GM Nazard's Articles of Faith (Inactive)

Game Master Nazard

Starstone Cathedral


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Can you folks please stop making this so bloody hard?!? :)

Dark Archive

Sorry :(


But I am cooperating!


Ok I am done,

Crunchy bits

Spoiler:
Alexis von Brant Female Tiefling Fighter (Lore Warden) Guardian/Trickster Tier1
CG Medium (Outsider) Perception +2 (darkvision 60ft) Surge 1d6 x5/day
XP: 0
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DEFENSE
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AC16 , touch 15, flat-footed 13 (+1 armor, +3 Dex, +2 enhancement)
hp 12 (1d10+2) coldresistance 5, electricity resistance 5, and fireresistance 5
Fort +3, Ref +2, Will +1 (+1vs divinations, dominations, & effects that force the truth)
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OFFENSE
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Spd 60ft
Melee +4 short sword (1d6+3 19-20x2) and/or +4 Kukri (1d4+3 18-20x2)
Ranged
Special Attacks
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STATISTICS
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Str 11, Dex 16, Con 14, Int 14 , Wis 12, Cha 12
Base Atk +1; CMB +1 CMD 14
Feats weapon finesse, two weapon fighting
Mythic feats Dual Path (Guardian/Trickster)
Skills Appraise (Int), *Bluff (cha)+1+1+2+1, Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int)+1+2+3=6, Knowledge (Local) (Int)+1+2+3=6, Knowledge (Nature) (Int), Knowledge (Nobility) (Int)+1+2+3=6, Knowledge (Planes) (Int), Knowledge (Religion ) (Int)+1+2+3=6, (Int), Linguistics (Int), *Perception (dex)+1+1=2 *Perform (dance)(Cha)+1+1=2, Profession (Wis), Ride (Dex), *Stealth(Dex)+1+2+2=5, Survival (Wis), and Swim (Str), Spellcraft (Int), Use Magic Device(Cha)+1+1+1=3,
*not a class or trait skill 2+1+int on any skill & 2+int a level on any int based skill
Languages Common, Infernal, Kelish, Varisian,
Combat Gear short sword (1d6 19-20x2 10gp 3lbs, hollow pommel 5gp), Kukri (1d4 18-20x2 8gp 2lbs), padded armor (+1armor, +8dex, 0ACP, 5gp, 10lbs)
Other Gear backpack (2gps, 2lbs), waterskin (1gp, 4lbs), Travelers outfit (5lbs), Silver symbol of Sarendae (25gp), soap x2 (2cps 1lbs), x2 rations (1pg 1lbs)
Encumbrance
Coin: 112gp, 9sp, 8cps
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SPECIAL ABILITIES
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Traits
Dangerously Curious (magic) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you
Secret-Keeper (social) Growing up in a land where paranoia fills the air and any accusation of heresy or dissent can spell doom for whole families, you learned very quickly to keep a secret. Benefit(s): You gain a +1 trait bonus on Bluff checks and a +1 trait bonuson saving throws against divinations, domination effects, and effects that would compel you to speak the truth
Drawback
Tainted Spirit When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. Effect: At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative check
Defense Racial Traits - Fiendish Resistance: Tieflings have coldresistance 5, electricity resistance 5, and fireresistance 5.
Feat and Skill Racial Traits - Skilled: Tieflings gain a +2 racial bonus on Bluffand Stealth checks.
Senses Racial Traits - Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits - Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action
Lore Warden A lore warden has the following class features
Scholastic (Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields)
Expertise (At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
This ability replaces bravery 1.)
Maneuver Mastery (At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.This ability replaces armor training 1)
Know Thy Enemy (At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of thisstandard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under theKnowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.)
Mythic Info
Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score
Mythic Power Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate actiontaken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier
Path= Champion
Sudden Attack: As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Path Abilities
Trickster path dabbling to Champion Impossible Speed : Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Homebrew picks
Level a bump to Armor +2

