Jade Regent - Goblins and Fireworks!

Game Master Seth Parsons

When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai.
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Alright, with my schedule beginning to free up from some stuff, I'm wanting to pick up running another AP. And what AP is that?

JADE REGENT!

Alright, so, I'm currently running a Kingmaker game (and loving it), but want to laden my GMing plate with even more adventure, so I'm going with an AP I've been dying to try.

Character generation guidelines:

~Recruitment ends Saturday, February 22, and will start Sunday the 23.
~20 point build, with no stat high than 19 or lower than 8 after racials.
~Average starting gold + 20 GP
~HP will be Max at 1st, then averaged (1/2HD+Con) with a bonus +1 after that (ie Barbarian would be 6+1+Con Mod)
~Races are Core + Aasimar, Tiefling, Tengu, Kitsune, and Samsaran
~Alignments are any good or neutral (no evil)
~Classes are Core, Advanced, Ninja and Samurai (but no Gunslinger)
~2 traits, one of which must be a campaign trait. I will allow 1 drawback for an additional trait (no more than that. May take no trait that increases wealth.
~Archtypes allowed, but must be approved beforehand
~There will be no magic item creation feats allowed in my game
~And lastly: a 300 word background describing your character, why they are how they are and why they are in Sandpoint (ties in with traits heavily)

I will pick 5 characters, no more (may even only be 4 characters). I will also only assign levels. Far easier than XP track.

And...

GO!


Also, caravan rules will be in, but heavily (HEAVILY) modified to make it workable for PBP


Quick question: When you say Advanced classes, do you mean the ones from the new Advanced Class Guide that's in playtest now, or the Base ones (i.e. Magus, Oracle, etc.)?


Ah! Should have specified a bit better...

Advanced Character Guide, as in Alchemist and Oracle and stuff. And Magus is also allowed. The ones from the Advanced Class Guide are now allowed, since they are not finalized.

Thank you Xentik n_n


My submission will be a Half Orc Barbarian, who starting next level will become a druid. (Overall he'd be focusing largely on shapeshifting over spells). If you'll allow me, however, I'd like to be a Coldborn skinwalker, a paizo race released a few months ago.

Crunch:

17/12/14/10/16/7
HP 14
AC 14 T 11 FF 13
F 4 R 1 W 3

Feats: Power Attack, Endurance
Traits: Armor Master, Campaign Trait (TBD)
Features:Fast Movement, Rage (6R/day)
Racial Features: Darkvision, Weapon Familiarity, Ferocity, Shaman's Apprentice (Free Endurance)
Skills: Nature 4, Climb 7, Perception 6, Survival 6. ACP -1

Attacks: Falchion +4(3) 2d4+4(7) 18-20 x2

Inventory:
Falchion
Hide Shirt
Barbarian's Kit
-Waterskin
-5 days Rations
-Backpack
-Belt Pouch
-Flint and Steel
-Pot
-Rope
-Torches (10)
-Soap
Explorer's Clothes

Load: 60
Carry Capacity: 66/133/200/200/400/1000
1 gp, 9 sp, 10 cp

I'm going to take care of backstory tomorrow as it's getting late here.


Interesting build if you do, Gniel. Just a few things though: How do you have two feats at 1st level and no, I will not allow Skinwalker. I have basically no knowledge of them, so no, sorry.


Gnick Gnack Paddywack is about 3 feet tall with spiky blue hair. He does not have a beard as he is afraid that it might catch fire during one of his blendings of various materials and he always wears his goggles, just to be safe. He doesn't want to be reminded, as he was as a young gnomeling, when he told other gnomes that he wanted to build x or y, he was always being told ,"You'll shoot your eye out, kid." The lesson stuck so he wears his goggles. You can't be too safe. He is very excitable, as his lessons in the lab have shown him that a slow poke gets a fast blow up.

