Heart of the Jungle (Inactive)

Game Master Mowque


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In the jungle you must wait, until the dice read five or eight

Hi, I am GM Mowque and this is the Recruitment thread for my new game, Heart of the Jungle. I’m looking for four players to take my adventure though the Mwangi Expanse and, hopefully, out the other side after some crazy adventures, fun characters and great stories to tell (both IC and OOC)!

Below is all the information, spoilered for your convenience!

Game Information:

Not for the first time the jungle was expelled a tired, weary adventurer. The famed Dagen Bandrift, after disappearing into the vast Mwangi Expanse three years ago, has returned! With him, he has brought tales of psychotic apes, cannibalistic tribesmen, ravening swarms of ants, raging waterfalls, sunken tombs of forgotten kings and other amazing tales. More importantly however, he has brought proof. When Bandrift came stumbling out of the jungle, he brought with him a mule laden with gold, jewels, strange magical items and even some prized rubbings of lost languages. The find made him an instant success and he set off on a whirlwind speaking tour.

After this successful but expensive tour, he announced he would be going back and he’d take volunteers! As before, Bandrift would be heading out of Bloodcove, the Aspis dominated frontier town far to the south of Avistan, at the mouth of the wild Vanji River. 

You have agreed and soon found yourself on the hot, muggy streets of that mercantile town. Bandrift is assembling his party tonight, at the Witchlight Inn. He has promised not only to share tales and advice on the adventure to come, but also display his map of the distant and wealthy points of the interior. The old adventurer has attracted quite a crowd. 

Be there or miss the adventure of a lifetime! 

Themes:

Looking for four (4) players to join a pretty classic game with the following themes:

Exploration- Dungeons, a huge jungle, abandoned cities…

Survival- Just making a go of it in the hostile Mwangi Expanse.

Factions- Inter-party as well as outside influences. I will be using the PM system for secret communication to players.

Interesting combats- I love planning interesting and innovative combats in Pathfinder. My live game friends say that is my strength so I hope to embrace it.

Character Creation:

Levels: Starting level is 3, and you will level fairly regularly
Stats: 20 point buy, no stat can be lower than 8 before racial modifications.
Classes:  All Core, Base and Hybrid classes allowed along with most archetypes. Master Summoner and Synthesist Summoner are not permitted.

Races: All Core races are allowed without restriction, anyone else I have to explicitly say ‘Yes’ to. But if you can make a convincing case that isn’t OP, be my guest and try. I have a soft spot for gnomes in full disclosure.

Alignment: Standard Good and Neutral only. Fairly traditional adventuring stuff, be a hero!

Traits: Two traits of your choice, which must come from sources other than Adventure Paths.

Hit Points: Hit points will be gained at each level equal to ½ class HD +1. You will receive maximum HP for first level.

Starting Gold: Standard Wealth for level.

Skills: We will be using the Background skills system.

Character Background: 

So leaving back-stories a bit open. You need a character who is interested in following Bandrift into the jungle. The Expanse is a dangerous place, you need a good reason to go there. Can be a thrill for adventure, hoping gain some treasure, looking for exotic plants, whatever. The more [i]original[i/] your motivation the more likely you are to be picked.

Also, I want to do some personal angles to the characters, each having some of their own agenda. So give me something to work with. Give me an ancient family enemy, or a crazed ex-lover or an outraged mentor you robbed from. The better that personal angle is, the more likely you are to be chosen. I don’t need a novel, just something interesting.

I value back-story over build.

But basically I want interesting characters with some internal motivations. Convince me your character has that and you are well on your way to joining this game!

P.S. You’ll be starting in Bloodcove, so please place your PC there!

What I expect in an application:

-A fully finished statblock (you can hold off on minor gear if you wish). An alias is not required but if you want to make one, it won't hurt your chances.

-Some backstory, with the caveats (an interesting personal motivation and personal agenda) mentioned above. I look forward to hearing about some cool characters.

- A sentence or two on why this game in particular appeals to you!

Optional Rules:

These are some optional rules this campaign will be using!