Fluffy bits

Spoiler:
Six background and concept elements important to Alexis
1) Alexis's view on the world is heavily influenced by Benedict Von Brant, her mentor. He taught her to embrace what she was not hid from it. Freed from Taldan rules she is learning to embrace being herself, though she is still learning who that is. Everything she does will be measured against her memory of Benedict and if she thinks he would approve. She has taken his last name and refers to herself as Alexis Von Brant. The scarf she received she cleaned and keeps tied around her waist.
2) She knows the value of keeping a secret.
3) Alexis willing to chance trusting others, strangers have been kinder to her than the people who should have been family.
4) While Alexis is trying to banish all ties to her home some beliefs still linger. Women with ornate hair and men with groomed beards are people with power and due to her upbringing she is distrustful of them. She heavily favors decadent foods and ornate clothing since all her life the people with those things are who held the power.
5) Alexis loves the market place. The noise and chaos are more relaxing to her than a quite room. Amid the mass of people she feels free.
6) With the childhood Alexis had she has a soft spot for the down trodden, those forced into a position they clearly do not want. If she is able to she will work to liberate that person. She will work hardest for the rights of children.
Two goals that are important to Alexis.
1) To be honorable. Being born a Tiefling Alexis is assumed to tainted and evil. She wants to be honorable in that she will give a chance of redemption to those who wrong her once but only once. Alexis wants to live by her blade and travel the world. This lifestyle can tally up enemies but they will be met with the chance to change their ways or maybe change hers if she learns that she is in the wrong. Benedict emphasized being flexible and not ridge, there for breakable.
2) To be loved. In the familial, friendly, and romantic sense. Alexis Grew up with minimal affection and few friends while seeing her siblings lavished with attention and affection. She truly just wants to be cared for as other seem to be.
Two secrets about Alexis a, one that she knows, and one that she not yet aware of.
1) Alexis knows of a faction in Cassomir that are planning to overthrow the Taldan Nobility. Learning to observe people through Benedicts teaching let her learn of it. She learned about it a few days before she fled Cassomir. Benedict asked "What are you going to so with this information? Keep it to yourself or report it?" Alexis's reply was "My Sire complains constantly of uprising popping up all the time and while they do not threaten him they do irritate him. He is the only person I could tell but it would fall on deaf ears. Besides those people deserve a chance to make their lives better." Benedict looked her in the eye "If they do put their plan into motion it will be bloody, these things are always bloody. Both sides are desperate. The Nobles to keep their power and they are better equipped. While the Unbearded are desperate and have nothing to lose." Akexis sighs "You just have to make every question dramatic. Yes there would be bloodshed but there isn't anywhere I can go to stop it. Those people owe me nothing and would not listen. It's violence part of human nature? Blood and fire is how all great shifts in Human history have taken place. Maybe it is time for a change in Taldor" If you are planning to use this for plot stuff I would like to involve some of the servant staff of House Forst. Alexis's childhood nanny would be nice. A woman who Alexis would be close to but had to focus on the younger Forsts when Benedict took over Alexis's training.
2) When Alexis was born her parent realized they had Infernal in their blood. For some boon they bartered part of their daughters vitality away. I will leave it to you and simply enjoy the ride. And this is how I will have her have a low strength. Unless this 'issue' is resolved I will not bump up her strength.
Three people that are tied to Alexis, three who are friend, and one who is an enemy.
1) Astrid Forst is Alexis's mother. When Alexis was born her mother argued that she should keep the child, her first born and raise her even if it is in secret. For that simple act of kindness in allowing Alexis to live as a infant and finding her a place in the world, even if it is in the shadows, Alexis loves her mother. Her mother is the one that found her a trainer and planed to give her a place in life as a guard to her brother. Alexis's mother does show her affection though it is never when anyone else is around. She will hug and give little trinkets to her daughters. The older she gets though the few are farther between are these little session of motherly kindness. With others around her mother is never cruel or taunting and she stops the behavior in others when she sees it but she is not affectionate with witnesses.
2) Godric Forst is her oldest younger brother and the heir to his family name. Taldan rule is that only the boy can inherit and rule. Godric was lavished with affection and all the training needed to assume his father's mantle. Alexis resented the apparent love and attention of their parent lavished on him and denied to her. She also resents that he is publicly acknowledged and is able to be seen with their parents. Godric hates her for the freedom he thinks she has. Being able to fight and walk the city. He also despises the stain her existence puts on his family name.
3) Benedict Von Brant was her martial mentor. Her mother arranged for her to have training under a mostly unknown local Bard. Benedict began training Alexis in the blade, the mind, and social skills when she was five. In secret he also taught her the way of the Goddess of the Healing Light, Sarenrea, believing that this mostly unwanted child would benefit from this religion and that there was little fear of her revealing his unlawful religion. All of Alexis's was trainig left to him with not real supervisor. At least twice a week he would take her out of the Manor and teach Alexis to observe and learn from the masses. How to read a crowd, how to follow people, and the benefit of banter and barter.
4) Darya Vann is the captain of the ship she fled Taldor on. Darya is a short tempered Taldan woman who is uncomfortable if not on her ship. She took pity on the young and scared Alexis who offered everything she had on her person for passage. Darya took a liking to the young runaway and gave her the time she would be make port in Absalom again in a few weeks/months if she wants to obtain legal passage.
Four memories, mannerisms or quirks Alexis possesses.
1) Alexis was born with a tail and little horns on her forehead. Before she left her home she had to keep the tail hidden under clothing or around her waist and the horn filed down with her hair styled to hid the stubs. She owned many hats. Now that Alexis is free of her Taldan shackles she is letting her little horns grown back and she keeps her tail in plain sight. She will idly rub her horns and her tail is very mobile, always moving and she is now free to practice using it to grab items like Benedict wanted her to.
2) Alexis's happiest memory is winning against Bennedict, it was a fluke but that didn't matter. He praised her for the lucky strike and let her decide what they would do the next day. Anything she wanted was game. They spent the whole day walking Cassomir eating sweets and watching the people move about while he told her fantastical tales that were far from true but wildly amusing.
3) Her most horrifying memory is her younger brother Godric walking towards her with a smile and saying "Guess who I just saw? He handed her a bloody scarf that Godric always wore "Your teacher resisted arrest and now he is food for the crows." Godric walked away laughing. It took no time to confirm that Benedict was in fact dead. He was discovered as a worshiper of Sererae, arrested, and then killed for his attempt to flee. It was at this moment that Alexis decided she was done with Taldor. So she gathered her things and fled her home to stowed away on a ship, The Gallant.
4) Once on Absalom soil the first thing Alexis purchased was a symbol of Sarerae. When she is sad or lonely she will bring a hand to the pendant and rub it. This makes her feel close to the father figure she lost and the Goddess she holds most dear.
Deities that matter to Alexis
1) Iomedae = Like most Taldans Alexis worships the former herald of Aroden. But she has a love hate relationship with this Deity. She respects the good that is done in Iomedaes name but the strict view point of this religion on what is evil represents much of Taldan culture to her and this is what has kept her from being recognized.
2) Sarenrea = Alexis s tutor was a worshiper of Sarenrea and as the man who most shaped her outlook on the world she took to Sarenrea. The illegal aspect made it all the more appealing. Her family hates Sarenrea and despite threat of arrest and possible death the only worshipper of Sarenrea she knows is a kind and loving man capable of seemingly unending compassion despite the misfortune of her birth.