Learning about all he could on alchemical things and mastering how to make tanglefoot bags and sticky glue as he calls it, he wanted to learn how to make gnome fire which he has dubbed the more well known alchemists fire, since as an alchemist and a gnome he thinks he should master. He has recently learned how to make this item. He goes around community to community learning about poisons, other alchemical things, as well as herbalism. He is on the ship on the way to Sargavia to see what new toys and herbs and lore he can pick up.

Spoiler:
Gnick Gnack Paddywack
Gnome Alchemist 1
CG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +1; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee light mace +1 (1d4) and
longspear +1 (1d6/×3)
Ranged bomb +3 (1d6+3 Fire) and
light crossbow +2 (1d6/19-20)
Special Attacks bomb, +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities
1/day—dancing lights , ghost sound (DC 12), prestidigitation (DC 11), speak with animals
Alchemist Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, enlarge person (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 17, Int 16, Wis 13, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats Brew Potion, Extra Bombs, Throw Anything
Traits best customer, excitable
Skills Appraise +7, Craft (alchemy) +9 (+10 to create alchemical items), Heal +5, Perception +7, Sleight of
Hand +5, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception,
alchemy
Languages Common, Draconic, Dwarven, Giant, Gnome, Sylvan
SQ mutagen
Other Gear leather armor, light crossbow, light mace, longspear, 95 GP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Best Customer ( Ameiko) Expend a drink in hand for +2 on Heal check (+4 if healing selected NPC)
Bomb 1d6+3 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


I'm confused Gnick... I think your character is built for a different RP...

Scarab Sages

Posting interest. Been wanting to get into a Jade Regent game for a while now. Will draw up a samurai and get it online tomorrow, sometime.


Would like to sumbit this character, created for another game, but will amend background/details shortly. Gist of the character will remain.

Background will change to (in brief): Farm girl, family killed and farm burned in a goblin raid, rescued by Shelelu and started to manifest flame-oracle powers shortly after. will flesh out background and post to profile.

Sovereign Court

Dotting for interest.

Silver Crusade RPG Superstar Season 9 Top 32

Dotting for now, we'll see if I can come up with something I like. :)


Interested. Are Aasimar and Tiefling Heritages allowed?


As a resident of Sandpoint, would you be allowing Thassilonian specialist wizards? What about traits and feats from Rise of the Runelords?


Dotting for interest. I'm interested in running it, but I'd love the chance to be a player in it first.


Just a few questions.

If I have read the AP, can I still apply?

How do you feel about the Wild-caller, Shadow-caller, Master Summoner, and Synthesist summoner archtypes. All four are interesting to me, but I know some are leery of them. On that note, would you allow a non-fetchling to use the Shadow-caller archtype?

Is the Viking fighter archtype allowed?

Does no item creation apply to wizard's scribe scroll or alchemist's brew potion? Hope that doesn't sound like a dumb question. I just wanted to make sure.

Currently leaning between half-orc ranger/fighter or summoner of indeterminate race.


@Alex Mack: Yes, alternate heritages are allowed, but I'm a little leery of them (not enough to bar them though)

@ FFVIIGuru: That sounds fine, but traits must be your generic ones plus the one for Jade Regent campaign. Feats? Which one are you interested in?

@Lloyd: That is fine. I'm unable to stop people from doing that anyway. As for the Archetypes listed: Master Summoner and Synthesist are out. Too crazy. Shadow-Caller is also out due to it being a racial archetype for Fetchlings, and unapproved race. Wild Caller? Perfectly fine. Viking is ehh... I'll allow it.

Any item creation feats acquired by a base class (non-prestige) are fine, since they are rarely game-breaking and are tied heavily with said class.


I have a character I've been kicking around for Jade Regent, already built to the specifications - campaign trait; accepted race (tiefling); accepted class (witch); 20-point buy with her scores within the parameters. The one problem is that her backstory is just over 700 words. Is that a deal-breaker, or are you happy to read something a bit longer?


