Gark's "And Madness Followed" (Inactive)

Game Master Human

Investigating the transformation of a highland village, four travelers find portents of unfathomable misfortune. They follow a band of mysterious humanoids to a larger town, only to find it, too, thrown into chaos. At last, they catch the performers in the act of opening a portal to the distant city of Carcosa, and defeat a host of enemies to defend a city from corruption.


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Gark the Goblin wrote:
Ah, I wasn't planning on using that recommendation. It doesn't seem to me like the half-dragon template gets much less useful as you level up - you've still got very good defenses, extra natural attacks, and good speed/senses. The only thing that gets weaker is the breath weapon, and that's only once per day anyways.

Ah, ok. I hadn't realised that. I'll make him as a seventh level paladin, then.

The reason for the recommendation is not that the abilities get less useful per se, just that they get relativel less useful. For example flying is rare and a powerful tactical advantage at lower levels, but not uncommon in mid levels. A big bonus to Str is very powerful at low levels, but there are many powerful spells that will give you that as you go up levels. Ditto natural armour bonus, natural attacks, etc.
Gark the Goblin wrote:
Gavmania wrote:


I like that. It solves problem of getting from the Drakelands to our starting location.
Ahhh, I thought you actually meant Golarion's Darklands. If you're from the Drakelands could you pick some other race besides human for your parent? There aren't any native humans (nor orcs, dwarves, or halflings) on Triaxus.

Ok, I hadn't realised that. I'll have to think about it a bit.

Gark the Goblin wrote:
Gavmania wrote:


Ok, given that early entry EK is not available unless I go Aasimaar, I'll have to go Paladin. Growing up in an isolated frontier community, a Paladin of Erastil springs to mind. In his own community, his "curse" is known and accepted, given a frontiers need for good people. Outside of his community, he has learned to rely on a hat of disguise. He usually uses it to take on the appearance of a Gold half dragon (it reduces confusion).

This is great!

If you want to pick a pre-existing town, here are expanded descriptions of the villages mentioned earlier. Glacier sprouted up just a few years ago to take advantage of the fertile valley opened up by the melting Eyefjell Glacier. South of that is Hallowfeld, which was established halfway through last winter and exports the milk and blood of its goat-like shabals and, now that the ground has thawed, maze-wheat and groundfruits. On the other side of the Upper Rime from Hallowfeld, and ten miles downstream, is the village Forestdal, which exports lumber from the Eyebite Forest. Southeast of Forestdal and completely out of the foothills, is another farming town named Kiltar. Kiltar is the largest village (nearly 300 inhabitants) and is the closest to the regional center of Lamid.

What you're describing is also reminiscent of Ning, where roaming monsters frequently threaten rural villages. It'd be a lot harder to make a backstory for you leaving there, though....

Glacier sounds too new to be a place to have grown up. Hallowfield or Forestdal sound like possibilities, with Hallowfield being close to the glacier until recently and Forestdal being in close proximity to Forest, parts of which could be dangerous. Most probably by now, he will be based at Kiltar (as his power grows, so does his responsibility and by now he would feel responsible for all of those villages/towns you name)

For Inspiration, I am looking at Buzz Lightyear (the experienced one, not the fresh-out-of-the-box model) and his sense of duty. He would speak as though he is a soldier, and call others by the same name (except the ladies, who would be ma'am). He also sees himself as defending against the evil zurg Drakelands or any other threat to the community.


Alright, I'm intrigued. I'd be totally down for playing a dragon, if it weren't for the fact that silvers no longer have the ability to take a humanoid form for as long as they wish, the way they did in 3.5 (actually just realized this when I looked it up). If this could be reverted back to the way it was in those days, I'd be very grateful, although if it couldn't, that's fine.

I don't see anyone else rolling yet, but I'll give it a go...

Rolls:
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (3, 5, 5) = 13
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (6, 2, 4) = 12

13, 13, 12, 12, 8, 7. Nothing really good there--that's a 6 point setup. I'll just go with 15 Point-buy.


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Dot for later. Assuming I can swing it, I may stat up some sort of archer.

Ooh, or a Bolt Ace?


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Here's some rough fluff. I don't know much about the setting so I'm gonna try to be as vague as possible. If something doesn't mesh well, by all means, feel free to change it to your liking.
After trying to write out a detailed fluff, I came up with nothing but fart noises and then remembered I'm running on 3 hours of sleep. Let's go with bullet points.
The Facts
-Created by unknown, space-faring Progenitor race.
-Half-Humanoid, Half-Construct
-Created by removing nervous system from original humanoid and inserting in an organic, marble-like body that has been sculpted to resemble their original body, but on a larger scale. (Height ranges between 6'5" and 7'10")
-They lie dormant for half a Triaxian year, awakening with their designated season (Summer or Winter)
-They serve as guardians of various leylines, relics and reliquaries.
-Appearance: They appear as marble statues of various humanoid creatures. Their eyes, hair and body would be just one uniform marble white, sometimes with faintly glimmering runes and markings. They stand generally at the higher end of the medium size bracket, just bordering large, no matter what humanoid they are based off of.
-Language: Keyed by the Progenitors to speak the most common language, they speak..well..uh.. Common. I'd like one more language that they could speak that has roots in the Arcane. Possibly Draconic?
-Their background is shrouded in mystery. They know nothing of their past lives, only that they have, or had, a purpose.
-Arcane energy courses through their "veins", so to speak. Due to the construction of their bodies, they are shielded from anti-magic fields.
-Given the transplanted nervous system and the arcane energy, their minds are more resilient, giving them +2 Will
-They are a rare race. Their numbers range between 1000-5000 (GM discretion)

Possibilities
-Perhaps the oldest of dragons know of their origin and the progenitors?
-Due to the coming cataclysm, perhaps all of the Keepers have been awoken, regardless of season, but they don't quite know why.