I'm finding quite a few similarities between Alexis and Temorak, comes with the race doesn't it?

EDIT: @Nazard are you Ok with me using a Nodachi? If not I can change to Falchion.


Temorak wrote:

I'm finding quite a few similarities between Alexis and Temorak, comes with the race doesn't it?

EDIT: @Nazard are you Ok with me using a Nodachi? If not I can change to Falchion.

I don't mind you using a nodachi if you want, but I won't be including any eastern flavor, so there won't likely be any nodachis as a treasure drop for quite some time, and you won't be able to go to Ye Olde Magick Shoppe and buy one.


Completed (or mostly completed) applications, by path:

Archmage: Joneth, Avelloran (crunch, but no background yet)

Champion: Joneth, Temorak

Guardian: Ty Purgest, Alexis van Brant

Hierophant:

Marshal: Thanephos

Trickster: Alexis van Brant, Temorak

Rorek55 is still around working on an archer paladin, and Belltrap is working on an aasimar oracle.. Not sure if anyone else that had popped into the thread is still active in the process.


More for my record...

Joneth: human kensai magus, melee focused, Cayden Cailean (friendly) and Asmodeus (hostile)
Avelloran: elf witch, god connection unknown
Temorak: tiefling slayer, melee focused, Desna (friendly)
Ty Purgest: human war priest, follower of Arqueros, PharSma (unfriendly)
Alexis van Brnt: tiefling lore warden fighter, Saranrae (friendly), also Iomedae (friendly)
Thanephos: human archer bard, Norgorber (hostile)
Rorek55's character: archer paladin, Iomedae (friendly)
Belltraps character: aasimar oracle, god connection unknown

I REALLY wish I could take a party of eight or could run two games simultaneously. :(

Dark Archive

You can also add Asmodeus (Hostile) for Temorak as he is pretty pissed at Cheliax.

Silver Crusade

Daniel Proudmore, 10 minute background:

Part 1
1- Darien is paladin of the knights of Ozem recently appointed the rank of Divine Hunter
2- He is outgoing, warmhearted, and friendly, although a bit of a romantic and silly
3- He was born as a child and found on the fringes of a town in good health, he was adopted and raised as a blacksmiths son.
4- His town was later attacked by a fledgling necromancers horde, his adoptive parent were killed, he watched helpless as a ghoul slaughtered his mother, then when the ghoul turned towards him and his sister he stood boldly to protect her but would have died, he hadn’t cared. He heard a trumpet and watched as knights rode in on horses wearing gleaming armor, lances and swords laying into the horde, but none spared the time to help him. Then an arrow pierced the ghoul in the chest, it fell over dead to show a man, bearing the same emblem the knights wore, but wielding a bow.
5- Believes that protecting the goodly folk is a far greater thing than any glory. Like the archer that saved him as a child, he would rather save a life than claim glory for routing an undead legion.
6- Left the Order castle after an argument about the importance of doing what is right and saving lives and the importance of glory.
7- Unlike his fellows, He shuns the gleaming metal plate armor that so restricts his movements, the full helm that limits his sight, he knows that the best way to turn the tide of a battle is not charging headlong into a glorious death, but raining death upon the foe.
8- Seeks to one day change what the Knights of Ozem have become, and better them, perhaps becoming the grandmaster eventually.
9- Seeks to finally Release Arzini from the lich of Geb torments.

Part 2
1- Prove to the order that glory is not as important as end effect
2- Release Arzini from Geb’s torment
3- Become grandmaster of the Knights of Ozem
4- Would be neat to have a trial of passage for him eventually within the knights
5- Perhaps he will one day confront the Lich of Geb, and cast him down once and for all?

Part 3
- Daniel is the son of an angel, however he knows not of this fact. Indeed, his mother an angel come to the world has been unable to contact him. Perhaps at some point she will finally gain that ability to?
- Daniel Is a member of the Knights of Ozem, however he keeps this quiet now and does not wear their emblem or colors openly.
- He secretly loves his little sister. (which is perfectly acceptable.) who he keeps in touch with often.

