JR: Strange Journeys (Inactive)

Game Master trux

"When you are content to be simply yourself and don't compare or compete, everybody will respect you." -Lao Tzu


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Sovereign Court

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“It is time, for the zenith of the Regent’s power grows near.”

One spot is reserved. I am currently looking for a party of five.
No other players are expected to bring Tian or Asia-themed characters at level one. Players should not worry about your PCs knowing Tian languages. Tian language skills won’t be required to progress in your journey.

In order to offset the point-buy restrictions, you GM will have a few nice rewards along the way.

15 point buy & First Level.
Take your maximum HP, of course
Take your maximum starting wealth
One Campaign Trait (multiple PCs may have the same Campaign Trait)
One additional trait
Please include a Personality and Motivation for your proposed character
3PP allowed if verified and approved by myself

Your role-play and good name on these boards is more important to me than your build.
Please include a link to a writing sample for this PC or for another character you enjoyed playing. This could be a post elsewhere on the boards, or a story you have written elsewhere. This could be a Backstory, but it is not required to be one. Get Creative!

I would also like to see a brief statement of concept for any characters submitted. This should be in the style of Numenera, or in other words “ JOE THE BAKER is an ADJECTIVE NOUN who VERBs.”


dot


Dot, for now. Will have to see.
Any more information? Not-asian is not much to go on :)

Also, see if I do this right :P
CL4P-TP the SLIGHTLY-INSANE is an ADJECTIVE NOUN who VERBs...
:p Someone had to do that joke...


You can't be a asian themed PC? The adventure path says you can. Yeah, sorry kinda lame to "reserve" a character like that..


Stats in profile for Clyde McClod, mediocre lumberjack.

Clyde has been struggling for a while to become a lumberjack like his co-workers at the lumbermill but has tended to lag behind and is becoming discouraged. Considering trying to find another line of work, Clyde is thinking of becoming a caravan guard and has been supported by Koya's mother before her death to expand his horizons.

Clyde right now is a rather dull young man. He gets up, eats, does his job and perhaps partakes of any entertainment going on before going home. Perhaps a good trip is just what he needs to break out of his rut!

Link to sample where his Drunken Barbarian has an upset tummy

Clyde is a lumberjack and that's ok!


Scott Henry wrote:
You can't be a asian themed PC?

That's not what he said at all. He said no one is expected to have Tian-flavored characters, not that only one person can be from Tian.

Now that that is out of the way, might poor, rejected-from-many-many-games Tik-Tik have a chance? He's usually an Alchemist.


Woo!! Dot for a fighter.


Excited to play! Here's my entry, that's considering we can use Fiendish Heritages. If it requires a feat or if they're not allowed, that's fine, just let me know and I'll change the numbers (I'd still like to keep the heritage for fluff though, if that's okay).

Shauldrek is a strong inquisitor who subdues (debuff, nonlethal, bludgeoning, etc).

Personality:

Shauldrek is as hot-tempered as his patron deity, but loyalty means a lot to him, and he will gladly die for anyone he makes friends with, which he's quick to do given his lonely and tragic past. To them, he's a big brother, or wild uncle depending on how they take the age difference.

Motivation:

Shauldrek's motivation is to prove himself. He's trying to deny his Oni heritage, as the one time he gave in (blackmailing a merchant) it got him thrown out of his town. Therefore, everything he does is to prove to himself, Shalelu, and the druids who found him that he's not that boy anymore, but instead has grown into an honest, and driven adult by doing the will of Valani, the deity who took him in.

Writing Sample/Backstory:

Shauldrek ran, always at a bit of a skip when he wasn't in human form, and that only made the tears run more. They filled his eyes so that he was honestly running from muscle memory rather than sight. He ran past rolling hills, rocks, trees, he ran so far up the mountain, he got lost. He sat and weeped as it began to rain. As the water collected in a puddle at his feet he could see his face, this monstrous face which earned him so much ridicule and gave his town the excuse they needed to run him out when he broke the law. His red skin and bald head, the jewels in his right brow, and his big eye, big nostril, big left side in general. He smashed the puddle with his oversized left arm and cried out.

Almost as an echo to his cry there was a shout. But not a shout of anger or despair, rather of joy. It was followed by laughter. The boy stood--as best he could--and looked out to see smoke billowing up in the distance. He sought it out and when he did he saw several humans, elves, gnomes, and even animals dancing about a huge bonfire. They were making shell necklaces and adorning each other with them; singing and dancing wildly about in worship to someone called Valani. It was the first he'd heard of anyone like that, and he had to know more, so he did what he'd done so many times before, he visualized a normal-looking boy with tan skin and white-blonde hair, and altered himself to become that boy for a time.

He then approached the fire and they welcomed the newcomer in the dance. They taught him about Valani and his dominion over the volcano and the seasons and the storms and they feasted with him. Before the night grew too late, however, Shauldrek's humanity faded away to reveal the hungerseed underneath. He began to pick himself up to leave, but he was stopped, "Where are you going, Shauldrek?" The eldest druid, Agniel, asked.

"I'm a tiefling, my true form will come soon, and I do not wish to frighten you," he answered, "I am quite ugly."

The druid held the boy's shoulders and watched him change. The druid simply grinned and chuckled, "Ha, so you are asymmetrical! Do you know what else is often so? Volcanoes! Storms! Earthquakes! All asymmetrical, and do you know what else? Quite beautiful indeed!"

From that point forward, Shauldrek came to love Agniel as a father, and expressed a desire to train as a cleric. Agniel agreed, but over time came to the conclusion that with Shauldrek's natural skill for combat and guile, that his service to Valani would be better served as an inquisitor of the faith, carrying out Valani's wrath, and fulfilling his will to do good, not by the laws of men, but by the laws of nature.


...I think I've got an adorable character concept for this. Lemme see what I can pull together.


Dotting for interest.

I am definitely thinking about considering a can't quite remember it race focussing on helping the party and hurting bad guys.