The Keepers (12rp)
Trait---(Cost)
Half-Construct (7rp)
Slow Speed (-1rp)
Specialized (1rp: +2 STR, +2 CON, -2 CHA)
Advanced Constitution (4rp) (Con total at +4)
Mind Shielding (1rp: +2 Will)
Total: 12rp


Let's get rolling:

3d6 ⇒ (6, 3, 2) = 11
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (6, 4, 4) = 14
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (4, 4, 4) = 12

11, 9, 14, 7, 11, 12. That's a 4 point buy. Ehhhh, let's go with the 15pt.

Liberty's Edge

GM Arkwright, that looks great. That's 14 RP total though, isn't it? I particularly like your explanation for the humanoid form - makes the poet-whales seem a lot more majestic than I originally thought.

Sam Starfield. wrote:
I'm sorry I'm just not feeling this character in this game, and you diserves someone committed to the game, so I'm going to respectfully withdraw, I wish you good luck and hope you have loads of fun.
Alright; thank you for showing interest!
Gavmania wrote:
Ok, I hadn't realised that. I'll have to think about it a bit.
Note that triaxians (the humanoid, not the demonym) is pretty much the human analogue of Triaxus. They've got a few differences but especially in summer the only real difference between some triaxians and a bald Bekyar/Garundi is the ears.
Loup Blanc wrote:

Alright, I'm intrigued. I'd be totally down for playing a dragon, if it weren't for the fact that silvers no longer have the ability to take a humanoid form for as long as they wish, the way they did in 3.5 (actually just realized this when I looked it up). If this could be reverted back to the way it was in those days, I'd be very grateful, although if it couldn't, that's fine.

I don't see anyone else rolling yet, but I'll give it a go...
** spoiler omitted **
13, 13, 12, 12, 8, 7. Nothing really good there--that's a 6 point setup. I'll just go with 15 Point-buy.

Hmm . . . take a look at this thread. It looks like it is in fact indefinite, though it doesn't change your ability scores or anything.

Rolls don't count until you make an alias for your character - then you make the rolls in that character's first post, or not at all. So you still have a chance to get different rolls!


3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (6, 2, 1) = 9
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (6, 3, 3) = 12
3d6 ⇒ (4, 2, 5) = 11
3d6 ⇒ (3, 4, 6) = 13


You know, I just realized you allow Path of War. I'd love to play a Stalker in that case. I've tried to get one off the ground before, but they're less stellar at low levels. 9th sounds good for it.

Str: 10
Dex: 16
Con: 14
Int: 12
Wis: 12
Cha: 7

Seems like it works. I don't trust my dice luck (unless you meant you'd allow us to change our minds if the 3d6's didn't work out).

Liberty's Edge

Rynjin wrote:
Seems like it works. I don't trust my dice luck (unless you meant you'd allow us to change our minds if the 3d6's didn't work out).

I did actually mean that! So if you make an alias (don't have to do this now), you just roll in your first post, and pick between the rolls and the point buy.

Seth86, I need your rolls to be in the first post of a separate alias for your character, or else you can just use point buy.


Nice. I'll try and stat up the Sky-Priest later.

I think Dex/Wis for stats works for them (and not just because that fits my character best). With 15 RP I think I can make a neat Serpentine race.

Does Distant Worlds say anything about them being poisonous?


Sky-Priest:

Type: Humanoid (Reptilian) 0 RP

Ability Scores: Flexible (+2 Dex and Wis, 2 RP)

Languages: Standard (0 RP, Common + Sky-Priest language if any)

Size: Medium (0 RP)

Base Speed: Normal (0 RP)

60 ft. Darkvision (2 RP)

Scent (4 RP)

Bite (1 RP)

Life-Stealing Venom (1 RP)

Flexible Bonus Feat (4 RP)

Envoy (1 RP)

How does that work?


Starting to build my cetakin, what classes/roles are already spoken for?


I'm going to be a Stalker, which is sorta like a Rogue/Monk...thing.


Okey-dokey

Name: Podrick of Mudsedge
Race: Male Cetakin
Alignment: CG
Class: Wizard (Shadowcaster)
Backstory: Washed ashore in the town of Mudsedge, Podrick was taken in by Garen, an unsuccessful evil mage who retired to the town after his life's scheming left him far below others of greater deviousness and ruthlessness. While initially attempting to convince Podrick to aide Garen in returning to respect and politics, the young cetakin successfully navigated the moral minefield to become friends with the mage, learn his trade and resurrect sparks of goodness within him without falling victim to greed or ambition. Eventually he headed for the nearest metropolis to complete his training, initially determining to create epics of theoretical battles with ignorance and despair before deciding to instead bend the subtle magics of mind and shadow to enemies of the good and innocent on Triaxus.
Personality: Eternally good-natured and pleasant despite all despair and sorrow, reasonably personable though many are off-put by his appearance, firm determination to help others, works to ensure all the ills and horrors of the world stream off of him like water.
Sheet

Liberty's Edge

Rynjin wrote:
Does Distant Worlds say anything about them being poisonous?