@El Ronza: Not at all. More detail the better!


GM Lugos wrote:

@Alex Mack: Yes, alternate heritages are allowed, but I'm a little leery of them (not enough to bar them though)

Actually some are rather OP which is why I asked :).

Edit: Question on BG clarified.


Then grab a cup of coffee, because this might take a while! :P

Crunch:

Liera
Female Tiefling Witch 1
N Medium Outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3 (+2 vs Curses)
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Ranged Sling +3 (1d4/x2)
Special Attacks hexes (cackle, misfortune [dc 14])
Spell-Like Abilities
1/day—darkness
Witch Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Ear-Piercing Scream (DC 15)
0 (at will) Stabilize, Detect Magic, Read Magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex
Traits Born Damned, Rescued (Koya) (Ex)
Skills Bluff +1, Craft (shoes) +8, Heal +5, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8,
Perception +4, Spellcraft +8, Stealth +5, Use Magic Device +3; Racial Modifiers +2
Bluff, +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Goblin, Infernal
SQ +4 to initiative checks, empathic link with familiar, patron spells (shadow), share spells with familiar
Other Gear Silken ceremonial armor, Dagger, Sling, Sling bullets (20), Backpack (33 @ 19.5 lbs), Bedroll,
Belt pouch (1 @ 0.7 lbs), Candle (10), Chalk (10), Familiar satchel, Flint and steel, Ink, black, Inkpen,
Mess kit, Pot, Soap, Spell component pouch, Trail rations (5), Waterskin, 26 GP, 9 SP
--------------------
Special Abilities
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Speckle
Male Rabbit
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Rabbit) -2 (1d3-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. Trip)
Feats Run
Skills Acrobatics +3 (+11 jump, +7 to jump with a running start), Fly +7, Heal +2, Perception +5,
Spellcraft -1, Stealth +15, Use Magic Device -2
Languages
SQ improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Fluff:

Backstory:

Fiendish blood, in rare cases, can lie dormant. Several generations can pass before it makes itself evident. Such was the case with Liera.

Born in Sandpoint to Chelaxian parents, Liera had a relatively normal childhood, even if she wasn’t quite a normal child. She was outgoing, friendly, eager to please. She looked just like her parents – smooth pale skin, straight black hair, a cunning smile. She seemed to lack empathy, but her parents decided that would develop in time.

As Liera grew older, her parents grew more and more worried. She would spend hours in the dark, saying she could ‘see better’ and ‘felt more comfortable’. She frightened small animals – not through any ill intent, but simply with her presence, as if they smelled something foul on her. And as she grew older, other children grew frightened – she ‘gave them the creeps’.

Liera still tried to be a normal child – it was just difficult when the others played in sunlight, while the shadows felt safer to her. And when not everybody had imaginary friends lurking in the darkness.

When she shifted from childhood to adolescence, it began to make more sense. When two small bumps formed on her forehead, and her spine began to lengthen into a tail, her parents started to panic. When they couldn’t keep the shameful truth hidden any longer, they abandoned their tiefling child in the nearby woods, and left Sandpoint for good.

Lost and alone, Liera wandered through the woods for days, following only the whispering in her mind. She ate roots and berries whenever she could find them, and stayed hungry when she couldn’t. She fell into a crude trap left (and presumably forgotten) by goblins, broke her arm, and kept wandering in pain. She found a rabbit, and would have eaten it in desperation, had it not stayed put as she approached. It was the first animal in her entire life to not flee as she approached. As she cautiously picked it up, she felt a strange stirring in the back of her mind, as if something had awakened – and it was then that she passed out.

When she came to, she was inside. A woman was leaning over her, tending her broken arm. Something soft and warm was at her side, and when she turned her head, she could just make out the rabbit she’d picked up. Healing magic was flowing through her body, and she let herself drift off again, not into unconsciousness, but restful sleep.