Submitting Bawl Mvashti for the AP. Bawl is a kobold adopted by Koya as an egg and follows her loyally wherever she wishes to protect her.

He's a Fighter now, but he'll be taking levels in Inquisitor under the Dragon subdomain from level 2 onwards, and eventually going into the Dragon Disciple prestige class.

Quote: "I shall become the dragon my mom believes I am!"

Crunch:
Bawl Mvashti
Male Kobold Fighter/1
LN Small Humanoid (reptilian)
Deity: Nethys/Apsu Homeland: Sandpoint Age: 14

Init +4; Senses Perception +3, Darkvision 60'
--------------------
Defense
--------------------
AC 16 Touch 13 (+1 Size, +2 Dex) Flat-footed 14 (+1 Size, +3 Armor)
HP 9/9
Fort +1 Ref +2 Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite +1 (1d4/x2) or Tail Slap +1 (1d6/x3)
Ranged Shortbow +3 (1d4/x2/60')

--------------------
Statistics
--------------------
Str 8, Dex 15, Con 8, Int 10, Wis 16, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Small But Deadly, Tail Terror
Traits Dragonmaw (Alt Race Trait), Gliding Wings (Alt Race Trait), Foster Child (Koya), Reactionary
Skills Climb +3, Intimidate +4, Kn. Arcana +2
Languages Draconic, Common
Combat Gear Studded Leather, Shortbow, 20 Arrows, Spiked Tail Attachment
--------------------
Equipment
--------------------

Background:
Bawl's real family and tribe are unknown to him, or his adoptive mother, Koya. When he was an egg, Koya found him as he tumbled out the back of a passing wagon caravan. As he fell out, he hatched prematurely and began to cry loudly for attention and care. Only Koya had the confidence and kindness to come forth when it was apparent that the wagon wasn't coming back to pick him up. Taking him home, Koya named him Bawl, for his predisposition to crying at almost everything when they didn't go his way. Although he was nothing like her and she had no duty to care for him, she took it upon herself to raise the little kobold and teach him to try to fit in with everyone. Soon, he started to pick up on concepts she tried to introduce him to, and he came to view her as not only a mother and mentor, but someone to guard fiercely to keep from losing her.

Although older and no longer the little crybaby he once was, Bawl still remains close to Koya. Growing up and being teased by the other kids around Sandpoint, as well as discriminated against by it's older citizens, Bawl is keenly aware of how different he is from those in town, as well as his adoptive mother. In spite of this, he views her as someone cherished and kind, still learning from her when he can, and still occupying the space beneath her bed when it comes time to sleep. The recent passing of Koya's own mother has left Bawl in high alert, unsure of what impact her mother's death will have on her. Whatever the circumstances, Bawl will follow Koya's lead anywhere, and be ready to defend her at all costs.

Personality:
Bawl is no longer the crybaby he was as a hatchling, developing a very snappy and defensive instinct with anything new or unfamiliar. Although restrained, Bawl is constantly driven by his racial heritage to cause trouble and mischief, but relies on the teachings of Koya to help him overcome his urges. Bawl understands that he can never be quite the hero that bigger folks can be, but as he has no need to take down more than the occasional goblin or wild animal, he is fine with this. He is content to stay back and let others hurl themselves into danger, offering what support he can from the rear. However, if anyone or anything even remotely threatens his adoptive mom, he is not afraid to interpose himself between the two and unleash his feral side.

Bawl has grown up hearing Koya call him her "little dragon" and has taken this nickname to heart. He is dedicated to the concept of becoming the dragon she has come to call him, and has learned to fight (literally) tooth and nail to overwhelm his foes. Bawl has learned the divine art of magic from Koya and although he possesses great promise, he does not feel ready to pursue it just yet. Even so, he is cognizant of his aptitude, and hopes that one day, he can follow in his mom's footsteps and become the mystical manipulator that she is.


Dotting as well. Not sure if I want to play a character I have or try for a new one. I will look at some 3pp to get the creative bee hive buzzing. I ma thinking standard barbar but with a small twist. Something like a gentle giant until someone or something sets him off. His favored weapon is a greatclub fluffed as a large wooden fence post. Not intelligent but surprisingly insightful. I also want to try Titan Mauler as it was intended and using Jason Nelson's unofficial redo:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Would that be alright?

Also, hi Torgue.

Checking up on a party member and then te lootz. Made the first and third check but not the second.


Hat meet ring.
Bones: Alfonso de Callienta, Celaxian fop. Human Abyssal blooded, tattooed sorcerer. Friend of the family, Koya

Crunch is under the alias. Alfonso is currently 2nd level but that will be changing quickly. Nothing unusual rule wise.

Personality, background and appearance under the alias. Current background was tweaked for a S&S campaign but the gist still applies. Celaxian minor noble, demon tainted, tattooed and trained to control the taint.
In the process of tweaking Alfonso's background for this campaign. Likely family trade interests with the Mvashtis led to a near fostering under Madame Niska and Madame Koya.

Writing sample:

Alfonso in a campaign that died:

Alfonso is being interviewed/interrogated by his Uncle Alfred who is in command of a military expedition. The uncle has just revealed that he has poisoned Alfonso and will provide the antidote in return for a task.

Alfonso eats heartily, focusing on the imported delicacies. He well knows this is a trap and the food is likely poisoned but he also knows that he has to have some use to his dear uncle as he is still breathing. “Let the games begin” He thinks as he watches his uncle take what he is meant to believe is the antidote.

“Ah the strawberries are sweet…” He says as he finishes the last of the melon and Mage Hands the remains away. “Beloved Uncle it does my heart, though not perhaps my other organs, good to see you again. I rejoice to see that the standards of noble Cheilax are being maintained here in this foreign wilderness.“
"I myself must admit to going terribly native. Why I almost trusted someone the other day, and I came to dine with the House of Thrune without a drop of anti-toxin on my person. I am going completely to seed."

As uncle’s anger grows at the flippancy.