Part 4
- His step Sister Mia (my-ah) not long after being adopted into his father’s family His step sister Mia was born. While for many years they were siblings, after they grew older he began to have other feelings, believing her to still be his sister as he was never told of his finding, he holds disgust in himself when feels this affection
- His teacher and Mentor, Darien, the same man that saved his life, and took him as an apprentice. He taught Daniel most of what he knows, how to shoot, how to live, he had many views on life similar to his adoptive father, though many are more focused, and active. Darien’s and his adoptive father’s views on life have shaped much of who Daniel is today
- Within the knights of Ozem there is another trainee the same age as Daniel, She has always been a rival of his and often times attempts to one-up him, failing more often than not. She always acts Callous around the Divine Hunter, often known to mock him for using a bow, rather than meeting his foe blade to blade. Perhaps she secretly holds affections for him? Or, perhaps not.
- The Fledgling Necromancer was not killed that day, indeed, he had retained his lair many many years after the attack had been beat back, it wasn’t until the day Daniel became a divine Hunter that his Mentor took Daniel with him to finally slay the necromancer. The Necromancer had grown much in strength, far beyond Daniel’s skill, no matter how much Righteous anger surged in him for the wrongs the necromancer had committed. It eventually ended in his Mentor striking what was thought a mortal blow and the necromancer retreating away through the use of a strange spell. To this day, the necromancer now Lich has condemned them both, blaming them both for all of the sorrows and despair in his life, warranted or not.

Part 5
-Daniel’s first memories are of his adoptive father, of helping him in the smithy and learning what his father could teach. He remembers his father ranting countless times about greed, laziness, and how hard work and perseverance would eventually overcome any obstacle. That people needed to stop complaining of the world’s unfairness and asking for handouts, that they should take what they had and fight back against their “fate”, he never believed in fate. For a blind smith to make the masterful Items and weapons his father did, there was truth to that statement.
- He remembers staring into the endless void of the ghouls eyes as it stalked towards him and his sister, He recalls the horrid stench of its breath and the sight of his mother’s blood dripping down its claws and mouth. He also remembers the joy he felt when the beast had be felled.

-For a knight and paladin, he is rather Improper, while able to behave and show the mannerisms of a "true knight" and quite tactful in that area, he normally prefers to follow the mannerisms of his mentor. Practical, efficient, direct. the intricacies of nobility and its other subtleties wear quickly on the man.

any thoughts/suggestions/tips would be greatly appreciated.


More for my record...

*Joneth Revane: human kensai magus, melee focused, Cayden Cailean (friendly) and Asmodeus (hostile)
Avelloran: elf witch, god connection unknown
*Temorak: tiefling slayer, melee focused, Desna (friendly), Asmodeus (hostile)
*Ty Purgest: human war priest, follower of Arqueros, Pharasma (unfriendly)
*Alexis van Brant: tiefling lore warden fighter, Saranrae (friendly), also Iomedae (friendly)
*Thanephos: human archer bard, Norgorber (hostile)
*Daniel Proudmore: aasimar archer paladin, Iomedae (friendly)
Belltraps character: aasimar oracle, god connection unknown

* means background done enough for me to assess application.

I REALLY, REALLY wish I could take a party of eight or could run two games simultaneously. :(

Recruitment closes tomorrow evening (eastern North America). Then comes the hard part... :(


Daniel:
I listed you as an aasimar becau you mention that he's the son of an angel. Normally, a direct offspring of an angel would be a half-celestial--aasimars are what you usually get three or four or sixteen generations after the celestial blood enters the human gene pool. However, we can handwave that and say that his mother somehow managed to keep all but a fraction of her genetic influence from her baby. My main question is, if he's such a direct offspring, how can he not know that he's something more than just a human? Aasimars have very distinct physical markers--strange eyes, hair, other-worlldly glow--unless they take the Scion of Humanity alternate racial trait, which always suggests that the celestial parentage is even further back up the daily tree.

Also, you havent mentioned from where Daniel comes, but given the connection to the Knights of Ozem and mention of the "castle", I'm assuming somewhere near Vigil or Lastwall?

Silver Crusade

Nazard:

he is a muse-touched (Azata-blooded) Aasimar.

Sense it was a mythic game, I figured a direct descendant of an angelic being would have just as much place as any, that being said, I had considered taking the scion of humanity trait, and have it go like a "recessive gene" or latent thing, that becomes more and more obvious as his mythic tiers progress, enabling great RP potential as he slowly realizes that perhaps, their is such a thing as "fate" and realizes that he may be more than what he thought. As for now, it would be along the lines of vibrant green eyes, thick black hair, model of beauty face, along those lines, a vibrant "glow" to the skin, (much like a tanned person, with proper lighting)

I mentioned the "castle" in reference to what I assume would be the Knights "Practical" HQ. My knowledge of Golarion Geography is a bit limited so forgive me that part, I'd wager it was somewhere near those areas (if not those areas) where undead are known to be active. Or at least, somewhat active. Frontier type town.


Daniel:
Okay, so just a really good-looking human for now, as far as he knows. How long would you want to wait before more obvious signs appear? In the beginning at least, he would be viewed as a human by others.

Silver Crusade

Nazard:

Hm, I think I will leave that up to you, to swap roles, If I were GMing this type of thing, I would have the first tier do little, perhaps strength the effects of the lineage apparent already, then have the 2nd-3rd enhance them futher, 4-5 taking the glow from tanned skin in nigh perfect light, to zomg, he is glowing. His eyes from Vibrant to neon, his voice becoming more angelic, 6-7 ( here, I would usually assume level 11ish) have wings appear(giving them actual use/control if they took certain aasimar feats), etc. 9-10 wouldn't change too much from that point. but however you want to play it/works best for the game is fine by me. If you think it would be "epic" or "climatic" to have one mythic teir boost him to angelic-likendom do it. If it takes tier 8-10, do that, though I'd prefer him to at least begin suspecting something by tier 3.