The woman, she learned next time she awoke, was Koya Vhiski, a local cleric. She’d passed out not far from Sandpoint, as it turned out, and Koya found her while gathering herbs. The rabbit had stayed with her, refusing to leave, even when the old woman tried shooing it away. She’d been out for three days, but would be fine in a couple more.

All alone in the world, Liera begged Koya to let her stay. After much begging and pleading (and a bit of encouragement from her adopted son, Sandru), Koya agreed. But the girl would have to earn her keep (Liera eagerly accepted). And the rabbit would be her own responsibility (she agreed immediately).

Finding a job was hard, but eventually, Liera found work at the Rusty Dragon, helping Ameiko serve meals and drinks. She got on well enough with Ameiko – she wouldn’t consider her a close friend, but she was a kind employer, and didn’t judge Liera based on her fiendish appearance. And she enjoyed living with Koya – the old woman was sweet and kind, and helped her develop her own magic power, which had awakened in the woods. While it was of a more sinister nature than her own, she taught the young tiefling to use it to her advantage, and to avoid the whispered temptations it brought with it.

When Koya was travelling with Sandru and his caravan, Liera would sometimes join them, eager to get away from Sandpoint – especially when the stares and whispers would grow too much for her. Other times, she would stay behind, looking after the house and garden, caring for her rabbit and honing her magic. Sometimes she was all too eager to travel, for a chance at winning Sandru’s affection; other times, her own insecurity and shyness would prompt her to stay, as if hiding from him – or herself.

It’s been that way for some years now. Liera has grown from an awkward teen to an awkward young adult, and her fiendish features are stronger than ever. She’s eager to leave Sandpoint, and though she hasn’t told anyone, next time she travels with the Caravan, she won’t be coming back.

Appearance:

Liera is a small human woman. Her human blood just happens to be mixed with that of a fiend. She doesn’t know what kind – it could be a demon, a devil, or even a rakshasa for all she knows. Her features are certainly ambiguous enough to be anything, and her parents aren’t exactly around to tell her.

She is short and slender – standing just shy of five and a half feet, and though not without feminine curves, she knows comparing her own figure to that of her employer, Ameiko, will only upset her. Her hair is straight and black, and her skin is smooth and pale – signs of her Chelaxian parentage. However, she isn’t easy to mistake for completely human.

Horns grow from her hairline, curving back on themselves like those of a ram, sitting at the sides of her head. Her eyes are slanted and angular, arcing up sharply at the outer corners, and without whites – only a dull golden colour with a slitted pupil, almost catlike. Her nostrils are prominently flared, and her mouth seems a little too wide, her canine teeth fanglike. Her ears, like her eyes, rise to sharp points at the corners.

Between her neck and her waist, she seems mostly human, though her hands are vaguely clawlike – long, bony, sharp fingernails. Not too unusual, though slightly unsettling. What is unsettling, though, is her extraordinarily long and flexible tail – slender and whiplike, darkening to black at the tip – and her inhumanly-bent legs, ending in delicate, deerlike hooves that look as though they shouldn’t support her weight.

Of course, a decade of fiendish features has taught her a few tricks to conceal them. She keeps her eyes downcast most of the time, avoiding eye contact when she can. Letting her hair hang in her face helps somewhat, and she often lets it cover her ears as well. It takes a little more effort to conceal her horns, but since they sit relatively close to the skull, she can usually wrap her hair aound them, passing it off as simply an unusual style. She is prone to fiddling with her hair, giving the impression of coy flirting when all she really wants is to make sure nobody sees her ears and horns.

Her hands aren’t much of an issue – though somewhat unsettling, they still look human, and painting her “claws” gives the impression that she has filed her fingernails to that shape. For her legs and tail, she tries to disguise them with the simplest, most mundane method of all – clothing.

