| GM Watcher of Golarion |
Ok everyone, ready for a short (About the size of an AP module,) vignette in Qadira? I certainly hope so, but first some background!
I was prowling the messageboards the other day, back from a recent illness, and I saw THIS THREAD. Unfortunately, the OP was only willing to do Skype or some other sort of live session that does not meet a lot of individuals time schedules. So, it inspired me to work on my own! I will be running a series of back-to-back vignettes, set all over the land of Golarion, where you can build low-mid level characters with designs that you would normally never see anywhere else! Want to play a Sczarni gang member plotting a heist? Got a vignette lined up for it. Want to solve a murder mystery in the town of Karcau, artistic center of Ustalav? Got another one lined up! I'm sure you get the idea by now! Anyway, all of these modules will be contributing to an overarching storyline that, if we can complete these, I will run as a full campaign, with events in the story influenced by each of these vignettes.
Now for the basic synopsis of the adventure! :)
The basic summary of this plot is that the PCs are all a group of friends/family/acquaintances living in Katheer, capital city of Qadira. After helping a stranger, you will be gifted with a map and a mysterious item, which supposedly will help you find a long-lost city. Such a city, of course, has remained lost for a reason: it is a beacon, luring the unwary to their doom for the sake of gold and glory.
Character Creation
Characters: 5
Starting Level: 7
Point Buy: 17
HP: Rolled or 1/2 HD, whichever is higher
Traits: 2
Gold: 1/4 standard adventuring gold for 7th level
Race: Any, but at least one must be a Human (Keleshite stock,)
Class: Any official Pathfinder, 3PP subject to approval
Necessary Roles to Fulfill: Rich Nobleman/Merchant, Bodyguard/Mercenary/Soldier, Professional Thief/Explorer/Tomb Raider, Desert Guide/Nomad, Scholar
What to Expect: Necessary travel preparations and funding of the expedition (May hire followers, in addition to equipment,), dangers of the desert, desert beasts, traps, monsters, puzzles, texts to decipher, and things of that nature.
If anyone has any questions, feel free to let me know!
| DFang |
Role: Rich Nobleman
Class: Human Female Alchemist (archetype to be decided if any)
Traits: Rich Parents + other
Base HP - Level 1: 1d8 ⇒ 5
Base HP - Level 1: 1d8 ⇒ 2 - Take 4
Base HP - Level 1: 1d8 ⇒ 2 - Take 4
Base HP - Level 1: 1d8 ⇒ 5
Base HP - Level 1: 1d8 ⇒ 5
Base HP - Level 1: 1d8 ⇒ 6
Base HP - Level 1: 1d8 ⇒ 5
Level 7, Base HP: 5+4+4+5+5+6+5 = 34
I'll create a an alias with crunch a bit later.
| Grith |
Lord Viper, I built a sand druid once and loved it. Might be more appropriate as a guide than a scholar however.
If you'll take another alchemist, I'll be going for scholar. Chirurgeon archetype so I can pretend to be a cleric.
| Ashe |
I would like to submit Kai, here he is Reference Image
Hope you don't mind the Aegis class in the psionics. If not allowed then disregard :)
Kai, Slayer of Oni
Human Aberrant Aegis 7
CG Medium Humanoid (Human)
6'5" 330lbs, Black Hair Green Eyes
Init +6; Senses: Darkvision, Perception +8
Traits: Finding your Kin, Reactionary
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DEFENSE
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AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 Natural)
DR 4/-
hp 96 (46+14con+14Favored+15feats,+7obese)
Fort +8, Ref +7, Will +7
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OFFENSE
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Speed 30ft/ Fly 30ft
Melee: +1 Oversized Falchion +13 (2d6+8/18–20 x2)
Ranged: Oversized Chakram) +11 (2d6+5/×2) 30’Range
STATISTICS
Str 20, Dex 18, Con 14, Int 14, Wis 13, Cha 7
Base Atk +7; CMB +12; CMD 26
Feats Psionic Body, Extra Customization, Speed of Thought,
Extra Customization, Ready Response
Skills Autohypnosis +11, Perception +8, U.M.D +8, Linguistics +9,
Craft(Weapon) +12, Acrobatics +14, Stealth +11
Languages Common, Kelish, Giant, Elven, Dwarven, Orc, Draconic, Sylvan, Osirion, Ancient Osirion
Customizations Transformed Body: Brawn(Free), Hardened Strikes(Free), Darkvision(Free), Brawn(2), Flight(2), Nimble(2), Nimble(2), Powerful Build(2), Obese(2)
Gear: 193gp
+1 Mithral Chain Shirt 2,100gp
+1 Oversized Great Sword 2,450gp
Cloak of Resistance +1 1,000gp
Pathfinder Kit 12gp
Oversized Cold Iron Chakram x5 20gp
2 Potions CLW 100gp
Kai was born in a border village close to the ogre kingdom. He was a strong and healthy boy. His parents were farmers. At the age of 5 his village was attacked. All were slaughtered by the oni. Kai managed to hide in some hay and remained unfound. He awoke the next morning to the bloody aftermath. He was not strong enough to bury his parents but said words over them and set them ablaze. He had to make it to the city if he wanted a change at survival. He packed up what he could fine and headed out. It was a three day journey. On the second day he succumbed to his fatigue and passed out on the road. Fate intervened. An old hermit was out collecting some herbs when he stumbled up on the boy.
