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GM, thanks for hosting this game but please consider Grunyar out of the picture. I'm having difficulties to hammer a good idea in my had so I'll bow out instead. Thanks again.


Mildly amusing tidbit: Shahir's background was my 100th post.

On to the actual reason for this post: Would the Dimensional Agility feat chain auto-advance like a style or would I be taking it for a while? Like I said, I'm fine with either, but one gives me another feat to agonize over the placement of.


So after a couple of days trying to make my vigidan gel, I am scrapping that build and going with a dirty fighter/maneuver master monk who specializes in dirty tricks. He is going to be the master of Harlem globetrotters style combat.


@Josh.Ingle: That's already answered earlier in the thread:

oyzar wrote:

So, I'm thinking to take the whimsy sub-domain. I can't help but compare Unexpected Whimsy with Visions of Madness from the Madness domain though. Only one use per day instead of level per rounds is already a downer, but why is the wis bonus to DC halved?

...

I'm wondering if the following feats upgrade, you did say to ask. If they do upgrade, do they upgrade fully or partially like Martial Training?:

  • Angel Blood -> Angel Wings
  • Ki Throw -> Enhanced Ki Throw -> Improved Ki Throw (With Improved Bull Rush) -> Spinning Throw (With Improved Bull Rush)
  • Dimensional Agility -> Dimensional Assault -> Dimensional Dervish
  • Extra Performance -> Master
...
GM Rednal wrote:

@Oyzar: Take the Sphere Cleric archetype and check from there to see if it's workable. For the feat trees... Yes, Yes (but pay another feat at Improved Ki Throw), No, No. (As automatic increases. XD You can still get them normally, and you have more feats than usual anyway, so...)

(As a general rule of thumb, my intent is for Automatic Feat Progression to only grant you 1 or 2 bonus feats. If the feat tree is longer, you'll need to pay more, usually split up evenly along the way.)

As a side note, it it advanced at double rate I would have started it, but at the normal rate I can't really justify it compared to other options.

I'm still wondering about the whimsy question (though not like it matters much at this point, I'll pick it regardless).

@Rodok, the Body: Seems like we've ended up going for quite a bit of overlap (focus on two of the same spheres and both as unarmed combatants)...

@Rednal: Are there any major cities nearby? Some more information on them if they exist would be nice. You mentioned Bard’s Gate previously. I don't have the lore books sadly.


There are no large cities particularly close by. Not without some real traveling to get elsewhere in the province. The only real settlement is Zelkor's Ferry, and it's got maybe six or seven buildings. Bard's Gate is quite a ways away, but a major city in the Lost Lands setting (kind of its version of Absalom - centrally located and quite powerful).


Aleziella Libuyaza wrote:
@Rodok, the Body: Seems like we've ended up going for quite a bit of overlap (focus on two of the same spheres and both as unarmed combatants)...

Uh oh. You guys aren't the only ones. Mine will be unarmed as well.

Hey DM. Instead of gestalt, what about single class but accepting 4-5 people? As powerful as gestalt is and the extra stuff you are giving us, there is only so much one can accomplish in a round. And considering the attrition rate of pbp, a loss of a third of the party can really hurt.


Would the Aasimar racial Feats advance with Automatic Progression?

Angelic Blood -> Angelic Flesh -> Angel Wings -> Metallic Wings

Trying to find General Feats I want that aren't just Extra Investigator Talent, Skill Focus, and similar.


Zayne Iwatani wrote:
@Rodok, the Body: Seems like we've ended up going for quite a bit of overlap (focus on two of the same spheres and both as unarmed combatants)...

Hrm yeah, we seem to have taken it in wildly different directions though, so that's nice. You've got a lot of different spheres and options, whereas Rodok is basically using his to heal heal heal.

I love the two different approaches to defense though. Your tactic appears to be don't get hit, while Rodok's is "easier to take a punch than bother dodging."

Still, maybe I'll take a look at some monk weapons and one will speak to me :)
Guess we'll see what happens. Good Luck!


@Zayne: Games with four or more players tend to go too slowly for my tastes, which is why I like to have a small number of players using gestalt.

@Sundakan: With a second feat at Angel Wings, yes.


OK, I guess there's no reason not to grab a monk weapon, as my class specifically calls out proficiency, my story has me coming across an ocean (so eastern theme sort of works), and w/o monk scaling damage, the base dice on my unarmed strike is not exactly wonderful.


Pathfinder Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't know how having a sphere caster on both sides of the gestalt would work together but I absolutely love the idea I came up with so here it is.

Ishoti Moonmaw, CG Male Human Armorist (Symbiotic Knight)//Thaumaturge (Pactmage) 10.

Ishoti was born in a small backwater fishing village that many travelers found creepy and off putting, many avoiding it as best they can. Unknown to outsiders the village worships a mysterious and dark entity who lives deep under the ocean, known as the Shadow in the Deep, through dark and occult rituals. After the town was ransacked by pirates, Ishoti suffered a ghastly scar across his chest and was impressed into service on the pirate ship, The Devil's Horror. After years of abuse and mistreatment his dreams wandered deep into the earth under the sea to a forgotten temple complex where he is confronted by the avatar of the Shadow in the Deep. In this dream he struck a pact, in exchange for protection and power to be free of his oppressors Ishoti would find the real world temple complex and free him (but he doesn't realize that that is part of the deal). Using his new powers Ishoti escaped the pirates and began traveling across the surface world until he went exploring into Rappan Athuk and the beginning of the campaign.


Ah, and two more things everyone should know:

1) There's a lot of evil stuff in the Under Realms, but not all of it is actively trying to kill you. Indeed, some just want to sell stuff to you (or, in some cases, buy from you), and while most beings in this region are happy to kill you for their own reasons, they're usually not going to go out of their way to do it WITHOUT a reason. Many of the beings you'll meet can be negotiated with.

2) This is not like an Adventure Path where you will pretty much always have a series of CR-appropriate encounters. Some things you find will be way below your level. Some will be fatally above it. You are not expected to try and kill everything in your path, and I do not recommend trying that. XD It will not end well. I will not be softening dangerous areas if the PCs do something really dumb - but I won't be arbitrarily making low-CR encounters harder, either, so it basically balances out.


Ok. Murderhobos need not apply, got it. I'm looking forward to the change of pace from PFS. Even just reading along would be nice. Statblocks that don't specify that the whatever it is fights to the death for no reason.


Hopefully I'll be able to finish the background and other fluff over the weekend.

Non-combat encounters against evil NPCs means I'll hopeflly get opportunities to use suggestion from mind sphere without any good party members balking at it, which could be fun.


Looking through the feats in PoW, I assume taking Martial Training 1 nets me 2 and 3 for free later but I have to take another feat for 4, 5, and 6?

Also, is deadly agility allowed? Pretty amazing seeing as it doesn't appear to have a drawback like the other dex to damage attacks.

And if power attack if free, is Piranha strike free as well?


Borus Evanklin, the Atheistic Oracle.:

Borus was born as a child of two worlds. The son of hated enemies become lovers and then torn apart by war between their peoples, he is a noble bastard born into orphanhood and raised by an entire tribe. Having more family to love and hate, abuse and care for him, than he could handle, he fled his mother’s cave-dwelling mountain orc tribe to try to live among his human ancestors, finding their ways bizarre yet comforting.

