biggie.

Feats from Paizo products are fair game.


I recommend the trait Savage
http://www.d20pfsrd.com/traits/social-traits/savage/

“You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.”

Then grab a trait that gives intimidation.


Wow, there are a lot of really good submissions so far! Just to make sure I am not missing anyone, this is the list I have. If I missed you, please just point it out so I can make sure you are in the running.

If you haven't submitted yet, no worries! I am not closing submissions for another week. In fact, I am going to be away for the next few days or so, so if I am not responding to your questions during this time, know that I will go though all of them once I am back and able to do so.

Here is the list I have so far of completed (more or less) submissions:

Sven Olaffson (Grumbaki) Male Human (1/2 giant) Savage Technologist Barbarian (1) Mutagenic Mauler Brawler (2)
Felos (Nazard) CG Male catfolk Ranger (Freebooter/Skirmisher) 2, Bard (Buccaneer) 1
Shakaro Jun (Peet) CN Male Nagaji Oracle (Pei Zin Practitioner) of the Wood Mystery
Alun Greenstone (DBH) CG Male Halfling (Nomadic) Rogue 3
Nathan Bensson (drbuzzard) CG Male Human hydrokineticist 3
Celebeth Quinciel(jesse heinig) CG Female elf unchained rogue (eldritch scoundrel) 3
*Nathaniel Whitecloak (C B 380) N Male human (Chelaxian) Psychic 3 (Rapport)
Atisuto Kurafuro (pauljathome) NG Male human (Tian-Min) cleric of Shelyn 3
Zveris Pilvo(Magic) NG Male Half-elf Wild Caller Summoner 3 & Aster (lizard beast eidolon)
Ignis Ferrum (Taylor Coleman) CG Male Ifrit Inspired Blade 3
*Zokama (Zanbabe) CG Female Human Detective Bard 3
Echo (meloriel) NG Female Human Psychic 3

The * means these were submitted as a pair, but I wanted to keep the list in order of receipt to make my job of re-reviewing them easier.

Again, if I missed you, please shout out!

Sovereign Court

meloriel wrote:

I was immediately inspired by the campaign premise, and after a whirlwind of brainstorming I'm thrilled to submit Echo, a young psychic who experiences the memories of her past lives. Haunted by the life of her previous incarnation, Benjamin, she sets out to find his murderer and the girlfriend who was sold into slavery alongside him. Lying her way onto his murderer's slave ship, Echo hunts for clues about Benjamin's beloved, only to be caught in the act by his murderer. Outmatched, and sure to meet the same fate as Benjamin, Echo's life is saved by a storm wave, which knocks both of them out cold as the ship is tossed about. Now washed up on an unknown shore, Echo's got more than her past lives to worry about. She's got to worry about her own...

** spoiler omitted **...

Meloriel, I love this character. Good luck!


Here’s the beginning of a halfling flowing/qinggong monk. Focused on combat maneuvers of trip/grapple. Starting gear would be very minimal if any at all. Might go vow poverty/nonviolence to represent her archetype choices.

I also have a Survivalist URogue already fleshed our for a ironfang game he didn’t get into. I also think that would be a lot of fun to play. Unsure which route I’m gonna go.


@GM Fuzzfoot Awesome, I'll get to work on a character.

Grand Lodge

Sabrianne wrote:

GM Fuzzfoot,

I submit Sabrianne Cloud here.

To the best of my knowledge, she is complete and playable.

To see examples of my roleplaying,
please check out Mort Aber. Granted it was 3.5 years ago, my social playing has greatly improved. In fact, I prefer it over murder-hobo.

Thanks,

Chizzad40

GM Fuzzfoot,

You missed Sabrianne here.

Thanks.

The Exchange

I have a wizard I would like to submit: Ramsey Trit and his familiar Tabetha Trit. I'm still finishing up on his spellbook and also any items he may have had when the ship went down. Do I need to create an alias for him or is mythweavers fine and I can make an alias if I get in?