I don't actually have that book; it seems like the comprehensive gazetteer is in AP #70 instead. No mention of poison, anyways. The race looks good - are you reskinning "envoy" as part of the divine blood?

Nice backstory, GM Arkwright. Would you consider Indar (population 11500, regional center of arts, minor port, and border town), Preita (population 34100, "Scholar's Paradise" city-state where even the basest mercenary values information more highly than money, continental center of entertainment and arts, major port, and bordering the side of Aylok that is Indar's dominion), or the as-yet-unnamed capital of Aylok (unknown population, possibly land-locked in the center of the Great Plains)?

And with that, we have four applications with backstory:

  • Nyaa's young copper dragon stalker 1 ("rescued" by an unknown thief)
  • Gavmania's half-chromatic dragon humanoid paladin 7 (grew up in a small village near Lamid, then moved to Kiltar to protect the surrounding region better)
  • Seth86's chakat horizon walker 1/ranger (warden) 6 (extraplanetary explorer/surveyor)
  • GM Arkwright's cetakin wizard (shadowcaster) 9 (mage's apprentice who completed his training in nearby metropolis)

And we have three other applications (no backstory blurbs just yet, so I'm not counting them against application closing):

  • Echos Myron's keeper (no character-specific backstory that I noticed, at least)
  • Loup Blanc's silver dragon
  • Rynjin's sky-priest stalker 9

Applications will probably be closing soon, so anyone else reading this who wants to be considered should write a blurb ASAP!

Liberty's Edge

Forgot to reply to a few things in this post; numbering added.

Echos Myron wrote:


[1]Created by unknown, space-faring Progenitor race.
-Half-Humanoid, Half-Construct
-Created by removing nervous system from original humanoid and inserting in an organic, marble-like body that has been sculpted to resemble their original body, but on a larger scale. (Height ranges between 6'5" and 7'10")
-They lie dormant for half a Triaxian year, awakening with their designated season (Summer or Winter)
[2]They serve as guardians of various leylines, relics and reliquaries.
-Appearance: They appear as marble statues of various humanoid creatures. Their eyes, hair and body would be just one uniform marble white, sometimes with faintly glimmering runes and markings. They stand generally at the higher end of the medium size bracket, just bordering large, no matter what humanoid they are based off of.
[3]Language: Keyed by the Progenitors to speak the most common language, they speak..well..uh.. Common. I'd like one more language that they could speak that has roots in the Arcane. Possibly Draconic?
-Their background is shrouded in mystery. They know nothing of their past lives, only that they have, or had, a purpose.
-Arcane energy courses through their "veins", so to speak. Due to the construction of their bodies, they are shielded from anti-magic fields.
-Given the transplanted nervous system and the arcane energy, their minds are more resilient, giving them +2 Will
-They are a rare race. Their numbers range between 1000-5000 (GM discretion)
Possibilities
-Perhaps the oldest of dragons know of their origin and the progenitors?
[4]Due to the coming cataclysm, perhaps all of the Keepers have been awoken, regardless of season, but they don't quite know why.

1. Sounds good. Might have something to do with the world-ship Apostae, which is rumored to have something to do with all the portals in Golarion's solar system.

2. I have something in mind for this . . . but we'll talk about that if you're selected. Suffice to say that the something you're trying to protect might be something you actually lost last autumn, and now you're trying to find it again. Conflicts with number 4 though.
3. Draconic, being the other "Common" on Triaxus, would make a lot of sense.
4. If they were created for one purpose I'm thinking of, this could work very well indeed. Perhaps the progenitor race left portals off of Aucturn for a reason . . .


Ah, if they're not poisonous I'll replace the poison thing.

And yeah, Envoy just seems fitting for creatures with Divine magic flowing through their veins. Lets you speak to any Outsider you may come across, among other things, even when they aren't casters in themselves.

I wish I knew a bit more about them, societally. Would be easier to make a backstory then.

Liberty's Edge

Yeah . . . we can make something up, though. Since they're "sky-priests" they probably live fairly high up in the mountains, or even on sky citadels powered by magic similar to that of the Shory.

Perhaps the dominant religion is worship of Gozreh's sky aspect? He may have played an important role in their evolution at some point. If so, they would have fairly ascetic lifestyles, focusing on communing with him and the mysteries of storms and winds. Their cities would be densely packed and designed to accentuate the whistling wind (think eolian harps, wind organs, and the walls in the Whispering Cairn). It's probably expected that children are as hyped about the sky as everyone else, so if your character were not interested in magic and Gozreh and music, that'd be a good jumping-off point for your character.

If it's not Gozreh who gave them the divine blood, it could be an empyreal lord, or some other demigod. Or perhaps the sky-priests have many very powerful adventurers among them, and are just regularly gaining the favor of divine beings and adding their power to the gene pool?