Borus studied with the human soldiers, but always found his tribe’s weapons more appropriate, and so he adapted these to the soldiers’ methods, or, more appropriately, adapted the methods to his preferred weaponry.

Borus became a sell-sword, but one of singular discretion: he would only hire out to causes he found worthy and honorable. This led to near starvation, and Borus became frustrated with the status-quo. All around him, he saw the suffering of the good and poor and the profit of the rich and (more often than not) evil. Frustration led to anger, which Borus tried to channel into religious fervor. This attempt ended badly, and Borus bitterly and utterly disavowed the gods.

The very night Borus declared the failure of the gods and swore on his own life to never surrender his own free will to theirs, he dreamt of the Maelstrom-- in its entirety. The dreaming unconscious of his mind surrendered to the overwhelming chaos, and something new within him was born. When he woke, he had no memory of the dream.

Months later he began to develop magical talents. His thesis is that by sublimating his will to the gods he was suppressing his own natural magical talents and now that he had free it, he was finally free to pursue the talents given by his ancestry and upbringing.

Borus does not rely on formulas or gestures to affect the minds and bodies of his enemies and allies, rather he visualizes the energy flowing between them and the effect he wishes, using his freed will to create these effects. When he uses his magics, his eyes glow and he is wracked with the effort it takes to exercise such will. The extreme willpower needed occasionally makes him sick, bleeding from his eyes momentarily, but most of the time now he has enough practice to avoid this unfortunate side-effect. Additionally, he can call on his ancestors for blessings. From the mountain orcs, he has gained the ability to conjured an acidic fungus bolt and the ability to move easier and see better in the deepest depths. From his human ancestors, he gains a soothing touch and a greater ability to defend one another against the depredations of antagonists. From both, he gains a blessing upon his destiny and the ability to bestow such blessings upon his allies. He has learned how to tap his inner life force and connect it to his ancestors, channeling it forth as healing energies without the need to beg from any god such blessings.

Borus now travels with a group of adventurers whose work he admires, continuing to practice his craft and armsmanship, becoming ever more adept at both while deepening his resolve to live a deity-free existence.

Borus is a decent-sized half orc at 6’2”, with olive-green skin, brown eyes and hair, and a pronounced underbite marked with sharpened and elongated canines. He tends to wear utilitarian, loose fitting clothes of deep russet and golden-hued greens. Rarely seen without his specially-commissioned magic orcish skull ram, he has a jovial, care-free disposition, razor-sharp wit, and generous spirit. He strives to find a way to unite his two peoples, the orcs and the humans, and to free the faithful from their bind of servitude to the gods. Anytime he can make peace between struggling factions, he feels he has accomplished good, more so if he can find common ground between those divided for religious reasons.

Borus has been selected as Yidhra’s oracle for reasons only she can fathom. This is, of course, a ridiculous notion. Borus would deny any such relationship between his powers and the goddess’ portfolio, insist that his magic comes not from any deity, but rather his ancestry and the fact he has freed himself from any such celestial shackles. Yidra would laugh and agree. Fueled by the Maelstrom Dream, Borus's mind conjures and projects images onto others' minds, causing them to become confused, controlled, distorted, enthralled, unable to act, etc., or offering them inspiration to greatness. He can borrow energy from the Maelstrom to enhance himself or his friends’ bodies and alter the flow of time. He does this through a process of visualization, allowing his active imagination to contact that part of his subconscious that lies unseen and eternally connected to the ever-shifting chaos of the Maelstrom. Such powers were not made for mortal frames, and if were not for Yidhra’s hidden purpose and protection, they would surely tear him apart. As it is, the process of utilizing this magic is quite painful for Borus as his consciousness struggles not to recognize the facts known by his subconscious mind. When he fails in this struggle, he bleeds from the eyes and becomes sickened temporarily.

While Borus had lost both his parents by the time he was born, he nonetheless has had several influential figures in his life. The mountain orc chieftain Heracul was the first of these. Heracul was Borus’s mother’s cuckolded husband, and after killing her in a fit of rage at Borus’ mixed heritage, demanded that Borus be raised by the tribe in his mother’s memory. Heracul was cruel and distant, encouraging the torment of the boy, while savagely beating or killing anyone who dared actually harm him.

Secondly, the militia commander Gale Hemswolf taught Borus much of what began his career as a mercenary, short-lived as it was, and the adventuring career that followed it, in terms of martial prowess. Gale was kind, but formal and strictly disciplined. He taught Borus the ways and means of civilization. Gale and Borus parted on good terms with the understanding that Borus was gifted, but not military material.

Honorable mention goes to Almadae Cornasta, priestess to Zadastha, whose initial affections for Borus have turned to red-hot hatred flamed by sexual tension after many heated theological arguments over a glass of wine or two. Since Borus left her at Bard’s Gate without a word to go to the Dungeon of Graves with those creeps he hangs out with, she shouldn’t be relevant, right?


Zayne Iwatani wrote:

Looking through the feats in PoW, I assume taking Martial Training 1 nets me 2 and 3 for free later but I have to take another feat for 4, 5, and 6?

Also, is deadly agility allowed? Pretty amazing seeing as it doesn't appear to have a drawback like the other dex to damage attacks.

And if power attack if free, is Piranha strike free as well?

GM Rednal wrote:

The Martial Training line is a pretty powerful one, all things considered, so I'd let it advance at half-rate. (You pick up Martial Training 1 with a Feat, and two levels later you get Martial Training 2 as a bonus. At least two levels later, you can pay a feat for 3, then get 4 as a bonus, etc.)

The best Sphere for buffing is undoubtedly Enhancement, which JUST got a boost via the Enhancer's Handbook. XD Like, literally just a few fays ago. For pure power, Destruction is the way to go (there's an excellent combo involving a pair of feats and the Energy Blade skill, that basically lets you add your Destructive Blast's damage as a freebie once a round, albeit at the cost of your Swift Action - whiiiiich might compete with some Path of War stuff, so keep an eye on that).

This was answered already.


Ah, forgot.


I am finally dotting this thread. DOT! I’ve submitted a PC in your other gestalt recruitment thread and held off on this one as I couldn’t come up with a PC concept I was happy with. I kept focusing on the underground aspect and was going a little overboard concentrating on that idea. It was a rather unsatisfactory experience.

Then I changed my approach and realized the real question was what PC would I want to play in Rappan Athuk. A PC that would survive the dungeon of graves (at least until 10th level) and more importantly how the dungeon would change him.

With that in mind I will be submitting Krag a dwarf ranger (trapper/deepwalker)/Inquisitor (sphere inquisitor). He will be able to scout, switch hit, face (thanks to the conversion inquisition) and buff (protection & fate) with some healing (life). I'm not sure if you allow stacking archetypes if not I'll get rid of the deep walker (90% sure that's the one I would drop). Here is his ten minute background and build progression plan. I will have a more details by Monday. I haven't picked 2 of his favored enemies yet and still have a couple of feats to finalize.