Background Skills

Automatic Bonus Progression

Posting and Player Expectations:

I plan on posting at least once a day, probably more, so I hope you are too! Weekends are my slowest time due to having a life and all that jazz. More than ‘one post a day’ or some other numerical limit, I would like you to promise to try to keep up with whatever pace is set. In PbP it can be hard to keep up the pressure, so I just hope to get good players who understand that.

About Me:

I am a librarian from PA (which is EST timezone). I have GM'd a few solo PBP games on pazio.com and a few live games. This is my first ‘full party’ GM attempt on Pazio however (although I am playing in 2 games right now, and really enjoying it!) and looking forward to it.

I am big on communication both IC and OOC so expect lots of posts in Discussion and Gameplay!

Whew, lots of info but it should show I’m serious about this game and will commit to making it fun and memorable! As people submit characters I will provide feedback and keep a list of races/classes submitted to help with party balance.

Recruitment will be open for a week and a half...it Ends on Wednesday October 7th! So apply today!


Hm, this sounds interesting. I had started working on a character for another campaign but was finding that it didn't fit so well. I reckon this character would fit better here.

One question (for now):
For those classes with unchained versions like the Rogue and Summoner, do we have to use the original versions or the unchained versions or can we choose which ones to use?


Summoner is unchained, others your choice!


Will mounts and or large animal companions be a problem for the game?


Seth86 wrote:
Will mounts and or large animal companions be a problem for the game?

Good question!

Parts of the game will be in urban settings, and perhaps one 'escape' plot. But I don't think it would be a deal breaker, doubly so if it can swim!


Well, the i will apply with a Human Ranger: Sable Company Archetype :)


Seth86 wrote:
Well, the i will apply with a Human Ranger: Sable Company Archetype :)

Those are the ones with the Hippogriffs, right? Interesting choice.


Yup =^^=

Talin and Zephyr:

Talin Moonscar
Human (Mwangi) ranger (sable company marine, trapper) 3 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Ultimate Magic 65)
LN Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 22 (3d10)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +6 (1d4+6/18-20) or
. . longsword +6 (1d8+6/19-20) or
. . mwk cold iron lance +7 (1d8+9/×3)
Ranged shortbow +5 (1d6/×3)
Special Attacks combat style (mounted[APG]), favored enemy (orcs +2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 10, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Endurance, Monstrous Mount, Mounted Combat, Power Attack, Ride-by Attack
Traits orc impaler (lastwall), river fighter
Skills Craft (traps) +7, Disable Device +10, Fly +4, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +7, Perception +7, Profession (trapper) +7, Ride +7, Stealth +7, Survival +7, Swim +8
Languages Common, Orc, Polyglot
SQ favored terrain (jungle +2), track +1, trapfinding +1, wild empathy +3
Combat Gear antiplague[APG], antitoxin, vermin repellent[UE], water purification sponge[UE]; Other Gear mithral chain shirt, mwk heavy steel shield, arrows (20), blunt arrows[APG] (20), kukri, longsword, mwk cold iron lance, shortbow, artisan's tools, backpack, belt pouch, carnivore feed (per day) (7), fishhook (5), flint and steel, hip flask[UE], masterwork thieves' tools, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), whetstone, 2 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Orc Impaler (Lastwall) +2 to confirm critical on charge (+3 vs. orcs).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
River Fighter You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Zephyr
Hippogriff
N Large animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+4 armor, +2 Dex, +2 natural, -1 size)
hp 21 (3d8+6)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee bite +2 (1d6+5)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 17
Feats Light Armor Proficiency, Power Attack
Skills Acrobatics +2 (+6 to jump), Fly +0, Ride +2 (+4 to stay in the saddle), Swim +8
Other Gear mithral chain shirt, exotic military saddle, hammock[UE], saddlebags, tent, large[APG], trail rations (7)
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Ps. I did not add the Resistance +1 bonus yet


Been wanting to play a jungle-themed game for a while. My idea, if you'd allow it, is to play a Bleached Gnome, either a druid or sylvan wildblood sorcerer, who suffered amnesia and is slowly regaining his memories. He discovered that he was from the Mwangi forest and is joining the expedition in the hopes that he will discover his homeland.


Sounds awesome!


Ooh, sounds like my academician wizard might be a good fit. How would you feel about this archetype.

Silver Crusade

This sounds like an interesting campaign, exploring an area that I don't see all that often.