"Alfred, Alfred, Alfred you really tried to be subtle this time didn't you. <shakes head, smiling with pity> You just don’t have it in you you know. You are too ostentatious, too dramatic. I mean look at your armor, and that speech. Your strength, if I may say so, lies in direct action rather than in political maneuvering. Not that I do not appreciate the effort, this was a really wonderful meal, and the bit with the bottles is a classic. What is more I really appreciate you stretching yourself like this on my behalf. I mean you could simply have beaten the information out of me or simply had me killed as a precaution."

Just before he blows his top.

"But do you think for a moment that I know anything? Of course a game is being played, this is Cheliax, a game is always being played. I am no doubt here for some reason, if such a word can be applied to my father’s thought processes, but he is not likely to tell me is he? To him I am at best, an expendable pawn. Now, because you asked so nicely, and remembered how much I love candied walnuts, I will tell you why I am here. I am here to get away. I am through with the abuse and the parties and the daily round of the cesspit of the Inner Sea."

"Like you did when you greeted me they opened a door and I walked through willingly. Yes it is a trap, just as walking into this tent was a trap. Sometimes the only way out of a trap is through. So that is why I am here. Now let us turn to the more interesting question. Why are you here?'

"We are both pawns in someone’s game, Uncle. You are a much more valuable than I am but we are both ultimately expendable. If you ask me part of the plan is for the expedition to fail, badly. We are all meant to die and it will be made to look like Varasian treachery. That is all our noble lords need to start another war. The crown sits uneasily on Queen Abrogail’s empty head. The houses plot and muter, the hellknights grow restive, General Gorthoklek does not want to lose his meal ticket and so he looks for an outward enemy. Much like the antidote it is a classic ploy. We are to be the heroes who die for fair Cheilax dear uncle."

"So are you satisfied dear uncle? Have I sung enough for my supper? Do I leave here, innocent, without a stain upon my character? Or do we send the candied walnuts to be enjoyed by the crows?"


Alfonso wrote:

Hat meet ring. ...

And I forgot this.

Alfonso is a petulant fop who is far more than he appears.

As an aside Numenera looks cool.

And this, need more coffee.

Motivation. First and foremost Alfonso is a survivor. He has survived Celaxian politics and his own tainted blood. He will not die. He has every intention of finding a road to immortality. Secondly Alfonso wants to show all the folks who considered him 'lesser' and a tool to be used exactly how wrong they were. He will do this not by engaging directly with them but by succeeding in his own right thereby proving to himself, and to them, that he is bigger than them and their petty game.

Note: Alfonso is very much opposed to the Faustian paths to power. He may use demons/etc, he will grow into quite a powerful conjurer/summoner, but he is not interested in letting them use him.

Background updated under alias. Alfonso is/was fostered to Madame Niska.


Applying with Trig Jegman, a gnomish beast rider cavalier, backstory (my writing sample), personality and crunch are all on his profile.

Sir Trig Jegman is a Flamboyant cavalier who charges into battle on exotic mounts.


trux wrote:

...

I would also like to see a brief statement of concept for any characters submitted. This should be in the style of Numenera, or in other words “ JOE THE BAKER is an ADJECTIVE NOUN who VERBs.”

Sorry, not sure what you meant by this.


Interested.

Laurentii the elf librarian is a bookworm with an uncanny ability to use mathematics and physics to spar efficiently and who is currently looking for a font of information on his favorite far away land: Tian Xia.

Just a little introduction, I will be provinding the other requirements once the character is fully written. As an aside this character will be a swashbuckler(inspired blade)

Here are a few questions:
What is the desired rate of posting?
How will interactions with the major NPC's be handled?
-This AP seems mostly interesting for heavy interactions with them
I was in a JR game already, but it died off recently, will that be a problem?

Spoiler:
We completed the marsh and were about to leave with the caravan toward brinewall.


How long will recruitment be open? I've signed up for several games, and don't want to wind up biting off more than I can chew, but I will know if I made any of them by Saturday.

Sovereign Court

Thank you everyone for your interest. If you have already posted with a character, thank you for your entry.

Here I will focus on answering many of the questions that you posed. If by mistake I missed your question, please let me know.
If these answers raise more questions, or if you would like a more specific answer, please feel let me know.

Good gaming, all!

Gruingar de'Morcaine wrote:
trux wrote:

...

I would also like to see a brief statement of concept for any characters submitted. This should be in the style of Numenera, or in other words “ JOE THE BAKER is an ADJECTIVE NOUN who VERBs.”

Sorry, not sure what you meant by this.

Alfonso has it down on the statement gig.

Other Examples:
“Claptrap is an Insane Robot who Guides Vault Hunters.”
“Aikane is a Clever Rogue who Hunts on Hidden Paths.”
“Morti is a Stout Fighter who Defends”
“Gandalf is a Wise Wizard who Unites the Forces of Good”

Scott Henry wrote:
You can't be a asian themed PC? The adventure path says you can. Yeah, sorry kinda lame to "reserve" a character like that..

Please, if you strongly wish to play an asian-themed PC, apply with her. This stems from my own perception of the setting. Tien/Tian characters could be quite rare in Varisia. Players will be welcome to play second, third, or other replacement characters who are Tien/Tian as we journey onward together.

Zayne Iwatani wrote:

Dotting as well. Not sure if I want to play a character I have or try for a new one. I will look at some 3pp to get the creative bee hive buzzing. I ma thinking standard barbar but with a small twist. Something like a gentle giant until someone or something sets him off. His favored weapon is a greatclub fluffed as a large wooden fence post. Not intelligent but surprisingly insightful. I also want to try Titan Mauler as it was intended and using Jason Nelson's unofficial redo:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Would that be alright?

You know what, it just so happens I have a distinctly un-fond memory of pathfinder oversized-weapons. I want to explore that content, but my gut tells me no on this one.

Tell you what though, I'll review it, and PM you if I change my mind.