Background:
​Ramsey grew up in a small peaceful beach community in the Shackles. They had their troubles from time to time, but in general it was nice. He spent childhood fishing, surfing, and other general childhood actives. When he was about 10, while out surfing, a shark attacked him biting his leg at the calf. He was barely able to fight off the shark and get to the safety of the shore moments before passing out. He was rushed to the local healer. He was patched up and after a few months he was able to walk around again. At first, he was rather uneasy on it and couldn’t really do much outside, so he spent his time reading and learning how to cook. Eventually he was able to move around nearly as good as he did before but he had grown to very much like cooking, so spent most of his time doing that.
A few years pass and he met Tabetha, a beautiful woman of the woods who soon became his wife. They built an inn with the best food for miles. She would hunt and he would prepare it for their guests. About 5 years after they opened, a ship docked on the local port that they had not seen before. The members of that boat went to all the local businesses and tried to extort money from the owners by in the form of a protection racket. Most of the other companies paid, but Ramsey told the pair that came to him to sod off. Ramsey, ill-advisedly boasted about not paying those scum to a few other locals. The following night, he wakes up to the inn burning down around him. He tries to get his wife and him out of the building but it collapses on them. He barely survives with his face permanently scared by the fire but his wife had died. He was held up in the healer’s house for nearly a month. During the first week, he noticed that his hand had developed a twitch, the next week, it worsened to the point it would move and even flail at times. The third week, the movements looked more deliberate and it responded to him speaking. He gave the hand paper and quill and the hand would write out answers. He was ecstatic to learn that the hand was actually being controlled by his wife’s spirit, she was not gone forever. He apologized profusely for being so bone headed with those terrible men and vowed to both bring her back to her proper form and to extract revenge against those men. The ship had left by the time he was able to get out of bed.
He spent a year preparing for his journey. He went out and bought a spellbook and researched the arcane arts. He read about Varisian Sign Language and taught it to Tabetha so they could communicate easier. Once he felt like he was ready, he gathered the rest of his money and left his hometown to find those men. He went to Port Peril as this seemed like the main place to find ship bound scumbags.
He signed up for a ship and worked a few years on different ships, bouncing between different ships and crews hoping to find the men. His lack of social skills were hindering his ability to gather data, so he learned to use his wit to intimidate those he was trying to get information from, which, while it worked well, bore no fruit in his main goal, but it did assist with him learning new tricks of his new life. He was able to learn how to be an effective smuggler and made a decent amount. But today he finds himself on a ship that did not survive the journey and wakes up on the beach in the middle of nowhere.


This sounds like a lot of fun. I'm a big fan of home-brew campaigns and the premise here is quite interesting. I have an idea for an old-aged gnome dual-cursed shadow oracle that I played all of 2 pages in a home-brew campaign on these boards before the GM vanished. I think that character would do well here.

The previous GM allowed to rule variations for me, that I'd submit for your consideration.

1. The favored class bonus for gnome oracles is useless for this character. I'd love to be able to have the human oracle FCB if possible: +1 known spell.

2. By going dual cursed, I lose the Shadow mystery bonus spells: Blurred movement (2nd), invisibility (4th), and deeper darkness (6th). While Deeper Darkness is on the Oracle spell list, Blurred Movement and Invisibility are not. So, I couldn't select them as one of my known spells. I'd ask that those two spells be placed on my spell list, so I could select them with the appropriate known spell slots at a later time.

His backstory is that he was once an infamous slaver plying his trade all over the inner sea region. A wealthy client in Cheliax became desirous of the gnome's young servant-boy, a fletching that the gnome had raised since he was found upon the material plane as an infant. Always seeking a way to profit, the gnome sold the fletching to his clients for a significant price. The fletching child was subsequently tortured and killed. Returning to the gnome as an incorporeal haunt, the fletching has driven the gnome partially mad. Traumatized by the experience, the gnome went into self-exile for a number of years only recently returning to the slave trade. However, he is now opposed to slavery and has infiltrated the ship using his former reputation to gain the ship's slavers favor.