Heya Gark, I'll almost certainly build a Cleric, Druid, or possibly Warpriest. I have a few ideas bubbling around...and a few Q that'd help me settle them:

Your mention of extraplanar demigods led me to Chadali (who was born from a meteor shower and is a patron of travelers and serendipity). Her writeup mentions that her followers include half-celestial unicorns...which certainly stirs the imagination...and raises some questions.
- First, let me know if the idea doesn't appeal...because I could also just do a Tralaxian L9 Cleric...but if you're entertaining the unicorn idea...
- Can a half-celestial unicorn talk? Unicorns list Languages: Common, Sylvan, but doesn't mention if they can speak or only understand them. And even if normal unicorns can't speak perhaps half-celestial ones can?
- Does the Half-Celestial template count only the monster HD, or also the class HD (e.g. in this case, is it +1 for the Unicorn's 4 HD, or +2 CR based on class levels?)
- Anything else you'd suggest (or caution) about this?

EDIT
Alternately considering a Cleric (evangelist) of Abadar, with the Leadership (Nobility) Domain. One note there is that it grants the Leadership feat which I know many DMs ban. Do you, and if so what would you like to replace it with? (Or if not, any guidance on how you'd like to work cohorts?)


Changes made.


Hm, maybe. Gozreh's a pretty neat god/dess, I can work with that.

He's definitely not interested in music, his interest in magic is tangential at best, and he would most likely pay lip service to Gozreh at best, explaining why he might try his luck somewhere where that's NOT weird and antisocial.

Perhaps joined a monastery (is there worship of Irori on Triaxus?).

Sky-Priest v 1.1:
Type: Humanoid (Reptilian) 0 RP

Ability Scores: Flexible (+2 Dex and Wis, 2 RP)

Languages: Standard (0 RP, Common + Sky-Priest language if any)

Size: Medium (0 RP)

Base Speed: Normal (0 RP)

60 ft. Darkvision (2 RP)

Scent (4 RP)

Flexible Bonus Feat (4 RP)

Spell-Like Ability (Barkskin 1/day)

Envoy (1 RP)

There, traded the poison stuff for a useful Druid spell 1/day. I may trade Scent in for a couple more, if you think that's more fitting. A spell for each aspect of the natural world, perhaps?

Barkskin: Earth
Wave Shield: Ocean
Cloak of Winds: Sky

I'll have my character (working name Suchak Iskal, working background self-exiled Sky-Priest cum monk cum wandering right-doer) done up tomorrow.


Now, for my Keeper character, I was trying my hardest to stray away from a bloodrager. I'm already playing one in a game and I thought I'd try something new, but an Arcane Bloodrager sounds so fitting.
Though I won't be able to dedicate time until the 1st, here's some inkling of a character.

Winter Guard Aught
Keeper Spell Eater Primalist Arcane Bloodrager 9
Due to unknown circumstances, Aught of the Winter Guard, has awoken prematurely during the Summer season. Unsure as to the how's and why's of his early awakening, he knows that this is an anomaly and that it must be investigated. His counterpart, Ciphre of the Summer Guard, has heard word of a mass awakening of the Winter Guards and she urges him to seek out answers.


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Here is Chakat Shadowpaw. =^^=

Chakat Shadowpaw:

Chakat
Chakat horizon walker 1/ranger (warden) 6 (Pathfinder RPG Advanced Player's Guide 265, Pathfinder RPG Ultimate Combat 68)
CG Large monstrous humanoid
Init +6; Senses darkvision 60 ft., scent; Perception +15
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 10 (+2 Dex, +1 dodge, +1 natural, -1 size)
hp 96 (10d10+28)
Fort +11 (+4 vs. disease and poison), Ref +10, Will +5
Defensive Abilities healthy
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 claws +11 (1d8+8)
Space 10 ft.; Reach 5 ft.
Ranger (Warden) Spells Prepared (CL 3rd; concentration +3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 18, Int 10, Wis 10, Cha 14
Base Atk +10; CMB +13; CMD 25 (29 vs. trip)
Feats Dodge, Endurance, Improved Initiative, Improved Natural Attack (claw), Power Attack, Rending Claws[APG]
Traits spiritual forester
Skills Acrobatics +2 (+10 to jump), Climb +10, Diplomacy +10, Heal +4, Intimidate +3, Knowledge (geography) +10, Knowledge (nature) +11, Knowledge (planes) +11, Linguistics +10, Perception +15, Ride +3, Stealth -1, Survival +15, Swim +10
Languages Aklo, Aquan, Auran, Catfolk, Common, Draconic, Ignan, Sylvan, Terran, Triaxian
SQ able explorer, favored terrains (jungle +2, mountainous +2, plains +4), live in comfort, master of terrain, prehensile tail, terrain bond, track +3, wild empathy +8
Other Gear 46,000 gp
--------------------
Special Abilities
--------------------
Able Explorer (Ex) At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger's second, third, and fourth favored enemies.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Favored Terrain (Plains +4) (Ex) +4 to rolls when in Favored Terrain (Plains).
Healthy (Ex) +4 to save vs poison, and disease (including magical diseases).
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Terrain Bond (Ex) At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth and Survival rolls
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Shadowpaw in a explorer. Shi is sent to explore new worlds. Almost a kind of first contact mission.

White fur, bright blue eyes, Hir one foot-paw is black, almost as if shi stepped in a shadow, hence where hir name came from

No gear etc. Will add those if chosen =^^=

Liberty's Edge

Numbers added.

gyrfalcon wrote:

[1]Your mention of extraplanar demigods led me to Chadali (who was born from a meteor shower and is a patron of travelers and serendipity). Her writeup mentions that her followers include half-celestial unicorns...which certainly stirs the imagination...and raises some questions.