TheCelticCircle wrote:

Here are a few questions:
What is the desired rate of posting?
How will interactions with the major NPC's be handled?
-This AP seems mostly interesting for heavy interactions with them
I was in a JR game already, but it died off recently, will that be a problem?
** spoiler omitted **

Solid questions.

Posting: I expect more than twice a week, but it is more important that we all keep with the campaign than we post at a set pace and schedule. We will probably take weekends off once the initial flurry dies down.
Major NPCs: Players are welcome to take on the roles of the major characters here. Just apply with an “ameiko” or a “sandru” or what have you.

I will probably follow the mechanical rules laid out in the adventure closely.

Any intimate moments will be handled with a *and the camera fades to black.* I’m not interested in going into graphic detail if one of you pursues a romantic relationship between characters.

We will have plenty of opportunity to take part in related role-play. However, we will not follow the camera into your tent at night.

I do not want to limit your enjoyment by walling off any other options before we begin. Want to be the woman who jealously murders Ameiko in her sleep? Let's see your character application. Want to be Koya's age? or perhaps you favor non-traditional gender roles?
Show me what you want. With everyone's cards on the table, we'll work from there.

Everyone, please feel free to ask me more questions on this topic if you need more specificity.

Previous Knowledge: I would not bar anyone for their participation in previous Jade Regent adventures. However, I do expect disclosure of such prior knowledge. It's just good manners.

Alynthar42 wrote:
How long will recruitment be open? I've signed up for several games, and don't want to wind up biting off more than I can chew, but I will know if I made any of them by Saturday.

This recruitment will not be concluded by Saturday. I will keep it open for at least a week or so.


Tik-Tik is a Tiny Dragon Chef that Brew Extracts(and tea) or Shapeshifts.

Campaign Trait: Foster Child(Koya): +2 Knowledge(Arcana)
Additional Trait: Dangerously Curious

Personality: Cheerful and energetic at times, down right lazy at others. He always enjoys conversation, and making large meals.

Motivation: Find out why his parents, first the Pseudodragon ones and then his Elven foster father, were killed in an attempt to egg/kidnap him.

Tik-Tik's racial stats come from a 3rd party supplement called Midgard, Book of Drakes(sold here on Paizo) and are meant to bring pseudodragon's in line with other races.

Sovereign Court

Aha, noted. Was not aware you were using 3pp Tik Tik. I'll look into it and get back to you.


If you'd prefer the bestiary stats, poo Tik-Tik can't be much of an Int based character unless we go the 3.5 route to develope ability score modifiers(-11 from odd scores, -10 from even scores to get the final modifier).


dotting.


1 person marked this as a favorite.

It says specifically you CAN be a asian themed PC right in the players guide though and that you dont really even have to be asian to be a ninja or samurai so much. It says they are rare but NOT unheard of enough that a PC couldn't be such a class..


And he said you want to play one, submit it.


Tik-Tik wrote:

Tik-Tik is a Tiny Dragon Chef that Brew Extracts(and tea) or Shapeshifts.

Campaign Trait: Foster Child(Koya): +2 Knowledge(Arcana)
Additional Trait: Dangerously Curious

Personality: Cheerful and energetic at times, down right lazy at others. He always enjoys conversation, and making large meals.

Motivation: Find out why his parents, first the Pseudodragon ones and then his Elven foster father, were killed in an attempt to egg/kidnap him.

Tik-Tik's racial stats come from a 3rd party supplement called Midgard, Book of Drakes(sold here on Paizo) and are meant to bring pseudodragon's in line with other races.

Koya: the Mr. Fuji of Sandpoint, apparently.

Hey! That would also mean I have a little brother!


partial dot

I need to adjust his stats and post the other needed info, but Kvell was built for this ap in mind, at lunch currently at work, when i get home I will make the updates and post the other requests as well


here is my application, will make an alias if selected.

Morgrym Stonestepper

basics:

Morgrym Stonestepper
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

stats:

STR14, DEX10, CON14, INT14, WIS14, CHA9

Offence and Defence:

OFFENSE
BAB 0 CMB 2 CMD 13
Space 5 Reach 5
Speed 20 ft

Melee
Warhammer +3 (1d8+2/x3)
Battleaxe +2 (1d8+2/x3)
Morning Star +2 (1d8+2/x2)
Dagger +2 (1d4+2/19-20/x2)

Ranged
Light Crossbow +0 (1d8/x2)

DEFENSE
AC 17, touch 11, flat-footed 16
hp 10
Fort 4, Reflex 1, Will 4

Feats:

Additional Traits,
Weapon Focus (Warhammer) (Class Feature)

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Jump Modifier (Core 88): You gain a -4 to jump checks.


Campaign Traits:

Caravan Guard (Sandru) (APJR 12): You gain a +1 trait bonus on Survival and it is a class skill for you.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

class features:

Class Features

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level
The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

blessings:

Blessings
Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Skills:

Acrobatics -5, Appraise 2, Bluff 0, Climb -4, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 6, Intimidate 0, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 7, Swim -4, Use Magic Device 1

Languages:

Dwarven, Common, Undercommon, Terran

Gear:

Armour
Steel Lamalar, Buckler

Weapons
Warhammer, Battleaxe, Dagger, Morning Star, Light Crossbow, Bolts (30)
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Kit - Grooming , Kit - Gear Maintenance, Fishing Kit, Grappling Hook, Cold Weather Clothing, Explorers Outfit, Blankets (2), Winter Blanket, Acid Flask


Money:

PP
GP 7
SP 6
CP
Gems / Jewels

Spells Prepared:

0 Level
Detect Magic, Read Magic, Guidance

1 Level
Divine Favour, Divine Favour

background:

Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again.

At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torag’s church was expected to undertake at any time.
It was during this aptitude testing that they found out he had an affinity for the martial side of the church, and less so for the preaching side.

To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard.

From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards.

At the age of 41, he asked, and received permission to leave the caravan at Sandpoint and start exploring the world beyond the dwarven cities.