She wears long skirts, all the time. Her tail is long enough that she can wrap it around herself under her skirt to keep it hidden, but still use it to manipulate objects within arm’s reach and preserve her modesty. After years of struggling to hide her hooves with uncomfortably long skirts, she managed to cobble odd shoes that look normal – when all one can see is the sole, that is; in reality, they’re more of a cradle and loose cover for the hooves. Needless to say, this deception is uncomfortable, and she prefers to remain barefoot wherever possible.

Her clothes are usually loose and simple – a loose blouse, cinched with a bustier, and a long skirt, usually in several heavy layers. If she can wear a long woollen coat in the weather and not look out of place, even better. A wide-brimmed hat, well, that’s better still. Her desire to hide her features as much as possible leads her to almost be conspicuous in her pained efforts to hide.

Personality:

Liera’s most distinguishing personality feature is her shyness. Her years of trying to hide her features have developed into an almost crippling meekness – she avoids eye contact, she doesn’t speak much (and when she does, it’s quietly, without opening her mouth wide), she keeps her arms folded in, and tries not to draw much attention to herself. After all, she’s learned that attention she receives is usually of the negative sort, so she risks avoiding positive attention along with the bad.

She feels at home in shadows, and tends to shrink away from bright light, out of habit more than anything else. In darkness, she relaxes a little more. Her movements when walking are awkward, due to her “shoes”, but when barefoot (or hooved, as the case may be), she moves with an uncanny grace. She has a tendency to absent-mindedly stroke Speckle, even in the middle of conversation, as if without realizing what she’s doing, and the rabbit is her closest friend.


@ El Ronza: Nicely done! People, look at her post and learn from it, please.

Now don't take that to mean I just filled a slot, just that for a character post, that is a really good one.

EDIT: What patron is yours, El Ronza?


Ah, that must not show in the HeroLab export... Liera has the Shadow patron. Hence feeling comfortable in darkness, imaginary friends in the shadows, etc. It jumped out at me as being thematically appropriate.


Hmm... Very good!

At the end of the day today, I will begin compiling lists of characters. One list will be melee, ranged, arcane, and divine, the other list based on your traits for Ameiko, Sandru, Shalelu, and Koya.


I am interested. Let me see what I can put together.


interested lets see what I come up with


GM is the Evangelist Archetype for the Cleric allowed?


Yayy after two years, a Jade regent game.

lets see if I have luck this time

character is in the alias.

EDIT: noticed the extra 20 gold right now that will just be carried cash


This is the character I am going with, the character sheet should be complete in terms of both back-story and crunch.

Liberty's Edge

Dotting:

Gonna start writing now, is bard archeologist ok?


Dot.

Daniel, human fighter,
His Chelaxian family's not happy with him not liking the "fiery ones".
He escaped an.."unusual imprisonment". He fights with a chain and was at one point rescued by the elf to whom he swore loyalty.

His bio and sheet will likely be up tonight or tomorrow morning, since i've got to go to a birthday celebration.


Didn't have a lot of time to elaborate about the character an hour ago, but now that I do...on with the juicy and overly marinated details!

I won't lie Avan is tough to get along with, he probably won't warm up to the party that quickly, but he will still do it at a steady pace and may end up feeling more trusting around some more than others; in particular he'll probably be trusting the more obviously good aligned characters.

Like most of my characters Avan's feat and skill choices are based mostly on his background story and personality. Avan will be going through the Trip line of feats and eventually he'll pick up Vicious Stomp. He will also go for Greater Grapple to complement the Snapping Turtle Style feats he'll be acquiring and of course since he's a monk with the Martial Artist archetype he'll have access to fighter feats which means access to things like Greater Weapon Focus and the Weapon Specialization feats. The bonus feats he'll get as a monk will include things like Improved Grapple, Improved Trip, Improved disarm, Dodge and Deflect arrows.

Avan will mostly fight unarmed, and in addition to the decent damage he'll do thanks to the Weapon Specialization feats, he'll also utilize maneuvers like trip, grapple and disarm to make the lives of his opponents very difficult.