Silver Crusade

also, Nazard, instead of having AC scale +2 when selected, why not add the option to take it twice each 4 levels? this way, it adds more options to classes like rogues, archers, healers, etc. That normally would only get 3 they "want" and 1 they "may have to use someday". just a thought-

btw, did you say how HP would be handled after level 1?


rorek55 wrote:

also, Nazard, instead of having AC scale +2 when selected, why not add the option to take it twice each 4 levels? this way, it adds more options to classes like rogues, archers, healers, etc. That normally would only get 3 they "want" and 1 they "may have to use someday". just a thought-

btw, did you say how HP would be handled after level 1?

I don't know. I like how the numbers we crunched in the beginning suggested that this change would allow armoured warriors the chance to actually put all that armour to good use, and not automatically be hit with most attacks. If the AC turns out to scale so quickly that nobody gets hit, I'll revisit.

HP is rolled, and if you don't like your roll, you can request a roll from me, which you then have to take. The method creates slightly above average hp but still gives variety, and a little bit of old-school feel that static hp takes away.

Silver Crusade

okies,

now then.. what mythic powers to take... omg.. I DON"T KNOW!

120ft dark vision? sounds good.

an extra mythic feat? sounds good!

Legendary Item? sounds good!

if only their was a mythic ability that gave you like, two additional ordinary feats XD.

honestly debating the most between legendary Item and Extra mythic feat... hm.


Okay, I had a thought that gives a bit more variety but should be balanced.

I didn't like the permanent boost to skills, but how about a temporary one? For every level you take a skill boost, you get a once a day +5 insight bonus to one skill check or ability check (any skill, could be different every time). In addition, you can decide whether or not to use the bonus AFTER YOU ROLL, and if you have more than 1 bonus, you can stack them.

Another option could be a +1 bonus to Initiative.


Nazard, just for the record he also has a friendly relationship with the priesthood of Cayden Cailean, since he's spent a lot of time studying their church, but Norgorber is definitely the most prominent relationship he has with a god other than Milani, who he worships.

Also, I didn't realize that his hit points are rolled, so here they are.
HP: 1d8 + 4 ⇒ (1) + 4 = 5
Yeah, I'll definitely take your roll for hit points.

Silver Crusade

1d10 + 1 ⇒ (9) + 1 = 10


Here we go! just about finished, just gotta decide if I want an archetype or not.

on that note, I am stoked for this, and hope I make the cut! and good luck to everyone else!

EDIT: I think I will take the warrior of the holy light archetype.


Ashnah's (Brown Fur Transmutator Arcanist) Background

Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Ashnah’s magic is supremely important to her, as she really wants to be the premier Transmutation master. Obviously, (whether specifically “cannon or not), Karzoug was potentially the last person to assume this title, and as a result, this impacts quite a lot on Ashnah’s studies.

2) Ashnah is a Half Elf, and lived an isolationist early life in the Mordant Spire. She has an innate dislike of many of her other elves, as her elvish tutors saw the human part of her as a weakness, or something limited her from achieving her full potential.

3) Unlike many arcane casters that pursue Transmutation for its rather “personal”, or “selfish”, benefits, Ashnah studies the school primarily to actually help others, and looks for a variety of different ways in order to succeed at this.

4) In personality and mind-set, Ashnah is a scientist first and foremost. Unfortunately, this means that she is slightly more vulnerable to ethical decisions, and prefers to put her trust in logic and fact.

5) Ashnah actually has very strong opinions on family. She doesn’t know who her father is or was, and since he is currently absent, Ashnah believes that families should always stick together, no matter the circumstance, and will argue this position quite strongly. She resents her father for not being there for her, and as such very much dislikes absent fathers.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Ashnah’s studies are primarily concerned with human advancement, that is, seeing if magic can be used to fully argument people in order to achieve their day to day lives easier. Ideally, she wants the common person to have access to their own magic which they can then use to fix their own problems, instead of poorer folk having to buy magical services. Obviously, it’s a controversial topic, but Ashnah doesn’t particularly care, she merely wants to help the best way she thinks she can, and being a headstrong individual, its going to be difficult to stop her opinions.

2) As a player, I really would love to play up the role of religion with this character. Currently, she has no real ties to any deity, nor any inclination to do so, despite her currently unknown true parent, but it’s something I could fully imagine her exploring down the track, once she is aware of the influence of Nethys, as Ashnah is the type of person that enjoys impressing others,

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) While Ashnah is perfectly happy to present the image of a magical scientist working to better races as a whole with magic, the truth is that she is far more selfish than she lets on. Daily, she struggles between her selfish and unselfish aspects, one the one hand trying to better others, while the other trying to better herself. She knows that she has the ability to unleash powerful magic, or rather the potential to unleash it, and constantly struggles daily to keep her more destructive urges in check. Warring between the creation of something beautiful and good, verses the thrill of cutting lose and destroying an irritation is a flaw in her character, and as such she often tends to “go overboard” in trying to help someone, attempting to pretend to herslef that darker side of her doesn’t exist.