GM trux, have a concept that I want to see what you think of it before I put too much into a build.

A third or fourth son of a minor noble. Won't get anything from inheritance. Family has been pushing him into the religious or military life. Not really interested in either stultifying environment. Claims he can feel the magic of destiny boiling in his blood. But hasn't been able to make anything actually happen yet.

I was actually wanting to start him off as an Aristocrat class. But further progression would be as Sorcerer (not certain of bloodline(s) or archtype yet).

If you really like it, I will flesh it out. If you aren't that enthused, I will come up with something else.

"Gruingar is a minor noble that will unlock his magic to become greater than his family thought possible."

Sovereign Court

Tik-Tik
I'll allow it in that case.

Guingar
My apologies. I'd rather not get into the nitty-gritty of commenting on the builds or concepts of applicants. You are welcome to build him or any other character up as either an NPC class or a PC class.

It is more important to me that you find something you want to play!

Thank you players for our two additional entries.


Better idea. If Titan Mauler is going to be questionable then how about a Hunter?

Crunch:

No crunch yet but there a few things I definitely want: ranged sniper, connections with animals, stealthy.

Background:

A few years ago, Shalelu Andosanna left Sandpoint without a word. She has done this a number of times over the years that she has been helping the town, so few thought much of the quick disappearance. What they do remember was her return for she did not return alone. Holding her hand was small child and following behind was a rather large wolf. She said nothing about how this happened, only left the girl in the care of her friend, Ameiko and left once again. Rumors flew about in the few days Shalelu was gone about this being her daughter for the girl was definitely a half-elf. But neither the girl Ameiko would reveal anything. And even she returned the elf ranger didn't say much about the situation. She would just comment that she found the girl lost in the woods, apparently being cared for by the wolf for it stayed by her side most of the time.

Eventually the rumors died down and the girl, now known as Shalewen, became an active member of Sandpoint. As everyone expected Shalelu took the girl under her wing and taught her the ways of the forest. She picked up archery, survival, and even a few divine spells as if they came to her naturally. She even accompanied the elf on shorter journeys near the town. And where ever the girl went, so too did the wolf, her ever-watchful companion. On those missions Shalelu deemed too dangerous she would leave the girl in the care of Ameiko and the good people of the Rusty Dragon. But whenever she had a moment she would find her way to the roof of the establishment to peer over the walls of Sandpoint and into the forest beyond, waiting for Shalelu's return.

Personality:

Shalewen is quiet to the point of being almost unnoticeable. She doesn't speak much, even when spoken to, and doesn't ever seem to show much emotion. Which makes things very difficult for many of the young men in town for her beauty rivals that of her care-givers, Ameiko and Shalelu. Her face is a little softer than the sharp angular features of an elf but still exotic and rare. Here hair is a bright blond like Shalelu's but her front bangs are dyed red, thanks to Ameiko. She is still quite young for a half-elf but seems to carry herself with a confidence only seen in one of great experience. She doesn't speak unless sure of the words and keeps sentences as short as possible while still conveying all that needs to be said. The only time she seems to show emotion is either when she is in the forest or with one of her closest companions, her wolf, Shalelu, or Ameiko, and even then its hard to see. A small smile, a sigh of content, a few wrinkles of determination. That is about all they will get. Ameiko has been working on opening the girl up to others but it is a long process.


trux wrote:

...

Guingar
My apologies. I'd rather not get into the nitty-gritty of commenting on the builds or concepts of applicants. You are welcome to build him or any other character up as either an NPC class or a PC class.

It is more important to me that you find something you want to play!
...

That's what I was checking. Some GM's do not like the idea of using the NPC classes. For the first couple of levels it is likely to make my character a bit less powerful than the others if they are optimized much at all.

if you didn't like aristocrat, I could get very close to the same feeling with lorewarden and still using the rich parents trait for the rich noble gear.


Bawl Mvashti wrote:

Koya: the Mr. Fuji of Sandpoint, apparently.

Hey! That would also mean I have a little brother!

Yay for family!

trux wrote:

Tik-Tik

I'll allow it in that case.

The 3.5 way(including racial hit dice?) or the 3rd stats? Thank you for considering him, I know he's pretty unusual. ^^


Hello there! This is my first post ever on these forums, so I do hope I'm not making a fool out of myself here. In the odd case this doesn't ruin my chances of being selected to tag along, here's the character I have in mind:

In one sentence, Bartho Sombaren is an uncharacteristically adventure-minded Paladin who is eager to protect those who set out to unfamiliar lands.

Mechanically, Bartho is a Human Paladin (with the Warrior of the Holy Light archetype) inspired by the empyreal lord Jaidz, whose teachings his father acquainted him with. Not that Bartho ever bothered paying much attention to any of its details, much to his father's dismay. Bartho is mostly just passionate about bravely defending any well-intentioned travellers with the knowledge he has a higher power backing him up as he does so. More details can be provided at a later stage!

[Note: some frantic editing to remove a few typos and provide a different family name since I think I accidentally copied it from some NPC somewhere.]


So a divine Don Quixote? Neat.

Sovereign Court

Gruingar de'Morcaine wrote:


That's what I was checking...

noted.

Tik-Tik wrote:
The 3.5 way(including racial hit dice?) or the 3rd stats?

No racial hit dice. Just the way he is with the 3PP stats.

Donorian wrote:
Hello there! ...

Welcome to the forums, then!

Please feel free to submit a full-on player-character.
Geez that's a lot of hyphens already.

I appreciate your PM. However, I'm afraid I cannot give you too much guidance here. As we are still in the recruitment-phase, I want to remain as impartial as possible.

Otherwise we would all be XXXXXXX XXXX XXXXXXXXX XXXXXXX-XXXX XX XXX XXXXXXXXXXXXXXX.


All done (well, close. need the companion stats and a few ore items but you get the gist.) and added a little extra to the background.