I'd have to look at a couple concepts, but one thing I'd be interested in would be the Magaambyan Arcanist prestige class. Would you allow that to work with the Arcanist class? Weirdly, they don't qualify under RAW (Spell Mastery is Wizard only since its from the CRB). In any case, I'll likely go for either an Ekujae elf or half-elf.


dotting for interest.

Bard (gnome?) with "Trap Finder" campaign trait from Mummy's Mask. Archetype "Animal Speaker".

I am off to my part time retirement job, so I will try to get something up today or tomorrow.

-- david


Oh yeah, now I remember my other question. What year does this take place in?

I'll probably be going with a halfling sorcerer for this.


Id like to build a rogue, unchained but with an archetype from regular rogue. Ill be building and tweaking with background and everything today.


Korak The Boisterous wrote:
Ooh, sounds like my academician wizard might be a good fit. How would you feel about this archetype.

Nice to see you back Korak! I am hesitant on this. Giving people more 'characters' is always tricky. But, if you let me control the cohort and give him an interesting backstory, I'll consider it fairly.


GM Lari wrote:

This sounds like an interesting campaign, exploring an area that I don't see all that often.

I'd have to look at a couple concepts, but one thing I'd be interested in would be the Magaambyan Arcanist prestige class. Would you allow that to work with the Arcanist class? Weirdly, they don't qualify under RAW (Spell Mastery is Wizard only since its from the CRB). In any case, I'll likely go for either an Ekujae elf or half-elf.

Sounds find to me! Never played as an Arcanist, looks interesting.


Papa-DRB wrote:

dotting for interest.

Bard (gnome?) with "Trap Finder" campaign trait from Mummy's Mask. Archetype "Animal Speaker".

I am off to my part time retirement job, so I will try to get something up today or tomorrow.

-- david

Non-AP trait only please. It says so above in the guidelines. Cool idea otherwise.


Objection wrote:

Oh yeah, now I remember my other question. What year does this take place in?

I'll probably be going with a halfling sorcerer for this.

'Now', as is usual. 4715!


GM Bloodred wrote:
Id like to build a rogue, unchained but with an archetype from regular rogue. Ill be building and tweaking with background and everything today.

Sounds interesting!


Gnomes you say? I got an idea for a heaven's oracle gnome that would fit perfectly! Some gnome on gnome romance could be really cool to play out (though being part fey any race could actually work). Would you allow the lovesick drawback for an extra trait? Thinking of going spirit guide archetype. What spirits would you prohibit my character from picking? Would you allow Arcane Enlightenment hex from the lore spirit to work for an oracle (keyed of wisdom), it won't matter yet but it'll affect how much I prioritize wisdom? I'm considering picking craft wondrous item for my feat, can I craft for half cost before the game?


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I would like to put forth my interest in this expedition into the depths of the Mwangi Expanse. While I am still thinking up my character, I know that I would like to make use of some of the more interesting alchemical items. Some of which fit rather well into this kind of scenario.

For the GM's eyes only.:
You mentioned that the area is dominated by the Aspis Consortium. With that in mind, does it make sense that we may have some tie to that organization?


oyzar wrote:
Gnomes you say? I got an idea for a heaven's oracle gnome that would fit perfectly! Some gnome on gnome romance could be really cool to play out (though being part fey any race could actually work). Would you allow the lovesick drawback for an extra trait? Thinking of going spirit guide archetype. What spirits would you prohibit my character from picking? Would you allow Arcane Enlightenment hex from the lore spirit to work for an oracle (keyed of wisdom), it won't matter yet but it'll affect how much I prioritize wisdom? I'm considering picking craft wondrous item for my feat, can I craft for half cost before the game?

Lots of questions, which is good!

1. I'm gonna say no to drawbacks for extra traits. Sorry.

2. Also, sadly, after much research going to say no to the whole Arcane Enlightenment thing. Extra spells are never a good thing to give away.

3. But yes to the crafting half price!


Joshua Hirtz wrote:
I would like to put forth my interest in this expedition into the depths of the Mwangi Expanse. While I am still thinking up my character, I know that I would like to make use of some of the more interesting alchemical items. Some of which fit rather well into this kind of scenario.