Ranger Trapsmith? Could tie to Sandru as easily as Shalelu (patron/training wise), though the options are still pretty wide open.

Pure Fighter? (Most of the Fighter Archetypes trade away too much. A couple provide something worth the trade in exchange, usually in the later levels, but not most.) Archery?

Fighter Polearm Master (Battlefield control specialist)? The choke-up ability is a Really Big Deal, and is really close to being worth the lost benefits. Add in the AoO and Maneuver bonuses of the archetype, and if you want to build battlefield control fighter, this archetype is probably better than the core class.

Samurai, child of surviving family servants, raised and trained to guard the Kaijutsu's despite their desire to be left alone?

If nothing specific appeals to me, I could miss applying because I couldn't pick a character!

Two of those options are tied to archetypes, of course.

Silly question, since Sandru was raised by Koya, if you chose to be Sandru's younger sibling could you ALSO take Foster Child? I'm not really planning on doing that, I just noticed the tight loop between the two.


Krissina updated for the path, will expand background a little, but the core is there.

Grand Lodge

I would love to join your group. I need to expand my background a little. I will work on it tonight but otherwise Here is my character.

Sovereign Court

Submitting Galford Dao for consideration. Galford Dao is a rebuilt character for this after failing to make the cut for another Jade Regent and Serpent's Skull recruitment.

Adopted by Koya and being a Tengu gives him a pretty interesting childhood.
Galford is a Tengu Rogue with the following Archetypes:
Swordmaster (Tengu Racial)
Scout

Mostly self learnt, he is highly sensitive to being brought up by Koya and has very little tengu like behaviour.
He would be a trapper, scout and ocassional melee warrior.

Traits chosen to support each other and intertwine with the backstory.


Dotting for interest.

Sylph wizard with bonded staff. Will finish the profile later. Can change to samsaran to fit race requirements.

Liberty's Edge

Here is my contribution:

character:

Armond Vlenn
Male Human Bard (Archeologist) 1
CG Medium Humanoid
Init +3; Senses vision Normal; Perception +2

--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
--------------------
Offense
--------------------
Base Atk +0; CMB -1; CMD 12
Speed 30 ft.
Melee
Rapier +2 (1d6+0/x2)

Ranged
Crossbow +3 (1d8+0/x2)

Special Attacks

Spell-Like Abilities

Spells Known
Level 0 (4/day)

Daze
Light
Prestidigitation
Open Close

Level 1(3/day)

Grease
Sleep

--------------------
Statistics
--------------------

Abilities
Str 10
Dex 16
Con 10
Int 12
Wis 8
Cha 18

Feats
Defiant Luck (Human)- Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Inexplicable Luck (Human) - Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.

Traits

Childhood Crush: Aemiko

Charming : 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.
Skills

Acrobatics +7
Appraise +5
Bluff +8
Diplomacy +8
Escape Artist +7
Knowledge (History) +5
Perception +2
Stealth +7
Use Magic Device +8

Languages

Common
Draconic

Equipment
Combat Gear
Crossbow (Light) 35gp - 4Lb – 80ft – 1d8 dmg 19-20/x2 P
Rapier 20gp – 2Lb – 1d6 18-20/x2 P
Armour – Leather 10gp – 15Lb – AC +2 Dex +6 ACP 0

Other Gear
Kit, Rogue's
Price 50 gp; Weight 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
Kit, Dungeoneering

15 gp Weight 25 Lbs
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Coin
40Gp

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Special Abilities
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Archaeologist’s Luck (Ex) - Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Bardic Knowlege - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Background:

Armond Vlenn – Campain Trait – Childhood Crush – Ameiko

Backstory:

Born to one of the founding families of Sandpoint, Armond spent a good portion of his childhood lording his status over others. Through study Armond became well versed in the arcane arts as well as the duties of someone who was to inherit position and power. Everything was going well until tragedy struck. One night as the household slept a hearth not fully out sparked a fire that engulfed the home it was assumed that all had perished in the blaze, but as the rubble was being removed Armond was found, unharmed save for a burn on his back in the shape of a butterfly.