Shalewen:

Female Half-el Hunter 1
N medium humanoid (Human/elf)
Init +4; Senses Low-light Vision Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (3+ armor 4+ Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will +0
Immune to Sleep
+2 vs Enchantment
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Longbow +4 (1d8)
Melee +0 (1d6+2 19-20)
+1 attack vs those threatening Shalelu
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats: Point Blank-Shot, Skill Focus (Handle Animal)
Traits: Student Survivalist, Silent Hunter
Languages Common,
SQ: Animal companion, animal focus, nature training, orisons, wild empathy
Other Gear:Explorer's Outfit, Studded Leather, Longbow, Common Arrow (20)
--------------------
Skills:
--------------------
6 class + 1 Int + FC = 8
(1)Climb (Str) +4
()Craft (Int)
(1)Handle Animal (Cha) +6
(1)Heal (Wis) +6
()Intimidate (Cha)
()Knowledge (dungeoneering) (Int)
(1)Knowledge (geography) (Int) +5
(1)Knowledge (nature) (Int) +5
(1)Perception (Wis) +8
()Profession (Wis)
()Ride (Dex)
()Spellcraft (Int)
(1)Stealth (Dex) +9
(1)Survival (Wis) +8
()Swim (Str)
--------------------
Racial Abilities and Traits
--------------------
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-elves have a base speed of 30 feet.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Student Survivalist: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
--------------------
Special Abilities
--------------------
Animal Companion (Wolf): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training: A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Background:
A few years ago, Shalelu Andosanna left Sandpoint without a word to anyone, even her friend Ameiko. She has done this a number of times over the years that she has been helping the town, so few thought much of the quick disappearance. What they do remember was her return for she did not return alone. Holding her hand was small child and following behind was a rather large wolf. She said nothing about how this happened, only left the girl in the care of her friend, and left once again. Rumors flew about in the few days Shalelu was gone about this being her daughter for the girl was definitely a half-elf and there seemed to be some resemblance. But neither the girl nor Ameiko would reveal anything. And even when she returned the elf ranger didn't say much about the situation. She would just comment that she rescued the girl lost in the woods, apparently being cared for by the wolf for it stayed by her side most of the time.

Eventually the rumors died down and the girl, now known as Shalewen, became an active member of Sandpoint. As everyone expected Shalelu took the girl under her wing and taught her the ways of the forest. It was obvious she had some training already as she picked up archery, survival, and even a few divine spells as if they came to her naturally. She even accompanied the elf on shorter journeys near the town. And where ever the girl went, so too did the wolf, her ever-watchful companion. On those missions Shalelu deemed too dangerous she would leave the girl in the care of Ameiko and the good people of the Rusty Dragon. But whenever she had a moment she would find her way to the roof of the establishment to peer over the walls of Sandpoint and into the forest beyond, waiting for Shalelu's return.

Secret: Though everyone believes it, Shalewen isn't Shalelu's daughter. She is the daughter of a dear friend and fellow ranger she had known for some time. She found the girl, wounded and exhausted, on her way to meet said friend. But judging by the state of the girl and the fact that her friend's wolf companion was watching over her, it was easy to see something bad had happened. After delivering the girl to safety she set off to find her friend. And find him she did. He had apparently been ambushed by bugbears. His wife had been slain in the ambush and he mortally wounded. But even in his dying state he managed to lead the creatures away from his daughter. She found his corpse surrounded by a dozen bugbears, all peppered with black-shafted arrows. Not single one had escaped but neither had he.

Personality:
Shalewen is quiet to the point of being almost unnoticeable. She doesn't speak much, even when spoken to, and doesn't ever seem to show much emotion. Which makes things very difficult for many of the young men in town for her beauty rivals that of her care-givers, Ameiko and Shalelu. Her face is a little softer than the sharp angular features of an elf but still exotic and rare. Here hair is a bright blond like Shalelu's but her front bangs are dyed red, thanks to Ameiko. She is tall, lithe, and walks with a grace gained from years of practice traversing the wilds. She is still quite young for a half-elf but seems to carry herself with a confidence only seen in one of great experience. She doesn't speak unless sure of the words and keeps sentences as short as possible while still conveying all that needs to be said. The only time she seems to show emotion is either when she is in the forest or with one of her closest companions, her wolf, Shalelu, or Ameiko, and even then its hard to see. A small smile, a sigh of content, a few wrinkles of determination. That is about all they will get. Ameiko has been working on opening the girl up to others but it is a long process.

Motivation:
Shalewen will follow Shalelu anywhere or any order she gives. She rarely shows any motivation outside of this.


Bartho's details can be found in his profile; hopefully everything is up to standards. I reposted his background and personality below for convenience.

Background:
Once upon a time Sigfir Sombaren, a devout cleric of Jaidz from Magnimar, found love and settled down in Sandpoint. Here, his son and only child Bartho Sombaren would soon be born. Gifted with a strong sense of duty and a heart yearning to see more of the world, traits which his father proudly fostered in him, Bartho is eager to leave his home behind. After all, the direst of threats are encountered not by his fellow inhabitants of Sandpoint, but by those who set out on distant travels. They need protecting too, and Bartho is more than happy to oblige. Fortunately, Koya Mvashti (a close friend of Bartho's father, with them both serving a Travel deity) seems to have her sights set on embarking on a long journey, and so Bartho can't wait to set out alongside "Auntie" Koya.

Personality:
Bartho is a brave young man who combines wanderlust and curiosity with a personal standard of chivalry and responsibility towards those less capable of holding their own against the dangers of the world. Though not afraid to prove his skill at arms if pressed, Bartho is equally comfortable with finding peaceful solutions if the other party means no real harm. As any of his militia colleagues can testify, Bartho is generally a cheerful person, but one who switches to grim determination when called upon to perform his duty.

Having taken a peek at some of the potential party members, one could say the Mvashti manor doubles as a boarding school for misfits. The more, the merrier, I suppose.