10 min background:

The five pillars
•Despite enjoying ongoing though limited success in his current assignment Krag was originally sent to the area in disgrace for failure on a critical assignment. His superiors hoped the lethal nature of the area would take care of the shamed dwarf. In addition to his banishment Krag’s surname was changed from Stonekin to Stoneslag.

•Krag’s real name is Khain Stoneslag but every ranger needs a catchy nick name (ie. Strider). Plus he doesn’t have to bear the shame of the slag moniker.

•Krag came to Zelkor’s Ferry over a dozen years ago as an inquisitor in the service of the Dwurfater hoping to rid the place of Orcus’s taint. Over the intervening years he has lost many a companion venturing into the dungeon. He has become very pragmatic about his mission and realizes that it might take some time.

•The loss of so many companions over the years has resulted in Krag having a hard time remembering people’s names, not wanting to know people’s names until they’ve been around for a while, as well as being very distant.

•Krag is extremely paranoid and has a hard time trusting others. He cautious and prudent which has saved his life over and over again.

The Goals

•Short Term: find more tobacco for his pipe
•Long Term: He would like to find a way out of this mess.

Two Secrets
•Known: Only Krag knows exactly how many of his adventuring companions didn’t make it out of the dungeon of graves (18).

•Unknown: One of his past companions (#13) who Krag thought was dead is really alive and might be wandering the deep caverns below.

Three People
• Beoric the Whale (male, human) Captain of the keel boat named Brawler that trades between Zelkor’s Ferry and points up river. he ventured into the dungeon with Krag and actually survived retiring to brave the dangers of the river in his keel boat. Beoric and Krag both enjoy a good ale, a loud joke, and a nice smoke. When they both are in Zelkor’s Ferry there is a good change they will be swapping tales and sharing a drink on the Brawler or at the Bristleback Inn.

•Ysbell: a serving wench (human, female) at the Bristleback, Inn. Krag enjoys a flirtatious and long standing friendship with Ysbell. She is one of the few people he really cares about.

•Former Adventuring companion(I’’ll leave the name and details up to you or work with you on this if selected) (Hostile): Someone Krag left behind as dead might be wandering the caverns below.

Three Memories
What a way to celebrate me 100th birthday, Krag thinks as he sits in the Bristleback Inn in Zelkor’s Ferry. He pours another drink from the flagon in front of him, it was his favorite mead and he sat alone, as usual. He looked down into the mug and caught his reflection, I don’t think I be lookin 100 years old. Although if I be honest there were a few grey hairs in me ebony beard and a few more wrinkles around me eyes. As Krag continues to peer down at his reflection, he laughs, and thinks, it was indeed a face only me mother could love.

He takes stock of the image; a square head with an overly large nose that had been broken one too many times, surrounded by a dark mane of hair and braided beard with eyes dark and smoldering like coals. Me looks don’t win me many friends but me stellar personality has not endeared me to many either, he thinks as he lifts the mug to his lips dispelling the image.

He was sitting alone in a dim corner of the tavern, keeping an eye on the comings and goings, enjoying his drink. As he sat there in his cups a large stranger approaches and asks, ”you be the one called Krag.”

Krag nods his head in the affirmative and the large warrior gestures at his three companions sitting across the room and continues, we be looking for a guide to take us to the mausoleum. Heard you might be up for the task.”

Grimly Krag replies, ”equal share of the loot and 10 gold upfront to cover me expenses. One more thing make sure you be bringing a shovel.”

Seems like a nice enough lad, hope he ain’t being number six, he thought as he brings the cup up to his lips.

”I told ye not to be going down into the well,” Krag angrily rebukes the still form in the cleric’s arms. Is she number ten or eleven, he wonders, trying to remember the number of adventures he has accompanied to their final rest.

After a moment’s thought he concludes, [i]ten, she’s definitely number ten.[/b]

”We best be burying the lass. There is a nice spot next to Aelrik Ravenmane that I’ve had me eye on,” he says to the others.

•Krag looks down at his handy work and mutters, ”that be fourteen, fifteen, and sixteen.“ He says a quick prayer to the Dwurfater as he reads the three headstones he has made;

This is the final resting place of Elten.
Who lost his life to a purple worm.
Eaten but not forgotten,

Here lies Ryk
Who was always a few links shy of a chain,

Larik's last words:
"Let's split up, we'll cover more ground"

As he finishes reading the tombstones Krag turns his head to the side and spits. He grumbles to himself while he rubs his sore back, might be best if I be having them dig their own graves before they be entering this accursed place.”

Character Progression Plan:

Current: Ranger (Deep Walker/Trapper)/ Inquisitor Gestalt 10
Stats: S 14 D 18 C 16 I 10 W 16 Ch 8 (including level ups but not ABP, this may change)

Traits: Glory of old, Tunnel fighter, Fate’s Favored Disadvantage: Paranoid

Roles: Scout (stealth, traps & trap disarmer), switch hitter, face (social skills use wisdom), Knowledge skills and buffer/healer.

Krag will progress as a switch-hitting combatant and buffer, focusing on combat with the crossbow and some dwarven weapon (maybe dwarven long hammer). He will continue to take ranged combat feats at every other level. While using general feats to improve his Darkvision, class abilities and saves.

In sphere casting I will continue to develop the fate, life, and protection spheres, with a smattering of others focusing on control/movement/buffing. (have not plotted these out yet)

How I will play Krag: Krag is paranoid and cautious these traits influence his combat style. He will try to keep enemies at range although with his short legs he often finds himself in the frontlines. He will begin combat by using monster lore and activating Judgements/bane. If there is time he will buff/debuff with spells. After losing so many comrades in the dungeons Krag isn’t afraid to run away, negotiate, or hide. If the need to run arises (or when camping or if given time before an encounter) he will try to use his ranger traps to slow opponents down.

Out of combat he will be the knowledge and social skill (conversion inquisition allows wis on diplomacy, intimidate, and bluff) monkey. He will have some healing to help on that front too. While Krag is dour he is also wise and realizes the predicament he is in and will be willing and able to negotiate.


As a general reminder, note that 10 Minute Backgrounds are meant to be the start of your background, not the end of it. The idea is to help you start getting ideas and figure out your character, not serve as a substitute for a full background.

...Just wanted to be absolutely clear on that bit. XD


Thanks, working on it!


Joshua Redtail:
You would think with all the monsters in the world there would be room for a few that just didn't feel like being monsters. You would be wrong of course. The world is a cruel place. It is a place where a family can leave their cursed red skinned child out in the wild. It is a place where that child could be expected to leave off and die alone, cold and starving. It is a place where this is well and good.

Thankfully it is also a place where little s~+#s like me can get lucky. The world might be cruel but sometimes that's just in it's sense of humor. It's not hard to guess from my appearance that I was that child. I mean, who could blame my family really? Red skin, horns and a tail? I'd leave me out in the woods to starve to death too. Or get eaten by wolves. But as I'm here talking to you we can both me certain that neither happened, yeah?

How did I survive? Well, it involves a pack of wolves, an insane elf, a god... and a few more ales too loosen my lips.

The Crimson Hunter:
I was found by a pack of wolves. No, really! No they didn't raise me! What are you daft? The elf that ran with them did. He was a strange sort. Always looking out as if expecting trouble. To be fair, as old as he was I guess it's just natural. He wasn't an ordinary elf either I think. He had yellow eyes for one. Looked far too much like the wolves for my taste.