The Exchange

updated background:
​Ramsey grew up in a small peaceful beach community in the Shackles. They had their troubles from time to time, but in general it was nice. He spent childhood fishing, surfing, and other general childhood actives. When he was about 10, while out surfing, a shark attacked him biting his leg at the calf. He was barely able to fight off the shark and get to the safety of the shore moments before passing out. He was rushed to the local healer. He was patched up and after a few months he was able to walk around again. At first, he was rather uneasy on it and couldn’t really do much outside, so he spent his time reading and learning how to cook. Eventually he was able to move around nearly as good as he did before but he had grown to very much like cooking, so spent most of his time doing that.
A few years pass and he met Tabetha, a beautiful woman of the woods who soon became his wife. They built an inn with the best food for miles. She would hunt and he would prepare it for their guests. About 5 years after they opened, a ship docked on the local port that they had not seen before. The members of that boat went to all the local businesses and tried to extort money from the owners by in the form of a protection racket. Most of the other companies paid, but Ramsey told the pair that came to him to sod off. Ramsey, ill-advisedly boasted about not paying those scum to a few other locals. The following night, he wakes up to the inn burning down around him. He tries to get his wife and him out of the building but it collapses on them. He barely survives with his face permanently scared by the fire but his wife had died. He was held up in the healer’s house for nearly a month. During the first week, he noticed that his hand had developed a twitch, the next week, it worsened to the point it would move and even flail at times. The third week, the movements looked more deliberate and it responded to him speaking. He gave the hand paper and quill and the hand would write out answers. He was ecstatic to learn that the hand was actually being controlled by his wife’s spirit, she was not gone forever. He apologized profusely for being so bone headed with those terrible men and vowed to both bring her back to her proper form and to extract revenge against those men. The ship had left by the time he was able to get out of bed.
He spent a year preparing for his journey. He went out and bought a spellbook and researched the arcane arts. He read about Varisian Sign Language and taught it to Tabetha so they could communicate easier. Once he felt like he was ready, he gathered the rest of his money and left his hometown to find those men. He went to Port Peril as this seemed like the main place to find ship bound scumbags.
He signed up for a ship and worked a few years on different ships, bouncing between different ships and crews hoping to find the men. His lack of social skills were hindering his ability to gather data, so he learned to use his wit to intimidate those he was trying to get information from, which, while it worked well, bore no fruit in his main goal, but it did assist with him learning new tricks of his new life. He was able to learn how to be an effective smuggler and made a decent amount of money. He caught wind that these people may not have been pirates but also slavers, so he teamed up with some people he had met and decided to pose as slavers and slavers to see if they could stop a slavers ring. Being heavily scarred and with few worldly possessions, he decided to take the role of slave. Now he finds himself on some beach, with his mission, still to yet be completed.


Melee
* Sven Olaffson (Grumbaki) CG Male Human (1/2 giant) Savage Technologist Barbarian (1) Mutagenic Mauler Brawler (2)
* Felos (Nazard) CG Male catfolk Ranger (Freebooter/Skirmisher) 2, Bard (Buccaneer) 1
* Ignis Ferrum (Taylor Coleman) CG Male Ifrit Inspired Blade 3
* Sabrianne (Chizzard40)NG Female Human Fighter with combat maneuver focus (3)
* Nathan Bensson (drbuzzard) CG Male Human hydrokineticist 3

Divine
* Shakaro Jun (Peet) CN Male Nagaji Oracle (Pei Zin Practitioner) of the Wood Mystery
* Atisuto Kurafuro (pauljathome) NG Male human (Tian-Min) cleric of Shelyn 3

Rogue
* Alun Greenstone (DBH) CG Male Halfling (Nomadic) Rogue 3
* Celebeth Quinciel(jesse heinig) CG Female elf unchained rogue (eldritch scoundrel) 3

Arcane
* Zveris Pilvo(Magic) NG Male Half-elf Wild Caller Summoner 3 & Aster (lizard beast eidolon)
* Ramsay Trist (Barebates) Human Spirit Binde Wizard 3 with familiar Tabetha Trit

Psychic
* Echo (meloriel) NG Female Human Psychic 3

Group Submission
* Zokama (Zanbabe) CG Female Human Detective Bard 3
* Nathaniel Whitecloak (C B 380) N Male human (Chelaxian) Psychic 3 (Rapport)

Updated!