Applying with a Kitsune Bard with the Lotus Geisha archetype. Only using one 3PP trait right now and that is an Alternate Racial Trait of Natural Finesse to replace the Kitsune natural weapons with the Weapon Finesse feat, if that is alright?

Tagline: Koan Wakahisa the Kitsune is a Charming Bard that Protects Ameiko.

Crunch:
KOAN WAKAHISA CR 1
Male Kitsune Bard (lotus geisha) 1
NG Medium Humanoid (kitsune, shapechanger)
Init +2; Senses Perception +4, low-light vision
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 8/8 (1d8)
Fort +0, Ref +4, Will +2;
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee fighting fan +2 (1d4-1, x3, distracting, monk)
Melee dagger +2 (1d4-1, 19-20/x2, 10ft)
Ranged shortbow +2 (1d6, x3, 60ft)
Special Attacks bardic performance (8 rounds/day)
Spell-Like Abilities (CL 1)
3/day -- dancing lights
--------------------
SPELLCASTING
--------------------
Spells Per Day Infinite/2

Cantrips (DC 14)
Daze (DC 16)
Detect Magic
Mage Hand
Prestidigitation

1st Level (DC 15)
Charm Person (DC 17)
Sleep (DC 17)
--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con 10, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 10
Feats Lingering Performance, Spell Focus(enchantment), Weapon Finesse
Traits Childhood Crush (Ameiko), Charming
Skills Bluff +8 (1 rank), Diplomacy +8 (1 rank), Disguise +8 (1 rank), Knowledge(local) +5 (1 rank), Perform(sing) +8 (1 rank), Perform(dance) +8 (1 rank), Perception +4 (1 rank), Spellcraft +5 (1 rank)
Languages Common(Taldane), Elven, Sylvan
SQ change shape (human)
Combat Gear studded leather, fighting fan, shortbow, dagger, light steel shield
--------------------
SPECIAL ABILITIES
--------------------
Weapon and Armor Proficiency A lotus geisha is proficient with all simple weapons, plus the butterfly sword, fighting fan, iron brush, sai, shortbow, and shuriken.

This replaces the normal bard weapon proficiencies.

Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Feats At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat.

These bonus feats replace bardic knowledge and lore master.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Cantrips Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
--------------------
RACIAL TRAITS
--------------------
+2 to Dexterity, +2 to Charisma, -2 to Strength.
Medium Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed Kitsune have a base speed of 30 feet.
Languages Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp) Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Natural Finesse Sophisticated kitsune hone graceful and precise movements at the expense of their skill with their natural attacks. The kitsune gains Weapon Finesse as a bonus feat at 1st level. This racial trait replaces natural weapons.
Favored Class Bard (+1 skill rank).
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CHARACTER TRAITS
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Childhood Crush You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course… if that’s what you and the other player are looking for, go for it! In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush. (Childhood Crush: Ameiko)
Charming Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
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FEATS
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Lingering Performance The effects of your bardic performance carry on, even after you have stopped performing. The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Spell Focus (enchantment) Choose a school of magic. Any spells you cast of that school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Weapon Finesse You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
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EQUIPMENT
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Worn

  • Entertainer's outfit
  • Studded leather
  • Light Steel Shield
  • Fighting Fan
  • Dagger
  • Shortbow
  • Quiver (60 arrows)
  • Backpack, masterwork
  • Belt pouch

Worn Weight w/o Containers: 42 lbs.

Inside Masterwork Backpack

  • Shamisen (musical instrument, common)
  • Blanket
  • Soap
  • Waterskin

Backpack Weight: 14.5 lbs.

Inside Belt Pouch

  • Flint and Steel
  • Journal
  • Ink
  • Inkpen
  • Funds (29 gold, 3 silver, 9 copper)

Belt Pouch Weight: 1.5 lbs.

Total Weight: 58 lb.

Description:
Koan remains in his human form nearly constantly, only allowed to revert to his natural kitsune shape if alone with family. His human form has the classic exotic aspects of Tian-min people. His eyes are a brilliant shade of violet opposed by the dark hair upon his head which is mid-back length and varies from being loose to done up into elaborate curls and buns. He is short like most Tian folk, barely a few inches over five feet in height. His willowy body, elegant features, and soft voice make it hard to pin down which gender he exactly is until you spend a great deal of time around him. He rarely corrects anyone who mistakes him for a woman on first introductions.

Personality:
Koan is open and friendly to most anyone he meets. He laughs easily and is the first to try to defuse any tense situations with humor. His only blind spot is when it comes to Ameiko as around her Koan finds himself unusually tongue-tied, shy and overtly protective if anyone or thing means her harm.

Motivation:
Koan's life goal is to protect Ameiko from all harm and sorrow for as long as either of them live. His secondary goal is to figure a way to tell her how he feels and have her reciprocate those feelings.

Background:
Koan was born into the Wakahisa clan to Hiei Wakahisa and Mayumi Wakahisa, one of several Kitsune families that served the Kaijitsu line long before it's exile to the other side of the world and followed faithfully to Varisia afterward. Four generations of the Wakahisa have made their home in and around the town of Sandpoint, all upholding the vow of protection their ancestors gave to the late Lord Kaijitsu. For the lord's descendants to be able to live normal lives in exile and to assist in misdirecting their enemies, this protection has been carried out in secret without the last two generations of Kaijitsu even aware of the Wakahisa service.

Normally, once of age, the male members of the Wakahisa clan would be trained in the art of the ninja's silent blade to be the blunt edge of the protection afforded to the Kaijitsu heirs while the female members of the clan were schooled in the geisha ways to be the eyes, ears, and, when needed, the subtle edge to their brothers. It would have been Koan's life to train under his father's tutelage to be a ninja had not fate dictated differently. In 4702 AR, when Koan was still a kit, his father died under mysterious circumstances in the days preceding the accidental death of Atsuii Kaijitsu.