Guar was his name. He was a... wanderer of sorts. Never stayed in one place for long. Took me nearly fifteen years to puzzle out why. Crazy bastard was careful. Not careful enough but... that's another story. He found me there, crying like the babe I was, and something in his cold, crazy heart took pity on me. Or, more likely, the wolves made him do it. They were smart. And despite what I said they did help a bit with raising me.

My younger years were interesting. Half the time I was on one of the wolves backs and the other half I was in the arms of a man who never really stopped moving. I got used to it. Picked it up myself. Hard to sit still even after so many years. When I got old enough to walk I had to learn to run. When I was old enough to keep up, I had to build the muscle to do it every day.

And when I could catch my own food? Well... you get the idea.

It was a harsh life but it was a life. And it was the only one I knew so I didn't even think to complain. I learned to speak with Gaur... slowly. He spoke a lot of languages but rarely stuck to one in a conversation.

Then came the day that I was to be an adult. Not by societies standards. By Gaur's. I could take care of myself. I could hunt, speak, and even fight if need be. So he left. But not before giving me a... gift. A ritual you see. One that had to be done on the night of the full moon.

Ah! I see the look in your eyes. You've probably guessed what he did. Or something close. No, he wasn't a werewolf. Not completely. What he was... was different. He used his magic on me... he... twisted me into a form that seemed fitting. And then he left me there... just like my folks did. Only he didn't expect me to die. He expected me to live on.

So I did.

Not for him of course. For me. I went to a settlement, scared a few people with my visage, and ended up learning what it meant to be a 'damned' tiefling in this world. From there it was all roses and butterflies. A happy ending if there ever was one. I learned to control the magic he instilled in me, to keep it tethered. I learned to control my own nature as well. My inherent... Destructive capabilities. The trick is not to wield it myself. I imbue it in this here wand and let it do the magic for me.

Then, when I was strong enough, I tracked Guar down and killed him. He was the first of many. Bastards the lot of them. But none of them boring! That's what I enjoy. A challenge! A hunt!

Oh don't give me that look. They were all monsters like Guar. Cultists, murderers, and sometimes literal monsters the likes of which you could hardly imagine. But those are all tales for another time...

Unless you intend to refill my glass?

Character:
The character will be a Lawful Neutral Hunter... of sorts. He's a mercenary sort but not a bad guy. He won't try and rob or steal, he has his code that he sticks too, and to those who have earned his friendship he is loyal to the end.

He might even go out of his way to help someone but then he might also try and get a little reward for it after the fact. He enjoys challenges though. The more dangerous the challenge the better. And if it means putting bastards and monsters in the ground... well then that's just a bonus he is more then happy to live with.\

I see him as a fast talking sort with a lot of skills and maybe only a little focus. He knows he's dangerous but he also knows that he's not exactly solid. He can patient as a hunter. And even crafty. When not on the job he's liable to joke with friends, reminisce or try and earn a few free drinks with his stories.

Mechanics:
He'll be 10 levels of Gunslinger (Wandslinger) from the spheres of power and 10 levels of Bard (archaelogist) using the spheres of power magic. He was cursed with lycanthropy (of a kind. I'm not a fan of wild magic, so instead I'm not taking any benefit from the tradition, and simply taking just the restriction that alteration magic work for him.) Unlike his mentor his original form was very Owl like. Now a days he's pushed his magic a bit ahead for more versatility, though he still tends to fall back on his wings in a fight.

The Wandslinger aspect will never rock the boat as far as damage goes but it's consistency (touch attacks) will mean he's never dealing with those sad misses either. Or rarely, at least. Still haven't decided all of his Spheres yet though.

Given the nature of the campaign, do you still want things like allies and enemies written up?


As it does, while I was developing the mechanics of Joshua his story did evolve a bit in my mind. Nothing that strays from the above but it certainly gives a little more depth. (Particularly when I was choosing traits, which now have summations of why they're appropriate. Them and the Drawback).

Character + Goals:
I found the Wandslinger and the more I delved into it the more I loved it. He's a very typical sort of 'Slinger' (think gunslinger but with wands) at least in attire.

I found that as I wrote up his character a few things stood out too. He's an alert character. Not nervous, per say, but 'Ever Ready' as the trait says. It's part of his upbringing. It exhibits itself in him never being able to sit still and having a high perception and initiative roll. Also quick draw! Which fits both this and the above Wandslinger aspects pretty well.

The one part that really got to me though was the Drawback I chose, Foul Brand. It affects two of his major skills (Disable Device and Sleight of Hand) but more then that it's something he always carries with him. He sees it as a constant reminder of Guar and the twisted ritual the mad elf put him through.

It drives him. Particularly on his hunts. His main quarry is cultists who worship the god Guar did. They revere a twisted aspect of the Green Father, who they see as more then just a god to pay respect too. These cultists believe nature is out of balance and pray upon small towns too spread their vision of what nature should be like... Including Wereplagues.

Aside from the challenge that's probably part of what drew Joshua into the feared dungeon. Rumors of such cultists and wererats or the like. Now that he's out though, in this horrid new realm, I wonder if he might find more like them. The Green Father is a primordial god after all... And while this place might be strange, Nature is everywhere.

Mechanics Update:
I am pleased to say that on top of the above I was able to work out an alteration form that mimics well several benefits of the Lycanthrope strain Joshua has! I also snagged Subterranean form and a bit of healing. Both of those represent a slow broadening of magic.

Then there's the Archaeologist archetype. Funny enough, it is a part of his nature. The Archaeologist is the scholar in him that was forced to learn how to control not only his own destructive magic but the lycanthrope curse he had been given by his surrogate father.

It represents a very well learned man even if he doesn't act like one. It also represents all the trouble he went through to learn forbidden knowledge and to better understand his own nature, the curse and the cult he hunts.

The archetype does replace bardic performance but in it's place he gets a smaller self buff he can use twelve rounds a day and several bonuses to his Disable device and perception. Knowledge gets a boon from the regular bard abilities too. On top of that he has a two rogue talents, one which makes him able to track with perception and another that gives him an auto perception roll when near a trap. It'll make him a very good knowledge source and an even better trap finder!

And to top all that he has taken a racial feat twice to be able to see perfectly in the darkness! Love it.

Turns out he's actually pretty good at damage too, when he takes a full round to activate it. And the accuracy is crazy! Spell Resistance will be a bit of a problem but he can train for that when it starts rearing it's ugly head.

I thought about giving him stealth for the hunters side of him, but both his nature and your dislike of stealth swayed me to not do so. He's a bit more brash and a lot more direct. It's in his style of attack even, destructive blasts of power that tear through enemies!

Once again the backstory was a bit brief and lacking in detail for my taste. I liked it, but I didn't really treat it like a post, more of a summation. It's a habit I got into because when I do write for detail I tend to write quite a bit and some GM's don't want to read pages of backstory. Also found your preferred taste for posting set ups so I'll be doing that for this next segment, yet another writing sample.

A Pale Red Moon:

The witching hour. Despite how often he heard stories about it Joshua had learned to dismiss them as little more then fancy. There were witches in the world. And monsters. But they cared little for the exact hour. They took too the night as a whole and made it their own. Each shadow a refuge. Each corner, an ambush.