2) Ashnah Lialda is actually the daughter of Nethys, but remains totally unaware of this, and no-one else saw fit to tell her due to the rather awkward position it puts a mortal in the game between various deities.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Ashnah actually has a twin sister, that’s currently unknown to her. The two siblings are meant to “balance” each other, each being the mirror of the other, but while Ashnah is currently unaware of her other sibling, her twin is aware of her sister’s existence, and is already attempting to track her down. Consider this twin Ashnah’s primary “enemy”, although being a godling of Nethys is sure to attack other friends and allies.

2) Ashnah actually met a personal mentor on the road, a priestess by the name of Iriana, who was a devotee of Korada, and helped teach Ashnah some of the more difficult transmutation spells she was struggling with. In addition, Ashnah discovered that Iriana was able to bestow a large amount of serenity upon her, to such a degree that she no longer had increased difficulty fighting between her two different aspects, and could relax and not stress about her losing her rigorous control over her own magic. Iriana and Ashnah eventually went their own separate ways on the road, although they promised to meet up at the Starstone Cathedral at the designated time.

3) I think it would be remiss not to mention the role of Ashnah’s more “immediate” family. Although the two have fallen out of contact, Ashnah’s mother Tessara has had a strong influence in Ashnah’s character, encouraging her to master her chosen field, and Ashnah is determined to do her proud, so her mother is quite the motivating tool for her. Despite this, there are some subjects the two of them will refuse to discuss, not the least of which is Ashnah’s father, which is quite the sore point between the two of them, and a key reason why Ashnah eventually left the Spire.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Ashnah is a bit of a fiddler, and often has to have something in her hand when she is thinking, or, if that fails, she often resorts to pacing aimlessly, as she thinks, often when trying to solve a problem. If all else fails, she twists a strand of her long dark hair around a finger constantly, often completely oblivious to her doing it, as she continues with her research.

2) Ashnah remembers what it is like to have her nastier side take over, such as when her irritation at a particular tutor boiled over into frustration, and she triggered her newly learnt Prestidigitation spell to change the taste of her tutors drink into something awful. Sure, it was only a minor prank, but Ashnah is well aware of her temptations to easily slip into casting more hostile magic, than beneficial ones.

3) Ashnah’s most defining memory is overhearing another elf calling her human aspects a ‘barrier” to her achieving her true potential. That should would almost be better off learning more of her elvish histories and traditions while using her transformative magic into hiding her human physical traits, to almost pretend as if that part of her didn’t exist. Though the conversation was years ago, Ashnah takes exceptional dislike to anyone that suggests that one race is superior to the other, or that she should hide part of her nature. She embraces both halves of her race, and took perverse delight in flinging her cup at the unfortunate elf with a well-judged Mage Hand shortly after the topic was raised.

I'll get her Crunch up later, currently tossing up between Mythic Spellcasting or Shapeshifting Mastery for the first Mythic path she would take. Would take the "Spells" enchantment.


Unless I am mistaken, hit points are rolled after level 1, not for level 1 as well, correct?

On the subject of eastern weapons, Joneth wields a katana. As a magus he can enchant his weapon via his arcane pool, so not finding or buying a magical one is not that big a problem. Still, were he to want a, say, masterwork or silversheen or mithral or adamantine katana at some point down the road, could he commission one to be forged using his own as a template?


Hostile to Asmodeus. Crunch is more or less done, just need to settle on a name and get the (not) 10 minute application done.


Shoot are the HP rolled for the first level? I thought it was max like normal.

If so 1d10 + 2 ⇒ (3) + 2 = 5

And horrible! IF you would be so kind as to do better for me.


Max for first level, rolled afterwards.


You mentioned in the top post of the thread that we'd be using standard wealth, but later on you mention we'll be using maximum starting wealth. Clarification, please?


I had changed my mind. Maximum starting wealth for your class.


F. Castor wrote:

Unless I am mistaken, hit points are rolled after level 1, not for level 1 as well, correct?

On the subject of eastern weapons, Joneth wields a katana. As a magus he can enchant his weapon via his arcane pool, so not finding or buying a magical one is not that big a problem. Still, were he to want a, say, masterwork or silversheen or mithral or adamantine katana at some point down the road, could he commission one to be forged using his own as a template?

That would be perfectly fine. You could also make use of masterwork transformation at some point as well.


Pathfinder Adventure Path Subscriber

Heh. The changing rules keep making me go back and edit the character's crunch and it is taking me some time. I got the background solid and the 10 minute character creation but I'm now leery with so much of the core shifting with uncertainty. If I don't have anything submitted by deadline that would be why!


The hardest part is figuring out my mythic path ability.


Yossarin wrote:
Heh. The changing rules keep making me go back and edit the character's crunch and it is taking me some time. I got the background solid and the 10 minute character creation but I'm now leery with so much of the core shifting with uncertainty. If I don't have anything submitted by deadline that would be why!

Just submit the 10-minute thing. The initial bits are all RP, anyway.

4 hours until deadline!