With many of the family secrets lost with his father and as his parents only child, it was decided by his mother that Koan would be taught as if was a daughter since those were the only secret techniques that Mayumi knew well enough to teach. From age ten onward, Koan was drilled on how to entertain by conversation, by song, by dance, and even how to seduce the chastest monk. Of course this was very confusing for Koan as much of what his mother taught him was more geared toward a woman enchanting a man then vise versa though some could be used against women with minor tweaking. However, this lead to Koan's androgynous appearance as he grew up firmly stuck between playing two roles in life.

Over the years as Koan was groomed to be the next in line to secretly serve the Kaijitsu line, something happened that was forbidden by his clan's principles; Koan fell in love with the woman that would be his to watch over during their lifetime, Ameiko Kaijitsu. While he kept his true feelings a secret from all but the innards of his personal diary, Koan admired Ameiko, four years his senior, for her strong convictions and willingness to buck the expectations placed upon her by family name and gender. Admiration grew into a crush that often robs him of his voice when he runs into her on the streets of Sandpoint.

On his eighteenth birthday, Koan's training will be complete, according to his mother. On that day, he will begin his charge of protecting the Kaijitsu. On that day, he is expected to forsake what he feels in his heart and bring honor to his family name...

Writing Samples:
Here are a few examples of characters I enjoyed.

Oswald Turrill, my Gravewalker Witch from a Way of the Wicked game. He was crazy in the head and thought his dead family was still with him.

Harold Grimsley, my half-orc martial artist monk (now brawler in another game) who was a 'Gorilla in a suit' type of character fashioned after Victorian-era thugs for a Carrion Crown game.

Nitavesha Cindersnake, a Shoanti barbarian (was going to be a rage prophet eventually) from an Age of Worms game.

Sovereign Court

Thanks for the applications.

Koan, I'll allow your use of the weapon finesse feat so long as you pick two other racial traits to sub out. There is a difference between a bite attack that does 1d4 and the many finesse weapons.

So I'd say keep the bite attack and take a look at other racial traits you would be willing to trade on. I'll work with you to approve it from there.


If it's not too late I'd like to submit Ekran for consideration. I just have to type out the story, but he's mostly done. :)


Ok, I'm mostly set on Gruingar. I don't have the build finalized, but it is at least close.

fluffy bits:

This character will be a youngest son of a minor noble. No chance to inherit anything of significance. Family pushing him to choose a cushy military appointment or join the clergy. He refuses either stultifying choice. He's a bit book-ish and arrogant (like most nobility).

His studies and watching from the sidelines has convinced him he can do a better job of running things than of the people in charge. No, he is not a traitor that is going to try a coup d’état to force out his own family. He’s going to go off on his own to find someplace to start-up something new or get himself into a position of authority and prove his theories. He intends to surround himself with experts (eventual leadership feat) on the multitude of topics required. But feels he has to be enough in-the-know to understand what they are discussing and not be conned into poor choices.

Note: This will be the character’s personal goal not necessarily that AP goal. So when bargaining with a baron instead of cash, he may ask for a future favor like: hiring away the expert blacksmith for his future city, an alliance with his future city, trade privileges, etc…

The adventuring is intended to build up allies, a favorable reputation, and contacts for the eventual goal of being in charge of something. So he still has to be capable enough to pull his own weight in the party or he won’t be building up contacts, favors, and a favorable reputation. Primary role will be knowledge skills and maybe party face if no one else is competent at it. As well as trapfinding/disarming if necessary. Secondary combatant relying on the studied combat.

crunchy bits:

Class: Aristocrat 1 / Investigator X (/ does any PrC seem logical?)
Race: Half-Elf (I’m tired of playing humans at the moment and want to live long enough to be sure the grand experiment succeeds)
Alignment: Neutral Good
Str: 14, Dex: 14, Con: 12, Int: 15(13+2), Wis: 10, Cha: 10 (Though I have been considering dumping wisdom. Doesn’t seem like you could be very wise to just assume with no evidence that you are a better ruler than everyone else that ever existed.)
Trait: Rich Parents and Best Friend (Ameiko)
Feats:
Free: Skill Focus – Nobility or History almost seem needed with the back story but are also kinda blah. I suppose a noble could really have almost any of them though.
1 Weapon focus seems pretty noble-ish
3 alertness
5 iron will
7 leadership
9 improved iron will

my Jade Regent History:

A long while ago, I did read the first book while prepping to be GM. But then the group decided they didn't want to run that AP. I really don't remember it that well except for the few things that everyone already talks about on the boards.
I have zero problem playing my PC's as if I don't meta know anything even if I do happen to remember it.
I checked my files. I do still happen to have the Jade Regent map folio pdf if you want me to send it to you.

This is a sample of my PbP. My character is Selter Sago.


trux wrote:

Thanks for the applications.

Koan, I'll allow your use of the weapon finesse feat so long as you pick two other racial traits to sub out. There is a difference between a bite attack that does 1d4 and the many finesse weapons.

So I'd say keep the bite attack and take a look at other racial traits you would be willing to trade on. I'll work with you to approve it from there.

Okay, droping Gregarious/Agile and Low-light vision for Natural Finesse instead.


A small, silver colored dragon whirls through the air, smiling toothily.

::I hope we all get to have fun!:: Says a voice in everyone's head.

Tik-Tik is ready to be reviewed.


And they say telepathy doesn't rhyme with creepy...


Sorry. He's adopted.


I'm a bit of a latecomer to this thread, but I'll dot in! I'm acquiring the Jade Regent player's guide as we speak and I'll see what I come up with.


Shauldrek looks up from his carving as he hears the voice in his head. Seeing the dragon, he readies an arrow and calls out, "exactly what kind of fun are you intending to have? Muddling about with our minds and thoughts?"


Bawl hops up and intercedes between Shauldrek and Tik-Tik! "No, no, don't shoot! He's harmless, I promise! He just likes to talk, is all! You get used to it."


well finally got it together... well mostly..after lots of research, trying to mesh it all together and keep in line with sandpoint history

here is Lou, Chef of the Rusty Dragon.

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