Joshua had learned it was little but fairy tail. On this night though even he felt a little chill. It had been ten years since that night. Not exactly. Joshua wasn't that good. But close enough. Ten years since... His hand itched. He ignored it. His eyes looked about the darkness which held no secrets from him.

This was the place. He was certain. He had finally found Guar. The bastard was going to pay for what he did. Never mind the years he had spent raising Joshua. The tiefling had never forgotten those years but they were hardly a favor to the old mans case. It had been a simple, cruel life, and while he used many of the skills to this day it still didn't forgive what Guar had taken from him.

Nothing could forgive it.

The campsite was hardly recognizable to most, even without the cover of night. It had no tent, no roll or covers, no blanket, and not even a fire pit to call it's own. All it had were a few disturbed leaves and some half hidden tracks. Joshua could see it though. See it as if it were one of his own. They had stayed here. They would be back. All he had to do was wait.

The time passed slowly. He tried not let his thoughts wander, tried to focus on the hunt and the reason he was here, but his memories... they were hard to ignore. And the more he focused on why he was here to kill the man that might as well be his father the more he thought about her.

Dalhia. She had been a simple woman. A kind one, though. The first to offer kindness to him. The ache in his heart as he remembered her beauty, not for her looks which were plain but for that kindness, stirred even more memories. Their first meeting... their first kiss... Their first...

And then when he awoke beside her, her form a macabre parody of it's former beauty. The blood on his hands. On the mark. In his mouth. The sick horror and realization that filled him. The full, Pale Red Moon in the sky, stained with the blood of the one he loved.

His attention was brought back to reality as a twig snapped in the clearing below. His eyes didn't take more then a moment to adjust to the sight. For a moment Joshua thought he was seeing things. That his mind had twisted the form of his surrogate father into something worse thanks to the hate welling up within him. But then he realized that he wasn't...

Guar had grown even paler. His skin was nearly grey in the darkness of this night. There was no pale moon too illuminate his skin but Joshua could see just fine. He was... so much thinner too. Emotions welled up within Joshua which he tried to fight against. He hated this man! Nothing could change that. Guar had given him a curse and taken everything else from him!

And yet seeing the main who raised him so much older and more decrepit did bring pity to Joshua's heart, as much as he fought against it.

Almost reluctantly Joshua drew the pitch black stick he kept holstered at his hip. Wings opened up and with nary a sound he drifted slowly to the ground.

It took a moment but Guars eyes snapped upward too Joshua. There was no emotion on his face, there never had been, but the tiefling thought he could see something like pride in those eyes. The pity vanished. He landed with grace, standing not twenty feet away from Guar.

And he raised his wand.

Uncertainty replaced the pride. Guar never moved but Joshua could tell his muscles had tensed.

Silently they watched each other, waiting for the other to make a move.

It was Joshua who moved first even after all these years. His mark itched. He tried to ignore it. His hand tightened. And Guar leapt. His form twisted and blurred in mid air as the invisible blast of magic struck his shoulder. What landed on Joshua's chest was no longer the grey and decrepit elf but a lean and hungry wolf man.

Joshua twisted viciously out of his grasp and his wings flared, moving to lift him into the air. Guar was the quicker though. And by far the more experienced.

Rather then aiming for Joshua directly he leapt toward a nearby tree and, using that as a jumping point, came down on Joshua's back. The tiefling cried out in pain and twisted his arm until it was wrapped around his stomach. Then with another twitch he unleashed a second destructive blast.

This one tore Guar off of him. It hadn't carried any actual physical force, despite it's nature, but it had delivered a good bit of pain all the same. Freed from the creatures grasp Joshua rolled out again. He had taken a few claws to his chest and back but his form had protected him from the worst of it.

He rolled to his feat and leveled his wand at Guar. He was twenty feet away from the now crouched werewolf. Golden eyes narrowed. Red Eyes narrowed.

"Whhhyyy?"

Joshua was so surprised he nearly dropped his wand. His eyes widened as they focused in on the source of the voice. It was gravely and torn, as if coming from a throat not meant to speak and only designed to growl and howl.

"Whhhyyy... attaaaacckkk...? Guar said, his eyes still narrowed, now filled with anger. With a sense of... Betrayal!

Joshua spat, "You dare to ask after what you did too me?!"

Confusion. More anger. Guar's eyes were a window into his soul. "Gaaaaaavvve... gggiiiifft..."

The g's were almost indiscernible from actual growls so it took a moment for Joshua to understand. "A gift? You call this a GIFT?! Do you know what it cost me? What YOU cost me?!"

Understanding. More pride. That confused Joshua but he didn't have time to reflect. As quickly as he had changed into a wolf man, Guar changed back. Joshua didn't let his guard down though. He was still a dangerous monsters.

"I do not." It wasn't surprising that his voice was hardly different in this form, though he had a much easier time articulating words. "But I can see what it gave you. Look at you! Such control! Such speed! Such power!"

Joshua had never heard Guar speak like this. It was almost scary. The man sounded... Fanatic. He usually sounded so distant and detached from the world but this was... Zeal. Pride. The elf continued, ignoring the evident confusion on Joshua's face.

"The magic is strange but I knew you were a strange one when I found you. That wand helps you control it I'm guessing. Direct it. For the longest time I feared I had wasted my time with you. Such power, but so uncontrolled, unrefined... You leveled more then you fair share of groves. But look at you now Joshua. Look at you!" Guar pointed. "How long can you maintain that form? Probably not long yet. It's fascinating though. You took certain aspects but not all. Weaker over all but so much more controlled... Where did you-"

"Shut up!" Joshua let loose a blast but felt it fly wild of his target. His blood boiled as he glared at the man who fell silent. "Gods! You never said as much in a bloody week when I was a kid as you have now! What's wrong with you? I'm here to kill you!"

Guar grinned. The expression was unsettling on multiple levels. Thin, taught skin pulled back to reveal sharpened fangs. As well, there was the fact that Joshua had never seen Guar smile like that before. "Well of course not, Joshua. You were a moron. I see not everything has changed. Still, allow a father a bit of pride in his son's work."

"Father? You're not my father, bastard. No father would do this to their kid. You're some sick freak that gets his jollies off on cursing children." Joshua was the one practically snarling now. He felt more then his blood rising. The other half of him was calling for blood. It was hungry.

Guar continued to smile and even chuckled a little. "Oh but I am. You'll see it one day. All children hate their parents eventually. And those such as you learn... in time... to appreciate the gifts they were given. If I must give you my life to help you understand... well that was a sacrifice I was prepared to make ten years ago."

The wandslinger stared numbly at the pale elf, his eyes wide with surprise. He couldn't have heard that right.

"Go on then. Kill me. Others will come in time. You will learn. And eventually, you will become one of our greatest."

Joshua almost shot him then but one word had stuck out among the rest. "Our?"

Guar simply smiled then. Joshua could see it in his eyes. The elf wasn't going to give him anything more. He raised his wand and...

...