Taken in by a relative, he was treated more as a burden than a member of the family. It seemed they only cared about gold and possessions. Humbled and now spending more and more time away from the place he now called home, he began to seek out the ones he once looked down on to make amends.
It was here he met Ameiko Kaijitsu, and tagged along exploring old buildings and ruins. During their he began to develop a fondness for the girl.

As time passed the thrill of discovering things and places lost to history led Armond to venture out to Brinestump Marsh in search of something that would impress Ameiko. Although he returned empty handed he spun a tale of danger, adventure and narrow escapes much to the amusement of his friends.

Now present day and still searching for a big find, Armond spends his off time at the Rusty Dragon, telling stories of cities and artifacts lost, as well as a few outrageous stories in an attempt to please Ameiko.

Apperance:

With blond Hair and grey eyes, Armond stands 5'11''
While out exploring he wears his leather armour with a heavy cloak, Raipier and crossbow at close reach.
Wile not on the road he tends to favour a more proper attire, still a member of a noble house he still must keep up appearances, much to his annoyance.

Personallity:

Armond tends to be extremely overconfident and up to now his luck and charm has been the only thing keeping him from serious harm. A ladies man he is know to have many women vying for his attention. Even though the Rusty Dragon always seems to bring him back, or perhaps it's more than that.

I'm going to flush out his back story a bit but I wanted to get something up.


Lugos- I have two feats as one of my racial features gives me endurance (Shaman's apprentice). Also, here is the page for skinwalkers if you are interested.


@Alex Mack: Evangelist is allowed.

@Meninite: Yes, Archaeologist is allowed.

@Hustonj: The traits are tightly linked, but not overlapping. Sandru has an older sibling that wasn't adopted by Koya, and even then there wasn't a technical adoption of Sandru, she just took him in. Basically, you could be adopted by Koya and Sandru would be like a brother, or you can be their 'actual' sibling, just not taken in by Koya proper (if at all).

@Gniel: Ah! Gotcha. But you'll still need to replace one of your traits with a campaign trait. And while I can appreciate your desire for Skinwalker, I still won't allow them, sorry.

So far the characters presented seem fun and nice, though backgrounds and such will be necessary for approval. I'll check back later.

Sovereign Court

Any comments on mine GM Lugos?
Hopefully I made it within your requirements.


Backstory is available in her profile. Let me know what you think GM, I can change it if needed. Will get crunch up later this evening or tomorrow morning.


Lou's background is in the profile.

lets hope this time Lou can get in.


I'd like to submit this character -- he was part of a Jade Regent campaign that failed almost immediately after it began.

He's a 20 point buy -- though I'll need to redo his equipment to the new standards (I think it was max gold for him).


GM Lugos wrote:
I'm confused Gnick... I think your character is built for a different RP...

He was built for a Serpent Skull game he didn't get into, I can change the area to Varisia.


Kool. I was wanting to build a Reach Cleric, however that's an awfully tactical build and only really works if combat uses maps. Is that something you are into?

If not I'd prolly look into a Barbarian or Ranger.


I will be using Google Docs for maps, loot, and timeline.

@nightdeath: Looks good to me, but I only did a preliminary look at it (at work at the moment).


Also, nice to see you yet again Nightdeath. This would be what, the 3rd pbp we could be in together?


How do you feel about variant channelling for Clerics? And alternate racial features from the ARG?

I'm looking at a Samsaran Cleric of Tsukiyo that was raised by Koya Mvashti, though not because his parents died but because they dumped him, afraid of what he might be (they did not have a clue what a Samsaran was). Basic idea is for a cleric with the Madness domain accompanied by either Darkness or Archon (Law or Good).


@Cuan: What do you mean by varient channeling? As in the feats or through an archetype?

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