5 melee
2 divine
2 rogues
2 arcane
1 psychic
2 group (psychic and support)

The Exchange

Updated list to include my submission and Zokama's comment. Also since psychic is psychic, not arcane, I moved the psychic to it's own category.

So to update the List:

Melee
* Sven Olaffson (Grumbaki) CG Male Human (1/2 giant) Savage Technologist Barbarian (1) Mutagenic Mauler Brawler (2)
* Felos (Nazard) CG Male catfolk Ranger (Freebooter/Skirmisher) 2, Bard (Buccaneer) 1
* Ignis Ferrum (Taylor Coleman) CG Male Ifrit Inspired Blade 3
* Sabrianne (Chizzard40)NG Female Human Fighter with combat maneuver focus (3)
* Nathan Bensson (drbuzzard) CG Male Human hydrokineticist 3

Divine
* Shakaro Jun (Peet) CN Male Nagaji Oracle (Pei Zin Practitioner) of the Wood Mystery
* Atisuto Kurafuro (pauljathome) NG Male human (Tian-Min) cleric of Shelyn 3

Rogue
* Alun Greenstone (DBH) CG Male Halfling (Nomadic) Rogue 3
* Celebeth Quinciel(jesse heinig) CG Female elf unchained rogue (eldritch scoundrel) 3

Arcane
* Zveris Pilvo(Magic) NG Male Half-elf Wild Caller Summoner 3 & Aster (lizard beast eidolon)
* Ramsey Trit (Barebates) N Male Human Spirit Binder Wizard 3 & Tabetha (Crawling Hand Familiar)

Psychic
* Echo (meloriel) NG Female Human Psychic 3

Group Submission
* Zokama (Zanbabe) CG Female Human Detective Bard 3
* Nathaniel Whitecloak (C B 380) N Male human (Chelaxian) Psychic 3 (Rapport)


Aren't hydrokineticists melee? (Nathan Bensson, listed under Rogue)? I could be wrong, but I am in a game with one, and he is a pretty good meat shield. :)


And in the time it took me to update the list, barebates did it for me.

Regardless! Lots of quality submissions here.

The Exchange

Sven Olaffson wrote:

And in the time it took me to update the list, barebates did it for me.

Regardless! Lots of quality submissions here.

Yeah, I commented on it, then realized there's no reason I should make you change it when I could spend 3 minutes and fix it myself.

Yeah, a lot of them do look good.


Zokama wrote:
Aren't hydrokineticists melee? (Nathan Bensson, listed under Rogue)? I could be wrong, but I am in a game with one, and he is a pretty good meat shield. :)

Depends on the build. Kineticists can be either front liners or back liners, and can do both fairly well. Either way, they are usually pretty tanky and can sit at the front with ease.


@ Jesse - Thanks! Good luck to you too.


I put together some descriptions for my tattoos now that I've listed them.
Since I'm getting to keep these 2000 gp worth of technically items, I decided not to use the other 1000 for lost things. For one, he wouldn't have any physical things having actually been a slave. For two, it just seems fair since I get to keep most of the gp worth.

I really hope I make this game. I haven't been this excited about a character in a while. I have backstory and interactions and stuff planned. Plus you guys all seem cool, so I think this would be really fun.

Anyways, here's tattoos:

Tats:
Tattoos of Note:
Green maple leaf over heart: This is his bonded link with his Eidolon Aster. It glows softly while he's summoned, and matches the one on Aster's head.
Magical Circle on right wrist/forearm: Mage's Tattoo, a focus for conjuration magic. Glows when used as a focus and while Nature's Allies are summoned.
Ram horns woven with flowers on left bicep: Auspicious Tattoo sacred to the fey he was raised by. Glows when making will saves.
Rune-covered crescent moon on left side of back: Runeward Tattoo, Glows when sensing illusions.
Rune-covered sun on right side of back: Runeward Tattoo, Glows when sensing Enchantments.

Edit: Also just moved one background skill to linguistics because if I was raised by Fey, I should probably speak Sylvan.


Submitting Iulus, your friendly neighborhood Hinterlander. Going to be focused on archery, using casting for self-buffs.

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