...The tavern he found wasn't anything impressive but it suited his mood just find. Dim light, crappy music and piss water ale. He drank his mug, ignoring the looks he was getting from those around him. Even with his decent garb people still gave him that look. They didn't attack him at least. That had stopped happening when he learned how a simple walk and the right smile could change things. They were wary instead. But they kept to themselves. Even the server, who he practically had to shoot to get a refill from.

The window beside him opened to a black night. His eyes could pierce the shadows easily though and he had long since learned how to see the finer details. With another sip he looked to the sky. Just an hour ago he had buried his father. The sky was still empty of anything but stars though and would be for several more hours.

It was supposed to be over now. With Guar dead, he should be able to rest and enjoy his life. His eyes tracked down too his wand hand. The hand with the mark. Instead, it had only just begun.

Pale Red light from the Moon settled on him as he drank and stared at his mark. It was the same Moon that hung over him every night... since that night.


I didn't have as much time and inspiration this weekend as I would have hoped. I probably could have done without one of them, but not both. I'm not sure I'll be able to deliver a character/background of sufficient quality for this game...


Here is my submission Krag a Ranger(trapper/deepwalker)/ Inquisitor (sphere caster). He is a switch-hitter but I haven't decided if he will be a crossbow user or thrown weapon user.

I also have a submission in your other recruitment but I would rather not be selected for both. If you have any questions feel free to send me a PM.

Personality:

Krag sat alone in a dim corner of the Bristleback Inn, keeping an eye on the comings and goings, while he enjoyed his ale. As he sat there in his cups a large, well-armed and armored, stranger approached and asked, ”you be the one called Krag.”
Krag nodded his head in the affirmative and the large warrior gestured at his three companions, sitting across the room, and continued, we be looking for a guide to take us to the mausoleum. Heard you might be up for the task.”
Grimly Krag replies, ”equal share of the loot and 10 gold upfront to be covering me expenses. One more thing, make sure you be bringing a shovel.”
Seems like a nice enough lad, hope he ain’t being number six, Krag thought as he brings the cup up to his lips.
**********************
Krag is stoic, but stern, and fiercely determined. As most of his race Krag is considered dour but those who are close to him come to appreciate his sense of humor. His years of exploring the Dungeon of Tombs has shaped his dark disposition.

He is a lover of history, and tradition, as well as a stout ale, and smoking his pipe. He can be meticulous but he is also thoughtful and imaginative, willing to experiment. Krag is stubborn, courageous, and dedicated to seeing tasks through to completion, whatever the risks. However, he is not fool hardy. Rather he is practical knowing it’s better to live than die.
Krag is committed to his companions and will do his best to see them buried in the event of their passing. To date he has lost eighteen companions and buried all but one of them (who unknown to Krag may still be alive and wandering the deep passages) His dark sense of humor can be seen in some of the headstones he has carved for his unfortunate adventuring companions:
*******************8
Krag looks down at his handy work and mutters, “that be fourteen, fifteen, and sixteen.” He said a quick prayer to the Dwurfater as he read the three headstones he has made;

This is the final resting place of Belten.
Who lost his life to a purple worm.
Eaten but not forgotten,

Here lies Ryk
Who ignored my yell, thought he knew better, and went down the well,

Larik's last words:
"Let's split up, we'll cover more ground,"

As he finished reading the tombstones Krag turns his head to the side and spit. He grumbled to himself while he rubbed his sore back, ”might be best if I be having them dig their own graves before they be entering this accursed place.”


Appearance:

What a way to celebrate me 100th birthday, Krag thought as he sat in the Bristleback Inn. He poured another drink from the flagon in front of him, it was his favorite mead and he sat by himself, as usual. He looked down into the mug and caught his reflection, I don’t think I be lookin 100 years old. Although if I be honest with meself there be a few grey hairs in me ebony beard. As Krag continued to peer down at his reflection, he laughs, and thought, it was indeed a face only me mother could love.

He took stock of the image; a square block of a head sitting on thick muscled neck. His face is pale with an overly large nose that has been broken one too many times. His face is surrounded by a dark mane of hair and beard the same color which is bound in a long single braid. His eyes are dark, smoldering like coals, and sit below bushy black eyebrows. Me looks don’t win me many friends but me stellar personality has not endeared me to many either, he thought as he lifts the mug to his lips dispelling the image.
*******************
Krag is squat and well-muscled like most of his dwarven kin; perhaps not as thick in the waist as some. He has black hair and a beard, done in a single braid, the same color. His pale face appears to be chiseled from stone, with a large crooked nose being the most prominent landmark. Krag appears dark and brooding with eyes like coals. He is usually adorned in a breastplate made of Adamantine and carries two axes at his side.


Background:

Krag ran down the dust filled tunnel, unable to see through the thick powder. He is doubled over, keeping his face low to the ground, trying to get some air, while he moved down the corridor. The dwarf coughed and spit trying not to choke as the dust tries to clog his lungs. With a burst of energy he increased his pace. Krags lungs begin to burn as he heard more of the tunnel collapse behind him. Move it, he commanded his sluggish body. His lungs are to the point of bursting when Krag finally maded his way into a cavern where the air is cleaner. With what was almost his last breath he collapsed on the stone ground retching up the debris that had accumulated in his throat.

Ignoring the burning in his lungs he took three deep breaths, and pushed himself over onto his back, happy to be alive. Krag’s labored breathing continued as he lay there on the rough stone floor. The sturdy dwaf laid there with his eyes shut, listening to the tortured grinding of stone on stone as the collapsed tunnel continues to shift. In between the sounds of the earth’s upheaval, he also hears two of his companions close by, coughing, as the try to regain control of their lungs. Where are the others? Perhaps they be up ahead,he hopes but experience has taught him to expect the worst.

As he continued to recover Krag sits up, leaning with his back against a wall. The dwarf removed his pipe from a pocket in his cloak, and begins filling the pipe bowl with Tabaco managing to light it on the first try. With a rare smile, Krag took a pull on the pipe and exhaled a large smoke ring into the air as the earth continued to tremble. More dust billowed out of the passage he recently bolted from. In spite of the earths gyrations he sits in silence enjoying his smoke and began to take stock of the situation, how did I be getting into this mess?

Krag thinks back to his early life, and like most dwarves, he was called to the forge at an early age. The forge, even thinking about it today, trapped miles from the surface, brought joy to his heart. To Krag the forge was life and embodied everything a dwarf should be. Right away it felt as if the forge called to him, the rhythmic beating of the hammer as it worked metal spoke to the core of his being. Even at a young age he often saw parallels between the forge and life. He became enamored by the fires of the forge, and could spent hour after hour staring into them seeking enlightenment.

So it is no wonder that Krag became a tool in the forge of the Dwurfater. Krag wanted nothing more than to be a cleric, working the forges, crafting items of steel and mithral. Alas, that was not the type of tool Krag would be. In light of his natural cunning, steady demeanor, and the ability to size up a situation quickly Krag was chosen to become an inquisitor to the Dwurfater. It was a path he would follow for the next fifty years.

The first thirty or so years of Krag’s service was marked by his steadfast determination to enforce the ancient traditions and strict orthodoxies of the Dwrfater’s forge. His tenaciousness served him well, until his investigations got him embroiled in the century old infighting, power struggles, and internal politics of the Dwarven Royal House. In the end, it was decided, that one overzealous inquisitor was more expendable than removing the façade of honor assumed the King’s youngest son.