[2] First, let me know if the idea doesn't appeal...because I could also just do a Tralaxian L9 Cleric...but if you're entertaining the unicorn idea...
[3] Can a half-celestial unicorn talk? Unicorns list Languages: Common, Sylvan, but doesn't mention if they can speak or only understand them. And even if normal unicorns can't speak perhaps half-celestial ones can?
[4] Does the Half-Celestial template count only the monster HD, or also the class HD (e.g. in this case, is it +1 for the Unicorn's 4 HD, or +2 CR based on class levels?)
[5] Anything else you'd suggest (or caution) about this?
[6]EDIT
Alternately considering a Cleric (evangelist) of Abadar, with the Leadership (Nobility) Domain. One note there is that it grants the Leadership feat which I know many DMs ban. Do you, and if so what would you like to replace it with? (Or if not, any guidance on how you'd like to work cohorts?)

1. Chadali looks pretty cool. She definitely makes sense as a deity on Triaxus, though Triaxian worshippers would probably depict her as as a middle-aged Ningese woman instead of a Vudrani.

2. Unfortunately unicorns as depicted in the Bestiary wouldn't naturally occur on Triaxus (no horses). This doesn't rule out a half-celestial unicorn, but it means that unicorn's most likely place of origin is a celestial realm, so you'd need to include that in your backstory. (It's worth noting that with our current dearth of triaxian entries, and the importance of that race to the setting, I would be likely to pick the triaxian over the unicorn.)

3. Unicorns can indeed speak. If a monster can't speak some languages it says so in parentheses next to the languages, as with the dretch.

4. Honestly it looks kind of like it counts class levels . . . damn that's weird. I'd say you can a) change every mention of "HD" to "racial HD," and just take the CR 4 creature with SLAs capped at aid and detect evil, OR b) keep the template as written, with class levels counting for HD, but the final base CR is 6 instead of 5.

5. Not really!

6. Hmm . . . I haven't looked at cohort rules since 3.5, but I don't have anything against Leadership. PBPs are a fairly good place for that sort of stuff since you have time to do the number-crunching and map manipulation. You'd run your cohort, with me having the option to step in if it seems like the cohort is doing something very out of character for it.

Rynjin wrote:
Perhaps joined a monastery (is there worship of Irori on Triaxus?).

The ascended deities are almost unheard-of on Triaxus, so there's probably no organized worship of him. If you're alright having gone to an unaffiliated monastery, there are battleflower training institutions and probably other unarmed traditions in Ning. The Territories are a pretty blank slate so you could say you're from a monastery anywhere in them; Kamora in particular might have a monastery as part of its defense against the vampiric hordes.

Edit: Actually it looks like green dragons sometimes follow him; if your home city was somewhere in the Drakelands or the Skyfire Mandate, you might have gone off to join a green dragon's pet monastery.

Rynjin wrote:
[snip]
Alright! Sounds cool.
Echos Myron wrote:
[snip]

Good stuff. Let's say it's been one 400-day year since the awakening, and so far you've been turning up only dead ends? Ciphre has kept her ear to the ground, though, and has turned up something that might be a lead.

---

And I just noticed that in the OP I only mentioned needing to roll hit points in your first alias post. Sorry, everyone who rolled ability scores and got "corrected" - you can use those rolls. Anyone who would like to roll now on their main alias can feel free to do so. (The limit of one roll per applicant still applies, though.)

With Rynjin and Echos Myron, we've met the quota of finished applications. At 12:07 am PST on January 1st, submissions will close. Any character with at least a sentence of backstory will be considered.


OK, Gyrfalcon here. Thanks for your answers to my various questions. I've settled on my submission:

Introducing Horn, a Summer Triaxian Season Keeper, raised on the great Southern plains of Ghoa, in the Allied Territories. He has an ugly, swollen birthmark disfiguring the right side of his dark copper face and causing a slight slurring of his speech. Because of his disability he was shunned by many of his town, and grew up more comfortable with beasts than humanoids.

As he entered his late adolescense, with a new Summer on the horizon, Horn felt the calling to become a Season Keeper. He was taken on as an apprentice by an elder Winter Season Keeper, Birch. She gave him his Keeper-name of "Horn", taught him to feel the ley lines that intersect the plains of Ghoa and all of Triaxus, and how to summon the native beasts of the plains. Happy to discuss what makes sense for his recent years, in terms of tie-in to the story, but anything around keeping balance of the seasons is directly up his alley...and enough to get him to overcome his awkwardness with others.

Mechanically, Horn is a Druid (Menhir Savant) 9 with the Plains domain. He'll function ably as a primary divine caster for the group (healing & otherwise), with a specialization in summoning (particularly plains animals...which will be Triaxian in flavor but will be mechanically identical to the SNA list as per Gark's earlier note about animals).

His crunch is still in process -- and I'll fluff his fluff a bit more too -- but for now it's much too late at night and I better crash.