Not so 10 Minute Background:

Step 1:
1. He believes secret societies rule the world and is vocal about it. He joins every one that invites him, but so far none have.
2. He is a gossip hound. Any bit of information he can get his hands on he does. Learning secrets is what keeps him going.
3. He grew up in a traveling circus and was raised by the fortune teller and man launched from a ballista, both gnomes.
4. He was fascinated by the illusions cast during the show and learned everything he could about them.
5. He hates physical labor with a passion. He'll use magic to do the simplest things.

Step 2:
1. He wants to join the secret society protecting fey magics.
2. I would like to see him avenge his birth parents.

Step 3:
1. He knows a secret society protecting powerful fey magics exists. He doesn't know their name only the handshake they use.
2. His parents were members this secret society. They were discovered by another secret society bent on finding this magic and using it to rule. On the night of his birth they came for his parents and they were chased through Absalom. As they passed through the circus encampment his parents hid him in the fortune tellers wagon and continued on and were cornered in Starstone Plaza and killed/captured. His adoptive parents never told him he was left with them, thus the greatest secret about him, he doesn't know.

Step 4:
1. Abronite and Poshlini Goldbottom are Malthor's parents (adoptive).
2. Halqualmie and Besh Clockson are his birth parents.
3. William Poe was the human in charge of the cell that came after his parents.
4. Martin Waynewright brought Malthor into the worship of Sivanah.

Step 5:
1. Malthor loved the traveling of the circus and considers it home. However, he seems to feel the most at home in Absalom for reasons unknown to him. Whenever he feels gloomy he heads to the Starstone Plaza for reasons unknown to him. He feels Sivanah guides him here for some secret reason.
2. Malthor hates traveling on water. Every time the circus has come to or left Absalom he's spent the entire time seasick.
3. Malthor remember the first "Secret Society" he found, "The Band of the Rope" in the circus. He was mightily disappointed when he found out is was just what those setting up the tents called themselves, but started his obsession with secret societies.

His alias is here Malthor Goldbottom and is a work in progress.

He is in the plaza today as Sivanah drew him here to learn a secret.


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They really do need to come up with a different name for the "10-Minute Background" thing. It's quite the misnomer.


Sure, but the 10-Hour Background, though somewhat more accurate, probably does not sound quite so... enticing. :-P

Silver Crusade

5 step backgrounds?


The "Weed out the applicants who probably aren't interested in putting a serious effort into the game while simultaneously giving the GM valuable information to incorporate the PCs into the campaign world and help the players develop complex and detailed character personalities" Background?


I really hope that the folks who don't get chosen keep these characters around and try to get them into other campaigns. There isn't a single applicant I can turn away because the writing isn't good, ideas aren't interesting, or character is poorly designed.

It's literally going to come down to which characters give me the most inspiration for how to fit them in to the storyline, or which characters have already been designed with a near-prescient ability to fit into existing elements.


Got my Crunch largely finished

Crunch:

Ashnah Lialda
Half-elf (spireborn) arcanist (brown-fur transmuter) 1/Archmage 1 (Pathfinder RPG Advanced Class Guide 8, 77)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d6+4)
Fort +1, Ref +0, Will +2; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/5), arcanist exploit (potent magic), consume spells, mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—comprehend languages, detect secret doors, erase, read magic
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 15), magic missile
0 (at will)—detect magic, light, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 19, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Spell Focus[M]
Traits reactionary, transmuter of korada
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +2; Racial Modifiers +2 Perception
Languages Azlanti, Celestial, Common, Elven, Osiriani, Ancient, Thassilonian
SQ arcane training, elf blood, mordant envoy
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mordant Envoy Spireborn add +1 to the caster level of any transmutation spells they cast. Spireborn with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, read magic. The caster
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Shapeshifting Mastery (Ex) Use CL instead of BAB for natural attacks while polymorphed.
Spell Focus [Mythic, Transmutation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Transmuter of Korada (Bull's Strength, 1/day) Double duration of chosen spell (doesn't stack with Extend Spell).
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


I do not like the avatar images though. For the We Be Goblins the image fits my little Barbarian perfectly. Finding one for Alexis is not proving so easy.

It could be called the spend hours and wait to get picked. Or the GM ammunition. I like that once since it is short.


Nazard wrote:
The "Weed out the applicants who probably aren't interested in putting a serious effort into the game while simultaneously giving the GM valuable information to incorporate the PCs into the campaign world and help the players develop complex and detailed character personalities" Background?

Work that into a background that spells something, and I think you're golden.


Well I will not be able to check for many hours so I wish everybody the best of luck, including myself.


Ty is done and available for criticism! I also wanted to mention that I GM a pbp campaign (not on Paizo), and that I understand the inconveniences of infrequent posting. I'm committed to posting/checking-in multiple times a day. That may drop a bit on weekdays and holidays as I have two small kids, but I'll still be around unless I mention otherwise.

Good luck to everyone!


Andostre wrote:
Nazard wrote:
The "Weed out the applicants who probably aren't interested in putting a serious effort into the game while simultaneously giving the GM valuable information to incorporate the PCs into the campaign world and help the players develop complex and detailed character personalities" Background?
Work that into a background that spells something, and I think you're golden.

That should have read an "acronym" that spells something. JOKE RUINED.