The answer is a big YES to your question.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

To help confirm my submission, I will be putting forth a Half-Elf Hunter with a pension for Alchemy. He favors the bow, which he puts to good use in supporting his animal companion.

For the GM's eyes only.:
I'm excited to hear that. We now know where my allegiance lies.


I've been waiting for a campaign like this to pop up on these boards for months. I'm going to be through moving this week, so I'm not really sure I'll have the time to create the character I've got in my mind, but with some luck and hard work maybe I'll be able to throw my hat into the ring in spite of everything. I'm a huge fan of the Heart of the Jungle book, one of my all-time favourites, and the idea to join a homebrew campaign set in the Mwangi Expanse is something great. I'll try my best to come up with a character before the recruitment closes.

Dark Archive

I have two questions:
1st: Will you allow the Variant Multiclassing from Unchained?
2nd: Assuming a take the Viking archetype (Fighter) will you allow for me to take the unchained versions of Rage and Rage Powers?


Giuseppe Capriati wrote:
I've been waiting for a campaign like this to pop up on these boards for months. I'm going to be through moving this week, so I'm not really sure I'll have the time to create the character I've got in my mind, but with some luck and hard work maybe I'll be able to throw my hat into the ring in spite of everything. I'm a huge fan of the Heart of the Jungle book, one of my all-time favourites, and the idea to join a homebrew campaign set in the Mwangi Expanse is something great. I'll try my best to come up with a character before the recruitment closes.

Hope you find the time!


Sir Longears wrote:

I have two questions:

1st: Will you allow the Variant Multiclassing from Unchained?
2nd: Assuming a take the Viking archetype (Fighter) will you allow for me to take the unchained versions of Rage and Rage Powers?

1. Yes, but the rounds of rage will not stack.

2. And Yes.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I have not really used the Background Skills rule set much in the past and thusly I have found myself with a question that may be more common knowledge than I expect. Being third level, does that mean that we gain six additional ranks to spend in Background Skills? I am not sure if the rules mention of each time a character gains a PC class level included first.

Edit: An additional question, to just make sure I am understanding everything correctly, we will be starting with 1,500gp, correct?


Oh, I just noticed we are using automatic bonus progression. In that case I won't be picking up crafting. I'm not a fan of it as a lot of characters can't really use all the bonuses, but I understand that it makes things easier. I was considering the burned curse, mainly to deal with swarms, but with automatic bonus progression I kind of want to use my weapon. I can't have everything I suppose and I can always chose the flame spirit starting from level 4 if I have to.

I love your comment about a lot of talk both IC and OOC. I find that it makes a games a lot more fun.

Sorry for flooding you with questions, but you missed my questions about which spirits I could not chose with Bonded Spirit from Spirit Guide. It basically says it is up to the GM.

Now to find a really good reason to venture into he jungle. My character will be quite curious, but "there can be more, so much more!"


I think I've got a fairly good concept... but I want to get permission before I start any real work on it.

Basically, it's a kobold sorcerer with the aquatic bloodline. Unlike most kobolds, he actually hails from Tian Xia (as evidenced by him having stubby little antlers instead of the usual draconic frills). His blood can actually be traced back to an imperial sea dragon who vanished long ago, and his current mentor and caretaker, a true imperial sea dragon named Koh Quina, told him that his ancestor vanished after journeying west looking for something.

Now the little kobold believes he might be the reincarnation of that dragon, and he's traveled far and wide in search of what his previous incarnation might have been looking for. He's volunteered to journey into the Mwangi Expanse because he believes that the river is "speaking" to him and telling him that what he seeks is found upstream. He's very composed compared to most kobolds, though he does have a tendency to horde shiny things. He's also very proud of the imperial blood in him and the quickest way to get him riled up is mocking it.


Joshua Hirtz wrote:

I have not really used the Background Skills rule set much in the past and thusly I have found myself with a question that may be more common knowledge than I expect. Being third level, does that mean that we gain six additional ranks to spend in Background Skills? I am not sure if the rules mention of each time a character gains a PC class level included first.

Edit: An additional question, to just make sure I am understanding everything correctly, we will be starting with 1,500gp, correct?

Yes and yes.

oyzar wrote:


Sorry for flooding you with questions, but you missed my questions about which spirits I could not chose with Bonded Spirit from Spirit Guide. It basically says it is up to the GM.