Cha: 3d6 ⇒ (2, 3, 1) = 6
Str: 3d6 ⇒ (3, 6, 2) = 11 -2 racial = 9
Dex: 3d6 ⇒ (1, 6, 6) = 13 +2 racial = 15
Wis: 3d6 ⇒ (6, 6, 4) = 16 +2 racial +2 level = 20
Con: 3d6 ⇒ (5, 5, 5) = 15
Int: 3d6 ⇒ (6, 2, 3) = 11

EDIT
I see him being more at ease around cetakin and sky-priests than with most other humanoids (including fellow Triaxians), and likely quite self conscious around dragons


Pathfinder Adventure, Adventure Path Subscriber

If you are still open to enties, then I'd be more than happy to play a native of the planet, a Triaxian.

Str 3d6 - 2 + 1 ⇒ (1, 1, 5) - 2 + 1 = 6 level increase
Dex 3d6 ⇒ (4, 3, 1) = 8
Con 3d6 + 2 ⇒ (5, 5, 5) + 2 = 17
Wis 3d6 + 2 ⇒ (1, 4, 4) + 2 = 11
Int 3d6 ⇒ (5, 3, 3) = 11
Cha 3d6 + 1 ⇒ (6, 5, 6) + 1 = 18 level increase

... interesting set of rolls ... would suit a sorcerer more than anything else I can think of ... and given the setting it would be appropriate to be of the draconic bloodline, even though the stats aren't optimal.

Xantox, has despite his obvious weaknesses, remained popular in school. Maybe it was his ability to entertain by using his hands to do magic tricks, make a flame appear or disappear, that meant he wasn't ribbed about his inability to play sports. Or was it just, that the boy seemed to have an affable and friendly disposition. Willing to help his friends in their adventures, using his personality to stop bickering and pull people together into a single purpose. It was this that probably set him on course for the life he now leads, owner of the Moon and Stars Inn. It is here that with the help of his strong and burly staff, he listens to the goings on in Aylok, the local gossip and whatever else may pass through.

To the patrons, they hear him talk of great adventures or magics and dragons, of defence of the realms against the threats from outside. Almost as though Xantox himself were present, but these tales surely could not involve a mere weak inn-keeper. Those regulars of the Moon and Stars, perhaps had their theories for those periods Xantox was away 'buying' beer and food supplies from the cities of Aylok and beyond. For those who knew, Xantox was one of the defenders of Aylok, as a member of the Knights of the Green Shiled, an association of like minded humaniods, dedicated to defend Aylok from outside threats. Their code to defend at all costs, without letting the populace become fearful or panic at the regular attacks against the region from beyond.

From the War of the Unkingly to the Firefest war, Xantox has used his real magic to aid and abet the kingdom in its fight for freedom and liberty, a chance to pursue its own destiny.

Can do the stats etc, to fall in line with the story and fill it out more once I've looked at the Pathfinder pubs, given another 24hrs. If I'm too late just tell me and I'll retire from the roster, although I like the sound of this. I am in the UK, so posting is UK times.

One question, as Triaxians are the equiv of Human, would you allow human traits to be transfered to Triaxians, then I can use World Traveller, to give me Diplomacy, fitting in with the background.


Pathfinder Adventure, Adventure Path Subscriber

OK still building Xantox .. but here is some crunch so far, although spells and feats may change a little...
... but gotta leave work now.

If you like the look of him, I'll finish and tart him up with gear and stuff. Make a better back story for the organization too.

Xantox build in progress 1:

Xantox
Human Sorcerer 9
LN Medium humanoid (human)
Init +3; Senses Low Light Vision, Perception +8
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 61 (9d6+27)
Fort +6, Ref +2, Will +6
Resist acid 10
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bloodline arcana: draconic, breath weapon, claws
Sorcerer Spells Known (CL 9th; concentration +13):
. . 4th (5/day)—acid pit{super}APG{/super} (DC 18), detonate{super}APG{/super} (DC 18), fear (DC 18)
. . 3rd (7/day)—beast shape i, elemental aura{super}APG{/super} (DC 17), fly, haste
. . 2nd (7/day)—eldritch conduit (DC 16), glitterdust (DC 16), invisibility, resist energy
. . 1st (7/day)—ant haul{super}APG{/super} (DC 15), enlarge person (DC 15), expeditious retreat, hydraulic push{super}APG{/super}, mage armor, true strike
. . 0 (at will)—acid splash, detect magic, light, mage hand, mending, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 6, Dex 8, Con 17, Int 11, Wis 11, Cha 18
Base Atk +4; CMB +2; CMD 11
Feats Combat Casting, Diehard, Endurance, Eschew Materials, Improved Initiative, Leadership
Traits world traveler
Skills Diplomacy +10, Fly +5, Knowledge (arcana) +7, Perception +8, Profession (innkeeper) +5, Spellcraft +10, Use Magic Device +13
Languages Common
SQ bloodlines (draconic)
Other Gear 46,000 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 9d6 Acid damage, DC 18.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Leadership (Base Score 13) You attract loyal companions and devoted followers.
Magic Claws (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.


Her Gark, I just saw you said "down the line" for willing scores. Did you mean not to reorder the rolls? If so then I'll switch to a 15 point buy since I had to reorder mine to make my Season Keeper concept work.

Also, thinking more about the alien fauna. What do you think about using dinosaur-like creatures to represent their alienness? If you like that, I'll modify slightly for a saurian shaman build.