25 minutes until recruitment closing time. I hope to not keep people in suspense for too much longer after that. I've been making a chart of all the applicants and how they could fit the campaign and what kind of party they could make up.

These cuts are going to be brutal. I so wish I could take everybody, but PBP games with that many PCs just don't work, unfortunately.


10 Minute Background:
Background and Concept

1) Despite being a divine spellcaster, Athar bears no holy (or unholy) symbol of any god and belongs to no faith, offering no prayers. He is deeply skeptical of religions - especially the religion of Asmodeus - and even if a religion is known for good, such as the faith of Sarenrae, he is willing to speak out if he disagrees with their practices.

2) Athar is a wanderer, constantly on the move, for fear his past might catch up to him, though he always returns to Absalom to check on Raben and Reika.

3) Athar doesn’t know who (or what) blessed or cursed him to be an oracle or why, but he is more interested in using his gifts to make the world a better place than in investigating whatever the original intent may have been.

4) While Athar very much wants to escape his past, unfortunately, his beauty frequently draws notice and makes him memorable. He has thick ebony hair that falls in curls about his shoulders, snow-white skin, and lips as red as blood.

Goals

1) While he is deeply skeptical of religions, Athar nevertheless continues to search for some meaning in life, some place to belong. A part of him hopes to find a faith, a nation, a philosophy, or an organization that speaks to him, but after his experiences with the faith of Asmodeus in Cheliax, he is unwilling to compromise his personal morals any longer just to fit in.

2) I would like Athar’s past to catch up to him eventually, either in the form of his family finding him or his fiancee.

Secrets

1) Athar is on the run from his family, a distant branch of House Thrune, and, as such, never stays in one place long if he can avoid it. His birth name is actually Armand Thrune, but he discarded that name to make himself more difficult to track. He has yet to confide in anyone the truth of his identity and his past. Armand was the golden boy of his family for his natural divine talents, and even his oracle’s curse, speaking in Infernal tongues, was seen as a blessing from Asmodeus. Though he always felt ill at ease with the beliefs and teachings of those around him, he never spoke up, never acted on his own conscience because he was never asked to hurt anyone, never asked to see another hurt - until, the evening before his wedding, he was expected to take the leading part in the ritual murder of a child. Instead, he freed the child, and taken the child with him, he fled.

2) Athar talks in his sleep… in Infernal. At least twice his words have been prophetic. The only ones aware that Athar talks in his sleep are Beatrice and Aria - Athar doesn’t even know himself, as neither has ever told him. Aria doesn’t understand Infernal, and so may not yet realize that what his words may portend for the future...

NPCs

1) The day Athar - then Armand Thrune - fled from Cheliax, he left his childhood sweetheart and distant cousin, Beatrice, at the altar. They had been engaged since childhood. He would have asked her to run away with him, but she had always been one of the most fervent adherents of Asmodeus he’d known. Despite this, he loved her, and he may love her still.

2) Raben is the child that Armand rescued the night he fled from House Thrune and Cheliax, the night he became Athar. As the child has grown older, it’s grown more and more challenging for Armand and Reika to explain to Raben where he came from.

3) Reika is a retired, aging paladin who agreed to take in Raben as her ward. Athar found her by searching for the strongest aura of good he could find. She is strict and sometimes clashes with Athar, but she recognizes that they both genuinely want what is best for the child, and for the child’s sake, Reika and Athar have been willing to compromise so far. She lives in Absalom.

4) Aria is a Rahadoumi oracle. Cast out in exile from her hometown for the crime of an innate talent for divine magic, together with Athar she narrowly escaped the Pure Legion and together they shared a night of passion.

5) Kalim is a Rahadoumi investigator for the Pure Legion. Investigation, pursuit, and capture of Aria and Athar were his first assignment with the Pure Legion, but he was unsuccessful in capturing them before they crossed beyond Rahadoum’s borders.

Memories, Mannerisms, or Quirks

1) While trained in the use of maces, Athar associates them with the faith of Asmodeus. He won’t refuse to use a mace if it’s the only weapon available or if it’s the difference between life and death, but given a choice between a mace and any other weapon he’s proficient in, Athar will always choose the latter.

2) Athar still remembers the crushed hope he felt when he journeyed to Rahadoum. Here, he heard, was a land that had cast off the chains of faith, where mortal men determined their own path. Seeking it out, he had thought he might have finally found a place to belong, but was proven wrong all too soon when he witnessed a young woman bearing the burden of an oracle’s curse, just as he did, exiled from her hometown for no greater crime than a talent she was born with. Moved by sympathy, Athar helped her stay one step ahead of the Pure Legion.

3) In another lifetime the man known as Armand Thrune had a soft spot for Chelish Opera, though he preferred older tragedies and even comedies to the more recent, militaristic Chelish Operas. He once even talked Beatrice into going to a forbidden Andoran Opera with him. Though she was left sputtering with outrage, the man named Athar has never laughed as hard as Armand Thrune did that night.

Like several other applicants, I am one short in one of the sections, but hopefully what I've written for the rest is compelling enough that I won't be cut outright. I'd have waited longer to see if I couldn't fully complete it, but I'd rather get it in under the deadline.

Non-mythic crunch, though I'll post the mythic crunch shortly.


Mythic crunch


I'm literally shaking in socks.


Good look everyone!

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