Should I ban any of them? I'm not familiar with the system, to be honest. Are some of them OP or something?

CaptainFord wrote:
I think I've got a fairly good concept... but I want to get permission before I start any real work on it.

I think it is an awesome concept. I look forward to seeing your kobold!

Lots of great ideas flowing here.


Dotting.

I'm thinking about a grippli druid.


I will have to redo my char. But will do so when i am back at my pc...


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I'm just posting a bit of mechanical mumbo jumbo here so that I can find it later.

Mecha Hunter:
Half-Elf Hunter

Str 12
Dex 15
Con 12
Wis 14
Int 10
Cha 12

Feats
Throw Anything
Point-Blank

Racial Traits
+2 to One Ability Score
Medium
Normal Speed
Low-Light Vision
Adaptability
Elf Blood
Elven Immunities
Keen Senses
Jungle Affinity
Language: Common, Elven

Skills
Climb (Str) 1 + 1 + 3
Craft (Alchemdy) Int) 3 + 0 + 3
Handle Animal (Cha) 3 + 1 + 3
Heal (Wis) 1 + 2 + 3
Knowledge (dungeoneering) (Int) 1 + 1 + 3
Knowledge (geography) (Int) 2 + 1 + 3
Knowledge (nature) (Int) 2 + 1 + 3
Perception (Wis) 3 + 2 + 3
Spellcraft (Int) 1 + 1 + 3
Stealth (Dex) 3 + 3 + 3
Survival (Wis) 3 + 2 + 3
Swim (Str) 1 + 1 + 3

Crafting Alchemical Items: +2 Craft (Alchemy)
In Jungle: +1 Handle Animal, +1 Survival, +4 Stealth
Traits
Alchemical Adept - Basic (Magic)
Jungle Guide - Region (Sargava)


About the apprentice. I had a thought. At each level I can release an apprentice as failed or his apprenticeship is completed. What if I were still searching for a new apprentice and possibly pick one up in BloodCove.

As far as the Wizard himself, I'm figuring a loyalty to the academy to which he works, A strong interest in languages, which is part of why he came in the first place to study the rubbings Dragen brought out and learn the language. (an ongoing hook) In addition to this he's to bring back rare spells from the area to the Academy at which he works. His gold comes from an expedition fund that he applied for thanks to a sudden wanderlust.


A highly regarded expert wrote:

Dotting.

I'm thinking about a grippli druid.

Excellent. My first game, my party had a grippli. I have a soft spot for them.

Seth86 wrote:
I will have to redo my char. But will do so when i am back at my pc...

What was wrong with the previous char.?

Korak The Boisterous wrote:

About the apprentice. I had a thought. At each level I can release an apprentice as failed or his apprenticeship is completed. What if I were still searching for a new apprentice and possibly pick one up in BloodCove.

As far as the Wizard himself, I'm figuring a loyalty to the academy to which he works, A strong interest in languages, which is part of why he came in the first place to study the rubbings Dragen brought out and learn the language. (an ongoing hook) In addition to this he's to bring back rare spells from the area to the Academy at which he works. His gold comes from an expedition fund that he applied for thanks to a sudden wanderlust.

Very interesting. The issue is, some of the places I plan on you leveling will not have many NPCs around. You'll level about 5 times or so over the course of the game.


Well I do intend to stick to the first NPC for at least awhile, I was thinking we could work together to create this character's background and I can run with him/her for a few levels at least until they gets their first level as a wizard, and beyond, then perhaps cutting him loose when we return to a semi civilized area and looking for a new one maybe. It all kinda depends on how the game goes. In addition, if the new character starts as a level 1 commoner as I think makes the most sense, we need to figure out his retraining times would be. Is there any planned downtime?


GM Mowque wrote:


oyzar wrote:


Sorry for flooding you with questions, but you missed my questions about which spirits I could not chose with Bonded Spirit from Spirit Guide. It basically says it is up to the GM.

Should I ban any of them? I'm not familiar with the system, to be honest. Are some of them OP or something?

I was referring to the following: A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). I'm not sure which of the spirits, if any are incompatible with heaven's mystery. If there are none that's great I suppose.