As a result of his ardent and ill-advised investigation into the dwarf prince’s activities, Krag was banished from the kingdom. In an effort to further humiliate the dwarf, and deter likeminded dwarfs, Krag was also stripped of his name. He no longer would be known as Khain Forgekin but was given the surname Forgeslag. To dive home the point Krag was given the assignment to cleanse the Dungeon of Tombs of the taint of Orcus, which was rumored to linger in the place. The Elder Clerics of the Forge Father laughed at this last punishment believing it to be a death sentence for the recalcitrant dwarf. Taking the name Krag he left with a solid determination to fulfill his new mandate.

For over a dozen years, the Dwarf now known as Krag, has used Zelkor’s Ferry as a base of operations while he explored the Dungeon of Tombs. Although, he has been a reoccurring fixture in Zelkor’s Ferry, Krag has made few friends over the years. However, two humans, amongst the residents have gained the dwarf’s affection. Beoric the Whale, the Captain of the keel boat named Brawler, and former adventure has been his friend the longest. Beoric is one of Krag’s few adventuring companions to survive the dangers of the dungeon and retire. Both Krag and Beoric both enjoy a stout ale, a good joke, and a relaxing smoke. When they both are in Zelkor’s Ferry there is a good change they will be swapping tales and sharing a drink on the Brawler or at the Bristleback Inn. His other friend and dear acquaintance is Ysbell, a serving wench at the Bristleback, Inn. Krag enjoys a flirtatious and long standing friendship with Ysbell. She is one of the few people he really trusts.

The Dungeon of Tombs is a dangerous and deadly place, few who brave its depths emerge again. Krag has been a consistent exception to this well documented fact. He has survived in large part due to his exacting demeanor. Additionally, his methodical temperament served him well in overcoming hazards and obstacles that saw the loss of close to twenty of his companions over the years.

The earth rumbles again, staggering Krag from his reverie. As his companions continue to cough he thinks, I be hoping these two don’t be becoming numbers nineteen and twenty. Despite his leaden legs, the sturdy dwarf rises, ”Alright, enough frolicking, we best be moving before this place be coming down upon our heads.”

Character Progression Plan:

Current: Ranger (Deep Walker/Trapper)/ Inquisitor Gestalt 10
Stats: S 14 D 18 C 16 I 10 W 16 Ch 8 (including level ups but not ABP, this may change)
Traits: Glory of old, Tunnel fighter, Fate’s Favored Disadvantage: Paranoid
Roles: Scout (stealth, traps & trap disarmer), switch hitter, face (social skills use wisdom), Knowledge skills.
1. Point Blank shot (feat), Trapfinding (trapper), favored enemy (Undead), track, wild empathy, disable device class skill, Judgement (4/day), Conversion Inquisition, monster lore, stern gaze +5, sphere spells
2. Steel soul (GM bonus), Combat style feat (Crossbow: rapid reload), cunning initiative, detect alignment, track
3. Precise shot (feat), Solo Tactics (teamwork feat: lookout)Endurance (class feat), Deep Knowledge (underground favored terrain+5 on initiative, knowledge dungeoneering, perception, stealth, and survival)
4. Toughness (GM bonus), Hunters Bond (companions),
5. empty combat feat, 2nd favored enemy (undecided), Trap (9/day, snare alarm, smoke, toxic fumes), Bane (10 rounds/day), discern lies
6. Extended bane (GM bonus +4 rounds/day),Combat style feat (Crossbow Mastery) Teamwork feat (coordinated shot)
7. Clustered shot (feat) Rock hopper (ignore natural difficult underground terrain),
8. Breath of experience, (GM bonus),Swift tracker, Second Judgement
9. Empty combat feat Evasion, Teamwork feat (enfilading fire)
10. Instant Judgement (GM bonus), 3rd favored enemy (undecided), combat style feat (Improved Precise Shot), Launch trap (ranged ranger traps),
Krag will progress as a switch-hitting combatant and buffer, focusing on combat with the crossbow and some dwarven weapon (maybe dwarven long hammer). He will continue to take ranged combat feats at every other level. While using general feats to improve his Darkvision, class abilities and saves.
In sphere casting I will continue to develop the fate, life, and protection spheres, with a smattering of others focusing on control/movement/buffing. (have not plotted these out yet)
How I will play Krag: Krag is paranoid and cautious, these traits influence his combat style. He will try to keep enemies at range although with his short legs he often finds himself in the frontlines. He will begin combat by using monster lore and activating Judgements/bane. If there is time he will buff/debuff with spells. After losing so many comrades over the years Krag isn’t afraid to run away, negotiate, or hide. If the need to run arises (or when camping, or if given time before an encounter) he will try to use his ranger traps to slow opponents down.

Out of combat he will be the knowledge and social skill (conversion inquisition allows wis on diplomacy, intimidate, and bluff) monkey. He will have some healing to help on that front too. While Krag is dour he is also wise and realizes the predicament he is in and will be willing and able to negotiate.


Plan to update and refine Alan's backstory, add defining characters, personality/appearance, etc. tomorrow.


That would be a good plan, since I'll be picking on the 22nd. Probably early on the 22nd. XD


Putting the finishing touches on my application.
Should be done later today.


I just realized that Warlord (Steelfist Commando) and the Martial Tradition the Wayward Path is all I need to make my character. Tactical Presence and Warleader provide the leadership fluff and Steelfist Commando gets me the two disciplines I wanted the most, Broken Blade and Steel Serpent. I can trade solar wind for Veiled Moon with the Wayward Path martial tradition so I get the movement abilites of a kungfu master. It also adds a nice explanation for traveling and even going into Rappun Athuk. So I don't really need another class, just more maneuvers. Fighter works well enough for that and I can a lot of Extra Readied Maneuvers Feats.

So I know what to build but I'll wait for the announcement before doing it. Even as a halfling, should have a really good AC, decent damage, mobility, debuffing attacks, and high utility out of combat for survival and travel.


Zayne Iwatani wrote:

I just realized that Warlord (Steelfist Commando) and the Martial Tradition the Wayward Path is all I need to make my character. Tactical Presence and Warleader provide the leadership fluff and Steelfist Commando gets me the two disciplines I wanted the most, Broken Blade and Steel Serpent. I can trade solar wind for Veiled Moon with the Wayward Path martial tradition so I get the movement abilites of a kungfu master. It also adds a nice explanation for traveling and even going into Rappun Athuk. So I don't really need another class, just more maneuvers. Fighter works well enough for that and I can a lot of Extra Readied Maneuvers Feats.

So I know what to build but I'll wait for the announcement before doing it. Even as a halfling, should have a really good AC, decent damage, mobility, debuffing attacks, and high utility out of combat for survival and travel.

I think there's a trait that lets you swap a discipline out too, iirc.


Don't see one. There are ways to add maneuvers from disciplines your class doesn't have but the martial traditions seem to be the only way to swap.

I like the tradition. They get a journal to write down their adventures. The only oath is to never falsify the story. No real goal, just keep a log of you adventures for the Grand Library. If you need help, use the journal to talk to other followers of the path. I am sure this place will make for an interesting story.