Also I should ask: either build I was thinking of could use some room on the battlefield for large+ creatures to run around at least some of the time. If it's almost all in tight quarters let me know and I may make a couple other tweaks.

Thanks!


Oh, you know I just noticed Desna has a following. That seems like it'd work, and I wanted to use a Starknife anyway.

Maybe he disagrees with the rest of his kin on the source of their divine power? Rather than the god of the sky, he believes more in the creator of the heavens, and travels the world, killing monsters in her name?

That would explain why he learned to fight (Lamashtu makes some nasty beasties), and the travel aspect from a usually stationary race.


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Tunker the Atomie fought throughout the long winter and is ready to "spread his wings" now that the long summer is here. He has heard of the terrible fate awaiting the world, and wants to stop it to preserve its natural wonder.

Crunch:

TUNKER
Male atomie rogue 8

CN Diminutive fey

Init +14; Senses low-light vision, Perception +17

DEFENSE

AC 30, touch 26, flat-footed 30 (+2 armor, +1 deflection, +10 Dex, +2 natural, +4 size, +1 misc)

hp 71 (9 HD; 2d6+7d8+27)
Fort +7, Ref +21, Will +11, +2 Reflex to avoid traps

Defensive Abilities evasion, trap sense +2, uncanny dodge ; DR 2/cold iron

OFFENSE
Speed 20 ft. fly 50 ft. (good)
Melee rapier +1 (diminutive/mithral/thundering) +22/+17 (1d2/18-20)
Ranged shortbow +1 (diminutive/seeking) +22/+17 (1d2/x3), within 30 ft. +23/+18 (1d2+1)
Special Attacks Befuddling Strike, Fast Getaway, Sneak Attack 4d6, STATISTICS
Str 8, Dex 31, Con 16, Int 10, Wis 18, Cha 16
Base Atk +6; CMB +12; CMD 23

Feats Armor Proficiency, Light, Deadly Aim, Flyby Attack, Improved Initiative, Point-Blank Shot, Precise Shot, Shadow Strike, Weapon Finesse

Skills
Acrobatics (10 ranks) +23,
Appraise +0,
Bluff +3,
Climb -1,
Diplomacy +3,
Disable Device (10 ranks) +27,
Disguise +3,
Escape Artist +10,
Fly +20,
Heal +4,
Intimidate +3,
Knowledge (Dungeoneering) (10 ranks) +13,
Knowledge (Local) (10 ranks) +13
Knowledge (Nature) (10 ranks) +13
Linguistics(4 ranks Aklo, Gnome, Elven, Sylvan) +7,
Perception (10 ranks) +17,
Perception (Trapfinding) +21,
Ride +10,
Sense Motive +4,
Stealth (10 ranks) +35,
Survival +4,
Swim -1,
Use Magic Device (10 ranks) +17

Languages Aklo, Common, Elven, Gnome, Sylvan, Draconic, Plantspeech (trees), Celestial, Infernal

SQ low-light vision, trapfinding, weapon and armor proficiency,

Gear jingasa of the fortunate soldier; amulet of natural armor +2; rapier +1 (diminutive/mithral/thundering); ring of protection +1; bracers of armor +2; belt of incredible dexterity +2; cloak of resistance +2; wand of cure light wounds; wand of ray of enfeeblement; Bandolier (Diminutive) ; Shortbow +1 (Diminutive/Seeking) ;

SPECIAL ABILITIES

Befuddling Strike (Ex) When the rogue deals sneak attack damage against an opponent, that opponent takes a -2 penalty on attack rolls against the rogue for 1d4 rounds.

Dangerously Curious 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 often caused quite a bit of damage and headaches for your parent as a result.

Evasion (Ex) You can avoid damage from many area-effect attacks.

Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Guileful Polyglot (Draconic, Plantspeech (trees), Celestial, Infernal) (Ex) A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [4d6]

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Liberty's Edge

Horn wrote:

OK, Gyrfalcon here. Thanks for your answers to my various questions. I've settled on my submission:

Introducing Horn, a Summer Triaxian Season Keeper, raised on the great Southern plains of Ghoa, in the Allied Territories. He has an ugly, swollen birthmark disfiguring the right side of his dark copper face and causing a slight slurring of his speech. Because of his disability he was shunned by many of his town, and grew up more comfortable with beasts than humanoids.
As he entered his late adolescense, with a new Summer on the horizon, Horn felt the calling to become a Season Keeper. He was taken on as an apprentice by an elder Winter Season Keeper, Birch. She gave him his Keeper-name of "Horn", taught him to feel the ley lines that intersect the plains of Ghoa and all of Triaxus, and how to summon the native beasts of the plains. Happy to discuss what makes sense for his recent years, in terms of tie-in to the story, but anything around keeping balance of the seasons is directly up his alley...and enough to get him to overcome his awkwardness with others.
Looks great. In recent years you might have decided to journey to Aylok to commune with the Great Plains and watch herds of wild wollipeds who have never known the touch of saddle or food trough. Coming east through Preita, you might have decided to take the more rural entry into the plains, skirting along the foothills of the Mountains of Luz, and are currently in Lamid.
Horn wrote:
Mechanically, Horn is a Druid (Menhir Savant) 9 with the Plains domain. He'll function ably as a primary divine caster for the group (healing & otherwise), with a specialization in summoning (particularly plains animals...which will be Triaxian in flavor but will be mechanically identical to the SNA list as per Gark's earlier note about animals).