Korak The Boisterous wrote:
Well I do intend to stick to the first NPC for at least awhile, I was thinking we could work together to create this character's background and I can run with him/her for a few levels at least until they gets their first level as a wizard, and beyond, then perhaps cutting him loose when we return to a semi civilized area and looking for a new one maybe. It all kinda depends on how the game goes. In addition, if the new character starts as a level 1 commoner as I think makes the most sense, we need to figure out his retraining times would be. Is there any planned downtime?

I doubt it. While the game takes place over a wide geographic area, I try not to plan it down too specifically. You'll be in a hurry for most of it though.

oyzar wrote:


I was referring to the following: A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). I'm not sure which of the spirits, if any are incompatible with heaven's mystery. If there are none that's great I suppose.

Pick one you like and try it. See if I like the application or not. Not going to ban any off the top.


I would like to submit Eilif Olaffson!

Stats:
EILIF OLAFFSON
HUMAN (ULFEN) FIGHTER (VIKING) 3
Medium humanoid (human) CN
Init +2; Senses Perception +8
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 shield)
hp 28
Fort +6, Ref +4, Will +5
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft. (40 ft. when charging, running or withdrawing)
Melee mwk longsword +7 (1d8+3/19-20) or
Melee mwk spiked heavy shield +7 (1d6+3) or
Melee dagger +6 (1d4+3/19-20) or
Melee throwing axe +6 (1d6+3) or
Melee greatsword +6 (2d6+4/19-20)
Ranged throwing axe +5 (1d6+3)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6 (+8 to Bull Rush); CMD 18 (20 vs. Bull Rush)
Feats Improved Bull Rush, Improved Shield Bash, Iron Will, Power Attack, Shield Focus
Traits Fortified Drinker, Seeker
Skills Climb +9, Intimidate +6, Perception +8, Profession (brewer) +7, Profession (herbalist) +7, Survival +7 (+11 to avoid getting lost), Swim +9; Armor Check -4
Languages Common, Dwarven, Skald
SQ fearsome, shield defense
Combat Gear acid [5]; Other Gear antitoxin [2], backpack, belt pouch, compass, dagger, flint and steel, greatsword, mapmaker's kit, mwk kikko, mwk longsword, mwk spiked heavy wooden shield, rope [50 ft.], throwing axe [2], torch [3], trail rations [5], vermin repelent [5], waterskin, whetstone, 568gp, 7sp

Carrying Capacity
Total Carried Weight: 91 lbs. (64[combat]/27[other gear])
Light Load: 76 lbs. or less
Medium Load: 77 - 153 lbs.
Heavy Load: 154 - 230 lbs.
Lift Over Head: up to 230 lbs.
Lift: up to 460 lbs.
Push or Drag: up tp 1150 lbs.

Fighter Features
Bonus Feat: 1st - Improved Bull Rush, 2nd - Improved Shield Bash.
Fearsome: At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round.
Shield Defense: Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1.

Racial Traits
Bonus Feat: Iron Will.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Background:

Eilif was born on the small town of Skjoldmur on the Lands of the Linnorm Kings and he would have lived a standard and violent life as a Viking if not for his father’s greed. After a failed raid, his father and his warriors decided to try their luck on the Thanerest Mausoleum and succeeded in retrieving some treasure, a cursed treasure. All their descendants were cursed.

After a cursed person completes twenty-one years old, she starts to have very vivid nightmares and when she dies in a nightmare so does she in real life. After several failed attempts to break the curse, the elder from Skjoldmur believes that a mythical herb, the Ynhalthis, might break it… if it could be found. Eilif seeks this legendary herb, rumored to still exist in the heart of the Mwangi Expanse, and his quest led him to Bloodcove. Eilif completed twenty-one years last week.

GM:
Eilif’s curse is quite powerful and lethal, so I am kind of afraid that, if picked by you, he might die to soon! To avoid this curse, I thought that Eilif could get really drunk every night, this way he would not “dream”… But it is open to you as to how to explore it!

If you have any suggestion, please let me know! Also, if Eilif does not interest you, please let me know so I can try again ;)

Reasons to join in:
Two things caught my attention in your campaign that I love: smart encounters and character background exploit. All the adventure paths, modules and PFS are great, but none makes your character really part of the story… I miss it!