The old man took the boy in . When Kai awoke the old man introduced himself and asked why he was alone. Kai explained what had happened. The Old man asked the boy if he would like to be strong enough to not let things like this happen to him again. Kai answered yes. From there his training began. The old hermit was a gifted swordsman and could harness his chi to alter his body. The training was long and difficult, but Kai emerged a man. Kai would use his new ability to protect those too week to protect themselves from the ogre’s. His first prey was a mighty ogre. Kai followed it for hours as it hunted when it rested for the night he made his assault. The battle was long, but with fortune and favor Kai came out victorious. He claimed the Oni’s blade as his own, and took on the title of Slayer of Oni.
Now he makes his living as a bodyguard. He came to Quadira to hire out his services to rich trade princes and nobles. He has learned to speak the language and dress like the desert people. He renown has been building based on his abilities to take blows and keep fighting. For this he has made a good living and is now ready for his next job.
| GM Watcher of Golarion |
Nikole, that's a good bit of gold but remember: bargaining for better prices helps you buy more, if you so desire. And you MAY run across a trader or two in desert, so keeping some gold could be a good thing, assuming the merchants aren't selling cosmetics or something. How would I know what happens? ;P That's my way of saying, prepare as you will. I have almost every possible action planned for, down to even what to say if PCs have certain divination spells lol!
| Nikole Alicer |
I thought I did a second post, before noticing Grand Moff's name, 'cause we have the same avatar. haha
@GM - I would serve as a bank for now then. If Nikole gets picked, we'll have a discussion with the party on the other tools or gear we need thru RP. She does have an extra bedroll to have a 'companion' in the tent though.
I'm going to subtract 105gp (starting average) from my inventory. I added 900gp to the 1/4 level 7 starting gold. Reading back however, the trait says her starting gold increases to 900gp, not as a bonus.
| Kor - Orc Scrollkeeper |
Grizz Yellowbeard
Dwarf Ranger (Dungeon Rover)
Role: Thief/Explorer/Tomb Raider (Or Desert Guide/Nomad)
Male Dwarf Ranger (Dungeon Rover) 7
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 54 (7d10+14)
Fort +8, Ref +9, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger +8/+3 (1d4+1/19-20) and
. . quarterstaff +8/+3 (1d6+1)
Ranged +1 heavy crossbow +7/+2 (1d10+1/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemies (aberrations +2, magical beasts +2)
Ranger Spells Prepared (CL 4th; concentration +6):
. . 2nd—protection from energy
. . 1st—longstrider, magic fang
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Statistics
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Str 12, Dex 17, Con 14, Int 12, Wis 14, Cha 7
Base Atk +7; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Boon Companion, Crossbow Mastery, Endurance, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Skills Climb +5, Disable Device +8, Heal +6, Knowledge (dungeoneering) +11, Knowledge (engineering) +7, Knowledge (geography) +9, Knowledge (nature) +10, Perception +12 (+14 to notice unusual stonework), Spellcraft +5, Stealth +10, Survival +12, Swim +2
Languages Common, Dwarven, Undercommon
SQ combat styles (crossbow), favored terrain (underground +2), hunter's bonds (hunter's bond [animal companion]), track +3, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds; Other Gear +1 breastplate, +1 heavy crossbow, dagger, quarterstaff, cloak of resistance +1, 396 gp
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Special Abilities
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Dungeon Ally (Ex) At 4th level, a dungeon rover may select a giant slug, a giant centipede, a goblin dog, a (giant scorpion), or any poisonous snake as his animal companion, in addition to the usual animal companion options available to rangers with the hunter's bond class feature. This ability modifies hunter's bond.
Boon Companion
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stone Scouting (Ex) +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
Vermin Affinity +5 (Ex) A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check.
Subterranean Stride (Ex) At 7th level, a dungeon rover is never slowed by difficult terrain while underground. However, areas that are enchanted or magically manipulated to impede motion still affect him.
Grizz has always been an explorer at heart. Although he had a certain love for deep dark places, exploring the mountains of his clan eventually came to bore him. He needed a new challenge. Grizz was always an aspiring archaeologist, and eventually sought out the many ruins in desert regions.
Grizz has become very adept at negotiating the hazards of tombs, crypts and ruins. He has also befriended a giant scorpion whom has helped save him on many occasions.
Grizz is a fun-loving dwarf -- very different from his kin which was a large part of why he left his people. Aside from sharing their love for a strong brew, Grizz has none of the other stereotypical dwarven behaviors.
I just noticed this posting so I have put together a concept quick, as I would really like to play in this campaign. I'll flesh out the rough background and fine tune the characters stats should he be chosen.
| Grith |
Different archetypes would go a long way on that one. For instance, a crypt breaker for traps and constructs, a vivisectionist for murder, a chirurgeon for healing, a preservationist for summons, etc. And plenty of skill points to go around. Not that I agree or disagree. Simply pointing it out. For instance, of the three alchemists submitted thus far, only one uses bombs. Not so monotonous on that front at very least.