Sounds good. I'll add alurals ("carnivorous wolliped" variant usually bred by the Unbound triaxian tribes of the Drakelands) to the 4th-level SNA list and wild wollipeds to the 3rd-level list. These go on the 7th-level list, these go on the 8th-level list, and "dire tiger" is now "great silver hunting cat." "Shabals" are essentially goats and are added to the 1st-level list.

And good idea with relations! Gives me an idea of how to interweave backstories.

Deevor wrote:

If you are still open to enties, then I'd be more than happy to play a native of the planet, a Triaxian.

Str 3d6-2+1 level increase
Dex 3d6
Con 3d6+2
Wis 3d6+2
Int 3d6
Cha 3d6+1 level increase
... interesting set of rolls ... would suit a sorcerer more than anything else I can think of ... and given the setting it would be appropriate to be of the draconic bloodline, even though the stats aren't optimal.
I don't think this would change your build too much, but Intelligence comes before Constitution . . . you'd end up with a 9 Int and a 13 Wis, if you took the rolls. Sucks to lose the skill points on a sorcerer though I know :c
Deevor wrote:
[snip]
Nice backstory! I really like the unassuming innkeeper aspect. If you're selected the Green Shield may prove to be the uniting factor in all backstories.
Deevor wrote:
Can do the stats etc, to fall in line with the story and fill it out more once I've looked at the Pathfinder pubs, given another 24hrs. If I'm too late just tell me and I'll retire from the roster, although I like the sound of this. I am in the UK, so posting is UK times.

No rush; submissions close tonight but you've got well over the requisite amount of backstory to be considered. Once applicants are selected I'll give everyone time to finish their characters/juggle niches/complete backstories.

It seems like we've had a lot of European applicants so I may rejigger Initiative. Hopefully that won't be necessary.

"Deevor wrote:
One question, as Triaxians are the equiv of Human, would you allow human traits to be transfered to Triaxians, then I can use World Traveller, to give me Diplomacy, fitting in with the background.

Ah yeah I added traits at the last minute, didn't consider all the possibilities . . .

Triaxians use the human section, yes. Dragonkin and dragons can pick from half-orc, tiefling, and kobold race traits (do kobolds have any of those yet? who knows!). Sky-priests can choose from aasimar, sylph, and lizardfolk traits. Laialar can choose from lizardfolk, kobold, or halfling. Poet-whales can choose from undine and um, merfolk and tritons? Really not sure which races have these options. Keepers can probably pick from oread, dwarf, and human traits, and chakats can choose from catfolk traits. Anyone with another race can suggest similar races to make a list from, if desired. Or you can just circumvent the issue entirely and choose some other type of trait.

Deevor wrote:
[build snip]
Looks good!
Horn wrote:
Her Gark, I just saw you said "down the line" for willing scores. Did you mean not to reorder the rolls? If so then I'll switch to a 15 point buy since I had to reorder mine to make my Season Keeper concept work.
Oh, didn't notice that. Sorry, yes they need to be in the classical order.
Deevor wrote:
Also, thinking more about the alien fauna. What do you think about using dinosaur-like creatures to represent their alienness? If you like that, I'll modify slightly for a saurian shaman build.
Actually I haven't seen a ton of info about native reptilians (except some humanoid races, and the dragons/drakes). Much of the alien-ness seems to be in endothermic animals with extra limbs and eyes. There are probably still terrible lizards, though - maybe native to the Ghoa Plains, somewhere else on the continent?
Deevor wrote:

Also I should ask: either build I was thinking of could use some room on the battlefield for large+ creatures to run around at least some of the time. If it's almost all in tight quarters let me know and I may make a couple other tweaks.

Thanks!
None of the fights will be in tight quarters. One will occur inside a building with triaxian-sized doors, though, so Large or larger creatures would need to squeeze to get in (and the roof is only 30' high).
Rynjin wrote:
[Desna snop]
Sounds good! If you still need a way to explain your martial training, I suspect the sky-priests would have some highly-ordered warrior disciplines. Or of course you could've just learned along the road.
Ira kroll wrote:

Tunker the Atomie fought throughout the long winter and is ready to "spread his wings" now that the long summer is here. He has heard of the terrible fate awaiting the world, and wants to stop it to preserve its natural wonder.

** spoiler omitted **

Tunker looks good!


Happy happy new year to all from here oyt of South-Africa! May you have a blessed and joyful 2015!

Liberty's Edge

Seth86 wrote:
Happy happy new year to all from here oyt of South-Africa! May you have a blessed and joyful 2015!

Thanks! You as well.


1 person marked this as a favorite.

Happy new year from the UK!

Liberty's Edge

Submissions are now closed. I'll post the selection before going to bed.

Liberty's Edge

Okay, it was a tough decision (not least because it seems like it'd be fun to play with any of you), but I have finalized the selection. Rynjin, Echos Myron, gyrfalcon, and GM Arkwright may proceed to the Discussion thread.

Everyone else, I wish good luck finding games, and a happy new year!


Oh well.

Enjoy game people


Pathfinder Adventure, Adventure Path Subscriber

Have a good one and Happy New Year to you all ... from the UK also.


Happy new year to all!

Gark, can you post a link to the discussion?


Here


Congratulations to those that made it!

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