I must admit I have never been able to find myself a little person character. All my thoughts always get dashed by myself based on the unusual racial mods. (Never get to play too many bards and I'm not big on Sorcs.)

I have thoughts on either doing a Halfling or Gnome, leaning Gnome Swashbuckler (Musketeer) Hunter extraordinaire.

I saw that you are doing the APB but would I be able to start with a musket of some kind?


Used 3000gp. Instead of 1500gp


Question:

1. Are subraces/alternate traits allowed?

Was thinking a Gnomish Bard (archivist), who wants to go exploring and take notes on all the various creatures/critters/etc in the Mwangi Expanse.


Given the whole jungle theme I would love to play a skinwalker if possible.


Eilif Olaffson wrote:

I would like to submit Eilif Olaffson!

The perfect format to submit a character (and a cool one too!). Everyone look at his set-up, he did it right.

I'll list it again...

Statblock.

Backstory with interesting reason for going into the Expanse.

Short (1-2 Sentences) on why you want to play this game in particular!

Vincent Fleming wrote:


I saw that you are doing the APB but would I be able to start with a musket of some kind?

Usually I ban guns outright in my games. "Not in my fantasy!". That being said, I am trying to be more flexible. I'll allow it, assuming you choose a nice non-OP weapon. But recall you are going to adventure into a damp jungle full of rot. How long will a gun last?

Gilthanis wrote:

Question:

1. Are subraces/alternate traits allowed?

Depends on the alternate trait. What do you have in mind? Many are fine, but I know there are a few OP (or worse, in my mind, race changing) ones hiding in there.

zomblisham wrote:
Given the whole jungle theme I would love to play a skinwalker if possible.

Gonna say no to that one. Sorry.


Talin and Zephyr:

Talin Moonscar
Human (Mwangi) ranger (sable company marine, trapper) 3 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Ultimate Magic 65)
LN Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 22 (3d10)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee kukri +6 (1d4+6/18-20) or
. . longsword +6 (1d8+6/19-20) or
. . mwk cold iron lance +7 (1d8+9/×3)
Ranged shortbow +5 (1d6/×3)
Special Attacks combat style (mounted[APG]), favored enemy (orcs +2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 10, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Endurance, Monstrous Mount, Mounted Combat, Power Attack, Ride-by Attack
Traits orc impaler (lastwall), river fighter
Skills Acrobatics -1 (-5 to jump), Craft (traps) +7, Disable Device +8, Fly +2, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +7, Perception +7, Profession (trapper) +7, Ride +5, Stealth +5, Survival +7, Swim +6
Languages Common, Orc, Polyglot
SQ favored terrain (jungle +2), track +1, trapfinding +1, wild empathy +3
Combat Gear antiplague[APG], antitoxin, vermin repellent[UE], water purification sponge[UE]; Other Gear mwk chain shirt, mwk heavy steel shield, arrows (20), blunt arrows[APG] (20), kukri, longsword, mwk cold iron lance, shortbow, artisan's tools, backpack, belt pouch, carnivore feed (per day) (7), fishhook (5), flint and steel, hip flask[UE], masterwork thieves' tools, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), whetstone, 2 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Orc Impaler (Lastwall) +2 to confirm critical on charge (+3 vs. orcs).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
River Fighter You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Zephyr
Hippogriff
N Large animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 11 (+4 armor, +2 Dex, +2 natural, -1 size)
hp 21 (3d8+6)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 60 ft. (average)
Melee bite +2 (1d6+5)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 17
Feats Light Armor Proficiency, Power Attack
Skills Fly -3, Ride -1 (+1 to stay in the saddle), Swim +5
Other Gear mwk chain shirt, exotic military saddle, hammock[UE], saddlebags, tent, large[APG], trail rations (7)
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Basic idea for story:

After he has been trained and he received his companion, he is returning home to help keep his home country safe. And hopefully establish a chapter of the SCM


So nothing wrong with Eilif so far? Does he have a chance? Or will you doom his entire familly to oblivion? lol


Level 3 start? Hmmm... bit too lower for a Dragon Discple, and I don't really wanna build up into it... so... a Swashbuckler could be fun...

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