Zayne Iwatani wrote:

Don't see one. There are ways to add maneuvers from disciplines your class doesn't have but the martial traditions seem to be the only way to swap.

I like the tradition. They get a journal to write down their adventures. The only oath is to never falsify the story. No real goal, just keep a log of you adventures for the Grand Library. If you need help, use the journal to talk to other followers of the path. I am sure this place will make for an interesting story.

It's in PoW:E

Unorthodox Method


Alright, minus skills, I'm done!

Imagining her as a super-battlefield controller, dealing out area-of-effect damage through Startoss Style/Comet/Shower and also focusing on AoO's with her 15 foot threatened range. Super tank through high-ish AC/hit points, and DR 10/adamantine (earth elemental defense).
Using her Defensive Stance combined with Kinetic Cover to set up small defensive areas on the battlefield.

Plus, hopefully she has quite a bit of versatility as well, through Kineticist (flight, group buffs with celerity/magnetic infusion, etc.).

Liberty's Edge

Pathfinder Adventure Path Subscriber

Some more information about Borus:

Borus gave up coffee the day before the party left for left for the Dungeon of Graves, and has spent the first hour or so of the day each day in a bit of a grumpy funk. At some point, he's likely to brew some fungi in an attempt to overcome his withdrawal headaches. Maybe some friendly underground merchant will have something with caffeine. It used to help with the pain of his magic, or so he has convinced himself.

Borus sometimes talks in his sleep in languages he doesn't know.

He adds trinkets and trophies to his orc skull ram, usually binding them with strands of his own hair or hair plucked from defeated enemies. That these trinkets break off occasionally in combat doesn't seem to bother him, and he usually just adds another soon after rather than trying to "fix" the "damage".

Borus likes picking up odd languages, the more unusual the better. He especially likes picking up the curse words and mingling them in with his everyday speech.


Alan Background (Already Posted):

Born to a noble family, that status was stripped from him before he'd even learned to speak, his family exiled for crimes they never spoke of. From a young age he was taught to be proud of his lineage, even as they lived in a poverty largely of their own making, being too proud to work or take up a trade. Their words had the opposite intended effect...much as Alan dreamed of once again rising to the sort of station he was always told they'd had, living in vast wealth and ease, he knew even as a child he certainly wouldn't get there by sitting around waiting for a miracle.

He spent all his time on the streets learning from the other children in similar financial straits how to fend for himself, beg and steal, and get honest work where he could manage it.

As his family withered and gave up despite his trying to provide for them, Alan learned to thrive in adversity.

Blessed with some manner of wit, and more than enough insight (though he was sure none of it came from his MORTAL ancestors, given their situation) Alan began to see there were essentially three paths available to him as he entered adulthood: Apprenticeship to some manner of artisan (unlikely, given his lack of funds), a life of crime, or joining the Guard.

Of the three options, Alan decided to pursue the course with least risk and no cost, signing a commission with the city watch. While not a natural combatant by any means, and lacking the raw skill to be a true swordsman, Alan was passable, and quickly distinguished himself as a heinously dirty fighter and had a reputation for occasionally being able to pull off truly mesmerizing, almost magical feats with a blade.

But more obviously, Alan was not fit to be a mere beat patroller. There were better fighters in the guard, others with better connections and more honed instincts for detective work, but few were as OBSERVANT as Alan proved to be. This was noticed by his superiors, and he was soon promoted/transferred to the fairly new forensic department and trained in alchemical and mundane methods to find out the truth of a crime.

Here, Alan felt he'd truly found his calling. Figuring out the truth of past events, solving mysteries, it became his greatest pleasure, and soon the simple detective work of solving murders and thefts became too mundane for him.

Once his commission was up, he took his leave from the city and wandered the world, solving crimes and mysteries left untouched for years, if not generations in some cases. Eventually, he heard of the greatest mystery of all, a massive dungeon built for an unknown purpose, that nobody returned from alive...

It was too tempting to pass up. He went into this "Dungeon of Graves", and found more than he bargained for. While investigating a room, he encountered a monster too powerful for him to fight, and fled instead.

Unfortunately, he went the wrong way, and ended up somewhere else...not inside the dungeon, but not back out in the world, either. While he's worried by the new circumstances, he can't help but feel a burgeoning sense of intrigue and wonder. A new, unexplored area of the world nobody has ever seen before? What better mystery could anyone ask for?

Personality and Appearance:

The trait that most well defines Alan is his curiosity, followed closely by his sense of self-preservation. He is an explorer, but very much a survivor. Willing to risk his life, but given the option between cowardly life and glorious death, he'll choose the one that lets him keep on breathing every time.

While one would expect a keen sense of justice to come from a detective, Alan was never particularly concerned with whether a criminal was brought to justice or not, merely whether the mystery of their crime were solved. To his mind if they were smart enough to outwit their pursuers they deserved to get away.

Appearance: Alan is tall and slender, with features befitting his noble heritage. Despite his looks he carries himself with a measure of wariness bordering on paranoia belying his low upbringing and profession.

At first glance, he appears human, but a second reveals thing that just aren't quite right. His skin is a little too flawless, eyes brighter than they should be, a shade of avian yellow that can be mistaken for hazel in the right light. Most striking is his hair, which is copper colored. Not in the euphemistic sense, but the literal. It is clearly metallic and the exact shade of copper wire.

He wears his hair in a ponytail, and dresses in clean though well-worn clothing cut so as to allow the best ease of movement. His Estoc hangs at his hip at all times.

Important NPCs:

1.) Captain Daribel, his superior. She was the first to notice his talents and how they were being squandered on the beat, and took him under her wing. While not precisely motherly Daribel treats him well, and her firm but fair nature was welcome to someone who grew up without structure. Alan respects her more deeply than anyone else in his life.

2.) Lars, Alan's first friend on the streets. While Lars chose the opposite path of Alan, they remain on friendly terms to this day. Lars acts as an informant on some cases, in exchange for Alan looking the other way on his pettier crimes and helping him out of tight spots with the rest of the Guard. They meet up whenever Alan is back in the city for drinks.

Secrets:

1.) Alan was afraid of the dark as a child. He was intensely relieved when his angelic blood manifested and he no longer had to deal with it, but he never shook that kernel of fear. It has simply migrated onto a fear of being blind, losing his Darkvision, or being otherwise rendered unable to see.

2.) Alan arrested his brother Derek once, for assaulting a man who "disrespected" him. He denied all relation to him even after he was killed in prison and refused to even go to his funeral.

3.) Alan came up with an elaborate plan to kill himself once out of boredom. After a long string of nothing cases and no new stimuli he decided to invent a mystery of his own, killing himself by some outside means and leaving clues as to what happened (while simultaneously embarking on a journey into the great unknown himself). Daribel found out and beat some sense into him, so he dropped the idea. This was when he decided to go wandering.


Recruitment is now closed!

All right, after an hour or so of going over the various submissions, I'd like to invite the following characters to dot the gameplay thread and report to the discussion thread.

Aleziella
Borus
Joshua Redtail

Everyone else, thank you for applying and best of luck on your future submissions. ^^


Balls.


Have fun!


Best of luck guys.

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